Template:Short description Template:About Template:No footnotes In mathematics, the T-square is a two-dimensional fractal. It has a boundary of infinite length bounding a finite area. Its name comes from the drawing instrument known as a T-square.<ref name="Object">Dale, Nell; Joyce, Daniel T.; and Weems, Chip (2016). Object-Oriented Data Structures Using Java, p.187. Jones & Bartlett Learning. Template:ISBN. "Our resulting image is a fractal called a T-square because with it we can see shapes that remind us of the technical drawing instrument of the same name."</ref>

T-square, evolution in six steps.

Algorithmic descriptionEdit

It can be generated from using this algorithm:

  1. Image 1:
    1. Start with a square. (The black square in the image)
  2. Image 2:
    1. At each convex corner of the previous image, place another square, centered at that corner, with half the side length of the square from the previous image.
    2. Take the union of the previous image with the collection of smaller squares placed in this way.
  3. Images 3–6:
    1. Repeat step 2.


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The method of creation is rather similar to the ones used to create a Koch snowflake or a Sierpinski triangle, "both based on recursively drawing equilateral triangles and the Sierpinski carpet."<ref name="Object"/>

PropertiesEdit

The T-square fractal has a fractal dimension of ln(4)/ln(2) = 2.Template:Citation needed The black surface extent is almost everywhere in the bigger square, for once a point has been darkened, it remains black for every other iteration; however some points remain white.

The fractal dimension of the boundary equals <math>\textstyle{\frac{\log{3}}{\log{2}}=1.5849...}</math>.

Using mathematical induction one can prove that for each n ≥ 2 the number of new squares that are added at stage n equals <math>4*3^{(n-1)}</math>.

The T-Square and the chaos gameEdit

The T-square fractal can also be generated by an adaptation of the chaos game, in which a point jumps repeatedly half-way towards the randomly chosen vertices of a square. The T-square appears when the jumping point is unable to target the vertex directly opposite the vertex previously chosen. That is, if the current vertex is v[i] and the previous vertex was v[i-1], then v[i] ≠ v[i-1] + vinc, where vinc = 2 and modular arithmetic means that 3 + 2 = 1, 4 + 2 = 2:

File:V4 ban1 inc2.gif
Randomly chosen v[i] ≠ v[i-1] + 2

If vinc is given different values, allomorphs of the T-square appear that are computationally equivalent to the T-square but very different in appearance:

File:V4 ban1.gif
Randomly chosen v[i] ≠ v[i-1] + 0
File:V4 ban1 inc1.gif
Randomly chosen v[i] ≠ v[i-1] + 1

T-square fractal and Sierpiński triangleEdit

The T-square fractal can be derived from the Sierpiński triangle, and vice versa, by adjusting the angle at which sub-elements of the original fractal are added from the center outwards.

File:Sierpiński triangle transforming into a T-square fractal.gif
Sierpiński triangle transforming into a T-square fractal

See alsoEdit

ReferencesEdit

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Further readingEdit

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