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Messages - Builderboy

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211
Math and Science / Re: Least amount of change
« on: June 26, 2012, 10:08:24 am »
Erm I think your value for pennies is off.  There are only 100 different cases, and you will only be getting back at maximum 4 pennies per transaction.  So that is a *maximum* of 400, much lower than 2832.  The actual number of pennies is actually half of 400 though, since on average, you get back 2 pennies per transaction.

212
Math and Science / Re: Least amount of change
« on: June 26, 2012, 02:31:35 am »
So we do know that the answer is less than 5 coins, but whether that answer is not zero is yet to be determined.  It gets a bit more complex since you can give the cashier any combination of coins to help minimize the change you get back.

213
Math and Science / Re: Least amount of change
« on: June 26, 2012, 02:30:04 am »
The answer is 9 coins, assuming the object being bought is 1-99 cents
That is because the thing requiring the most amount of coins is 94 cents which is done with the least ammount of coins which is 3Q 1D 1N 4P
Or 9 coins.

Erm, you might want to re-read the original post, as you answered a different least-change question :P

214
Math and Science / Re: Least amount of change
« on: June 26, 2012, 02:26:13 am »
How can you be carrying exact change and still not have enough or have to much?

And the simple math boils down to the fact that you cannot have an average less than 4.7 coins by carrying 5 coins. 

215
Math and Science / Re: Least amount of change
« on: June 26, 2012, 02:17:59 am »
That logic does not follow.  If one person receives an average of 4.7 coins every transaction, and another person receives an average of 5 coins per transaction, the person with 5 coins will wind up with more coins overall, even though he would have been getting integer amounts of coins each time.

EDIT: plus, even if you pick 5 optimized coins, you will still be getting some coins back on average, and including your starting coins your average will still be far above 4.7

216
Math and Science / Re: Least amount of change
« on: June 26, 2012, 02:03:38 am »
nitacku I already showed that if you carry *no* coins, you will receive 4.7 coins back on average, so if you are going to be carrying in any coins at all, you will have to carry less than 5 at the very least.

EDIT: And i revoke my previous decision that carrying no change was not the best solution, I was doing bad math :P I know think that it is indeed the best solution.

EDIT2:  I un-revoke my previous decision.  For some reason I was under the impression that you had to spend all of your input change but that is untrue!  There are cases where *not* spending additional coins can actually save you coins.  For example if a product cost 1.00 and you gave them 2.00 instead of 2.01, you would get no coins as change instead of 9 coins.  Now to actually set up code to have the program give the optimal number of change...

217
Math and Science / Re: Least amount of change
« on: June 26, 2012, 01:10:44 am »
I did the math, and if you carry in no coins at all, you will leave on average with 4.7 coins.  However, if you carry with you 1 penny, you will be able to spend it 4 out of 5 times, reducing your average to 4.11 coins.  This is not a solution, just shows that the solution is not to carry no coins.

218
TI-BASIC / Re: [Contest] unnamed run for ya life!
« on: June 06, 2012, 10:22:03 am »
I thought the consensus in the contest thread was that collaboration was allowed, as long as the two people acted as a team and also split the prize if they won anything?

219
Math and Science / Re: Cool math hacks
« on: June 04, 2012, 01:50:13 am »
Fuck yes!

I found it on my facebook:
Area of any regular polygon is (1/D)(P^2)√3
Where D is double the amount of sides, and P is the perimeter.

It only works for regular polygons.

That is unfortunately incorrect D: Imagine what happens if we have a regular polygon with a large number of sides.  The 1/D would approach zero as the number of sizes increased, and P^2 would approach a constant as the number of sides increased (and the radius stayed the same).  Since the 1/D is approaching zero, the P^2 is a constant, and the √3 is a constant, the equation would approach zero for large values of D.  This is obviously not the case for real polygons :P

220
TI Z80 / Re: Super Awesome RTS Project
« on: May 31, 2012, 10:33:25 pm »
Overpowered? ???

221
They said that they did not include a 68K section because of lack of interest for that platform currently.  However they did say that if there is enough interest they might consider adding it to the contest.

222
TI-BASIC / Re: Few simple questions
« on: May 28, 2012, 07:00:25 pm »
I know that CelticIII has compatibility with xLib, maybe try using that instead?  Maybe that will work with the newer operating systems

223
Miscellaneous / Re: Quigibo's Return
« on: May 26, 2012, 03:26:15 pm »
Yay Quigibo is back :D And for those of you who didn't know, I am the one who is interning there, due to the awesome recommendations by Quigibo :] I start Tuesday and I am very excite!

224
TI Z80 / Re: Nemesis-raycasting
« on: May 24, 2012, 02:48:46 pm »
builder's RTS that he's making has AI that finds paths to places, so if you really wanted to you could talk to him about it. that means adding in a fairly complex algorithm that would slow everything else down a lot, so it probably isn't worth it.
Yeah my routines work best for large volumes of enemies, as well as those units moving towards a single stationary destination, not a moving destination.  With a bit of modification though, I suppose many of the concepts could still be applied though.

225
Gaming Discussion / Re: Starcraft II OP!
« on: May 24, 2012, 02:42:25 am »
Archon Toilet ftw!


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