Knots Terms


Guiding Principles:

 

  1. The intent of these definitions is to create a clean and sensible and unambiguous language which is not bound or influenced by traditional terminology, except where the traditional terminology is sensible and useful.

 

  1. These definitions are intended to deal with the general case.  It is recognized that there might be exceptions to any rule or definition.

 

  1. It is understood that adjustments will need to be made along the way.

 

  1. Nodeology terms can be written in the following ways (using "Tail_End" as an example):

     

N.Tail_End -- This is pronounced as "n dot tail end" and it specifies that "Tail_End" is a Nodeology term.

 

N.B.K.Tail_End -- This is pronounced as "n dot b dot k dot tail end" and it specifies the exact path where "Tail_End" resides.  In this case, "Tail_End" resides in the Nodeology/Bindings/Knots path.

 

.Tail_End -- This is pronounced as "tail end" and it provides a less cumbersome way of specifying that "Tail_End" is a Nodeology term.

 

  1. There are no blank spaces in Nodeology terms because blank spaces are treated as special characters in certain areas of computing.  This is done for future growth in case the new terms are someday used in computing (e.g. XML).

 

  1. Directions are given from the perspective of the viewer, such as up, down, left, right, front (the side of the .Knot closest to the viewer), and behind (the back side of the .Knot which the viewer can't see). 

 

 

 

Definition of a .Knot:

 

 

 

 

 

Definitions of the parts of .Knots and actions relating to .Knots:

 

 

 

 

 

 

 

 

        A .Collar consists of the following parts:

       

          .Collar_Leg1 -- The "leg" of the .Collar BEFORE the .Cord curves around the object.  This is the first "leg" you would reach by tracing the .Cord from .Body to .Tail_End.

          .Collar_Curve -- The part of the .Collar which curves around the object and which is BETWEEN the two "legs."

          .Collar_Leg2 -- The "leg" of the .Collar AFTER the .Cord curves around the object.

   

      .Collar can be used with the following two-word parameters (in any order):  The "around" parameter specifies the object to be "collared," such as "around .Body" or "around tree."  The "leg1" parameter indicates whether .Collar_Leg1 crosses the object in front or behind or right or left or above or below.  The "curve" parameter indicates the initial direction in which the .Cord travels when it starts curving around the object. [discussion: 0 comments]

 

 

        A .Wrap consists of the following parts:

       

          .Wrap_Leg1 -- The "leg" of the .Wrap BEFORE the .Cord curves around the object.  This is the first "leg" you would reach by tracing the .Cord from .Body to .Tail_End.

          .Wrap_Curve -- The part of the .Wrap which curves around the object and which is BETWEEN the two "legs."

          .Wrap_Leg2 -- The "leg" of the .Wrap AFTER the .Cord curves around the object.

   

      .Wrap can be used with the following two-word parameters (in any order):  The "around" parameter specifies the object around which the .Cord is wrapped, such as "around tree" or "around nothing."  The "curve" parameter indicates the initial direction in which the .Cord travels when it starts curving around the object (or around the air).  The "finish" parameter indicates whether .Wrap_Leg2 crosses .Wrap_Leg1 in front or behind or right or left or above or below.  The "times" parameter is optional, and it indicates how many times the .Cord goes around the object ("1 time" is the default value).  "1.5 times" around an object is traditionally referred to as a Round Turn.  "0.5 times" or "1/2 times" around an object is the same as a .Collar.  The "size" parameter is optional, and it indicates the approximate size of the .Wrap, usually when the .Wrap is made in the air.  Some examples for the size parameter might be "two-finger size" (the size when wrapped around two fingers) or "hand size," etc. [discussion: 1 or more comments]

 

 

        A .Grip_Wrap consists of the following parts:

       

          .Grip_Wrap_Leg1 -- The "leg" of the .Grip_Wrap BEFORE the .Cord curves around the object.  This is the first "leg" you would reach by tracing the .Cord from .Body to .Tail_End.

          .Grip_Wrap_Curve -- The part of the .Grip_Wrap which curves around the object and which is BETWEEN the two "legs."

          .Grip_Wrap_Leg2 -- The "leg" of the .Grip_Wrap AFTER the .Cord curves around the object.

   

      .Grip_Wrap can be used with the following two-word parameters (in any order):  The "around" parameter specifies the object around which the .Cord is wrapped, such as "around tree" or "around .Body."  The "curve" parameter indicates the initial direction in which the .Cord travels when it starts curving around the object.  The "finish" parameter indicates whether .Grip_Wrap_Leg2 crosses .Grip_Wrap_Leg1 in front or behind or right or left or above or below. [discussion: 0 comments]

 

 

        A .Doubled_Cord consists of the following parts:

 

          .Doubled_Cord_Leg(left side) -- A .Doubled_Cord has two "legs," each of which can be specified by using the "side" parameter (e.g. "left side" or "front side" or "up side," etc.).

          .Doubled_End -- The .Tail_End of a .Doubled_Cord.  Traditionally referred to as a Bight.

          .Doubled_Cord_Curve -- When the "legs" of a .Doubled_End are separated to create a gap of any size, then the .Doubled_End is probably not being used as a .Tail_End at that point.  In this case (for consistency with other terms), the .Doubled_Cord_Curve is the part of the .Doubled_Cord which curves around BETWEEN the two "legs."  Traditionally referred to as a Bight. [discussion: 0 comments]

 

 

 

 

  

 

 

 

 

Definitions of the types of .Knots:

 

 

 

 

 

 

 [discussion: 1 or more comments]

 

 

Differentiating between .Knots:

 

The following guidelines can help determine whether two .Knots are the same as each other or different from each other:

 

 

 

 

 

 

There will be situations which are not easily resolved using the above guidelines.  For example, if two .Knots have the same essential geometry/structure, but they have different "handedness" (e.g. if one .Knot is tied using a .Wrap(from FRONT) and the other .Knot is tied using a .Wrap(from BEHIND)), then are they different .Knots?  If the .Tail_End of one Bowline is tied so that it enhances the overall gripping ability compared to the .Tail_End of a second Bowline, then should they be considered as different .Knots or should they be considered as "variants" of the same .Knot?  If a .Knot is tied by combining two or more different .Knots, then should it be considered as a .Knot in its own right?  If two .Knots are the same in all respects based on the above guidelines, but they are .Loaded differently, then should they be considered as different .Knots?

 

At the present time there is no objective method which handles all of the possible scenarios for differentiating between .Knots, and no objective method is on the horizon.  Therefore, in practice it's the general consensus which determines if .Knots are "new" or "different" or "variants."

[discussion: 0 comments]