3 ms·
What you've got there is a truth table for the XOR bitwise operation. HV | O ---+--- 11 | 0 00 | 0 10 | 1 01 | 1 You can do it very si
by simcop2387 13y ago
What you've got there is a truth table for the XOR bitwise operation.
HV | O
---+---
11 | 0
00 | 0
10 | 1
01 | 1
You can do it very similarly with the coordinates of the pixels on the screen[1]. It's really interesting how often that shape comes out of places. Which is why I think that this page got started.
[1] http://www.stilldreamer.com/mathematics/sierpinskis_triangle/ http://www.stilldreamer.com/mathematics/sierpinskis_triangle...
- pleion 13y agoI designed a system of cellular automata based around this idea of colliding lines. You can play with it at http://sciencevsmagic.net/logicgrid http://sciencevsmagic.net/logicgrid The XOR Sierpinksi's triangle is at http://sciencevsmagic.net/logicgrid/#282800 http://sciencevsmagic.net/logicgrid/#282800 but there are other ways make it too. For example XNOR makes an inverse http://sciencevsmagic.net/logicgrid/#828200 http://sciencevsmagic.net/logicgrid/#828200 If you keep hitting random you'll find plenty of surprising analogues to Sierpinksi's.
- judk 13y agoXOR is addition mod 2, which is the same reason you get Pascal's triangle mod 2 is sierpinski gasket.
- FreeFull 13y agoNote that where binary operations on screen coordinates tend to produce Sierpiński's triangle, ternary operations will produce Sierpiński's carpet (I don't know what happens as you increase bases beyond that, the number of possible operations does explode).