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12:03 AM
@AkivaWeinberger
 
Hello!
i have a math question haha :)
 
so we have that for a Normal distribution (u,o^2) the density is the integral from -inf to +inf, is this http://sites.nicholas.duke.edu/statsreview/files/2013/06/normpdf1.jpg

Ok, that integral integrates 1. But if i change that -(x-u)^2 to -(x-(u+o^2)) is still the desity of a normal distribution??
 
12:19 AM
@tazdingo Is your last sentence right? Notice that you've got terms quadratic in x in your first term, but linear in x in the second term.
 
sorry, i mean -(x-(u+o^2))^2
 
So you're asking "if $e^{-\frac{(x-\mu)^2}{2 \sigma^2}}$ is normal, is $e^{-\frac{(x-\mu+\sigma^2)^2}{2 \sigma^2}}$ also normal?"
 
yeah, in that integrate, if i change that term, to $e^{-\frac{(x-\mu-\sigma^2)^2}{2 \sigma^2}}$, i want to know if that still can be a density of a normal distribution. Sorry for english i'm not a native speaker, i know i might be difficult to understand me
 
No worries on the language. Yes, that'd still be normal, just with a different location for the center.
Anything that's in the form $e^{-x^2}$ will give you a Gaussian (normal) distribution. Writing it in the form of the linked image just makes it easy to see the mean and deviation at first sight.
(And the leading coefficient just normalizes the integral over all x.)
 
Excellent!! Thank you so much!
 
12:41 AM
@tazdingo Glad to help =)
 
Would it be true that $\lim\limits_{x\rightarrow\infty}\left(1+\frac1x\right)^x=\lim_{x\rightarrow 1}x^{\frac{1}{x-1}}=e$?
@nitsua60 MathJax just does that randomly sometimes ¯\_(ツ)_/¯
 
1:05 AM
First one is definitely true. @LegionMammal978
Second one looks right too (and Mathematica agrees)
 
 
1 hour later…
2:08 AM
Last night dream: I was at a desktop computer in the middle of the night running some kind of 3D/4D modelling. Akiva was nearby as a looped shape with a spherical envelop is displayed on the screen. He mention how he observed there are 3 looped geometries within. Meanwhile as I take a closer look I realised that that's no loop, those are (simple) knots. The geometry shape is also indexed by the ordinal $\omega^{\omega^{\omega^{\omega^{\omega}}}}$, visible faintly rotating with the geometric obje
ct
(Rough drawing of the shape will be available later)
 
2:22 AM
...
what?
 
@Faust7 you'll get used to it
he likes to share his dreams
 
lol
 
@Secret shouldn't $a_0(0,2) = 3$?
 
anyone know of any universities in Canada that offer summer math classes of the third and 4th year variety?
 
@LeakyNun Nope because a_0(0,1)=1 and a_0(0,2) is the number after 1, which is 2
Btw simple art also camp up with an Veblen looking operator that does similar things
 
2:26 AM
@Secret I mean, the motivation behind is hyperoperation, right?
or, why did you choose $a_0(0,1)=1$ instead of $=2$?
 
Yeah, except they are not really hyperoperation due to have add almost no rules on how to manipulate its algebra, which is why it behaves more like a notation generating function
Theoretically, I can extend its definition so that ordinal collapsing functions can be plug into it to give some really crazy looking notations
The a function is more efficient at running across tiers, but the ordinal collapsing function is better at enumerating fixed points and mixed terms
(As Well the only notation that can go beyond the large Veblen ordinal)
 
2:41 AM
I've never understood ordinal collapsing functions very well
 
Whats an ordinal collapsing function
 
In mathematical logic and set theory, an ordinal collapsing function (or projection function) is a technique for defining (notations for) certain recursive large countable ordinals, whose principle is to give names to certain ordinals much larger than the one being defined, perhaps even large cardinals (though they can be replaced with recursively large ordinals at the cost of extra technical difficulty), and then “collapse” them down to a system of notations for the sought-after ordinal. For this reason, ordinal collapsing functions are described as an impredicative manner of naming ordinals....
 
the only thing i understood of that was "projection function" and as far as context
>>.
 
3:14 AM
An absorbing state is a state that, once reached, will always lead to itself. What do you call a state that, once reached, will never be reached again? Transient?
 
how will it not reach itself again?
i have a question, was hoping to ask for some help ~
a polynomial encoding, that represents and exponential encoding (replace encoding with set?)
if you generate an encoding that is polynomial, in polynomial time, that represents all of the exponential solution encodings, no more, no less,
is that beinging to border on the P=NP | P!=NP argument?
 
Consider the transition system $\{a \rightarrow b, b \rightarrow c, c \rightarrow c\}$.
What would $a$ and $b$ be called?
 
hmm, I don't know the right name, I'm software engineer
do you discard $a$ and $b$ after you use them?
 
What do you mean discard?
I'm talking about an abstract transition system: en.wikipedia.org/wiki/Transition_system
It's just a directed graph.
 
hmm, interesting, i've worked with finite autonoma before.
 
3:25 AM
Yeah, like the state diagram of a finite automaton.
 
aye, so you have 'transient' states? that makes sense to me
 
In my example, I believe $a$ for instance is called a "garden of Eden" state because no states lead to it.
 
the start state ~ ?
 
I'm not choosing any particular state as a start state.
 
I'm probably asking this in the wrong chat room
 
3:33 AM
The trouble with the word 'transient' is that while it implies that you don't remain in the state, it doesn't capture the fact that you never return to it either.
I'm not sure there's a word that captures that, though.
 
@Semiclassical So, I decided that my gameplan to study for this test will be going over 42 questions from my homework that I don't think I can currently answer.
And by doing that, I'm hoping that I will have reviewed enough content to be able to write the test well.
 
Sounds like a plan.
 
For the last test, I only studied the practice test.
 
ephemeral, temporal, evanescent
 
Anyone know whats up with math profs and puns?
 
4:01 AM
Hey guys, I'm looking at a proof right now that's handwritten and can't figure out what one of the symbols is. Does anybody know what the letter on the left is here: imgur.com/e3h9B7z
 
sorry im not sure from that context
 
steady markov chain
steady state
 
sorry nfi maybe someone else will know
 
i think its lambda but im not sure
 
@anon that discussion on G^N was pretty helpful
thanks
 
4:10 AM
This class makes me want to drink
 
been there i took a class on Differential geometry
 
Like I have the answer for this problem right in front of me yet I can't figure out what I'm even looking at
 
i can honestly say i understood about 3% of the testbook by time i finished the course
 
Does anyone here know anything about queuing systems/ markov chains?
 
maybe im just an idiots but that was with like 20-30hrs a week of hw on the subject
i know some stuff about markov chains but i dont know what that says, you could try linking the entire proof
 
4:16 AM
The question is this: imgur.com/a/bCiya, and the answer is this: imgur.com/a/54dBt
I friggen have the answer but cant figure out what it means :(
 
Only thing I notice is that $p_n=p_0 (\rho^n/n!)$ in that answer i.e. a Poisson distribution.
(because that's literally the definition of a Poisson distribution)
 
heh, poisson... cause this thing is literally killing me
 
lol
I mean, they are setting up a recurrence relation and obtaining $p_n$ as the solution to that.
 
I feel like this solution is so simple for someone who actually knows what the heck this means.. but for someone dumb like me its so confusing
 
it looks like it might actually be lambda
its def a RR
 
4:20 AM
Well, do you see how they're getting that recurrence relation?
 
@Semiclassical I'm trying to think of a way to get around an efficiency issue I'm having. I think your advice might be useful here.
 
Eh, I'm dubious. But sure.
 
ok so I'm generating a list of blocks that represent this shape: indiedb.com/games/block-builder/images/…
 
anybody here want to play chess?
 
my problem is that the the structure's general frame by frame workings are efficient
it's the generation itself that takes forever
any advice?
 
4:22 AM
@MarksCode know how to play Go?
 
if anybody wants to pay chess against me lichess.org/2BIFPndm
 
^^this thing
 
Huh. No, I'm afraid this is beyond me.
 
@Faust7 yes but I'm very inexperienced
 
ah i havent played ina long time but i enjoy it more than chess ^^
 
4:24 AM
@Semiclassical fair enough. Seemed like a stupid man's problem if you know what I mean. By that I mean no offense. I mean that it seems like a problem that just needs a general inexperienced eye (inexperienced with the code that is).
 
gotcha
 
I suppose that a long load time for a level isn't real bad
 
what are you tring to do with that duck
 
my concern is when it gets to 5-10 minutes
@Faust7 it's a bit complicated
^^moving this to surface geometry (in a few spots)
i felt like making some special levels. :-)
 
wow nobodys accepted my chess game invite
I feel like such a loser
Maybe its a sign I shouldn't distract myself
 
4:26 AM
@MarksCode I think people got entranced by the surface geometry.
 
Its ok I cancelled the game, going to stare at this markov chain thing for a longer
 
@MarksCode i dont remeberhow to play chess played too much go
 
@MarksCode granted, idk if any of us are real chess buffs. I'll play it once in a blue moon, but it's more of something to do with the family irl.
and even then it has been yeeeeeaaars.
 
chess is so fun
 
chess is one of those things i can only appreciate at the level of tactics
I've no head for strategy.
 
4:29 AM
@Faust7 if I had a convenient way to make gifs I'd show you the actual structure in action but it's basically 2d minecraft on surface geometry... in this case tubes. The generation of the surface and all of it's little bells and whistles is a bit... slow.
 
I like everything about the game
its so complex... like a woman
 
what kind of function are you using to generate the helix?
well helix with a disc roated around it ^^
 
@Faust7 the function isn't the issue but I'm using f(x) = <5cos(x),5sin(x),2x>
 
hmm ok
 
if you meant "what is generating the structure"... about a 2-3 hundred line piece of code.
 
4:32 AM
lol
 
well it's not just a tube plot model
each square is an object with references to the adjacent blocks.
and has 4 points (obviously)
the bottleneck is probably the allocation if I'm to guess.
perhaps the way to do it would be to print out all of memory and load it back in manually
 
intresting
 
granted, that would be in very bad taste.
it's the sort of language where you have to write your own allocator
and hope nothing breaks
 
hehe coding doesnt like me
 
coding likes me very very much
 
4:35 AM
im a computer science student... coding is fun :)
 
That being said it does look intresting
 
i just have a tendency to go beyond the performance capabilities of modern computers
 
except for C
screw C
 
C+ is the only thing i ever learned
 
@Faust7 the 2D version is efficient barring too massive levels, but that was fixed by choosing not to draw things that are offscreen.
 
4:36 AM
u mean C++?
 
it's the 3D surface geometry that is tricky
 
wasnt fond of it
 
welcome zee
 
both the construction of the surfaces and the efficiency of doing so
 
if your a computer science majour youd know better then i would
 
4:37 AM
technically the core engine of it is almost done.
 
I'll teach someone coding if they teach me math! :)
 
@Faust7 I'm a computer science major and a math major
 
Zee
@MarksCode what coding so you do?
 
@Zee Nope, was just being polite :)
 
the only thing i know how to do nowadays is run a VB with python to do calculations when they get too ugly
 
4:38 AM
@SimplyBeautifulArt I think that high school kid helping me with the game is going to hate me later.
^^that's actually a surface the game will take place on if I get it working more efficiently.
 
Just to be clear, the issue is one of building that helix in an efficient way?
 
are the squares rounded edges or squard points?
 
@Faust7 the squares are all polygons of four points.
 
if there rounded thats alotof calculations
 
technically not squares as that rarely happens
 
4:40 AM
but you still calculate those 4 points for every square?
 
@Semiclassical building the 3D model itself is efficient so i think the issue is in building all the squares as individual little objects and linking them all to each other
 
is there some way you can simply cut the surface up without calculating the points?
 
the point calculations aren't the bottleneck
 
ic (sorry just throwing out my thoughts however irrelivant) ^^
 
4:41 AM
:p
it's probably because for the squares I have to allocate point objects and square objects and there's probably something wasteful somewhere
tbh, it would probably be more efficient to dump the heap space into a file and load the file at runtime
 
Am I right in thinking that 'polygons' are the name of the game here, in that those are what you have available in building up your helix?
 
@Semiclassical 3D modeling is built from triangles with textures, but the underlying block data structure can be whatever i choose. It's homemade.
I'm choosing to have blocks of the following nature:
//point 1
//point 2
//point 3
//point 4
//adjacent square 1
//adjacent square 2
//adjacent square 3
//adjacent square 4
//blockType
//removable
^^that's what each block holds
 
I'm gonna write up a thing to dump out a string to reload the memory stuff I have.
it's all packed into one array
0
A: How can I build a data structure that will persist across saves/loads in GameMaker?

TheGreatDuckThe solution is to use C-style dynamic memory allocation which is essentially the idea of a struct based programming language. In this sense memory within an array is allocated (for instance 5 indices) and those indices act as your individual node, list, graph or what-have-you. Pointers in this c...

^^this is how i store my data structures
 
The only halfway clever thought I have is that, if you view that (curled up) checkerboard pattern
 
4:45 AM
all these squares make me want to play chesss....
 
lol
 
Then in some sense it seems like you only need 'half' the squares.
 
technically there are no squares on the inside
they just have backsides
 
like the halfway clever thought
 
sure.
I wasn't meaning inside/outside
 
4:46 AM
ok?
 
I guess I mean something like this.
 
I have no clue what you're doing @TheGreatDuck, but if the pattern is repeating can't you just generate one "row" then keep rotating it and placing it ontop of the last row
 
@MarksCode the issue is the creation of each stone. it would probably be just as slow if all of them were shoved on (0,0)
granted, that's a guess
 
Suppose I have a square and its four adjacent neighbors.
 
alrighty?
oooh
i know what you mean
the adjacent neighbors are pointers
I'm not storing that many duplicates :p
 
4:48 AM
yeah. If I know the coordinates points for the four adjacent neighbors, then I don't need to know the points for the square inside separately.
I mostly wonder if you're storing more info than you actually need.
Actually, let me say it like this. Suppose I have four squares in a square pattern
`ab`
`cd`
sigh.
[a] [b]
[c] [d]
that'll have to do.
 
memory isn't a concern
but I see what you mean.
:-)
 
Ah. Oh well.
 
The issue is efficiency
as in raw speed
 
like if you have a chess board
 
Yeah. You technically only need to know, say, the lower-left corner for each square.
 
4:50 AM
and i tell you where all the black squares are
 
not really
 
You can infer the other corners from its neighbhors.
 
the walking algorithm works better if they each know their four corners
 
Well, you need to know what the neighbors are as well.
Hm.
 
but yeah, juggling the references a little different would be good later on
granted, if I choose to do a memory dump and reload it...
I can hand-optimize that
 
4:52 AM
I don't quite know what efficiency means here, though.
 
the speed at which it takes to build it
it takes about 30 seconds
with a 4 block circumference and 20 block length
 
Seems like that's a hard and fast boundary.
If you want all the squares on screen at once, you need to take the time to build them.
 
no the graphics aren't slow
that only takes about a second
fits in one frame in fact as it gets regenerated each frame
it's the blocks that are slow
i.e. the level generation
but it's fine
 
I'm afraid I don't follow what you're getting at very well.
 
I figured out a workaround
 
4:54 AM
mmkay
 
the way I figure, the allocation of the blocks is really slow
so it would be faster to just dump a literal list of all the values in that local memory
 
I dont get why $\pi$ is used to represent states in a queue system, did they run out of symbols or something
 
and just one by one assign those values back in
faster than trying to worry about making it more efficient (it might just be the limit)
 
pi and phi are common for those kind of things
 
my birthday is on pi day :D
 
4:56 AM
theres a quazi rulebook for what kind of symbol you use
 
my birthday is irrational!
 
my birthday is two prime numbers
 
3/3?
7/7?
 
07/13
2 is prime
:p
 
@Semiclassical think of it this way, why bother doing all the mathematical calculations when you can just print out the memory and load it back in?
should be loads faster
 
4:58 AM
wait
 
makes sense.
 
@Faust7 is your birthday in 1 month?
 
july 13th
07/13
 
oh damn, nice!
 
oh yes
its in one month exactl ylol
 
4:59 AM
@Semiclassical plus, since each block is only 10 memory slots, it shouldn't even be that much code. Just a matter of cutting out any dangling pointers I might've left in there. Granted, who cares at that point. :p
 
i mean, each memory slot probably gets touched 3 or 4 times
 
I should point out that my knowledge of programming is basically at the level of "how do I compute X thing"
 
ah
my knowledge goes down to the lowest level
 
anything in the realm of actual programming e.g. pointers etc. is nil
 
4:59 AM
(well, except for hardware)
 

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