This Means RaWaR

The Overlord of the Über-Feral says: Welcome to my bijou bloguette. You can scroll down to sample more or simply:

• Read a Writerization at Random: RaWaR


• O.o.t.Ü.-F.: More Maverick than a Monkey-Munching Mingrelian Myrmecologist Marinated in Mescaline…

• ¿And What Doth It Mean To Be Flesh?

მათემატიკა მსოფლიოს მეფე


*Der Muntsch ist Etwas, das überwunden werden soll.

Total Score

The number 23 is always (and trivially) equal to some running total of the digits of its roots in base 2. In other bases, that’s not always true (n.b. numbers inside square brackets represent single digits in that base):

√23 = 23^(1/2) = 100.1100101110111011100111010101110111000001000... in base 2
23 = digsum(100.110010111011101110011101010111011)
23^(1/2) = 11.21011101110011111122022101121121... in base 3
23 = digsum(11.2101110111001111112202)
23^(1/2) = 4.8832850[10]89028... in base 11
23 = digsum(4.883)
23^(1/2) = 4.[14]5[15]53[14]0[12]0[14]5[13]... in base 18
23 = digsum(4.[14]5)
23^(1/2) = 4.[19]29[13][19]4[11][23][19][11][20]... in base 24
23 = digsum(4.[19])
23^(1/2) = 4.[19][22]9[21][17]5[12][10]456... in base 25
23 = digsum(4.[19])

23^(1/3) = 10.11011000000001111010101010011000101000110000001100000010010000101011... in base 2
23 = digsum(10.1101100000000111101010101001100010100011000000110000001001)
23^(1/3) = 2.21121001121111121022212100220... in base 3
23 = digsum(2.2112100112111112102)
23^(1/3) = 2.312000132222212022030003... in base 4
23 = digsum(2.31200013222221)
23^(1/3) = 2.6600365246121403... in base 8
23 = digsum(2.660036)
23^(1/3) = 2.753154453877080... in base 9
23 = digsum(2.75315)
23^(1/3) = 2.93120691571[10]001[10]... in base 11
23 = digsum(2.931206)
23^(1/3) = 2.[12]9[13]0[11]74[11]61[14]2... in base 15
23 = digsum(2.[12]9)
23^(1/3) = 2.[13]807[10][10]98[10]303... in base 16
23 = digsum(2.[13]8)
23^(1/3) = 2.[21]2[10][10][13][11][21][23][15][24][21]... in base 25
23 = digsum(2.[21])
23^(1/3) = 2.[21][24][11][20][24][22][23][25]0[11][11]... in base 26
23 = digsum(2.[21])

23^(1/4) = 10.0011000010011111110100101010011000001001011110001110101... in base 2
23 = digsum(10.001100001001111111010010101001100000100101111)
23^(1/4) = 2.1411772251404570... in base 8
23 = digsum(2.141177)
23^(1/4) = 2.1634161832077814... in base 9
23 = digsum(2.163416)
23^(1/4) = 2.33[15]2[14][13]967[10]6[12]5... in base 17
23 = digsum(2.33[15])
23^(1/4) = 2.6[15][19][11][31][17][10][18][21]30[27]... in base 34
23 = digsum(2.6[15])
23^(1/4) = 2.[12]9[63][18][41][32][37][56][58][60]1[17]... in base 64
23 = digsum(2.[12]9)
23^(1/4) = 2.[21]9[26]6[54][21][20]3[64][86][110]... in base 111
23 = digsum(2.[21])
23^(1/4) = 2.[21][30][66][22][73][19]3[15][51][24]8... in base 112
23 = digsum(2.[21])
23^(1/4) = 2.[21][52][36][111][32][104][66][40][95][33]5... in base 113
23 = digsum(2.[21])
23^(1/4) = 2.[21][74][50][62][27]19[100][70][48][89]... in base 114
23 = digsum(2.[21])
23^(1/4) = 2.[21][96][108]2[101][62][43][18][71][113][37]... in base 115
23 = digsum(2.[21])

23^(1/5) = 1.110111110100011010011101000111111011111011000... in base 2
23 = digsum(1.11011111010001101001110100011111101)
23^(1/5) = 1.313310122131013323323010... in base 4
23 = digsum(1.31331012213101)
23^(1/5) = 1.[10]5714140[10][11][11]61... in base 12
23 = digsum(1.[10]57)
23^(1/5) = 1.[11]45210[12]3974[12]0[11]... in base 13
23 = digsum(1.[11]452)
23^(1/5) = 1.[22][17][15]788[12][20][10][16]5... in base 26
23 = digsum(1.[22])

And in base 10:

23^(1/7) = 1.565065607960239...
23 = digsum(1.56506)

23^(1/11) = 1.32982177397055...
23 = digsum(1.3298)

23^(1/25) = 1.133624213096260543...
23 = digsum(1.13362421)

23^(1/43) = 1.075642836327515...
23 = digsum(1.07564)

23^(1/51) = 1.0634095245502272...
23 = digsum(1.063409)

23^(1/59) = 1.054581462032154...
23 = digsum(1.05458)

23^(1/74) = 1.043282031364111825...
23 = digsum(1.04328203)

23^(1/78) = 1.041017545329593513...
23 = digsum(1.04101754)

23^(1/81) = 1.039468791371841...
23 = digsum(1.03946)

23^(1/85) = 1.037576979258809...
23 = digsum(1.03757)

23^(1/86) = 1.0371320245405187874...
23 = digsum(1.037132024)

23^(1/101) = 1.031531403111493041428...
23 = digsum(1.03153140311)

Dilating the Delta

A circle with a radius of one unit has an area of exactly π units = 3.141592… units. An equilateral triangle inscribed in the unit circle has an area of 1.2990381… units, or 41.34% of the area of the unit circle.

In other words, triangles are cramped! And so it’s often difficult to see what’s going on in a triangle. Here’s one example, a fractal that starts by finding the centre of the equilateral triangle:

Triangular fractal stage #1


Next, use that central point to create three more triangles:

Triangular fractal stage #2


And then use the centres of each new triangle to create three more triangles (for a total of nine triangles):

Triangular fractal stage #3


And so on, trebling the number of triangles at each stage:

Triangular fractal stage #4


Triangular fractal stage #5


As you can see, the triangles quickly become very crowded. So do the central points when you stop drawing the triangles:

Triangular fractal stage #6


Triangular fractal stage #7


Triangular fractal stage #8


Triangular fractal stage #9


Triangular fractal stage #10


Triangular fractal stage #11


Triangular fractal stage #12


Triangular fractal stage #13


Triangular fractal (animated)


The cramping inside a triangle is why I decided to dilate the delta like this:

Triangular fractal

Circular fractal from triangular fractal


Triangular fractal to circular fractal (animated)


Formation of the circular fractal (animated)


And how do you dilate the delta, or convert an equilateral triangle into a circle? You use elementary trigonometry to expand the perimeter of the triangle so that it lies on the perimeter of the unit circle. The vertices of the triangle don’t move, because they already lie on the perimeter of the circle, but every other point, p, on the perimeter of the triangles moves outward by a fixed amount, m, depending on the angle it makes with the center of the triangle.

Once you have m, you can move outward every point, p(1..i), that lies between p on the perimeter and the centre of the triangle. At least, that’s the theory between the dilation of the delta. In practice, all you need is a point, (x,y), inside the triangle. From that, you can find the angle, θ, and distance, d, from the centre, calculate m, and move (x,y) to d * m from the centre.

You can apply this technique to any fractal created in an equilateral triangle. For example, here’s the famous Sierpiński triangle in its standard form as a delta, then as a dilated delta or circle:

Sierpiński triangle

Sierpiński triangle to circular Sierpiński fractal


Sierpiński triangle to circle (animated)


But why stop at triangles? You can use the same elementary trigonometry to convert any regular polygon into a circle. A square inscribed in a unit circle has an area of 2 units, or 63.66% of the area of the unit circle, so it too is cramped by comparison with the circle. Here’s a square fractal that I’ve often posted before:

Square fractal, jump = 1/2, ban on jumping towards any vertex twice in a row


It’s created by banning a randomly jumping point from moving twice in a row 1/2 of the distance towards the same vertex of the square. When you dilate the fractal, it looks like this:

Circular fractal from square fractal, j = 1/2, ban on jumping towards vertex v(i) twice in a row


Circular fractal from square (animated)


And here’s a related fractal where the randomly jumping point can’t jump towards the vertex directly clockwise from the vertex it’s previously jumped towards (so it can jump towards the same vertex twice or more):

Square fractal, j = 1/2, ban on vertex v(i+1)


When the fractal is dilated, it looks like this:

Circular fractal from square, i = 1


Circular fractal from square (animated)


In this square fractal, the randomly jumping point can’t jump towards the vertex directly opposite the vertex it’s previously jumped towards:

Square fractal, ban on vertex v(i+2)


And here is the dilated version:

Circular fractal from square, i = 2

Circular fractal from square (animated)


And there are a lot more fractals where those came from. Infinitely many, in fact.

Purple Poesy

DIVERSIONS OF THE RE-ECHO CLUB

It is with pleasure that we announce our ability to offer to the public the papers of the Re-Echo Club. This club, somewhat after the order of the Echo Club, late of Boston, takes pleasure in trying to better what is done. On the occasion of the meeting of which the following gems of poesy are the result, the several members of the club engaged to write up the well-known tradition of the Purple Cow in more elaborate form than the quatrain made famous by Mr. Gelett Burgess:

“I NEVER saw a Purple Cow,
I never hope to see one;
But I can tell you, anyhow,
I’d rather see than be one.”

[…]

MR. A. SWINBURNE:

Oh, Cow of rare rapturous vision,
Oh, purple, impalpable Cow,
Do you browse in a Dream Field Elysian,
Are you purpling pleasantly now?
By the side of wan waves do you languish?
Or in the lithe lush of the grove?
While vainly I search in my anguish,
Bovine of mauve!

Despair in my bosom is sighing,
Hope’s star has sunk sadly to rest;
Though cows of rare sorts I am buying,
Not one breathes a balm to my breast.
Oh, rapturous rose-crowned occasion
When I such a glory might see!
But a cow of a purple persuasion
I never would be.


Elsewhere other-engageable:

The Purple Cow Parodies
Diversions of the Re-Echo Club
Such Nonsense! An Anthology (c. 1918) — with this and other parodies

Square Routes Re-Re-Re-Re-Revisited

Pre-previously in my post-passionate portrayal of polygonic performativity, I’ve usually looked at what happens when a moving point is banned from jumping twice-in-a-row (and so on) towards the same vertex of a square or other polygon. But what happens when the point isn’t banned but compelled to do something different? For example, if the point usually jumps 1/2 of the distance towards the vertex for the second (third, fourth…) time, you could make it jump 2/3 of the way, like this:

usual jump = 1/2, forced jump = 2/3


And here are the fractals created when the vertex currently chosen is one or two places clockwise from the vertex chosen before:

usual jump = 1/2, forced jump = 2/3, vertex-inc = +1


j1 = 1/2, j2 = 2/3, vi = +2


Or you can make the point jump towards a different vertex to the one chosen, without recording the different vertex in the history of jumps:

v1 = +0, v2 = +1, j = 1/2


v1 = +0, v2 = +1, vi = +2


v1 = 0, v2 = +2


v1 = 0, v2 = +2, vi = +1


Or you can make the point jump towards the center of the square:

v1 = 0, v2 = center, j = 1/2


v1 = 0, v2 = center, vertex-inc = +1


v1 = 0, v2 = center, vertex-inc = +2


And so on:

v1 = +1, v2 = +1, vi = +1


v1 = +1, v2 = +1, vi = +2


v1 = +0, v2 = +1, reverse test


v1 = +0, v2 = +1, vi = +1, reverse test


v1 = +0, v2 = +1, vi = +2, reverse test


v1 = +0, v2 = +2, reverse test


v1 = +0, v2 = +2, vi = +1, reverse test


v1 = +2, v2 = +2, vi = +1, reverse test


j1 = 1/2, j2 = 2/3, vi = +0,+0 (record previous two jumps in history)


j1 = 1/2, j2 = 2/3, vi = +0,+2


j1 = 1/2, j2 = 2/3, vi = +2,+2


j1 = 1/2, j2 = 2/3, vi = +0,+0,+0 (previous three jumps)


Previously pre-posted (please peruse):

Square Routes
Square Routes Revisited
Square Routes Re-Revisited
Square Routes Re-Re-Revisited
Square Routes Re-Re-Re-Revisited

Lost Lustre

Adonis, M. Cytheris, and M. Menelaus, is indescribable; the eyes are pained as they gaze upon it; yet there is said to be an unnamed species from the emerald mountains of Bogota, of which a single specimen is in a private cabinet in London, which is far more lustrous than these.” — The Romance of Natural History (1861), Philip Henry Gosse

Monbiot’s Mothbiota

When they opened the trap, I was astonished by the range and beauty of their catch. There were pink and olive elephant hawkmoths; a pine hawkmoth, feathered and ashy; a buff arches, patterned and gilded like the back of a barn owl; flame moths in polished brass; the yellow kites of swallow-tailed moths; common emeralds the colour of a northern sea, with streaks of foam; grey daggers; a pebble prominent; heart and darts; coronets; riband waves; willow beauties; an elder pearl; small magpie; double-striped pug; rosy tabby. The names testify to a rich relationship between these creatures and those who love them. — George Monbiot, “Our selective blindness is lethal to the living world”, The Guardian, 20xii2017

Get Your Prox Off #3

I’ve looked at lot at the fractals created when you randomly (or quasi-randomly) choose a vertex of a square, then jump half of the distance towards it. You can ban jumps towards the same vertex twice in a row, or jumps towards the vertex clockwise or anticlockwise from the vertex you’ve just chosen, and so on.

But you don’t have to choose vertices directly: you can also choose them by distance or proximity (see “Get Your Prox Off” for an earlier look at fractals-by-distance). For example, this fractal appears when you can jump half-way towards the nearest vertex, the second-nearest vertex, and the third-nearest vertex (i.e., you can’t jump towards the fourth-nearest or most distant vertex):

vertices = 4, distance = (1,2,3), jump = 1/2


It’s actually the same fractal as you get when you choose vertices directly and ban jumps towards the vertex diagonally opposite from the one you’ve just chosen. But this fractal-by-distance isn’t easy to match with a fractal-by-vertex:

v = 4, d = (1,2,4), j = 1/2


Nor is this one:

v = 4, d = (1,3,4)


This one, however, is the same as the fractal-by-vertex created by banning a jump towards the same vertex twice in a row:

v = 4, d = (2,3,4)


The point can jump towards second-nearest, third-nearest and fourth-nearest vertices, but not towards the nearest. And the nearest vertex will be the one chosen previously.

Now let’s try squares with an additional point-for-jumping-towards on each side (the points are numbered 1 to 8, with points 1, 3, 5, 7 being the true vertices):

v = 4 + s1 point on each side, d = (1,2,3)


v = 4 + s1, d = (1,2,5)


v = 4 + s1, d = (1,2,7)


v = 4 + s1, d = (1,3,8)


v = 4 + s1, d = (1,4,6)


v = 4 + s1, d = (1,7,8)


v = 4 + s1, d = (2,3,8)


v = 4 + s1, d = (2,4,8)


And here are squares where the jump is 2/3, not 1/2, and you can choose only the nearest or third-nearest jump-point:

v = 4, d = (1,3), j = 2/3


v = 4 + s1, d = (1,3), j = 2/3


Now here are some pentagonal fractals-by-distance:

v = 5, d = (1,2,5), j = 1/2


v = 5 + s1, d = (1,2,7)


v = 5 + s1, d = (1,2,8)


v = 5 + s1, d = (1,2,9)


v = 5 + s1, d = (1,9,10)


v = 5 + s1, d = (1,10), j = 2/3


v = 5 + s1, d = (various), j = 2/3 (animated)


And now some hexagonal fractals-by-distance:

v = 6, d = (1,2,4), j = 1/2


v = 6, d = (1,3,5)


v = 6, d = (1,3,6)


v = 6, d = (1,2,3,4)


v = 6 + central point, d = (1,2,3,4)


v = 6, d = (1,2,3,6)


v = 6, d = (1,2,4,6)


v = 6, d = (1,3,4,5)


v = 6, d = (1,3,4,6)


v = 6, d = (1,4,5,6)


Elsewhere other-accessible:

Get Your Prox Off — an earlier look at fractals-by-distance
Get Your Prox Off # 2 — and another

Loricifera Rising

Marine Loriciferan Pliciloricus enigmaticus

The very Lovecraftian Loriciferan Pliciloricus enigmaticus (Higgins & Kristensen, 1986)


N.B. The title of this incendiary intervention is a paronomasia on Kenneth Anger’s film Lucifer Rising (1972) (which I ain’t never seen nohow).