by guiambros on 5/10/25, 9:42 PM with 60 comments
by susam on 5/11/25, 12:14 AM
Bitwise XOR modulo T: https://susam.net/fxyt.html#XYxTN1srN255pTN1sqD
Bitwise AND modulo T: https://susam.net/fxyt.html#XYaTN1srN255pTN1sqN0
Bitwise OR modulo T: https://susam.net/fxyt.html#XYoTN1srN255pTN1sqDN0S
Where T is the time coordinate. Origin for X, Y coordinates is at the bottom left corner of the canvas.
You can pause the animation anytime by clicking the ‘■’ button and then step through the T coordinate using the ‘«’ and ‘»’ buttons.
by gjm11 on 5/10/25, 10:57 PM
"As everyone knows", you get a Sierpinski triangle by taking the entries in Pascal's triangle mod 2. That is, taking binomial coefficients mod 2.
Now, here's a cute theorem about binomial coefficients and prime numbers: for any prime p, the number of powers of p dividing (n choose r) equals the number of carries when you write r and n-r in base p and add them up.
For instance, (16 choose 8) is a multiple of 9 but not of 27. 8 in base 3 is 22; when you add 22+22 in base 3, you have carries out of the units and threes digits.
OK. So, now, suppose you look at (x+y choose x) mod 2. This will be 1 exactly when no 2s divide it; i.e., when no carries occur when adding x and y in binary; i.e., when x and y never have 1-bits in the same place; i.e., when x AND y (bitwise) is zero.
And that's exactly what OP found!
by dvt on 5/10/25, 10:32 PM
by modeless on 5/11/25, 1:02 AM
cc -w -xc -std=c89 -<<<'main(c){int r;for(r=32;r;)printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}'&&./a.*
It used to be cooler back when compilers supported weird K&R style C by default. I got it under 100 characters back then, and the C part was just 73 characters. This version is a bit longer but works with modern clang. The 73-character K&R C version that you can still compile today with GCC is: main(c,r){for(r=32;r;)printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
by jcul on 5/10/25, 10:15 PM
Apologies for a comment not related to the content, but it makes it difficult to read the article on mobile.
by marvinborner on 5/10/25, 11:18 PM
The corresponding equivalent of functional programming would be Church bits in a functional quad-tree encoding \s.(s TL TR BL BR). Then, the Sierpinski triangle can be written as (Y \fs.(s f f f #f)), where #f is the Church bit \tf.f!
Rendering proof: https://lambda-screen.marvinborner.de/?term=ERoc0CrbYIA%3D
by kragen on 5/10/25, 11:16 PM
I should probably update that page to explain how to use objdump correctly to disassemble MS-DOG .COM files.
If you like making fractal patterns with bitwise arithmetic, you'll probably love http://canonical.org/~kragen/sw/dev3/trama. Especially if you like stack machines too. The page is entirely in Spanish (except for an epilepsy safety warning) but I suspect that's unlikely to be a problem in practice.
by tpoacher on 5/11/25, 5:19 PM
(if interested, see fig 4.3, page 126 of my thesis, here: https://ora.ox.ac.uk/objects/uuid:dc352697-c804-4257-8aec-08...)
Cool stuff. Especially the bottom right panel, you might not have expected that kind of symmetry in the intersection when looking at the individual components.
by anyfoo on 5/11/25, 12:49 AM
PRBS sequences are well-known, well-used "pseudo-random" sequences that are, for example, used to (non-cryptographically!) scramble data links, or to just test them (Bit Error Rate).
I made my own PRBS generator, and was surprised that visualizing its output, it was full of Sierpinski triangles of various sizes.
Even fully knowing and honoring that they have no cryptographic properties, it didn't feel very "pseudo-random" to me.
by fiforpg on 5/11/25, 3:05 AM
— of course. In the same way the (standard) Cantor set consists of precisely those numbers from the interval [0,1] that can be represented using only 0 and 2 in their ternary expansion (repeated 2 is allowed, as in 1 = 0.2222...). If self-similar fractals can be conveniently represented in positional number systems, it is because the latter are self-similar.
by pacaro on 5/11/25, 5:46 AM
It you specify n points and the pick a new point at random, then iteratively randomly select (uniformly) one of the original n points and move the next point to the mid point of the current point and the selected point. Coloring those points generates a sierpinski triangle or tetrahedron or whatever the n-1 dimensional triangle is called
by zabzonk on 5/10/25, 11:44 PM
by msephton on 5/11/25, 2:28 AM
by peterburkimsher on 5/10/25, 10:26 PM
by zX41ZdbW on 5/10/25, 10:34 PM
by tikili on 5/11/25, 6:13 AM
by ChuckMcM on 5/11/25, 2:23 AM
I tend to like lcamtuf's Electronics entries a bit better (I'm an EE after all) but I find he has a great way of explaining things.
by lenerdenator on 5/11/25, 1:54 AM
by tomrod on 5/10/25, 11:15 PM
https://m.youtube.com/watch?v=tRaq4aYPzCc
Just kidding. This was a fun read.
by jesuslop on 5/10/25, 10:28 PM
by MaxGripe on 5/11/25, 1:49 AM
by immibis on 5/11/25, 6:34 AM
by gitroom on 5/11/25, 6:55 AM