The Set Tour, Part 11: Doughnuts And Lots Of Them
I’ve been slow getting back to my tour of commonly-used domains for several reasons. It’s been a busy season. It’s so much easier to plan out writing something than it is to write something. The usual. But one of my excuses this time is that I’m not sure the set I want to talk about is that common. But I like it, and I imagine a lot of people will like it. So that’s enough.
T and Tn
T stands for the torus. Or the toroid, if you prefer. It’s a fun name. You know the shape. It’s a doughnut. Take a cylindrical tube and curl it around back on itself. Don’t rip it or fold it. That’s hard to do with paper or a sheet of clay or other real-world stuff. But we can imagine it easily enough. I suppose we can make a computer animation of it, if by ‘we’ we mean ‘you’.
We don’t use the whole doughnut shape for T. And no, we don’t use the hole either. What we use is the surface of the doughnut, the part that could get glazed. We ignore the inside, just the same way we had S represent the surface of a sphere (or the edge of a circle, or the boundary of a hypersphere). If there is a common symbol for the torus including the interior I don’t know it. I’d be glad to hear if someone had.
What good is the surface of a torus, though? Well, it’s a neat shape. Slice it in one direction, the way you’d cut a bagel in half, and at the slice you get the shape of a washer, the kind you fit around a nut and bolt. (An annulus, to use the trade term.) Slice it perpendicular to that, the way you’d cut it if you’re one of those people who eats half doughnuts to the amazement of the rest of us, and at the slice you get two detached circles. If you start from any point on the torus shape you can go in one direction and make a circle that loops around the doughnut’s central hole. You can go the perpendicular direction and make a circle that brushes up against but doesn’t go around the central hole. There’s some neat topology in it.
There’s also video games in it. The topology of this is just like old-fashioned video games where if you go off the edge of the screen to the right you come back around on the left, and if you go off the top you come back from the bottom. (And if you go off to the left you come back around the right, and off the bottom you come back to the top.) To go from the flat screen to the surface of a doughnut requires imagining some stretching and scrunching up of the surface, but that’s all right. (OK, in an old video game it was a kind-of flat screen.) We can imagine a nice flexible screen that just behaves.
This is a common trick to deal with boundaries. (I first wrote “to avoid having to deal with boundaries”. But this is dealing with them, by a method that often makes sense.) You just make each boundary match up with a logical other boundary. It’s not just useful in video games. Often we’ll want to study some phenomenon where the current state of things depends on the immediate neighborhood, but it’s hard to say what a logical boundary ought to be. This particularly comes up if we want to model an infinitely large surface without dealing with infinitely large things. The trick will turn up a lot in numerical simulations for that reason. (In that case, we’re in truth working with a numerical approximation of T, but that’ll be close enough.)
Tn, meanwhile, is a vector of things, each of which is a point on a torus. It’s akin to Rn or S2 x n. They’re ordered sets of things that are themselves things. There can be as many as you like. n, here, is whatever positive whole number you need.
You might wonder how big the doughnut is. When we talked about the surface of the sphere, S2, or the surface and interior, B3, we figured on a sphere with radius of 1 unless we heard otherwise. Toruses would seem to have two parameters. There’s how big the outer diameter is and how big the inner diameter is. Which do we pick?
We don’t actually care. It’s much the way we can talk about a point on the surface of a planet by the latitude and longitude of the point, and never care about how big the planet is. We can describe a point on the surface of the torus without needing to refer to how big the whole shape is or how big the hole in the middle is. A popular scheme to describe points is one that looks a lot like latitude and longitude.
Imagine the torus sitting as flat as it gets on the table. Pick a point that you find interesting.
We use some reference point that’s as good as an equator and a prime meridian. One coordinate is the angle you make going horizontally, possibly around the hole in the middle, from the reference point to the point we’re interested in. The other coordinate is the angle you make vertically, going in a loop that doesn’t go around the hole in the middle, from the reference point to the point we’re interested in. The reference point has coordinates 0, 0, as it must. If this sounds confusing it’s because I’m not using a picture. I thought making some pictures would be too much work. I’m a fool. But if you think of real torus-shaped objects it’ll come to you.
In this scheme the coordinates are both angles. Normal people would measure that in degrees, from 0 to 360, or maybe from -180 to 180. Mathematicians would measure as radians, from 0 to 2π, or from -π to +π. Whatever it is, it’s the same as the coordinates of a point on the edge of the circle, what we called S1 a few essays back. So it’s fair to say you can think of T as S1 x S1, an ordered set of points on circles.
I’ve written of these toruses as three-dimensional things. Well, two dimensional-surfaces wrapped up to suggest three-dimensional objects. You don’t have to stick with these dimensions if you don’t want or if your problem needs something else. You can make a torus that’s a three-dimensional shape in four dimensions. For me that’s easiest to imagine as a cube where the left edge and the right edge loop back and meet up, the lower and the upper edges meet up, and the front and the back edges meet up. This works well to model an infinitely large space with a nice and small block.
I like to think I can imagine a four-dimensional doughnut where every cross-section is a sphere. I may be kidding myself. There could also be a five-dimensional torus and you’re on your own working that out, or working out what to do with it.
I’m not sure there is a common standard notation for that, though. Probably the mathematician wanting to make clear she’s working with a torus in four dimensions just says so in text, and trusts that the context of her mathematics makes it clear this is no ordinary torus.
I’ve also written of these toruses as circular, as rounded shapes. That’s the most familiar torus. It’s a doughnut shape, or an O-ring shape, or an inner tube’s shape. It’s the shape you produce by taking a circle and looping it around an axis not on the ring. That’s common and that’s usually all we need.
But if you need some other torus, produced by rotating some other shape around an axis not inside it, go ahead. You’ll need to make clear what that original shape, the generator, is. You’ve seen examples of this in, for example, the washers that fit around nuts and bolts. They’re typically rectangles in cross-section. Or you might have seen that image of someone who fit together a couple dozen iMac boxes to make a giant wheel. I don’t know why you would need this, but it’s your problem, not mine. If these shapes are useful for your work, by all means, use them.
I’m not sure there is a standard notation for that sort of shape. My hunch is to say you’d define your generating shape and give it a name such as A or D. Then name the torus based on that as T(A) or T(D). But I would recommend spelling it out in text before you start using symbols like this.