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186 II Seeing How It Works<br />

both of the shapes. In fact, for shapes with points, sum is set union—it contains<br />

exactly the points in one shape or the other. But, for other shapes without points,<br />

maximal elements can fuse when they’re not identical—always if they overlap, and<br />

sometimes if they’re discrete—and so may not be preserved when they’re combined.<br />

The shape<br />

is produced in the addition of the shape<br />

made up of four triangles, and the shape with the two pieces<br />

Neither of the shapes in the sum has any maximal element in common with the other.<br />

Their maximal elements fuse in combination. And the parts of the sum—for example,<br />

the shape<br />

containing four triangles—needn’t combine the maximal elements in the shapes. Set<br />

union is all there is to addition for shapes with points, but it’s a different story with<br />

lines, planes, and solids when basic elements fuse and divide.<br />

The way I’ve defined sum has a certain charm, but it isn’t constructive. Unless<br />

I’m using points, I can’t always list the maximal elements in a sum in an easy<br />

way. For this, I need an algorithm. I’m not going to give one for basic elements in<br />

general—it’s too cumbersome. Rather, I’ll give an easy algorithm for lines. It shows<br />

everything that’s involved, and how it all depends on embedding. The three reduction<br />

rules in table 4 are used to produce maximal lines. The rules are independent, and they<br />

exhaust the different ways lines fuse. They apply recursively in any order—but with no

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