"multi dimensional mandelbrot computing"
Bootstrap 4.1.1 Snippet by Agnit360

<link href="//maxcdn.bootstrapcdn.com/bootstrap/4.1.1/css/bootstrap.min.css" rel="stylesheet" id="bootstrap-css"> <script src="//maxcdn.bootstrapcdn.com/bootstrap/4.1.1/js/bootstrap.min.js"></script> <script src="//cdnjs.cloudflare.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script> <!------ Include the above in your HEAD tag ----------> <div class="container"> <div class="row"> <h2>Create your snippet's HTML, CSS and Javascript in the editor tabs</h2> </div> </div>using System; using System.Numerics; using System.Media; class MandelbrotMusic { static void Main() { const int width = 800; // Define the width and height of the Mandelbrot set area const int height = 800; const double xmin = -2.5; const double xmax = 1.5; const double ymin = -2.0; const double ymax = 2.0; const int maxIterations = 1000; // Maximum number of iterations // Create a SoundPlayer instance to play the generated music SoundPlayer player = new SoundPlayer(); // Calculate the musical notes based on the Mandelbrot set double xStep = (xmax - xmin) / width; double yStep = (ymax - ymin) / height; for (double y = ymin; y < ymax; y += yStep) { for (double x = xmin; x < xmax; x += xStep) { Complex c = new Complex(x, y); Complex z = new Complex(0, 0); int iteration = 0; while (z.Magnitude < 2 && iteration < maxIterations) { z = z * z + c; iteration++; } // Map the Mandelbrot set values to musical attributes double frequency = MapValue(x, xmin, xmax, 200, 2000); // Map x-coordinate to frequency double duration = MapValue(iteration, 0, maxIterations, 50, 500); // Map iteration count to note duration // Play the note based on the mapped values PlayNote(player, frequency, duration); } } Console.WriteLine("Playing Mandelbrot music. Press any key to stop."); player.PlaySync(); // Play the generated music Console.ReadKey(); } static double MapValue(double value, double fromSource, double toSource, double fromTarget, double toTarget) { return (value - fromSource) / (toSource - fromSource) * (toTarget - fromTarget) + fromTarget; } static void PlayNote(SoundPlayer player, double frequency, double duration) { // This function should play a musical note with the given frequency and duration // In this example, I'm using Console.Beep to simulate playing a note int freq = (int)frequency; int dur = (int)duration; Console.Beep(freq, dur); // Simulated note } }using System; using System.Drawing; using System.Drawing.Imaging; using System.Windows.Media.Core; using System.Windows.Media.Playback; using System.Windows.Media; class Program { static void Main() { // Generate a Mandelbrot set image int width = 800; int height = 800; Bitmap mandelbrotImage = GenerateMandelbrotImage(width, height); mandelbrotImage.Save("mandelbrot.png", ImageFormat.Png); // Create a tesseract animation CreateTesseractAnimation(); // Load and play video clips (sample videos) VideoClipCategory categorizeClip = LoadVideoClip("categorize_clip.mp4"); VideoClipReversed reversedClip = LoadVideoClip("reversed_clip.mp4"); // Categorize video clips based on colors ColorCategory category = CategorizeVideoClip(categorizeClip); Console.WriteLine("Video clip is in category: " + category.ToString()); // Play a reversed video clip PlayReversedVideoClip(reversedClip); Console.WriteLine("Press any key to exit."); Console.ReadKey(); } static Bitmap GenerateMandelbrotImage(int width, int height) { Bitmap mandelbrotImage = new Bitmap(width, height); // Implement Mandelbrot set visualization logic here // You can use the System.Drawing library to draw the image return mandelbrotImage; } static void CreateTesseractAnimation() { // Implement tesseract animation logic here // This may involve 3D graphics libraries or frameworks } static VideoClipCategory LoadVideoClip(string fileName) { // Load a video clip from the file VideoClipCategory clip = new VideoClipCategory(fileName); return clip; } static ColorCategory CategorizeVideoClip(VideoClipCategory clip) { // Implement color categorization logic for the video clip // You can use image processing techniques or libraries return ColorCategory.Red; // Replace with actual category } static void PlayReversedVideoClip(VideoClipReversed clip) { // Play the reversed video clip MediaPlayer player = new MediaPlayer(); player.Open(clip); player.SpeedRatio = -1; // Play in reverse player.Play(); } } enum ColorCategory { Red, Blue, Green, // Add more categories as needed } class VideoClipCategory : VideoClip { public VideoClipCategory(string fileName) : base(fileName) { } } class VideoClipReversed : VideoClip { public VideoClipReversed(string fileName) : base(fileName) { } } using UnityEngine; public class QuaternionJuliaSet : MonoBehaviour { public Material material; public int resolution = 512; public float scale = 2f; public int maxIterations = 100; void Start() { CreateCubeInCube(); } void CreateCubeInCube() { for (int dir = 0; dir < 6; dir++) { Quaternion rotation = Quaternion.Euler(GetDirectionEuler(dir)); RenderJuliaSet(rotation); } } void RenderJuliaSet(Quaternion rotation) { RenderTexture renderTexture = new RenderTexture(resolution, resolution, 24); Graphics.SetRenderTarget(renderTexture); GL.Clear(true, true, Color.black); material.SetPass(0); material.SetMatrix("_RotationMatrix", Matrix4x4.Rotate(rotation)); Graphics.DrawMeshNow(CreateQuad(), Matrix4x4.identity); Graphics.SetRenderTarget(null); SaveRenderTexture(renderTexture); Destroy(renderTexture); } Vector3 GetDirectionEuler(int dir) { switch (dir) { case 0: return new Vector3(90f, 0f, 0f); // Top case 1: return new Vector3(-90f, 0f, 0f); // Bottom case 2: return new Vector3(0f, 0f, 90f); // Left case 3: return new Vector3(0f, 0f, -90f); // Right case 4: return new Vector3(0f, 90f, 0f); // Forward case 5: return new Vector3(0f, -90f, 0f); // Back default: return Vector3.zero; } } Mesh CreateQuad() { Mesh mesh = new Mesh(); mesh.vertices = new Vector3[] { new Vector3(-0.5f, -0.5f, 0f), new Vector3(0.5f, -0.5f, 0f), new Vector3(-0.5f, 0.5f, 0f), new Vector3(0.5f, 0.5f, 0f) }; mesh.triangles = new int[] { 0, 2, 1, 2, 3, 1 }; mesh.RecalculateNormals(); return mesh; } void SaveRenderTexture(RenderTexture renderTexture) { Texture2D texture = new Texture2D(resolution, resolution, TextureFormat.RGB24, false); RenderTexture.active = renderTexture; texture.ReadPixels(new Rect(0, 0, resolution, resolution), 0, 0); texture.Apply(); byte[] bytes = texture.EncodeToPNG(); System.IO.File.WriteAllBytes($"Render_{Time.time}.png", bytes); RenderTexture.active = null; Destroy(texture); } } using System; using System.Drawing; using System.Windows.Forms; namespace MandelbrotSetGenerator { public class MandelbrotForm : Form { private const int Width = 800; private const int Height = 600; private const double ZoomFactor = 1.5; private const int MaxIterations = 1000; private Bitmap bitmap; private double centerX = -0.5; private double centerY = 0; private double scale = 1.0; public MandelbrotForm() { bitmap = new Bitmap(Width, Height); GenerateMandelbrot(); Text = "Mandelbrot Set"; ClientSize = new Size(Width, Height); DoubleBuffered = true; Paint += MandelbrotForm_Paint; MouseClick += MandelbrotForm_MouseClick; KeyDown += MandelbrotForm_KeyDown; } private void MandelbrotForm_Paint(object sender, PaintEventArgs e) { e.Graphics.DrawImage(bitmap, 0, 0); } private void MandelbrotForm_MouseClick(object sender, MouseEventArgs e) { double newCenterX = centerX + (e.X - Width / 2) * scale; double newCenterY = centerY + (e.Y - Height / 2) * scale; centerX = newCenterX; centerY = newCenterY; scale *= ZoomFactor; GenerateMandelbrot(); Invalidate(); } private void MandelbrotForm_KeyDown(object sender, KeyEventArgs e) { if (e.KeyCode == Keys.Escape) { Close(); } } private void GenerateMandelbrot() { for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { double zx = (x - Width / 2) * scale + centerX; double zy = (y - Height / 2) * scale + centerY; double cx = zx; double cy = zy; int iteration = 0; while (iteration < MaxIterations && (zx * zx + zy * zy) < 4) { double newZx = zx * zx - zy * zy + cx; double newZy = 2 * zx * zy + cy; zx = newZx; zy = newZy; iteration++; } Color color = iteration == MaxIterations ? Color.Black : Color.FromArgb(iteration % 8 * 32, iteration % 16 * 16, iteration % 32 * 8); bitmap.SetPixel(x, y, color); } } } [STAThread] static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); Application.Run(new MandelbrotForm()); } }import networkx as nx import itertools def generate_circuit_graph(num_vertices): states = [0, 1, 'X'] circuit_graph = nx.Graph() # Create all possible combinations of states for each vertex vertex_states = list(itertools.product(states, repeat=num_vertices)) # Add vertices to the graph for state in vertex_states: circuit_graph.add_node(state) # Add edges connecting adjacent states for node in circuit_graph.nodes: for i in range(num_vertices): adjacent_state = list(node) adjacent_state[i] = 'X' if adjacent_state[i] == 'X' else 1 - adjacent_state[i] # Flip state or set to 'X' adjacent_state = tuple(adjacent_state) if adjacent_state in circuit_graph.nodes: circuit_graph.add_edge(node, adjacent_state) return circuit_graph def draw_circuit(circuit_graph): pos = nx.spring_layout(circuit_graph) nx.draw(circuit_graph, pos, with_labels=True, node_size=2000, font_size=10, font_color="black") plt.show() if __name__ == "__main__": num_vertices = 8 # Generate the circuit graph circuit_graph = generate_circuit_graph(num_vertices) # Draw the circuit graph draw_circuit(circuit_graph) import networkx as nx import matplotlib.pyplot as plt def draw_circuit(circuit_graph): pos = nx.spring_layout(circuit_graph) nx.draw(circuit_graph, pos, with_labels=True, node_size=2000, font_size=10, font_color="white") plt.show() def simulate_circuit(circuit_graph, voltage_source=5): node_voltage = nx.algorithms.flow.shortest_augmenting_path(circuit_graph, source='V')['GND'] print(f"Voltage at GND: {node_voltage} V") if __name__ == "__main__": # Creating a simple circuit graph circuit_graph = nx.DiGraph() # Adding components circuit_graph.add_edge('V', 'R1', component_type='Voltage Source', voltage=5) circuit_graph.add_edge('R1', 'N1', component_type='Resistor', resistance=1000) circuit_graph.add_edge('N1', 'GND') # Draw the circuit graph draw_circuit(circuit_graph) # Simulate the circuit simulate_circuit(circuit_graph) import numpy as np import sounddevice as sd # Function to generate a sine wave sound def generate_sine_wave(duration, frequency): sample_rate = 44100 # Example sample rate t = np.linspace(0, duration, int(sample_rate * duration), endpoint=False) wave = np.sin(2 * np.pi * frequency * t) return wave # Function to play a sound def play_sound(sound_wave): sd.play(sound_wave, samplerate=44100) sd.wait() # Generate two entangled sine waves frequency_1 = 440 # Frequency of first wave frequency_2 = 880 # Frequency of second wave sound_1 = generate_sine_wave(3, frequency_1) sound_2 = generate_sine_wave(3, frequency_2) # Play the sounds individually play_sound(sound_1) play_sound(sound_2) # Simulate entanglement-like behavior # For example, adjusting frequency of one sound based on the state of another frequency_1_new = frequency_1 + 100 # Adjusted frequency based on entanglement sound_1_modified = generate_sine_wave(3, frequency_1_new) play_sound(sound_1_modified) import bpy import math import mathutils # Function to create a simple cube def create_cube(): bpy.ops.mesh.primitive_cube_add(size=2) cube = bpy.context.active_object return cube # Function to modify the cube based on code def modify_cube(cube, scale_factor): cube.scale = (scale_factor, scale_factor, scale_factor) # Function to animate the cube with a sine wave motion def animate_cube(cube, amplitude, frequency): bpy.ops.object.select_all(action='DESELECT') bpy.context.view_layer.objects.active = cube cube.select_set(True) bpy.context.scene.frame_start = 1 bpy.context.scene.frame_end = 250 for frame in range(1, 251): scale_factor = amplitude * math.sin(2 * math.pi * frequency * frame / 250.0) cube.scale = (scale_factor, scale_factor, scale_factor) cube.location = mathutils.Vector((0, 0, scale_factor)) cube.keyframe_insert(data_path="scale", index=-1) cube.keyframe_insert(data_path="location", index=-1) # Function to add a sine wave sound to the scene def add_sound(amplitude, frequency): bpy.ops.object.sound_add() sound = bpy.context.active_object sound.location = (0, 0, 0) bpy.ops.sound.bake(filepath="/path/to/soundfile.wav", bake_channel="NOISE", frame_start=1, frame_end=250, samples=250) # Usage bpy.ops.object.select_all(action='DESELECT') bpy.ops.object.select_by_type(type='MESH') bpy.ops.object.delete() cube = create_cube() # Modify cube based on code scale_factor = 2.0 modify_cube(cube, scale_factor) # Animate cube with a sine wave motion amplitude = 1.0 frequency = 1.0 animate_cube(cube, amplitude, frequency) # Add a sine wave sound to the scene add_sound(amplitude, frequency) import pygame import sys class PocketDimension: def __init__(self, name): self.name = name self.canvas = pygame.Surface((400, 300)) self.portal_connected_dimension = None def create_portal(self, connected_dimension): self.portal_connected_dimension = connected_dimension def render_to_canvas(self): # Perform rendering operations on the canvas pygame.draw.circle(self.canvas, (255, 0, 0), (200, 150), 20) # Example rendering def connect_and_project(self, screen): if self.portal_connected_dimension: # Copy the content of the connected pocket dimension's canvas onto the main screen screen.blit(self.portal_connected_dimension.canvas, (0, 0)) class Universe: def __init__(self): self.primary_dimension = PocketDimension("Primary Dimension") self.secondary_dimension = PocketDimension("Secondary Dimension") # Connect the pocket dimensions through portals self.primary_dimension.create_portal(self.secondary_dimension) self.secondary_dimension.create_portal(self.primary_dimension) # Initialize Pygame pygame.init() # Set up the screen screen_width, screen_height = 800, 600 screen = pygame.display.set_mode((screen_width, screen_height)) clock = pygame.time.Clock() # Create the universe and pocket dimensions universe = Universe() running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False break # Render content on each pocket dimension's canvas universe.primary_dimension.render_to_canvas() universe.secondary_dimension.render_to_canvas() # Connect and project content between pocket dimensions universe.primary_dimension.connect_and_project(screen) pygame.display.flip() clock.tick(60) # Quit Pygame pygame.quit() sys.exit() <!DOCTYPE html> <html> <head> <title>Rotating Image</title> <style> canvas { border: 1px solid #000; } </style> </head> <body> <canvas id="myCanvas" width="200" height="200"></canvas> <script> const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); const img = new Image(); img.src = 'path_to_your_image.jpg'; // Replace with your image path let angle = 0; function drawImageRotated() { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.save(); ctx.translate(canvas.width / 2, canvas.height / 2); ctx.rotate(angle); ctx.drawImage(img, -img.width / 2, -img.height / 2); ctx.restore(); angle += Math.PI / 180; // Change rotation speed here requestAnimationFrame(drawImageRotated); } img.onload = function() { drawImageRotated(); }; </script> </body> </html> import pygame # Define constants for cube size and colors CUBE_SIZE = 40 CUBE_COLOR = (255, 0, 0) # Initialize Pygame pygame.init() # Create a window window = pygame.display.set_mode((4 * CUBE_SIZE, 4 * CUBE_SIZE)) # Main loop running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # Clear the screen window.fill((0, 0, 0)) # Draw the 4x4x4 cube for x in range(4): for y in range(4): for z in range(4): pygame.draw.rect( window, CUBE_COLOR, (x * CUBE_SIZE, y * CUBE_SIZE, CUBE_SIZE, CUBE_SIZE), ) pygame.display.flip() # Quit Pygame pygame.quit() }

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