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Knots Terms

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Saved by dave@layhands.com
on February 23, 2010 at 6:58:39 pm
 

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: 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:

 

  • N.Knot -- A .Knot is a gripping formation created by manipulating one or more .Cords, using only the outer surface of the .Cord(s).  The degree of gripping is not relevant, meaning that if the .Cord formation is CAPABLE of gripping under a .Load then it is a .Knot.  Some .Knots such as Bowlines allow for a .Ring to be created.  In this case, the .Knot is the part which grips the .Cord, and the .Ring is an artifact or by-product of the .Knot.  The .Ring is part of the .Knot_Structure, but it is not part of the .Knot itself.  Other .Knots such as Clove Hitches ONLY provide a gripping force when tied around an external object.  In this case, the external object is part of the .Knot_Structure but it is not part of the .Knot itself, and when the external object is removed then the .Cord formation is no longer a .Knot (instead, it's a "potential" .Knot).  If the external object is manipulated into a formation which assists the .Knot's gripping action, then the external object is a .Cord and is considered to be part of the .Knot. [discussion: 0 comments]

 

  • N.Knot_Structure -- A .Knot_Structure includes the .Knot (the part which has a gripping function) plus any by-products such as the .Tail_End and .Rings and so on.  It also includes any external objects which are required for the .Knot's gripping force (as in the case of a Clove Hitch, for example).  ".Knot_Structure" is often shortened to ".Knot" for simplicity. [discussion: 0 comments]

 

 

 

Definitions of the parts of a .Knot and actions on a .Knot:

 

  • N.Tail_End -- The .Tail_End of a .Cord is the end section which is manipulated the most while tying a .Knot.  Traditionally referred to as the Working End, Running End, or Bitter End.  After a .Knot is tied, the .Tail_End is part of the .Knot_Structure, but it is not part of the .Knot itself because it does not contribute to the gripping action.  When two or more ends of .Cord are tied together, then each .Cord will have its own .Tail_End. [discussion: 0 comments]

 

  • N.Body -- From the perspective of an individual .Knot, the .Body of a .Cord is the section of .Cord which is outside of the .Knot and which enters into the .Knot and which is not the .Tail_End of the .Cord.  Traditionally referred to as the Standing Part.  When both ends of a single piece of .Cord are tied together, then there will be two .Tail_Ends and two .Cord .Bodies exactly as if two separate .Cords are tied together at the ends. [discussion: 0 comments]

 

  • N.Load -- When a force is holding or pulling on a section of .Cord (such as the .Body or the .Tail_End), then that section of .Cord is said to be .Loaded or under a .Load.  Traditionally referred to as Loaded or Tensioned. [discussion: 0 comments]

 

  • N.Ring -- A .Ring is the oval-shaped section of .Cord which remains after certain .Knots are tied (e.g. Bowlines).  .Rings are useful for throwing over a post, or for clipping onto with a carabiner, and so on.  Traditionally referred to as a Loop. [discussion: 1 or more comments]

 

  • N.Ring_Loading -- When two sections of a .Cord exit a .Knot together (such as two sides of a .Ring), and both sections are .Loaded in opposite directions perpendicular to their direction of travel out of the .Knot, then .Ring_Loading has taken place.  This can deform certain .Knots, and is therefore potentially dangerous.  Traditionally referred to as Ring Loading or Wrong Loading or Side Loading. [discussion: 0 comments]

 

  • N.Eye -- An .Eye is a permanent .Ring at the end of a .Cord which is usually made by .Splicing the end of the .Cord back to the .Cord itself (similar to an eye bolt). [discussion: 0 comments]

 

  • N.Doubled_End -- When a length of .Cord is folded over ("doubled") so that a new "end" is created, this forms a .Doubled_End.  Traditionally referred to as a Bight. [discussion: 0 comments]

 

  • N.Easy_Release -- When a .Knot is finished off by pushing a .Doubled_End (made in the .Tail_End) through the .Knot rather than pushing the entire .Tail_End through the .Knot, then the .Knot is generally easy to untie by pulling on the .Tail_End.  Such a .Knot is an .Easy_Release .Knot.  Traditionally referred to as a Slipped Knot. [discussion: 0 comments]

 

  • N.Collar(leg1 behind, curve left) -- A .Collar is formed by manipulating a .Cord so that it travels halfway around an object such that the .Cord continues in a direction opposite to its original direction of travel.  Traditionally referred to as a Collar.

 

        A .Collar consists of three parts, which can be useful when describing how to tie a .Knot:

       

          .Collar_Leg1 -- This is the "leg" of the .Collar BEFORE the .Cord curves around the object.

          .Collar_Curve -- This is the part of the .Collar which curves around the object and which is between the two legs.

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

   

      .Collar can be used with two parameters.  The first parameter (e.g. "leg1 behind") indicates whether .Collar_Leg1 crosses the object in front or behind or right or left or up or down.  The second parameter (e.g. "curve left") indicates the initial direction in which the .Cord travels when it starts curving around the object.

 

  • N.Wrap(curve right, leg2 front) -- A .Wrap is formed by manipulating a .Cord so that it makes a complete revolution around an object (or simply around the air) such that the .Cord continues in its original direction of travel.  Traditionally referred to as a Loop.  1.5 .Wraps around an object is traditionally referred to as a Round Turn.  0.5 .Wraps around an object is the same as a .Collar.

 

        A .Wrap consists of three parts, which can be useful when describing how to tie a .Knot:

       

          .Wrap_Leg1 -- This is the "leg" of the .Wrap BEFORE the .Cord curves around an object.

          .Wrap_Curve -- This is the part of the .Wrap which curves around an object and which is between the two legs.

          .Wrap_Leg2 -- This is the "leg" of the .Wrap AFTER the .Cord curves around an object.

   

      .Wrap can be used with two parameters.  The first parameter (e.g. "curve right") indicates the initial direction in which the .Cord travels when it starts curving around the object (or around the air).  The second parameter (e.g. "leg2 front") indicates whether .Wrap_Leg2 crosses .Wrap_Leg1 in front or behind or right or left or up or down. 

 

  • N.Quarter_Wrap(curve down) -- A .Quarter_Wrap is formed by manipulating a .Cord so that it makes a quarter of a .Wrap around an object (or simply around the air) such that the .Cord continues on a 90 degree angle from its original direction of travel.  2 .Quarter_Wraps around an object is the same as a .Collar.  4 .Quarter_Wraps is the same as a .Wrap.

 

        A .Quarter_Wrap consists of three parts, which can be useful when describing how to tie a .Knot:

       

          .Quarter_Wrap_Leg1 -- This is the "leg" of the .Quarter_Wrap BEFORE the .Cord curves around an object.

          .Quarter_Wrap_Curve -- This is the part of the .Quarter_Wrap which curves around an object and which is between the two legs.

          .Quarter_Wrap_Leg2 -- This is the "leg" of the .Quarter_Wrap AFTER the .Cord curves around an object.

   

      .Quarter_Wrap can be used with one parameter (e.g. "curve down") which indicates the initial direction in which the .Cord travels when it starts curving around the object (or around the air).

 

  • N.Grip_Wrap(curve right, leg2 front) -- A .Grip_Wrap is a type of .Wrap which is intended to create a gripping action rather than a separation when both sides of the .Wrap are .Loaded in a direction perpendicular to the .Wrap.  Traditionally referred to as a Half Hitch.

 

        A .Grip_Wrap consists of three parts, which can be useful when describing how to tie a .Knot:

       

          .Grip_Wrap_Leg1 -- This is the "leg" of the .Grip_Wrap BEFORE the .Cord curves around an object.

          .Grip_Wrap_Curve -- This is the part of the .Grip_Wrap which curves around an object and which is between the two legs.

          .Grip_Wrap_Leg2 -- This is the "leg" of the .Grip_Wrap AFTER the .Cord curves around an object.

   

      .Grip_Wrap can be used with two parameters.  The first parameter (e.g. "curve right") indicates the initial direction in which the .Cord travels when it starts curving around the object (or around the air).  The second parameter (e.g. "leg2 front") indicates whether .Grip_Wrap_Leg2 crosses .Grip_Wrap_Leg1 in front or behind or right or left or up or down.

 

  • N.PushThru(from behind) -- .PushThru indicates that a part of a .Cord (e.g. the .Tail_End or a .Doubled_End) is pushed through an opening in another part of a .Cord (e.g. through a .Doubled_End or through the hole in a .Wrap).  .PushThru can be used with one parameter (e.g. "from behind") which indicates the direction that the .Cord goes through the opening.  Traditionally referred to as Reeving.

 

  • N.PullThru(from behind) -- .PullThru indicates that a part of a .Cord (e.g. the .Tail_End or a .Doubled_End) is pulled through an opening in another part of a .Cord (e.g. through a .Doubled_End or through the hole in a .Wrap).  .PullThru can be used with one parameter (e.g. "from behind") which indicates the direction that the .Cord goes through the opening.  Traditionally referred to as Reeving.

 

  • N.CrossOver(front) -- .CrossOver indicates that a part of a .Cord crosses over another part of a .Cord.  .CrossOver can be used with one parameter (e.g. "front") which indicates whether the crossing is done in front or behind or right or left or up or down.

 

  • N.Set -- A .Knot is .Set when all sections of .Cord which are involved in gripping are snug and tight against each other.  This means that all of the slack or looseness within the .Knot has been removed, but it does not necessarily mean that the .Knot has been pulled as tight as it can be. [discussion: 0 comments]

 

  • N.Dressed -- While a .Knot is being .Set, the knot-tyer should ensure that all sections of .Cord which are involved in gripping are in their desired positions.  This is referred to as .Dressing a .Knot.  When a .Knot is .Dressed improperly, then certain sections of .Cord might be subjected to unnecessary stresses which can weaken the .Cord.  A .Knot can be .Dressed in a wide variety of ways (of which only one or two might be considered 'proper'), and it's possible that some of the .Dressings will result in a different .Knot entirely.  See 'Differentiating between .Knots' below. [discussion: 0 comments] 

 

 

 

Definitions of the types of .Knots:

 

  • N.Ring_Knot -- A .Ring_Knot is a type of .Knot which creates a .Ring (e.g. an Alpine Butterfly).  Traditionally referred to as a Single Loop Knot. [discussion: 0 comments]

 

  • N.Two_Ring_Knot -- A .Two_Ring_Knot is a type of .Knot which creates two .Rings (e.g. a Double Alpine Butterfly).  Traditionally referred to as a Double Loop Knot. [discussion: 0 comments]

 

  • N.Three_Ring_Knot -- A .Three_Ring_Knot is a type of .Knot which creates three .Rings (e.g. a Triple Alpine Butterfly).  Traditionally referred to as a Triple Loop Knot. [discussion: 0 comments]

 

  • N.Union_Knot -- A .Union_Knot is a type of .Knot which is used for tying two or more .Tail_Ends together (whether from the same .Cord or from different .Cords).  Traditionally referred to as a Bend. [discussion: 0 comments]

 

  • N.Tether_Knot -- A .Tether_Knot is a type of .Knot which is used for tying a .Cord around an object and which relies on conforming to the shape of the object for its gripping/holding force.  Traditionally referred to as a Hitch.  If an animal is tethered to a post using a Bowline, for example, then the Bowline would be referred to as a .Ring_Knot because it doesn't rely on conforming to the shape of the object for its gripping/holding force. [discussion: 1 or more comments]

 

  • N.Endless_Ring -- An .Endless_Ring is formed by tying a .Union_Knot using both ends of a single .Cord.  Traditionally referred to as a Sling. [discussion: 0 comments]

 

 

 

Differentiating between .Knots:

 

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

 

  • If two .Knots clearly have a different geometry/structure then they are different .Knots.  For example, the Overhand Knot and the Figure-Eight Knot clearly have a different geometry/structure, so they are different .Knots.

 

  • If two .Knots have the same essential geometry/structure, but they are dressed differently, then they are the same .Knot.  For example, the Alpine Butterfly can be dressed so that both ends of .Cord leave the .Knot in opposite directions to each other (perpendicular to the .Knot_Structure), or it can be dressed so that both ends leave the .Knot parallel to each other.  These two dressings result in the same .Knot (an Alpine Butterfly).  However, if two .Knots have the same essential geometry/structure while being tied, but they are dressed differently such that their gripping characteristics are not the same, then they are different .Knots.

 

  • If two .Knots have the same geometry/structure but their "types" are different, then they are different .Knots.  For example, the Sheet Bend and the Bowline have the same geometry/structure in their .Knots, but the Sheet Bend is a .Union_Knot and the Bowline is a .Ring_Knot.  Since they are different "types" of .Knots, they are therefore considered to be different .Knots.

 

  • If two .Knots are tied using different tying methods, but the .Knots are the same in all other respects (described above), then they are the same .Knot.

 

 

There will be situations which are not easily resolved using the above guidelines.  For example, if one Overhand Knot is tied beginning with an .Over_Wrap, and a second Overhand Knot is tied beginning with an .Under_Wrap, then should the different "handedness" mean that they are 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]

 

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