Math::...exMinus(3pm)
πΈ NAME πΈ
Math::PlanePath::ComplexMinus β i-1 and other complex number bases i-r
okay bestie, so this is a page from the User Contributed Perl Documentation, section 3pm, and it's all about a PlanePath module that walks around the plane using complex-number bases. Let's get into it π
β¨ SYNOPSIS β¨
use Math::PlanePath::ComplexMinus;
my $path = Math::PlanePath::ComplexMinus->new (realpart => 1);
my ($x, $y) = $path->n_to_xy (123);
π¦ DESCRIPTION π¦
This path traverses points by a complex number base i-r for a given integer r. The default is base i-1, as per:
- Solomon I. Khmelnik "Specialized Digital Computer for Operations with Complex Numbers" (in Russian), Questions of Radio Electronics, volume 12, number 2, 1964.
http://lib.izdatelstwo.com/Papers2/s4.djvu - Walter Penney, "A 'Binary' System for Complex Numbers", Journal of the ACM, volume 12, number 2, April 1965, pages 247-248.
http://www.nsa.gov/Portals/70/documents/news-features/declassified-documents/tech-journals/a-binary-system.pdf
When continued to a power-of-2 extent, this is sometimes called the "twindragon" since the shape (and fractal limit) corresponds to two DragonCurve back-to-back. But the numbering of points in the twindragon is not the same as here. iykyk π
26 27 10 11 3
24 25 8 9 2
18 19 30 31 2 3 14 15 1
16 17 28 29 0 1 12 13 <- Y=0
22 23 6 7 58 59 42 43 -1
20 21 4 5 56 57 40 41 -2
50 51 62 63 34 35 46 47 -3
48 49 60 61 32 33 44 45 -4
54 55 38 39 -5
52 53 36 37 -6
^
-5 -4 -3 -2 -1 X=0 1 2 3 4 5 6 7
A complex integer can be represented as a set of powers, and the way that works is literally this:
X+Yi = a[n]*b^n + ... + a[2]*b^2 + a[1]*b + a[0]
base b=i-1
digits a[n] to a[0] each = 0 or 1
N = a[n]*2^n + ... + a[2]*2^2 + a[1]*2 + a[0]
So N is the a[i] digits read as bits, and X,Y is the resulting complex number. It can be shown that this is a one-to-one mapping so every integer X,Y of the plane is visited once each. slay π
The shape of points N=0 to 2^level-1 repeats as N=2^level to 2^(level+1)-1. For example N=0 to N=7 is repeated as N=8 to N=15, but starting at position X=2,Y=2 instead of the origin. That position 2,2 is because b^3 = 2+2i. There's no rotations or mirroring etc in this replication, just position offsets.
N=0 to N=7 N=8 to N=15 repeat shape
2 3 10 11
0 1 8 9
6 7 14 15
4 5 12 13
For b=i-1 each N=2^level point starts at X+Yi=(i-1)^level. The powering of that b means the start position rotates around by +135 degrees each time and outward by a radius factor sqrt(2) each time. So for example b^3 = 2+2i is followed by b^4 = -4, which is 135 degrees around and radius |b^3|=sqrt(8) becomes |b^4|=sqrt(16).
π Real Part π
The "realpart => $r" option gives a complex base b=i-r for a given integer r>=1. For example "realpart => 2" is:
20 21 22 23 24 4
15 16 17 18 19 3
10 11 12 13 14 2
5 6 7 8 9 1
45 46 47 48 49 0 1 2 3 4 <- Y=0
40 41 42 43 44 -1
35 36 37 38 39 -2
30 31 32 33 34 -3
70 71 72 73 74 25 26 27 28 29 -4
65 66 67 68 69 -5
60 61 62 63 64 -6
55 56 57 58 59 -7
50 51 52 53 54 -8
^
-8 -7 -6 -5 -4 -3 -2 -1 X=0 1 2 3 4 5 6 7 8 9 10
N is broken into digits of base=norm=r*r+1, ie. digits 0 to r*r inclusive. This makes horizontal runs of r*r+1 many points, such as N=5 to N=9 etc above. In the default r=1 these runs are 2 long, whereas for r=2 they're 2*2+1=5 long, or r=3 would be 3*3+1=10, etc. the way that scales? iconic β¨
The offset back for each run like N=5 shown is the r in i-r, then the next level is (i-r)^2 = (-2r*i + r^2-1) so N=25 begins at Y=-2*2=-4, X=2*2-1=3.
The successive replications tile the plane for any r, though the N values needed to rotate all the way around become big if norm=r*r+1 is big. π«Ά
π§ Fractal π§
The i-1 twindragon is usually conceived as taking fractional N like 0.abcde in binary and giving fractional complex X+iY. The twindragon is then all the points of the complex plane reached by such fractional N. This set of points can be shown to be connected and to fill a certain radius around the origin.
The code here might be pressed into use for that to some finite number of bits by multiplying up to make an integer N:
Nint = Nfrac * 256^k
Xfrac = Xint / 16^k
Yfrac = Yint / 16^k
256 is a good power because b^8=16 is a positive real and so there's no rotations to apply to the resulting X,Y, only a power-of-16 division (b^8)^k=16^k each. Using b^4=-4 for a multiplier 16^k and divisor (-4)^k would be almost as easy too, requiring just sign changes if k odd. obsessed with the tidiness fr fr π
π FUNCTIONS π
See "FUNCTIONS" in Math::PlanePath for behaviour common to all path classes.
$path = Math::PlanePath::ComplexMinus->new ()$path = Math::PlanePath::ComplexMinus->new (realpart => $r)β Create and return a new path object. β¨($x,$y) = $path->n_to_xy ($n)β Return the X,Y coordinates of point number$non the path. Points begin at0and if"$n < 0"then the return is an empty list.
$n should be an integer, it's unspecified yet what will be done for a fraction. π
β Level Methods β
($n_lo, $n_hi) = $path->level_to_n_range($level)β Return(0, 2**$level - 1), or with"realpart"option return(0, $norm**$level - 1)wherenorm=realpart^2+1. π
β¨ FORMULAS β¨
okay so if you want all the formulas and pictures and stuff for the i-1 case, the author has a whole long mathematical write-up, section "Complex Base i-1", right here:
<http://user42.tuxfamily.org/dragon/index.html>
π X,Y to N π
So bestie, if you've got an X,Y that represents X+Yi, you can turn it into digits of N by doing successive complex divisions by i-r. Every digit of N is a real remainder from 0 to r*r inclusive that pops out of that division.
The base formula from above is:
X+Yi = a[n]*b^n + ... + a[2]*b^2 + a[1]*b + a[0]
and we want that a[0]=digit to be a real number from 0 to r*r inclusive. If you subtract a[0] and divide by b, you get:
(X+Yi - digit) / (i-r)
= - (X-digit + Y*i) * (i+r) / norm
= (Y - (X-digit)*r)/norm
+ i * - ((X-digit) + Y*r)/norm
which is:
Xnew = Y - (X-digit)*r)/norm
Ynew = -((X-digit) + Y*r)/norm
The a[0] digit has to make both Xnew and Ynew parts integers. The easiest one to calculate from is the imaginary part, and from that you require:
- ((X-digit) + Y*r) == 0 mod norm
so:
digit = X + Y*r mod norm
This digit value makes the real part a multiple of norm too, as you can see from:
Xnew = Y - (X-digit)*r
= Y - X*r - (X+Y*r)*r
= Y - X*r - X*r + Y*r*r
= Y*(r*r+1)
= Y*norm
Notice that Ynew is the quotient from (X+Y*r)/norm rounded downwards (towards negative infinity). Like, in the division "X+Y*r mod norm" that calculates the digit, the quotient is Ynew and the remainder is the digit.
π X Axis N for Realpart 1 π
For base i-1, Penney shows that the N on the X axis are:
X axis N in hexadecimal uses only digits 0, 1, C, D
= 0, 1, 12, 13, 16, 17, 28, 29, 192, 193, 204, 205, 208, ...
Those on the positive X axis have an odd number of digits, and on the X negative axis an even number of digits.
To be on the X axis, the imaginary parts of the base powers b^k have to cancel out and leave just a real part. The powers repeat in an 8-long cycle:
k b^k for b=i-1
0 +1
1 i -1
2 -2i +0 \ pair cancel
3 2i +2 /
4 -4
5 -4i +4
6 8i +0 \ pair cancel
7 -8i -8 /
The k=0 and k=4 bits are always reals and can always be included. Bits k=2 and k=3 have imaginary parts -2i and 2i which cancel out, so they can be included together. Similarly k=6 and k=7 with 8i and -8i. The two blocks k=0to3 and k=4to7 differ only in a negation, so the bits can be reckoned in groups of 4, which is hexadecimal. Bit 1 is digit value 1 and bits 2,3 together are digit value 0xC, so adding one or both of those gives combinations are 0,1,0xC,0xD.
The high hex digit determines the sign, positive or negative, of the total real part. Bits k=0 or k=2,3 are positive. Bits k=4 or k=6,7 are negative, so:
N for X>0 N for X<0
0x01.. 0x1_.. even number of hex 0,1,C,D following
0x0C.. 0xC_.. "_" digit any of 0,1,C,D
0x0D.. 0xD_..
which is equivalent to X>0 is an odd number of hex digits or X<0 is an even number. For example N=28=0x1C is at X=-2 since that N is X<0 form "0x1_".
The order of the values on the positive X axis is obtained by taking the digits in reverse order on alternate positions:
0,1,C,D high digit
D,C,1,0
0,1,C,D
...
D,C,1,0
0,1,C,D low digit
For example, in the following notice the first and third digit increases, but the middle digit decreases:
X=4to7 N=0x1D0,0x1D1,0x1DC,0x1DD
X=8to11 N=0x1C0,0x1C1,0x1CC,0x1CD
X=12to15 N=0x110,0x111,0x11C,0x11D
X=16to19 N=0x100,0x101,0x10C,0x10D
X=20to23 N=0xCD0,0xCD1,0xCDC,0xCDD
For the negative X axis it's the same if reading by increasing X, ie. upwards toward +infinity, or the opposite way around if reading decreasing X, ie. more negative downwards toward -infinity.
πΈ Y Axis N for Realpart 1 πΈ
For base i-1, Penny also characterises the N values on the Y axis:
Y axis N in base-64 uses only
at even digits 0, 3, 4, 7, 48, 51, 52, 55
at odd digit 0, 1, 12, 13, 16, 17, 28, 29
= 0,3,4,7,48,51,52,55,64,67,68,71,112,115,116,119, ...
Base-64 means taking N in 6-bit blocks. Digit positions are counted starting from the least significant digit as position 0, which is even. So the low digit can be only 0,3,4,etc, then the second digit only 0,1,12,etc, and so on.
This arises from (i-1)^6 = 8i which gives a repeating pattern of 6-bit blocks. The different patterns at odd and even positions are since i^2 = -1.
π Boundary Length π
The length of the boundary of unit squares for the first norm^k many points, ie. N=0 to N=norm^k-1 inclusive, is calculated in:
William J. Gilbert, "The Fractal Dimension of Sets Derived From
Complex Bases", Canadian Mathematical Bulletin, volume 29, number 4,
1986.
<http://www.math.uwaterloo.ca/~wgilbert/Research/GilbertFracDim.pdf>
The boundary formula is a 3rd-order recurrence. For the twindragon case it is:
for realpart=1
boundary[k] = boundary[k-1] + 2*boundary[k-3]
= 4, 6, 10, 18, 30, 50, 86, 146, 246, 418, ... (2*A003476)
4 + 2*x + 4*x^2
generating function ---------------
1 - x - 2*x^3
The first three boundaries are as follows. Then the recurrence gives the next boundary[3] = 10+2*4 = 18.
k area boundary[k]
--- ---- -----------
+---+
0 2^k = 1 4 | 0 |
+---+
+---+---+
1 2^k = 2 6 | 0 1 |
+---+---+
+---+---+
| 2 3 |
2 2^k = 4 10 +---+ +---+
| 0 1 |
+---+---+
Gilbert calculates for any i-r by taking the boundary in three parts A,B,C and showing how in the next replication level those boundary parts transform into multiple copies of the preceding level parts. The replication is easier to visualize for a bigger "r" than for i-1 because in bigger r it's clearer how the A, B and C parts differ. The length replications are:
A -> A * (2*r-1) + C * 2*r
B -> A * (r^2-2*r+2) + C * (r-1)^2
C -> B
starting from
A = 2*r
B = 2
C = 2 - 2*r
total boundary = A+B+C
For i-1 realpart=1 these A,B,C are already in the form of a recurrence A->A+2*C, B->A, C->B, per the formula above. For other real parts a little matrix rearrangement turns the A,B,C parts into recurrence:
boundary[k] = boundary[k-1] * (2*r - 1)
+ boundary[k-2] * (norm - 2*r)
+ boundary[k-3] * norm
starting from
boundary[0] = 4 # single square cell
boundary[1] = 2*norm + 2 # oblong of norm many cells
boundary[2] = 2*(norm-1)*(r+2) + 4
For example:
for realpart=2
boundary[k] = 3*boundary[k-1] + 1*boundary[k-2] + 5*boundary[k-3]
= 4, 12, 36, 140, 516, 1868, 6820, 24908, ...
4 - 4*x^2
generating function ---------------------
1 - 3*x - x^2 - 5*x^3
If calculating for large k values then the matrix form can be powered up rather than repeated additions. (As usual for all such linear recurrences.)
π’ OEIS π’
Entries in Sloane's Online Encyclopedia of Integer Sequences related to this path include:
<http://oeis.org/A318438> (etc)
realpart=1 (base i-1, the default)
A318438 X coordinate
A318439 Y coordinate
A318479 norm X^2 + Y^2
A066321 N on X>=0 axis, or N/2 of North-West diagonal
A271472 same in binary
A066323 number of 1 bits
A256441 N on negative X axis, X<=0
A073791 X axis X sorted by N
A320283 Y axis Y sorted by N
A137426 dX/2 at N=2^(k+2)-1
dY at N=2^k-1 (step to next replication level)
A066322 diffs (N at X=16k+4) - (N at X=16k+3)
A340566 permutation N by diagonals +/-
A003476 boundary length / 2
recurrence a(n) = a(n-1) + 2*a(n-3)
A203175 boundary length, starting from 4
(believe its conjectured recurrence is true)
A052537 boundary length part A, B or C, per Gilbert's paper
A193239 reverse-add steps to N binary palindrome
A193240 reverse-add trajectory of binary 110
A193241 reverse-add trajectory of binary 10110
A193306 reverse-subtract steps to 0 (plain-rev)
A193307 reverse-subtract steps to 0 (rev-plain)
realpart=1 (base i-2)
A011658 turn 0=straight, 1=not straight, repeating 0,0,0,1,1
π SEE ALSO π
Go peek at Math::PlanePath, Math::PlanePath::DragonCurve, and Math::PlanePath::ComplexPlus.
π HOME PAGE π
<http://user42.tuxfamily.org/math-planepath/index.html>
π LICENSE π
Copyright 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021 Kevin Ryde
Math-PlanePath is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3, or (at your option) any later version.
Math-PlanePath is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with Math-PlanePath. If not, see <http://www.gnu.org/licenses/>.
This page is Math::...exMinus(3pm), and it was brought to you by perl v5.32.0 on 2021-01-23. Stay slaying, bestie! π
β¨
π¦ where this page comes from
- debian bookworm: libmath-planepath-perl 129-1 Β· GPL-3.0-or-later
- debian trixie: libmath-planepath-perl 129-1 Β· GPL-3.0-or-later
- ubuntu jammy: libmath-planepath-perl 129-1 Β· GPL-3.0-or-later
- ubuntu noble: libmath-planepath-perl 129-1 Β· GPL-3.0-or-later
- ubuntu resolute: libmath-planepath-perl 129-1 Β· GPL-3.0-or-later
- ubuntu stonking: libmath-planepath-perl 129-1 Β· GPL-3.0-or-later
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms