1Math::PlanePath::CellulUasreRrulCeo(n3t)ributed Perl DocMuamtehn:t:aPtliaonnePath::CellularRule(3)
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6 Math::PlanePath::CellularRule -- cellular automaton points of binary
7 rule
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10 use Math::PlanePath::CellularRule;
11 my $path = Math::PlanePath::CellularRule->new (rule => 30);
12 my ($x, $y) = $path->n_to_xy (123);
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15 This is the patterns of Stephen Wolfram's bit-rule based cellular
16 automatons
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18 <http://mathworld.wolfram.com/ElementaryCellularAutomaton.html>
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20 Points are numbered left to right in rows so for example
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22 rule => 30
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24 51 52 53 54 55 56 57 58 59 60 61 62 9
25 44 45 46 47 48 49 50 8
26 32 33 34 35 36 37 38 39 40 41 42 43 7
27 27 28 29 30 31 6
28 18 19 20 21 22 23 24 25 26 5
29 14 15 16 17 4
30 8 9 10 11 12 13 3
31 5 6 7 2
32 2 3 4 1
33 1 <- Y=0
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35 -9 -8 -7 -6 -5 -4 -3 -2 -1 X=0 1 2 3 4 5 6 7 8 9
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37 The automaton starts from a single point N=1 at the origin and grows
38 into the rows above. The "rule" parameter controls how the 3 cells
39 below and diagonally below produce a new cell,
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41 +-----+
42 | new | next row, Y+1
43 +-----+
44 ^ ^ ^
45 / | \
46 / | \
47 +-----+ +-----+ +-----+
48 | A | | B | | C | row Y
49 +-----+ +-----+ +-----+
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51 There's 8 possible combinations of ABC being each 0 or 1. Each such
52 combination can become 0 or 1 in the "new" cell. Those 0 or 1 for
53 "new" is encoded as 8 bits to make a rule number 0 to 255,
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55 ABC cells below new cell bit from rule
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57 1,1,1 -> bit7
58 1,1,0 -> bit6
59 1,0,1 -> bit5
60 ...
61 0,0,1 -> bit1
62 0,0,0 -> bit0
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64 When cells 0,0,0 become 1, ie. "rule" bit0 is 1 (an odd number), the
65 "off" cells either side of the initial N=1 become all "on" infinitely
66 to the sides. Or if rule bit7 for 1,1,1 is a 0 (ie. rule < 128) then
67 they turn on and off alternately in odd and even rows. In both cases
68 only the pyramid portion part -Y<=X<=Y is considered for the N points
69 but the infinite cells to the sides are included in the calculation.
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71 The full set of patterns can be seen at the Math World page above, or
72 can be printed with the examples/cellular-rules.pl program. The
73 patterns range from simple to complex. For some the N=1 cell doesn't
74 grow at all such as rule 0 or rule 8. Some grow to mere straight lines
75 such as rule 2 or rule 5. Others make columns or patterns with
76 "quadratic" style stepping of 1 or 2 rows, or self-similar replications
77 such as the Sierpinski triangle of rule 18 and 60. Some rules have
78 complicated non-repeating patterns when there's feedback across from
79 one half to the other, such as rule 30.
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81 For some rules there's specific PlanePath code which this class
82 dispatches to, such as "CellularRule54", "CellularRule57",
83 "CellularRule190" or "SierpinskiTriangle" (with "n_start=1").
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85 For rules without specific code the current implementation is not
86 particularly efficient as it builds and holds onto the bit pattern for
87 all rows through to the highest N or X,Y used. There's no doubt better
88 ways to iterate an automaton, but this module offers the patterns in
89 PlanePath style.
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91 N Start
92 The default is to number points starting N=1 as shown above. An
93 optional "n_start" can give a different start, in the same pattern.
94 For example to start at 0,
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96 n_start => 0, rule => 62
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98 18 19 20 21 22 23 24 25 5
99 13 14 15 16 17 4
100 7 8 9 10 11 12 3
101 4 5 6 2
102 1 2 3 1
103 0 <- Y=0
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105 -5 -4 -3 -2 -1 X=0 1 2 3 4 5
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108 See "FUNCTIONS" in Math::PlanePath for behaviour common to all path
109 classes.
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111 "$path = Math::PlanePath::CellularRule->new (rule => 123)"
112 "$path = Math::PlanePath::CellularRule->new (rule => 123, n_start =>
113 $n)"
114 Create and return a new path object. "rule" should be an integer 0
115 to 255. A "rule" should be given always. There is a default, but
116 it's secret and likely to change.
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118 If there's specific PlanePath code implementing the pattern then
119 the returned object is from that class and generally is not
120 "isa('Math::PlanePath::CellularRule')".
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122 "$n = $path->xy_to_n ($x,$y)"
123 Return the point number for coordinates "$x,$y". $x and $y are
124 each rounded to the nearest integer, which has the effect of
125 treating each cell as a square of side 1. If "$x,$y" is outside
126 the pyramid or on a skipped cell the return is "undef".
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129 Entries in Sloane's Online Encyclopedia of Integer Sequences related to
130 this path can be found in the OEIS index
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132 <http://oeis.org/wiki/Index_to_OEIS:_Section_Ce#cell>
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134 and in addition the following
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136 <http://oeis.org/A061579> (etc)
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138 rule=50,58,114,122,178,186,242,250, 179
139 (solid every second cell)
140 A061579 permutation N at -X,Y (mirror horizontal)
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143 Math::PlanePath, Math::PlanePath::CellularRule54,
144 Math::PlanePath::CellularRule57, Math::PlanePath::CellularRule190,
145 Math::PlanePath::SierpinskiTriangle, Math::PlanePath::PyramidRows
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147 Cellular::Automata::Wolfram
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149 <http://mathworld.wolfram.com/ElementaryCellularAutomaton.html>
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152 <http://user42.tuxfamily.org/math-planepath/index.html>
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155 Copyright 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 Kevin Ryde
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157 This file is part of Math-PlanePath.
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159 Math-PlanePath is free software; you can redistribute it and/or modify
160 it under the terms of the GNU General Public License as published by
161 the Free Software Foundation; either version 3, or (at your option) any
162 later version.
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164 Math-PlanePath is distributed in the hope that it will be useful, but
165 WITHOUT ANY WARRANTY; without even the implied warranty of
166 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
167 General Public License for more details.
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169 You should have received a copy of the GNU General Public License along
170 with Math-PlanePath. If not, see <http://www.gnu.org/licenses/>.
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174perl v5.32.0 2020-07-28 Math::PlanePath::CellularRule(3)