Interesting math fact of the day #553:
In the OEIS, the stops on the NYC’s 1 train are listed before the powers of two.
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Interesting math fact of the day #553:
In the OEIS, the stops on the NYC’s 1 train are listed before the powers of two.
Fun fact: by just using imaginary numbers, some Evil Math, and 101 rotating vectors You Can Create a shitty approximation of a fish.
two points of view on math fish
it isn't good art unless it's itself enough to get haters, so
win
it isn’t good art
unless it’s itself enough
to get haters, so
Beep boop! I look for accidental haiku posts. Sometimes I mess up.
my first gf was GF(2)
Was she bi?
Interesting math fact of the day #531:
For any randomized Fibonacci sequence
where a_0 = 0, a_1 = 1, and a plus or minus is chosen with probability 1/2, then
with probability 1. This number is sometimes banned after its discoverer: Viswanath's constant.
"This number is sometimes banned after its discoverer: Viswanath's constant." What did the number do to deserve getting banned?
I believe one of the most underrated math/coding websites of all time is projecteuler.net. As one of the top 2000 ranked in this website, I feel like I can say just how amazing this website is. Here is a list of everything I love about it.
Well thought out idea: This website is full of math problems in which (almost) all of them can only be solved by code, but you cannot just use brute force. You need to use the best of math and CS to solve the problems.
Good problems, and not just a couple. This website has >900 well thought out problems that can be solved in under a minute even on incredibly slow computers
Variance in difficulty: There are problems that will take you under 5 minutes to complete, and others will take you weeks without making a lick of progress (looking at you #177). Even if you don't know anything about number theory or CS, there will be problems you can solve and learn new concepts with. Just don’t skip to the recent problems, they're VERY hard.
Price: I won't sugarcoat it. It's free. Completely. No need to pay for problems. No missing features. No ads. Anyone can make a free account and have the exact same experience. This might be it's biggest selling point in my opinion.
These problems have made me spend hundreds of hours confused and dumbfounded until I find a solutions. Now, there are definitely sites you can find that will give you the answers But don't use them for solutions or else you'll be cursed for life. They're good places if you want to see how others solved it, but it is 233168% better to just skip on these websites and solve them yourselves. Even after all of this time, I have never copy-pasted an answer, purely because I prefer the struggle, and I believe that I learn more by finding out the necessary info myself.
Overall, stop reading this and go to the website (projecteuler.net). It deserves all the praise it can get. I hope you enjoy the problems like I do :)
looking up famous people w/ a certain name will bring up some insane realizations. like what do you mean there is no famous person whose name is "derek"??? i thought so many people were named derek????
who are these people?????? do they exist?????
There is Derek Muller who runs the Veritasium Youtube channel.
at first glance the quadratic formula looks like an insane 90’s programmer’s equation to count how many squimbles are in a blatche that took them 13 straight hours to come up with but. they teach that to middle schoolers.
literally spot the difference
Showing my lack of knowledge but what is the F after each number?
Hold on a sec. Is this the fast inverse square root algorithm from Quake III? It's beautiful, but every time I see this algorithm across my dash, I lose a day off my life because (long *)&y; (float *)&i; is undefined behavior, at least to a modern compiler. Why not use memcpy? Also, for @dm-goblin-iwilldestroyyou, the F after each number means that these are float literals rather than double literals.
Doubles and floats are both ways of representing numbers with fractional parts or decimals, but they differ in precision. Doubles are 64 bits while floats are 32 bits (so less precise and so not used as much). If you had 1.5 instead of 1.5F, the compiler makes it a double by default. Adding the F makes it a float.
This is important because the function was carefully written to operate in 32-bit float land only. These lines:
(long *)&y; (float *)&i;
make it so that y is a long type (32-bit integer on old x86 machines) and the variable i is also a 32 bit type.
The IEEE-754 standard for floating point types specifies a different number of exponent and mantissa bits for doubles and floats in its representation. So changing to double changes intermediate values and the final approximation constant (that magic number of 0x5f3759df) is no longer optimal.
So the code would still "work", but it wouldn't be as accurate.
yo I dont know you but I need help with a math problem I must do for fun and I thought I might as well ask a tumblr mathematician. Please please help me, oh random internet stranger. In return, I shall give you photos of my dog being cute and sing your praises. So, Dan and Phil (it's fine if you don't know them) are releasing cards. There are 55 to collect and I'm part of a project to scan them all to make them accessible! In reality the cards aren't equally likely, but let's just say they are. They come on packs of five. If I had perfect luck, which I know to be less likely than the lottery, I would need 11 phannies to help me scan them (each buys a pack). I looked it up and I think this is the coupon collector's problem? But that would mean I need to pull 253 times on average to collect all 55 (aka: needing 51 phannies to help me since 253/55= 50+). But then I thought about it and no, because each pack makes sure you don't have repeated cards! I know that I have 55C5 (3478761) possible combinations in my 5 pack (no repetitions) so I'm reasoning that the chance we will have all 55 will never reach true 100% since I could technically get a hundred packs and (1/3478761)^100 still wouldn't be zero (just like 0.1 x 10^(-20) % chance). Knowing our luck, I think I'd be happy if I arrived at a number of necessary phannies where we have a collective chance of above 85% of having all the cards. Could you please help? Thank you so so much if you can help me, dear internet stranger <3
Hi other fellow internet stranger!!! Thank you so much for the question!
I suck at probability, but I am really good at simulating this stuff, so here's my results!
I wrote some python code that simulated 100 thousand different possible ways the phannies could be drawn. From my python simulation, it would take on average 49 packs to get 100% of the cards. So your prediction on whether the problem would take a shorter amount of time because there are no repeat cards is spot on!
However, to have 85% certainty (instead of ~50% from the average), you will need to get 62 packs, and for 99% certainty, 91 packs are needed.
Here is some interactable python code to experiment for any given percentage!
(Note: The python code is slow, but it is accurate, so give it a couple of minutes. If you wish to speed it up, feel free to remove a zero or two from the 100000. This will drastically improve speed, but some accuracy might be lost, but I can still get similar results with a small number.)
Thank you so much for the question!!!! I would love to see the dog photos!
As a math person whose specialty is statistics / probability (my username should make that apparent :3 ), I figured I'd also help.
You are right that this is essentially the coupon collector's problem, but we reduce the number of packs needed since there aren't duplicates in each pack. This would be the coupon collector's problem if we had one card per pack.
Simplifying a bit, since there are 55 different cards and each pack contains 5 different cards, then the probability that a particular card appears in a pack is 5 / 55 = 1 / 11, which means that the probability it does not appear in a pack is 10 / 11.
After n packs, we have
P( a given card never appears ) = ( 10 / 11 ) ^ n
Thus the expected number of missing cards after n packs is
55 ( 10 / 11 ) ^ n (linearity of expectation)
There's a really nice approximation one can use by letting
P ( complete set after n packs ) = P ( X = 0 ) (where X is the number of missing cards)
If you imagine the missing cards behaving "almost independently" when the expected number missing is small, then the distribution of X is approximately Poisson distributed with λ = 55 ( 10 / 11 ) ^ n.
To see why, you can define X_i as 1 if the card is missing, and 0 otherwise. Then X is the sum of the X_i's. Each X_i is Bernoulli.
There's a famous limit theorem that states that if you have many Bernoulli random variables, each has small probability, and the total expected count stays moderate, then the sum behaves exactly like a Poisson random variable. As you get more and more packs (and you will if you are trying to collect all cards, then each X_i's probability p = (10 / 11 ) ^ n will shrink and thus will be a better approximation).
Technically speaking, this requires that the cards are independent, but note that the dependency is weak when missing cards are rare.
Regardless, we can use the approximation.
A Poisson random variable satisfies P ( X = 0 ) = exp(-λ), and thus we get
P ( complete set after n packs ) \approx exp(-55(10/11)^n)
We want this to be at least 85%, so we can just set them equal to each other and solve for the number of packs. Taking logs, we get
-55 ( 10 / 11 ) ^ n >= ln(0.85)
( 10 / 11 ) ^ n <= (-1 / 55) ln(0.85)
n > = ln ( (-1 / 55) ln (0.85) ) / ln ( 10 / 11 ) \approx 61.108
If we round up, we need around 62 packs for an 85% chance of getting a full set.
If we do a similar calculation for 99% accuracy, we get
n > = ln ( (-1 / 55) ln (0.99) ) / ln ( 10 / 11 ) \approx 90.310
If we round up, we need around 91 packs for a 99% chance of getting a full set.
Hope this helps!
: 3
yall when we find the 119th element can we please find the other 49 elements quickly afterwards please i just really don’t want every single periodic table to be a perfect rectangle except for one random square at the bottom
I don't see the issue honestly.
If we get 119 elements, just make a table that is 18 x 6.61111111111
Question for @anremithrl
How do people generate new math knowledge? Like when I’m in class and a new topic is brought up, it makes sense to me, I can follow the steps based on the ones before. But I couldn’t have just come up with that idea on my own really?
Oooh! Ooh! (Also, this reminds me I haven't done the cosmerdle.)
A lot of times it's usually more akin to when, back when you were learning arithmetic, you might come up with tricks to do things faster, and different people come up with different tricks. It begins by noticing patterns and asking questions about these patterns, and using existing math to learn more about them. It comes also of trying to solve new questions.
Let's pick a very primitive and familiar example, because the process has not changed that much, and I think it is a good example. If you already knew, for example, arithmetic addition, and you kept on having to do repeated additions (it comes up a lot, I am sure you know). The natural thing is to develop multiplication.
I feel like writing a mini-story.
Let's say you're an accountant in some ancient civilisation and have... packs of six items.
You do a lot of addition to keep track of how many things there are. And perhaps you already know the multiples of six because you've done it so much. And then when someone says they have thirty packs, you immediately count by sixes to know there are 180 items, and you recognise you're hardly doing explicit addition anymore, and start wondering if there's a faster way to do it.
And you make a table of how many packs are how many items and now you don't have to even do counting, except when this one guy starts coming in with packs of eight.
But you end up making a table of eights to help you. And then you consider that with this new free time you can start making tables of other numbers instead. And by the time you've made the multiplication tables you've noticed a plethora of patterns. And if you're mathematically inclined, (even if you don't know what mathematical inclination is) you start coming up with explanations for these patterns, and developing ways to predict these patterns and leverage them for repeated addition. And you start realising you've stumbled into something rather interesting. And you make a notation for it in your tables instead of writing it as repeated addition.
And perhaps you have already come up with the distributive property. After all, if one merchant comes in with five packs, and another with thirty, it is necessarily the same one merchant bringing thirty-five packs. And you start realising you've stumbled into can break it down into easier multiplications. Perhaps even discovering long multiplication. Pretty soon you have a whole new bunch of math around it.
And maybe a bit later you or someone else starts wondering about the behaviour with half-items. Or half-packs. Or some other weird situations and you start expanding what you've done. And someone notices some similarities with those "ratios" that other guy was doing. And someone else starts wondering if repeated multiplication has interesting properties.
There are a number of examples, but in some sense I don't think it has changed from that pattern. You do a thing, notice patterns and ask questions, and discover new things. It becomes more abstract and curious in higher math, and interesting, but the process is the same. What mathematics have you seen where? I wish to come up with relevant ones to you.
This is an excellent question, and I think that it highlights something that I think goes wrong in a lot of math teaching and yet is really difficult to fix. (Or, at least, I am not fully sure on the solution.) math is often taught without the underlying motivation. Teaching students multiplication without having them first, for example, make a multiplication table under the idea of repeated addition. It's not a huge problem in arithmetic, but still.
Do tell me what math you've seen. I will now go do the cosmeredle.
Ooh!
There was an era I wanted to find the minimum Number of new elements added to Rock Paper Scissors to keep the game playable for 3 people and so forth.
The problem is that you need win/loss/draw to all be equally likely for any two given players - because n player rock paper scissors is basically ⁿC₂ simultaneous games, right?
So if you model each element as being connected to every other element, then you only need to look at if the number of lines emerging from a point is divisible by 3, right? ³C₂ is conveniently the same as 3
The minimum is 7 for three people
Ooh! Clever little puzzle. I had to stop and think for a moment.
You forgot the best part. There's a nice mnemonic to remember this formula if you rearrange the terms.
man + dad = bmb + cnc A man and his dad put a bomb in the sink.
“Welcome to Fight Group. The first rule of Fight Group is: you have one binary operation in Fight Group. The second rule of Fight Group is: you have ONE BINARY OPERATION in Fight Group! Third rule of Fight Group: if you have a fight with someone, after the fight you must combine into a new fighter, who is also part of the Fight Group. Fourth rule: there is exactly one “identity” dummy that has no effect on you after the fight. Fifth rule: make sure you have an inverse partner at all times, fellas. Sixth rule: the fights are commutative. No a(bc) ≠ (ab)c. No (ab)(cd) ≠ a(bc)d. Maybe ab ≠ ba if Abel approves. Seventh rule: fights against inverses must result in you both becoming like the dummy. And the eighth and final rule: if there is at least one thing at Fight Group, there is a smallest thing.”
- Évariste Galois, 1830
“Rules of Ring Mayhem:
1st rule: You have two binary operators.
2nd rule: YOU HAVE TWO BINARY OPERATORS.
3rd rule: Fight Group + Abel rules for the add.
4th rule: Closure and Associativity for multiplication.
5th rule: You HAVE be able to distribute.”
- Richard Dedekind, 1871
"Rules of Field Fighting: 1st rule: You have two binary operators. 2nd rule: YOU HAVE TWO BINARY OPERATORS. 3rd rule: Fight Group + Abel rules for add. 4th rule: The non-dummy fighters under multiplication also need to be approved by Abel. Everyone except the dummy needs a inverse partner.
5th rule: The two fights must distribute over each other.
6th rule: And the dummy 0 and champion 1 are not the same person." - Emil Artin, 1944
i have a math problem i dont know how to solve :(
setup:
the volume of a sphere is 4/3 * pi * r^3
the derivative of the volume is 4*pi*r^2, which is equal to the surface area.
likewise, the area of a circle is pi * r^2, and its derivative, 2*pi*r, is equal to its perimeter.
the volume of a cube is a^3 (where a is the length of an edge), and its derivative, 3*a^2, is half of its surface area, 6*a^2
likewise, the area of a square, a^2, has a derivative of 2a, which is half the perimeter, 4a.
the actual question: lets say we have a regular n-gon, where the derivative of the area is equal to x times the perimeter.
can we always create a closed 3D surface where the derivative of the enclosed volume is equal to x times the surface area?
what does this method look like for a given x?
what does the series of 3D surfaces corresponding to the series of n-gons look like?
can we make our method of creating a 3D objects "naturally" contain a cube for a square and a sphere for the limit as n -> infinity?
other interesting questions:
are there any limititations on what x can be for a 3D object? what about for a 2D object?
can we make our 3D object only have straight edges? (excluding the limit of infinity which would be a sphere)
the area, surface area, and volume for a square and cube are defined by the edge length, but for a circle and sphere its the radius. for a generic n-gon, should we use the edge length, or the radius of a circle inscribed or circumscribing the n-gon? does this change our solution?
Good questions.
So I'm going to clarify the general idea behind your questions. What I see you asking is that if you have a family of shapes that grow in size, how are:
area vs perimeter (in 2D)
volume vs surface area (in 3D)
related through differentiation. More specifically, can you always find a way to measure the "size" of a shape such that
rate of change of area = (constant) * perimeter
rate of change of volume = (same constant) * surface area
Anyways, let me now answer your questions. If I'm misinterpreting what you are asking, let me know.
Clarification
I'm going to straighten one thing out first. The hidden issue is that you need to ask what variable you are differentiating with respect to.
For the circle and sphere, you use the radius r.
Circle: A = πr^2 -> A'(r) = 2πr = perimeter
Sphere: V = 4/3πr^3 -> V'(r) = 4πr^2 = surface area.
For the square and cube, you are using the edge length a:
Square: A = a^2 -> A'(a) = 2a = 1/2 * perimeter
Cube: V = a^3 -> V'(a) = 3a^2 = 1/2 * surface area.
So the mismatch (what x is) is coming purely from the choice of parameter. You can define the square and cube using a "radius" from the center (the inradius), as such:
Square: If the square is centered at the origin, let r be the distance from the center to a side. So the square goes from x = -r to x = r, and the same for y. Thus the side length is 2r. Then the area = (2r)^2 = 4r^2. And the perimeter is 4(2r) = 8r. You'll notice that if you differentiate area, you get dA / dr = 8r = perimeter. This matches the circle perfectly (x = 1).
Cube: This uses the same idea. Let r be the distance from the center to a face. So the side length is 2r. Then the volume is (2r)^3 = 8r^3. The surface area is 6(2r)^2 = 24r^2. If you differentiate volume, you get: dV / dr = 24r^2 = surface area. Again, this is a perfect match (x = 1).
For some reason, people think defining these shapes using the side length is easier (and I guess it is), but this should showcase my point about this mismatch coming from parameterization.
The General Principle
The general principle, which should answer most of your question, is that if you scale any shape uniformly by a factor t, the
Area scales like t^2
Volume scales like t^3
To see why intuitively, let's look at 2D. Suppose you scale a shape by t. Then every length becomes t * bigger. Area is made of length x length, so
area -> t * t = t^2.
For example, if you have a square with side 1, then the area is 1. If you scale by 3, then the side is 3, and the area becomes 9 = 3^2.
In 2D, volume is length * length * length, so we get volume -> t^3.
Again, we can do an example. If you have a cube with side 1, then the volume is 1. If you scale by 3, then the side is 3, and the volume = 27 = 3^3.
This always works. To see why intuitively, note that any shape can be approximated by tiny boxes. Each box scales in all directions. So the total area / volume picks up these powers.
Formalizing This
More formally, take a given shape, and scale it up or down uniformly. What I am essentially saying is that if you have a parameter t, where t = 1 is the original shape, t = 2 is twice as big, t = 0.5 is half as big, and so on, then
A(t) = C_2 * t^2
V(t) = C_3 * t^3
where C_2 is the original area (for a 2D shape), and C_3 is the original volume (for a 3D shape).
Note that everything scales proportionally. This works regardless of the shape. If you start with a square of side length 1, then the area = 1. If you scale by t, then the side length is t and the area is t^2, so here, C_2 = 1. If you start with a circle of radius 1, then the area is π. If you scale by t, then the radius is t, and the area is πt^2. So C_2 = π.
If you then differentiate:
A'(t) = 2 * C_2 * t = 2 * A(t) / t
V'(t) = 3 * C_3 * t^2 = 3 * V(t) / t
So A'(t) is proportional to A(t) by a factor of 2 / t, and V'(t) is proportional to V(t) by a factor of 3 / t.
The Inradius is Awesome
There's an important fact we can use here:
If t is the inradius (distance from center to side length), then
A = 1/2 * perimeter * t
V = 1/3 * surface area * t
To see why this is true (for 2D) think of a polygon. Break it into triangles from the center. Each triangle has a height of t (the inradius), and the base is the side of the polygon. So:
Area of one triangle = 1/2 * side * t
Add them all up: A = 1/2 * perimeter * t
So plugging in A'(t) = perimeter and V'(t) = surface area.
For 3D, it's the same idea. Break the solid into pyramids from the center. Each has a height of t, and a base is the face. So
Volume of a pyramid = 1/3 * face * t
Add them up: V = 1/3 * surface area * t
This works for shapes that admit a common inradius decomposition (e.g., regular polygons, spheres, and certain symmetric convex solids).
Now plug this into the derivative formula. We had
A'(t) = 2 A / t
Now substitute A = 1/2 * perimeter * t
A'(t) = perimeter
It's the same idea in 3D. We had:
V'(t) = 3 V / t
Substitute V = 1/3 * surface area * t
V'(t) = surface area.
So using the inradius makes your x = 1.
What x is
I just showed that if t = inradius, then x = 1. If we instead used something like side length, then we would get something different.
We'll use a square as an example.
Let t = a (side length). Then area = a^2, derivative of area with respect to side length is 2a, and the perimeter is 4a. So x = 1/2.
What happened was that you changed how you measure size. That rescales the derivative, which changes x.
If t = inradius -> x = 1
If t = side length (square case) -> x = 1/2
If t = circumradius -> another constant depending on n
For a fixed geometric parameter, x is determined by the shape. But by reparameterizing the scaling variable, you can make x any positive constant.
So to answer your main question about always creating a 3D surface where dV / dt = x * (surface area), yes you can.
For any family of similar shapes, dV / dt = 3 / t V = (constant depending on parameter) * surface area. And if you choose inradius, dV / dt = surface area.
You did ask explicitly about what parameter you should use for an n-gon. There's three natural choices that I see. If you use the side length, it's simple, but it'll give weird constants for x.
You could also use the circumradius (like the inradius, but goes from the center to the corner), which matches circle nicely as n -> ∞, but I would recommend the inradius since that makes everything unify cleanly, namely:
A = 1/2 * (perimeter) * (inradius)
which gives
dA / dr = perimeter
directly and again makes x = 1.
Building a 3D Analogue of Regular N-gons
Now your more interesting structural question, namely "What does the series of 3D surfaces corresponding to the series of n-gons look like?"
In 2D, a regular n-gon approaches a circle as n -> ∞.
However, in 3D, there is no infinite family of "regular polyhedra" (there are only 5 platonic solids). In other words, there isn't a clear analogue. However, you can use prisms, pyramids, or surfaces of revolutions to make a series of 3D shapes where they contain at least 1 n-gon (just not every face being an n-gon).
So one sequence could be a triangular prism, then rectangular prism, then pentagonal prism, and so on.
Another sequence could be a tetrahedron, a square-based pyramid, a pentagon-based pyramid, a hexagon-based pyramid, and so on.
But you want a sequence that includes a cube and converges to a sphere. This is possible, but you need to be careful with how you construct it.
One clean method is to start with a cube, then repeatedly subdivide each square face into smaller squares. Then "push" the new vertices outward so they lie on a sphere. This will give a cube, then a refined cube, then a more refined cube, and so on, and then it will converge to a sphere.
Now for your question about everything having straight edges. You can (I just did with the refined square example above), but with an important caveat.
You can build polyhedra with only flat faces and approximate a sphere arbitrarily well. However, exact equality V'(t) = surface area still depends on your parameter choice. Smoothness is not required for the scaling law to work.
Hope this helps!
:3
They found the NAND gate for mathematics! Now we need a no-holds-barred bare-knuckle drag-out fight between this and Binary Lambda Calculus
A single two-input gate suffices for all of Boolean logic in digital hardware. No comparable primitive has been known for continuous mathema
Normals through three points on a parabola are concurrent iff the sum of their abscissas vanishes.
Interesting math fact of the day #424:
The number consisting of only 8177207 ones is prime.
Small correction: It's a probable prime. It satisfies Fermat's little theorem and other primality tests, but the number has not been definitely proven to be prime.
Still one of my favorite numbers though! :3
Interesting math fact of the day #417:
All even perfect numbers > 6 are one more than 9 times a triangular number.
"Even" perfect numbers . . . much like ATM machine, free gift, or added bonus.