Magic Hypercube
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mathematics Mathematics is a field of study that discovers and organizes methods, Mathematical theory, theories and theorems that are developed and Mathematical proof, proved for the needs of empirical sciences and mathematics itself. There are many ar ...
, a magic hypercube is the ''k''-dimensional generalization of
magic square In mathematics, especially History of mathematics, historical and 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 diago ...
s and
magic cube In mathematics, a magic cube is the 3-dimensional equivalent of a magic square, that is, a collection of integers arranged in an ''n'' × ''n'' × ''n'' pattern such that the sums of the numbers on each row, on each c ...
s, that is, an ''n'' × ''n'' × ''n'' × ... × ''n'' array of
integers An integer is the number zero (0), a positive natural number (1, 2, 3, ...), or the negation of a positive natural number (−1, −2, −3, ...). The negations or additive inverses of the positive natural numbers are referred to as negative in ...
such that the sums of the numbers on each pillar (along any axis) as well as on the main
space diagonal In geometry, a space diagonal (also interior diagonal or body diagonal) of a polyhedron is a line connecting two vertices that are not on the same face. Space diagonals contrast with '' face diagonals'', which connect vertices on the same face (b ...
s are all the same. The common sum is called the
magic constant The magic constant or magic sum of a magic square is the sum of numbers in any row, column, or diagonal of the magic square. For example, the magic square shown below has a magic constant of 15. For a normal magic square of order ''n'' – that is ...
of the hypercube, and is sometimes denoted ''M''''k''(''n''). If a magic hypercube consists of the numbers 1, 2, ..., ''n''''k'', then it has magic number :M_k(n) = \frac. For ''k'' = 4, a magic hypercube may be called a magic tesseract, with sequence of magic numbers given by . The side-length ''n'' of the magic hypercube is called its ''order''. Four-, five-, six-, seven- and eight-dimensional magic hypercubes of order three have been constructed by
J. R. Hendricks John Robert Hendricks (September 4, 1929 – July 7, 2007) was a Canadian amateur mathematician notable for his work in magic squares and hypercubes. He published many articles in the Journal of Recreational Mathematics as well as other mathemati ...
. Marian Trenkler proved the following theorem: A ''p''-dimensional magic hypercube of order ''n'' exists if and only if ''p'' > 1 and ''n'' is different from 2 or ''p'' = 1. A construction of a magic hypercube follows from the proof. The
R programming language R is a programming language for statistical computing and data visualization. It has been widely adopted in the fields of data mining, bioinformatics, data analysis, and data science. The core R language is extended by a large number of so ...
includes a module, library(magic), that will create magic hypercubes of any dimension with ''n'' a multiple of 4.


Perfect magic hypercubes

If, in addition, the numbers on every
cross section Cross section may refer to: * Cross section (geometry) ** Cross-sectional views in architecture and engineering 3D *Cross section (geology) * Cross section (electronics) * Radar cross section, measure of detectability * Cross section (physics) **A ...
diagonal also sum up to the hypercube's magic number, the hypercube is called a perfect magic hypercube; otherwise, it is called a semiperfect magic hypercube. The number ''n'' is called the order of the magic hypercube. This definition of "perfect" assumes that one of the older definitions for perfect magic cubes is used. The ''Universal Classification System for Hypercubes'' (John R. Hendricks) requires that for any dimension hypercube, ''all'' possible lines sum correctly for the hypercube to be considered ''perfect'' magic. Because of the confusion with the term ''perfect'', ''nasik'' is now the preferred term for ''any'' magic hypercube where ''all'' possible lines sum to ''S''. Nasik was defined in this manner by C. Planck in 1905. A nasik magic hypercube has (3''n'' − 1) lines of ''m'' numbers passing through each of the ''m''''n'' cells.


Nasik magic hypercubes

A ''Nasik magic hypercube'' is a magic hypercube with the added restriction that all possible lines through each cell sum correctly to ''S'' = where ''S'' is the magic constant, ''m'' the order and ''n'' the dimension of the hypercube. Or, to put it more concisely, all pan-''r''-agonals sum correctly for ''r'' = 1...''n''. This definition is the same as the Hendricks definition of ''perfect'', but different from the Boyer/Trump definition. The term ''nasik'' would apply to all dimensions of magic hypercubes in which the number of correctly summing paths (lines) through any cell of the hypercube is ''P'' = . A
pandiagonal magic square A pandiagonal magic square or panmagic square (also diabolic square, diabolical square or diabolical magic square) is a magic square with the additional property that the broken diagonals, i.e. the diagonals that wrap round at the edges of the squ ...
then would be a ''nasik'' square because 4 magic line pass through each of the ''m''2 cells. This was A.H. Frost’s original definition of nasik. A ''nasik'' magic cube would have 13 magic lines passing through each of its ''m''3 cells. (This cube also contains 9''m'' pandiagonal magic squares of order ''m''.) A ''nasik'' magic tesseract would have 40 lines passing through each of its ''m''4 cells, and so on.


History

In 1866 and 1878, Rev. A. H. Frost coined the term ''Nasik'' for the type of magic square we commonly call ''pandiagonal'' and often call ''perfect''. He then demonstrated the concept with an order-7 cube we now class as ''pandiagonal'', and an order-8 cube we class as ''pantriagonal''. In another 1878 paper he showed another ''pandiagonal'' magic cube and a cube where all 13''m'' lines sum correctly i.e. Hendricks ''perfect''. He referred to all of these cubes as ''nasik'' as a respect to the great Indian Mathematician
D R Kaprekar Dattatreya Ramchandra Kaprekar (; 17 January 19051986) was an Indian recreational mathematician who described several Template:Classes of natural numbers, classes of natural numbers including the Kaprekar number, Kaprekar, harshad number, hars ...
who hails from
Deolali Deolali, or Devlali (), is a small hill station and a census town in Nashik district of the Indian state of Maharashtra. Now it is part of Nashik Metropolitan Region. Deolali has an important army base. Deolali Camp, one of the oldest Indian mi ...
in
Nasik Nashik, formerly Nasik, is a city in the northern region of the Indian state of Maharashtra situated on the banks of the river Godavari River, Godavari, about northeast of the state capital Mumbai. Nashik is one of the Hindu pilgrimage sit ...
District in
Maharashtra Maharashtra () is a state in the western peninsular region of India occupying a substantial portion of the Deccan Plateau. It is bordered by the Arabian Sea to the west, the Indian states of Karnataka and Goa to the south, Telangana to th ...
,
India India, officially the Republic of India, is a country in South Asia. It is the List of countries and dependencies by area, seventh-largest country by area; the List of countries by population (United Nations), most populous country since ...
. In 1905 Dr. Planck expanded on the nasik idea in his Theory of Paths Nasik. In the introductory to his paper, he wrote; In 1917, Dr. Planck wrote again on this subject. In 1939, B. Rosser and R. J. Walker published a series of papers on diabolic (perfect) magic squares and cubes. They specifically mentioned that these cubes contained 13''m''2 correctly summing lines. They also had 3''m'' pandiagonal magic squares parallel to the faces of the cube, and 6''m'' pandiagonal magic squares parallel to the space-diagonal planes.


Notations

in order to keep things in hand a special notation was developed: *\left _ i;\ k\in\;\ i\in\\right/math>: positions within the hypercube *\left\langle _ i;\ k\in\;\ i\in\\right\rangle: vector through the hypercube Note: The notation for position can also be used for the value on that position. Then, where it is appropriate, dimension and order can be added to it, thus forming: ''n'' sub>''k''''i''sub>''m'' As is indicated ''k'' runs through the dimensions, while the coordinate ''i'' runs through all possible values, when values ''i'' are outside the range it is simply moved back into the range by adding or subtracting appropriate multiples of ''m'', as the magic hypercube resides in n-dimensional modular space. There can be multiple ''k'' between brackets, these cannot have the same value, though in undetermined order, which explains the equality of: \left _i, _j \right\left _j, _i \right/math> Of course given ''k'' also one value ''i'' is referred to. When a specific coordinate value is mentioned the other values can be taken as 0, which is especially the case when the amount of 'k's are limited using pe. #''k'' = 1 as in: \left _1;\ \#k=1 \right= \left _1\ \ _0\ ; \ \#k=1;\ \#j=n-1 \right ("axial"-neighbor of \left _0 \right/math> ) (#j=n-1 can be left unspecified) j now runs through all the values in ..k-1,k+1..n-1 Further: without restrictions specified 'k' as well as 'i' run through all possible values, in combinations same letters assume same values. Thus makes it possible to specify a particular line within the hypercube (see r-agonal in pathfinder section) Note: as far as I know this notation is not in general use yet(?), Hypercubes are not generally analyzed in this particular manner. Further: "perm(0..n-1)" specifies a
permutation In mathematics, a permutation of a set can mean one of two different things: * an arrangement of its members in a sequence or linear order, or * the act or process of changing the linear order of an ordered set. An example of the first mean ...
of the n numbers 0..n-1.


Construction

Besides more specific constructions two more general construction method are noticeable:


KnightJump construction

This construction generalizes the movement of the chessboard horses (vectors \langle 1,2 \rangle, \langle 1,-2 \rangle, \langle -1,2 \rangle, \langle -1,-2 \rangle ) to more general movements (vectors \langle _k i \rangle). The method starts at the position P0 and further numbers are sequentially placed at positions V_0 further until (after m steps) a position is reached that is already occupied, a further vector is needed to find the next free position. Thus the method is specified by the n by n+1 matrix: : _0, V_0 \dots V_/math> This positions the number 'k' at position: :P_k = P_0 + \sum_^((k\backslash m^l)\ \%\ m) V_l;\quad k = 0 \dots m^n-1. C. Planck gives in his 1905 articl
"The theory of Path Nasiks"
conditions to create with this method "Path Nasik" (or modern ) hypercubes.


Latin prescription construction

(modular equations). This method is also specified by an n by n+1 matrix. However this time it multiplies the n+1 vector 0,..,xn-1,1 After this multiplication the result is taken modulus m to achieve the n (Latin) hypercubes: LPk = ( l=0Σn-1 LPk,l xl + LPk,n ) % m of radix m numbers (also called "digits"). On these LPk's "digit changing" (?i.e. Basic manipulation) are generally applied before these LPk's are combined into the hypercube: nHm = k=0Σn-1 LPk mk J.R.Hendricks often uses modular equation, conditions to make hypercubes of various quality can be found o
http://www.magichypercubes.com/Encyclopedia
at several places (especially p-section) Both methods fill the hypercube with numbers, the knight-jump guarantees (given appropriate vectors) that every number is present. The Latin prescription only if the components are orthogonal (no two digits occupying the same position)


Multiplication

Amongst the various ways of compounding, the multiplication can be considered as the most basic of these methods. The basic multiplication is given by: nHm1 * nHm2 : n sub>kisub>m1m2 = n [[ki \ m2sub>m1m1n]m2 + [ki % m2]m2]m1m2 Most compounding methods can be viewed as variations of the above, As most qualifiers are invariant under multiplication one can for example place any aspectual variant of nHm2 in the above equation, besides that on the result one can apply a manipulation to improve quality. Thus one can specify pe the J. R. Hendricks / M. Trenklar doubling. These things go beyond the scope of this article.


Aspects

A hypercube knows n! 2n Aspectial variants, which are obtained by coordinate reflection ( sub>ki--> sub>k(-i) and coordinate permutations ( sub>ki--> sub>perm[k/sub>i">.html" ;"title="sub>perm[k">sub>perm[k/sub>i effectively giving the Aspectial variant: nHm~R perm(0..n-1); R = k=0Σn-1 ((reflect(k)) ? 2k : 0) ; perm(0..n-1) a permutation of 0..n-1 Where reflect(k) true iff coordinate k is being reflected, only then 2k is added to R. As is easy to see, only n coordinates can be reflected explaining 2n, the n! permutation of n coordinates explains the other factor to the total amount of "Aspectial variants"! Aspectial variants are generally seen as being equal. Thus any hypercube can be represented shown in "normal position" by: [k0] = min([kθ ; θ ε ]) (by reflection) [k1 ; #k=1] < [k+11 ; #k=1] ; k = 0..n-2 (by coordinate permutation) (explicitly stated here: [k0] the minimum of all corner points. The axial neighbour sequentially based on axial number)


Basic manipulations

Besides more specific manipulations, the following are of more general nature *# erm(0..n-1)'' : component permutation *^ erm(0..n-1)'' : coordinate permutation (n

2: transpose) *_2axis erm(0..m-1)'' : monagonal permutation (axis ε ..n-1 *= erm(0..m-1)'' : digit change Note: '#', '^', '_' and '=' are essential part of the notation and used as manipulation selectors.


Component permutation

Defined as the exchange of components, thus varying the factor mk in mperm(k), because there are n component hypercubes the permutation is over these n components


Coordinate permutation

The exchange of coordinate sub>kiinto sub>perm(k)i because of n coordinates a permutation over these n directions is required. The term transpose (usually denoted by t) is used with two dimensional matrices, in general though perhaps "coordinate permutation" might be preferable.


Monagonal permutation

Defined as the change of sub>kiinto sub>kperm(i)alongside the given "axial"-direction. Equal permutation along various axes can be combined by adding the factors 2axis. Thus defining all kinds of r-agonal permutations for any r. Easy to see that all possibilities are given by the corresponding permutation of m numbers. Noted be that reflection is the special case: ~R = _R -1,..,0Further when all the axes undergo the same permutation (R = 2n-1) an n-agonal permutation is achieved, In this special case the 'R' is usually omitted so: _ erm(0..n-1)= _(2n-1) erm(0..n-1)


Digitchanging

Usually being applied at component level and can be seen as given by sub>ki'' in perm( sub>ki'') since a component is filled with radix m digits, a permutation over m numbers is an appropriate manner to denote these.


Pathfinders

J. R. Hendricks called the directions within a hypercubes "pathfinders", these directions are simplest denoted in a ternary number system as: Pfp where: p = k=0Σn-1 (ki + 1) 3k <

> <ki> ; i ε This gives 3n directions. since every direction is traversed both ways one can limit to the upper half 3n-1)/2,..,3n-1)of the full range. With these pathfinders any line to be summed over (or r-agonal) can be specified: j0 kp lq ; #j=1 #k=r-1 ; k > j < j1 kθ l0 ; θ ε > ; p,q ε ,..,m-1 which specifies all (broken) r-agonals, p and q ranges could be omitted from this description. The main (unbroken) r-agonals are thus given by the slight modification of the above: j0 k0 l-1 sp ; #j=1 #k+#l=r-1 ; k,l > j < j1 k1 l-1 s0 >


Qualifications

A hypercube nHm with numbers in the analytical numberrange ..mn-1has the magic sum: nSm = m (mn - 1) / 2. Besides more specific qualifications the following are the most important, "summing" of course stands for "summing correctly to the magic sum" * : all main (unbroken) r-agonals are summing. * : all (unbroken and broken) r-agonals are summing. * : * : Note: This series doesn't start with 0 since a nill-agonal doesn't exist, the numbers correspond with the usual name-calling: 1-agonal = monagonal, 2-agonal = diagonal, 3-agonal = triagonal etc.. Aside from this the number correspond to the amount of "-1" and "1" in the corresponding pathfinder. In case the hypercube also sum when all the numbers are raised to the power p one gets p-multimagic hypercubes. The above qualifiers are simply prepended onto the p-multimagic qualifier. This defines qualifications as . Here also "2-" is usually replaced by "bi", "3-" by "tri" etc. ("1-magic" would be "monomagic" but "mono" is usually omitted). The sum for p-Multimagic hypercubes can be found by using
Faulhaber's formula In mathematics, Faulhaber's formula, named after the early 17th century mathematician Johann Faulhaber, expresses the sum of the ''p''-th powers of the first ''n'' positive integers \sum_^ k^p = 1^p + 2^p + 3^p + \cdots + n^p as a polynomial in&n ...
and divide it by mn-1. Also "magic" (i.e. ) is usually assumed, the Trump/Boyer cube is technically seen .
Nasik magic hypercube In mathematics, a magic hypercube is the ''k''-dimensional generalization of magic squares and magic cubes, that is, an ''n'' × ''n'' × ''n'' × ... × ''n'' array of integers such that the sums of the numbers on each pillar (along any axis) as ...
gives arguments for using as synonymous to . The strange generalization of square 'perfect' to using it synonymous to in cubes is however also resolve by putting curly brackets around qualifiers, so means (as mentioned above). some minor qualifications are: * : * : might be put in notation as : (k)Σ sub>ji + k1= 2n nSm / m. can simply be written as: sub>ji+ sub>ji + k(m/2) ; #k=n = mn - 1 where: :(k)Σ is symbolic for summing all possible k's, there are 2n possibilities for k1. : sub>ji + k1expresses sub>jiand all its r-agonal neighbors. for the complement of sub>jiis at position sub>ji + k(m/2) ; #k=n for squares: is the "modern/alternative qualification" of what Dame
Kathleen Ollerenshaw Dame Kathleen Mary Ollerenshaw, (''née'' Timpson; 1 October 1912 – 10 August 2014) was a British mathematician and politician who was Lord Mayor of Manchester from 1975 to 1976 and an advisor on educational matters to Margaret Thatcher's go ...
called
most-perfect magic square A most-perfect magic square of order ''n'' is a magic square containing the numbers 1 to ''n''2 with two additional properties: # Each 2 × 2 subsquare sums to 2''s'', where . # All pairs of integers distant ''n''/2 along a (major) diagonal su ...
, is the qualifier for the feature in more than 2 dimensions. Caution: some people seems to equate with instead of . Since this introductory article is not the place to discuss these kind of issues I put in the dimensional pre-superscript n to both these qualifiers (which are defined as shown) consequences of is that several figures also sum since they can be formed by adding/subtracting order 2 sub-hyper cubes. Issues like these go beyond this articles scope.


Magic hyperbeam

A magic hyperbeam (n-dimensional magic rectangle) is a variation on a magic hypercube where the orders along each direction may be different. As such a magic hyperbeam generalises the two dimensional magic rectangle and the three dimensional magic beam, a series that mimics the series
magic square In mathematics, especially History of mathematics, historical and 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 diago ...
,
magic cube In mathematics, a magic cube is the 3-dimensional equivalent of a magic square, that is, a collection of integers arranged in an ''n'' × ''n'' × ''n'' pattern such that the sums of the numbers on each row, on each c ...
and magic hypercube. This article will mimic the
magic hypercubes In mathematics, a magic hypercube is the ''k''-dimensional generalization of magic squares and magic cubes, that is, an ''n'' × ''n'' × ''n'' × ... × ''n'' array of integers such that the sums of the numbers on each pillar (along any axis) as ...
article in close detail, and just as that article serves merely as an introduction to the topic.


Conventions

It is customary to denote the
dimension In physics and mathematics, the dimension of a mathematical space (or object) is informally defined as the minimum number of coordinates needed to specify any point within it. Thus, a line has a dimension of one (1D) because only one coo ...
with the letter 'n' and the
orders Order, ORDER or Orders may refer to: * A socio-political or established or existing order, e.g. World order, Ancien Regime, Pax Britannica * Categorization, the process in which ideas and objects are recognized, differentiated, and understood * H ...
of a hyperbeam with the letter 'm' (appended with the subscripted number of the direction it applies to). * (''n'') Dimension : the amount of directions within a hyperbeam. * (''m''''k'') Order : the amount of numbers along ''k''th monagonal ''k'' = 0, ..., ''n'' − 1. Further: In this article the analytical number range ..k=0Πn-1mk-1is being used.


Notations

in order to keep things in hand a special notation was developed: * ki; k= ..n-1">ki; k=[0..n-1 i=[0..mk-1">..n-1 i=[0..mk-1">..n-1">ki; k=[0..n-1 i=[0..mk-1'': positions within the hyperbeam * : vectors through the hyperbeam Note: The notation for position can also be used for the value on that position. There where it is appropriate dimension and orders can be added to it thus forming: n sub>kisub>m0,..,mn-1


Construction


Basic

Description of more general methods might be put here, I don't often create hyperbeams, so I don't know whether Knightjump or Latin Prescription work here. Other more adhoc methods suffice on occasion I need a hyperbeam.


Multiplication

Amongst the various ways of compounding, the multiplicationthis is a hyperbeam version of (pe.)
Alan Adler magic square multiplication
/ref> can be considered as the most basic of these methods. The basic multiplication is given by: :nB(m..)1 * nB(m..)2 : n sub>kisub>(m..)1(m..)2 = n[ ki \ mk2(m..)1k=0Πn-1mk1](m..)2 + [ki % mk2](m..)2](m..)1(m..)2 (m..) abbreviates: m0,..,mn-1. (m..)1(m..)2 abbreviates: m01m02,..,mn-11mn-12.


Curiosities


all orders are either even or odd

A fact that can be easily seen since the magic sums are: :Sk = mk (j=0Πn-1mj - 1) / 2 When any of the orders mk is even, the product is even and thus the only way Sk turns out integer is when all mk are even. Thus suffices: all mk are either even or odd. This is with the exception of mk=1 of course, which allows for general identities like: * Nmt = Nm,1 * N1,m * Nm = N1,m * Nm,1 Which goes beyond the scope of this introductory article


Only one direction with order = 2

since any number has but one complement only one of the directions can have mk = 2.


Aspects

A hyperbeam knows 2n Aspectial variants, which are obtained by coördinate reflection ( sub>kisub>k(-i) effectively giving the Aspectial variant: nB(m0..mn-1)~R ; R = k=0Σn-1 ((reflect(k)) ? 2k : 0) ; Where reflect(k) true if and only if coordinate k is being reflected, only then 2k is added to R. In case one views different orientations of the beam as equal one could view the number of aspects n! 2n just as with the
magic hypercubes In mathematics, a magic hypercube is the ''k''-dimensional generalization of magic squares and magic cubes, that is, an ''n'' × ''n'' × ''n'' × ... × ''n'' array of integers such that the sums of the numbers on each pillar (along any axis) as ...
, directions with equal orders contribute factors depending on the hyperbeam's orders. This goes beyond the scope of this article.


Basic manipulations

Besides more specific manipulations, the following are of more general nature * ^ erm(0..n-1)'' : coördinate permutation (n

2: transpose) * _2axis erm(0..m-1)'' : monagonal permutation (axis ε ..n-1 Note: '^' and '_' are essential part of the notation and used as manipulation selectors.


Coördinate permutation

The exchange of coördinaat sub>kiinto sub>perm(k)i because of n coördinates a permutation over these n directions is required. The term transpose (usually denoted by t) is used with two dimensional matrices, in general though perhaps "coördinaatpermutation" might be preferable.


Monagonal permutation

Defined as the change of sub>kiinto sub>kperm(i)alongside the given "axial"-direction. Equal permutation along various axes with equal orders can be combined by adding the factors 2axis. Thus defining all kinds of r-agonal permutations for any r. Easy to see that all possibilities are given by the corresponding permutation of m numbers.


normal position

In case no restrictions are considered on the n-agonals a magic hyperbeam can be represented shown in "normal position" by: : sub>ki< sub>k(i+1); i = 0..mk-2 (by monagonal permutation)


Qualification

Qualifying the hyperbeam is less developed then it is on the
magic hypercubes In mathematics, a magic hypercube is the ''k''-dimensional generalization of magic squares and magic cubes, that is, an ''n'' × ''n'' × ''n'' × ... × ''n'' array of integers such that the sums of the numbers on each pillar (along any axis) as ...
in fact only the k'th monagonal direction need to sum to: :Sk = mk (j=0Πn-1mj - 1) / 2 for all k = 0..n-1 for the hyperbeam to be qualified When the orders are not relatively prime the n-agonal sum can be restricted to: :S = lcm(mi ; i = 0..n-1) (j=0Πn-1mj - 1) / 2 with all orders relatively prime this reaches its maximum: :Smax = j=0Πn-1mj (j=0Πn-1mj - 1) / 2


Special hyperbeams

The following hyperbeams serve special purposes:


The "normal hyperbeam"

:nNm0,..,mn-1 : sub>ki= k=0Σn-1 ki mkk This hyperbeam can be seen as the source of all numbers. A procedure calle
"Dynamic numbering"
makes use of the
isomorphism In mathematics, an isomorphism is a structure-preserving mapping or morphism between two structures of the same type that can be reversed by an inverse mapping. Two mathematical structures are isomorphic if an isomorphism exists between the ...
of every hyperbeam with this normal, changing the source, changes the hyperbeam. Basic multiplications of normal hyperbeams play a special role with th
"Dynamic numbering"
of
magic hypercubes In mathematics, a magic hypercube is the ''k''-dimensional generalization of magic squares and magic cubes, that is, an ''n'' × ''n'' × ''n'' × ... × ''n'' array of integers such that the sums of the numbers on each pillar (along any axis) as ...
of order k=0Πn-1 mk.


The "constant 1"

:n1m0,..,mn-1 : sub>ki= 1 The hyperbeam that is usually added to change the here used "analytic" number range into the "regular" number range. Other constant hyperbeams are of course multiples of this one.


See also

*
Magic cube classes In mathematics, a magic cube of order n is an n\times n \times n grid of natural numbers satisfying the property that the numbers in the same row, the same column, the same pillar or the same length-n space diagonal, diagonal add up to the same n ...
*
Magic cube In mathematics, a magic cube is the 3-dimensional equivalent of a magic square, that is, a collection of integers arranged in an ''n'' × ''n'' × ''n'' pattern such that the sums of the numbers on each row, on each c ...
**
Perfect magic cube In mathematics, a perfect magic cube is a magic cube in which not only the columns, rows, pillars, and main space diagonals, but also the cross section (geometry), cross section diagonals sum up to the cube's magic constant. Perfect magic cubes ...
*
John R. Hendricks John Robert Hendricks (September 4, 1929 – July 7, 2007) was a Canadian amateur mathematician notable for his work in magic squares and hypercubes. He published many articles in the Journal of Recreational Mathematics as well as other mathemati ...


References


Further reading

* Thomas R. Hagedorn, On the existence of magic n-dimensional rectangles, Discrete Mathematics 207 (1999), 53-63. * Thomas R. Hagedorn, Magic rectangles revisited, ''
Discrete Mathematics Discrete mathematics is the study of mathematical structures that can be considered "discrete" (in a way analogous to discrete variables, having a bijection with the set of natural numbers) rather than "continuous" (analogously to continuous f ...
'' 207 (1999), 65-72. * Harvey D. Heinz & John R. Hendricks, Magic Square Lexicon: Illustrated, self-published, 2000, . * J.R.Hendricks: Magic Squares to Tesseract by Computer, Self-published, 1998, 0-9684700-0-9 * Planck, C., M.A., M.R.C.S., The Theory of Paths Nasik, 1905, printed for private circulation. Introductory letter to the paper * Marián Trenkler, Magic rectangles, The Mathematical Gazette 83(1999), 102-105.


External links


The Magic Encyclopedia
Articles by Aale de Winkel

Collected by Marian Trenkler *
An algorithm for making magic cubes
by Marian Trenkler
multimagie.com
Articles by Christian Boyer
magichypercube.com
A magic cube generator

* ttp://multimagie.com/indexengl.htm An alternative definition of Perfect, with history of recent discoveries
More on this alternative definition.


* ttp://members.shaw.ca/hdhcubes/index.htm#6%20Classes%20of%20Cubes A Unified classification system for hypercubes
An ambitious ongoing work on classifications of magic cubes and tesseracts

A variety of John R. Hendricks material, written under his direction

http://www.magichypercubes.com/Encyclopedia




{{DEFAULTSORT:Magic Hypercube Magic squares