How to resolve the algorithm Sierpinski carpet step by step in the zkl programming language

Published on 12 May 2024 09:40 PM

How to resolve the algorithm Sierpinski carpet step by step in the zkl programming language

Table of Contents

Problem Statement

Produce a graphical or ASCII-art representation of a Sierpinski carpet of order   N.

For example, the Sierpinski carpet of order   3   should look like this: The use of the   #   character is not rigidly required for ASCII art. The important requirement is the placement of whitespace and non-whitespace characters.

Let's start with the solution:

Step by Step solution about How to resolve the algorithm Sierpinski carpet step by step in the zkl programming language

Source code in the zkl programming language

fcn drawPat(x0,y0,s,img){  // Draw 3x3 pattern with hole in middle
   foreach y,x in (3,3){
      if(x.isEven or y.isEven){	// don't draw middle pattern
	 if(s>1) self.fcn(x*s + x0, y*s + y0, s/3, img);	// recurse
	 else img[x + x0, y + y0]=0xff0000; // red
      }
   }
}

img:=PPM(800,800);
drawPat(0,0,(3).pow(5),img);
img.write(File("foo.ppm","wb"));

  

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