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Category: Math

Low Precision Sine and Cosine

var t:Number=0, cos:Number, sin:Number;

var canvas:BitmapData = new BitmapData(400,400,false, 0x000000);
addChild(new Bitmap(canvas));

var shape:Shape = new Shape();
with(shape.graphics) beginFill(0x568338, .2), drawCircle(0,0,10);

addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
	
	     t += .1;
		// -- low precision sine/cosine
	    //always wrap input angle to -PI..PI
		if (t < -3.14159265){
			t += 6.28318531;
		}else{
		if (t >  3.14159265)
			t -= 6.28318531;
		}
		
		//compute sine
		if (t < 0){
			sin = 1.27323954 * t + .405284735 * t * t;
		}else{
			sin = 1.27323954 * t - 0.405284735 * t * t;
		}
		
		//compute cosine: sin(t + PI/2) = cos(t)
		t += 1.57079632;
		if (t >  3.14159265){
			t -= 6.28318531;
		}
		
		if (t < 0){
			cos = 1.27323954 * t + 0.405284735 * t * t
		}else{
			cos = 1.27323954 * t - 0.405284735 * t * t;
		}
		t -= 1.57079632;
		
		// move the shape
		shape.x = 200 + 100 * cos;
		shape.y = 200 + 100 * sin;
		
		// draw to the canvas
		canvas.draw(shape, shape.transform.matrix);
}

This snippet draws a circle using low precision sine and cosine… you’ll notice that its not a perfect looking circle:


Back in January I saw this blog post by Michael Baczynski over at http://lab.polygonal.de/. The blog post describes a technique for fast sine and cosine approximation – (I highly recommend giving it a read – very fun stuff).

It’s worth noting that there is a higher precision sine and cosine that will likely draw a better looking circle but will be about half as fast. According to the original post … the low precision technique is approximately 14x faster than using Math.cos()/Math.sin().

There some other really great posts over at polygonal go check them out.

Read snippet: Low Precision Sine and Cosine

Bezier Intersections (not a snippet)

var resolution:Number = .03;
var pointNum:int = Math.ceil(1 / resolution);

var bezA:Array = new Array();
populateArray(bezA);
var a:Sprite = dot(100, 200);
var b:Sprite = dot(200, 100);
var c:Sprite = dot(300, 200);

var bezB:Array = new Array();
populateArray(bezB);
var d:Sprite = dot(300, 100, 0xCCCC00);
var e:Sprite = dot(120, 130, 0xCCCC00);
var f:Sprite = dot(200, 300, 0xCCCC00);

addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
      with(graphics){
		  clear();
		  lineStyle(0, 0x000000);
	   
	      // calc and draw bezier points
		  drawBezier(bezA, a, b, c);
		  drawBezier(bezB, d, e, f);
		  
		  // calc collisions
		  var intersections:Array = calculateIntersection(bezA, bezB);
		  
		   // draw collisions
		   beginFill(0xFF0000);
		   if (intersections.length > 0){
				for (var i:int = 0; i< intersections.length; i++){
					drawCircle(intersections[i].x, intersections[i].y, 3);
				}
		   }
		   endFill();
	 }
}

function populateArray(a:Array):void {
	for (var i:int = 0; i<pointNum; i++){
		a.push(new Point());
	}
}

function drawBezier(bez:Array, a:Sprite, b:Sprite, c:Sprite):void{
	 with(graphics){
		 bezier(bez, a.x, a.y, b.x, b.y, c.x, c.y);
		 var leng:Number = bez.length; 
		 moveTo(bez[0].x, bez[0].y);
		 for (var i:int = 1; i<leng; i++){
			 lineTo(bez[i].x, bez[i].y);
		 }
	 }
}

function bezier(bez:Array, x1:Number, y1:Number, x2:Number, y2:Number, x3:Number, y3:Number):void {
			var b:Number, a2:Number, ab2:Number, b2:Number;
			var pnt:Point;
			var inc:int = 0;
			for (var a:Number = 0; a <=1; a+=resolution) {
				b= 1 - a;
				a2 = a * a;
				ab2 = a * b * 2;
				b2 = b * b;
				pnt = bez[inc];
				pnt.x = a2 * x1 + ab2 * x2  + b2 * x3;
				pnt.y = a2 * y1 + ab2 * y2 + b2 * y3;      
				inc++;
			}
}

function calculateIntersection(bezA:Array, bezB:Array):Array {
	var intersections:Array = new Array();
	var ip:Point;
	var aLength:int = bezA.length;
	var bLength:int = bezB.length;
	var p1:Point, p2:Point, p3:Point, p4:Point;
	
	// compare all line segments and check for 
	// intersections
	for (var i:int = 1; i<aLength; i++){
		p1 = bezA[i - 1];
		p2 = bezA[i];
		for (var j:int = 1; j<bLength; j++){
			p3 = bezB[j - 1];
		    p4 = bezB[j];
			ip = intersection(p1, p2, p3, p4);
			if (ip){
				intersections.push(ip.clone());
			}
		}
	}
	return intersections;
}

var ip:Point = new Point();

function intersection(p1:Point, p2:Point, p3:Point, p4:Point):Point {
	 
	var nx:Number, ny:Number, dn:Number;
	var x4_x3:Number = p4.x - p3.x;
	var pre2:Number = p4.y - p3.y;
	var pre3:Number = p2.x - p1.x;
	var pre4:Number = p2.y - p1.y;
	var pre5:Number = p1.y - p3.y;
	var pre6:Number = p1.x - p3.x;
	
	nx = x4_x3 * pre5 - pre2 * pre6;
	ny = pre3 * pre5 - pre4 * pre6;
	dn = pre2 * pre3 - x4_x3 * pre4;
	
	if (dn == 0){
		return null
	}
	nx /= dn;
	ny /= dn;
    // has intersection
	if(nx >= 0 && nx <= 1 && ny >= 0 && ny <= 1){
		ny = p1.y + nx * pre4;
		nx = p1.x + nx * pre3;
		ip.x = nx;
		ip.y = ny;
    }else{
		 return null;
	}
	return ip
}

// draggable dot
function dot(xp:Number, yp:Number, col:uint = 0x507399, noDrag:Boolean = false):Sprite {
	var s:Sprite = Sprite(addChild(new Sprite));
	s.x = xp;
	s.y = yp;
	with(s.graphics) beginFill(col), drawCircle(0,0,5);
	if (!noDrag){
		s.buttonMode = true;
	   s.addEventListener(MouseEvent.MOUSE_DOWN, onDrag);
	}
	return s;
}
function onDrag(evt:MouseEvent):void {
	evt.currentTarget.startDrag()
}

stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
function onUp(evt:MouseEvent):void{
	stopDrag();
}

This is not a snippet, but it uses some functions that could be considered snippets on their own. Take a look at the swf here:

Bezier Intersection Demo

This demo show a brute force method for getting the coordinates of all intersections between two given quadtratic bezier curves. The approach is pretty simple, each bezier is actually made up of a series of line segments. The resolution variable determines how many line segments make up one bezier curve. By default I use a resolution of 0.03 (~34 lines)… the higher the resolution decimal value, the fewer the number of line segments. I then use a slight variation on yesterdays line segment intersection function to test all existing line segments for intersections.

This is a brute for approach with lots of room for improvement. But in the scenario that you only need to check a few bezier curves for intersection this approach works quite nicely. I don’t recommend this approach if your trying to create a complex vector drawing tool with boolean vector operations etc…

It’s easy to get an idea of the different approaches to this problem with a little googling. One example I found is from Graphics Gems:

http://tog.acm.org/GraphicsGems/gemsiv/curve_isect/

it’s been awhile, but I believe this website also contains information related to this topic:

http://algorithmist.wordpress.com/

Read snippet: Bezier Intersections (not a snippet)

Line Intersection Part 2 (optimized)

// optimized line to line intersection test:
// from wikipedia: http://en.wikipedia.org/wiki/Line-line_intersection
// and http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
var ip:Point = new Point();

function intersection(p1:Sprite, p2:Sprite, p3:Sprite, p4:Sprite):Point {
	var nx:Number, ny:Number, dn:Number;
	var x4_x3:Number = p4.x - p3.x;
	var y4_y3:Number = p4.y - p3.y;
	var x2_x1:Number = p2.x - p1.x;
	var y2_y1:Number = p2.y - p1.y;
	var x1_x3:Number = p1.x - p3.x;
	var y1_y3:Number = p1.y - p3.y;
	
	nx = x4_x3 * y1_y3 - y4_y3 * x1_x3;
	ny = x2_x1 * y1_y3 - y2_y1 * x1_x3;
	dn = y4_y3 * x2_x1 - x4_x3 * y2_y1;
	
	nx /= dn;
	ny /= dn;
	
    // has intersection
	if(nx >= 0 && nx <= 1 && ny >= 0 && ny <= 1){
		ny = p1.y + nx * y2_y1;
		nx = p1.x + nx * x2_x1;
		ip.x = nx;
		ip.y = ny;
    }else{
		// no intersection
		ip.x = ip.y = -1000;
	}
	return ip
}


//
// test out the function:
//

stage.frameRate = 30;
var a:Sprite = dot();
a.x = a.y = 100;

var b:Sprite = dot();
b.x = b.y = 200;

var c:Sprite = dot();
c.x = 200
c.y = 100;

var d:Sprite = dot();
d.x = 100
d.y = 200;

var inter:Sprite = dot(0xFF0000,true);

addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
    var p:Point = intersection(a, b, c, d);
	inter.x = p.x;
	inter.y = p.y
	
	with(graphics){
		clear();
		lineStyle(0,0x000000);
		moveTo(a.x, a.y);
		lineTo(b.x, b.y);
		moveTo(c.x, c.y);
		lineTo(d.x,d.y);
	}
}

// draggable dot
function dot(col:uint = 0x507399, noDrag:Boolean = false):Sprite {
	var s:Sprite = Sprite(addChild(new Sprite));
	with(s.graphics) beginFill(col), drawCircle(0,0,5);
	if (!noDrag){
		s.buttonMode = true;
	   s.addEventListener(MouseEvent.MOUSE_DOWN, onDrag);
	}
	return s;
}
function onDrag(evt:MouseEvent):void {
	evt.currentTarget.startDrag()
}

stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
function onUp(evt:MouseEvent):void{
	stopDrag();
}

This is a significantly optimized version of yesterdays post. The function intersection() takes four sprites as its arguments. The four arguments could be considered starting points and ending points for two line segments.

The bottleneck in yesterdays post looked something like this;

nx = (p1.x * p2.y – p1.y * p2.x) * (p3.x – p4.x) – (p1.x – p2.x) * (p3.x * p4.y – p3.y * p4.x);
dn = (p1.x – p2.x) * (p3.y – p4.y) – (p1.y – p2.y) * (p3.x – p4.x);
ny = (p1.x * p2.y – p1.y * p2.x) * (p3.y – p4.y) – (p1.y – p2.y) * (p3.x * p4.y – p3.y * p4.x);
return new Point(nx /dn, ny / dn);

nx and ny are the numerators for two fractions both with dn as their denominator…. after taking a look at this page:

http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/

We can simplify things a bit before we start wrapping repetitive math operations up in variables:

nx = (p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x);
// ny = (p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x);
dn = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
nx /= dn;
// ny /= dn
ny = p1.y + nx * (p2.y - p1.y);
nx = p1.x + nx * (p2.x - p1.x);
return new Point(nx, ny);

It’s important to note here that if we didn’t intend to calculate line segments we could exclude the initial calculation of ny.

At this point we’re ready to get rid of duplicate math operations by wrapping them in variables. In this case this only includes subtraction:

var x4_x3:Number=p4.x-p3.x;
var y4_y3:Number=p4.y-p3.y;
var x2_x1:Number=p2.x-p1.x;
var y2_y1:Number=p2.y-p1.y;
var x1_x3:Number=p1.x-p3.x;
var y1_y3:Number=p1.y-p3.y;

nx=x4_x3*y1_y3-y4_y3*x1_x3;
ny=x2_x1*y1_y3-y2_y1*x1_x3;
dn=y4_y3*x2_x1-x4_x3*y2_y1;

nx/=dn;
ny/=dn;

ny=p1.y+nx*y2_y1;
nx=p1.x+nx*x2_x1;

return new Point(nx, ny);

After wrapping repetitive math into variables the only optimization left to be made is related to the instantiation of a new Point(). Instantiation of objects is an expensive process, so it’s better to define the point once outside of the intersection() function definition.

In the end our function looks like this:

var ip:Point = new Point();

function intersection(p1:Sprite, p2:Sprite, p3:Sprite, p4:Sprite):Point {
	var nx:Number, ny:Number, dn:Number;
	var x4_x3:Number = p4.x - p3.x;
	var pre2:Number = p4.y - p3.y;
	var pre3:Number = p2.x - p1.x;
	var pre4:Number = p2.y - p1.y;
	var pre5:Number = p1.y - p3.y;
	var pre6:Number = p1.x - p3.x;
	nx = x4_x3 * pre5 - pre2 * pre6;
	ny = pre3 * pre5 - pre4 * pre6;
	dn = pre2 * pre3 - x4_x3 * pre4;
	nx /= dn;
	ny /= dn;
    // has intersection
	if(nx >= 0 && nx <= 1 && ny >= 0 && ny <= 1){
		ny = p1.y + nx * pre4;
		nx = p1.x + nx * pre3;
		ip.x = nx;
		ip.y = ny;
    }else{
		// no intersection
		ip.x = ip.y = -1000;
	}
	return ip
}

The final version contains a conditional that checks the end values of nx and ny, if they are between 0 and 1 then we know that there is an intersection between the segments.

Note: Optimized code usually breaks some best practices… as best practices are usually geared toward code flexibility and readability… and not speed.

Read snippet: Line Intersection Part 2 (optimized)

Line Intersection Part 1 (unoptimized)

// completely unoptimized line to line intersection test:
// from wikipedia: http://en.wikipedia.org/wiki/Line-line_intersection
function intersection(p1:Sprite, p2:Sprite, p3:Sprite, p4:Sprite):Point {
	var nx:Number, ny:Number, dn:Number;
	nx = (p1.x * p2.y - p1.y * p2.x) * (p3.x - p4.x) - (p1.x - p2.x) * (p3.x * p4.y - p3.y * p4.x);
	dn = (p1.x - p2.x) * (p3.y - p4.y) - (p1.y - p2.y) * (p3.x - p4.x);
	ny = (p1.x * p2.y - p1.y * p2.x) * (p3.y - p4.y) - (p1.y - p2.y) * (p3.x * p4.y - p3.y * p4.x);
	return new Point(nx / dn, ny / dn);
}

//
// test out the function:
//

stage.frameRate = 30;
var a:Sprite = dot();
a.x = a.y = 100;

var b:Sprite = dot();
b.x = b.y = 200;

var c:Sprite = dot();
c.x = 200
c.y = 100;

var d:Sprite = dot();
d.x = 100
d.y = 200;

var inter:Sprite = dot(0xFF0000,true);

addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
    var p:Point = intersection(a, b, c, d);
	inter.x = p.x;
	inter.y = p.y
	
	with(graphics){
		clear();
		lineStyle(0,0x000000);
		moveTo(a.x, a.y);
		lineTo(b.x, b.y);
		moveTo(c.x, c.y);
		lineTo(d.x,d.y);
	}
}

// draggable dot
function dot(col:uint = 0x507399, noDrag:Boolean = false):Sprite {
	var s:Sprite = Sprite(addChild(new Sprite));
	with(s.graphics) beginFill(col), drawCircle(0,0,5);
	if (!noDrag){
		s.buttonMode = true;
	   s.addEventListener(MouseEvent.MOUSE_DOWN, onDrag);
	}
	return s;
}
function onDrag(evt:MouseEvent):void {
	evt.currentTarget.startDrag()
}

stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
function onUp(evt:MouseEvent):void{
	stopDrag();
}

This snippet shows the first step toward a usable line to line intersection test. While this demo is fully functional, there is some room for optimization within the intersection() function itself…

From Equations to Code

When I go directly from an equation to code I like to try to make the code resemble the equation… test to make sure it works and then add optimizations. I do this to keep things clear for myself and also so that I have a step by step process to show my students.

The optimizations and additional features that I’ll add to this function tomorrow will make it look very different from the original equation from wikipedia. Some things that I’ll do:

1) tweak the equation to use fewer operators (it has 12 multiplications right now)
2) wrap duplicate mathmatical operations in variables
3) add the ability to test for line segments rather than infinite lines
4) move any object instantiation outside the function
etc…

Read snippet: Line Intersection Part 1 (unoptimized)

Slow Line Drawing

var canvas:BitmapData = Bitmap(addChild(new Bitmap(new BitmapData(400, 400, false, 0x000000)))).bitmapData;

function line(x1:Number, y1:Number, x2:Number, y2:Number, res:int=10):void{
	var dx:Number = x2 - x1;
	var dy:Number = y2 - y1;
	var dist:Number = Math.sqrt((dx * dx) + (dy * dy));
	var step:Number = 1 / (dist / res);
	for (var i:Number = 0; i<=1; i+= step){
		// lerp : a  + (b - a) * f
		canvas.setPixel(x1 + dx * i, y1 + dy * i, 0xFFFFFF);
	}
}

addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
   canvas.fillRect(canvas.rect, 0x000000);
  line(100 , 100, mouseX, mouseY,1);
  line(100 + 50, 100, mouseX+ 50, mouseY,5);
}

Yesterday I posted an implementation of the Bresenham Line Algorithm. Today I’m posting a comparatively slow way to draw a line with setPixel(). This snippet uses lerp and the Pythagorean theorem. It works nicely for small numbers of lines, its easy to draw dotted lines with it and its easy to explain. In a real app where you needed to use setPixel() to draw a line you should use one of the fast algorithms like Wu or Bresenham.

I didn’t originally write this snippet to use set pixel… a few weeks ago I wrote something very similar to calculate a set of x y coords between two given points. In the program I used it in speed wasn’t an issue (as I only needed to run the function one time). I’ve needed this kind of function many times before in games and small apps…

This was the original:

function calculatePoints(x1:Number, y1:Number, x2:Number, y2:Number, res:int=10):Array{
	var points:Array = new Array();
	var dx:Number = x2 - x1;
	var dy:Number = y2 - y1;
	var dist:Number = Math.sqrt((dx * dx) + (dy * dy));
	var step:Number = 1 / (dist / res);
	for (var i:Number = 0; i<=1; i+= step){
		points.push(new Point(x1 + dx * i, y1 + dy * i));
	}
	return points;
}

trace(calculatePoints(0,0,100,0,10));
/* outputs:
(x=0, y=0),(x=10, y=0),(x=20, y=0),(x=30.000000000000004, y=0),(x=40, y=0),(x=50, y=0),(x=60, y=0),(x=70, y=0),(x=80, y=0),(x=89.99999999999999, y=0),(x=99.99999999999999, y=0)
*/

…and another version to allow you to specify the number of points to calculate rather than the pixel interval at which they should be calculated:

function calculatePoints(x1:Number, y1:Number, x2:Number, y2:Number, pointNum:int=10):Array{
	var points:Array = new Array();
	var step:Number = 1 / (pointNum + 1);
	for (var i:Number = 0; i<=1; i+= step){
		points.push(new Point(x1 + (x2 - x1) * i, y1 + (y2 - y1) * i));
	}
	return points;
}

trace(calculatePoints(0,30,30,0,1));
/* outputs:
(x=0, y=30),(x=15, y=15),(x=30, y=0)
*/

This last version isn’t perfect, sometimes the pointNum will be off by 1, I may fix that in a future post.

Read snippet: Slow Line Drawing

Harmonic Series

var harmonic:Number = 0;
var k:Number = 1;
addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
	 harmonic += 1 / k;
	 trace("+");
	 trace("1 / " + k + "              =              " + harmonic);
	 k+=1;
}

Read more about the harmonic series at wikipedia.


1 / 1 = 1
+
1 / 2 = 1.5
+
1 / 3 = 1.8333333333333333
+
1 / 4 = 2.083333333333333
+
…

Read snippet: Harmonic Series

Gumowski / Mira

[SWF(width = 600, height = 600)]
var a:Number = 0.02;
var b:Number = .9998;

var xn1:Number = 5;
var yn1:Number = 0;
var xn:Number, yn:Number;

var scale:Number = 10;
var iterations:Number = 20000;

function f(x:Number):Number{
	var x2:Number = x * x;
	return a * x + (2 * (1 - a) * x2) / (1 + x2);
}
 
var canvas:BitmapData = Bitmap(addChild(new Bitmap(new BitmapData(600,600,false,0xEFEFEF)))).bitmapData;
																	   
addEventListener(Event.ENTER_FRAME, onLoop);
function onLoop(evt:Event):void {
	
    canvas.fillRect(canvas.rect, 0xEFEFEF);
	a = mouseY / 1000;
	xn1 = mouseX / 30;
	yn1 = 0;
	for (var i:int = 0; i<iterations; i++){
		  xn = xn1;
		  yn = yn1;
		  
          xn1 = b * yn + f(xn);
          yn1 =  -xn + f(xn1);
		  canvas.setPixel( 280 + xn1 * scale, 300 + yn1 * scale, 0x000000);
	}
}

Notice the setup for this is very similar to yesterdays flames attractor post.

Back in october of last year I stumbled upon the excellent subblue website by Tom Beddard. I was REALLY impressed by a blog post about Gumowski / Mira patterns. If you haven’t seen it you should go take a look.

I’d never heard of Gumowski / Mira patterns before and made a mental note to go and try to read about them and maybe find an equation to port to actionscript or processing. Anyway, a few days ago I decided to go ahead and look up the math and… this is the result.

I got equation over at mathworld…

For simplicity I intentionally made the actionscript code look as much like the mathworld equation as possible. Using f for my function name and using xn1, yn1 etc… There are a few speed optimizations that could be made but I wanted this snippet to be very readable.

Here are a few examples of what this code will generate:

Read snippet: Gumowski / Mira

Zig Zag Binary ix2 & i/2

var txt:TextField = TextField(addChild(new TextField()));
txt.text = "";
txt.width = 190;
txt.height = 400;
txt.multiline = true;

var count:int = 1;
function render():void{
	var line = int(count).toString(2);
	while(line.length < 31){
		line = "0" + line;
	}
    txt.appendText(line + "n");
	txt.scrollV= txt.maxScrollV;
}

addEventListener(Event.ENTER_FRAME, onCountUp);
function onCountUp(evt:Event):void {
	count *= 2;
	render();
	if (count ==0x40000000){
		removeEventListener(Event.ENTER_FRAME, onCountUp);
		addEventListener(Event.ENTER_FRAME, onCountDown);
	}
}
function onCountDown(evt:Event):void {
	count /= 2;
	render();
	if (count ==1){
		addEventListener(Event.ENTER_FRAME, onCountUp);
		removeEventListener(Event.ENTER_FRAME, onCountDown);
	}
}

The above animates a zig zag pattern in a TextField.

Read snippet: Zig Zag Binary ix2 & i/2

N to the power of N (with strings)

var input:String =  "a, b, c";

var words:Array = input.split(", ");
var max:String = "";
var maxD:String =  (words.length - 1).toString();
for (var i:int = 0; i<words.length; i++){
	max += maxD;
}
var maxInt:int = parseInt(max,words.length);

for(i = 0; i<=maxInt; i++){
	 var indices:String = i.toString(words.length);
	 var r:String = "";
	 var k:int=0;
	 for (var j:int = 0; j<indices.length; j++){
		 r += words[parseInt(indices.charAt(j))] +" ";
		 k++;
	 }
	 while(k < words.length) {
		r = words[0] +" "+ r;
		k++;
	 }
	trace(r);
}
trace(i, " variations");

Like many things on this site, I coded this rather quickly and it can probably be cleaned up…

Setting the input variable of the above snippet to “a, b” will output:

a a
a b
b a
b b
4 variations

Setting the input to “a, b, c” will output:

a a a
a a b
a a c
a b a
a b b
a b c
a c a
a c b
a c c
b a a
b a b
b a c
b b a
b b b
b b c
b c a
b c b
b c c
c a a
c a b
c a c
c b a
c b b
c b c
c c a
c c b
c c c
27 variations

I created this to work with words… inputs like “bread, breath, blobs, backwards”. Be careful because you can quickly get millions of outputs:

1 to the power of 1 is 1
2 to the power of 2 is 4
3 to the power of 3 is 27
4 to the power of 4 is 256
5 to the power of 5 is 3125
6 to the power of 6 is 46,656
7 to the power of 7 is 823,543
8 to the power of 8 is 16,777,216
etc…

Read snippet: N to the power of N (with strings)