``` home Balloting Simple trig Logistic map The Attractor of Henon Number doubling Barnsley's Fern The Sierpinski Triangle The Sierpinski Triangle (The Sierpinski Gasket) A simple three part algorithm, which incorporates randomly selected parts of the algorithm, produces a triangular lattice of triangles. I tried doing this with an orderly, alternating selection of the parts of the algorithm as follows: cnt = cnt + 1 If cnt = 1 Then GoTo 100 If cnt = 2 Then GoTo 200 If cnt = 3 Then cnt = 0: GoTo 300 and it did nothing but produce a few dots along the bottom of the screen. I then preceded the above code with the following section of code so as to complicate the selection process in a crazily complex manner: k4 = k4 + 1: If k4 > 9 Then k4 = 0: k2 = k2 + 1: cnt = cnt + 5: If cnt > 2 Then cnt = 0 k3 = k3 + 1: If k3 > 8 Then k3 = 0: k1 = k1 + 3: cnt = cnt - 2: If cnt > 2 Then cnt = 0 k2 = k2 + 1: If k2 > 2 Then k2 = 0: m7 = m7 + 4: cnt = cnt + 3: If cnt > 2 Then cnt = 0 k1 = k1 + 1: If k1 > 7 Then k1 = 0: m5 = m5 + 2: cnt = cnt + 1: If cnt > 2 Then cnt = 0 m9 = m9 + 1: If m9 > 3 Then m9 = 0: m2 = m2 + 1: cnt = cnt - 1: If cnt > 2 Then cnt = 0 m8 = m8 + 1: If m8 > 4 Then m8 = 0: m1 = m1 + 4: cnt = cnt + 4: If cnt > 2 Then cnt = 0 m7 = m7 + 1: If m7 > 3 Then m7 = 0: m6 = m6 + 2: cnt = cnt + 1: If cnt > 2 Then cnt = 0 m6 = m6 + 1: If m6 > 4 Then m6 = 0: m2 = m2 + 1: cnt = cnt - 1: If cnt > 2 Then cnt = 0 m5 = m5 + 1: If m5 > 9 Then m5 = 0: m1 = m1 + 3: cnt = cnt + 3: If cnt > 2 Then cnt = 0 m4 = m4 + 1: If m4 > 8 Then m4 = 0: m3 = m3 + 1: cnt = cnt + 1: If cnt > 2 Then cnt = 0 m3 = m3 + 1: If m3 > 5 Then m3 = 0: m2 = m2 + 2: cnt = cnt - 2: If cnt > 2 Then cnt = 0 m2 = m2 + 1: If m2 > 6 Then m2 = 0: m1 = m1 + 4: cnt = cnt + 5: If cnt > 2 Then cnt = 0 m1 = m1 + 1: If m1 > 2 Then m1 = 0: cnt = cnt + 1: If cnt > 2 Then cnt = 0 and the result was a ghost of the Sierpinski triangle: To thoroughly fill in the Sierpinski gasket, we need to supply the algorithm with a [pseudo] infinite database, which is what the randomness algorithm provides. Program code is at bottom of this page. Here are snippets from a couple websites explaining the algorithm: http://math.bu.edu/DYSYS/chaos-game/node1.html One of the most interesting fractals arises from what Michael Barnsley has dubbed "The Chaos Game". The chaos game is played as follows: First pick three points at the vertices of a triangle (any triangle works - right, equilateral, isosceles, whatever). Color one of the vertices red, the second blue, and the third green. Next, take a die and color two of the faces red, two blue, and two green. Now start with any point in the triangle. This point is the seed for the game. (Actually, the seed can be anywhere in the plane, even miles away from the triangle.) Then roll the die. Depending on what color comes up, move the seed half the distance to the appropriately colored vertex. That is, if red comes up, move the point half the distance to the red vertex. Now begin again, using the result of the previous roll as the seed for the next. That is, roll the die again and move the new point half the distance to the appropriately colored vertex, https://thatsmaths.com/2014/05/22/the-chaos-game/ Fix three points in the plane, C1, C2 and C3. For definiteness, we take the points C1 = (0, 0), C2 = (1, 0) and C3 = (0.5, v3/2), the corners of an equilateral triangle. Pick any point P0 and draw a dot there. This is our starting point. At each stage, we denote the current point by Pk and call it the game point. Roll the dice. If n comes up, draw a point half way between Pk and Cn. For example, if we roll a 2, we pick the point half way between the current point Pk and C2. This is the new game point. Repeat this procedure many times, drawing a new point at each step. =================================================== Here is my Visual BASIC program code: Private Sub chaosbtn_Click() ITER = Val(itera.Text) X1 = 0 Y1 = 0 X2 = 700 Y2 = 0 X3 = 350 Y3 = 606 XS = 280 YS = 490 Randomize Timer For a = 1 To ITER RN = Rnd(1) If RN < 0.3333333 Then GoTo 100 If RN < 0.6666667 Then GoTo 200 GoTo 300 100: XS = (X1 + XS) / 2 YS = (Y1 + YS) / 2 GoTo 500 200: XS = (X2 + XS) / 2 YS = (Y2 + YS) / 2 GoTo 500 300: XS = (X3 + XS) / 2 YS = (Y3 + YS) / 2 500: TX = XS + 20 TY = -YS + 1050 REM Transforms the y axis viewport.PSet (TX, TY), RGB(0, 0, 0) Next a End Sub ============================================================ home Balloting Simple trig Logistic map The Attractor of Henon Number doubling Barnsley's Fern The Sierpinski Triangle ```