13 May 2012

Software System Morphology

On the Importance of Naming in Software Systems, part III

In my previous posts on naming "A Survey of the Conventional Wisdom on Software Naming" and "More Thoughts on Formal Approaches to Naming in Software" I discussed several ideas about defining a way to talk about software system naming, I feel the name "Software System Morphology" captures this "big picture" concept. My objective is to develop a comprehensive way to define and analyze the semantic nature (morphology) of the construction of a software system. It’s an ambitious undertaking and whether or not I succeed in this endeavor I am hoping that these ideas will contribute to a better solution to this problem.

To review, I am defining three attributes that a name of signifier can have, the name scope context, i.e. where the name is used or occurs, the type or class of the system referent signified by the name, and the lexical structure of the name i.e. the n-gram of name units.  I feel that these three qualities can be used to determine and possibly measure aspects of the morphological structure of software and by determining the morphological structure of a software system that structure might be "comprehended" and refined which could yield higher quality software. 

In Linguistics a morpheme is the smallest unit of meaning and it is considered, by some, to be a complete sub-discipline of the study of Linguistics. I admit that I am in the process of learning more about it, I am a few chapters into What is Morphology by Mark Aronoff and Kirsten Fudeman it is an excellent book for linguistic neophytes like me.  Software System Morphology will both be divergent and dependent on natural language morphological concepts, which are quite complex.  However a general understanding of linguistic morphology will make these ideas more accessible, I suggest looking into it on your own, it’s fascinating and worth it solely on its own merits.  A quick example of English Morphology can be given with the morphologically complex word autobiography which consists of the morphemes: auto/bio/graph/y, where [auto] means "self", [bio] means "life", [graph] means "drawn" and [y] means "characterized by".

In my first post of this series I explored various ideas proposed by a few prominent software engineers, one idea that I discussed was the use of what were denoted as qualifiers which included the scope qualifier, the type qualifier and the computed-value qualifier. These qualifiers which are prefixed or suffixed to names can be thought of more generally as morphemes. So we can now incorporate those ideas into a more general way of looking at meaning in software naming. Now the natural conclusion, if you have been paying attention, may be to assume that the name unit concept will map to the morpheme concept, it does not, at least in terms of only software morphology and this is in interesting distinction, software morphemes may consist of n-grams of name units which can be natural language morphemes two examples are CommandPattern and MedicalRecord where separating these into individual name units potentially become meaningless in certain software contexts.

Software System Morphology is primarily influenced by three things, the semantic nature of the problem domain(s), the semantic nature of the solution domain(s), which include languages ORMs, paradigms, design patterns, data structures, and finally the natural language(s) in which both the problem domain and solution domains are expressed. The previous example items CommandPattern and MedicalRecord illustrate these ideas as well.  

Ok now let’s take our concepts further with a more detailed example.  Assume we have a Hospital Medical system which has the following problem domain concepts: [Medical Record, Patient, Visit, Doctor, Hospital, Address, Invoice]. Obviously there are more. For the solution domain we will assume a JEE/Spring style implementation which might include the following concepts: [Entity, Dao, ServiceLayer, Controller, Map, View].  Now some expected names (signifiers) might be: MedicalRecordEntity, PatientEntity, PatientServiceLayer, PatientDao, PatientController, PatientView, VisitEntity, VisitDao, VisitServiceLayer, VisitController, VisitView, PatientVisitMap, PatientHospitalVisitor,... Now as you can see the names are composed of morphemes from both the problem domain and the solution domain.  This is to be expected as each name tells what it is/does in the problem domain and what it is/does in the solution domain. In fact any developer with knowledge of JEE Spring Web application developer can look at these names and know what to expect and where they fit in the system.  Additionally it is easy to look at the above set of domain concepts and anticipate named system referents that I omitted.

Previously I pointed out that the idea referred to as a qualifier is really a morpheme and while this is true the term qualifier seems to denote a more contextual setting in terms of the domain concepts.  In the above examples the solution domain morphemes act as qualifiers telling where and how each named system referent fits into the solution Entity tells that it is a domain object, Dao tells that it relates to persistence, ServiceLayer tells that one would expect to see a separation of concerns that would put the business logic here. Structurally one would expect the domain objects (with the Entity suffix) to be passed back from the Dao’s and ServiceLayer’s and there might be transformative manipulation or aggregation of the domain objects in the ServiceLayer.  The idea of qualification is meaning based but in this case it also indicates structural aspects of the solution domain. In this example I intentionally use the Entity suffix, in many systems the domain concepts would be used alone i.e. [Patient, Visit], I have mixed feelings about this in one sense it can be viewed as potentially unnecessary, in another sense it represents a qualifier that can possibly improve comprehension. Qualifiers do make names longer and while I tend to favor longer names it can become problematic if they get too long.  These ideas towards naming are powerful for building comprehensible maintainable code as you can see from the above name examples that they follow a consistent pattern, admittedly these are fairly easy naming tasks, but you would be surprised how many developers fail to even do these types of things consistently.

Unlike others who advocate specific practices in regards to naming I feel that naming should be dealt with in a flexible framework that can be adapted to a specific project’s needs.  While I personally agree and disagree with ideas previously discussed, my philosophy is that naming should be done consistently and comprehensively reflecting deliberate choices using conceptual understanding and analysis of the Domains. Also it should be tracked in a Lexicon, an idea that I am working on and hope to explore in a later post.  Also as I have said before I feel that tooling could be used to allow better conceptual understanding and navigation and the use of analytics and possibly visualization could be used to ease naming decisions in practice by providing improvements to both static analysis and interactive autosuggest/intellisense aids.

I feel that these ideas are an attempt to create a more "formalized" approach to what Eric Evan’s does in Domain Driven Design which also covers a number of other structural ideas, I hope to extend my ideas here to better integrate some of those as well.  The next steps for me are to undertake an analytic approach I also hope to explore the application of ideas like formal concept analysis and spectral graph theory techniques which may add some mathematical rigor to these ideas and perhaps allow some empirical validation and probably refinement. Now it gets really hard so it might be a while for those follow-ups.


29 April 2012

What is Generic Programming?



Over the course of my career I have strived to write reusable code, always looking for more general patterns and trying to refactor code to more flexible more generic versions sometimes with mixed success.  Lately it has become something of an obsession of mine in that I both try to employ it and have been endeavoring to learn more about it, what it really is, and how to do it right, as I have previously pondered I believe there is a complexity cost to increased reuse.  Over the last few years, which I have been programming in Java, generics has become a central tool in achieving reuse.  So such a concept comes to mind but it is just one idea in a larger framework of ideas on generic programming.


There is a fair amount of research and discussion of the ideas pertaining to generic programming, the title of this post is taken directly from a paper on the topic, which perhaps not so coincidently was presented at the same OOPSLA (2005) as the paper on Software Reuse and Entropy that I previously discussed.  It just seems like every idea I explore is super-interrelated to everything else and this post will be no exception I can conceptually connect these two papers using a Kevin Bacon like approach using just two other research papers, ideas I have for other posts.  I will try to keep this one as focused as possible.  Also the referenced paper is, like the Software Framework paper, very math heavy but different math, Category Theory,Order Theory, Universal Algebra, etc. This post will focus on a more high level concepts and not the details of math that I wish I could claim that I fully understand.


So back to our question, what is generic programming?   For me it is about reuse, and while the information entropy approach to understanding reuse was about reuse from perspective of measure and the reuse (measurable) variation on different domains, I feel that the generic programming concept is about the structure of reuse and how it is implemented in various programming paradigms but the concept itself transcends language specific interpretations and implementations.


As you can tell I am not sure how to exactly answer this question so I will defer to the experts.


"What is generic programming?" in part outlines the paradigmatic distinctions between mainstream OO languages (Java Generics, C++ with STL) and Functional languages (Haskel, Scheme):


As for most programming paradigms, there are several definitions of generic programming in use. In the simplest view generic programming is equated to a set of language mechanisms for implementing type-safe polymorphic containers, such as List<T> in Java. The notion of generic programming that motivated the design of the Standard Template Library (STL) advocates a broader definition: a programming paradigm for designing and developing reusable and efficient collections of algorithms. The functional programming community uses the term as a synonym for polytypic and type-indexed programming, which involves designing functions that operate on data-types having certain algebraic structures.

In "Generic Programming" written in 1988 by David A. Musser and Alexander A. Stepanov use Ada and Scheme and describe generic programming as:


By generic programming, the definition of algorithms and data structures at an abstract or generic level, thereby accomplishing many related programming tasks simultaneously.  The central notion is that of generic algorithms, which are parameterized procedural schemata that are completely independent of the underlying data representation and are derived from concrete efficient algorithms.

...

A discipline that consists of the gradual lifting of concrete algorithms abstracting over details, while retaining the algorithm semantics and efficiency.


That last sentence has a very Agile/Refactoring feel to it.


Ralf Hinze in "Generic Programs and Proofs" describes it as: 


A generic program is one that the programmer writes once, but which works over many different data types.

...

Broadly speaking, generic programming aims at relieving the programmer from repeatedly writing functions of similar functionality for different user-defined data types. A generic function such as a pretty printer or a parser is written once and for all times; its specialization to different instances of data types happens without further effort from the user. This way generic programming greatly simplifies the construction and maintenance of software systems as it automatically adapts functions to changes in the representation of data.

...

So, at first sight, generic programming appears to add an extra level of complication and abstraction to programming. However, I claim that generic programming is in many cases actually simpler than conventional programming.  The fundamental reason is that genericity gives you "a lot of things for free" ...


This last statement resonates with me as it parallels my thoughts on the desirability of using software frameworks and I feel that I continuously have this conversation (argument) with junior level programmers and also senior level cargo cult coders who don’t get it.


Design Patterns are a common generic concept in mainstream programming.  It turns out that a number of design patterns can be described in the framework laid out by these papers and a number of papers do exactly that including "Design Patterns as Higher-Order Datatype-Generic Programs " part of extensive research on the topic by Jeremy Gibbons:


Design patterns, as the subtitle of the seminal book has it, are ‘elements of reusable object-oriented software’. However, within the confines of existing mainstream programming languages, these supposedly reusable elements can only be expressed extra-linguistically: as prose, pictures, and prototypes. We believe that this is not inherent in the patterns themselves, but  evidence of a lack of expressivity in the languages of today. We expect that, in the languages of the future, the code parts of design patterns will be expressible as directly-reusable library components. The benefits will be considerable: patterns may then be reasoned about, typechecked, applied and reused, just as any other abstractions can. Indeed, we claim that the languages of tomorrow will suffice; the future is not far away. All that is needed, in addition to what is provided by essentially every programming language, are higher-order (parametrization by code) and datatype-generic (parametrization by type constructor) features. Higher-order constructs have been available for decades in functional programming languages such as ML and Haskell. Datatype genericity can be simulated in existing programming languages [2], but we already have significant experience with robust prototypes of languages that support it natively [2]. We argue our case by capturing as higher-order datatypegeneric programs a small subset ORIGAMI of the Gang of Four (GOF) patterns. (For the sake of rhetorical style, we equate ‘GOF patterns’ with ‘design patterns’.) These programs are parametrized along three dimensions: by the shape of the computation, which is determined by the shape of the underlying data, and represented by a type constructor (an operation on types); by the element type (a type); and by the body of the computation, which is a higher-order argument (a value, typically a function).  Although our presentation is in a functional programming style, we do not intend to argue that functional programming is the paradigm of the future (whatever we might feel personally!).  Rather, we believe that functional programming languages are a suitable test-bed for experimental language features - as evidenced by parametric polymorphism and list comprehensions, for example, which are both now finding their way into mainstream programming languages such as Java and C#.  We expect that the evolution of programming languages will continue to follow the same trend: experimental language features will be developed and explored in small, nimble laboratory languages, and the successful experiments will eventually make their way into the outside world. Specifically, we expect that the mainstream languages of tomorrow will be broadly similar to the languages of today — strongly and statically typed, object-oriented, with an underlying imperative mindset — but incorporating additional features from the functional world — specifically, higher-order operators and datatype genericity

Lately I have been making more of an effort to learn Scala. Bruno Oliveira and Jeremy Gibbons make the case in "Scala for Generic Programmers" that it might be one of or even the best language for expressing Generic Programming concepts in part due to its hybridization of object oriented and functional paradigms. Here is the abstract in its entirety:


Datatype-generic programming involves parametrization by the shape of data, in the form of type constructors such as ‘list of’.  Most approaches to datatype-generic programming are developed in the lazy functional programming language Haskell. We argue that the functional object-oriented language Scala is in many ways a better setting. Not only does Scala provide equivalents of all the necessary functional programming features (such parametric polymorphism, higher-order functions, higher-kinded type operations, and type- and constructor-classes), but it also provides the most useful features of object-oriented languages (such as subtyping, overriding, traditional single inheritance, and multiple inheritance in the form of traits). We show how this combination of features benefits datatype-generic programming, using three different approaches as illustrations.

So far for me Scala has been a joy.  Its features and flexibility are beautifully elegant of course I am tainted coming from the clumsy, clinking, clanking, clattering caliginous world of Java, BTW Java we need to talk, it’s not you, it’s me. I’ve met someone else.


Jeremy Gibbons Makes the following point in "Datatype-Generic Programming":


Generic programming is about making programming languages more flexible without compromising safety. Both sides of this equation are important, and becoming more so as we seek to do more and more with computer systems, while becoming ever more dependent on their reliability.

This idea is similar to ideas that Gerald Sussman explores in his talk at Strangeloop 2011 "We Really Don’t Know How To Compute".  However, his general and perhaps philosophical approach to the idea of generic programming is very different from the previous ideas:    


[8:40]We spend all of our time modifying existing code, the problem is our code is not adequately evolvable it is not adequately modifiable to fit the future in fact what we want is to make systems that have the property that they are good for things that the designer didn’t even think of or intend.  ... That’s the real problem. ...  The problem is that when we build systems whatever they are we program ourselves into holes. ...  It means that we make decisions early in some process that spread all over our system the consequences of those decisions such that the things that we want to change later are very difficult to change because we have to change a very large amount of stuff.  ... I want to figure ways that we can organize systems so that the consequence of the decisions we make are not expensive to change, we can’t avoid making decisions but we can try to figure out ways to minimize the cost of changing decisions we have made.

...

[11:40]Dynamically extensible generic operations  ...  I want to dynamically extend things while my program is running  ... I want a program to compute up what it is going to do.


He shows an example[19:00] which is "the definition of the method of computing Lagrange Equations from a Lagrangian given a configuration space path". This is apparently easy stuff, to him at least.  Fortunately you don’t really need to understand the details of this math to understand his points here:


[20:45]This is a little tiny feeling of what is it needed to make things more flexible consider the value here, the value is that I am dynamically allowed to change the meaning of all my operators to add new things that they can do. Dynamically. Not at compile time, at runtime.

...

[21:15]It gives me tremendous flexibility. Flexibility because the program I wrote to run on  a bunch of numbers with only a little bit of tweaking suddenly runs on matrices so long as I didn’t make mistake of commuting something wrong. ... So this makes proving the theorems very hard In fact maybe impossible the cost and the benefits are very extreme. I can pay  correctness or proofs of correctness or belief in correctness, I can pay that for tremendous flexibility. ... Is correctness the essential thing I want, I am not opposed to proofs, I love proofs I am an old mathematician. The problem is that putting us into the situation that Mr. Dijkstra got us into ... where you are supposed to prove everything to be right before you write the program getting into that situation puts us in a world where we have to make the specifications for the parts as tight as possible because it’s hard to prove general things, except occasionally it’s easier but it’s usually harder to prove a general theorem about something so you make a very specialized thing that works for a particular case you build this very big tower of stuff and boy is that brittle change the problem a little and it all falls over.


His ideas tend towards adaptable and self modifying code at one point he talks about self modifying code in both assembly language and the use of eval in Lisp.  He also touches on a number of parallels in the biological world including genetics and the adaptability of the human immune system to fight off mutating parasites.  Interestingly some of his ideas seem similar to work done by Stephanie Forrest on using evolutionary/genetic algorithms for program repair which she speaks about at the keynote of SPLASH 2010, formerly known as OOPSLA.  The genetic repair approach at the conceptual level is striving for the same results as what Gerald Sussman describes.  Also did you notice that the Levenshtein Distance between "generic programming" and "genetic programming" is (one substitution), pretty weird!


Seriously though, the objectives of all of these approaches are the same: building better more flexible software that handles more situations. These ideas are reflected in how Glenn Vanderburg describes software engineering:


Software engineering is the science and art of designing and making, with economy and elegance, systems so that they can readily adapt to situations which they may be subjected.

I feel this Software Engineering insight reinforces my opinion that we will eventually see a real math backed discipline of software engineering and I think that the research work discussed  here both supports my conjecture on this point and most likely lays part of that foundation.  I also think some of these ideas reflect ideas I discussed in "The Software Reuse Complexity Curve" which implies that programmers will need to become more aware and more adept at more advanced theoretically based concepts like for example GADT’s (Generalized algebraic datatypes), etc. and of course math in general such as Abstract Algebra.


Clearly the idea of Generic programming has some very specific ideas and some very general objectives. There seem to be two approaches here which might described Predictive vs. Adaptive, much like the idea of Separation of Design and Construction described by Martin Fowler.  The Gibbons et al more calculational approach is predictive whereas the Sussman/Forrest ideas describe an adaptive approach. I suspect that this will just be another dimension of program design that will have to be considered and assessed as a tradeoff in its application, which Sussman also mentions.

01 April 2012

The Coding Buzz



In the episode of Seinfeld titled "The Frogger" Jerry and George discover a long lost Frogger machine that still has the G.L.C. George Louis Costanza high score of 860,000 of which George reminisces: "I remember that night. The perfect combination of Mountain Dew and mozzarella...just the right amount of grease on the joy stick..."

This essentially sums up what I call the coding buzz, for me it's the perfect combination of a good problem, private time to work on it, and just the right combination of caffeine and music. The coding buzz is what I live for, those narcotic moments of creative bliss when all other distractions and even personal problems melt away into the background and your mind and fingers become one with your editor begetting a symphony of code creation. It's a wonderful thing.

To really achieve the coding buzz one needs to have a level proficiency generally denoted with the quantity 10,000 hours, meaning that you need at least 10,000 hours of practice. It turns out that the coding buzz is what is called "flow". This is from an article on New Scientist:

The first is an intense and focused absorption that makes you lose all sense of time. The second is what is known as autotelicity, the sense that the activity you are engaged in is rewarding for its own sake. The third is finding the "sweet spot", a feeling that your skills are perfectly matched to the task at hand, leaving you neither frustrated nor bored. And finally, flow is characterised by automaticity, the sense that "the piano is playing itself", for example.

...

Flow typically accompanies these actions. It involves a Zen-like feeling of intense concentration, with time seeming to stop as you focus completely on the activity in hand. The experience crops up repeatedly when experts describe what it feels like to be at the top of their game, and with years of practice it becomes second nature to enter that state.

...

Exactly what happens in the brain during flow has been of particular interest, but it has been tricky to measure. Csikszentmihalyi took an early stab at it, using electroencephalography (EEG) to measure the brain waves of expert chess players during a game. He found that the most skilled players showed less activity in the prefrontal cortex, which is typically associated with higher cognitive processes such as working memory and verbalisation. That may seem counter-intuitive, but silencing self-critical thoughts might allow more automatic processes to take hold, which would in turn produce that effortless feeling of flow.

This is why after over two decades I still mostly like to work as a developer, admittedly not all of my career has consisted of those moments, but the times I found myself immersed in those types of projects both personal and professional has well been worth it. I frequently feel that I should have grown up at some point and tried to pursue the management track or a more formal architect position and I have contemporary colleagues that are VPs and CTOs, etc. However, every time I think about such a career path I realize how much I would dislike it and I would then have to let go of being hands on, I know there are probably cases of those types of positions where that is not the case, but you would have to find the right environment.

I have recently found myself in a pair programming environment and while there are some aspects of it that are ok, but I often find myself sneaking away to do the creative experimental work on my own. As an introvert I sometimes find it hard to pair. One problem is that there is a substantial skill differential between my teammates and me in that I am considerably more senior so that's a problem, thus I am not sure if my issues with pairing are truly accurate. Still when I need to build some complex functionality or refactor code that requires you to hold dozens of classes in your head, tasks that require intense concentration and that both require you to and reward you for being in the zone aka achieve flow, I just have trouble seeing doing this effectively with the added pressure of someone looking over your shoulder. I have spoken with developers who like pairing and perhaps it's an introvert/extrovert preference.

When I originally came up with the idea for this post I just wanted to talk about the euphoric bliss of the coding buzz but now I find myself in a situation that seems to be harshing that coding buzz, to put it in the parlance of our times. Coincidently I am writing this at time when the "group" approach seems to be coming under fire, most notably in an article in the New York Times entitled "The Rise of the New Groupthink" by Susan Cain which includes the following:

The reasons brainstorming fails are instructive for other forms of group work, too. People in groups tend to sit back and let others do the work; they instinctively mimic others' opinions and lose sight of their own; and, often succumb to peer pressure. The Emory University neuroscientist Gregory Berns found that when we take a stance different from the group's, we activate the amygdala, a small organ in the brain associated with the fear of rejection. Professor Berns calls this "the pain of independence."

She also includes the following excellent quote from Steve Wozniak:

Most inventors and engineers I've met are like me ... they live in their heads. They're almost like artists. In fact, the very best of them are artists. And artists work best alone .... I'm going to give you some advice that might be hard to take. That advice is: Work alone... Not on a committee. Not on a team.

She also has an interesting TED talk. As an introvert I feel that both Woz's and her sentiments resonate with me, and I really know what it's like to live in my head, I can't imagine doing good creative work any other way.

As I said the groupthink backlash and pair programming skepticism seems to be something of a hot topic at the moment, see this compendium post on InfoQ which includes some these and other links. Obviously communication is essential in a multi-person software project but is pair programming over doing it? It just feels like a coding buzz kill to me.


 

 

 

 

The following two talks are some additional interesting and relevant neuroscience related resources:

Authors@Google: Sandra Aamodt & Sam Wang

Your Brain at Work by David Rock.

28 March 2012

Amazing Abstract Algebra: Groups and Rotations




A little while ago I noticed a very interesting group, I am sure it is well known in math circles but I find it intriguing for a number of reasons and I have recently learned more about Abstract Algebra which ties in some more interesting ideas. The group relates to imaginary numbers, it is the set {1,-1,i,-i} which is closed under multiplication. It has an identity which is 1. Each element has an inverse, -1 is its own inverse: -1 · -1 = 1 and -i · i = 1. The following cayley table shows all this:


1 i -1 -i
1 1 i -1 -i
i i -1 -i 1
-1 -1 -i 1 i
-i -i 1 i -1

If you are new to these ideas I recommend looking at my previous post on abstract algebra, especially since we will be looking at some isomorphisms again. In order to talk about the ideas in the post we need to get some group theory concepts out of the way first, don't worry they aren't hard in fact they're fairly intuitive. Also in this post I am restricting the discussion to finite groups, groups with a finite number of elements. In fact the first idea is the concept of group order.

The order of a finite group is simply the number of elements of the set the group is defined on and is denoted as |G|.

The group above has an order of 4.

The next idea is that of exponentiation, which can be thought of as a subset of "classical" exponentiation on the field of real numbers, see identities here. Exponentiation on group elements extends to integer exponents only and refers to repeated application of the binary operation to the element itself. So:


an = a·a·a·a...a ( a "times" itself n times)

a-n = a-1·a-1·a-1·a-1...a-1 (a-1 "times" itself n times or the inverse of an)

a0 = e (where e is the identity element)

The laws of exponents are:

am an = am+n

(am)n = amn

a-n = (a-1)n = (an)-1


Just as a group has an order an element of a group also has an order and it is related to exponentiation and it is defined as:

If there exists a nonzero integer m such that am=e, then the order of the element is defined to be the least positive integer n such that an=e. Also if there does not exist any nonzero integer m such that am=e, we say that a has order infinity.

So the elements in our group (⋅, {1,-1,i,-i}) above have the following orders:

11 = 1 (this is the identity and has order 1) [11 = 1, ...]

-12 = 1 (has order 2) [-11 = -1, -12 = 1, ...]

i4 = 1 (has order 4) [i1 = i, i2 = -1, i3 = -i, i4 = 1, ...]

-i4 = 1 (has order 4) [-i1 = -i, -i2 = -1, -i3 = i, -i4 = 1, ...]

Order is also sometimes referred to as period and you should note that each of the above will cycle through each power listed in the square brackets so for both the order 4 elements {i, -i}: a1n=a1, a2n=a2, a3n=a3, a4n=a4 for all integers n>0 and the values will cycle through the list which would be the case for any element of finite order.

As it turns out elements like i and -i which cycle through all of the elements of a group exactly once in the period have an order that is equal to the order of the group. These define what is known as a cyclic group. So our group is cyclic and any element which cycles through all elements once is the generator so i and -i are generators for the group.

Another interesting result from group theory is that any cyclic group of order n is isomorphic to the group (+,Zn) which is the integers (mod n) under addition so our group above is just a renaming of Z4 see the similarity to the cayley table below:


+ 0 1 2 3
0 0 1 2 3
1 1 2 3 0
2 2 3 0 1
3 3 0 1 2

Now I want to take a look at another important group, it's called the dihedral group, this one is known as D4 and has the cayley table:

  R0 R1 R2 R3 V H D1 D2
R0 R0 R1 R2 R3 V H D1 D2
R1 R1 R2 R3 R0 H D1 D2 V
R2 R2 R3 R0 R1 D1 D2 V H
R3 R3 R0 R1 R2 D2 V H D1
V V D2 D1 H R0 R1 R2 R3
H H V D2 D1 R1 R2 R3 R0
D1 D1 H V D2 R2 R3 R0 R1
D2 D2 D1 H V R3 R0 R1 R2

The dihedral group is the group of symmetries of a regular polygon, including both rotations and reflections. In this case we will consider the rotations and reflections of a square denoted as D4 represented visually as four couterclockwise rotations of a square:



And the following four reflections, vertical, horizontal, and two diagonal reflections:




With each image is included the permutation, actually dihedral groups are permutation groups and D4 is a set of 8 permutations, hence the order of the group is 8. It is a subgroup of the group of all permutations of four items which is known as the Symmetric Group which has order 4!=24, it's denoted as S4. The interesting thing here is the rotations form a subgroup that is isomorphic to our group from above and Z4. In a sense this isn't really surprising since it is a cyclic group of order four meaning it cycles through 4 items just as a square cycles through four rotations.


As you can see from the color coding, the elements {R0, R1, R2, R3} form a subgroup, a subgroup is just a subset of the elements that is still a group. These subgroup elements forming the upper left hand corer of the table are color coded to show the isomorphism between this subgroup and Z4 and also our group (⋅, {1,-1,i,-i}). Also R0 is the identity which makes sense since it is a zero rotation, which means that you didn't rotate it, or you did by 360° aka one tau.


Our Z4 isomorphic group (⋅, {1,-1,i,-i}) also has a subgroup. Our original arrangement of the cayley table was ordered to show the Z4 isomorphism. To show our subgroup we need to rearrange the cayley table:


1 -1 i -i
1 1 -1 i -i
-1 -1 1 -i i
i i -i -1 1
-i -i i 1 -1

Now it should be fairly easy to the subgroup (⋅, {1,-1}) again forming the upper left corner in the table above, or shown by itself:


1 -1
1 1 -1
-1 -1 1

Now if you think about it our subgroup which is just another group is a group, 1 is the identity and -1 is its own inverse, actually it turns out that all subgroups of cyclic groups are also cyclic groups and since all cyclic groups are isomorphic to Zn groups, this group is actually one that we have seen before it's just Z2 addition aka exclusive-or, etc.

Also there are some remarkable connections to number theory in regards to the order of subgroups and the order of elements, for example the order of our subgroup is 2 which evenly divides 4 the order of the group, the order of a subgroup will always evenly divide the order of the group. Also the order of each element evenly divides the order of the group. I suspect that these ideas have profound implications.


Going back to our original group there are a couple of interesting things about imaginary numbers, first are the following equations:





If we consider the sequence of raising i to successive powers, multiplying by I each time, if we start with 1, we get the sequence (1, i, -1, -i), these are actually coordinates in the complex plane and can be written as (0i+1, 1i+0, 0i-1, -1i+0). This cycle (increasing powers of i) is the following (counter clockwise) rotation in the complex plane:



Conversely if we divide, or repeatedly multiply by -i, we get the following sequence (1,-i,-1,i) which correspond to the complex numbers (0i+1, -1i+0, 0i-1, 1i+0) and is the opposite (clockwise) rotation:



Another interesting seemingly related concept is the idea of turning number or winding number of a curve, the red circle with clockwise rotation corresponds to curve with a winding number of -1 and the blue curve with positive increasing powers of i has a winding number of 1.


As we saw our group is cyclic and isomorphic to Z4 and isomorphic to the rotation subgroup of the dihedral group D4 and both of the generators of our group correspond to rotation in the complex plane. Counterclockwise rotation corresponds to the period of i and clockwise rotation corresponds to the period of -i.