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[Emacs-diffs] /srv/bzr/emacs/trunk r102231: Fix the most annoying typo i
From: |
Glenn Morris |
Subject: |
[Emacs-diffs] /srv/bzr/emacs/trunk r102231: Fix the most annoying typo in the world. |
Date: |
Tue, 02 Nov 2010 20:33:24 -0700 |
User-agent: |
Bazaar (2.0.3) |
------------------------------------------------------------
revno: 102231
committer: Glenn Morris <address@hidden>
branch nick: trunk
timestamp: Tue 2010-11-02 20:33:24 -0700
message:
Fix the most annoying typo in the world.
* lisp/play/gomoku.el (gomoku-loosing-threshold): Correct spelling.
(gomoku-human-plays): Use new name.
modified:
lisp/ChangeLog
lisp/play/gomoku.el
=== modified file 'lisp/ChangeLog'
--- a/lisp/ChangeLog 2010-11-03 03:30:37 +0000
+++ b/lisp/ChangeLog 2010-11-03 03:33:24 +0000
@@ -1,5 +1,8 @@
2010-11-03 Glenn Morris <address@hidden>
+ * play/gomoku.el (gomoku-loosing-threshold): Correct spelling.
+ (gomoku-human-plays): Use new name.
+
* play/gomoku.el (nil-score, Xscore, XXscore, XXXscore, XXXXscore)
(Oscore, OOscore, OOOscore, OOOOscore): Rename with gomoku- prefix.
(gomoku-score-trans-table, gomoku-winning-threshold)
=== modified file 'lisp/play/gomoku.el'
--- a/lisp/play/gomoku.el 2010-11-03 03:30:37 +0000
+++ b/lisp/play/gomoku.el 2010-11-03 03:33:24 +0000
@@ -278,7 +278,7 @@
;; its contents as a set, i.e. not considering the order of its elements. The
;; highest score is given to the "OOOO" qtuples because playing in such a
;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
-;; not playing in it is just loosing the game, and so on. Note that a
+;; not playing in it is just losing the game, and so on. Note that a
;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
;; has score zero because there is no more any point in playing in it, from
;; both an attacking and a defending point of view.
@@ -348,12 +348,12 @@
;; qtuple, thus to be a winning move. Similarly, the only way for a square to
;; have a score between gomoku-XXXXscore and gomoku-OOOOscore is to belong to
a "XXXX"
;; qtuple. We may use these considerations to detect when a given move is
-;; winning or loosing.
+;; winning or losing.
(defconst gomoku-winning-threshold gomoku-OOOOscore
"Threshold score beyond which an Emacs move is winning.")
-(defconst gomoku-loosing-threshold gomoku-XXXXscore
+(defconst gomoku-losing-threshold gomoku-XXXXscore
"Threshold score beyond which a human move is winning.")
@@ -872,7 +872,7 @@
(t
(setq score (aref gomoku-score-table square))
(gomoku-play-move square 1)
- (cond ((and (>= score gomoku-loosing-threshold)
+ (cond ((and (>= score gomoku-losing-threshold)
;; Just testing SCORE > THRESHOLD is not enough for
;; detecting wins, it just gives an indication that
;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.
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