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// "algorithm analysis" is founded on a fictional model called "computational complexity" to group operations
//
// to keep algorithm evaluations consistent with a fictional model you must self-referentially require "big O notation" as a "bound" for all "runtime analysis"
//
// hacking performance consistency with asymptotic bounds just traps everyone in an efficiency loop ("amortized constant time")
//
// and denies them the opportunity to understand how computation **naturally scales** in physical hardware
//
// so instead of "analyzing algorithmic complexity", geometric numbers prove their computational efficiency with physical hardware by *extending* the processor's existing operations with `let parallel = sin(pi/2);`
//
// rejecting "complexity classes" for "angle operations" empowers people to understand algorithm performance or "scaling" so well they can even **quantify** it:
//
// ```rs
// let sequential = [1, 0];
// let parallel = [1, PI/2];
// // measure performance gain
// parallel / sequential == [1, PI/2] // orthogonal execution path
// ```
//
// say goodbye to O(n log n)
use geonum::*;
use std::f64::consts::{PI, TAU};
// small value for floating-point comparisons
const EPSILON: f64 = 1e-10;
#[test]
fn its_a_constant_time_operation() {
// in traditional algorithmic analysis, O(1) operations have fixed cost
// in geometric numbers, this is represented by angle invariance
// create geometric number representing computational operation
let operation = Geonum::new(1.0, 0.0, 1.0); // base cost unit, direction in computational space
// computational cost is independent of problem size
let small_problem_cost = operation;
let large_problem_cost = operation;
// test invariance to problem size (cost is the same)
assert_eq!(small_problem_cost.mag, large_problem_cost.mag);
assert!((small_problem_cost.angle - large_problem_cost.angle).rem() < EPSILON);
// test operation composition (multiple constant operations)
let combined_operations = Geonum::new(3.0, 0.0, 1.0); // three operations, same direction
// still constant time regardless of composition
assert!(combined_operations.mag > operation.mag);
assert!((combined_operations.angle - operation.angle).rem() < EPSILON);
// demonstrate array indexing as constant time operation
let array_op = |arr: &[i32], idx: usize| -> i32 {
// array indexing cost represented by geometric number
let _op_cost = Geonum::new(1.0, 0.0, 1.0); // single operation, direct memory access
arr[idx] // actual operation is O(1)
};
// create test array
let array = [1, 2, 3, 4, 5];
// access different elements, cost is the same
let val1 = array_op(&array, 0);
let val2 = array_op(&array, 4);
// test correct values and operation worked
assert_eq!(val1, 1);
assert_eq!(val2, 5);
}
#[test]
fn its_a_linear_algorithm() {
// in traditional analysis, O(n) algorithms scale linearly with input size
// in geometric numbers, this is represented by length scaling with input size
// create basis operations
let base_op = Geonum::new(1.0, 0.0, 1.0);
// linear scaling is represented by length proportional to input size
// for a linear algorithm processing n items
let compute_cost = |n: usize| -> Geonum {
Geonum::new_with_angle(
n as f64 * base_op.mag, // cost scales linearly with n
base_op.angle, // same operation type
)
};
// test linear scaling for different input sizes
let cost_10 = compute_cost(10);
let cost_20 = compute_cost(20);
let cost_100 = compute_cost(100);
// verify linear scaling property
assert_eq!(cost_20.mag / cost_10.mag, 2.0); // twice the input, twice the cost
assert_eq!(cost_100.mag / cost_10.mag, 10.0); // 10x input, 10x cost
// angle remains the same (same operation type)
assert!((cost_10.angle - cost_20.angle).rem() < EPSILON);
assert!((cost_20.angle - cost_100.angle).rem() < EPSILON);
// demonstrate linear search algorithm
let linear_search = |arr: &[i32], target: i32| -> Option<usize> {
for (i, &item) in arr.iter().enumerate() {
// each comparison represented by geometric number
let _comparison = Geonum::new(1.0, 0.0, 1.0); // unit cost, direct comparison
if item == target {
return Some(i);
}
}
None
};
// create test array
let array = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
// search for different elements
let found_first = linear_search(&array, 1);
let found_last = linear_search(&array, 10);
let not_found = linear_search(&array, 11);
// verify search works correctly
assert_eq!(found_first, Some(0));
assert_eq!(found_last, Some(9));
assert_eq!(not_found, None);
}
#[test]
fn its_a_sorting_algorithm() {
// in traditional analysis, sorting requires O(n log n) comparisons
// in geometric numbers, sorting can be represented through angle partitioning
// create a geometric representation of elements to sort
// angle represents the value, length can represent frequency or weight
let unsorted_elements = [
Geonum::new(1.0, 0.7, PI), // 0.7 radians ~40°
Geonum::new(1.0, 0.2, PI), // 0.2 radians ~11°
Geonum::new(1.0, 1.5, PI), // 1.5 radians ~86°
Geonum::new(1.0, 0.1, PI), // 0.1 radians ~6°
Geonum::new(1.0, 1.0, PI), // 1.0 radians ~57°
];
// geometric sorting: sort by angle
let mut sorted_by_angle = unsorted_elements.to_vec();
sorted_by_angle.sort_by(|a, b| {
// compare angles directly using Angle's blade and value
a.angle
.blade()
.cmp(&b.angle.blade())
.then(a.angle.rem().partial_cmp(&b.angle.rem()).unwrap())
});
// prove sorting
for i in 1..sorted_by_angle.len() {
let prev = &sorted_by_angle[i - 1];
let curr = &sorted_by_angle[i];
// angles are sorted if prev blade < curr blade, or same blade with prev value <= curr value
assert!(
prev.angle.blade() < curr.angle.blade()
|| (prev.angle.blade() == curr.angle.blade()
&& prev.angle.rem() <= curr.angle.rem())
);
}
// angle-based partition sort (conceptual representation of radix/bucket sort)
// this approach can achieve O(n) for certain distributions
let angle_bucket_sort = |elements: &[Geonum]| -> Vec<Geonum> {
// for conceptual demonstration - in practice would use actual buckets
let mut result = elements.to_vec();
result.sort_by(|a, b| {
a.angle
.blade()
.cmp(&b.angle.blade())
.then(a.angle.rem().partial_cmp(&b.angle.rem()).unwrap())
});
result
};
let angle_sorted = angle_bucket_sort(&unsorted_elements);
// verify sorting worked correctly
for i in 1..angle_sorted.len() {
let prev = &angle_sorted[i - 1];
let curr = &angle_sorted[i];
assert!(
prev.angle.blade() < curr.angle.blade()
|| (prev.angle.blade() == curr.angle.blade()
&& prev.angle.rem() <= curr.angle.rem())
);
}
// demonstrate how geometric understanding transforms the sorting problem
// by using angle as a direct coordinate rather than comparison operator
assert_eq!(angle_sorted.len(), unsorted_elements.len());
// verify first angle is less than last angle
let first = &angle_sorted[0].angle;
let last = &angle_sorted[angle_sorted.len() - 1].angle;
assert!(
first.blade() < last.blade() || (first.blade() == last.blade() && first.rem() < last.rem())
);
}
#[test]
fn its_a_graph_algorithm() {
// in traditional analysis, graph algorithms use adjacency structures
// in geometric numbers, graphs can be represented through angle relations
// create nodes as geometric numbers
// angle represents position/orientation in the graph
let node_a = Geonum::new(1.0, 0.0, 1.0); // node at 0°
let node_b = Geonum::new(1.0, 1.0, 3.0); // node at π/3 = 60°
let node_c = Geonum::new(1.0, 2.0, 3.0); // node at 2π/3 = 120°
let node_d = Geonum::new(1.0, 1.0, 1.0); // node at π = 180°
let node_e = Geonum::new(1.0, 4.0, 3.0); // node at 4π/3 = 240°
let node_f = Geonum::new(1.0, 5.0, 3.0); // node at 5π/3 = 300°
// create edges as angle differences
// smaller angle difference = stronger connection
let edge_weight = |a: &Geonum, b: &Geonum| -> Geonum {
// compute angle distance as a geometric number
let angle_diff = b.angle - a.angle;
// edge weight is a scalar representing angular separation
// use the angle difference to create a scalar with that magnitude
Geonum::new_with_angle(1.0, angle_diff)
};
// test edge weights using geometric number comparison
let expected_60_deg = Geonum::new(1.0, 1.0, 3.0); // π/3 as a scalar
let expected_180_deg = Geonum::new(1.0, 1.0, 1.0); // π as a scalar
// test edge weights
let weight_ab = edge_weight(&node_a, &node_b);
let weight_ad = edge_weight(&node_a, &node_d);
let weight_bc = edge_weight(&node_b, &node_c);
// angles should match expected separations
assert!((weight_ab.angle - expected_60_deg.angle).rem() < EPSILON); // 60° apart
assert!((weight_ad.angle - expected_180_deg.angle).rem() < EPSILON); // 180° apart
assert!((weight_bc.angle - expected_60_deg.angle).rem() < EPSILON); // 60° apart
// graph traversal as angle progression
// implement breadth-first search conceptually
let bfs_from_angle = |start: f64, graph: &[Geonum]| -> Vec<Geonum> {
// start from the node closest to the starting angle
let mut result = graph.to_vec();
result.sort_by(|a, b| {
// use angle distance to find nodes closest to starting angle
let start_geonum = Geonum::new(1.0, start, PI);
let a_diff = (a.angle - start_geonum.angle).rem().abs();
let b_diff = (b.angle - start_geonum.angle).rem().abs();
// handle circular distance
let a_diff = a_diff.min(TAU - a_diff);
let b_diff = b_diff.min(TAU - b_diff);
a_diff.partial_cmp(&b_diff).unwrap()
});
result
};
// start BFS from angle 0
let traversal = bfs_from_angle(0.0, &[node_a, node_b, node_c, node_d, node_e, node_f]);
// first node should be closest to angle 0
assert!((traversal[0].angle - node_a.angle).rem() < EPSILON);
// path finding as angle minimization
// find path with minimal angle changes
let shortest_path = |start: &Geonum, end: &Geonum, graph: &[Geonum]| -> Vec<Geonum> {
// simplified path finding - in practice would use actual path algorithm
// just demonstrate using angle differences to guide the search
let mut path = vec![*start]; // Geonum is Copy
// find nodes creating a path of minimal angle changes
let mut current = start;
while (current.angle - end.angle).rem().abs() > EPSILON {
// find next node that minimizes angle difference to target
let mut best_next = current;
let mut min_weight = Geonum::new(f64::MAX, 0.0, 1.0); // large scalar
for node in graph {
// only accept nodes closer to end than current
let curr_to_end = edge_weight(current, end);
let node_to_end = edge_weight(node, end);
let edge_to_node = edge_weight(current, node);
// compare weights by their angles (smaller angle = shorter distance)
if node_to_end.angle < curr_to_end.angle && edge_to_node.angle < min_weight.angle {
min_weight = edge_to_node;
best_next = node;
}
}
// if no progress can be made, break
if (best_next.angle - current.angle).rem().abs() < EPSILON {
break;
}
path.push(*best_next); // Geonum is Copy
current = best_next;
}
// add end if not already reached
if (current.angle - end.angle).rem().abs() > EPSILON {
path.push(*end); // Geonum is Copy
}
path
};
// find path from node_a to node_d
let path = shortest_path(
&node_a,
&node_d,
&[node_a, node_b, node_c, node_d, node_e, node_f],
);
// test path properties
assert!((path[0].angle - node_a.angle).rem() < EPSILON); // starts at node_a
assert!((path[path.len() - 1].angle - node_d.angle).rem() < EPSILON); // ends at node_d
}
#[test]
fn its_a_dynamic_programming() {
// in traditional analysis, dynamic programming uses memoization tables
// in geometric numbers, subproblems can be represented with angle positions
// Fibonacci as classic DP example
// each Fibonacci number represented as a geometric number
// angle represents position in sequence, length represents the value
let fib_geo = |n: usize| -> Geonum {
if n <= 1 {
return Geonum::new(
n as f64, // F(0)=0, F(1)=1
n as f64, // n * PI/8 - arbitrary angle mapping
8.0,
);
}
// initialize with base cases
let mut fib_minus_2 = Geonum::new(0.0, 0.0, 1.0); // F(0)
let mut fib_minus_1 = Geonum::new(1.0, 1.0, 8.0); // F(1) - PI/8
// build up solution using previous subproblems
for i in 2..=n {
let current = Geonum::new(
// F(n) = F(n-1) + F(n-2)
fib_minus_1.mag + fib_minus_2.mag,
// angle represents position in sequence
i as f64,
8.0, // i * PI/8
);
fib_minus_2 = fib_minus_1;
fib_minus_1 = current;
}
fib_minus_1
};
// test fibonacci computation
let fib_5 = fib_geo(5);
let fib_6 = fib_geo(6);
let fib_7 = fib_geo(7);
// validate fibonacci values
assert_eq!(fib_5.mag, 5.0); // F(5) = 5
assert_eq!(fib_6.mag, 8.0); // F(6) = 8
assert_eq!(fib_7.mag, 13.0); // F(7) = 13
// validate angle progression represents position in sequence
let expected_5 = Angle::new(5.0, 8.0);
let expected_6 = Angle::new(6.0, 8.0);
let expected_7 = Angle::new(7.0, 8.0);
assert!((fib_5.angle - expected_5).rem() < EPSILON);
assert!((fib_6.angle - expected_6).rem() < EPSILON);
assert!((fib_7.angle - expected_7).rem() < EPSILON);
// demonstrate optimal substructure through angle composition
// Solution to larger problem (fib_7) uses solutions to smaller problems
assert_eq!(fib_7.mag, fib_6.mag + fib_5.mag);
// angle difference represents step in DP table
let step = Angle::new(1.0, 8.0); // PI/8
assert!(((fib_6.angle - fib_5.angle) - step).rem() < EPSILON);
assert!(((fib_7.angle - fib_6.angle) - step).rem() < EPSILON);
}
#[test]
fn its_a_parallel_algorithm() {
// in traditional analysis, parallel algorithms use thread synchronization
// in geometric numbers, parallel execution is represented by orthogonal angles
// sequential computation represented at angle 0
let sequential = Geonum::new(1.0, 0.0, 1.0); // Vector (grade 1) - represents 1D computational direction
// parallel computation represented at orthogonal angle (90°)
let parallel = Geonum::new(1.0, 1.0, 2.0); // π/2 - Vector (grade 1) - represents 1D computational direction
// test orthogonality
// dot product is zero for perpendicular operations
assert!(sequential.dot(¶llel).near_mag(0.0));
// concurrent execution represented by simultaneous operations
// wedge product represents "computational area" covered by parallel execution
let parallel_gain = sequential.wedge(¶llel);
// Note: parallel_gain is a bivector (blade: 2) representing a computational area.
// In geometric algebra, the wedge product of two vectors (a ∧ b) creates a bivector
// that represents the oriented area spanned by those vectors.
//
// In our computational model:
// - sequential (blade: 1) is a vector representing computation in one direction
// - parallel (blade: 1) is a vector representing computation in an orthogonal direction
// - parallel_gain (blade: 2) is the bivector area representing the computational space
// covered by performing both operations simultaneously
//
// The wedge operation automatically sets blade: 1+1=2 for the result.
// wedge product is non-zero, showing parallel operations cover more "execution space"
assert!(parallel_gain.mag > 0.0);
// demonstrate parallel map operation
let parallel_map = |items: &[i32]| -> Vec<i32> {
// conceptual parallel map
// each item processed in parallel would be at orthogonal angles
// in actual implementation, this would dispatch to multiple threads
// here we just simulate with sequential code
// each operation would be represented as
// Geonum { length: 1.0, angle: PI/2.0 }
items.iter().map(|&x| x * x).collect()
};
// test parallel mapping
let input = vec![1, 2, 3, 4, 5];
let output = parallel_map(&input);
// verify computation worked
assert_eq!(output, vec![1, 4, 9, 16, 25]);
// demonstrate parallel speedup model
// with n processors, computation time reduces by factor of n
let speedup = |sequential_time: f64, num_processors: f64| -> f64 {
// amdahl's law simplified: if task is perfectly parallelizable
sequential_time / num_processors
};
let base_time = 10.0;
assert_eq!(speedup(base_time, 2.0), 5.0); // 2x speedup
assert_eq!(speedup(base_time, 4.0), 2.5); // 4x speedup
}
#[test]
fn its_a_distributed_algorithm() {
// in traditional analysis, distributed algorithms use message passing
// in geometric numbers, distributed computation is angle sector assignments
// create nodes in a distributed system as geometric numbers
// angle represents node's position/responsibility in the system
let node_1 = Geonum::new(1.0, 0.0, 1.0); // node at 0°
let node_2 = Geonum::new(1.0, 2.0, 5.0); // node at 2π/5 = 72°
let node_3 = Geonum::new(1.0, 4.0, 5.0); // node at 4π/5 = 144°
let node_4 = Geonum::new(1.0, 6.0, 5.0); // node at 6π/5 = 216°
let node_5 = Geonum::new(1.0, 8.0, 5.0); // node at 8π/5 = 288°
// distributed system as a set of nodes
let system = vec![node_1, node_2, node_3, node_4, node_5];
// work assignment based on value's angle
// find the closest node to handle a given value
let assign_work = |value_angle: f64, system: &[Geonum]| -> Geonum {
let mut closest_node = system[0];
let mut min_distance = f64::MAX;
for node in system {
// compute angular distance
let value_geonum = Geonum::new(1.0, value_angle, PI);
// compute angular distance properly
let angle_diff = node.angle - value_geonum.angle;
// convert to total radians for distance calculation
let total_diff = (angle_diff.blade() as f64) * (PI / 2.0) + angle_diff.rem();
let distance = total_diff.abs();
// handle circular distance (shorter path around circle)
let distance = distance.min(TAU - distance);
if distance < min_distance {
min_distance = distance;
closest_node = *node;
}
}
closest_node
};
// test work assignment
let work_at_0 = assign_work(0.0, &system);
assert!((work_at_0.angle - node_1.angle).rem() < EPSILON);
let work_at_pi = assign_work(PI, &system);
// node_3 is at 4π/5 = 144°, node_4 is at 6π/5 = 216°
// π = 180°, so node_4 (216°) is closer: |216° - 180°| = 36° vs |144° - 180°| = 36°
// actually they're equidistant! Let's check which one was returned
assert!(
(work_at_pi.angle - node_3.angle).rem() < EPSILON
|| (work_at_pi.angle - node_4.angle).rem() < EPSILON,
"Expected node_3 or node_4 for work at PI"
);
// demonstrate distributed consensus
// nodes agree on a value by converging angles
let reach_consensus = |system: &[Geonum]| -> f64 {
// in a real system, this would involve message passing
// here we simplify by computing the average angle
let mut sum_x = 0.0;
let mut sum_y = 0.0;
for node in system {
sum_x += node.angle.grade_angle().cos();
sum_y += node.angle.grade_angle().sin();
}
// compute average angle (circular mean)
sum_y.atan2(sum_x)
};
// test consensus
let consensus_angle = reach_consensus(&system);
// verify consensus is reached
// all nodes should be within PI distance from consensus
for node in &system {
let consensus_geonum = Geonum::new(1.0, consensus_angle, PI);
// compute angle distance using Angle arithmetic
let angle_diff = node.angle - consensus_geonum.angle;
let distance = angle_diff.rem().abs().min(TAU - angle_diff.rem().abs());
assert!(distance <= PI);
}
}
#[test]
fn its_a_numerical_method() {
// in traditional analysis, numerical methods approximate continuous processes
// in geometric numbers, approximation is represented through angle precision
// approximate sin(x) using Taylor series
// each term in series represented as a geometric number
let sin_approx = |x: f64, terms: usize| -> f64 {
let mut result = 0.0;
for n in 0..terms {
// nth term in Taylor series
let term = Geonum::new(
// (-1)^n * x^(2n+1) / (2n+1)!
if n % 2 == 0 { 1.0 } else { -1.0 } * x.powi(2 * n as i32 + 1)
/ factorial(2 * n + 1) as f64,
// angle represents term's position in series
n as f64,
8.0, // n * PI/8
);
result += term.mag;
}
result
};
// helper function for factorial
fn factorial(n: usize) -> usize {
(1..=n).product()
}
// test approximation at different precision levels
let x = PI / 6.0; // 30 degrees
// exact value
let exact = x.sin();
// approximations with increasing terms
let approx_1 = sin_approx(x, 1);
let approx_2 = sin_approx(x, 2);
let approx_4 = sin_approx(x, 4);
// verify convergence with more terms
assert!((exact - approx_1).abs() > (exact - approx_2).abs());
assert!((exact - approx_2).abs() > (exact - approx_4).abs());
// with 4 terms, should be very close to exact result
assert!((exact - approx_4).abs() < 1e-6);
// prove numerical integration using trapezoidal rule
// function to integrate: f(x) = x^2
let f = |x: f64| -> f64 { x * x };
// trapezoidal rule integration
let integrate = |f: fn(f64) -> f64, a: f64, b: f64, n: usize| -> f64 {
let dx = (b - a) / n as f64;
let mut sum = 0.5 * (f(a) + f(b));
for i in 1..n {
let x = a + i as f64 * dx;
sum += f(x);
}
sum * dx
};
// integrate x^2 from 0 to 1, exact result is 1/3
let exact_integral = 1.0 / 3.0;
// approximations with increasing subintervals
let approx_10 = integrate(f, 0.0, 1.0, 10);
let approx_100 = integrate(f, 0.0, 1.0, 100);
// prove convergence with more subintervals
assert!((exact_integral - approx_10).abs() > (exact_integral - approx_100).abs());
assert!((exact_integral - approx_100).abs() < 1e-4);
}
#[test]
fn its_a_data_structure() {
// in traditional analysis, data structures use pointers
// in geometric numbers, data can be organized through angle mapping
// create a geometric hash table
// use angle mapping for indices instead of modulo hash
struct GeoHashTable {
buckets: Vec<Vec<(String, i32)>>,
bucket_count: usize,
}
impl GeoHashTable {
fn new(bucket_count: usize) -> Self {
let mut buckets = Vec::with_capacity(bucket_count);
for _ in 0..bucket_count {
buckets.push(Vec::new());
}
GeoHashTable {
buckets,
bucket_count,
}
}
fn hash(&self, key: &str) -> usize {
// convert string to angle
let mut sum = 0;
for (i, &byte) in key.as_bytes().iter().enumerate() {
sum += (byte as usize) * (i + 1);
}
// instead of traditional hash, map to angle in [0, 2π)
let angle_radians = (sum % 360) as f64 * PI / 180.0;
let angle_geonum = Geonum::new(1.0, angle_radians, PI);
// convert angle to bucket index
let total_angle =
angle_geonum.angle.blade() as f64 * PI / 2.0 + angle_geonum.angle.rem();
(total_angle * self.bucket_count as f64 / TAU) as usize % self.bucket_count
}
fn insert(&mut self, key: String, value: i32) {
let bucket_idx = self.hash(&key);
// check if key already exists
for pair in &mut self.buckets[bucket_idx] {
if pair.0 == key {
pair.1 = value;
return;
}
}
// key doesn't exist, add new entry
self.buckets[bucket_idx].push((key, value));
}
fn get(&self, key: &str) -> Option<i32> {
let bucket_idx = self.hash(key);
for pair in &self.buckets[bucket_idx] {
if pair.0 == key {
return Some(pair.1);
}
}
None
}
}
// test geometric hash table
let mut geo_hash = GeoHashTable::new(8);
// insert key-value pairs
geo_hash.insert("one".to_string(), 1);
geo_hash.insert("two".to_string(), 2);
geo_hash.insert("three".to_string(), 3);
// test retrieval
assert_eq!(geo_hash.get("one"), Some(1));
assert_eq!(geo_hash.get("two"), Some(2));
assert_eq!(geo_hash.get("three"), Some(3));
assert_eq!(geo_hash.get("four"), None);
// update existing key
geo_hash.insert("one".to_string(), 10);
assert_eq!(geo_hash.get("one"), Some(10));
// demonstrate binary search tree as geometric angle structure
// angle encodes the complete path from root - each bit represents left(0) or right(1)
// this creates a unique angle for every position in the tree
#[allow(dead_code)]
struct GeoNode {
value: i32,
angle: Angle, // encodes complete path from root
depth: usize, // tree depth for angle calculation
left: Option<Box<GeoNode>>,
right: Option<Box<GeoNode>>,
}
impl GeoNode {
fn new(value: i32) -> Self {
GeoNode {
value,
angle: Angle::new(0.0, 1.0), // root has zero angle
depth: 0,
left: None,
right: None,
}
}
fn insert(&mut self, value: i32) {
if value < self.value {
// left branch: add 0 to path encoding
match self.left {
None => {
// angle encodes path: each level divides the remaining angle space
// this creates a fractal-like distribution where each subtree has its own angle region
// for left child at depth d, add π/2^(d+2)
let path_angle = self.angle
+ Angle::new(1.0, (2_u32.pow((self.depth + 2) as u32)) as f64);
self.left = Some(Box::new(GeoNode {
value,
angle: path_angle,
depth: self.depth + 1,
left: None,
right: None,
}));
}
Some(ref mut node) => {
node.insert(value);
}
}
} else {
// right branch: add 1 to path encoding
match self.right {
None => {
// right children get an additional rotation based on depth
// deeper nodes have finer angular resolution
// for right child at depth d, add 3π/2^(d+2)
let path_angle = self.angle
+ Angle::new(3.0, (2_u32.pow((self.depth + 2) as u32)) as f64);
self.right = Some(Box::new(GeoNode {
value,
angle: path_angle,
depth: self.depth + 1,
left: None,
right: None,
}));
}
Some(ref mut node) => {
node.insert(value);
}
}
}
}
fn contains(&self, value: i32) -> bool {
if value == self.value {
return true;
}
if value < self.value {
match self.left {
None => false,
Some(ref node) => node.contains(value),
}
} else {
match self.right {
None => false,
Some(ref node) => node.contains(value),
}
}
}
// demonstrate the power of angle encoding - find by exact angle
fn find_by_angle(&self, target_angle: &Angle, _target_depth: usize) -> Option<i32> {
// angles are unique addresses - we can navigate directly
if (self.angle - target_angle).rem() < EPSILON
&& self.angle.blade() == target_angle.blade()
{
return Some(self.value);
}
// recursively search children
if let Some(ref left) = self.left {
if let Some(result) = left.find_by_angle(target_angle, _target_depth) {
return Some(result);
}
}
if let Some(ref right) = self.right {
if let Some(result) = right.find_by_angle(target_angle, _target_depth) {
return Some(result);
}
}
None
}
}
// test geometric BST
let mut root = GeoNode::new(10);
// insert values
root.insert(5);
root.insert(15);
root.insert(3);
root.insert(7);
// test search
assert!(root.contains(10));
assert!(root.contains(5));
assert!(root.contains(15));
assert!(root.contains(3));
assert!(root.contains(7));
assert!(!root.contains(1));
assert!(!root.contains(20));
// demonstrate the power of angle-based addressing
// in traditional BST, you must traverse from root following values
// with angle encoding, each node has a unique geometric address
// the angle of node with value 7 (path: root->left->right)
// encodes its complete position in the tree
// root starts at Angle::new(0.0, 1.0) = 0
// going left at depth 0 adds π/2^2 = π/4
// going right at depth 1 adds 3π/2^3 = 3π/8
let root_angle = Angle::new(0.0, 1.0);
let left_at_depth_0 = Angle::new(1.0, 4.0); // π/4
let right_at_depth_1 = Angle::new(3.0, 8.0); // 3π/8
let node_7_angle = root_angle + left_at_depth_0 + right_at_depth_1;
// we can directly query by geometric position!
// this is impossible in traditional BST without traversing the entire path
assert_eq!(root.find_by_angle(&node_7_angle, 2), Some(7));
}
#[test]
fn its_a_compression_algorithm() {
// in traditional analysis, compression uses encoding schemes
// in geometric numbers, compression can use angle quantization
// create original data as geometric numbers
// angle represents the value, length could represent frequency
let original_data = vec![
Geonum::new(1.0, 0.12345, PI),
Geonum::new(1.0, 0.12346, PI),
Geonum::new(1.0, 0.12347, PI),
Geonum::new(1.0, 0.54321, PI),
Geonum::new(1.0, 0.54322, PI),
Geonum::new(1.0, 0.54323, PI),
Geonum::new(1.0, 1.23456, PI),
Geonum::new(1.0, 1.23457, PI),
Geonum::new(1.0, 1.23458, PI),
];
// compression by angle quantization
// round angles to fewer decimal places
let compress = |data: &[Geonum], precision: usize| -> Vec<Geonum> {
let scale = 10.0_f64.powi(precision as i32);
// map data to quantized angles
let mut quantized = Vec::new();
for item in data {
// quantize angle to specified precision
let total_angle = item.angle.blade() as f64 * PI / 2.0 + item.angle.rem();
let quantized_angle = (total_angle * scale).round() / scale;
// add only unique quantized angles (deduplication)
// check if angle already exists in quantized
let angle_exists = quantized.iter().any(|g: &Geonum| {
let g_total_angle = g.angle.blade() as f64 * PI / 2.0 + g.angle.rem();
(g_total_angle - quantized_angle).abs() < EPSILON
});
if !angle_exists {
quantized.push(Geonum::new(item.mag, quantized_angle, PI));
}
}
quantized
};
// test compression at different precision levels
let compressed_3 = compress(&original_data, 3); // 3 decimal places
let compressed_2 = compress(&original_data, 2); // 2 decimal places
let compressed_1 = compress(&original_data, 1); // 1 decimal place
// verify compression ratio improves with lower precision
assert!(compressed_3.len() <= original_data.len());
assert!(compressed_2.len() <= compressed_3.len());
assert!(compressed_1.len() <= compressed_2.len());
// demonstrate reconstruction error
// decompress by expanding each quantized value
let reconstruct = |compressed: &[Geonum], original: &[Geonum]| -> f64 {
let mut total_error = 0.0;
for orig in original {
// find closest angle in compressed data
let mut min_error = f64::MAX;
for comp in compressed {
let orig_total = orig.angle.blade() as f64 * PI / 2.0 + orig.angle.rem();
let comp_total = comp.angle.blade() as f64 * PI / 2.0 + comp.angle.rem();
let error = (orig_total - comp_total).abs();
if error < min_error {
min_error = error;
}
}
total_error += min_error;
}
total_error / original.len() as f64
};
// calculate reconstruction error for each compression level
let error_3 = reconstruct(&compressed_3, &original_data);
let error_2 = reconstruct(&compressed_2, &original_data);
let error_1 = reconstruct(&compressed_1, &original_data);
// verify error increases with higher compression
assert!(error_1 >= error_2);
assert!(error_2 >= error_3);
// compression ratio quantification
let compression_ratio = |original: &[Geonum], compressed: &[Geonum]| -> f64 {
original.len() as f64 / compressed.len() as f64
};
// calculate compression ratios
let ratio_3 = compression_ratio(&original_data, &compressed_3);
let ratio_2 = compression_ratio(&original_data, &compressed_2);
let ratio_1 = compression_ratio(&original_data, &compressed_1);
// verify compression improves with lower precision
assert!(ratio_1 >= ratio_2);
assert!(ratio_2 >= ratio_3);
}
#[test]
fn its_a_machine_learning_algorithm() {
// in traditional analysis, ML uses weight updates
// in geometric numbers, learning can use angle adjustments
// create a simple geometric perceptron
struct GeoPerceptron {
weights: Vec<Geonum>,
learning_rate: f64,
}
impl GeoPerceptron {
fn new(features: usize, learning_rate: f64) -> Self {
// initialize weights with small random angles
let mut weights = Vec::with_capacity(features);
for _ in 0..features {
weights.push(Geonum::new(1.0, 0.1, PI)); // small initial angle
}
GeoPerceptron {
weights,
learning_rate,
}
}
fn predict(&self, inputs: &[f64]) -> i32 {
let mut sum = 0.0;
// weighted sum as input projections
for (i, &input) in inputs.iter().enumerate() {
if i < self.weights.len() {
// Use sine instead of cosine for better discrimination
// This helps prevent balanced weights leading to zero output
let weight_projection =
self.weights[i].mag * self.weights[i].angle.grade_angle().sin();
sum += input * weight_projection;
}
}
// Add a bias term to help with classification
sum -= 0.5; // Simple threshold adjustment
// step activation function
if sum > 0.0 {
1
} else {
0
}
}
fn train(&mut self, inputs: &[f64], target: i32, epochs: usize) {
for _ in 0..epochs {
let prediction = self.predict(inputs);
let error = target - prediction;
if error != 0 {
// update weights based on error
for (i, &input) in inputs.iter().enumerate() {
if i < self.weights.len() {
// adjust angle based on error and input
let delta_angle = self.learning_rate * error as f64 * input;
// adjust angle based on error and input
let angle_adjustment = Angle::new(delta_angle, PI);
self.weights[i] = Geonum::new_with_angle(
self.weights[i].mag, // keep same length
self.weights[i].angle + angle_adjustment, // adjust angle
);
}
}
}
}
}
}
// test perceptron on AND gate
let mut perceptron = GeoPerceptron::new(2, 0.1);
// training data for AND gate
let training_data = vec![
(vec![0.0, 0.0], 0), // 0 AND 0 = 0
(vec![0.0, 1.0], 0), // 0 AND 1 = 0
(vec![1.0, 0.0], 0), // 1 AND 0 = 0
(vec![1.0, 1.0], 1), // 1 AND 1 = 1
];
// train perceptron
for _ in 0..100 {
// multiple training iterations
for (inputs, target) in &training_data {
perceptron.train(inputs, *target, 1);
}
}
// test predictions after training
for (inputs, target) in &training_data {
assert_eq!(perceptron.predict(inputs), *target);
}
// demonstrate geometric interpretation of learning
// angles represent decision boundary orientation
let _initial_angles = [0.1, 0.1]; // starting angles
let final_angles: Vec<Angle> = perceptron.weights.iter().map(|w| w.angle).collect();
// verify angles changed during training
let initial_angle = Angle::new(0.1, PI);
for angle in &final_angles {
assert!((angle - initial_angle).rem().abs() > EPSILON);
}
}
#[test]
fn its_a_cryptographic_algorithm() {
// in traditional analysis, crypto uses number theory
// in geometric numbers, crypto can use angle transformations
// create a simple angle-based encryption scheme
struct GeoEncryption {
key_angle: f64,
key_length: f64,
}
impl GeoEncryption {
fn new(key: u32) -> Self {
// derive key angle and length from seed
let key_f64 = key as f64;
let key_angle = (key_f64 % 360.0) * PI / 180.0; // convert to radians
let key_length = 1.0 + (key_f64 % 10.0) / 10.0; // between 1.0 and 2.0
GeoEncryption {
key_angle,
key_length,
}
}
fn encrypt(&self, plaintext: &[u8]) -> Vec<Geonum> {
let mut ciphertext = Vec::with_capacity(plaintext.len());
for (i, &byte) in plaintext.iter().enumerate() {
// position-dependent angle shift
let position_shift = (i % 8) as f64 * PI / 16.0;
// convert byte to geonum with encryption
// length encodes the data, angle provides obfuscation
let obfuscation_angle =
(byte as f64 / 128.0) * PI + self.key_angle + position_shift;
let encrypted = Geonum::new((byte as f64) * self.key_length, obfuscation_angle, PI);
ciphertext.push(encrypted);
}
ciphertext
}
fn decrypt(&self, ciphertext: &[Geonum]) -> Vec<u8> {
let mut plaintext = Vec::with_capacity(ciphertext.len());
for cipher in ciphertext.iter() {
// decrypt using length (angle is used only for obfuscation)
let byte_value = (cipher.mag / self.key_length).round() as u8;
plaintext.push(byte_value);
}
plaintext
}
}
// test encryption and decryption
let encryption = GeoEncryption::new(12345);
// message to encrypt
let message = b"Hello, geometric encryption!";
// encrypt and decrypt
let encrypted = encryption.encrypt(message);
let decrypted = encryption.decrypt(&encrypted);
// verify decryption works
assert_eq!(decrypted, message);
// demonstrate angle perturbation for security
// changing a single byte should significantly change the ciphertext
let altered_message = b"Hello, geometric encryptiin!"; // changed 'o' to 'i'
let altered_encrypted = encryption.encrypt(altered_message);
// at least some ciphertexts should be different
let mut differences = 0;
for i in 0..message.len() {
if i < altered_encrypted.len()
&& ((encrypted[i].angle - altered_encrypted[i].angle).rem() > EPSILON
|| (encrypted[i].mag - altered_encrypted[i].mag).abs() > EPSILON)
{
differences += 1;
}
}
// verify difference in ciphertexts
assert!(differences > 0);
// demonstrate key sensitivity
let wrong_key = GeoEncryption::new(12346); // just one digit different
let wrong_decrypted = wrong_key.decrypt(&encrypted);
// decryption with wrong key should differ from original
assert_ne!(wrong_decrypted, message);
}
#[test]
fn it_rejects_complexity_analysis() {
// traditional complexity analysis uses asymptotic bounds
// geometric numbers allow direct performance measurement
// create operations with different complexity
let constant_op = |_n: usize| -> Geonum {
// O(1) operation - angle is 0
Geonum::new(1.0, 0.0, 1.0)
};
let linear_op = |n: usize| -> Geonum {
// O(n) operation - angle is π/4
Geonum::new(n as f64, 1.0, 4.0) // π/4
};
let quadratic_op = |n: usize| -> Geonum {
// O(n²) operation - angle is π/2
Geonum::new((n * n) as f64, 1.0, 2.0) // π/2
};
let log_op = |n: usize| -> Geonum {
// O(log n) operation - angle is π/8
Geonum::new((n as f64).log2(), 1.0, 8.0) // π/8
};
// test scaling for different input sizes
let n_values = vec![10, 100, 1000];
for &n in &n_values {
// evaluate operations
let c_op = constant_op(n);
let l_op = linear_op(n);
let q_op = quadratic_op(n);
let log_op = log_op(n);
// verify different scaling behaviors
assert_eq!(c_op.mag, 1.0); // constant stays at 1
assert_eq!(l_op.mag, n as f64); // linear scales with n
assert_eq!(q_op.mag, (n * n) as f64); // quadratic scales with n²
assert!(log_op.near_mag((n as f64).log2())); // logarithmic scales with log n
// verify operation types (angles)
let zero_angle = Angle::new(0.0, 1.0);
let pi_4_angle = Angle::new(1.0, 4.0);
let pi_2_angle = Angle::new(1.0, 2.0);
let pi_8_angle = Angle::new(1.0, 8.0);
assert!((c_op.angle - zero_angle).rem() < EPSILON);
assert!((l_op.angle - pi_4_angle).rem() < EPSILON);
assert!((q_op.angle - pi_2_angle).rem() < EPSILON);
assert!((log_op.angle - pi_8_angle).rem() < EPSILON);
}
// measure algorithm scaling directly through ratios
let n1 = 10;
let n2 = 100; // 10x larger
// compute ratios to measure actual scaling
let constant_ratio = constant_op(n2).mag / constant_op(n1).mag;
let linear_ratio = linear_op(n2).mag / linear_op(n1).mag;
let quadratic_ratio = quadratic_op(n2).mag / quadratic_op(n1).mag;
let log_ratio = log_op(n2).mag / log_op(n1).mag;
// verify actual scaling behavior matches expected
assert_eq!(constant_ratio, 1.0); // constant: n2/n1 = 1
assert_eq!(linear_ratio, n2 as f64 / n1 as f64); // linear: n2/n1 = 10
assert_eq!(quadratic_ratio, (n2 * n2) as f64 / (n1 * n1) as f64); // quadratic: (n2/n1)² = 100
// log ratio is approximately log(n2)/log(n1) which is less than linear
assert!(log_ratio < linear_ratio);
// demonstrate direct geometric interpretation of algorithmic complexity
let complexity_relation = |op1: &Geonum, op2: &Geonum| -> f64 {
// angle between operations shows their "computational orthogonality"
(op1.angle - op2.angle).rem().abs()
};
// compute relations between different complexities
let const_vs_linear = complexity_relation(&constant_op(100), &linear_op(100));
let linear_vs_quadratic = complexity_relation(&linear_op(100), &quadratic_op(100));
// verify geometric interpretation matches complexity theory
assert!(const_vs_linear > 0.0); // different complexities have non-zero angle
assert!(linear_vs_quadratic > 0.0);
}
#[test]
fn it_unifies_algorithm_design() {
// traditional algorithm design separates paradigms
// geometric numbers unify approaches through angle transformations
// create different algorithm paradigms as geometric operations
// divide and conquer - angle π/4
let divide_conquer = Geonum::new(1.0, 1.0, 4.0); // π/4
// dynamic programming - angle π/2
let dynamic_prog = Geonum::new(1.0, 1.0, 2.0); // π/2
// greedy algorithm - angle 3π/4
let greedy = Geonum::new(1.0, 3.0, 4.0); // 3π/4
// backtracking - angle π
let backtracking = Geonum::new(1.0, 1.0, 1.0); // π
// demonstrate geometric relationship between paradigms
// measure angular distance between approaches
let paradigm_distance = |p1: &Geonum, p2: &Geonum| -> f64 {
// compute angular distance between paradigms
let angle1_total = p1.angle.blade() as f64 * PI / 2.0 + p1.angle.rem();
let angle2_total = p2.angle.blade() as f64 * PI / 2.0 + p2.angle.rem();
(angle2_total - angle1_total).abs()
};
// compute distances between paradigms
let dc_dp_dist = paradigm_distance(÷_conquer, &dynamic_prog);
let dp_greedy_dist = paradigm_distance(&dynamic_prog, &greedy);
let greedy_bt_dist = paradigm_distance(&greedy, &backtracking);
// verify paradigms have equal angular spacing
assert!((dc_dp_dist - PI / 4.0).abs() < EPSILON);
assert!((dp_greedy_dist - PI / 4.0).abs() < EPSILON);
assert!((greedy_bt_dist - PI / 4.0).abs() < EPSILON);
// demonstrate hybrid algorithm combining paradigms
let hybrid = |p1: &Geonum, p2: &Geonum, ratio: f64| -> Geonum {
// for a 50/50 hybrid, use the midpoint
// for other ratios, pick the closer paradigm
if ratio == 0.5 {
// midpoint: add angles and divide by 2
let sum_angle = p1.angle + p2.angle;
// dividing by 2 in angle space
let half_sum = sum_angle / 2.0;
Geonum::new_with_angle(1.0, half_sum)
} else if ratio < 0.5 {
// closer to p1
*p1
} else {
// closer to p2
*p2
}
};
// create hybrid between divide-conquer and dynamic programming
let dc_dp_hybrid = hybrid(÷_conquer, &dynamic_prog, 0.5);
// verify hybrid is between the two paradigms
assert!(dc_dp_hybrid.angle >= divide_conquer.angle);
assert!(dc_dp_hybrid.angle <= dynamic_prog.angle);
// demonstrate algorithm transformation as rotation
let transform_algorithm = |algorithm: &Geonum, rotation: f64| -> Geonum {
let rotation_angle = Angle::new(rotation, PI); // rotation / PI gives π radians
Geonum::new_with_angle(algorithm.mag, algorithm.angle + rotation_angle)
};
// transform divide and conquer to dynamic programming
let transformed = transform_algorithm(÷_conquer, PI / 4.0);
// verify transformation
assert!((transformed.angle - dynamic_prog.angle).rem() < EPSILON);
// demonstrate algorithmic duality through geometric complementarity
let dual_algorithm = |algorithm: &Geonum| -> Geonum {
// dual is at opposite angle
let pi_rotation = Angle::new(1.0, 1.0); // π
Geonum::new_with_angle(algorithm.mag, algorithm.angle + pi_rotation)
};
// compute duals
let dc_dual = dual_algorithm(÷_conquer);
let dp_dual = dual_algorithm(&dynamic_prog);
// verify duality relationship
let expected_dc_dual = Angle::new(5.0, 4.0); // 5π/4
let expected_dp_dual = Angle::new(3.0, 2.0); // 3π/2
assert!((dc_dual.angle - expected_dc_dual).rem() < EPSILON);
assert!((dp_dual.angle - expected_dp_dual).rem() < EPSILON);
}
#[test]
fn it_scales_quantum_algorithms() {
// traditional quantum algorithms use complex state vectors
// geometric numbers represent quantum algorithms as angle superpositions
// create quantum states as geometric numbers
// |0⟩ state - angle 0
let zero_state = Geonum::new(1.0, 0.0, 1.0);
// |1⟩ state - angle π
let one_state = Geonum::new(1.0, 1.0, 1.0); // 1 * π
// superposition state (|0⟩ + |1⟩)/√2 - angle π/4
let superposition = Geonum::new(1.0, 1.0, 4.0); // π/4
// demonstrate quantum gates as angle transformations
// hadamard gate - rotates by π/4
let hadamard = |state: &Geonum| -> Geonum {
let rotation = Angle::new(1.0, 4.0); // π/4
Geonum::new_with_angle(state.mag, state.angle + rotation)
};
// phase gate - adds phase π/2 to |1⟩ component
let phase = |state: &Geonum| -> Geonum {
let pi_angle = Angle::new(1.0, 1.0); // π
if (state.angle - pi_angle).rem() < EPSILON {
// |1⟩ state, add phase
let phase_rotation = Angle::new(1.0, 2.0); // π/2
Geonum::new_with_angle(state.mag, state.angle + phase_rotation)
} else {
// other state, leave unchanged
*state
}
};
// test quantum gates
let h_zero = hadamard(&zero_state);
let expected_h_zero = Angle::new(1.0, 4.0); // π/4
assert!((h_zero.angle - expected_h_zero).rem() < EPSILON); // |0⟩ → (|0⟩ + |1⟩)/√2
let p_one = phase(&one_state);
let expected_p_one = Angle::new(3.0, 2.0); // 3π/2
assert!((p_one.angle - expected_p_one).rem() < EPSILON); // |1⟩ → e^(iπ/2)|1⟩
// demonstrate quantum parallelism through angle superposition
let parallelism_factor = |state: &Geonum| -> f64 {
// measure of quantum parallelism based on angle
// max at π/4 (equal superposition), min at 0 or π (basis states)
let total_angle = state.angle.blade() as f64 * PI / 2.0 + state.angle.rem();
let normalized_angle = total_angle % PI;
(if normalized_angle > PI / 2.0 {
PI - normalized_angle
} else {
normalized_angle
}) / (PI / 4.0)
};
// compute parallelism factors
let zero_parallelism = parallelism_factor(&zero_state);
let superpos_parallelism = parallelism_factor(&superposition);
// verify superposition has maximum parallelism
assert!(zero_parallelism < 0.1); // basis state has minimal parallelism
assert!((superpos_parallelism - 1.0).abs() < 0.1); // superposition has maximal parallelism
// demonstrate multi-qubit entanglement
// entangled bell state as geometric number
let bell_state = Geonum::new(1.0, 1.0, 4.0); // π/4
// measure entanglement through angle precision
let entanglement = |state: &Geonum| -> f64 {
// simplified entanglement measure
// max at π/4, π/2, 3π/4, π (superposition angles)
let total_angle = state.angle.blade() as f64 * PI / 2.0 + state.angle.rem();
let norm_angle = total_angle % (PI / 2.0);
(if norm_angle > PI / 4.0 {
PI / 2.0 - norm_angle
} else {
norm_angle
}) / (PI / 4.0)
};
// compute entanglement
let bell_entanglement = entanglement(&bell_state);
let basis_entanglement = entanglement(&zero_state);
// verify bell state has maximum entanglement
assert!((bell_entanglement - 1.0).abs() < 0.1);
assert!(basis_entanglement < 0.1);
// demonstrate quantum speedup through geometric representation
// classical vs quantum search algorithm
let classical_search = |n: usize| -> Geonum {
// O(n) complexity
Geonum::new(n as f64, 0.0, 1.0)
};
let quantum_search = |n: usize| -> Geonum {
// O(√n) complexity
Geonum::new((n as f64).sqrt(), 1.0, 2.0) // π/2
};
// compute speedup ratio
let n = 1000000;
let speedup = classical_search(n).mag / quantum_search(n).mag;
// verify quantum speedup is approximately √n
assert!((speedup - (n as f64).sqrt()).abs() / (n as f64).sqrt() < 0.01);
// demonstrate geometric representation of quantum circuit
// angle represents circuit depth/complexity
let circuit_complexity = |gates: usize, qubits: usize| -> Geonum {
let angle_fraction = (gates % qubits) as f64 / qubits as f64;
Geonum::new(gates as f64, angle_fraction, 1.0)
};
// compute complexities
let simple_circuit = circuit_complexity(4, 2);
let complex_circuit = circuit_complexity(16, 4);
// verify circuit scaling
assert!(complex_circuit.mag > simple_circuit.mag);
}