Strachey Method For Magic Squares
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Strachey Method For Magic Squares
The Strachey method for magic squares is an algorithm for generating magic squares of singly even order 4''k'' + 2. An example of magic square of order 6 constructed with the Strachey method: Strachey's method of construction of singly even magic square of order ''n'' = 4''k'' + 2. 1. Divide the grid into 4 quarters each having ''n''2/4 cells and name them crosswise thus 2. Using the Siamese method (De la Loubère method) complete the individual magic squares of odd order 2''k'' + 1 in subsquares A, B, C, D, first filling up the sub-square A with the numbers 1 to ''n''2/4, then the sub-square B with the numbers ''n''2/4 + 1 to 2''n''2/4,then the sub-square C with the numbers 2''n''2/4 + 1 to 3''n''2/4, then the sub-square D with the numbers 3''n''2/4 + 1 to ''n''2. As a running example, we consider a 10×10 magic square, where we have divided the square into four quarters. The quarter A contains a magic square of numbers from 1 to 25, B a magic square of numbers from 26 to 50, ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can perform automated deductions (referred to as automated reasoning) and use mathematical and logical tests to divert the code execution through various routes (referred to as automated decision-making). Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus". In contrast, a heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result. As an effective method, an algorithm can be expressed within a finite amount of space ...
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Magic Square
In recreational mathematics, a square array of numbers, usually positive integers, is called a magic square if the sums of the numbers in each row, each column, and both main diagonals are the same. The 'order' of the magic square is the number of integers along one side (''n''), and the constant sum is called the ' magic constant'. If the array includes just the positive integers 1,2,...,n^2, the magic square is said to be 'normal'. Some authors take magic square to mean normal magic square. Magic squares that include repeated entries do not fall under this definition and are referred to as 'trivial'. Some well-known examples, including the Sagrada Família magic square and the Parker square are trivial in this sense. When all the rows and columns but not both diagonals sum to the magic constant this gives a ''semimagic square (sometimes called orthomagic square). The mathematical study of magic squares typically deals with their construction, classification, and enumeration. ...
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Singly Even
In mathematics an even integer, that is, a number that is divisible by 2, is called evenly even or doubly even if it is a multiple of 4, and oddly even or singly even if it is not. The former names are traditional ones, derived from ancient Greek mathematics; the latter have become common in recent decades. These names reflect a basic concept in number theory, the 2-order of an integer: how many times the integer can be divided by 2. This is equivalent to the multiplicity of 2 in the prime factorization. *A singly even number can be divided by 2 only once; it is even but its quotient by 2 is odd. *A doubly even number is an integer that is divisible more than once by 2; it is even and its quotient by 2 is also even. The separate consideration of oddly and evenly even numbers is useful in many parts of mathematics, especially in number theory, combinatorics, coding theory (see even codes), among others. Definitions The ancient Greek terms "even-times-even" ( grc, ἀρτιάκ ...
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Siamese Method
The Siamese method, or De la Loubère method, is a simple method to construct any size of ''n''-odd magic squares (i.e. number squares in which the sums of all rows, columns and diagonals are identical). The method was brought to France in 1688 by the French mathematician and diplomat Simon de la Loubère, as he was returning from his 1687 embassy to the kingdom of Siam. The Siamese method makes the creation of magic squares straightforward. Publication De la Loubère published his findings in his book ''A new historical relation of the kingdom of Siam'' (''Du Royaume de Siam'', 1693), under the chapter entitled ''The problem of the magical square according to the Indians''. Although the method is generally qualified as "Siamese", which refers to de la Loubère's travel to the country of Siam, de la Loubère himself learnt it from a Frenchman named M.Vincent (a doctor, who had first travelled to Persia and then to Siam, and was returning to France with the de la Loubère embass ...
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Conway's LUX Method For Magic Squares
Conway's LUX method for magic squares is an algorithm by John Horton Conway for creating magic squares of order 4''n''+2, where ''n'' is a natural number. Method Start by creating a (2''n''+1)-by-(2''n''+1) square array consisting of * ''n''+1 rows of Ls, * 1 row of Us, and * ''n''-1 rows of Xs, and then exchange the U in the middle with the L above it. Each letter represents a 2x2 block of numbers in the finished square. Now replace each letter by four consecutive numbers, starting with 1, 2, 3, 4 in the centre square of the top row, and moving from block to block in the manner of the Siamese method: move up and right, wrapping around the edges, and move down whenever you are obstructed. Fill each 2x2 block according to the order prescribed by the letter: :\mathrm: \quad \begin4&&1\\&\swarrow&\\2&\rightarrow&3\end \qquad \mathrm: \quad \begin1&&4\\\downarrow&&\uparrow\\2&\rightarrow&3\end \qquad \mathrm:\quad \begin1&&4\\&\searrow\!\!\!\!\!\!\nearrow&\\3&&2\end Example Let ''n ...
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