Geometric algebra
Geometric algebra is an other name for Clifford algebras and it's basically an algebra containing a vector space and obeying the following axioms:
The purpose of this task is to implement such an algebra with vectors of arbitrary size, or up to 32 dimensions if that's easier to implement in your language.
To demonstrate your solution, you will use it to implement quaternions. From an orthonormal basis , create the three elements:
and show that .
JavaScript
<lang javascript>var CGA = function () {
function e(n) {
var result = []; result[1 << n] = 1; return result;
} function neg(x) { return multiply([-1], x) } function bitCount(i) {
// Note that unsigned shifting (>>>) is not required. i = i - ((i >> 1) & 0x55555555); i = (i & 0x33333333) + ((i >> 2) & 0x33333333); i = (i + (i >> 4)) & 0x0F0F0F0F; i = i + (i >> 8); i = i + (i >> 16); return i & 0x0000003F;
} function reorderingSign(a, b) {
a >>= 1; var sum = 0; while (a != 0) { sum += bitCount(a & b); a >>= 1; } return (sum & 1) == 0 ? 1 : -1;
} function add(a, b) {
var result = []; for (var i = 0; i < 32; i++) { if (a[i] && b[i]) { var r = a[i] + b[i]; if (r !== 0) { result[i] = r; } } else if (a[i]) { result[i] = a[i]; } else if (b[i]) { result[i] = b[i]; } } return result;
} function multiply(a, b) {
var result = []; for (var i = 0; i < 32; i++) { if (a[i]) { for (var j = 0; j < 32; j++) { if (b[j]) { var s = reorderingSign(i, j) * a[i] * b[j]; // if (i == 1 && j == 1) { s *= -1 } // e0*e0 == -1 var k = i ^ j; if (result[k]) { result[k] += s; } else { result[k] = s; } } } } } return result;
} return {
e : e, neg : neg, add : add, mul : multiply
};
}(); </lang>
And then, from the console:
<lang javascript>var e = CGA.e; var i = CGA.mul(e(1), e(2)); var j = CGA.mul(e(2), e(3)); var k = CGA.mul(e(1), e(3));
console.log(CGA.mul(i, i)); // [-1] console.log(CGA.mul(j, j)); // [-1] console.log(CGA.mul(k, k)); // [-1] console.log(CGA.mul(CGA.mul(i, j), k)); // [-1] </lang>
J
Using the implementation from the Quaternion type task:
<lang J> e1=: 0 1 0 0
e2=: 1 0 0 0 e3=: 0 0 1 0
i=: e1 mul e2 j=: e2 mul e3 k=: e1 mul e3
i
0 1 0 0
j
0 0 1 0
k
0 0 0 1
i mul j mul k
_1 0 0 0
i mul i
_1 0 0 0
j mul j
_1 0 0 0
k mul k
_1 0 0 0</lang>
Note that the first element of the quaternion is the "real" component.
Perl 6
<lang perl6>unit class MultiVector; has Real %.blades{UInt}; method clean { for %!blades { %!blades{.key} :delete unless .value; } } method narrow {
for %!blades { return self if .key > 0 && .value !== 0; } return %!blades{0} // 0;
}
sub e(UInt $n?) returns MultiVector is export {
$n.defined ?? MultiVector.new(:blades(my Real %{UInt} = (1 +< $n) => 1)) !! MultiVector.new
}
my sub grade(UInt $n) is cached { [+] $n.base(2).comb } my sub order(UInt:D $i is copy, UInt:D $j) is cached {
my $n = 0; repeat {
$i +>= 1; $n += [+] ($i +& $j).base(2).comb;
} until $i == 0; return $n +& 1 ?? -1 !! 1;
}
multi infix:<+>(MultiVector $A, MultiVector $B) returns MultiVector is export {
my Real %blades{UInt} = $A.blades.clone; for $B.blades {
%blades{.key} += .value; %blades{.key} :delete unless %blades{.key};
} return MultiVector.new: :%blades;
} multi infix:<+>(Real $s, MultiVector $A) returns MultiVector is export {
my Real %blades{UInt} = $A.blades.clone; %blades{0} += $s; %blades{0} :delete unless %blades{0}; return MultiVector.new: :%blades;
} multi infix:<+>(MultiVector $A, Real $s) returns MultiVector is export { $s + $A } multi infix:<*>(MultiVector $A, MultiVector $B) returns MultiVector is export {
my Real %blades{UInt}; for $A.blades -> $a {
for $B.blades -> $b { my $c = $a.key +^ $b.key; %blades{$c} += $a.value * $b.value * order($a.key, $b.key); %blades{$c} :delete unless %blades{$c}; }
} return MultiVector.new: :%blades;
} multi infix:<**>(MultiVector $ , 0) returns MultiVector is export { MultiVector.new } multi infix:<**>(MultiVector $A, 1) returns MultiVector is export { $A } multi infix:<**>(MultiVector $A, 2) returns MultiVector is export { $A * $A } multi infix:<**>(MultiVector $A, UInt $n where $n %% 2) returns MultiVector is export { ($A ** ($n div 2)) ** 2 } multi infix:<**>(MultiVector $A, UInt $n) returns MultiVector is export { $A * ($A ** ($n div 2)) ** 2 }
multi infix:<*>(MultiVector $, 0) returns MultiVector is export { MultiVector.new } multi infix:<*>(MultiVector $A, 1) returns MultiVector is export { $A } multi infix:<*>(MultiVector $A, Real $s) returns MultiVector is export {
return MultiVector.new: :blades(my Real %{UInt} = map { .key => $s * .value }, $A.blades);
} multi infix:<*>(Real $s, MultiVector $A) returns MultiVector is export { $A * $s } multi infix:</>(MultiVector $A, Real $s) returns MultiVector is export { $A * (1/$s) } multi prefix:<->(MultiVector $A) returns MultiVector is export { return -1 * $A } multi infix:<->(MultiVector $A, MultiVector $B) returns MultiVector is export { $A + -$B } multi infix:<->(MultiVector $A, Real $s) returns MultiVector is export { $A + -$s } multi infix:<->(Real $s, MultiVector $A) returns MultiVector is export { $s + -$A }
multi infix:<==>(MultiVector $A, MultiVector $B) returns Bool is export { $A - $B == 0 } multi infix:<==>(Real $x, MultiVector $A) returns Bool is export { $A == $x } multi infix:<==>(MultiVector $A, Real $x) returns Bool is export {
my $narrowed = $A.narrow; $narrowed ~~ Real and $narrowed == $x;
}</lang>
And here is the code implementing and verifying quaternions:
<lang perl6>use MultiVector; use Test;
plan 1;
my constant i = e(1)*e(2); my constant j = e(2)*e(3); my constant k = e(1)*e(3);
ok i**2 == j**2 == k**2 == i*j*k == -1;</lang>
- Output:
1..1 ok 1 -