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Figure 1 The rules of a simple grammar that generates schematic design
for classical columns. [12 p139] |
The rules of a simple grammar that generates schematic designs for
classical columns:
The calssical order of a column usually consists of three parts: Pedestra,
column, and entablature.
Order --> Pedestal Column Entablature
Then rules for subdivision might be added:
Pedestsal --> Base Dado Cap
Column --> ColumnBase Shaft Capital
Entablature --> Architrave Frieze Cornice
Then introduce rules that provide for alternative substitutions such
as:
Capital --> Doric, Ionic, Corinthian
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Figure 2 Rules for detailing a Doric capital. [12
p 140] |
Furthermore , we can introduce rules that tell how to detail various
parts, for example, a Doric capital is detailed as follows:
Capital --> Necking echinus Abacus
Abacus --> plinth cymation fillet
Necking --> cincture astragal fillets |
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Figure 3 Classical Column [12
p141]
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| To present the design in 2d, and 3d form by paramterizing all
the vocabulary elements, as shown in figure 3. |
Order (X4, Y4, Heigh1, Width4) -->
Pedestal ( X1,
Y1, Height1, Width 1)
Column ( X2, Y2, Height2,
Width 2)
Entablature ( X3,
Y3, Height3, Width3) |
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| Figure 4 Parameterized parts of a classical column and their relationships.
[12
p142] |
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The designer's first task, in producing a design within this language,
is to choose a value of Height4 such that the order fits correctly
into its contest. This decomposes into subtasks of dimensioning and correctly
relating pedestal, column, and entablature. The goal, in each of these
subtasks, is to choose values for the variables such that the specified
predicates are satisfied. each of these subtasks then decomposes into still
lower-level subtasks, and so on until values have been chosen for all the
variables, predicates at every level have been satisfied, and the order
has been designed down to the smallest detail. [12
p142] |
| Figure 5 Correctly proportioned classical column.[12p142] |
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A basic structure for a design process consists of :
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Architecture element expressed as shape tokens.
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Rules specify the ways in which these tokens may be manipulated expressed
as rules of grammar.
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Figure 6 The basic trail and error structure of a design process. [12
p180] |
The process of finding a solution to a design problem is a trial-and-error
one of applying rules to generate candidate solutions, then computing predicates
to determine whether canditate solutions are acceptable solutions. the
basic structure of this process is illustrated in figure 6 [12
p 180].
A computational device to execute such a process needs a generation
mechansim, a test mechanism, and a control strategy (rules for determining
what alternative to try next). |
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