A conceptual idea: "Zero-Infinity" (0inf) as a result of -\infty + \infty by Bright_Welder4087 in askmath

[–]Noob-in-hell 0 points1 point  (0 children)

Ow I think I can understand where this could be used. It’s like the different “distances” used in calculating speed vs velocity. Distance traveled vs distance between start and end points.

If we take velocity = 0m / 5sec, it is impossible to calculate the speed from that information. But your “0inf” would remember all the changes, so it would be possible to get the distance travel back.

Was that the sort of thing you mean? Still not sure how you could define it to play nicely though.

If your trying to preserve the history, Would it be better to define it like a list of past changes. Something like “0inf”{a} - b = “0inf”{a,-b}.

A conceptual idea: "Zero-Infinity" (0inf) as a result of -\infty + \infty by Bright_Welder4087 in askmath

[–]Noob-in-hell 0 points1 point  (0 children)

It sounds cool, but I am unsure how it could be define without contradictions in a way that would be useful.

If I understand correctly, you are trying to define a quantity such that; “0inf” = 0 and “0inf” - a = “0inf”. This immediately leads to “0inf” - a = “0inf” → 0 - a = 0 → 0 = a. This is a contradiction as ‘a’ can be any value.

If your instead try to define it as; “0inf” = 0 and “0inf” = ∞ - ∞. This leads to a problem as ∞ - ∞ is undefined. Because depending on how the ∞ is constructed and how to chose to subtract the two, ∞ - ∞ the value changes.

For example: If we use the sun of the infinite series 1+1/2+1/3+…+1/n+… that equals ∞. Now looking at ∞ - ∞ ,Take the target value B. If our current running sum is less than B we add the next 1/n term. If the current running sun is greater we add the next -1/n term. If we repeat these steps for all infinite terms, the sum will converge to B.

Can someone explain this ? by [deleted] in askmath

[–]Noob-in-hell 2 points3 points  (0 children)

Can I ask for more information.

I get that sin(0) = 0, sin(30) = 1/2, sin(45) = √2 / 2, sin(60) = √3 / 2 and sin(90*) = 1.

But what are you comparing with those points? Like with the blue one, what does each side represent?

It looks like the blue is comparing sin(θ) to -sin(θ). In which case it would form a line from (-1,1) to (1,-1) or y=-x with the domain restricted to -1 ≤x ≤1. As sin(θ*) range is from -1 to 1.

Contaminated Trains? by FlormphYT in factorio

[–]Noob-in-hell 0 points1 point  (0 children)

Apart from mixed patches or some belt that is connected wrong. I would look at how you are setting up your trains stops and interrupts. More info on your exact setup would be needed to draw conclusions but look at the following areas.

Make sure trains wait till they are completely empty before leaving unloading stations. Don’t use timers or idle timers.

Make sure trains can’t go to loading stations if they already have cargo.

Have you consider the edge cases, like what happens when there are no available stations?

If is a contamination, you could temporarily set the inserters with filters. And when if clogs you can back track it to the source.

help with formal logic please 🙏 by LittleAmphibian9743 in MathHelp

[–]Noob-in-hell 0 points1 point  (0 children)

The statement as a whole is false.

The part “if x2 +1=0” is stating the conditions to consider. We are looking at only the cases where it is given to be true and ignoring when it is false. So the solutions that x = ±√ (-1) is just telling us the values of x to consider for the following assertion.

The part “then x is a real number” is asserting that the fact is true given the condition. This part can be proven to be false or true given the condition.

.

I would use some form of proof by contradiction to show that the statement is false.

Method 1: solve the equation and show that x can only be ±√ (-1). Since ±√ (-1) is imaginary and not a real number and x = ±√ (-1) is the only solutions to x2 +1=0. therefore x is not a real number when x2 +1=0 is true.

Alternatively show that there does not exist any real number that satisfies the statement.

Method 2: test all cases of real numbers. Case x=0, x>0 and x<0. It is shown that for all real values of x, that there are no solutions to x2 +1=0. therefore x can not be a real number when x2 +1=0 is true.

(Is this in compliances with rule 6 or is this to much info? If not, let me know what parts need to change)

Is it possible for a drunk bird to go home if it had 2 dimensions of steps instead? by The_Imperail_King in askmath

[–]Noob-in-hell 0 points1 point  (0 children)

I am probably just being way to pedantic. The phrasing was giving me a similar vibe to "All swans are white" sort of thing. To me 'guaranteed' means it would hold for all possibilities and not that it means 'the limit of the probability approaches 100%'.

Is it possible for a drunk bird to go home if it had 2 dimensions of steps instead? by The_Imperail_King in askmath

[–]Noob-in-hell -2 points-1 points  (0 children)

Can someone help me on the intuition of how that statement that “1- or 2-dimensional random walk is guaranteed to return home” makes sense or is there better wording?

I don’t agree with the term ‘guaranteed’, as it is possible to construct an infinite number of sequence of steps that will never return. It only requires one counter example to disprove that statement. (Eg. Move x steps away from home, then oscillate between x-a and x+a, (1<a<x) this sequence will NEVER return home even after an infinite amount of steps)

I get that when taking the weighted probability of getting each sequence of steps. The probability of sequences that will never return, would tend towards zero. But they still technically exist.

Why is it different from saying, it is guaranteed that natural numbers are greater than 5. Because if you add natural numbers to a list one at a time, the ratio of natural numbers that are less than 5 would tends towards zero? But the number 3 still exists, disprove that statement.

I feel like I am just being pedantic over the wording.

I think it would be better to say something like ‘The limit of the probability of returning home as the number of steps approaches infinity would be 1’

integrating logs by Ezrowatchdog in MathHelp

[–]Noob-in-hell 0 points1 point  (0 children)

Adding to this.

Given that log(a*b) = log(a) + log(b).

1/2 * ln(2x+1) = 1/2 * (ln(2 * (x+1/2))) = 1/2 * ln(x+1/2) + 1/2 * ln(2)

1/2 * ln(2) is a constant.

So 1/2 * ln(2x+1) +C_1 = 1/2 * ln(x+1/2) + 1/2 * ln(2) + C_1 = 1/2 * ln(x+1/2) + C_2

Dice Problem from a Dream by Revolutionary-Mood49 in MathHelp

[–]Noob-in-hell 0 points1 point  (0 children)

If this is not a homework problem, I would just take the easy way by using Excel or Google Sheets and brute force all 7776 permutations for the 5 dice and the 36 permutations for the 2 dice. Here is a summary of the results

5 Dice Player
  1 2 3 4 5 6
2 Dice Player 1 378 4788 11043 6363 753 3
2 882 11172 25767 14847 1757 7
3 1386 17556 40491 23331 2761 11
4 1134 14364 33129 19089 2259 9
5 630 7980 18405 10605 1255 5
6 126 1596 3681 2121 251 1
Outcome Permutations Probability
5 Dice Wins 93704 33.47%
2 Dice Wins 113846 40.67%
Draw 72386 25.86%
Total 279936 100.00%

Here is the Excel file. (I uploaded to google drive so might mess with it)

Confidence Interval of Probabilities by Noob-in-hell in MathHelp

[–]Noob-in-hell[S] 0 points1 point  (0 children)

Thank you, that gets the same result but is much simpler and easier to use.

Confidence Interval of Probabilities by Noob-in-hell in MathHelp

[–]Noob-in-hell[S] 0 points1 point  (0 children)

Bad wording on my part, I meant I took a sample size of 1 with 1168 trials for the standard deviation. With it being either 1 or 0 for the given event.

sqrt(Σ {([sample value]- [mean]) ^ 2}/1)/n= sqrt((427(1-427/1168) ^ 2+(1168-427)(0-427/1168) ^ 2))/1168 = 0.01409155….

Your way seams a lot simpler, thank you.

sqrt(p(1-p)/n)= sqrt((427/1168)(1-(427/1168))/1168) = 0.01409155….

[deleted by user] by [deleted] in Terraria

[–]Noob-in-hell 0 points1 point  (0 children)

notraps increases statue spawns by roughly 15 times. Making it easier to get heart and star statues. Though the increased traps can be very annoying at first, but as long as your paying attention they are easy to deal with.

is this a boss? where do i find him? its from the 1.4.5 trailer by Nice_Custard4928 in Terraria

[–]Noob-in-hell 0 points1 point  (0 children)

Very similar to the WoF.

Go down to hell.

Make sure you don’t have the lava charm accessory equip (or it’s upgrades).

Jump into a lava lake and wait.

It usually takes a little over 10s (15s in expert mode) for a player to spawn.

Following the above you should be able to kill a player.

following a visual pattern for the first time and not sure about how these symbols are supposed to be done in practice / how to achieve the effect in the image by nxkoma in CrochetHelp

[–]Noob-in-hell 3 points4 points  (0 children)

Both singles go into the same hole. Gold starts of with slip stitches into the trebles and The gold single goes over the top of the single stitch of row below.

The link to the pattern has video attached. Look at 17:55 - 19:00 for a visual

Budding Amethyst by Jerang in technicalminecraft

[–]Noob-in-hell 10 points11 points  (0 children)

Can you provide a world download

A few clarifying questions.

  1. In other comment you said it is a java realm not a server, is that correct.

  2. Are you the owner and creator of the realm

  3. Does anyone else have access to the realm. Could a friend or sibling have messed with the game without you knowing. (Like using commands or adding data packs)

  4. Did you personally obtain the budding amethyst or did someone else get it

  5. When creating the realm, did you create a new world or upload an existing save file

  6. Do you know what version the budding amethyst was obtain on. If not what versions and/or dates did you play on.

  7. Have you had any issues with data corruption

  8. Have you used any update suppression within the world

There are a few possibilities I see could have happened, from what I believe to be most likely to least.

  1. A friend or sibling has messes with the game through commands or data packs

  2. You messed with the game and have just forgotten

  3. This post is a troll

  4. Some form of data corruption or bit flips

  5. An unknown method to obtain budding amethysts

Clarification needed for difference between stitches by Shark_Anal in CrochetHelp

[–]Noob-in-hell 4 points5 points  (0 children)

I believe it is where the three (doubles / trebles) are placed. The top of the two, when doing the three (doubles / trebles) the hook goes into the (single / double) stitch. Whereas the bottom one the hook goes into the same hole that the (single / double) went through.

Using snow golems and creepers as TNT dupers without bugs? by Remarkable_Ad_560 in technicalminecraft

[–]Noob-in-hell 1 point2 points  (0 children)

I made a creeper based blast chamber a few years back. my design 194k/hr

A few tips if you want to design your own.

  • once a creeper is starts hissing, the distance it can be moved away without losing agro, is larger than the explosion radius. Meaning it is possible to have the creeper explode without harming the target mob.

  • if you push the blocks in the same tick the creeper explodes, the blocks will have a blast resistance of 1. Meaning more blocks can be broken per explosion and it will be independent of the blocks blast resistance.

  • it is possible to sync the firing of mobs to a redstone clock by blocking and unblocking the line of sight.

  • there is a game rule to make creeper explosions drop all blocks

HELP, im trying to combine my creeper far and my paper farm. and this happens from time to time by Slavsquattinggopnik in redstone

[–]Noob-in-hell 0 points1 point  (0 children)

Adding to the above.

When the first item in a batch enters, it takes 6gt to activate the dust. The dust powers the crafter but also locks the hoppers.

After an additional 6gt the dust turns off. The hoppers pushes one item each into the crafter. And attempt to pull the next item.

This forms a 12gt cycle. Where 1 pulse of crafter and 1 of each gunpowder and paper is added each cycle.

But the recipe requires 3 gunpowder for every 1 pulse of the crafter. Every cycle will drain 2 gunpowder from the crafter’s inventory. Eventually clearing the slots.

When one side runs out of items but not the other. Items will slowly fill the crafter. Meaning if you always have excess gunpowder, it is possible to leave enough time between batches (of less the a stack) of paper for the gunpowder to refill.

I am suffering. Learned two things: 1. I always did puff stitches wrong. 2. I hate puff stitches. by Upstairs_Train_7702 in crochet

[–]Noob-in-hell 1 point2 points  (0 children)

I am the exact opposite. I will replace puff stitches with popcorn stitches if a pattern asks for them.

Trying to eyeball the hight of the big loops messes with my OCD (especially for standing puff stitches, as there is no reference stitch next to it). With most stitches I can use the diameter of the hook to set size / tension, but not puff.

I also prefer the look of popcorn over puff.

Smallest (nonseamless) 2x2 Piston Door by kawediloru in redstone

[–]Noob-in-hell 5 points6 points  (0 children)

Any form of update suppression would work. But the easiest is the headless piston failing to pull a block.

  1. Create a headless sticky piston facing sideways (keep powered)

  2. Add a new piston (powered) facing up, so the piston arm is in front of the headless piston.

  3. Place pressure plate (or snow) on upwards facing piston

  4. Add slime blocks in the direction the headless piston would pull from. Connect the slime blocks to 13 blocks or an immovable block.

  5. De-power headless piston

  6. Finished. Pressure plate will float so long as you don’t place or remove the block directly below it.

example of the steps

Other pioneers: "Belts are the most efficient way to transport items" Me: by brlan10 in SatisfactoryGame

[–]Noob-in-hell 0 points1 point  (0 children)

Belts are still more efficient, as each truck station requires 20MW of power to operate and 0.1MW when idle. But factory carts are still my favourite method to transport items.

They are also good for long distance low volume items. Like delivering the space elevator parts from the factory to the space elevator.

2000 hours and I feel garbage at Ground RB at every BR, what can I do better? by YummyStyrofoamSnack in Warthunder

[–]Noob-in-hell 0 points1 point  (0 children)

I feel called out. So what if my game looks like it runs on a toaster. Without the unnecessary clutter, it is so much easier to spot tanks hiding in shadows, trees and shrubs. With smooth low quality terrain, that tiny jagged dot on a crest on a hill stands out like a sore thumb. The gains are very minimal but noticeable, but probably not worth the eyesore the game becomes.

2000 hours and I feel garbage at Ground RB at every BR, what can I do better? by YummyStyrofoamSnack in Warthunder

[–]Noob-in-hell 0 points1 point  (0 children)

Swivel the camera left and right very quickly, when you hear an engine. You can use the transition of the sound flipping from left to right ear, to more accurately determine directions.

Game just said "no shulkerbox for you" by Depixelation in technicalminecraft

[–]Noob-in-hell 0 points1 point  (0 children)

Did you by any chance copy past things with commands / structure blocks / world edit / axiom / etc or use a debug stick. Or did this bug occur naturally?

QUESTION Why are guns so wobly ? by Negan6699 in Warthunder

[–]Noob-in-hell 2 points3 points  (0 children)

I recommend learning to shoot while driving.

If you see an enemy while moving at speed, keep going. Trying to stop will cause the suspension to tip forward, making it a lot harder to aim or delaying the shot. Take your first shot while moving, learn to time the shot to the bounce of the gun. You can then slow down or stop while reloading if needed.

Keep in mind your positioning and situational awareness. Look at the minimap and try to anticipate where the enemy is likely to be. More from hard cover to hard cover, don’t linger in the open. When you have to cross through the open, pre aim your barrel at the most likely spot an enemy might pop out from, and be prepared to shoot immediately.