#general discussion
1 messages · Page 7 of 1
$ai + bj + ck = \langle a,b,c \rangle$
$-\frac{2}{\sqrt{42}}$
an evil magma in a suit
$\cos \theta = -\frac{2}{\sqrt{42}}$
an evil magma in a suit
$\theta = \arccos \left(-\frac{2}{\sqrt{42}}\right)$
an evil magma in a suit
If and only if $\vec{\mathbf{u}}$ and $\vec{\mathbf{v}}$ are orthogonal does $\vec{\mathbf{u}} \cdot \vec{\mathbf{v}} = 0$.
an evil magma in a suit
Try this
What is it
Vector feilds!
The rainbow one is visualizing x^5 on the complex plane
what does this even mean
if it is prime, it is either odd or even still
The cyan and yellow one is
fair
imma try to make the x^5 one
if im not mistaken
$(a+bi)(c+di) = (ac - bd) + (ad + bc)i$
r•eⁱˣ = r•cos(x) + ri•sin(x)
@lethal wigeon a and b would not multiply in on eachother (same with c and d)
whoops
what other cool things have i done with math
Ih
Oh*
I memorized Runga Kutta 4
Nobody stopped more than 1 correct answers
ok imgonna do it
so since (x-10)^2002 >= 0 we need that x =/= 10, we will remember that, and remove that factor
since (x+1)^2000 >= 0 we need that x =/= -1, we will remember that, and remove that factor
then since (x-12)^2001 has the same sign as (x-12) we will make that replacement, and similarly for (x-3)^1999 => (x-3)
so then we need the number of integral solutions of (x-12)/(x-3) < 0
keeping in mind that x =/= 3 we can multiply by the positive number (x-3)^2 to result in (x-12)(x-3) < 0
finally note that this is zero for x = 3, 12 and as such is negative for 4,5,6,7,8,9,11, which is an odd prime number
This is such an easy problem bro come on
Its A,C with seven integral solutions
Ah i forgot when i sent that question
is there a closed form for the recursive function f(0) = c, f(x + 1) = 1 + 1/(f(x))^3
or even f(0) = c, f(x + 1) = 1 + (f(x))^a
more general
i know there is one for f(x + 1) = 1 - 1/f(x)
image with the same function
anyone wanna try this
i have no experience with that
well,
try f(x + 1) = 1.5 - 1/f(x) first
really fun challenge imo
nvm that one sucks
edited (in other words, fixed)
alright
Assuming the multiplicative subgroup of a finite field Z_p whereas its objects are all numbers relatively prime to p, and is denoted by U_p. Some conditions must be met for this group to be cyclic
Now, let's assume that a group A contains all all numbers { x | 1 <= x < p and x is natural }
In what cases is A cylic?
Is it possible with numbers over N? or some conditions must apply to some field F, such that we're talking about all the elements that meet the conditions stated, but belong to F/F_n
Lagranges Zero one block has to be one of the most coolest things I have learned in mathematics till now.
i love using lagrange interpolation to write “not enough information” on every find the next term puzzle
Even better if it is a multiple choice question and there is an "all of these" option then that would be the correct answer
Anyways Lagrange is a freaking genuis
He just broke pattern recognition.
answer i came up with:
||3/4 + s/4*tan(x*arctan(-s/3) + arctan((4c-3)/s)) where s = sqrt(7)||
it seems that f(x + 1) = 1.5 + 1/f(x) is a harder problem
i have no solution for that
nvm i have a solution but its gross and complex numbery
We have talked before haven't we?
You had helped me with that parabola question right?
perhaps
question
for what functions f is this (the part in the range 0 < x < 1) invertible
obviously x works
we can define z = e^(1/x + 1/(x-1)), x = (ln(z) + 2 - sqrt(ln(z)ln(z) + 4))/(2ln(z))
seems pretty unhelpful
maybe this is easier to solve?
#1015578016606343218 or #1020426321261756536
@sour sinew its neither
Its a question I made up. Have been trying to solve. And have failed to solve
Its been wracking my brain for the last two weeks
well clearly the sphere will go outside of the tetrahedron
the point is proving
Thats what im struggling with
ok
Yes but mathematically prove it
E.g show the radius of the sphere would pass through the plane on which any side exists
Its obvious that it will go outside but it’s finding a proof of it
thats the problem
I left it open ended just to throw intuition into it
can you just
wlog set the base having vertices (0,0,0) (1,0,0) (0.5,sqrt(3)/2,0)
actually you can
because i only need one counterexample
no they are not
Yes they are. Along z = 0
Coplanar wouldnt work though as then a tetrahedron would be impossible to form
Those are colinear though
As the z component of each is 0
i told you z = 0 is a plane
So how would I phrase it so that this isnt allowed cause that was the point of adding the colinear part
You can form a tetrahedron without the need for a mutually shared x,y or z component in 3 points
since moving points around is continuous,
slightly adjusting the points by which i mean moving them 0.00000000001 away from the z = 0
it won't change anything
But the point of this is a challenging proof question
So you could choose points where it satisfies the conditions and have a counterexample
well anyway here's my counterexample
clearly the distance to the nearest point is less than the distance from that plane
(this is a regular tetrahedron)
i have a question
if Q(x) is the indicator function of the rationals
what would the integral from 0 to 1 of Q(x) be
it should be 0
but if you define it with riemann sum it will be 1
@rancid cosmos
- Lines and angles
- Trig basics
- Log basics
- Graphs and functions basics
3 are just basics
Okie
Give me some names of book
Ok
How would you describe it
Let me get on laptop
ax + by + c
keyboard math is trivial
@wheat crescent
ok on laptop now
Stop
stop giving me equations
What do you think is a line
i did not equate it to zero
What comes to your mind when you think of a line
a straigh set of points which has no end?
and Vansh have desmos open in background 24/7 while learning this
good
lmao
what can we say about set of points ? any relation between them ?
no issues if you don't find any relation
x coordinates and y coordinates?
I wanted something else but this is better
whats relation between x coordinate and y coordinate
now lets take a line
i am visualising those sets of points on a cartesian plane
y = x
set*
derivation?
how much does y increase per x
nah thats the first line I give you
tell me this
per unit x, how much y increase ?
ye
by they i mean x and y
1

how much y increases per increase in x
delta y / delta x
i remember this from last years physics
ok
how much will y increase per x now
5
10
5y = 20x
15?
4 times 5?
you won't subtract y from x will you ?
no
all of these had 1 for y coefficient right ?
y will increase 4 times??
and when they had 1, you simply took x coefficient and that was answer
yes
4 times
ok
now we start with real work
so until now we have this
y = mx
and m is the slope
let me think
okie, take your time
if you want hint tell me
but hint will give straight answer
nah m is useless for this question
want hint ?
no wait up
okie now what was our goal ?
finding which point it will intersect y axis correct ?
yep
what do you know about y axis ?
its perp
if you know x coord
can you find y coord ?
where you Vansh
ikr
wanna give Zrekon trusted for time being ?
not sure
okie
he was muted himself quite a while ago
I mean he has been mod before 🙄
oh
okie then
ok back to question
y = mx + 25
any ideas now that you know y axis lies on x = 0 ?
@elfin kraken
y = 25?
0,25
yess
now we make big equation
y = mx + c
c is called y intercept
y intercept means point where line meets y axis
x intercept is where it meets x axis
now we enter into calculus
@elfin kraken understood everything till now ?
yep
now what we learned is y = mx + c m is slope
slope is also called derivative
and gradient
differentiation is finding derivative
so finding the slope
what tis the logic behing naming it this?
differentiation ? finding difference between 2 points maybe ?
oh wait i know
0
differentiation is breaking a curve into a super small line
x intercept then?
nah
we want slope
no need for intercepts
wait lemme tell you why
if you have y = 5
whats slope ?
its a straight line right ?
ye[
back to y = x^2
y = mx m is out slope
whats your first idea ?
by seeing this ?
remember we can write x^2 as xx
is the slop x lmao
now thats close but wrong
why did you say its x ?
because x is multiplied to x ?
i saw xx
ye
now either I teach you product rule now or I teach you logical way
lets use logical way
product rule another day
each x is multiplied to 1 x right ?
oh then the slope is 1
you have to add whatever each x is multiplied to seperately
nah
2
nope
1sst x is multiplied to x
2nd is also multiplied to x
x + x
2x
did you understand what happened ?
1x to where?
x1 * x2
lets label them like this
but both are same in end
x1 is multiplied to x2
and x2 is multiplied to x1
so our final answer is x1 + x2
we add what each of our x is multiplied to
cya , sleep well
I've got a mean question for anyone who wants to try figure it out
is there a specific channel I send it in?
here is fine
so PS || QR, SPQ is 90, PQ = SR, PS = 7?
well clearly PQRS is a rectangle then
indeed it is 🤣
am i meant to assume that QS is horizontal
the arrows are north lines
so with that you can see that from the North to QS it is 90*
psq = 69.3
so it is horizontal, yea 🤣
I wont tell you if you're right or wrong from here on
but good luck, although I dont think you'll need it
it could definitely be
If that is your final answer, it is incorrect
I dont think it is your final answer tho
oh i totally misread the problem
QS and RS are equal
mb
it's not a rectangle
it would be 1.5x that
1.5*49*tan(69.3deg)
what was this 
😄
I rember watching something interesting like this
x^2+2x+1i
i was inspired by 3blue1brown
Lemme see if I can pull that up
Have you seen the Summer of Maths Exposition 2
Mhm
A showcase of chaotic dynamical systems, similar to the Lorenz Attractor, coded in C++ and SFML.
Github: https://github.com/xMissingno/Coding-Projects
Mathstodon: https://mathstodon.xyz/@xMissingno
Equations: http://www.3d-meier.de/tut19...
Cool
A;; tjos re[resents is finding the fixed points
Not the solutions
have you tried plotting zeta
there’s probably pictures online but just as a fun challenge
i can find nothing about why it’s called the derivative
interestingly
also please don’t teach the ““logical”” method ever again
/lighthearted
-ban @kind frost nsfw videos
Why did you ban him?
I wrote the reason @calm ginkgo
cool, what's 791⁹
you have 5 seconds
times up, it's obviously 121223927776935534071210711
Trivial
Easy Mental math
the discord math sticker
Half of the things on the sticker makes no sense looking at it
nerd
True
What'd you expect from people working at discord?
trueee
Makes sense
Don’t even wanna know what a youtube based math sticker would be like
Half the youtubers I’ve seen can’t do basic adding on camera
Shush

are you saying reixrcosxrisinx can't do basic adding on camera either
Nono
I’m saying he can’t do basic adding with or without cameras
ah
To be fair I can’t talk to you without using a device with a camera so I have no way to prove I can
*Without cameras
I can prove it with cameras
X - ((.18% of x + 15)*1.5768e+11) = 9,572
How do I solve for X here? I don't know exactly what I am doing wrong and it's been a really long time since I've done stuff like this.
i haven't done math in a long time honestly...
you mean
x - (0.0018x + 15)(1.5678*10^11) = 9572
?
yeah. I always use E.
for you know, exponent.
because I talk numbers a lot more than use them I use e.
just multiply
x - 0.0018*1.5768*10^11*x - 15*1.5678*10^11 = 9572
like terms
and this is going to have a ridiculous answer
wait pause for a sec
x - 0.0018 * 1.5768 * 10^11 * x - 15 * 1 .5678 *10^11 = 9572
My dyslexia is kicking in trying to read this...
math is hard to read
taking a second to read it.
okay i think I see it... but what happened to the X that was being subtracted?
well the first x is at the start
yeah I see that
and the 2nd x came to the 2nd term
2nd term?
- 0.0018 * 1.5768 * 10^11 * x
x(1 - 0.0018* 1.5768* 10^11) = 9572 + 15 * 1.5678*10^11
but where did it go in here
i factored it out
how and why?
why 2x
idk, been a long time since I've done factors
So... X(-283823999) = 2.3517e+12?
but wouldn't that mean X becomes a negative?
yeah but what I am working with it can't be negative so just say it's positive?
uhh
like X has to be a positive value.
if it must be positive there must be some mistake in the equation
or maybe the thing it represents is impossible
or it represents going backwards in time
it represent going back in time kinda.
well then the answer would be, you know, x ago, ig?
X is initial value
.18% of x + 15 is the amount being taken out of the inital value.
1.5768e+11 is the amount of times that occurs.
9,572 is the value after that many occurences.
the latter.
hmmm
X - ( ((.18% of x) + 15)*1.5768e+11 ) = 9,572
it looks trippy I know..
sorry it's a weird thing
but it can't be negative...
how do you subtract something and then make it positive?
because, .18% of x + 15
is negative
so youre subtracting a negative = adding a positive, which gets you to 9572
lemme actually calculate x
maybe it's positive
I'm doing a nerd thing here to calculate the health of a monster based off a status effect they have been afflicted with for 5,000 year. The status effect does .18% of max hp plus 15 damage every second.
it's dumb I know but my brain is screaming "figure it out."
i mean think of it this way
5000 years of .18% of max hp
it would already be 0
and if it's taking 15 away as well
then it would get to 0 even faster
yeah that's the issue which makes it weird...
if it was just 15 points of hp it would pretty easy to plug in...
When I plug x-(((.0018x) + 15)*1.5768e11)=9,572 into a calculator it gives me 572.
which that doesn't make sense at all.
are you sure it's not reading that as 1.5678*11*2.71828
16183.075 is the value I get after removing the comma. Which makes even less sense as that seems way to low for that rate of decay over that period of time...
2.71828 i don't know where you are pulling it from
that's the number e
oh
did i put it into this calcultor wrong?
yeah comes out negative...
should be about -8000
i think the monster situation is impossible
one idea: it takes 0.18% of its current health + 15 away
yeahhhhhh... unless he's also health constantly at the same time.
Which is possible... but then that's throwing shit like Y in there which is I think impossible to calc as I think in game they don't heal.
so no healing
this isn't it either because that will lead to some incredibly ridiculous answer
kinda the point to know the insane number
as effectively they've been decaying for 5,000 years at the rate I said above - going off the in game status effect of decay - when you fight them
trying to reverse that value to see what their HP would have been 5,000 years ago.
i mean like
significantly larger than that
where/how did you get that?
that is if it takes 0.18% of its current health away
without even taking away the 15
and finishes at 9572
it has to start at thta
since 5000 years is a very very long time
can you show me the math
alr
so if it takes 0.0018 of its current health
thats basically like multiplying by 0.9982
in the interview for the game the writer of the game went "yeah the events of the game where all the gods battled one another was 5,000 years ago."
aka dividing by about 1.001803
so since we start at 9572 we need to multiply by 1.001803 so many times
so... X/1.001803?
which leads to the massive number
of 9572*1.001803^(1.5768*10^11)
and since thats not even counting the fact that we remove even more health
(the 15)
so it has to start even larger than that
is there a way to count that or no...
to calculate it with the +15?
couldn't you just multiple 15 by the 1.568e11 and add that number to 9572
no
idts
you multiply by 0.9982 then subtract 15
then repeat that
so to undo that, we need to add 15 then multiply by 1.001803
repeatedly
uh and this is kind of annoying to do
yeah sounds like it.
for fun imma figure it out
so....
((9572 * 1.001803^(1.5768* 10^11))
Is function A.
Multiple by 0.9982
is function B
Subtract 15
Is function C
So... Repeat function B and C 1.5768*10^11 times?
turns out it didnt really change the answer that much
that is a 2 with 123374271 0s
which probably,
the game can't handle
lot's of zeros.
so anyway
2e123374271?
is this just like "the player has been fighting this monster for 5000 years"
backstory
but not actually real gameplay
in which case the game devs probably screwed up
nah it's more that the monster/boss has been decaying for 5,000 years and you show up to put him out of his misery.
maybe the decay rate is much slower than 0.0018
the game says that's the rate of damage of the rot to other enemies and yourself
but how did you add in the 15 difference?
i used some math that adds up geometric series
you said it was really annoying but you did it pretty fast.
can I see how you plugged it in?
because the 9572 gets multiplied by 1.001803, L times
the first 15 gets multipled by 1.001803, L times
the 2nd 15 gets multiplied by ^, L - 1 times
etc.
the last 15 gets multiplied by ^ 1 time
1.5768*10^11
gotcha
and then you add all those together
I actually don't think that's how it would work though would it? Why isn't it just 15 times L?
because 15 isn't coming from a percentage
because you add 15 every single second
15 is just a flat rate
and that contributes to the health multiplier
oh I think I might have compeletely messed up something okay.
did you figure out the actual equation
.18% of health isn't from the current health.
but the original value
Whatever the max health is.
So if something's max health was 1,000 it would always subtract 1.8+15
ye
that is what we originally tried
and it led to the negative value
alright. well just gonna slap 2e123374271 on it and call it a day
alr
as it's technically an impossible math problem I guess
@jagged basin @sour sinew FYI use LaTeX
$x - 0.0018\cdot 1.5768 \cdot 10^{11} \cdot x - 15 \cdot 1.5678 \cdot 10^{11} = 9572$
John Math
Is it normal that I find differential geometry hard?
as a guy who never tried, no
i never found differential geometry hard (i never worked on it)
Uhh
im not asking for help
Yoav get absolutely destroyed
$A = 9x² - 6x + 1 +( 1/8 - (1/16)x )$
jado
$= ( 3x - 1)^2 + (1/√8-(1/4)x)(1/√8+(1/4)x)$
jado
hello guys !!
heyo
There's this combination puzzle. I've made a simulation, available at https://jsmeansjauhesammutin.github.io/newerpuzzlegame
Rules are as follows:
Clicking a green cell cycles it and orthogonally adjacent cells according to green -> red -> white
Clicking a red cell cycles it and orthogonally adjacent cells according to red -> green -> white
When analysing the game, we found out that certain positions, such as this one, are impossible to turn all green
here are two grids which can be used to calculate invariants
if you use the following scheme:
white: 0
green: 1
red: 2
and take a board state, turn each square into a number, and multiply it with the number on the same square on the invariant grid, no matter what legal move you make, the sum of the products remains in the same residue class mod 3
the invariants derived from these two grids are independent
As can be proved with the invariants, the graph of all positions is not connected. A brute force search yielded the following results:
there are twelve components. the first one and the last three have the same invariants, but are still not connected.
the first one is just the all-white board
the last three are almost exactly three times smaller than the other components
i'm trying to figure out what the reason for this "split" is
Rules are as follows:
Clicking a green cell cycles it and orthogonally adjacent cells according to green -> red -> white
Clicking a red cell cycles it and orthogonally adjacent cells according to red -> green -> white
i am quite confused about what the rules even are
oh you explained
Can someone tell me how they'd go about solving this?
I don't really think it's worth making a help post over
is that for help in school/university 
No
alr this is fine
It was brought up in general and I asked how to solve it, but they just memed and didn't help at all
So I thought maybe general wasn't the place to take it seriously?
Idk I'm new here
Thats just Coffey
Oh
coffey is the only one to meme?
Not the only
Idk, the one-word answers and "it's just basic trig" kinda threw me off
But yeah, I just wanna know how to solve it. I'm curious
Is there a double angle formula for sec?
well yeah
I mean you could interpret it as 1/cos and cos does have a double angle
I was thinking of going that route but I'm not sure it helped
sec(2x) = 1/(2(1/sec(x))^2 - 1)
i do not think it helps
sec(8pi/7) = -sec(pi/7)
and sec(4pi/7) = -sec(3pi/7)?
yep
Apparently the answer is -4
So I’m running into an issue and I don’t know why it’s occurring where in theory these should be the same answer but after doing the calcs several times they are different and I don’t know why.
I have two speeds basically and trying to find the median or mid speed or whatever for the time frame directly in the middle.
First speed is .33 and the other is 1 speed. Now if I figure out the time frame for those speeds to cross a distance, and then figure out the middle number I get a value like… 6 or whatever.
But if I go middle speed of .665 over the same distance for the time gram I get a value of 5…
Why?
there is a difference between mean speed and mean time to go a given distance
mean*
one of those is the harmonic average
It’s weird… like 10/.33 and 10/1 take those numbers and get the middle you get 20.15. But if you take 10/.665 you get 15.0375
Not sure what that word means
This is quite a peculiar fact.
like
if you go at 1 m/s and someone goes 2 m/s
the average speed is 1.5 m/s but the speed needed to take the average time to go a certain distance would be 1.333333m/s
it biases to the lower one
this leads to the famous paradox where you run around a racetrack and the question is asked, how fast would you have to run another lap to have an average speed of 2x as much
But… why…. Thats… weird
the naive answer is 3x as fast
3 + 1 over 2 is 2
however that is not correct
So… which is better to use to determining a mean/average time frame for speed stuff? Middling the speed or middling the time?
depends on your use case?
if you're comparing cars and gas mileage or something
this comes into play
i watched a video at least where that was a factor
Average speed of 1km/s and 1m/s for 1km is close to 1km/s,
But average time is closer to 1000sec, so based on this you get 1m/s.
wouldnt it be close to 0.5 km/s
and ~2 m/s harmonic average
How fast something can react. I know this thing can react to time frames between 10m/.33c and 10/1c time frames consistently. So figuring out the middle to use.
yep
And gives a hint why such difference happens.
indeed
It’s dumb and nerdy I know
hmm
is that c as in the speed of light
Yes. It gets weird… I’m a nerd and I like trying to calc video game feats
It helps me relax during times of stress
so the question is
would you use 0.66c or .5c
i have no idea
you could go in the middle
Wouldn’t middle of .33c and 1c be .665
No it’s the thing from above
didnt i say that-
The middle reaction speed if I do the time frame between the 10/.33c and 10/1c is basically an event happening in something like… 6.somethingE-8 seconds
But if I do 10m/.665c it’s close to 5E-8 seconds
here the time frames are between 30 and 10
so the middle reaction time would be 20
i think that actually makes more sense than giving the average in terms of speed and distance
30.1 something something…
But why would that be more accurate than the time frame average?
Like you said it’s sorta a math paradox
the question is, which seems more reasonable:
average reaction time for something going a certain distance?
or the average, like, distance something goes before you react?
this is a subjective
thing
well then it would be 10/0.5c
But that’s not making too much sense in my brain… why did I stumble into a paradox math thing
math is everywhere 
As like in my head it doesn’t make sense that you would go .5c rather than .665c for the average for what a character would be able to react to if the speed ranges they react to is .33c and 1c
So was I right to do my initial thing of
((10/.33c)+(10/1c))/2?
idk
To get the more accurate time frame stuff?
As that’s finding the median time frame between the two speeds. While 10/.665c is the median between the two speeds… I think I’m trying to figure out speed relative to something relative to the character so I think I got to go the route of the speed median rather than time median.
But that paradox is weird… what’s the paradox called?
probably doesnt have a name
Does it work practically?
Like have people done the whole drive at 1 kph see how long it takes to go 1 km, same with 2. Then doing the math for the average time frame between the two, and then drive the median speed of 1.5 kph and see if it lines up?
Like this math is kinda confusing me…
well no, no point
1 kph 1km is 1 hour
2 kph 1km is 30 mins
average time is 45 mins
1km/45mins = 1.333 kph
That’s… weird…
So wait going median speed then makes you go faster than the average time?
That’s… weird…
there are 2 averages and for whatever quantity you take the mean with, the other average will bias lower
very weird
Then… huh…
I’m then still not sure which average to use to determine the proper time frame of reaction. Because determining speed is the big thing here…
the 2 methods give 1.5 kph (mean) and 1.333 kph (harmonic mean)
if you look instead at average time, the 2 methods give 45 mins (mean) and 40 mins (harmonic mean)
harmonic mean is always lower
For what I am doing
hmm
so
the player reacts on the same frame as something 10 m away?
Basically lighting attacks or light based attacks the player character can easily dodge and or react to something that is 10 meters away. I could technically math it out to be closer but 10m is easiest
yeah
but this isnt about reaction speed
this is about they cant possibly know the light attack is happening until its on them
unless
light moves slower in air 
Blasters in SW are said to approach the speed of light. Star Trek straight up says speed of light
Actually jedi have harder time blocking bullets
Because they go molten and hit their body
lesson learned if you face a jedi bring a gun
Madalroians use buck shot specifically to counter jedi
And it works most of the time because muscle memory from jedi
That’s a canon thing btw look it up. It’s pretty funny
But yeah I think gonna just put their reaction speed at .665c and sigh at weird paradox
Kinda wished I knew how fast people “saw” as the character above can react to things happening using 10/.665c thing in a time frame of 5e-8 seconds. But not sure how much faster something would have to be to be invisible to them.
Humans can see things in a time frame of about .022 seconds.
.25 is their reaction… wait a second…
So humans for visual can see things about 11.36 times faster before they can react. At least to visuals
So that reaction time got to multiple it that much for for what a character can see
Why do clones and stormtroopers wear their white chainmail if it doesn't protect from blazer shots?
i think its more of a uniform than something to actually protect the stormtrooper
In priquels Palpating worked on plates for soldiers of more durability made from godzilla
made from what now
If you watched Clone Wars 😂 you have to memorise that beast was brought to Courusant
bro i watched some star wars movies a long while ago i didnt know they had added godzilla 💀
Dude star wars is iceberg. Movies are top and comics/cartoons/fanfics/encyclopedias are base
damn
Palpatin's plan was to mix cloning tech of Kaminoans, skin of Godzilla and biskar stell of mandalorians
How the hell did Lagrange think of Lagrange multipliers
It’s insane to me how you’d come up with something like that with no way to visualize any of the math
He had no way of easily seeing the graphs and going “Oh hey look, their gradients would be the same”
Think about someone like Riemann
He had no way to visualize what he was saying
Now we can make cool ass pictures with hard computations and higher dimensions but he literally just had paper and pen
Yet he came through and basically invented a new branch of mathematics
Some people can visualize internally, like, they can imagine some partition of 4d objects.
But to be fair, Lagrange multipliers also have a visual understanding
Maybe not as intuitive as other stuff in math but it’s not out of the blue
What are Lagrange multipliers?
They are commonly used to find minima and maxima of a function with additional constraints
Perhaps I am naive but it just looks like.. using contours for finding local minima/maxima in constrained case
And contours are more or less easy to visualize.
Do u mean by parameterizing the constraints and then solving it in R rather than R^n?
I mean, we do it for R case then generalize to R^n
I mean the thing that in my opinion not directly is intuitive, especially when u don’t have a good image of it, is that they are parallel
Parallel? Hmm
I’m talking about $\nabla_{x,y}f = k\nabla_{x,y}g$
Dappity Doppity Doo
Yea I do not know why this seems obvious to me for 2 dimensional case, and it seems obvious that it generalizes to higher dimensions
replace x and y with their rotated analogs and solve for y
i actually did a desmos demo earlier
the problem is, however, that you get a set of functions
(or implicit equations if you're LAZY)
because graphs do not pass the vertical lines test
Why mandalorians repeat without end:" That's the way"? I suppose it is part of code of conduct. But why Sabin Wren doesn't use such expression, although she must be young and rebel ?
with what you need help?
Sorry to make u wait
I needed help in polynomials, like the basic thing about it
I got an exam in a few days and haven't even touched the chapter
i am sending you a video
watch that and then go through NCERT
Yes
and write whatever they say like make very short notes
and do the questions what they show
after that do NCERT exemplar also
Examplar?
Ok
just do the problems from this book
then you are good
😄
@lethal wigeonhttps://www.youtube.com/watch?v=a4Maqqxb1wI&t=1518s&pp=ygUUY2xhc3MgMTAgcG9seW5vbWlhbHM%3D
After becoming experts in Chapter 1 now we are ready to explore chapter 2 of maths class 10th Polynomials. In this chapter our main focus will be to understand the pattern of the questions by clearing concept. Then we will cover all exercises one by one. Exercise 2.1, 2.2, 2.3 we will cover with questions and its solutions and will practice them...
this is pretty good
Ok, i have the book
Ok ig
Hello, in the lambda calculus you have (lambda x expression) for an anonymous function. Could you instead have (lambda positions expression), where the positions is a list of positions in the expressions to substitute into, so you don’t have to deal with problems like variable name conflicts.
i'm trying to write a script that evaluates how effective various card shuffling techniques are. one way i'm considering doing this is, for a deck of N cards, labeling all of the N! possible permutations with a number between [1. N!]. then, for a given shuffling technique, run it a ton of times and see how uniformly the resulting decks' labels sample [1, N!].
the problem is, i can't think of an efficient 1-to-1 way of labeling the N! permutations. i briefly looked into symmetry groups hoping to find a cyclic generator g such that every permutation is equal to some g^k, and hence k would be my label, but no such luck. any ideas?
you could define it as (position of N)*(N-1)! + (position of N - 1 if N is removed)*(N-2)! + (position of N - 2 if N, N - 1 are removed)*(N-3)!... + (position of 2)
where the positions go 0, 1, 2.... N - 1
this is splitting the N! possibilities into N groups, then splitting whichever group its in into N - 1 groups, etc
oh huh, this works great! i had to draw out a tree to make sense of the formula, but this is a really clever scheme
just did a proof of the product rule and the proof for it is so beautiful

Yesterday I tried solving a physics problem I posed myself like last year, and I had no idea just how complicated it really is
I tried solving it back then not knowing what it really was, and had no idea why it didn't make sense, but now I tried again, and uhhhh...it's a second-order non-linear, most likely non-separable differential equation by the looks of it
So yeah, checkmate, no chance
This is a piece of my fruitless attempt. Ignoring friction, the opposite leg of this triangle starts at an h0 and increases at a constant dh/dt. I want to find an expression for what velocity the box would move at once it reached the bottom
This is what I reasoned must be true, but the height is a function of time as well, so I have absolutely no idea how to analyze this properly
Update on that, I realized I was wrong about the differential equation itself
It would actually be this, which is even worse
Hey, I was wondering how to do something with probability. For instance there is a game with six players who are shooting a ball into a goal who score different points and have a chance of not attempting. Only one can score at most each trial since theyre shooting a ball. Each attempt from a player is a score.
Player B scores 36 points when they score,
Player C and Player E score 33.6 points when they score
Players D and F score 28.8 points when they score, ```
```Players A, D, E, and F attempt 5% of the time,
Player B attempts 20% of the time,
Player C attempts 10% of the time. ```
What is the formula for finding the number of attempts that should be tried in a game so that there is a 75% chance of scoring at least 100 points, and whats the calculation for the standard deviation?
I know how to do this for one player at a time like bincdf but i do not know how to combine the averages
those 40 + 40 + 20 are disjoint, then?
Yes. They’re independent but only one can occur at most
so like pick a number from 1 to 10
During each trial
and if it's 1, A, 2, D, 3, E, 4, F, 5-8, B, 9-10, C
I probably shouldn’t have had them sum to 100% bc that’s confusing
yeah in this case it is guaranteed to be at least 100 points after only 4 turns
i edited the chances to make it less confusing hopefully
now it sums to 50% not 100%
im more interested in the formulas to determine the averages
i know how to calculate the number of trials needed on average for 75% chance to get 100 points at the given rate if only one player is playing but i dont know how to average it across them because they all score different points. how do i combine the averages?
for at least 75% chance?
yea
it finds how many trials must be done on average to have a 75% chance of succeeding with 100 points but i only know how to apply it to one player at a time
and not all of them at once
if j is the probability of attempting for a specific player and 1-j=g then the probability that they dont attempt on the trial "n" is "g^n". so 1-g^n is the probability they score.
so if h is the number of times that player needs to score to get 100 or more points then we can use 1-g^(n) > h to find the number of trials we need to attempt. So its log format is n>log g (-h+1).
how do i apply it to all players at once for an average and standard deviation?
i could also do the same with a sequence of binomial distributions or or if i wrote the binomial distribution in summation form but
idk how to combine it for the average
epic distribution after 1m ...thingys
number of times it got to 100 points on that turn
i guess you can find the exact expected distribution of points after a certain amount of trials
but what we really want is the distribution of trials after a certain number of points
yeah, im sure theres a way to just pull the expected number of trials with the formula without simulations though
do you think it would be easier for me to simulate a bunch and just store the base data like a normal distribution chart bc i dont know how to do it mathematically?
also this does seem v epic, i assume bottom is the expected number of trials to reach 100 points and the left is how many took that many?
how did you combine the averages for each player to put it in a simulation like that?
ah so true thanks ill fiddle around with some simulations and see if i can get it working in google sheets for the data im working with
easier than making formulas
thank you :)
fantastic
so this means array starts at 0 trials done right?
because player a can score 52.8 meaning the third is trial 2?
yeah
the 3rd is the 1/400 chance
should actually be 2500
pretty close
Yay :)
new Float32Array(n)
If we are generating an income of 250$ every 6 seconds and we can turn every 1$ into 0.04 income increase(so for example after spending 100$ we are going to get 254$ every 6 seconds). How can I calculate the fastest way to reach 20000$ if we are starting from 0$?
why does the values match btd battles cash values
idk😆
my intuition tells me the way will be
spend every 1$ as soon as you get it
then there will be a point where you stop spending money entirely and ride the income to 20000$
so maybe you can find and solve the maximization equation
Yeah I figured out that much too and tried to make a formula to calculate the time needed but it indeed went wrong cuz the formula I made assumes I get the income upgrades instantly(i mean before even having the cash for it)
nope I meant my formula adds up to the income before even having the cash for those upgrades wait a sec
so what I thought about was
time=(goalCash+(income-250)/0.04)/income*6
so this formula works like it adds the price to the goalcash so if 20k$ is the goal then the upgrade cost is added to it
income is a variable that I changed from 250 to 2000, 1 by 1 using a simulation
and I did a minimum search
but it resulted in giving me 2000 being the most ideal income which is wrong cuz I cant instantly upgrade the income to 2000
if you have a certain rate of income X and you just got to that so you have 0$
then you are going to take 20k/X seconds to reach $20k
the question is, when is it equally good to spend another 1$ and go faster or go straight to 20k
so we have in the spending case 1/X + 20k/(X + 0.04) = 20k/X
X + 0.04 + 20kX = 20k(X + 0.04)
=>
X = (20k - 1)(0.04)
then, this implies that getting to 800 is best
or 799.96
one of those 2
but that could be a minimum or a maximum
one thing I dont understand is what is that 1/X
how much time you will lose just by getting from ur point to the 1$ spend
because that's a time loss
small one, but still
yeah but 1/X would be really small that's why it is suspicious for me like if the income is 800 which u just said then 1/X is 1/800 which is added to the 20k/800 sec
suspicious?
you have 2 options when your rate is 800 $/s
take 1/800 + 20000/800.04
or just go 20000/800
if you don't factor that small time in, more rate will always be better
which is wrong
I just meant that adding 1/800 to the num doesnt really make any difference that's why it was confusing why it is there
but I see now
thank you haha this is genius
of course if you're doing this in a video game context you also probably want to take into account your reaction speed and things
this is also 4800 $ every 6 seconds
the funny thing is that getting to 4800$ income would take approximately 455 seconds and with 4800$ income it takes 25 seconds to reach 20k$ so it is 455+25=480 seconds. Whereas in game you start with 250$ income and 20000/250 is 480 seconds also lol
cash=0
time=0
income=250
for i in range(80):
print(f"time={time}, cash={cash} income={income}")
time+=6
cash+=income
income+=cash*0.04
cash=0
interesting
Hi, are there any people who are into complexity theory, boolean algebra or binary decision diagrams? (theoretical CS)
$A\coloneqq {a \in \mathbb{Z};|; {-5}<a<5}$
\newline
$A={-4,-3,-2,-1,0,1,2,3,4}$
vazpera
what's this
set theory
just testing my knowledge
hello

