NAME
Math::PlanePath::ComplexMinus -- i-1 and other complex number bases i-r
SYNOPSIS
use Math::PlanePath::ComplexMinus;my $path = Math::PlanePath::ComplexMinus->new (realpart => 1);my ($x, $y) = $path->n_to_xy (123);
DESCRIPTION
This path traverses points by a complex number base i-r for 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.
26 27 10 11 324 25 8 9 218 19 30 31 2 3 14 15 116 17 28 29 0 1 12 13 <- Y=022 23 6 7 58 59 42 43 -120 21 4 5 56 57 40 41 -250 51 62 63 34 35 46 47 -348 49 60 61 32 33 44 45 -454 55 38 39 -552 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,
X+Yi = a[n]*b^n + ... + a[2]*b^2 + a[1]*b + a[0]base b=i-1digits a[n] to a[0] each = 0 or 1N = a[n]*2^n + ... + a[2]*2^2 + a[1]*2 + a[0]
N is the a[i] digits 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.
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 shape2 3 10 110 1 8 96 7 14 154 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).
Real Part
The "realpart => $r" option gives a complex base b=i-r for a given integer r>=1. For example "realpart => 2" is
20 21 22 23 24 415 16 17 18 19 310 11 12 13 14 25 6 7 8 9 145 46 47 48 49 0 1 2 3 4 <- Y=040 41 42 43 44 -135 36 37 38 39 -230 31 32 33 34 -370 71 72 73 74 25 26 27 28 29 -465 66 67 68 69 -560 61 62 63 64 -655 56 57 58 59 -750 51 52 53 54 -8^-8 -7 -6 -5 -4 -3 -2 -1 X=0 1 2 3 4 5 6 7 8 9 10
N is broken into digits of base=norm=r*r+1, ie. digits 0 to r*r inclusive. This makes horizontal runs of r*r+1 many points, such as N=5 to N=9 etc above. In the default r=1 these runs are 2 long whereas for r=2 they're 2*2+1=5 long, or r=3 would be 3*3+1=10, etc.
The offset back for each run like N=5 shown is the r in i-r, then the next level is (i-r)^2 = (-2r*i + r^2-1) so N=25 begins at Y=-2*2=-4, X=2*2-1=3.
The successive replications tile the plane for any r, though the N values needed to rotate all the way around become big if norm=r*r+1 is big.
Fractal
The i-1 twindragon is usually conceived as taking fractional N like 0.abcde in binary and giving fractional complex X+iY. The twindragon is then all the points of the complex plane reached by such fractional N. This set of points can be shown to be connected and to fill a certain radius around the origin.
The code here might be pressed into use for that to some finite number of bits by multiplying up to make an integer N
Nint = Nfrac * 256^kXfrac = Xint / 16^kYfrac = Yint / 16^k
256 is a good power because b^8=16 is a positive real and so there's no rotations to apply to the resulting X,Y, only a power-of-16 division (b^8)^k=16^k each. Using b^4=-4 for a multiplier 16^k and divisor (-4)^k would be almost as easy too, requiring just sign changes if k odd.
FUNCTIONS
See "FUNCTIONS" in Math::PlanePath for behaviour common to all path classes.
- "$path = Math::PlanePath::ComplexMinus->new ()"
- "$path = Math::PlanePath::ComplexMinus->new (realpart => $r)"
-
Create and return a new path object.
- "($x,$y) = $path->n_to_xy ($n)"
-
Return the X,Y coordinates of point number
$non the path. Points begin at 0 and if"$n < 0"then the return is an empty list.$nshould be an integer, it's unspecified yet what will be done for a fraction.
Level Methods
- "($n_lo, $n_hi) = $path->level_to_n_range($level)"
-
Return
"(0, 2**$level - 1)", or with"realpart"option return"(0,$norm**$level - 1)"where norm=realpart^2+1.
FORMULAS
Various formulas and pictures etc for the i-1 case can be found in the author's long mathematical write-up (section "Complex Base i-1")
<http://user42.tuxfamily.org/dragon/index.html>
X,Y to N
A given X,Y representing X+Yi can be turned into digits of N by successive complex divisions by i-r. Each digit of N is a real remainder 0 to r*r inclusive from that division.
The base formula above is
X+Yi = a[n]*b^n + ... + a[2]*b^2 + a[1]*b + a[0]
and want the a[0]=digit to be a real 0 to r*r inclusive. Subtracting a[0] and dividing by b will give
(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)/normYnew = -((X-digit) + Y*r)/norm
The a[0] digit must make both Xnew and Ynew parts integers. The easiest one to calculate from is the imaginary part, from which 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 can be seen 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 Ynew is the quotient from (X+Y*r)/norm rounded downwards (towards negative infinity). Ie. in the division "X+Y*r mod norm" which calculates the digit, the quotient is Ynew and the remainder is the digit.
X Axis N for Realpart 1
For base i-1, Penney shows 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 must cancel out to leave just a real part. The powers repeat in an 8-long cycle
k b^k for b=i-10 +11 i -12 -2i +0 \ pair cancel3 2i +2 /4 -45 -4i +46 8i +0 \ pair cancel7 -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<00x01.. 0x1_.. even number of hex 0,1,C,D following0x0C.. 0xC_.. "_" digit any of 0,1,C,D0x0D.. 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 digitD,C,1,00,1,C,D...D,C,1,00,1,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,0x1DDX=8to11 N=0x1C0,0x1C1,0x1CC,0x1CDX=12to15 N=0x110,0x111,0x11C,0x11DX=16to19 N=0x100,0x101,0x10C,0x10DX=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.
Y Axis N for Realpart 1
For base i-1 Penny also characterises the N values on the Y axis,
Y axis N in base-64 uses onlyat even digits 0, 3, 4, 7, 48, 51, 52, 55at 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.
Boundary Length
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=1boundary[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^2generating 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*rB -> A * (r^2-2*r+2) + C * (r-1)^2C -> Bstarting fromA = 2*rB = 2C = 2 - 2*rtotal 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] * normstarting fromboundary[0] = 4 # single square cellboundary[1] = 2*norm + 2 # oblong of norm many cellsboundary[2] = 2*(norm-1)*(r+2) + 4
For example
for realpart=2boundary[k] = 3*boundary[k-1] + 1*boundary[k-2] + 5*boundary[k-3]= 4, 12, 36, 140, 516, 1868, 6820, 24908, ...4 - 4*x^2generating 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.)
OEIS
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 coordinateA318439 Y coordinateA318479 norm X^2 + Y^2A066321 N on X>=0 axis, or N/2 of North-West diagonalA271472 same in binaryA066323 number of 1 bitsA256441 N on negative X axis, X<=0A073791 X axis X sorted by NA320283 Y axis Y sorted by NA137426 dX/2 at N=2^(k+2)-1dY 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 / 2recurrence 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 paperA193239 reverse-add steps to N binary palindromeA193240 reverse-add trajectory of binary 110A193241 reverse-add trajectory of binary 10110A193306 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
SEE ALSO
Math::PlanePath, Math::PlanePath::DragonCurve, Math::PlanePath::ComplexPlus
HOME PAGE
<http://user42.tuxfamily.org/math-planepath/index.html>
LICENSE
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/>.