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From: Kevin Wampler
Subject: Re: Geometric puzzle
Date: 16 Dec 2009 17:09:52
Message: <4b295ab0$1@news.povray.org>
Warp wrote:
>   So the task is simple: Write a function f(m,n) which tells how many
> rectangles can be found in an m x n grid. (Explain how you came up
> with the function).

You mean just something like n*m*(n-1)*(m-1)/4?  The derivation is 
pretty direct from the one-dimensional case.


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From: Fredrik Eriksson
Subject: Re: Geometric puzzle
Date: 16 Dec 2009 17:34:51
Message: <op.u41ycjt77bxctx@bigfrog.bredbandsbolaget.se>
On Wed, 16 Dec 2009 22:56:50 +0100, Orchid XP v8 <voi### [at] devnull> wrote:
>
> Also... Blender seems to incorrectly assume that Z is "up" and Y is  
> "back". (It should obviously be the other way around.)

It is not incorrect; it is right-handed.


> Interesting how the amount of scaling is apparently completely unrelated  
> to the mouse movement... (Seems to scale the cube by about 20% of the  
> distance the mouse is moved.)

It depends on how far the mouse pointer is from the selection.


> OK, this one took me a while to figure out. You'd think you extrude it  
> by dragging the face that you want to extrude... but no. You just click  
> and Blender places faces at random for you.

Select faces/edges/vertices, press E to extrude. The newly formed  
faces/edges/vertices are automatically selected, and by default you are  
put in Grab mode; move the mouse to move them or right-click to keep them  
where they are. You can also switch from Grab mode to Scale or Rotate by  
pressing S or R.


> F9 doesn't appear to do anything.

F9 opens the Editing panel in the Buttons window. If the Editing panel was  
already active, nothing will happen.



-- 
FE


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From: Warp
Subject: Re: Geometric puzzle
Date: 16 Dec 2009 17:45:01
Message: <4b2962ed@news.povray.org>
Kevin Wampler <wam### [at] uwashingtonedu> wrote:
> Warp wrote:
> >   So the task is simple: Write a function f(m,n) which tells how many
> > rectangles can be found in an m x n grid. (Explain how you came up
> > with the function).

> You mean just something like n*m*(n-1)*(m-1)/4?  The derivation is 
> pretty direct from the one-dimensional case.

  It would be interesting to see that derivation.

-- 
                                                          - Warp


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From: Kevin Wampler
Subject: Re: Geometric puzzle
Date: 16 Dec 2009 17:58:42
Message: <4b296622@news.povray.org>
Warp wrote:
> Kevin Wampler <wam### [at] uwashingtonedu> wrote:
>> Warp wrote:
>>>   So the task is simple: Write a function f(m,n) which tells how many
>>> rectangles can be found in an m x n grid. (Explain how you came up
>>> with the function).
> 
>> You mean just something like n*m*(n-1)*(m-1)/4?  The derivation is 
>> pretty direct from the one-dimensional case.
> 
>   It would be interesting to see that derivation.

Let's consider the one-dimensional case (so set m=1).  In this case we 
have one rectangle of width n-1, two rectangles of width n-2, three of 
width n-3, ..., and n-1 of width 1.  We can express the total number of 
rectangles as the sum:

sum_{i=1:n-1} i

Which as the solution n*(n-1)/2.

If we relax the restriction that m=1, then we instead get the double sum:

sum_{j=1:m-1} j * sum_{i=1:n-1} i

Intuitively you can think of this as follows: for each of the 
one-dimensional rectangles along the m-axis, we have sum_{i=1:n-1} 
rectangles along the n-axis.  You can view this sum as expressing every 
rectangle as being defined by two line segments along the n- and m- 
axes.  In any case, the value of the sum is easy to compute:

sum_{j=1:m-1} j * sum_{i=1:n-1} i

= sum_{j=1:m-1} j * n*(n-1)/2

= (n*(n-1)/2) * sum_{j=1:m-1} j

= (n*(n-1)/2) * (m*(m-1)/2)

= n*m*(n-1)*(m-1)/4


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From: Warp
Subject: Re: Geometric puzzle
Date: 16 Dec 2009 18:20:14
Message: <4b296b2d@news.povray.org>
Random statistic: A standard Go board has 38 lines, 361 intersections and
29241 rectangles.

-- 
                                                          - Warp


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From: Neeum Zawan
Subject: Re: Geometric puzzle
Date: 16 Dec 2009 18:39:38
Message: <4b296fba$1@news.povray.org>
On 12/16/09 13:21, Warp wrote:
>> that's what the mascot does all of the time - yet he gets chastized from
>> time to time ;-)
>
>    He presents puzzles for people to think about?

	His presence is a puzzle in itself.

-- 
Would the capacity of a Palaeozoic Hard Dive be measured in Trilobites?


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From: Kevin Wampler
Subject: Re: Geometric puzzle
Date: 16 Dec 2009 19:06:14
Message: <4b2975f6@news.povray.org>
Warp wrote:
>   Random statistic: A standard Go board has 38 lines, 361 intersections and
> 29241 rectangles.

And, rather surprisingly, 42 squares.


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From: Warp
Subject: Re: Geometric puzzle
Date: 16 Dec 2009 19:14:41
Message: <4b2977f1@news.povray.org>
Kevin Wampler <wam### [at] uwashingtonedu> wrote:
> Warp wrote:
> >   Random statistic: A standard Go board has 38 lines, 361 intersections and
> > 29241 rectangles.

> And, rather surprisingly, 42 squares.

  Since the lined grid of an official goban is 396 x 426.6 mm, does it form
any exact squares?

-- 
                                                          - Warp


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From: Kevin Wampler
Subject: Re: Geometric puzzle
Date: 16 Dec 2009 19:26:11
Message: <4b297aa3$1@news.povray.org>
Warp wrote:
> Kevin Wampler <wam### [at] uwashingtonedu> wrote:
>> Warp wrote:
>>>   Random statistic: A standard Go board has 38 lines, 361 intersections and
>>> 29241 rectangles.
> 
>> And, rather surprisingly, 42 squares.
> 
>   Since the lined grid of an official goban is 396 x 426.6 mm, does it form
> any exact squares?
> 

Hmm, no it doesn't.  I was just getting my info from this page: 
http://senseis.xmp.net/?path=GoHumour&page=HowManySquaresOnAGoBoard  but 
looking into it a bit more it seems that you're correct (at least for 
Japanese boards).  I don't about standard sizes in other countries 
though (I think a Chinese board is somewhat larger, but I don't know 
about Korea or other countries).


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From: scott
Subject: Re: Geometric puzzle
Date: 17 Dec 2009 02:37:05
Message: <4b29dfa1$1@news.povray.org>
> Has somebody invented a way of placing points in 3D space even though you 
> only have a 2D edit area yet?

Most 3D modellers I've seen allow you to split the edit area into 4, 3 
viewing orthogonally along each axis, and 1 perspective.  This allows you to 
place points accurately in 3D, and of course check the "real" look of the 
outcome interactively (yes all views update together in real-time).

Like this:

http://www.nycresistor.com/wp-content/uploads/2009/07/blender-20080613-095701.jpg

Alternatively you just have 1 perspective view and slide the point along 
each axis as you see fit (obviously rotating the model whilst you're doing 
it to check the look).

Depends on personal preference I guess, and what exactly you're modelling.


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