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NAME

Math::PlanePath::PythagoreanTree -- primitive Pythagorean triples by tree

SYNOPSIS

 use Math::PlanePath::PythagoreanTree;
 my $path = Math::PlanePath::PythagoreanTree->new
              (tree_type => 'UAD',
               coordinates => 'AB');
 my ($x, $y) = $path->n_to_xy (123);

DESCRIPTION

This path enumerates primitive Pythagorean triples by a breadth-first traversal of a ternary tree, either a "UAD" or "FB" tree.

Each point is an integer X,Y = A,B with integer hypotenuse A^2+B^2=C^2 and primitive because A and B have no common factor. Such a triple always has one of A,B odd and the other even. The trees here give them ordered as A odd and B even.

The breadth-first traversal goes out to rather large A,B values while smaller ones have yet to be reached. The UAD tree goes out further than the FB.

UAD Tree

The UAD tree by Berggren (1934) and later independently by Barning (1963), Hall (1970), and a number of others, uses three matrices U, A and D which can be multiplied onto an existing primitive triple to form three new primitive triples.

    my $path = Math::PlanePath::PythagoreanTree->new
                 (tree_type => 'UAD');

Starting from A=3,B=4,C=5, the well-known 3^2 + 4^2 = 5^2, the tree visits all and only primitive triples.

   Y=40 |          14
        |
        |
        |
        |                                              7
   Y=24 |        5
        |
   Y=20 |                      3
        |
   Y=12 |      2                             13
        |
        |                4
    Y=4 |    1
        |
        +--------------------------------------------------
           X=3         X=15  X=20           X=35      X=45

For the path the starting point N=1 is X=3,Y=4 and from it three further N=2,3,4 are derived, then three more from each of those, etc,

     N=1     N=2..4      N=5..13    N=14...

                      +-> 7,24
          +-> 5,12  --+-> 55,48
          |           +-> 45,28
          |
          |           +-> 39,80
    3,4 --+-> 21,20 --+-> 119,120
          |           +-> 77,36
          |
          |           +-> 33,56
          +-> 15,8  --+-> 65,72
                      +-> 35,12

Counting the N=1 point as level 1, each level has 3^(level-1) many points and the first N of the level is at

    N = 1 + 3 + 3^2 + ... + 3^(level-1)
    N = (3^level + 1) / 2

Taking the middle "A" direction at each node, ie. 21,20 then 119,120 then 697,696, etc, gives the triples with legs differing by 1, so just below the X=Y leading diagonal. These are at N=3^level.

Taking the lower "D" direction at each node, ie. 15,8 then 35,12 then 63,16, etc, is the primitives among a sequence of triples known to the ancients,

     A = k^2-1,  B = 2*k,  C = k^2+1

When k is even these are primitive. (If k is odd then A and B are both even, ie. a common factor of 2, so not primitive.) These points are the last of each level, so N=(3^(level+1)-1)/2.

FB Tree

The FB tree by H. Lee Price,

    http://arxiv.org/abs/0809.4324

is based on expressing triples in certain "Fibonacci boxes" with q',q,p,p' having p=q+q' and p'=p+q, each the sum of the preceding two in a fashion similar to the Fibonacci sequence. Any box where p and q have no common factor corresponds to a primitive triple (see "PQ Coordinates" below).

    my $path = Math::PlanePath::PythagoreanTree->new
                 (tree_type => 'FB');

For a given box three transformations can be applied to go to new boxes corresponding to new primitive triples. This visits all and only primitive triples, but in a different order and different tree structure to the UAD above.

    Y=40 |         5
         |
         |
         |
         |                                             17
    Y=24 |       4
         |
         |                     8
         |
    Y=12 |     2                             6
         |
         |               3
    Y=4  |   1
         |
         +----------------------------------------------
           X=3         X=15   x=21         X=35

The first point N=1 is again at X=3,Y=4, from which three further points N=2,3,4 are derived, then three more from each of those, etc.

    N=1      N=2..4      N=5..13     N=14...

                      +-> 9,40
          +-> 5,12  --+-> 35,12
          |           +-> 11,60
          |
          |           +-> 21,20
    3,4 --+-> 15,8  --+-> 55,48
          |           +-> 39,80
          |
          |           +-> 13,84
          +-> 7,24  --+-> 63,16
                      +-> 15,112

PQ Coordinates

Primitive Pythagorean triples can be parameterized as follows, taking A odd and B even.

    A = P^2 - Q^2,  B = 2*P*Q,  C = P^2 + Q^2
    with P>Q>=1, one odd, one even, and no common factor

And conversely,

    P = sqrt((C+A)/2),  Q = sqrt((C-A)/2)

The first P=2,Q=1 is the triple A=3,B=4,C=5. The coordinates option on the path gives these P,Q values as the returned X,Y coordinates,

    my $path = Math::PlanePath::PythagoreanTree->new
                  (tree_type   => 'UAD',    # or 'FB'
                   coordinates => 'PQ');
    my ($p,$q) = $path->n_to_xy(1);  # P=2,Q=1

Since P>Q>=1, the values fall in an octant below the X=Y diagonal,

    11 |                         *
    10 |                       *  
     9 |                     *    
     8 |                   *   *  
     7 |                 *   *   *
     6 |               *       *  
     5 |             *   *       *
     4 |           *   *   *   *  
     3 |         *       *   *    
     2 |       *   *   *   *   *  
     1 |     *   *   *   *   *   *
     0 |
       +------------------------
         0 1 2 3 4 5 6 7 8 9 ...

The correspondence between P,Q and A,B means the trees visit all P,Q pairs with no common factor and one of them even. Of course there's other ways to iterate through such P,Q, such as simply P=2,3,etc, and which would generate triples too, in a different order from the trees here.

Incidentally letters P and Q used here are a little bit arbitrary. This parameterization is often found as m,n or u,v, but don't want to confuse that with the N numbered points or the U matrix in UAD.

FUNCTIONS

See "FUNCTIONS" in Math::PlanePath for the behaviour common to all path classes.

$path = Math::PlanePath::PythagoreanTree->new ()

Create and return a new path object.

($x,$y) = $path->n_to_xy ($n)

Return the X,Y coordinates of point number $n on the path. Points begin at 0 and if $n < 0 then the return is an empty list.

Fractional positions give an X,Y position along a straight line between the integer positions. Integer positions are always just 1 apart either horizontally or vertically, so the effect is that the fraction part appears either added to or subtracted from X or Y.

$n = $path->xy_to_n ($x,$y)

Return the point number for coordinates $x,$y. If there's nothing at $x,$y then return undef.

The return is undef if $x,$y is not a primitive Pythagorean triple, or with the PQ option if if $x,$y doesn't satisfy the PQ constraints described above ("PQ Coordinates").

($n_lo, $n_hi) = $path->rect_to_n_range ($x1,$y1, $x2,$y2)

Return a range of N values which occur in a rectangle with corners at $x1,$y1 and $x2,$y2. The range is inclusive.

Both trees visit large X,Y coordinates while yet to finish values closer to the origin which means the N range for a rectangle can be quite large. For UAD $n_hi is roughly 3**max(x/2), or for FB smaller at roughly 3**log2(x).

FORMULAS

UAD Matrices

The three UAD matrices are as follows

        /  1   2   2  \
    U = | -2  -1  -2  |
        \  2   2   3  /

        /  1   2   2  \
    A = |  2   1   2  |
        \  2   3   3  /

        / -1  -2  -2  \
    D = |  2   1   2  |
        \  2   2   3  /

They're multiplied on the right of an (A,B,C) vector, for example

    (3, 4, 5) * U = (5, 12, 13)

But internally the code uses P,Q and calculates an A,B at the end as necessary. The transformations in P,Q coordinates are

    U     P -> 2P-Q
          Q -> P

    A     P -> 2P+Q
          Q -> P

    D     P -> P+2Q
          Q -> unchanged

The advantage of P,Q for the calculation is that it's 2 values instead of 3. The transformations could be written as 2x2 matrix multiplications if desired, but explicit steps are enough for the code.

FB Transformations

The FB tree is calculated in P,Q and an A,B calculated at the end. The three transformation are

    K1     P -> P+Q
           Q -> 2Q

    K2     P -> 2P
           Q -> P-Q

    K3     P -> 2P
           Q -> P+Q

Price's paper shows rearrangements of four values q',q,p,p', but just the p and q are enough for a calculation.

X,Y to N for UAD

An A,B or P,Q point can be reversed up the tree to its parent as follows,

    if P > 3Q    reverse "D"   P -> P-2Q
                               Q -> unchanged
    if P > 2Q    reverse "A"   P -> Q
                               Q -> P-2Q
    otherwise    reverse "U"   P -> Q
                               Q -> 2Q-P

This gives a ternary digit 2, 1, 0 respectively for N and the number of steps is the level and a starting N for the digits. If at any stage the P,Q aren't one odd the other even and P>Q then it means the original point, either an A,B or a P,Q, was not a primitive triple. For a primitive triple the endpoint is always P=2,Q=1.

X,Y to N for FB

An A,B or P,Q point can be reversed up the tree to its parent as follows,

    if P odd     reverse K1    P -> P-Q
     (so Q even)               Q -> Q/2

    if Q < P/2   reverse K2    P -> P/2
                               Q -> P/2 - Q

    otherwise    reverse K3    P -> P/2
                               Q -> Q - P/2

This is rather similar to the binary greatest common divisor algorithm, but designed for one value odd and the other even. As for the UAD ascent above if that opposite parity doesn't hold at any stage then the initial point wasn't a primitive triple.

Rectangle to N Range for UAD

For the UAD tree, the smallest A,B within each level is found at the topmost "U" steps for the smallest A or the bottom-most "D" steps for the smallest B. For example in the table above of level 2, N=5..13, the smallest A is in the top A=7,B=24, and the smallest B is in the bottom A=35,B=12. In general

    Amin = 2*level + 1
    Bmin = 4*level

In P,Q coordinates the same topmost line is the smallest P and bottom-most the smallest Q. The values are

    Pmin = level+1
    Qmin = 1

The fixed Q=1 arises from the way the "D" transformation sends Q->Q unchanged, so every level includes a Q=1. This means if you ask what range of N is needed to cover all Q < someQ then there isn't one, only a P < someP has an N to go up to.

Rectangle to N Range, FB

For the FB tree, the smallest A,B within each level is found in the topmost two final positions. For example in the table above of level 2, N=5..13, the smallest A is in the top A=9,B=40, and the smallest B is in the next row A=35,B=12. In general,

    Amin = 2^level + 1
    Bmin = 2^level + 4

In P,Q coordinates a Q=1 is found in that second row which is the minimum B, and the smallest P is found by taking K1 steps half-way then a K2 step, then K1 steps for the balance. This is a slightly complicated

    Pmin = /  3*2^(k-1) + 1    if even level = 2*k
           \  2^(k+1) + 1      if odd level = 2*k+1
    Q = 1

The fixed Q=1 arises from the K1 steps giving

    P=2 + 1+2+4+8+...+2^(level-2) = 2 + 2^(level-1) - 1
    Q=2^(level-1)

and then the K2 step Q -> P-Q = 1. As for the UAD above this means small Q's always remain no matter how big N gets, only a P range determines an N range.

SEE ALSO

Math::PlanePath, Math::PlanePath::Hypot, Math::PlanePath::RationalsTree, Math::PlanePath::CoprimeColumns

H. Lee Price, "The Pythagorean Tree: A New Species", 2008, <http://arxiv.org/abs/0809.4324>.

HOME PAGE

http://user42.tuxfamily.org/math-planepath/index.html

LICENSE

Copyright 2011 Kevin Ryde

This file is part of Math-PlanePath.

Math-PlanePath is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3, or (at your option) any later version.

Math-PlanePath is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with Math-PlanePath. If not, see <http://www.gnu.org/licenses/>.