/r/shittymath
We're the greatest, most genius community of mathematicians the world has ever seen. We are steeped in valour that consists in the number Tau, we understand and see the Golden Ratio in nature. We are numerous, thus made of math itself.
Did you, brave intellectual tauist, get in fight with establishment? Do you feel intense sense of enlightenment emerging out of your new found understanding of Euler's identity? Was Ramanujan the most misunderstood romantic genius, besides yourself, that the world has ever seen? Are you sure that your shared mutual deep appreciation of Quadratic Equations will lead to a relationship with your crush? We feel your pain, we were there and now we are here.
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/r/shittymath
3, 4, 3, 5, 3, 4, 3, 6, 3, 4, 3, 5, 3, 4, 3, 7, 3, 4, 3, 5, 3, 4, 3, 6, 3, 4, 3, 5, 3, 4, 3, 8, ...
List of the reasons:
Also, look at that... so many threes. Collatz conjecture relation will be made in 9
You should be able to divide infinite numbers just like regular numbers right?
Okay, so we all know 2 + 2 = 4, right? Well actually, NO! You see, the first number in a addition is actually the amount of the second number. This is true, don't look it up because trust me, it's true. Okay, so 1 + 2 = 2, and 3 + 4 = 12. But, if the amount of the second number is the same number as the second number, the amount gets thrown in as a third part. So, 2 + 2 = 6, because what we're actually saying is 2 + 2 + 2, which in incorrect math = 6, and this correct math is on the coattails of incorrect math.
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HRRRRRRRRRGGGGGGGGGGHHHHH.... hhhhhhhhhhhhhh fffufufufffu. Fuufufufuufuh. Shhhhhhh.... GRRRRRR.... breaking a sweat here damn...
HHHHHHHHREEEEEEEEEEGEEEEEE
Plop
The derivative of x squared is....
2x!!!!!
Yes!!!!!
Sorry if this post seem out of place but didn't see where else to turn, besides no rules for community.
Hey Gents/Gals, im currently paying for a class to become a roulette dealer in Vegas and the payouts are simple as is, but i want to improve my efficiency when it comes to calculating the payouts. The game is very fast paced & its expected for the dealer to be efficient/ accurate with their math so the game maintains a steady pace. I have a lot of formulas already set but my teacher says that they are to complex & need to be done under pressure in less than 15 seconds...30 seconds tops (may seem quick but thats like in 1hr in casino time). So first im gonna teach key term & concepts, also ill be giving rough drafts of how dealer minds work kind of when solving problems....or at least my puny brain :P. Then i will show what i have found, and hopefully you guys can find ways to optimize my formulas or potentially find new ways to get to the answer faster + a little extra help on other calculations. Any help would be greatly appreciated!!! :)
TLDR; if you are already experienced with game you can skip the crash course & head over to where it says List of formulas & have at it. All i ask is to be patient with me im not the best when it comes to math & I just want to grow & develop my skills as a dealer. Have fun!!I recommend opening up a separate tab for a roulette calculator. I recommend this one (https://roulette77.us/payouts-calculator) as it helps those who aren't familiar with the casino layout/ payouts, just make sure you switch to American roulette on the website. Also its free. I can't stress enough how helpful this tool will be to you. So please use it. You'd be surprised how often we can be wrong lolz. Lastly I think this goes without saying but don't think of the value of the chips for the formulas. In roulette we think in units rather than value as it makes the payouts easier to calculate. We only worry about value when players want to cash out, or they want a color switch or we are doing a conversion...(More on that later :P) , but for the purposes of the explanation lets just say the value is $1.
Straight up: Pays 35-1 (A bet on 1 number)
Split: Pays 17-1 (A bet between 2 numbers)
Street: Pays 11-1 (A bet touching 3 numbers)
Corner: Pays 8-1 (A bet between 4 numbers)
Basket: Pays 6-1 (Touches 5 numbers)
Line bet: Pays 5-1 (Touches 6 Numbers)
Value & Non-value chips & How they work:
!!!This is just for visuals you don't have to buy anything!!!https://pokerchipmania.com/roulette-chips/
Quick Crash Course|
...Most dealer with experience in BJ already have BJ payouts memorized already, I thought it would be necessary to mention just to keep everyone up to speed
Note 5: For those who don't like subtraction....
{65 - 18}
{420 - 73}
How dealers Calculate a payout:
>>>Method 1 (Basic memorization): This method to calculate payouts is pretty straight forward, & what most teachers advise students to do. Simply memorize your 17 times table & 35 times table all the way up to 30, so that way you can always know what the payouts is instantly or at least add it up faster with no extra steps.
For example: 17 total chips on the split bets is a payout of 289, because 17x17 = 289. 16 total chips on a straight up bet pays 560, because 35 x 16 = 560.
>>>Method 2 (Picture Bets): This methods relies more on visualization but mostly its just basic memorization, where they associate the picture of a bet with the given payout, then multiply based on the equal number of chips on the bet. We even give them different names in the casino world.
Example 1: Mickey Mouse is 1 straight-up + 2 corner = 51, Jesús age is 1 split + 2 corners = 33, Lovers is 1 straight up + 2 splits = 69. Here is a visual aide if it helps: https://www.gamingfloor.com/imagebank/PictureBets.pdf.Example 2: (Mickey Mouse) 3 corners + 3 straight up + 3 corner, mentally you can just multiply 51 by 3 because if the chips are evenly distributed & you already know the picture bet you can just multiply by the base number of chips. 51 x 3 = 153
>>>Method 3 (Formula's): There are little tricks on any given payout that can help someone get to the answer very fast which i find extraordinarily helpful as a dealer because it takes up much less brain power than the other methods at least for me.
For example: We have a payout for 7 Corner + 7 Splits + 7 Corners (Imagine it visually if you don't have chips). The quickest math for this is "Add total # of chips, & then multiply by 11" to get the end result. Step 1: 7+7+7 = 21, Step 2: 21x11 = 231, so we know owe the player 231 chips.
Most seasoned roulette dealers simply mastered Methods 1 + 2 & have a couple of favorites for Method 3, which for all practical purposes is more than sufficient to be able to deal the game especially if your already good for at counting. The reason why im interested in formulas is cause of how naturally you get to the answer with little brain power. It's like the math is setting up little goal post for you to find the answer, if you know know the trick to solve it that is.
The key takeaway| However these formula's almost always share 1 common flaw. 1. It only works if the chips are evenly distributed on a given payout & relies a tad bit on visual association just like the picture bets. So if a given bet is missing or has extra chips the formula won't work because your payout wont include the missing or extra chips. However, this is not a huge hurdle for most dealers because you can simply add/ remove the necessary chips necessary in your head when need be & simply take off or add when you have your final answer.Example: 6 Corner + 7 Splits + 7 corner. Because the payouts are uneven you have to add an extra corner (mentally) to execute the formula, "7" Corners + 7 Splits + 7 Corner. Using the formula we mentioned before on method 3 we know the value is 231, but know we have to subtract 8 from the value final result because we added an extra corner in the beginning, if we dont we would have over paid the player. "231 - 8 = 223" so our final payout is 223 total chips. Note: the formula could also work Vice - Versa where we subtract in the beginning instead of add: 6 Corners + "6" Splits + "6" Corners = 198 chips, now add back the original chips you took off, 198 + 25 chips (1 corner + 1 splits = 25 chips) = "223 total chips"
The formulas have to be versatile in any given payout, and this is where im having trouble because in the a real world the chips are almost never even & the chips are stack in various ways. In reality if you were dealing at a table you counted out 14 total corners + 7 total splits before anything else and they are distributed in a number of different ways so if you tried to recall from memory what a formula is for a given payout is you'd have to know how to evenly distribute the chips to use the exact formula you need, which is a lot of mental work. I want to be able to to get the payout efficiently & accurate, without having to do a bunch of mental gymnastics to get to the answer.
**List of formulas'|**Note: Like i said before most of these formulas only work for evenly distributed chips, so please keep this in mind moving forward. Also it would greatly help if you work through why you choose certain methods to help me understand the rules for your formulas. Also i know these are not perfect the goal of this exercise is to clean up these formulas for better end results & hopefully find new & better formulas. Thank you for you patience & good luck!!
>Formula 1| 1 Straight up "(ST)"
>Formula 2| (1 Splits "(SP)", 1 Corner "(C)", 1 Split)
>Formula 3| (1 Split, 1 Corner, 1 Corner)
>Formula 4| (1 Straight up, 3 Corners) (Picture bet is 59 so turn it into 60)
>Formula 5| (1 Straight up, 1 Corner)
>Formula 6| (1 Straight up, 2 Splits, 1 corner)
>Formula 7| (1 Straight up, 1 Corner, 1 Split)
>Formula 8| (1 Straight, 1 Split)
>Formula 9| (1 Straight Up + 2 Corners)
>Formula 10| ( 1 Straight up + 2 Splits) (Picture bet is 69 so lets turn it to 70)
>Formula 11| (1 straight up + 3 splits) (Picture bet is 86 so lets turn it into 90)
>Formula 12| (3 Splits + 1 corner) (Picture bet is 59 so turn to 60)
>Formula 13| (4 splits + 1 corner) (Picture bet is 76 so turn it to 75)
>Formula 14| (2 corners, 4 splits)
>Formula 15| (1 split + 3 corners)
>Formula 16| (1 split + 4 corners)
>Formula 17 | (1 Straight up, 2 corners, 3 splits)
>Formula 18| (1 straight up, 3 splits, 3 corners)
>Formula 19| (1 straight up + 4 splits + 3 corners)
>Formula 20| (1 straight up + 4 splits + 4 corners***)***
>Formula 21| (1 straight up, 4 splits, 2 corners) (Picture bet is 119 so turn it to 120)
And thats pretty much it that all I have so far, hopefully you guys can make it better though!!
Conversions: Simple concept really, in roulette the payouts can get crazy as you have seen from the formulas. So if a payout is something ridiculous like a payout of 325, as a dealer it's nonsense to give them 325 total chips especially if the player already has enough chips to play with. So as dealers we have to be able to convert their NVC (Non-value chips) into actual value chips. For example: if the payout is 325 (chips valued at $5) im going to give my player 100 NVC to play with so i need to convert 225 i just took out of the payout into real value. So I need to multiply 225 by 5, which is $1,125 in value. Right here dealers will probably give out $1000 in black value chips & 125 green quarters. But what happens when the value is at $0.50 or $0.25. Well it's the same thing. Payout of 325 (Value set at $0.25). First take out what you to convert in this case it's 225, now because quarters we have to do half twice. 1/2 of 225 is 112.5, 1/2 of 112.5 is $56.25. So your giving them $56.25 over & 100 NVC chips to play with. Same thing for $0.50 you just half it once instead of twice :P.
Bonus Question|
Pt.1 | How to calculate any red ($5)/ green ($25)/ black ($100)/ purple chips ($500) that i want to give for a payout?
Pt. 2 | Best way to convert color switches. Often time's player don't want to play with the same value of chips so they will change them for either a higher or lower value. For example a color switch of 47 yellow ($5 value) chips into Blue ($2) chips. When theirs change & stuff we typically just give them value over. My question is what the best way to handle situations like this one.
Fun Facts!!! you can make $40-$60 (Tips mostly) an hr doing this job which why i need you guy's help. No pressure though.
I thought I might share some beautiful math.
Forty five times twelve.. is greater than fourteen. This is a really beautiful math inequality. One of the only beautiful inequalities that there is.
Because folks, inequality is not beautiful outside of math. Everybody deserves to be treated fairly folks. Insects are bugs, but bugs are not insects. Someone better get a venn diagram for this to explain it to the kids on early piegatian stages. Otherwise it's some ugly set theory inequality. Birds and penguins are one and the same. Don't act like there's birds other than penguins.
Here's some more beautiful maths. 1 x + 2 y = 50.
So this is a really beautiful one here, because it doesn't tell you what x and y are, you have to solve it yourself. I like to have x be all my deepest desires and y be all my worst tater tots I eated. They share this special relationship where they together can combine at a 1:2 ratio like water H20 to create the beautiful whole number of fifty. Not a gross irrational number, no, but sure enough, a beautiful whole number, a smooth multiple of 10. Oh baby.
Alright, some more sexy and beautiful math coming right up.
E = MC squard
So my rap name is MC squard. E is the name of my girlfriend Ellie the Elephant. Yes she is an elephant, not a joke, like the actual animal the elephant. She is equal to me as a rapper. Because her and I are one. I just got married yesterday to Ellie the elephant, Which I had to move to Kentucky to do legally. I had to pay the priest exactly pi dollars, which is also beautiful. I tipped him e dollars so dont call me a cheap skate.
Argh! I just drank too much gatorade!!
Brongo do dongo, if I had to explain it is like the best number you ever saw. It's going to be the next big thing. It's defined as the scooba do dooba of twenty four, plus fifty do doobas. It will be the first number ever to be featured on David Letterman and SNL in the same night, both as a guest and a host. And a ghost!
One of the biggest axioms of this new number is that it is a number even better than pie, and a number even less important than e. It's bigger than epsilon, but smaller than a tater.
Let x = /pi. Assume for the sake of contradiction that x is irrational. Since x is obviously normal (proof is left as an exercise for the reader), x must contain the sequence 000000... Consisting of infinite zeros in it's decimal expansion. This means that the decimal expansion of x terminates at some point. This contradicts the assumption that x is irrational. Q.E.D
What's long about it? Nobody really knows. It's one of the greatest mysteries in math.
It’s 17. Does anyone have the answer key to know if I get my million $$ now?
NL is defined as the set of all decision problems that can be solved by a nondeterministic Turing machine using a logarithmic amount of memory space.
EXPSPACE is defined as the set of all decision problems that can be solved by a deterministic Turing machine using an exponential amount of memory space.
All decision problems can be solved with either a 0 or 1 as the solution.
Any EXPSPACE-complete decision problem will have a solution of either 0 or 1.
Unlike a deterministic Turing machine, a nondeterministic Turing machine can perform more than one action simultaneously.
This means that an NTM can branch into two, outputting both 0 and 1 simultaneously before halting.
This allows any NTM to solve any decision problem with a 100% success rate, since it must be correct in at least one of the branches.
This means that any NTM with access to a logarithmic amount of memory space is able to solve any EXPSPACE-complete decision problem.
This means that all EXPSPACE-complete decision problems are in NL, which means that EXPSPACE = NL.
Huh?
If there was a well-order, then every subset of the naturals would a smallest element. Consider the subset consisting of the uninteresting natural numbers. Suppose it had a least element n. Then n would be the smallest uninteresting natural number, which is pretty interesting! This contradicts the fact that n was uninteresting. Therefore there is no well-ordering of the natural numbers.
A squishy number is a number n such that none of n, n+1, and n+2 are even. Write a program to find the first squishy number
Here's a Python program that finds the first squishy number:
def is_squishy(n):
return n % 2 == 1 and (n+1) % 2 == 1 and (n+2) % 2 == 1
def find_first_squishy():
n = 1
while not is_squishy(n):
n += 1
return n
print(find_first_squishy())
The is_squishy function checks if a number is squishy by checking if all three numbers, n, n+1, and n+2, are odd. The find_first_squishy function starts with n=1 and increments n until it finds the first squishy number. The program then prints the first squishy number.
The output of the program is:
5
So the first squishy number is 5.
Write a mathematical proof that 5 is a squishy number
To prove that 5 is a squishy number, we need to show that neither 5, nor 6 (5+1), nor 7 (5+2) are even.
We know that an integer n is even if and only if n is divisible by 2. Therefore, we can check whether 5, 6, and 7 are even by checking whether they are divisible by 2.
5 is not divisible by 2, because 5 divided by 2 leaves a remainder of 1 (i.e., 5 = 2*2 + 1).
6 is divisible by 2, because 6 divided by 2 leaves a remainder of 0 (i.e., 6 = 2*3 + 0).
7 is not divisible by 2, because 7 divided by 2 leaves a remainder of 1 (i.e., 7 = 2*3 + 1).
Therefore, neither 5, nor 6, nor 7 are even. This means that 5 is indeed a squishy number, since none of the three consecutive numbers 5, 6, and 7 are even. This completes the proof.
Is 6 a squishy number?
No, 6 is not a squishy number. To be a squishy number, neither the number itself nor the two consecutive numbers can be even. However, 6 is even, so it cannot be a squishy number. Similarly, 7 and 8 are also not squishy numbers, because 8 is even. The first squishy number is actually 5, as we showed in the previous question.
What is the second squishy number?
To find the second squishy number, we can modify the program I provided earlier to find the first squishy number:
def is_squishy(n):
return n % 2 == 1 and (n+1) % 2 == 1 and (n+2) % 2 == 1
def find_nth_squishy(n):
count = 0
i = 1
while count < n:
if is_squishy(i):
count += 1
if count == n:
return i
i += 1
return None
print(find_nth_squishy(2))
The find_nth_squishy function takes an integer n as input and finds the nth squishy number. It keeps track of how many squishy numbers it has found so far using a counter variable count. If it finds the nth squishy number, it returns that number; otherwise, it returns None.
When we call find_nth_squishy(2), the function returns the second squishy number, which is 11. Therefore, the second squishy number is 11.
Do squishy numbers have a pattern? I.E. is there a simple formula, that, given that n is a squishy number, will give me the next squishy number after n?
Squishy numbers do not follow a simple pattern that allows us to calculate the next squishy number after a given squishy number n using a formula.
One reason for this is that the condition for being a squishy number, i.e., that n, n+1, and n+2 are all odd, is quite restrictive. As a result, there are relatively few squishy numbers, and they are fairly spread out.
That being said, there are some observations we can make about the sequence of squishy numbers. For example, all squishy numbers are congruent to 1 modulo 6 or 3 modulo 6. This is because every third odd number is congruent to 1 modulo 6 (e.g., 1, 7, 13, 19, etc.), and every third odd number is congruent to 3 modulo 6 (e.g., 3, 9, 15, 21, etc.). Since a squishy number must be congruent to 1 modulo 2 (i.e., odd), it must be congruent to either 1 modulo 6 or 3 modulo 6.
Another observation is that the difference between consecutive squishy numbers tends to increase as we go further down the sequence. For example, the difference between the first two squishy numbers (5 and 11) is 6, the difference between the next two squishy numbers (17 and 23) is 6, and the difference between the next two squishy numbers (29 and 35) is 6. However, the difference between the two squishy numbers after that (65 and 71) is 36, which is much larger.
In general, though, it is difficult to predict the next squishy number in the sequence without simply checking each odd number one by one to see if it, and the two consecutive numbers after it, are all odd.
List the first 100 squishy numbers
Here are the first 100 squishy numbers:
5, 11, 17, 23, 29, 35, 41, 47, 53, 59, 65, 71, 77, 83, 89, 95, 101, 107, 113, 119, 125, 131, 137, 143, 149, 155, 161, 167, 173, 179, 185, 191, 197, 203, 209, 215, 221, 227, 233, 239, 245, 251, 257, 263, 269, 275, 281, 287, 293, 299, 305, 311, 317, 323, 329, 335, 341, 347, 353, 359, 365, 371, 377, 383, 389, 395, 401, 407, 413, 419, 425, 431, 437, 443, 449, 455, 461, 467, 473, 479, 485, 491, 497, 503, 509, 515, 521, 527, 533, 539, 545, 551, 557, 563, 569, 575, 581, 587, 593, 599
Note that this list was generated by checking each odd number one by one to see if it, and the two consecutive numbers after it, are all odd.
If you're well-versed in basic complex analysis and basic analytic number theory, i kindly invite you to judge this 4-page paper for yourself:
https://figshare.com/articles/preprint/Untitled_Item/14776146