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- Path: bloom-picayune.mit.edu!enterpoop.mit.edu!snorkelwacker.mit.edu!usc!wupost!spool.mu.edu!uunet!questrel!chris
- From: uunet!questrel!chris (Chris Cole)
- Subject: rec.puzzles FAQ, part 10 of 15
- Message-ID: <puzzles-faq-10_717034101@questrel.com>
- Followup-To: rec.puzzles
- Summary: This posting contains a list of
- Frequently Asked Questions (and their answers).
- It should be read by anyone who wishes to
- post to the rec.puzzles newsgroup.
- Sender: chris@questrel.com (Chris Cole)
- Reply-To: uunet!questrel!faql-comment
- Organization: Questrel, Inc.
- References: <puzzles-faq-1_717034101@questrel.com>
- Date: Mon, 21 Sep 1992 00:09:31 GMT
- Approved: news-answers-request@MIT.Edu
- Expires: Sat, 3 Apr 1993 00:08:21 GMT
- Lines: 1487
-
- Archive-name: puzzles-faq/part10
- Last-modified: 1992/09/20
- Version: 3
-
- ==> games/square-1.s <==
- SHAPES
-
- 1. There are 29 different shapes for a side, counting reflections:
- 1 with 6 corners, 0 edges
- 3 with 5 corners, 2 edges
- 10 with 4 corners, 4 edges
- 10 with 3 corners, 6 edges
- 5 with 2 corners, 8 edges
-
- 2. Naturally, a surplus of corners on one side must be compensated
- by a deficit of corners on the other side. Thus there are 1*5 +
- 3*10 + C(10,2) = 5 + 30 + 55 = 90 distinct combinations of shapes,
- not counting the middle layer.
-
- 3. You can reach two squares from any other shape in at most 7 transforms,
- where a transform consists of (1) optionally twisting the top, (2)
- optionally twisting the bottom, and (3) flipping.
-
- 4. Each transform toggles the middle layer between Square and Kite,
- so you may need 8 transforms to reach a perfect cube.
-
- 5. The shapes with 4 corners and 4 edges on each side fall into four
- mutually separated classes. Side shapes can be assigned values:
- 0: Square, Mushroom, and Shield; 1: Left Fist and Left Paw; 2:
- Scallop, Kite, and Barrel; 3. Right Fist and Right Paw. The top
- and bottom's sum or difference, depending on how you look at them,
- is a constant. Notice that the side shapes with bilateral symmetry
- are those with even values.
-
- 6. To change this constant, and in particular to make it zero, you must
- attain a position that does not have 4 corners and 4 edges on each
- side. Almost any such position will do, but returning to 4 corners
- and 4 edges with the right constant is left to your ingenuity.
-
- 7. If the top and bottom are Squares but the middle is a Kite, just flip
- with the top and bottom 30deg out of phase and you will get a cube.
-
- COLORS
-
- 1. I do not know the most efficient way to restore the colors. What
- follows is my own suboptimal method. All flips keep the yellow
- stripe steady and flip the blue stripe.
-
- 2. You can permute the corners without changing the edges, so first
- get the edges right, then the corners.
-
- 3. This transformation sends the right top edge to the bottom
- and the left bottom edge to the top, leaving the other edges
- on the same side as they started: Twist top 30deg cl, flip,
- twist top 30deg ccl, twist bottom 150deg cl, flip, twist bottom
- 30deg cl, twist top 120deg cl, flip, twist top 30deg ccl, twist
- bottom 150deg cl, flip, twist bottom 30deg cl. Cl and ccl are
- defined looking directly at the face. With this transformation
- you can eventually get all the white edges on top.
-
- 4. Check the parity of the edge sequence on each side. If either is
- wrong, you need to fix it. Sorry -- I don't know how! (See any
- standard reference on combinatorics for an explanation of parity.)
-
- 5. The following transformation cyclically permutes ccl all the top edges
- but the right one and cl all the bottom edges but the left one. Apply
- the transformation in 3., and turn the whole cube 180deg. Repeat.
- This is a useful transformation, though not a cure-all.
-
- 6. Varying the transformation in 3. with other twists will produce other
- results.
-
- 7. The following transformation changes a cube into a Comet and Star:
- Flip to get Kite and Kite. Twist top and bottom cl 90deg and flip to get
- Barrel and Barrel. Twist top cl 30 and bottom cl 60 and flip to get
- Scallop and Scallop. Twist top cl 60 and bottom cl 120 and flip to
- get Comet and Star. The virtue of the Star is that it contains only
- corners, so that you can permute the corners without altering the edges.
-
- 8. To reach a Lemon and Star instead, replace the final bottom cl 120 with
- a bottom cl 60. In both these transformation the Star is on the bottom.
-
- 9. The following transformation cyclically permutes all but the bottom
- left rear. It sends the top left front to the bottom, and the bottom
- left front to the top. Go to Comet and Star. Twist star cl 60.
- Go to Lemon and Star -- you need not return all the way to the cube, but
- do it if you're unsure of yourself by following 7 backwards. Twist star
- cl 60. Return to cube by following 8 backwards. With this transformation
- you should be able to get all the white corners on top.
-
- 10. Check the parity of the corner sequences on both sides. If the bottom
- parity is wrong, here's how to fix it: Go to Lemon and Star. The
- colors on the Star will run WWGWWG. Twist it 180 and return to cube.
-
- 11. If the top parity is wrong, do the same thing, except that when you
- go from Scallop and Scallop to Lemon and Star, twist the top and bottom
- ccl instead of cl. The colors on the Star should now run GGWGGW.
-
- 12. Once the parity is right on both sides, the basic method is to
- go to Comet and Star, twist the star 120 cl (it will be WGWGWG),
- return to cube, twist one or both sides, go to Comet and Star,
- undo the star twist, return to cube, undo the side twists.
- With no side twists, this does nothing. If you twist the top,
- you will permute the top corners. If you twist the bottom,
- you will permute the bottom corners. Eventually you will get
- both the top and the bottom right. Don't forget to undo the
- side twists -- you need to have the edges in the right places.
-
- Happy twisting....
- --
- Col. G. L. Sicherman
- gls@windmill.att.COM
-
- ==> games/think.and.jump.p <==
- THINK & JUMP: FIRST THINK, THEN JUMP UNTIL YOU
- ARE LEFT WITH ONE PEG! O - O O - O
- / \ / \ / \ / \
- O---O---O---O---O
- BOARD DESCRIPTION: To the right is a model of \ / \ / \ / \ /
- the Think & Jump board. The O---O---O---O---O---O
- O's represent holes which / \ / \ / \ / \ / \ / \
- contain pegs. O---O---O---O---O---O---O
- \ / \ / \ / \ / \ / \ /
- O---O---O---O---O---O
- DIRECTIONS: To play this brain teaser, you begin / \ / \ / \ / \
- by removing the center peg. Then, O---O---O---O---O
- moving any direction in the grid, \ / \ / \ / \ /
- jump over one peg at a time, O - O O - O
- removing the jumped peg - until only
- one peg is left. It's harder then it looks.
- But it's more fun than you can imagine.
-
- SKILL CHART:
-
- 10 pegs left - getting better
- 5 pegs left - true talent
- 1 peg left - you're a genius
-
- Manufactured by Pressman Toy Corporation, NY, NY.
-
- ==> games/think.and.jump.s <==
- Three-color the board in the obvious way. The initial configuration has 12
- of each color, and each jump changes the parity of all three colors. Thus,
- it is impossible to achieve any position where the colors do not have the
- same parity; in particular, (1,0,0).
-
- If you remove the requirement that the initially-empty cell must be at the
- center, the game becomes solvable. The demonstration is left as an exercise.
-
- Karl Heuer rutgers!harvard!ima!haddock!karl karl@haddock.ima.isc.com
-
-
-
-
- Here is one way of reducing Think & Jump to two pegs.
-
-
- Long simplifies Balsley's scintillating snowflake solution:
-
- 1 U-S A - B C - D
- 2 H-U / \ / \ / \ / \
- 3 V-T E---F---G---H---I
- 4 S-H \ / \ / \ / \ /
- 5 D-M J---K---L---M---N---O
- 6 F-S / \ / \ / \ / \ / \ / \
- 7 Q-F P---Q---R---S---T---U---V
- 8 A-L \ / \ / \ / \ / \ / \ /
- 9 S-Q W---X---Y---Z---a---b
- 10 P-R / \ / \ / \ / \
- 11 Z-N c---d---e---f---g
- 12 Y-K \ / \ / \ / \ /
- 13 h-Y h - i j - k
- 14 k-Z
-
- The board should now be in the snowflake pattern, i.e. look like
-
- o - * * - o
- / \ / \ / \ / \
- *---o---*---o---*
- \ / \ / \ / \ /
- *---*---*---*---*---*
- / \ / \ / \ / \ / \ / \
- o---o---o---o---o---o---o
- \ / \ / \ / \ / \ / \ /
- *---*---*---*---*---*
- / \ / \ / \ / \
- *---o---*---o---*
- \ / \ / \ / \ /
- o - * * - o
-
- where o is empty and * is a peg. The top and bottom can now be reduced
- to single pegs individually. For example, we could continue
-
- 15 g-T
- 16 Y-a
- 17 i-Z
- 18 T-e
- 19 j-Y
- 20 b-Z
- 21 c-R
- 22 Z-X
- 23 W-Y
- 24 R-e
-
- which finishes the bottom. The top can be done in a similar manner.
- --
- Chris Long
-
- ==> games/tictactoe.p <==
- In random tic-tac-toe, what is the probability that the first mover wins?
-
- ==> games/tictactoe.s <==
- Count cases.
-
- First assume that the game goes on even after a win. (Later figure
- out who won if each player gets a row of three.) Then there are
- 9!/5!4! possible final boards, of which
-
- 8*6!/2!4! - 2*6*4!/0!4! - 3*3*4!/0!4! - 1 = 98
-
- have a row of three Xs. The first term is 8 rows times (6 choose 2)
- ways to put down the remaining 2 Xs. The second term is the number
- of ways X can have a diagonal row plus a horizontal or vertical row.
- The third term is the number of ways X can have a vertical and a
- horizontal row, and the 4th term is the number of ways X can have two
- diagonal rows. All the two-row configurations must be subtracted to
- avoid double-counting.
-
- There are 8*6!/1!5! = 48 ways O can get a row. There is no double-
- counting problem since only 4 Os are on the final board.
-
- There are 6*2*3!/2!1! = 36 ways that both players can have a
- row. (6 possible rows for X, each leaving 2 possible rows for O
- and (3 choose 2) ways to arrange the remaining row.) These
- cases need further consideration.
-
- There are 98 - 36 = 62 ways X can have a row but not O.
-
- There are 48 - 36 = 12 ways O can have a row but not X.
-
- There are 126 - 36 - 62 - 12 = 16 ways the game can be a tie.
-
- Now consider the 36 configurations in which each player has a row.
- Each such can be achieved in 5!4! = 2880 orders. There are 3*4!4!
- = 1728 ways that X's last move completes his row. In these cases O
- wins. There are 2*3*3!3! = 216 ways that Xs fourth move completes
- his row and Os row is already done in three moves. In these cases O
- also wins. Altogether, O wins 1728 + 216 = 1944 out of 2880 times
- in each of these 36 configurations. X wins the other 936 out of
- 2880.
-
- Altogether, the probability of X winning is ( 62 + 36*(936/2880) ) / 126.
-
- win: 737 / 1260 ( 0.5849206... )
- lose: 121 / 420 ( 0.2880952... )
- draw: 8 / 63 ( 0.1269841... )
-
- 1000000 games: won 584865, lost 288240, tied 126895
-
- Instead, how about just methodically having the program play every
- possible game, tallying up who wins?
-
- Wonderful idea, especially since there are only 9! ~ 1/3 million
- possible games. Of course some are identical because they end in
- fewer than 8 moves. It is clear that these should be counted
- multiple times since they are more probable than games that go
- longer.
-
- The result:
- 362880 games: won 212256, lost 104544, tied 46080
-
- #include <stdio.h>
-
- int board[9];
- int N, move, won, lost, tied;
-
- int perm[9] = { 0, 1, 2, 3, 4, 5, 6, 7, 8 };
-
- int rows[8][3] = {
- { 0, 1, 2 }, { 3, 4, 5 }, { 6, 7, 8 }, { 0, 3, 6 },
- { 1, 4, 7 }, { 2, 5, 8 }, { 0, 4, 8 }, { 2, 4, 6 }
- };
-
-
- main()
- {
- do {
- bzero((char *)board, sizeof board);
- for ( move=0; move<9; move++ ) {
- board[perm[move]] = (move&1) ? 4 : 1;
- if ( move >= 4 && over() )
- break;
- }
- if ( move == 9 )
- tied++;
- #ifdef DEBUG
- printf("%1d%1d%1d\n%1d%1d%1d w %d, l %d, t %d\n%1d%1d%1d\n\n",
- board[0], board[1], board[2],
- board[3], board[4], board[5], won, lost, tied,
- board[6], board[7], board[8]);
- #endif
- N++;
- } while ( nextperm(perm, 9) );
-
- printf("%d games: won %d, lost %d, tied %d\n", N, won, lost, tied);
- exit(0);
- }
-
- int s;
- int *row;
-
- over()
- {
- for ( row=rows[0]; row<rows[8]; row+=3 ) {
- s = board[row[0]] + board[row[1]] + board[row[2]];
- if ( s == 3 )
- return ++won;
- if ( s == 12 )
- return ++lost;
- }
- return 0;
- }
-
- nextperm(c, n)
- int c[], n;
- {
- int i = n-2, j=n-1, t;
-
- while ( i >= 0 && c[i] >= c[i+1] )
- i--;
- if ( i < 0 )
- return 0;
- while ( c[j] <= c[i] )
- j--;
- t = c[i]; c[i] = c[j]; c[j] = t;
- i++; j = n-1;
- while ( i < j ) {
- t = c[i]; c[i] = c[j]; c[j] = t;
- i++; j--;
- }
- return 1;
- }
-
-
-
- ==> geometry/K3,3.p <==
- Can three houses be connected to three utilities without the pipes crossing?
-
- _______ _______ _______
- | oil | |water| | gas |
- |_____| |_____| |_____|
-
-
- _______ _______ _______
- |HOUSE| |HOUSE| |HOUSE|
- | one | | two | |three|
-
- ==> geometry/K3,3.s <==
- The problem you describe is to draw a bipartite graph of 3 nodes connected
- in all ways to 3 nodes, all embedded in the plane. The graph is called K3,3.
- A famous theorem of Kuratowsky says that all graphs can be embedded
- in the plane, EXCEPT those containing K3,3 or K5 (the complete graph
- on 5 vertices, i.e., the graph with 5 nodes and 10 edges) as a
- subgraph. So your problem is a minimal example of a graph that
- cannot be embedded in the plane.
-
- The proofs that K5 and K3,3 are non-planar are really quite easy, and only
- depend on Euler's Theorem that F-E+V=2 for a planar graph.
- For K3,3 V is 6 and E is 9, so F would have to be 5. But each face has at
- least 4 edges, so E >= (F*4)/2 = 10, contradiction.
- For K5 V is 5 and E is 10, so F = 7. In this case each face has at least 3
- edges, so E >= (F*3)/2 = 10.5, contradiction.
-
- The difficult part of Kuratowsky is the proof in the other direction!
-
- A quick, informal proof by contradiction without assuming Euler's Theorem:
- Using a map in which the houses are 1, 2, and 3 and the utilities are
- A, B, and C, there must be continuous lines that connect the buildings and
- divide the area into three sections bounded by the loops A-1-B-2-A,
- A-1-B-3-A, and A-2-B-3-A. (One of the areas is the infinite plane *around*
- whichever loop is the outer edge of the network.) C must be in one of these
- three areas; whichever area it is in, either 1, or 2, or 3, is *not* part of
- the loop that rings its area and hence is inaccessible to C.
-
- The usual quibble is to solve the puzzle by running one of the pipes
- underneath one of houses on its way to another house; the puzzle's
- instructions forbid crossing other *pipes*, but not crossing other *houses*.
-
- ==> geometry/bear.p <==
- If a hunter goes out his front door, goes 50 miles south, then goes 50
- miles west, shoots a bear, goes 50 miles north and ends up in front of
- his house. What color was the bear?
-
- ==> geometry/bear.s <==
- The hunter's door is in one of two locations. One is a foot or so from the
- North Pole, facing north, such that his position in front of the door is
- precisely upon the North Pole. Since that's a ridiculous place to build a
- house and since bears do not roam within fifty miles of the pole, the bear
- is either imaginary or imported, and there is no telling what color it is.
-
- There is another place (actually a whole set) on earth from which one can go
- fifty miles south, fifty miles west, and fifty miles north and end up where
- one started. Consider the parallel of latitude close enough to the South
- Pole that the circumference of the earth at that latitude is 50/n miles,
- for some integer n.
-
- Take any point on that parallel of latitude and pick the point fifty miles
- north of it. Situate the hunter's front porch there. The hunter goes fifty
- miles south from his porch and is at a point we'll call A. He travels fifty
- miles west, going n times around the earth, and is at A again, where he shoots
- the bear. Fifty miles north from A he is back home. Since bears are not
- indigenous to the Antarctic, again the bear is either imaginary or imported
- and there is no telling what color it might be.
-
- ==> geometry/bisector.p <==
- If two angle bisectors of a triangle are equal, then the triangle is
- isosceles (more specifically, the sides opposite to the two angles
- being bisected are equal).
-
- ==> geometry/bisector.s <==
- The following proof is probably from Altshiller-Court's College
- Geometry, since that's where I first saw the problem.
-
- Let the triangle be ABC, with angle bisectors BE and CD.
- Let F be such that BEFD is a parallelagram.
- Let x = measure of angle CBE = angle DBE,
- y = measure of angle BCD = angle DCE,
- x' = measure of angle EFC,
- y' = measure of angle ECF.
- (You will probably want to draw a picture.)
-
- Suppose x > y. Consider the triangles EBC and DCB. Since BC = BC and
- BE = CD, we must have CE > BD. Now, since BD = EF, we have that CE >
- EF, so that x' > y'. Thus x+x' > y+y'. But, triangle FDC is
- isosceles, since DF = BE = DC, so x+x' = y+y', a contradiction.
- Similarly, we cannot have x < y. Therefore the base angles of ABC are
- equal, making ABC an isosceles triangle. QED
-
-
-
-
- ==> geometry/calendar.p <==
- Build a calendar from two sets of cubes. On the first set,
- spell the months with a letter on each face of three cubes.
- Use lowercase three-letter abbreviations for the names of all
- twelve months (e.g., "jan", "feb", "mar"). On the second set,
- number the days with a digit on each face of two cubes (e.g.,
- "01", "02", etc.).
-
- ==> geometry/calendar.s <==
- First note that there are *nineteen* different letters in the
- month abbreviations (abcdef gjlmno prstuv y) so to get them all on the
- eighteen faces of 3 cubes, you know right away you're going to have to
- resort to trickery.
-
- So I wrote them all down and looked at which ones could be
- reversed to make another letter in the set. The only pair that jumped
- out at me was the d/p pair. Now I knew that it was at least feasible,
- as long as it wasn't necessary to duplicate any letters.
-
- Then I scanned the abbreviations to find ones that had a lot of
- common letters. The jan-jun-jul series looked like a good place to
- start:
- j a n
- u l
- was a good beginning but I realized
- right away that I had no room for duplicate letters and the second cube
- had both a and u so aug was going to be impossible. In fact I almost
- posted that answer. Then I realized that if Martin Gardner wrote about
- it, it must have a solution. :-) So I went back to the letter list.
-
- I don't put tails on my u's so it didn't strike me the first
- time through that n and u could be combined.
- Cube 1 Cube 2 Cube 3
- j a n/u
- n/u l
- would let me get away with putting the g
- on the first cube to get aug, so I did.
- j a n/u
- g n/u l (1)
-
- Now came the fun part. The a was placed so I had to work around
- it for the other months that had an a in them (mar, apr, may).
- m a r
- d/p y (2)
-
- Now the d/p was placed so I had to work around that for sep and dec.
- This one was easy since they shared an e as well.
- d/p e s
- c (3)
-
- Now the e was placed so feb had to be worked in.
- f e b (4)
-
- The two months left (oct, nov) were far more complex. Not only
- did they have two "set" letters (c, n/u), there were two possible n/u's
- to be set with. That's why I left them for last.
- o t c
- n/u v (5)
-
- So now I had five pieces to fit together, so that no set would
- have more than six letters in it. Trial and error provided:
-
- j a n/u a b e
- g n/u l or, c d/p g
- r s m alphabetically: f l j
- y c d/p n/u m o
- e v t s n/u r
- o f b v t y
-
-
- Without some gimmick the days cannot be done. Because of the dates 11 and
- 22, there must be a 1 and a 2 on each cube. Thus there are 8 remaining spaces
- for the 8 remaining numbers, and because of 30, we put 3 and 0 on different
- cubes. I don't think the way you allocate the others matter. Now 6 numbers on
- each cube can produce at most 36 distinct pairs, and we need 31 distinct pairs
- to represent all possible dates. But since 3 each of {4,5,6,7,8,9} are on each
- cube, there are at least 9 representable numbers which can't be dates.
- Therefore there are at most 27 distinct numbers which are dates on the two
- cubes, and it can't be done. In particular, not all of {04,05,06,07,08,09} can
- be represented.
-
- The gimmick solution would be to represent the numbers in a stylised format
- (like say, on a digital clock or on a computer screen) such that the 6 can be
- turned upside down to be a 9. Then you can have 012 on both cubes, and three
- each of {3,4,5,6,7,8} on the other faces. Done.
-
- Example: 012468 012357
-
- ==> geometry/circles.and.triangles.p <==
- Find the radius of the inscribed and circumscribed circles for a triangle.
-
- ==> geometry/circles.and.triangles.s <==
- Let a, b, and c be the sides of the triangle. Let s be the
- semiperimeter, i.e. s = (a + b + c) / 2. Let A be the area
- of the triangle, and let x be the radius of the incircle.
-
- Divide the triangle into three smaller triangles by drawing
- a line segment from each vertex to the incenter. The areas
- of the smaller triangles are ax/2, bx/2, and cx/2. Thus,
- A = ax/2 + bx/2 + cx/2, or A = sx.
-
- We use Heron's formula, which is A = sqrt(s(s-a)(s-b)(s-c)).
- This gives us x = sqrt((s-a)(s-b)(s-c)/s).
-
- The radius of the circumscribed circle is given by R = abc/4A.
-
- ==> geometry/coloring/cheese.cube.p <==
- A cube of cheese is divided into 27 subcubes. A mouse starts at one
- corner and eats through every subcube. Can it finish in the middle?
-
- ==> geometry/coloring/cheese.cube.s <==
- Give the subcubes a checkerboard-like coloring so that no two adjacent
- subcubes have the same color. If the corner subcubes are black, the
- cube will have 14 black subcubes and 13 white ones. The mouse always
- alternates colors and so must end in a black subcube. But the center
- subcube is white, so the mouse can't end there.
-
- ==> geometry/coloring/dominoes.p <==
- There is a chess board (of course with 64 squares). You are given
- 21 dominoes of size 3-by-1 (the size of an individual square on
- a chess board is 1-by-1). Which square on the chess board can
- you cut out so that the 21 dominoes exactly cover the remaining
- 63 squares? Or is it impossible?
-
- ==> geometry/coloring/dominoes.s <==
- ||||||||
- ||||||||
- ||||||||
- ---***+*
- ---...+*
- ---*+O+*
- ---*+...
- ---*+***
-
- There is only one way to remove a square, aside from rotations and
- reflections. To see that there is at most one way, do this: Label
- all the squares of the chessboard with A, B or C in sequence by rows
- starting from the top:
-
- ABCABCAB
- CABCABCA
- BCABCABC
- ABCABCAB
- CABCABCA
- BCABCABC
- ABCABCAB
- CABCABCA
-
- Every trimino must cover one A, one B and one C. There is one extra
- A square, so an A must be removed. Now label the board again by
- rows starting from the bottom:
-
- CABCABCA
- ABCABCAB
- BCABCABC
- CABCABCA
- ABCABCAB
- BCABCABC
- CABCABCA
- ABCABCAB
-
- The square removed must still be an A. The only squares that got
- marked with A both times are these:
-
- ........
- ........
- ..A..A..
- ........
- ........
- ..A..A..
- ........
- ........
-
- ==> geometry/construction/4.triangles.6.lines.p <==
- Can you construct 4 equilateral triangles with 6 toothpicks?
-
- ==> geometry/construction/4.triangles.6.lines.s <==
- Use the toothpicks as the edges of a tetrahedron.
-
- ==> geometry/construction/5.lines.with.4.points.p <==
- Arrange 10 points so that they form 5 rows of 4 each.
-
- ==> geometry/construction/5.lines.with.4.points.s <==
- Draw a 5 pointed star, put a point where any two lines meet.
-
- ==> geometry/construction/square.with.compass.p <==
- Construct a square with only a compass and a straight edge.
-
- ==> geometry/construction/square.with.compass.s <==
- Draw a circle (C1 at P1). Now draw a diameter D1 (intersects
- at P2 and P3). Set the compass larger than before. From points P2
- and P3 draw another larger circle (C2 and C3). Where these two
- circles cross, draw a line (D2). This line should go the center of
- circle C1 at a rt angle to the original diameter line. This line
- should cross circle C1 at P4 and P5
-
- Reset the compass to its original size. From P2 and P4 draw a circle
- (C4 and C5). These circles intersect at P6 and P1. Connect P6, P2,
- P1, P4 for a square.
-
- ==> geometry/cover.earth.p <==
- A thin membrane covers the surface of the earth. One square meter is
- added to the area of this membrane. How much is added to the radius and
- volume of this membrane?
-
- ==> geometry/cover.earth.s <==
- We know that V = (4/3)*pi*r^3 and A = 4*pi*r^2.
- We need to find out how much V increases if A increases by 1 m^2.
-
- dV / dr = 4 * pi * r^2
- dA / dr = 8 * pi * r
- dV / dA = (dV / dr) / (dA / dr)
- = (4 * pi * r^2) / (8 * pi * r)
- = r/2
- = 3,250,000 m
-
- If the area of the cover is increased by 1 square meter,
- then the volume it contains is increased by about 3.25 million cubic meters.
-
- We seem to be getting a lot of mileage out of such a small square of cotton.
- However, the new cover would not be very high above the surface of the
- planet -- about 6 nanometers (calculate dr/dA).
-
- ==> geometry/dissections/circle.p <==
- Can a circle be cut into similar pieces without point symmetry
- about the midpoint? Can it be done with a finite number of pieces?
-
- ==> geometry/dissections/circle.s <==
- Yes. Draw a circle inside the original circle, sharing a common point
- on the right. Now draw another circle inside the second, sharing a
- point at the left. Now draw another inside the third, sharing a point
- at the right. Continue in this way, coloring in every other region
- thus generated. Now, all the colored regions touch, so count this as
- one piece and the uncolored regions as a second piece. So the circle
- has been divided into two similar pieces and there is no point
- symmetry about the midpoint. Maybe it is cheating to call these
- single pieces, though.
-
- ==> geometry/dissections/hexagon.p <==
- Divide the hexagon into:
- 1) 3 indentical rhombuses.
- 2) 6 indentical kites(?).
- 3) 4 indentical trapezoids.
- 4) 8 indentcal shapes (any shape).
- 5) 12 identical shapes (any shape).
-
- ==> geometry/dissections/hexagon.s <==
- What is considered 'identical' for these questions? If mirror-image shapes
- are allowed, these are all pretty trivial. If not, the problems are rather
- more difficult...
-
- 1. Connect the center to every second vertex.
- 2. Connect the center to the midpoint of each side.
- 3. This is the hard one. If you allow mirror images, it's trivial:
- bisect the hexagon from vertex to vertex, then bisect with a
- perpendicular to that, from midpoint of side to midpoint of side.
- 4. This one's neat. Let the side length of the hexagon be 2 (WLOG).
- We can easily partition the hexagon into equilateral triangles
- with side 2 (6 of them), which can in turn be quartered into
- equilateral triangles with side 1. Thus, our original hexagon
- is partitioned into 24 unit equilateral triangles. Take the
- trapezoid formed by 3 of these little triangles. Place one such
- trapezoid on the inside of each face of the original hexagon, so
- that the long side of the trapezoid coincides with the side of the
- hexagon. This uses 6 trapezoids, and leaves a unit hexagon in the
- center as yet uncovered. Cover this little hexagon with two of
- the trapezoids. Voila. An 8-identical-trapezoid partition.
- 5. Easy. Do the rhombus partition in #1. Quarter each rhombus by
- connecting midpoints of opposite sides. This produces 12 small
- rhombi, each of which is equivalent to two adjacent small triangles
- as in #4.
-
- Except for #3, all of these partitions can be achieved by breaking up the
- hexagon into unit equilateral triangles, and then building these into the
- shapes desired. For #3, though, this would require (since there are 24 small
- triangles) trapezoids formed from 6 triangles each. The only trapezoid that
- can be built from 6 identical triangles is a parallelogram; I assume that the
- poster wouldn't have asked for a trapezoid if you could do it with a special
- case of trapezoid. At any rate, that parallelogram doesn't work.
-
- ==> geometry/dissections/square.70.p <==
- Since 1^2 + 2^2 + 3^2 + ... + 24^2 = 70^2, can a 70x70 sqaure be dissected into
- 24 squares of size 1x1, 2x2, 3x3, etc.?
-
- ==> geometry/dissections/square.70.s <==
- Martin Gardner asked this in his Mathematical Games column in the
- September 1966 issue of Scientific American. William Cutler was the first
- of 24 readers who reduced the uncovered area to 49, using all but the 7x7
- square. All the patterns were the same except for interchanging the
- squares of orders 17 and 18 and rearranging the squares of orders 1, ...,
- 6, 8, 9, and 10. Nobody proved that the solution is minimal.
-
- +----------------+-------------+----------------------+---------------------+
- | | | | |
- | | | | |
- | | 11 | | |
- | | | | |
- | 16 | | | |
- | +-----+--+----+ 22 | 21 |
- | | | 2| | | |
- | | 5 +--+----+ | |
- | | | | | |
- +----------------+--+--+ 6 | | |
- | | 3| | | |
- | ++-+-------+ | |
- | || | ++--------------------+
- | || 8 +----------------------++ |
- | 18 || | | |
- | || | | |
- | ++---------+ | |
- | | | | 20 |
- | | 9 | | |
- +------------------++ | 23 | |
- | || | | |
- | ++----------+ | |
- | | | +---++---------------+
- | | | | || |
- | 17 | 10 | | 4 || |
- | | +---------------+-------+---++ |
- | +-+---------+---------------+ | 15 |
- | | | | | |
- | | | | 12 | |
- +------------------+-+ | +-+-------------+
- | | | |1| |
- | | +------------+-+ |
- | | 24 | | |
- | | | | |
- | 19 | | 13 | 14 |
- | | | | |
- | | | | |
- | | | | |
- +--------------------+-------------------------+--------------+-------------+
-
- ==> geometry/dissections/square.five.p <==
- Can you dissect a square into 5 parts of equal area with just a straight edge?
-
- ==> geometry/dissections/square.five.s <==
- 1. Prove you can reflect points which lie on the sides of the square
- about the diagonals.
-
- 2. Construct two different rectangles whose vertices lie on the square
- and whose sides are parallel to the diagonals.
-
- 3. Construct points A, A', B, B' on one (extended) side of the square
- such that A/A' and B/B' are mirror image pairs with respect to another
- side of the square.
-
- 4. Construct the mirror image of the center of the square in one
- of the sides.
-
- 5. Divide the original square into 4 equal squares whose sides are
- parallel to the sides of the original square.
-
- 6. Divide one side of the square into 8 equal segments.
-
- 7. Construct a trapezoid in which one base is a square side and one
- base is 5/8 of the opposite square side.
-
- 8. Divide one side of the square into 5 equal segments.
-
- 9. Divide the square into 5 equal rectangles.
-
- ==> geometry/duck.and.fox.p <==
- A duck is swimming about in a circular pond. A ravenous fox (who cannot
- swim) is roaming the edges of the pond, waiting for the duck to come close.
- The fox can run faster than the duck can swim. In order to escape,
- the duck must swim to the edge of the pond before flying away. Assume that
- the duck can't fly until it has reached the edge of the pond.
-
- How much faster must the fox run that the duck swims in order to be always
- able to catch the duck?
-
- ==> geometry/duck.and.fox.s <==
- Assume the ratio of the fox's speed to the duck's is a, and the radius
- of the pond is r. The duck's best strategy is:
-
- 1. Swim around a circle of radius (r/a - delta) concentric with the
- pond until you are diametrically opposite the fox (you, the fox, and
- the center of the pond are colinear).
-
- 2. Swim a distance delta along a radial line toward the bank opposite
- the fox.
-
- 3. Observe which way the fox has started to run around the circle.
- Turn at a RIGHT ANGLE in the opposite direction (i.e. if you started
- swimming due south in step 2 and the fox started running to the east,
- i.e. clockwise around the pond, then start swimming due west). (Note:
- If at the beginning of step 3 the fox is still in the same location as
- at the start of step 2, i.e. directly opposite you, repeat step 2
- instead of turning.)
-
- 4. While on your new course, keep track of the fox. If the fox slows
- down or reverses direction, so that you again become diametrically
- opposite the fox, go back to step 2. Otherwise continue in a straight
- line until you reach the bank.
-
- 5. Fly away.
-
- The duck should make delta as small as necessary in order to be able
- to escape the fox.
-
- The key to this strategy is that the duck initially follows a
- radial path away from the fox until the fox commits to running either
- clockwise or counterclockwise around the pond. The duck then turns onto
- a new course that intersects the circle at a point MORE than halfway
- around the circle from the fox's starting position. In fact, the duck
- swims along a tangent of the circle of radius r/a. Let
-
- theta = arc cos (1/a)
-
- then the duck swims a path of length
-
- r sin theta + delta
-
- but the fox has to run a path of length
-
- r*(pi + theta) - a*delta
-
- around the circle. In the limit as delta goes to 0, the duck will
- escape as long as
-
- r*(pi + theta) < a*r sin theta
-
- that is,
-
- pi + arc cos (1/a) - a * sqrt(a^2 - 1) < 0
-
- Maximize a in the above: a = 4.6033388487517003525565820291030165130674...
- The fox can catch the duck as long as he can run about 4.6 times as fast as
- the duck can swim.
-
- "But wait," I hear you cry, "When the duck heads off to that spot
- 'more than halfway' around the circle, why doesn't the fox just double
- back? That way he'll reach that spot much quicker." That is why the
- duck's strategy has instructions to repeat step 2 under certain
- circumstances. Note that at the end of step 2, if the fox has started
- to run to head off the duck, say in a clockwise direction, he and the
- duck are now on the same side of some diameter of the circle. This
- continues to be true as long as both travel along their chosen paths
- at full speed. But if the fox were now to try to reach the duck's
- destination in a counterclockwise direction, then at some instant he
- and the duck must be on a diameter of the pond. At that instant, they
- have exactly returned to the situation that existed at the end of step
- 1, except that the duck is a little closer to the edge than she was
- before. That's why the duck always repeats step 2 if the fox is ever
- diametrically opposite her. Then the fox must commit again to go one
- way or the other. Every time the fox fails to commit, or reverses his
- commitment, the duck gets a distance delta closer to the edge. This
- is a losing strategy for the fox.
-
- The limiting ratio of velocities that this strategy works against
- cannot be improved by any other strategy, i.e., if the ratio of
- the duck's speed to the fox's speed is less than a then the duck
- cannot escape given the best fox strategy.
-
- Given a ratio R of speeds less than the above a, the fox is sure to
- catch the duck (or keep it in water indefinitely) by pursuing the
- following strategy:
- Do nothing so long as the duck is in a radius of R around the centre.
- As soon as it emerges from this circle, run at top speed around the
- circumference. If the duck is foolish enough not to position itself
- across from the center when it comes out of this circle, run "the short
- way around", otherwise run in either direction.
-
- To see this it is enough to verify that at the circumference of the
- circle of radius R, all straight lines connecting the duck to points
- on the circumference (in the smaller segment of the circle cut out
- by the tangent to the smaller circle) bear a ratio greater than R
- with the corresponding arc the fox must follow. That this is enough
- follows from the observation that the shortest curve from a point on
- a circle to a point on a larger concentric circle (shortest among all
- curves that don't intersect the interior of the smaller circle) is
- either a straight line or an arc of the smaller circle followed by a
- tangential straight line.
-
- ==> geometry/earth.band.p <==
- How much will a band around the equator rise above the surface if it
- is made one meter longer?
-
- ==> geometry/earth.band.s <==
- The formula for the circumference of a circle is 2 * pi * radius. Therefore,
- if you increase the circumference by 1 meter, you increase the radius by
- 1/(2 * pi) meters, or about 0.16 meters.
-
- ==> geometry/ham.sandwich.p <==
- Consider a ham sandwich, consisting of two pieces of bread and one of
- ham. Suppose the sandwich was dropped into a machine and spindled,
- torn and mutiliated. Is it still possible to divide the ham sandwich
- with a straight knife cut such that both the ham and the bread are
- divided in two parts of equal volume?
-
- ==> geometry/ham.sandwich.s <==
- Yes. There is a theorem in topology called the Ham Sandwich Theorem,
- which says: Given 3 (finite) volumes (each may be of any shape, and in
- several pieces), there is a plane that cuts each volume in half. One
- would learn about it typically in a first course in algebraic topology,
- or maybe in a course on introductory topology (if you studied the
- fundamental group).
-
- ==> geometry/hike.p <==
- You are hiking in a half-planar woods, exactly 1 mile from the edge,
- when you suddenly trip and lose your sense of direction. What's the
- shortest path that's guaranteed to take you out of the woods? Assume
- that you can navigate perfectly relative to your current location and
- (unknown) heading.
-
- ==> geometry/hike.s <==
- Go 2/sqrt(3) away from the starting point, turn 120 degrees and head
- 1/sqrt(3) along a tangent to the unit circle, then traverse an arc of
- length 7*pi/6 along this circle, then head off on a tangent 1 mile.
-
- This gives a minimum of sqrt(3) + 7*pi/6 + 1 = 6.397...
-
- It remains to prove this is the optimal answer.
-
- ==> geometry/hole.in.sphere.p <==
- Old Boniface he took his cheer,
- Then he bored a hole through a solid sphere,
- Clear through the center, straight and strong,
- And the hole was just six inches long.
-
- Now tell me, when the end was gained,
- What volume in the sphere remained?
- Sounds like I haven't told enough,
- But I have, and the answer isn't tough!
-
- ==> geometry/hole.in.sphere.s <==
- The volume of the leftover material is equal to the volume of a 6" sphere.
-
- First, lets look at the 2 dimensional equivalent of this problem.
- Two concentric circles where the chord of the outer circle that is
- tangent to the inner circle has length D. What is the area of the "doughnut"
- area between the circles?
-
- It is pi * (D/2)^2. The same area as a circle with that diameter.
- Proof:
- big circle radius is R
- little circle radius is r
-
- 2 2
- area of donut = pi * R - pi * r
-
- 2 2
- = pi * (R - r )
-
-
- Draw a right triangle and apply the Pythagorean Theorem to see that
- 2 2 2
- R - r = (D/2)
- so the area is
- 2
- = pi * (D/2)
-
-
- Start with a sphere of radius R (where R > 6"), drill out the 6"
- high hole. We will now place this large "ring" on a plane. Next to it
- place a 6" high sphere. By Archemedes' theorem, it suffices
- to show that for any plane parallel to the base plane, the cross-
- sectional area of these two solids is the same.
-
- Take a general plane at height h above (or below) the center
- of the solids. The radius of the circle of intersection on the sphere is
-
- radius = srqt(3^2 - h^2)
-
- so the area is
-
- pi * ( 3^2 - h^2 )
-
-
- For the ring, once again we are looking at the area between two concentric
- circles. The outer circle has radius sqrt(R^2 - h^2),
- The area of the outer circle is therefore
-
- pi (R^2 - h^2)
-
- The inner circle has
- radius sqrt(R^2 - 3^2). So the area of the inner circle is
-
- pi * ( R^2 - 3^2 )
-
- the area of the doughnut is therefore
-
- pi(R^2 - h^2) - pi( R^2 - 3^2 )
-
- = pi (R^2 - h^2 - R^2 + 3^2)
-
- = pi (3^2 - h^2)
-
- Therefore the areas are the same for every plane intersecting the solids.
- Therefore their volumes are the same.
- QED
-
- ==> geometry/ladders.p <==
- Two ladders form a rough X in an alley. The ladders are 11 and 13 meters
- long and they cross 4 meters off the ground. How wide is the alley?
-
- ==> geometry/ladders.s <==
- Ladders 1 and 2, denoted L1 and L2, respectively, will rest along two
- walls (taken to be perpendicular to the ground), and they will
- intersect at a point O = (a,s), a height s from the ground. Find the
- largest s such that this is possible. Then find the width of the
- alley, w = a+b, in terms of L1, L2, and s. This diagram is not to
- scale.
-
- B D
- |\ L1 L2 /|
- | \ / | BC = length of L1
- | \ / | AD = length of L2
- | \ O / | s = height of intersection
- x| \ / |y A = (0,0)
- | /|\ | AE = a
- | m / | \ n | EC = b
- | / |s \ | AO = m
- | / | \ | CO = n
- |/________|________\|
- (0,0) = A a E b C
-
- -----------------------------------------------------------------------------
- Without loss of generality, let L2 >= L1.
-
- Observe that triangles AOB and DOC are similar. Let r be the ratio of
- similitude, so that x=ry. Consider right triangles CAB and ACD. By
- the Pythagorean theorem, L1^2 - x^2 = L2^2 - y^2. Substituting x=ry,
- this becomes y^2(1-r^2) = L2^2 - L1^2. Letting L= L2^2 -L1^2 (L>=0),
- and factoring, this becomes
-
- (*) y^2 (1+r)(1-r) = L
-
- Now, because parallel lines cut L1 (a transversal) in proportion, r =
- x/y = (L1-n)/n, and so L1/n = r+1. Now, x/s = L1/n = r+1, so ry = x =
- s(r+1). Solving for r, one obtains the formula r = s/(y-s).
- Substitute this into (*) to get
-
- (**) y^2 (y) (y-2s) = L (y-s)^2
-
- NOTE: Observe that, since L>=0, it must be true that y-2s>=0.
-
- Now, (**) defines a fourth degree polynomial in y. It can be written in the
- form (by simply expanding (**))
-
- (***) y^4 - 2s_y^3 - L_y^2 + 2sL_y - Ls^2 = 0
-
- L1 and L2 are given, and so L is a constant. How large can s be? Given L,
- the value s=k is possible if and only if there exists a real solution, y',
- to (***), such that 2k <= y' < L2. Now that s has been chosen, L and s are
- constants, and (***) gives the desired value of y. (Make sure to choose the
- value satisfying 2s <= y' < L2. If the value of s is "admissible" (i.e.,
- feasible), then there will exist exactly one such solution.)
- Now, w = sqrt(L2^2 - y^2), so this concludes the solution.
-
- L1 = 11, L2 = 13, s = 4. L = 13^2-11^2 = 48, so (***) becomes
-
- y^4 - 8_y^3 - 48_y^2 + 384_y - 768 = 0
-
- Numerically find root y ~= 9.70940555, which yields w ~= 8.644504.
-
- ==> geometry/lattice/area.p <==
- Prove that the area of a triangle formed by three lattice points is integer/2.
-
- ==> geometry/lattice/area.s <==
- The formula for the area is
-
- A = | x1*y2 + x2*y3 + x3*y1 - x1*y3 - x2*y1 - x3*y2 | / 2
-
- If the xi and yi are integers, A is of the form (integer/2)
-
- ==> geometry/lattice/equilateral.p <==
- Can an equlateral triangle have vertices at integer lattice points?
-
- ==> geometry/lattice/equilateral.s <==
- No.
-
- Suppose 2 of the vertices are (a,b) and (c,d), where a,b,c,d are integers.
- Then the 3rd vertex lies on the line defined by
-
- (x,y) = 1/2 (a+c,b+d) + t ((d-b)/(c-a),-1) (t any real number)
-
- and since the triangle is equilateral, we must have
-
- ||t ((d-b)/(c-a),-1)|| = sqrt(3)/2 ||(c,d)-(a,b)||
-
- which yields t = +/- sqrt(3)/2 (c-a). Thus the 3rd vertex is
-
- 1/2 (a+c,b+d) +/- sqrt(3)/2 (d-b,a-c)
-
- which must be irrational in at least one coordinate.
-
- ==> geometry/rotation.p <==
- What is the smallest rotation that returns an object to its original state?
-
- ==> geometry/rotation.s <==
- 720 degrees.
-
- Objects are made of bosons (integer-spin particles) and fermions
- (half-odd-integer spin particles), and the wave function of a fermion
- changes sign upon being rotated by 360 degrees. To get it back to its
- original state you must rotate by another 360 degrees, for a total of
- 720 degrees. This fact is the basis of Fermi-Dirac statistics, the
- Pauli Exclusion Principle, electron orbits, chemistry, and life.
-
- Mathematically, this is due to the continuous double cover of SO(2) by
- SO(3), where SO(2) is the internal symmetry group of fermions and SO(3)
- is the group of rotations in three dimensional space.
-
- You can demonstrate this with a tray, which you hold in your right hand
- with the arm lowered, then rotate twice as you raise your arm and end
- up with the tray above your head, rotated twice about its vertical
- axis, but without having twisted your arm.
-
- Also, by attaching strings to a sphere, it is possible to see that a
- 360 degree rotation will entangle the strings, which another 360 degree
- rotation will disentangle.
-
- Hospitals have machines which take out your blood, centrifuge it to take out
- certain parts, then return it to your veins. Because of AIDS they must never
- let your blood touch the inside of the machine which has touched others'
- blood. So the inside is lined with a single piece of disposable branched
- plastic tubing. This tube must rotate rapidly in the centrifuge where
- several branches come out. Thus the tube should twist and tangle up the
- branches. But the machine untwists the branches as in the above discussion.
- At several hundred rounds per minute!
-
- References
- P. A. M. Dirac's "scissors demonstration"
- R. Penrose and W. Rindler
- Spinors and Space-time, vol. 1, p. 43
- Cambridge University Press, 1984,
-
- R. Feynman and S. Weinberg
- Elementary Particles and the Laws of Physics, p. 29
- Cambridge University Press, 1987
-
- ==> geometry/smuggler.p <==
- Somewhere on the high sees smuggler S is attempting, without much
- luck, to outspeed coast guard G, whose boat can go faster than S's. G
- is one mile east of S when a heavy fog descends. It's so heavy that
- nobody can see or hear anything further than a few feet. Immediately
- after the fog descends, S changes course and attempts to escape at
- constant speed under a new, fixed course. Meanwhile, G has lost track
- of S. But G happens to know S's speed, that it is constant, and that S
- is sticking to some fixed heading, unknown to G.
-
- How does G catch S?
-
- G may change course and speed at will. He knows his own speed and
- course at all times. There is no wind, G does not have radio or radar,
- there is enough space for maneuvering, etc.
-
- ==> geometry/smuggler.s <==
- One way G can catch S is as follows (it is not the fastest way).
-
- G waits until he knows that S has traveled for one mile. At that time, both
- S and G are somewhere on a circle with radius one mile, and with its center
- at the original position of S. G then begins to travel with a velocity that
- has a radially outward component equal to that of S, and with a tangential
- component as large as possible, given G's own limitation of total speed. By
- doing so, G and S will always both be on an identical circle having its
- center at the original position of S. Because G has a tangential component
- whereas S does not, G will always catch S (actually, this is not proven
- until you solve the o.d.e. associated with the problem).
-
- If G can go at 40 mph and S goes at 20 mph, you can work out that it will
- take G at most 1h 49m 52s to catch S. On average, G will catch S in:
-
- ( -2pi + sqrt(3) ( exp(2pi/sqrt(3)) - 1 )) / 40pi hours,
-
- which is, 27 min and 17 sec.
-
- ==> geometry/table.in.corner.p <==
- Put a round table into a (perpendicular) corner so that the table top
- touches both walls and the feet are firmly on the ground. If there is
- a point on the perimeter of the table, in the quarter circle between
- the two points of contact, which is 10 cm from one wall and 5 cm from
- the other, what's the diameter of the table?
-
- ==> geometry/table.in.corner.s <==
- Consider the +X axis and the +Y axis to be the corner. The table has
- radius r which puts the center of the circle at (r,r) and makes the
- circle tangent to both axis. The equation of the circle (table's
- perimeter) is
-
- (x-r)^2 + (y-r)^2 = r^2 .
-
- This leads to
-
- r^2 - 2(x+y) + x^2 + y^2 = 0
-
- Using x = 10, y = 5 we get the solutions 25 and 5. The former is the
- radius of the table. It's diameter is 50 cm.
-
- The latter number is the radius of a table that has a point which
- satisfies the conditions but is on the outside edge of the table.
-
- ==> geometry/tesseract.p <==
- If you suspend a cube by one corner and slice it in half with a
- horizontal plane through its centre of gravity, the section face is a
- hexagon. Now suspend a tesseract (a four dimensional hypercube) by one
- corner and slice it in half with a hyper-horizontal hyperplane through
- its centre of hypergravity. What is the shape of the section
- hyper-face?
-
- ==> geometry/tesseract.s <==
- The 4-cube is the set of all points in [-1,1]^4 .
- The hyperplane { (x,y,z,w) : x + y + z + w = 0 } cuts the 4-cube
- in the desired manner.
-
- Now, { (.5,.5,-.5,-.5), (.5,-.5,.5,-.5), (.5,-.5,-.5,.5) } is an
- orthonormal basis for the hyperplane. Let (a,b,c) be a point on the
- hyperplane with respect to this basis. (a,b,c) is in the 4-cube if and
- only if |a| + |b| + |c| <= 2. The shape of the intersection is a
- regular octahedron.
-
- ==> geometry/tetrahedron.p <==
- Suppose you have a sphere of radius R and you have four planes that are
- all tangent to the sphere such that they form an arbitrary tetrahedron
- (it can be irregular). What is the ratio of the surface area of the
- tetrahedron to its volume?
-
- ==> geometry/tetrahedron.s <==
- For each face of the tetrahedron, construct a new tetrahedron with that
- face as the base and the center of the sphere as the fourth vertex.
- Now the original tetrahedron is divided into four smaller ones, each of
- height R. The volume of a tetrahedron is Ah/3 where A is the area of
- the base and h the height; in this case h=R. Combine the four
- tetrahedra algebraically to find that the volume of the original
- tetrahedron is R/3 times its surface area.
-
- ==> geometry/tiling/rational.sides.p <==
- A rectangular region R is divided into rectangular areas. Show that if
- each of the rectangles in the region has at least one side with
- rational length then the same can be said of R.
-
- ==> geometry/tiling/rational.sides.s <==
- "Fourteen proofs of a result about tiling a rectangle" (Stan Wagon)
- _The American Mathematical Monthly_, Aug-Sep 1987, Vol 94 #7. There
- was also a fifteenth proof published a few issues later, attributed to
- a (University of Kentucky?) student.
-
- ==> geometry/tiling/rectangles.with.squares.p <==
- Given two sorts of squares, (axa) and (bxb), what rectangles can be tiled?
-
- ==> geometry/tiling/rectangles.with.squares.s <==
- A rectangle can be tiled with (axa) and (bxb) squares, iff
-
- (i) gcd(a,b)=1 , and any of the following hold:
-
- either: both sides of the rectangle are multiples of a;
- or: both sides of the rectangle are multiples of b;
- or: one side is a multiple of (ab), and the other is any length EXCEPT
- one of a finite number of "bad" lengths: those numbers which are
- NOT positive integer combinations of a & b. { By Sylvester's theorem
- there are (a-1)(b-1)/2 of these, the largest being (a-1)(b-1)-1. }
-
- (ii) gcd(a,b) = d .
- Then merely apply (i) to the problem with a,b replaced
- by a/d, b/d and the rectangle lengths also divided by d.
- i.e. all cells must appear in (dxd) subsquares.
-
- ------
- PROOF
- It is clear that (ii) follows from (i), and that simple constructions give
- the "if" part of (i). For the "only if" part, we prove that...
-
- (S) If one side of the rectangle is not divisible by a, and the other is
- not divisible by b, then the tiling is impossible.
-
- The results in (i) follow immediately from (S).
-
- To prove (S): ( Chakraborty-Hoey style ).
- ~~~~~~~~~~~~~~~~
- Let the width of the rectangle be a NON-(a-multiple). Then the number of
- bxb squares starting (i.e. top edge) at row 1 must be a NON-a-multiple.
- Thus the number of bxb starting at row 2 must BE an a-multiple. Similarly
- for the number starting at rows 3,4,...,b . Then the number starting at
- row (b+1) must be a NON-a-multiple again.
-
- Similarly the number starting at rows (2b+1), (3b+1), (4b+1),... must all be
- non-a-multiples. So if the number of rows is NOT a multiple of b, (call it
- bx+r), then row (bx+1) must have a NON-a-multiple of bxb squares starting
- there, i.e. at least one, and there is no room left to squeeze it in. [QED]
- ----
-
- A Rickard-style proof of (S) is ..BBB....BBWWW...WBBB....BBWWW...W(..etc)
- ~~~~~~~ also possible, by ..BBB....BBWWW...WBBB....BBWWW...W
- coloring the rectangle in ..BBB....BBWWW...WBBB....BBWWW...W
- vertical strips as shown here: <- a ->< b-a ><- a ->< b-a >
-
- Every square tile covers an a-multiple of black squares. But if the width
- is a NON-b-multiple, and the number of rows is a NON-a-multiple, then there
- are a NON-a-multiple of black squares in total. [QED]
-
- (Note: the coloring must have 1 column of blacks on the right, and any
- ==== spare columns of whites on the left.)
-
- ===================
-
- Bill Taylor. wft@math.canterbury.ac.nz
-
- >A Rickard-style proof of (S) is ..BBB....BBWWW...WBBB....BBWWW...W(..etc)
- > ~~~~~~~ also possible, by ..BBB....BBWWW...WBBB....BBWWW...W
- >coloring the rectangle in ..BBB....BBWWW...WBBB....BBWWW...W
- >vertical strips as shown here: <- a ->< b-a ><- a ->< b-a >
- >
- >Every square tile covers an a-multiple of black squares. But if the width
- >is a NON-b-multiple, and the number of rows is a NON-a-multiple, then there
- >are a NON-a-multiple of black squares in total. [QED]
- >
- >(Note: the coloring must have 1 column of blacks on the right, and any
- > ==== spare columns of whites on the left.)
-
- This statement of how to position the colouring isn't good enough, I'm
- afraid. Take a=4, b=7 and consider e.g. a 19x10 rectangle. Coloured your
- way, you get:
-
- BWWWBBBBWWWBBBBWWWB
- BWWWBBBBWWWBBBBWWWB
- :::::::::::::::::::
- BWWWBBBBWWWBBBBWWWB
- BWWWBBBBWWWBBBBWWWB
-
- The result has 10*10=100 black squares in it, which *is* a multiple of a=4,
- despite the fact that 19 is not a multiple of 7 and 10 is not a multiple of
- 4.
-
- Of course, there is an alternative offset for the pattern that does give you
- the result you want:
-
- WWBBBBWWWBBBBWWWBBB
- WWBBBBWWWBBBBWWWBBB
- :::::::::::::::::::
- WWBBBBWWWBBBBWWWBBB
- WWBBBBWWWBBBBWWWBBB
-
- To show this happens in general: because the width of the rectangle is a
- non-multiple of b, it is possible to position it on the pattern so that the
- leftmost column in the rectangle is white and the column just right of the
- right edge of the rectangle is black. Suppose N columns are black with this
- positioning. Then the rectangle contains N*H black cells, where H is the
- height of the rectangle.
-
- If we then shift the rectangle right by one, the number of black columns
- increases by 1 and it contains (N+1)*H black cells. The difference between
- these two numbers of black cells is H, which is not a multiple of a.
- Therefore N*H and (N+1)*H cannot both be multiples of a, and so one of these
- two positionings of the pattern will suit your purposes.
-
- David Seal
- dseal@armltd.co.uk
-
- ==> geometry/tiling/scaling.p <==
- A given rectangle can be entirely covered (i.e. concealed) by an
- appropriate arrangement of 25 disks of unit radius.
-
- Can the same rectangle be covered by 100 disks of 1/2 unit radius?
-
- ==> geometry/tiling/scaling.s <==
- Yes. The same configuration of circles, when every distance is reduced
- by half (including the diameters), will cover a similar rectangle whose
- sides are one half of the original one. The original rectangle is the
- union of four such rectangles.
-
- ==> geometry/tiling/seven.cubes.p <==
- Consider 7 cubes of equal size arranged as follows. Place 5 cubes so
- that they form a Swiss cross or a + (plus). ( 4 cubes on the sides and
- 1 in the middle). Now place one cube on top of the middle cube and the
- seventh below the middle cube, to effectively form a 3-dimensional
- swiss cross.
-
- Can a number of such blocks (of 7 cubes each) be arranged so that they
- are able to completely fill up a big cube (say 10 times the size of
- the small cubes)? It is all right if these blocks project out of the
- big cube, but there should be no holes or gaps.
-
- ==> geometry/tiling/seven.cubes.s <==
- Let n be a positive integer. Define the function f from Z^n to Z by
- f(x) = x_1+2x_2+3x_3+...+nx_n. For x in Z^n, say y is a neighbor of x
- if y and x differ by one in exactly one coordinate. Let S(x) be the
- set consisting of x and its 2n neighbors. It is easy to check that
- the values of f(y) for y in S(x) are congruent to 0,1,2,...,2n+1 (mod
- 2n+1) in some order. Using this, it is easy to check that every y in
- Z^n is a neighbor of one and only one x in Z^n such that f(x) is
- congruent to 0 (mod 2n+1). So Z^n can be tiled by clusters of the
- form S(x), where f(x) is congruent to 0 mod 2n+1.
-
- ==> group/group.01.p <==
- AEFHIKLMNTVWXYZ BCDGJOPQRSU
-
- ==> group/group.01.s <==
- AEFHIKLMNTVWXYZ drawn with straight lines
- BCDGJOPQRSU not drawn with straight lines
-
- ==> group/group.01a.p <==
- 147 0235689
-
- ==> group/group.01a.s <==
- 147 drawn with straight lines
- 0235689 not drawn with straight lines
-
- ==> group/group.02.p <==
- ABEHIKMNOPTXZ CDFGJLQRSUVWY
-
- ==> group/group.02.s <==
- ABEHIKMNOPTXZ resembles Greek letter
- CDFGJLQRSUVWY does not resemble Greek letter
-
- ==> group/group.03.p <==
- BEJQXYZ DFGHLPRU KSTV CO AIW MN
-
- ==> group/group.03.s <==
-
- BEJQXYZ no state starting with this letter
- DFGHLPRU one state starting with this letter
- KSTV two states starting with this letter
- CO three states starting with this letter
- AIW four states starting with this letter
- five states starting with this letter
- six states starting with this letter
- seven states starting with this letter
- MN eight states starting with this letter
-
- ==> group/group.04.p <==
- BDO P ACGJLMNQRSUVWZ EFTY HIKX
-
- ==> group/group.04.s <==
- BDO no endpoint
- P one endpoint
- ACGJLMNQRSUVWZ two endpoints
- EFTY three endpoints
- HIKX four endpoints
-
- ==> group/group.05.p <==
- CEFGHIJKLMNSTUVWXYZ ADOPQR B
-
- ==> group/group.05.s <==
- CEFGHIJKLMNSTUVWXYZ no enclosed area
- ADOPQR one enclosed area
- B two enclosed areas
-
- ==> group/group.06.p <==
- BCEGKMQSW DFHIJLNOPRTUVXYZ
-
- ==> group/group.06.s <==
- BCEGKMQSW prime numbers
- DFHIJLNOPRTUVXYZ composites
-
-