Provided by: libmath-planepath-perl_113-1_all bug

NAME

       Math::PlanePath -- points on a path through the 2-D plane

SYNOPSIS

        use Math::PlanePath;
        # only a base class, see the subclasses for actual operation

DESCRIPTION

       This is a base class for some mathematical paths which map an integer position $n to and from coordinates
       "$x,$y" in the 2D plane.

       The current classes include the following.  The intention is that any "Math::PlanePath::Something" is a
       PlanePath, and supporting base classes or related things are further down like
       "Math::PlanePath::Base::Xyzzy".

           SquareSpiral           four-sided spiral
           PyramidSpiral          square base pyramid
           TriangleSpiral         equilateral triangle spiral
           TriangleSpiralSkewed   equilateral skewed for compactness
           DiamondSpiral          four-sided spiral, looping faster
           PentSpiral             five-sided spiral
           PentSpiralSkewed       five-sided spiral, compact
           HexSpiral              six-sided spiral
           HexSpiralSkewed        six-sided spiral skewed for compactness
           HeptSpiralSkewed       seven-sided spiral, compact
           AnvilSpiral            anvil shape
           OctagramSpiral         eight pointed star
           KnightSpiral           an infinite knight's tour
           CretanLabyrinth        7-circuit extended infinitely

           SquareArms             four-arm square spiral
           DiamondArms            four-arm diamond spiral
           AztecDiamondRings      four-sided rings
           HexArms                six-arm hexagonal spiral
           GreekKeySpiral         square spiral with Greek key motif
           MPeaks                 "M" shape layers

           SacksSpiral            quadratic on an Archimedean spiral
           VogelFloret            seeds in a sunflower
           TheodorusSpiral        unit steps at right angles
           ArchimedeanChords      unit chords on an Archimedean spiral
           MultipleRings          concentric circles
           PixelRings             concentric rings of midpoint pixels
           FilledRings            concentric rings of pixels
           Hypot                  points by distance
           HypotOctant            first octant points by distance
           TriangularHypot        points by triangular distance
           PythagoreanTree        X^2+Y^2=Z^2 by trees

           PeanoCurve             3x3 self-similar quadrant
           WunderlichSerpentine   transpose parts of PeanoCurve
           HilbertCurve           2x2 self-similar quadrant
           HilbertSpiral          2x2 self-similar whole-plane
           ZOrderCurve            replicating Z shapes
           GrayCode               Gray code splits
           WunderlichMeander      3x3 "R" pattern quadrant
           BetaOmega              2x2 self-similar half-plane
           AR2W2Curve             2x2 self-similar of four parts
           KochelCurve            3x3 self-similar of two parts
           DekkingCurve           5x5 self-similar, edges
           DekkingCentres         5x5 self-similar, centres
           CincoCurve             5x5 self-similar

           ImaginaryBase          replicate in four directions
           ImaginaryHalf          half-plane replicate three directions
           CubicBase              replicate in three directions
           SquareReplicate        3x3 replicating squares
           CornerReplicate        2x2 replicating "U"
           LTiling                self-simlar L shapes
           DigitGroups            digits grouped by zeros
           FibonacciWordFractal   turns by Fibonacci word bits

           Flowsnake              self-similar hexagonal tile traversal
           FlowsnakeCentres         likewise but centres of hexagons
           GosperReplicate        self-similar hexagonal tiling
           GosperIslands          concentric island rings
           GosperSide             single side or radial

           QuintetCurve           self-similar "+" traversal
           QuintetCentres           likewise but centres of squares
           QuintetReplicate       self-similar "+" tiling

           DragonCurve            paper folding
           DragonRounded          paper folding rounded corners
           DragonMidpoint         paper folding segment midpoints
           AlternatePaper         alternating direction folding
           AlternatePaperMidpoint alternating direction folding, midpoints
           TerdragonCurve         ternary dragon
           TerdragonRounded       ternary dragon rounded corners
           TerdragonMidpoint      ternary dragon segment midpoints
           R5DragonCurve          radix-5 dragon curve
           R5DragonMidpoint       radix-5 dragon curve midpoints
           CCurve                 "C" curve
           ComplexPlus            base i+realpart
           ComplexMinus           base i-realpart, including twindragon
           ComplexRevolving       revolving base i+1

           SierpinskiCurve        self-similar right-triangles
           SierpinskiCurveStair   self-similar right-triangles, stair-step
           HIndexing              self-similar right-triangles, squared up

           KochCurve              replicating triangular notches
           KochPeaks              two replicating notches
           KochSnowflakes         concentric notched 3-sided rings
           KochSquareflakes       concentric notched 4-sided rings
           QuadricCurve           eight segment zig-zag
           QuadricIslands           rings of those zig-zags
           SierpinskiTriangle     self-similar triangle by rows
           SierpinskiArrowhead    self-similar triangle connectedly
           SierpinskiArrowheadCentres  likewise but centres of triangles

           Rows                   fixed-width rows
           Columns                fixed-height columns
           Diagonals              diagonals between X and Y axes
           DiagonalsAlternating   diagonals Y to X and back again
           DiagonalsOctant        diagonals between Y axis and X=Y centre
           Staircase              stairs down from the Y to X axes
           StaircaseAlternating   stairs Y to X and back again
           Corner                 expanding stripes around a corner
           PyramidRows            expanding stacked rows pyramid
           PyramidSides           along the sides of a 45-degree pyramid
           CellularRule           cellular automaton by rule number
           CellularRule54         cellular automaton rows pattern
           CellularRule57         cellular automaton (rule 99 mirror too)
           CellularRule190        cellular automaton (rule 246 mirror too)
           UlamWarburton          cellular automaton diamonds
           UlamWarburtonQuarter   cellular automaton quarter-plane

           DiagonalRationals      rationals X/Y by diagonals
           FactorRationals        rationals X/Y by prime factorization
           GcdRationals           rationals X/Y by rows with GCD integer
           RationalsTree          rationals X/Y by tree
           FractionsTree          fractions 0<X/Y<1 by tree
           ChanTree               rationals X/Y multi-child tree
           CfracDigits            continued fraction 0<X/Y<1 by digits
           CoprimeColumns         coprime X,Y
           DivisibleColumns       X divisible by Y
           WythoffArray           Fibonacci recurrences
           PowerArray             powers in rows
           File                   points from a disk file

       And in the separate Math-PlanePath-Toothpick distribution

           ToothpickTree          pattern of toothpicks
           ToothpickReplicate     same by replication rather than tree
           ToothpickUpist         toothpicks only growing upwards
           ToothpickSpiral        toothpicks around the origin

           LCornerTree            L-shape corner growth
           LCornerReplicate       same by replication rather than tree
           OneOfEight
           HTree                  H shapes replicated

       The paths are object oriented to allow parameters, though many have none.  See "examples/numbers.pl" in
       the Math-PlanePath sources for a sample printout of numbers from selected paths or all paths.

   Number Types
       The $n and "$x,$y" parameters can be either integers or floating point.  The paths are meant to do
       something sensible with fractions but expect rounding-off for big floating point exponents.

       Floating point infinities (when available) give NaN or infinite returns of some kind (some unspecified
       kind as yet).  "n_to_xy()" on negative infinity is an empty return, the same as other negative $n.

       Floating point NaNs (when available) give NaN, infinite, or empty/undef returns, but again of some
       unspecified kind as yet.

       Many of the classes can operate on overloaded number types as inputs and give corresponding outputs.

           Math::BigInt        maybe perl 5.8 up for ** operator
           Math::BigRat
           Math::BigFloat
           Number::Fraction    1.14 or higher for abs()

       A few classes might truncate a bignum or a fraction to a float as yet.  In general the intention is to
       make the calculations generic enough to act on any sensible number type.  Recent enough versions of the
       bignum modules might be required, perhaps "BigInt" of Perl 5.8 or higher for "**" exponentiation
       operator.

       For reference, an "undef" input as $n, $x, $y, etc, is meant to provoke an uninitialized value warning
       when warnings are enabled, but currently it doesn't croak etc.  Perhaps that will change, but the warning
       at least prevents bad inputs going unnoticed.

FUNCTIONS

       In the following "Foo" is one of the various subclasses, see the list above and under "SEE ALSO".

   Constructor
       "$path = Math::PlanePath::Foo->new (key=>value, ...)"
           Create and return a new path object.  Optional key/value parameters may control aspects of the
           object.

   Coordinate Methods
       "($x,$y) = $path->n_to_xy ($n)"
           Return X,Y coordinates of point $n on the path.  If there's no point $n then the return is an empty
           list.  For example

               my ($x,$y) = $path->n_to_xy (-123)
                 or next;   # no negatives in $path

           Paths start from "$path->n_start()" below, though some will give a position for N=0 or N=-0.5 too.

       "($dx,$dy) = $path->n_to_dxdy ($n)"
           Return the change in X and Y going from point $n to point "$n+1", or for paths with multiple arms
           from $n to "$n+$arms_count" (thus advancing one point along the arm of $n).

               +  $n+1 == $next_x,$next_y
               ^
               |
               |                    $dx = $next_x - $x
               +  $n == $x,$y       $dy = $next_y - $y

           $n can be fractional and in that case the dX,dY is from that fractional $n position to "$n+1" (or
           "$n+$arms").

                      frac $n+1 == $next_x,$next_y
                           v
               integer *---+----
                       |  /
                       | /
                       |/                 $dx = $next_x - $x
                  frac +  $n == $x,$y     $dy = $next_y - $y
                       |
               integer *

           In both cases "n_to_dxdy()" is the difference "$dx=$next_x-$x, $dy=$next_y-$y".  Currently for most
           paths it's merely two "n_to_xy()" calls to calculate the two points, but some paths can calculate a
           dX,dY with a little less work.

       "$rsquared = $path->n_to_radius ($n)"
       "$rsquared = $path->n_to_rsquared ($n)"
           Return the radial distance R=sqrt(X^2+Y^2) of point $n, or the radius squared R^2=X^2+Y^2.  If
           there's no point $n then the return is "undef".

           For a few paths these might be calculated with less work than "n_to_xy()".  For example the
           "SacksSpiral" is simply R^2=N, or for example the "MultipleRings" path with its default step=6 has an
           integer radius for integer $n whereas "$x,$y" are fractional (and inexact).

       "$n = $path->xy_to_n ($x,$y)"
           Return the N point number at coordinates "$x,$y".  If there's nothing at "$x,$y" then return "undef".

               my $n = $path->xy_to_n(20,20);
               if (! defined $n) {
                 next;   # nothing at this X,Y
               }

           $x and $y can be fractional and the path classes will give an integer $n which contains "$x,$y"
           within a unit square, circle, or intended figure centred on the integer $n.

           For paths which completely fill the plane there's always an $n to return, but for the spread-out
           paths an "$x,$y" position may fall in between (no $n close enough) and give "undef".

       "@n_list = $path->xy_to_n_list ($x,$y)"
           Return a list of N point numbers at coordinates "$x,$y".  If there's nothing at "$x,$y" then return
           an empty list.

               my @n_list = $path->xy_to_n(20,20);

           Most paths have just a single N for a given X,Y but some such as "DragonCurve" and "TerdragonCurve"
           have multiple N's at a given X,Y and this method returns all of them.

       "$bool = $path->xy_is_visited ($x,$y)"
           Return true if "$x,$y" is visited.  This is equivalent to

               defined($path->xy_to_n($x,$y))

           Some paths cover the plane and for them "xy_is_visited()" is always true.  For others it might be
           less work to just test a point than to calculate its $n.

       "($n_lo, $n_hi) = $path->rect_to_n_range ($x1,$y1, $x2,$y2)"
           Return a range of N values covering or exceeding a rectangle with corners at $x1,$y1 and $x2,$y2.
           The range is inclusive.  For example,

                my ($n_lo, $n_hi) = $path->rect_to_n_range (-5,-5, 5,5);
                foreach my $n ($n_lo .. $n_hi) {
                  my ($x, $y) = $path->n_to_xy($n) or next;
                  print "$n  $x,$y";
                }

           The return might be an over-estimate of the N range required to cover the rectangle.  Even if the
           range is exact the nature of the path may mean many points between $n_lo and $n_hi are outside the
           rectangle.  But the range is at least a lower and upper bound on the N values which occur in the
           rectangle.  Classes which can guarantee an exact lo/hi range say so in their docs.

           $n_hi is usually no more than an extra partial row, revolution, or self-similar level.  $n_lo might
           be merely the starting "$path->n_start()", which is fine if the origin is in the desired rectangle
           but away from the origin might actually start higher.

           $x1,$y1 and $x2,$y2 can be fractional.  If they partly overlap some N figures then those N's are
           included in the return.

           If there's no points in the rectangle then the return can be a "crossed" range like "$n_lo=1",
           "$n_hi=0" (which makes a "foreach" do no loops).  But "rect_to_n_range()" may not always notice
           there's no points in the rectangle and might instead return some over-estimate.

   Descriptive Methods
       "$n = $path->n_start()"
           Return the first N in the path.  The start is usually either 0 or 1 according to what is most natural
           for the path.  Some paths have an "n_start" parameter to control the numbering.

           Some classes have secret dubious undocumented support for N values below this start (zero or
           negative), but "n_start()" is the intended starting point.

       "$f = $path->n_frac_discontinuity()"
           Return the fraction of N at which there may be discontinuities in the path.  For example if there's a
           jump in the coordinates between N=7.4999 and N=7.5 then the returned $f is 0.5.  Or $f is 0 if
           there's a discontinuity between 6.999 and 7.0.

           If there's no discontinuities in the path then the return is "undef".  That means for example
           fractions between N=7 to N=8 give smooth continuous X,Y values (of some kind).

           This is mainly of interest for drawing line segments between N points.  If there's discontinuities
           then the idea is to draw from say N=7.0 to N=7.499 and then another line from N=7.5 to N=8.

       "$arms = $path->arms_count()"
           Return the number of arms in a "multi-arm" path.

           For example in "SquareArms" this is 4 and each arm increments in turn, so the first arm is
           N=1,5,9,13,etc starting from "$path->n_start()" and incrementing by 4 each time.

       "$bool = $path->x_negative()"
       "$bool = $path->y_negative()"
           Return true if the path extends into negative X coordinates and/or negative Y coordinates
           respectively.

       "$bool = Math::PlanePath::Foo->class_x_negative()"
       "$bool = Math::PlanePath::Foo->class_y_negative()"
       "$bool = $path->class_x_negative()"
       "$bool = $path->class_y_negative()"
           Return true if any paths made by this class extend into negative X coordinates and/or negative Y
           coordinates, respectively.

           For some classes the X or Y extent may depend on parameter values.

       "$x = $path->x_minimum()"
       "$y = $path->y_minimum()"
       "$x = $path->x_maximum()"
       "$y = $path->y_maximum()"
           Return the minimum or maximum of the X or Y coordinate reached by integer N values in the path.  If
           there's no minimum or maximum then return "undef".

       "$dx = $path->dx_minimum()"
       "$dx = $path->dx_maximum()"
       "$dy = $path->dy_minimum()"
       "$dy = $path->dy_maximum()"
           Return the minimum or maximum change dX, dY occurring in the path for integer N to N+1.  For a multi-
           arm path the change is N to N+arms so it's the change along the same arm.

           Various paths which go by rows have non-decreasing Y.  For them "dy_minimum()" is 0.

       "$adx = $path->absdx_minimum()"
       "$adx = $path->absdx_maximum()"
       "$ady = $path->absdy_minimum()"
       "$ady = $path->absdy_maximum()"
           Return the minimum or maximum change abs(dX) or abs(dY) occurring in the path for integer N to N+1.
           For a multi-arm path the change is N to N+arms so it's the change along the same arm.

           "absdx_maximum()" is simply max(dXmax,-dXmin), the biggest change either positive or negative.
           "absdy_maximum()" similarly.

           "absdx_minimum()" is 0 if dX=0 occurs anywhere in the path, which means any vertical step.  If X
           always changes then "absdx_minimum()" will be something bigger than 0.  "absdy_minimum()" likewise 0
           if any horizontal dY=0, or bigger if Y always changes.

       "$sum = $path->sumxy_minimum()"
       "$sum = $path->sumxy_maximum()"
           Return the minimum or maximum values taken by coordinate sum X+Y reached by integer N values in the
           path.  If there's no minimum or maximum then return "undef".

           S=X+Y is an anti-diagonal.  A path which is always right and above some anti-diagonal has a minimum.
           Some paths might be entirely left and below and so have a maximum, though that's unusual.

                                     \        Path always above
                                      \ |     has minimum S=X+Y
                                       \|
                                     ---o----
                 Path always below      |\
                 has maximum S=X+Y      | \
                                           \  S=X+Y

       "$sum = $path->sumabsxy_minimum()"
       "$sum = $path->sumabsxy_maximum()"
           Return the minimum or maximum values taken by coordinate sum abs(X)+abs(Y) reached by integer N
           values in the path.  A minimum always exists but if there's no maximum then return "undef".

           SumAbs=abs(X)+abs(Y) is sometimes called the "taxi-cab" or "Manhatten" distance, being how far to
           travel through a square-grid city to get to X,Y.  "sumabsxy_minimum()" is then how close to the
           origin the path extends.

           SumAbs can also be interpreted geometrically as numbering the anti-diagonals of the quadrant
           containing X,Y, which is equivalent to asking which diamond shape X,Y falls on.  "sumabsxy_minimum()"
           is then the smallest such diamond reached by the path.

                    |
                   /|\       SumAbs = which diamond X,Y falls on
                  / | \
                 /  |  \
               -----o-----
                 \  |  /
                  \ | /
                   \|/
                    |

       "$diffxy = $path->diffxy_minimum()"
       "$diffxy = $path->diffxy_maximum()"
           Return the minimum or maximum values taken by coordinate difference X-Y reached by integer N values
           in the path.  If there's no minimum or maximum then return "undef".

           D=X-Y is a leading diagonal.  A path which is always right and below such a diagonal has a minimum,
           for example "HypotOctant".  A path which is always left and above some diagonal has a maximum D=X-Y.
           For example various wedge-like paths such as "PyramidRows" in its default step=2, and "upper octant"
           paths have a maximum.

                                            /   D=X-Y
                   Path always below     | /
                   has maximum D=X-Y     |/
                                      ---o----
                                        /|
                                       / |      Path always above
                                      /         has minimum D=X-Y

       "$absdiffxy = $path->absdiffxy_minimum()"
       "$absdiffxy = $path->absdiffxy_maximum()"
           Return the minimum or maximum values taken by abs(X-Y) for integer N in the path.  The minimum is 0
           or more.  If there's maximum then return "undef".

           abs(X-Y) can be interpreted geometrically as the distance away from the X=Y diagonal and measured at
           right-angles to that line.

                d=abs(X-Y)  X=Y line
                      ^    /
                       \  /
                        \/
                        /\
                       /  \
                      /    \
                     o      v
                    /         d=abs(X-Y)

           Paths which visit the X=Y line (or approach it as an infimum) have "absdiffxy_minimum() = 0".
           Otherwise "absdiffxy_minimum()" is how close they come to the line.

           If the path is entirely below the X=Y line so X>=Y then X-Y>=0 and "absdiffxy_minimum()" is the same
           as "diffxy_minimum()".  If the path is entirely below the X=Y line then "absdiffxy_minimum()" is
           "- diffxy_maximum()".

       "$dsumxy = $path->dsumxy_minimum()"
       "$dsumxy = $path->dsumxy_maximum()"
       "$ddiffxy = $path->ddiffxy_minimum()"
       "$ddiffxy = $path->ddiffxy_maximum()"
           Return the minimum or maximum change dSum or dDiffXY occurring in the path for integer N to N+1.  For
           a multi-arm path the change is N to N+arms so it's the change along the same arm.

       "$rsquared = $path->rsquared_minimum()"
       "$rsquared = $path->rsquared_maximum()"
           Return the minimum or maximum Rsquared = X^2+Y^2 reached by integer N values in the path.  If there's
           no minimum or maximum then return "undef".

           Rsquared is always >= 0 so it always has a minimum.  The minimum will be more than 0 for paths which
           don't include the origin X=0,Y=0.

           RSquared generally has no maximum since the paths usually extend infinitely in some direction.
           "rsquared_maximum()" returns "undef" in that case.

       "($dx,$dy) = $path->dir_minimum_dxdy()"
       "($dx,$dy) = $path->dir_maximum_dxdy()"
           Return a vector which is the minimum or maximum angle taken by a step integer N to N+1, or for a
           multi-arm path N to N+arms so it's the change along the same arm.  Directions are reckoned anti-
           clockwise around from the X axis.

                             |  *  dX=2,dY=2
               dX=-1,dY=1  * | /
                            \|/
                       ------+----*  dX=1,dY=0
                             |
                             |
                             * dX=0,dY=-1

           A path which is always goes N,S,E,W such as the "SquareSpiral" has minimum East dX=1,dY=0 and maximum
           South dX=0,dY=-1.

           Paths which go diagonally may have different limits.  For example the "KnightSpiral" goes in 2x1
           steps and so has minimum East-North-East dX=2,dY=1 and maximum East-South-East dX=2,dY=-1.

           If the path has directions approaching 360 degrees then "dir_maximum_dxdy()" is 0,0 to mean a full
           circle as a supremum.  For example "MultipleRings".

           If the path only ever goes East then the maximum is East dX=1,dY=0, and the minimum the same.  This
           isn't particularly interesting, but arises for example in the "Columns" path height=0.

       "$str = $path->figure()"
           Return a string name of the figure (shape) intended to be drawn at each $n position.  This is
           currently either

               "square"     side 1 centred on $x,$y
               "circle"     diameter 1 centred on $x,$y

           Of course this is only a suggestion since PlanePath doesn't draw anything itself.  A figure like a
           diamond for instance can look good too.

   Tree Methods
       Some paths are structured like a tree where each N has a parent and possibly some children.

                        123
                       / | \
                    456 999 458
                   /        / \
                 1000    1001 1005

       The N numbering and any relation to X,Y positions varies among the paths.  Some are numbered by rows in
       breadth-first style and some have children with X,Y positions adjacent to their parent, but that
       shouldn't be assumed, only that there's a parent-child relation down from some set of top nodes.

       "@n_children = $path->tree_n_children($n)"
           Return a list of N values which are the child nodes of $n, or return an empty list if $n has no
           children.

           There could be no children either because $path is not a tree or because there's no children at a
           particular $n.

       "$num = $path->tree_n_num_children($n)"
           Return the number of children of $n, or 0 if $n has no children, or "undef" if "$n < n_start()" (ie.
           before the start of the path).

           If the tree is considered as a directed graph then this is the "out-degree" of $n.

       "$n_parent = $path->tree_n_parent($n)"
           Return the parent node of $n, or "undef" if it has no parent.

           There is no parent at the top of the tree, or one of multiple tops, or if $path is not a tree.

       "$n_root = $path->tree_n_root ($n)"
           Return the N which is root node of $n.  This is the top of the tree as by following "tree_n_parent()"
           repeatedly until no more parent.

           The return is "undef" if there's no such $n or $path is not a tree.

       "$depth = $path->tree_n_to_depth($n)"
           Return the depth of node $n, or "undef" if there's no point $n.  The top of the tree is depth=0, then
           its children are depth=1, etc.

           The depth is a count of how many parent, grandparent, etc, levels are above $n, ie. until reaching
           "tree_n_to_parent()" returning "undef".  For non-tree paths "tree_n_to_parent()" is always "undef"
           and "tree_n_to_depth()" is always 0.

       "$n_lo = $path->tree_depth_to_n($depth)"
       "$n_hi = $path->tree_depth_to_n_end($depth)"
       "($n_lo, $n_hi) = $path->tree_depth_to_n_range ($depth)"
           Return the first or last N, or both those N, for tree level $depth in the path.  If there's no such
           $depth or $path is not a tree then return "undef", or for "tree_depth_to_n_range()" return an empty
           list.

           The points $n_lo through $n_hi might not necessarily all be at $depth.  It's possible for depths to
           be interleaved or intermixed in the point numbering.  But many paths are breadth-wise successive rows
           and for them $n_lo to $n_hi inclusive is all $depth.

           $n_hi can only exist if the row has a finite number of points.  That's true of all current paths, but
           perhaps allowance should be made for $n_hi as "undef" or some such if there is no maximum N for some
           row.

       "$num = $path->tree_depth_to_width ($depth)"
           Return the number of points at $depth in the tree.  If there's no such $depth or $path is not a tree
           then return "undef".

       "$height = $path->tree_n_to_subheight($n)"
           Return the height of the sub-tree starting at $n, or "undef" if infinite.  The height of a tree is
           the longest distance down to a leaf node.  For example,

               ...                      N     subheight
                 \                     ---    ---------
                  6    7   8            0       undef
                   \    \ /             1       undef
                    3    4   5          2         2
                     \    \ /           3       undef
                      1    2            4         1
                       \  /             5         0
                         0             ...

           At N=0 and all the left side the tree continues infinitely so the sub-height is infinite (so
           "undef").  For N=2 the sub-height is 2 because the longest path down is 2 levels (to N=4 then N=7 or
           N=8).  For a leaf node such as N=5 the sub-height is 0.

   Tree Descriptive Methods
       "$num = $path->tree_num_roots()"
           Return the number of root nodes in $path.  If $path is not a tree then return 0.  Many tree paths
           have a single root and for them the return is 1.

       "@n_list = $path->tree_root_n_list()"
           Return a list of the N values which are the root nodes in $path.  If $path is not a tree then this is
           an empty list.  There are "tree_num_roots()" many return values.

       "$num = $path->tree_num_children_minimum()"
       "$num = $path->tree_num_children_maximum()"
       "@nums = $path->tree_num_children_list()"
           Return the possible number of children of the nodes of $path, either the minimum, maximum, or a list
           of all possible number of children.

           For "tree_num_children_list()" the list of values is in increasing order, so the first value is
           "tree_num_children_minimum()" and the last is "tree_num_children_maximum()".

       "$bool = $path->tree_any_leaf()"
           Return true if there are any leaf nodes in the tree, meaning any N for which "tree_n_num_children()"
           is 0.

           This is the same as "tree_num_children_minimum()==0" since if NumChildren=0 occurs then there are
           leaf nodes.

           Some trees may have no leaf nodes, for example in the complete binary tree of "RationalsTree" every
           node always has 2 children.

   Parameter Methods
       "$aref = Math::PlanePath::Foo->parameter_info_array()"
       "@list = Math::PlanePath::Foo->parameter_info_list()"
           Return an arrayref of list describing the parameters taken by a given class.  This meant to help
           making widgets etc for user interaction in a GUI.  Each element is a hashref

               {
                 name        =>    parameter key arg for new()
                 share_key   =>    string, or undef
                 description =>    human readable string
                 type        =>    string "integer","boolean","enum" etc
                 default     =>    value
                 minimum     =>    number, or undef
                 maximum     =>    number, or undef
                 width       =>    integer, suggested display size
                 choices     =>    for enum, an arrayref
               }

           "type" is a string, one of

               "integer"
               "enum"
               "boolean"
               "string"
               "filename"

           "filename" is separate from "string" since it might require subtly different handling to reach Perl
           as a byte string, whereas a "string" type might in principle take Perl wide chars.

           For "enum" the "choices" field is the possible values, such as

               { name => "flavour",
                 type => "enum",
                 choices => ["strawberry","chocolate"],
               }

           "minimum" and/or "maximum" are omitted if there's no hard limit on the parameter.

           "share_key" is designed to indicate when parameters from different "PlanePath" classes can done by a
           single control widget in a GUI etc.  Normally the "name" is enough, but when the same name has
           slightly different meanings in different classes a "share_key" allows the same meanings to be matched
           up.

       "$hashref = Math::PlanePath::Foo->parameter_info_hash()"
           Return a hashref mapping parameter names "$info->{'name'}" to their $info records.

               { wider => { name => "wider",
                            type => "integer",
                            ...
                          },
               }

GENERAL CHARACTERISTICS

       The classes are mostly based on integer $n positions and those designed for a square grid turn an integer
       $n into integer "$x,$y".  Usually they give in-between positions for fractional $n too.  Classes not on a
       square grid but instead giving fractional X,Y such as "SacksSpiral" and "VogelFloret" are designed for a
       unit circle at each $n but they too can give in-between positions on request.

       All X,Y positions are calculated by separate "n_to_xy()" calls.  To follow a path use successive $n
       values starting from "$path->n_start()".

           foreach my $n ($path->n_start .. 100) {
             my ($x,$y) = $path->n_to_xy($n);
             print "$n  $x,$y\n";
           }

       The separate "n_to_xy()" calls were motivated by plotting just some N points of a path, such as just the
       primes or the perfect squares.  Successive positions in paths could perhaps be done more efficiently in
       an iterator style.  Paths with a quadratic "step" are not much worse than a "sqrt()" to break N into a
       segment and offset, but the self-similar paths which chop N into digits of some radix could increment
       instead of recalculate.

       If interested only in a particular rectangle or similar region then iterating has the disadvantage that
       it may stray outside the target region for a long time, making an iterator much less useful than it
       seems.  For wild paths it can be better to apply "xy_to_n()" by rows or similar across the desired
       region.

       Math::NumSeq::PlanePathCoord etc offer the PlanePath coordinates, directions, turns, etc as sequences.
       The iterator forms there simply make repeated calls to "n_to_xy()" etc.

   Scaling and Orientation
       The paths generally make a first move to the right and go anti-clockwise around from the X axis, unless
       there's some more natural orientation.  Anti-clockwise is the usual direction for mathematical spirals.

       There's no parameters for scaling, offset or reflection as those things are thought better left to a
       general coordinate transformer, for example to expand or invert for display.  Some easy transformations
       can be had just from the X,Y with

           -X,Y        flip horizontally (mirror image)
           X,-Y        flip vertically (across the X axis)

           -Y,X        rotate +90 degrees  (anti-clockwise)
           Y,-X        rotate -90 degrees  (clockwise)
           -X,-Y       rotate 180 degrees

       Flip vertically makes spirals go clockwise instead of anti-clockwise, or a flip horizontally the same but
       starting on the left at the negative X axis.  See "Triangular Lattice" below for 60 degree rotations of
       the triangular grid paths too.

       The Rows and Columns paths are exceptions to the rule of not having rotated versions of paths.  They
       began as ways to pass in width and height as generic parameters and let the path use the one or the
       other.

       For scaling and shifting see for example Transform::Canvas, and to rotate as well see
       Geometry::AffineTransform.

   Loop Step
       The paths can be characterized by how much longer each loop or repetition is than the preceding one.  For
       example each cycle around the "SquareSpiral" is 8 more N points than the preceding.

             Step        Path
             ----        ----
               0       Rows, Columns (fixed widths)
               1       Diagonals
              2/2      DiagonalsOctant (2 rows for +2)
               2       SacksSpiral, PyramidSides, Corner, PyramidRows (default)
               4       DiamondSpiral, AztecDiamondRings, Staircase
              4/2      CellularRule54, CellularRule57,
                         DiagonalsAlternating (2 rows for +4)
               5       PentSpiral, PentSpiralSkewed
              5.65     PixelRings (average about 4*sqrt(2))
               6       HexSpiral, HexSpiralSkewed, MPeaks,
                         MultipleRings (default)
              6/2      CellularRule190 (2 rows for +6)
              6.28     ArchimedeanChords (approaching 2*pi),
                         FilledRings (average 2*pi)
               7       HeptSpiralSkewed
               8       SquareSpiral, PyramidSpiral
             16/2      StaircaseAlternating (up and back for +16)
               9       TriangleSpiral, TriangleSpiralSkewed
              12       AnvilSpiral
              16       OctagramSpiral, ToothpickSpiral
             19.74     TheodorusSpiral (approaching 2*pi^2)
             32/4      KnightSpiral (4 loops 2-wide for +32)
              64       DiamondArms (each arm)
              72       GreekKeySpiral
             128       SquareArms (each arm)
            128/4      CretanLabyrinth (4 loops for +128)
             216       HexArms (each arm)

           totient     CoprimeColumns, DiagonalRationals
           numdivisors DivisibleColumns
           various     CellularRule

           parameter   MultipleRings, PyramidRows

       The step determines which quadratic number sequences make straight lines.  For example the gap between
       successive perfect squares increases by 2 each time (4 to 9 is +5, 9 to 16 is +7, 16 to 25 is +9, etc),
       so the perfect squares make a straight line in the paths of step 2.

       In general straight lines on stepped paths are quadratics

          N = a*k^2 + b*k + c    where a=step/2

       The polygonal numbers are like this, with the (step+2)-gonal numbers making a straight line on a "step"
       path.  For example the 7-gonals (heptagonals) are 5/2*k^2-3/2*k and make a straight line on the step=5
       "PentSpiral".  Or the 8-gonal octagonal numbers 6/2*k^2-4/2*k on the step=6 "HexSpiral".

       There are various interesting properties of primes in quadratic progressions.  Some quadratics seem to
       have more primes than others.  For example see "Lucky Numbers of Euler" in Math::PlanePath::PyramidSides.
       Many quadratics have no primes at all, or none above a certain point, either trivially if always a
       multiple of 2 etc, or by a more sophisticated reasoning.  See "Step 3 Pentagonals" in
       Math::PlanePath::PyramidRows for a factorization on the roots making a no-primes gap.

       A 4*step path splits a straight line in two, so for example the perfect squares are a straight line on
       the step=2 "Corner" path, and then on the step=8 "SquareSpiral" they instead fall on two lines (lower
       left and upper right).  In the bigger step there's one line of the even squares (2k)^2 == 4*k^2 and
       another of the odd squares (2k+1)^2.  The gap between successive even squares increases by 8 each time
       and likewise between odd squares.

   Self-Similar Powers
       The self-similar patterns such as "PeanoCurve" generally have a base pattern which repeats at powers
       N=base^level or squares N=(base*base)^level.  Or some multiple or relationship to such a power for things
       like "KochPeaks" and "GosperIslands".

           Base          Path
           ----          ----
             2         HilbertCurve, HilbertSpiral, ZOrderCurve (default),
                         GrayCode (default), BetaOmega, AR2W2Curve,
                         SierpinskiCurve, HIndexing, SierpinskiCurveStair,
                         ImaginaryBase (default), ImaginaryHalf (default),
                         CubicBase (default) CornerReplicate,
                         ComplexMinus (default), ComplexPlus (default),
                         ComplexRevolving, DragonCurve, DragonRounded,
                         DragonMidpoint, AlternatePaper, AlternatePaperMidpoint,
                         CCurve, DigitGroups (default), PowerArray (default)
             3         PeanoCurve (default), WunderlichSerpentine (default),
                         WunderlichMeander, KochelCurve,
                         GosperIslands, GosperSide
                         SierpinskiTriangle, SierpinskiArrowhead,
                         SierpinskiArrowheadCentres,
                         TerdragonCurve, TerdragonRounded, TerdragonMidpoint,
                         UlamWarburton, UlamWarburtonQuarter (each level)
             4         KochCurve, KochPeaks, KochSnowflakes, KochSquareflakes,
                         LTiling,
             5         QuintetCurve, QuintetCentres, QuintetReplicate,
                         DekkingCurve, DekkingCentres, CincoCurve,
                         R5DragonCurve, R5DragonMidpoint
             7         Flowsnake, FlowsnakeCentres, GosperReplicate
             8         QuadricCurve, QuadricIslands
             9         SquareReplicate
           Fibonacci   FibonacciWordFractal, WythoffArray
           parameter   PeanoCurve, WunderlichSerpentine, ZOrderCurve, GrayCode,
                         ImaginaryBase, ImaginaryHalf, CubicBase, ComplexPlus,
                         ComplexMinus, DigitGroups, PowerArray

       Many number sequences plotted on these self-similar paths tend to be fairly random, or merely show the
       tiling or path layout rather than much about the number sequence.  Sequences related to the base can make
       holes or patterns picking out parts of the path.  For example numbers without a particular digit (or
       digits) in the relevant base show up as holes.  See for example "Power of 2 Values" in
       Math::PlanePath::ZOrderCurve.

   Triangular Lattice
       Some paths are on triangular or "A2" lattice points like

             *---*---*---*---*---*
            / \ / \ / \ / \ / \ /
           *---*---*---*---*---*
            \ / \ / \ / \ / \ / \
             *---*---*---*---*---*
            / \ / \ / \ / \ / \ /
           *---*---*---*---*---*
            \ / \ / \ / \ / \ / \
             *---*---*---*---*---*
            / \ / \ / \ / \ / \ /
           *---*---*---*---*---*

       This is done in integer X,Y on a square grid by using every second square and offsetting alternate rows.
       This means sum X+Y even, ie. X,Y either both even or both odd, not of opposite parity.

           . * . * . * . * . * . *
           * . * . * . * . * . * .
           . * . * . * . * . * . *
           * . * . * . * . * . * .
           . * . * . * . * . * . *
           * . * . * . * . * . * .

       The X axis the and diagonals X=Y and X=-Y divide the plane into six equal parts in this grid.

              X=-Y     X=Y
                \     /
                 \   /
                  \ /
           ----------------- X=0
                  / \
                 /   \
                /     \

       The diagonal X=3*Y is the middle of the first sixth, representing a twelfth of the plane.

       The resulting triangles are flatter than they should be.  The triangle base is width=2 and top is
       height=1, whereas it would be height=sqrt(3) for an equilateral triangle.  That sqrt(3) factor can be
       applied if desired,

           X, Y*sqrt(3)          side length 2

           X/2, Y*sqrt(3)/2      side length 1

       Integer Y values have the advantage of fitting pixels on the usual kind of raster computer screen, and
       not losing precision in floating point results.

       If doing a general-purpose coordinate rotation then be sure to apply the sqrt(3) scale factor before
       rotating or the result will be skewed.  60 degree rotations can be made within the integer X,Y
       coordinates directly as follows, all giving integer X,Y results.

           (X-3Y)/2, (X+Y)/2       rotate +60   (anti-clockwise)
           (X+3Y)/2, (Y-X)/2       rotate -60   (clockwise)
           -(X+3Y)/2, (X-Y)/2      rotate +120
           (3Y-X)/2, -(X+Y)/2      rotate -120
           -X,-Y                   rotate 180

           (X+3Y)/2, (X-Y)/2       mirror across the X=3*Y twelfth line

       The sqrt(3) factor can be worked into a hypotenuse radial distance calculation as follows if comparing
       distances from the origin.

           hypot = sqrt(X*X + 3*Y*Y)

       See for instance "TriangularHypot" which is triangular points ordered by this radial distance.

FORMULAS

       The formulas section in the POD of each class describes some of the calculations.  This might be of
       interest even if the code is not.

   Triangular Calculations
       For a triangular lattice the rotation formulas above allow calculations to be done in the rectangular X,Y
       coordinates which are the inputs and outputs of the PlanePath functions.  Another way is to number
       vertically on a 60 degree angle with coordinates i,j,

                 ...
                 *   *   *      2
               *   *   *       1
             *   *   *      j=0
           i=0  1   2

       These coordinates are sometimes used for hexagonal grids in board games etc.  Using this internally can
       simplify rotations a little,

           -j, i+j         rotate +60   (anti-clockwise)
           i+j, -i         rotate -60   (clockwise)
           -i-j, i         rotate +120
           j, -i-j         rotate -120
           -i, -j          rotate 180

       Conversions between i,j and the rectangular X,Y are

           X = 2*i + j         i = (X-Y)/2
           Y = j               j = Y

       A third coordinate k at a +120 degrees angle can be used too,

            k=0  k=1 k=2
               *   *   *
                 *   *   *
                   *   *   *
                    0   1   2

       This is redundant in that it doesn't number anything i,j alone can't already, but it has the advantage of
       turning rotations into just sign changes and swaps,

           -k, i, j        rotate +60
           j, k, -i        rotate -60
           -j, -k, i       rotate +120
           k, -i, -j       rotate -120
           -i, -j, -k      rotate 180

       The conversions between i,j,k and the rectangular X,Y are like the i,j above but with k worked in too.

           X = 2i + j - k        i = (X-Y)/2        i = (X+Y)/2
           Y = j + k             j = Y         or   j = 0
                                 k = 0              k = Y

   N to dX,dY -- Fractional
       "n_to_dxdy()" is the change from N to N+1, and is designed both for integer N and fractional N.  For
       fractional N it can be convenient to calculate a dX,dY at floor(N) and at floor(N)+1 and then combine the
       two in proportion to frac(N).

                            int+2
                             |
                             |
                             N+1    \
                            /|       |
                           / |       |
                          /  |       | frac
                         /   |       |
                        /    |       |
                       /     |      /
              int-----N------int+1
           this_dX  dX,dY     next_dX
           this_dY            next_dY

              |-------|------|
                frac   1-frac

           int = int(N)
           frac = N - int    0 <= frac < 1

           this_dX,this_dY  at int
           next_dX,next_dY  at int+1

           at fractional N
             dX = this_dX * (1-frac) + next_dX * frac
             dY = this_dY * (1-frac) + next_dY * frac

       This is combination of this_dX,this_dY and next_dX,next_dY in proportion to the distances from positions
       N to int+1 and from int+1 to N+1.

       The formulas can be rearranged to

           dX = this_dX + frac*(next_dX - this_dX)
           dY = this_dY + frac*(next_dY - this_dY)

       which is like dX,dY at the integer position plus fractional part of a turn or change to the next dX,dY.

   N to dX,dY -- Self-Similar
       For most of the self-similar paths such as "HilbertCurve" the change dX,dY is determined by following the
       state table transitions down through either all digits of N, or to the last non-9 digit, ie. drop any low
       digits equal to radix-1.

       Generally paths which are the edges of some tiling use all digits, and those which are the centres of a
       tiling stop at the lowest non-9.  This can be seen for example in the "DekkingCurve" using all digits,
       whereas its "DekkingCentres" variant stops at the lowest non-24.

       Perhaps this all-digits vs low-non-9 even characterizes path style as edges or centres of a tiling, when
       a path is specified in some way that a tiling is not quite obvious.

SUBCLASSING

       The mandatory methods for a PlanePath subclass are

           n_to_xy()
           xy_to_n()
           xy_to_n_list()     if multiple N's map to an X,Y
           rect_to_n_range()

       It sometimes happens that one of "n_to_xy()" or "xy_to_n()" is easier than the other but both should be
       implemented.

       "n_to_xy()" should do something sensible on fractional N.  The suggestion is to make it an X,Y
       proportionally between integer N positions.  It can be along a straight line or an arc as best suits the
       path.  A straight line can be done simply by two calculations of the surrounding integer points, until
       it's clear how to work the fraction into the code directly.

       "xy_to_n_list()" has a base implementation calling plain "xy_to_n()" to give a single N at X,Y.  If a
       path has multiple Ns at an X,Y (eg. "DragonCurve") then it should implement "xy_to_n_list()" to return
       all those Ns and also implement a plain "xy_to_n()" returning the first of them.

       "rect_to_n_range()" can initially be any convenient over-estimate.  It should give N big enough that from
       there onwards all points are sure to be beyond the given X,Y rectangle.

       The following descriptive methods have base implementations

           n_start()           1
           class_x_negative()  \ 1, so whole plane
           class_y_negative()  /
           x_negative()        calls class_x_negative()
           y_negative()        calls class_x_negative()

       The base "n_start()" starts at N=1.  Paths which treat N as digits of some radix or where there's self-
       similar replication are often best started from N=0 instead since doing so puts nice powers-of-2 etc on
       the axes or diagonals.

           use constant n_start => 0;    # digit or replication style

       Paths which use only parts of the plane should define "class_x_negative()" and/or "class_y_negative()" to
       false.  For example if only the first quadrant X>=0,Y>=0 then

           use constant class_x_negative => 0;
           use constant class_y_negative => 0;

       If negativeness varies with path parameters then "x_negative()" and/or "y_negative()" follow those
       parameters and the "class_()" forms are whether any set of parameters ever gives negative.

       The following methods have base implementations calling "n_to_xy()".  A subclass can implement them
       directly if they can be done more efficiently.

           n_to_dxdy()           calls n_to_xy() twice
           n_to_rsquared()       calls n_to_xy()
           n_to_radius()         sqrt of n_to_rsquared()

       "SacksSpiral" is an example of an easy "n_to_rsquared()".  Or "TheodorusSpiral" is only slightly
       trickier.  Unless a path has some sort of easy X^2+Y^2 then it might as well let the base implementation
       call "n_to_xy()".

       The way "n_to_dxdy()" supports fractional N can be a little tricky.  One way is to calculate on the
       integers below and above and combine as described in "N to dX,dY -- Fractional".  For some paths the
       calculation of turn or direction at ceil(N) can be worked into a calculation of the direction at floor(N)
       so taking not much more work.

       The following method has a base implementation calling "xy_to_n()".  A subclass can implement is directly
       if it can be done more efficiently.

           xy_is_visited()     defined(xy_to_n($x,$y))

       Paths such as "SquareSpiral" which fill the plane have "xy_is_visited()" always true, so for them

           use constant xy_is_visited => 1;

       For a tree path the following methods are mandatory

           tree_n_parent()
           tree_n_children()
           tree_n_to_depth()
           tree_depth_to_n()
           tree_num_children_list()
           tree_n_to_subheight()

       The other tree methods have base implementations,

       "tree_n_num_children()"
           Calls "tree_n_children()" and counts the number of return values.  Many trees can count the children
           with less work than calculating outright, for example "RationalsTree" is simply always 2 for
           N>=Nstart.

       "tree_depth_to_n_end()"
           Calls "tree_depth_to_n($depth+1)-1".  This assumes that the depth level ends where the next begins.
           This is true for the various breadth-wise tree traversals, but anything interleaved etc will need its
           own implementation.

       "tree_depth_to_n_range()"
           Calls "tree_depth_to_n()" and "tree_depth_to_n_end()".  For some paths the row start and end, or
           start and width, might be calculated together more efficiently.

       "tree_depth_to_width()"
           Returns "tree_depth_to_n_end() - tree_depth_to_n() + 1".  This suits breadth-wise style paths where
           all points at $depth are in a contiguous block.  Any path not like that will need its own
           "tree_depth_to_width()".

       "tree_num_children_minimum()", "tree_num_children_maximum()"
           Return the first and last values of "tree_num_children_list()" as the minimum and maximum.

       "tree_any_leaf()"
           Calls "tree_num_children_minimum()".  If the minimum "num_children" is 0 then there's leaf nodes.

SEE ALSO

       Math::PlanePath::SquareSpiral, Math::PlanePath::PyramidSpiral, Math::PlanePath::TriangleSpiral,
       Math::PlanePath::TriangleSpiralSkewed, Math::PlanePath::DiamondSpiral, Math::PlanePath::PentSpiral,
       Math::PlanePath::PentSpiralSkewed, Math::PlanePath::HexSpiral, Math::PlanePath::HexSpiralSkewed,
       Math::PlanePath::HeptSpiralSkewed, Math::PlanePath::AnvilSpiral, Math::PlanePath::OctagramSpiral,
       Math::PlanePath::KnightSpiral, Math::PlanePath::CretanLabyrinth

       Math::PlanePath::HexArms, Math::PlanePath::SquareArms, Math::PlanePath::DiamondArms,
       Math::PlanePath::AztecDiamondRings, Math::PlanePath::GreekKeySpiral, Math::PlanePath::MPeaks

       Math::PlanePath::SacksSpiral, Math::PlanePath::VogelFloret, Math::PlanePath::TheodorusSpiral,
       Math::PlanePath::ArchimedeanChords, Math::PlanePath::MultipleRings, Math::PlanePath::PixelRings,
       Math::PlanePath::FilledRings, Math::PlanePath::Hypot, Math::PlanePath::HypotOctant,
       Math::PlanePath::TriangularHypot, Math::PlanePath::PythagoreanTree

       Math::PlanePath::PeanoCurve, Math::PlanePath::WunderlichSerpentine, Math::PlanePath::WunderlichMeander,
       Math::PlanePath::HilbertCurve, Math::PlanePath::HilbertSpiral, Math::PlanePath::ZOrderCurve,
       Math::PlanePath::GrayCode, Math::PlanePath::AR2W2Curve, Math::PlanePath::BetaOmega,
       Math::PlanePath::KochelCurve, Math::PlanePath::DekkingCurve, Math::PlanePath::DekkingCentres,
       Math::PlanePath::CincoCurve

       Math::PlanePath::ImaginaryBase, Math::PlanePath::ImaginaryHalf, Math::PlanePath::CubicBase,
       Math::PlanePath::SquareReplicate, Math::PlanePath::CornerReplicate, Math::PlanePath::LTiling,
       Math::PlanePath::DigitGroups, Math::PlanePath::FibonacciWordFractal

       Math::PlanePath::Flowsnake, Math::PlanePath::FlowsnakeCentres, Math::PlanePath::GosperReplicate,
       Math::PlanePath::GosperIslands, Math::PlanePath::GosperSide

       Math::PlanePath::QuintetCurve, Math::PlanePath::QuintetCentres, Math::PlanePath::QuintetReplicate

       Math::PlanePath::KochCurve, Math::PlanePath::KochPeaks, Math::PlanePath::KochSnowflakes,
       Math::PlanePath::KochSquareflakes

       Math::PlanePath::QuadricCurve, Math::PlanePath::QuadricIslands

       Math::PlanePath::SierpinskiCurve, Math::PlanePath::SierpinskiCurveStair, Math::PlanePath::HIndexing

       Math::PlanePath::SierpinskiTriangle, Math::PlanePath::SierpinskiArrowhead,
       Math::PlanePath::SierpinskiArrowheadCentres

       Math::PlanePath::DragonCurve, Math::PlanePath::DragonRounded, Math::PlanePath::DragonMidpoint,
       Math::PlanePath::AlternatePaper, Math::PlanePath::AlternatePaperMidpoint,
       Math::PlanePath::TerdragonCurve, Math::PlanePath::TerdragonRounded, Math::PlanePath::TerdragonMidpoint,
       Math::PlanePath::R5DragonCurve, Math::PlanePath::R5DragonMidpoint, Math::PlanePath::CCurve

       Math::PlanePath::ComplexPlus, Math::PlanePath::ComplexMinus, Math::PlanePath::ComplexRevolving

       Math::PlanePath::Rows, Math::PlanePath::Columns, Math::PlanePath::Diagonals,
       Math::PlanePath::DiagonalsAlternating, Math::PlanePath::DiagonalsOctant, Math::PlanePath::Staircase,
       Math::PlanePath::StaircaseAlternating, Math::PlanePath::Corner

       Math::PlanePath::PyramidRows, Math::PlanePath::PyramidSides, Math::PlanePath::CellularRule,
       Math::PlanePath::CellularRule54, Math::PlanePath::CellularRule57, Math::PlanePath::CellularRule190,
       Math::PlanePath::UlamWarburton, Math::PlanePath::UlamWarburtonQuarter

       Math::PlanePath::DiagonalRationals, Math::PlanePath::FactorRationals, Math::PlanePath::GcdRationals,
       Math::PlanePath::RationalsTree, Math::PlanePath::FractionsTree, Math::PlanePath::ChanTree,
       Math::PlanePath::CfracDigits, Math::PlanePath::CoprimeColumns, Math::PlanePath::DivisibleColumns,
       Math::PlanePath::WythoffArray, Math::PlanePath::PowerArray, Math::PlanePath::File

       Math::PlanePath::LCornerTree, Math::PlanePath::LCornerReplicate, Math::PlanePath::ToothpickTree,
       Math::PlanePath::ToothpickReplicate, Math::PlanePath::ToothpickUpist, Math::PlanePath::ToothpickSpiral,
       Math::PlanePath::OneOfEight, Math::PlanePath::HTree

       Math::NumSeq::PlanePathCoord, Math::NumSeq::PlanePathDelta, Math::NumSeq::PlanePathTurn,
       Math::NumSeq::PlanePathN

       math-image, displaying various sequences on these paths.

       examples/numbers.pl in the Math-PlanePath source code, to print all the paths.

   Other Ways To Do It
       Math::Fractal::Curve, Math::Curve::Hilbert, Algorithm::SpatialIndex::Strategy::QuadTree

       PerlMagick (module Image::Magick) demo scripts lsys.pl and tree.pl

HOME PAGE

       http://user42.tuxfamily.org/math-planepath/index.html

       http://user42.tuxfamily.org/math-planepath/gallery.html

LICENSE

       Copyright 2010, 2011, 2012, 2013 Kevin Ryde

       This file is part of Math-PlanePath.

       Math-PlanePath is free software; you can redistribute it and/or modify it under the terms of the GNU
       General Public License as published by the Free Software Foundation; either version 3, or (at your
       option) any later version.

       Math-PlanePath is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even
       the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public
       License for more details.

       You should have received a copy of the GNU General Public License along with Math-PlanePath.  If not, see
       <http://www.gnu.org/licenses/>.