Project NotMine    October 2017
Terminology

1. Field

The field is made of lines of cells. Rows span horizontally and columns span vertically.

2. Cell

A cell may be filled by the program internally. This selection is invisible. Though, the cipher if presented is giving it away.

empty
 
An empty cell.
user
 
A cell that is filled by the user.
mark
 
A cell that is not meant by the user to be filled.

Priority

A selection of fill or user      has a higher priority than a selection of no fill or mark      . In the case of both selections a cell is presented as filled or user      and stored as both.

3. Dash

A consecutive selection of filled cells within a line is named dash. That is internally by the program or externally be the user.

 
 
 

4. Sequence

The length of the dash is named element. The orderred list of elements of a line is named sequence.

 
 
 
 
 
 
 
 
=
3
1
2

5. Element

1
An unmatched element.
1
An equal element of a level match.
1
An equal element of an unlevelled match.

6. Match

The pair of the internal sequence and the external sequence for the same line is named match.

A match is called level if internal and external sequence are of the same length. The match is deeply equal if level and if all elements are equal.

Forward Match

Matches with sequences of different length may still be compared from begin to end for the smallest number of elements. This kind of match is implemented only and presented on top of the field and to the left of the field.

Intern
3
1
2
  ? ?  
Extern
3
1
 

Backward Match

Matches with sequences of different length may as well be compared from end to begin for the smallest number of elements. This kind of match is not implemented and may be presented on bottom of the field and to the right of the field.

Intern
3
1
2
    ? ?
Extern  
3
1

7. Mask

A mask is the orderred list of matches along a side of the field with respect to the collinear lines of cells.

Mask was initially named Legend.

8. Glyph

A glyph is the ascii representation of up to two consecutives cells in row-major order. The only glyph with only one cell exists at the end of a field of an odd number of cells.

The first three least significant bits define a cell with an even index and the next three bits define the following cell with an odd index.

Bit 0 is set if an even cell is filled internally by the program.
Bit 1 is set if an even cell is filled externally by the user.
Bit 2 is set if an even cell is marked by the user as not filled.
Bit 3 is set if an odd cell is filled internally by the program.
Bit 4 is set if an odd cell is filled externally by the user.
Bit 5 is set if an odd cell is marked by the user as not filled.

Two cells with each three significant bits give 26 or 64 bit combinations. 64 non-white ascii characters are available with an offset of '!'. Other bits are ignored.

9. Cipher

A cell that is not assigned a glyph is assigned the first glyph or '!' automatically. Thus both the number of rows and the number of columns are required for a valid ascii representation of a field or cipher. A cipher starts with a leader 'NotMine{' and ends with a trailer '}'. A few examples are given below.

Leader Rows Columns Content Trailer
NotMine{ 2, 8, NONOGRAM }
NotMine{ 3, 2, !!!!!!!!!!!!! }
NotMine{ 2, 12, HELLO_WORLD! }
NotMine{ 10, 14, EINS!!!!ZWEI!!!!DREI!!!VIER!FUENF!SECHS!!!!SIEBEN!ACHT!!NEUN!!!!ZEHN!! }
NotMine{ 5, 15, *\"*\"*\"*\"\")!)!!\")!*!*\")!\")!!)!\")!*\"*\")!" }

10. Status

Progress

The solution requires a deep equality for every line. Progress is defined as the number of matching lines against the number of all lines. Progress can be presented numerically and/or graphically.

Stopwatch

A possible stopwatch presents elapsed time.

Finish

Finish indicates if a solution is found or not.

11. Pictogram

The pictogram presents a small picture of the field of cells.