of the duocylinder's ridge (see below), as a flat torus. The ridge is rotating about the -plane.]]
The duocylinder, also called the double cylinder or the bidisc, is a geometric object embedded in 4- Euclidean space, defined as the Cartesian product of two disks of respective radii r1 and r2:
It is similar to a cylinder in 3-space, which is the Cartesian product of a disk with a line segment. But unlike the cylinder, both Hypersurface (of a Regular polygon duocylinder) are congruent.
Its dual is a duospindle, constructed from two circles, one in the -plane and the other in the -plane.
The duocylinder is so called because these two bounding 3-manifolds may be thought of as 3-dimensional cylinders 'bent around' in 4-dimensional space such that they form closed loops in the - and -planes. The duocylinder has rotational symmetry in both of these planes, and as such can be used to understand double rotations by unwrapping the duocylinder's surface into its two cylindrical cells - rotation through one of the planes of symmetry translates one cylinder while rotating the other, and so in a double rotation, both cylinders rotate and translate.
A regular duocylinder consists of two congruent cells, one square flat torus face (the ridge), zero edges, and zero vertices.
The resulting shape is topologically equivalent to a Euclidean 2-torus (a doughnut shape). However, unlike the latter, all parts of its surface are identically deformed. On the (2D surface, embedded in 3D) doughnut, the surface around the 'doughnut hole' is deformed with negative curvature (like a saddle) while the surface outside is deformed with positive curvature (like a sphere).
The ridge of the duocylinder may be thought of as the actual global shape of the screens of video games such as Asteroids, where going off the edge of one side of the screen leads to the other side. It cannot be embedded without distortion in 3-dimensional space, because it requires two degrees of freedom ("directions") in addition to its inherent 2-dimensional surface in order for both pairs of edges to be joined.
The duocylinder can be constructed from the 3-sphere by "slicing" off the bulge of the 3-sphere on either side of the ridge. The analog of this on the 2-sphere is to draw minor latitude circles at ±45 degrees and slicing off the bulge between them, leaving a cylindrical wall, and slicing off the tops, leaving flat tops. This operation is equivalent to removing select vertices/pyramids from polytopes, but since the 3-sphere is smooth/regular you have to generalize the operation.
The dihedral angle between the two 3-dimensional hypersurfaces on either side of the ridge is 90 degrees.
In 3-space, a cylinder can be considered intermediate between a cube and a sphere. In 4-space there are three Cartesian products that in the same sense are intermediate between the tesseract (1-ball × 1-ball × 1-ball × 1-ball) and the hypersphere (4-ball). They are:
The duocylinder is the only one of the above three that is regular. These constructions correspond to the five partitions of 4, the number of dimensions.
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