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Geometry

Name: Anonymous 2012-10-28 16:21

Triangle, three sides, angles sum to be 90°. Okay, makes sense, 30° per side. Got it.

Square, four sides. That means 120° 180°? 45° per side?

What the flying fuck?

What makes the sum of the internal angles change just because the number of sides change? Explain this bullshit to me please.

Name: Anonymous 2012-11-16 18:14

>>38
Might as well forsake everything but the positive integers, fagstorm.
If we can agree to keep fractions, this would be great. Negative numbers are useful as models, but they completely fall apart when applied to actual situations. Can you have -10 bottle caps? Can you have an a -5th element in an array (ignoring stupid shit that shitty languages sometimes do to make this work, like wrapping around)? No, you cannot. They are not real numbers at all, and are only esoteric academic products meant for ivory-tower kike paper-pushers without any experience in how numbers are actually used. Well, that or fucking kike bankers who keep pushing negative numbers at people and pushing them further and further into fucking debt.

Name: Anonymous 2012-11-16 18:19

>>41
wow, you're so smart. You should be a professor and wealthy to boot. You're probably blindingly handsome as well.

Name: Anonymous 2012-11-16 18:23

>>41
Temperatures below 0C are non-existent.

IHBT

Name: Anonymous 2012-11-16 18:34

>>43
There is no 0C, there is though 0°C, and once again, it isn't a pure scale. Perhaps you should be thinking of kelvin. There is no -1K. It is impossible to have less heat energy than that.

The natural universe has no need for negatives or infinity.

Name: Anonymous 2012-11-16 19:09

>>44
At first I found your post very funny and thought you were making fun of the ultrafinitists.

Now... I still find your post very funny, please post more.

Name: Anonymous 2012-11-16 19:10

>>44
Where's height 0, pressure 0 and maximum temperature?

Name: Anonymous 2012-11-16 19:14

>>46
Sea of Israel (also known as ``Mediterranean Sea''), vacuum, none.

Name: Anonymous 2012-11-16 19:40

What's an angle? Is it like an Angel? I like Angels.

Name: Anonymous 2012-11-17 0:17

>>37
Thing about angles and infinity is that it works. Can you show me your alternative that works as well or even better?

Name: Anonymous 2012-11-17 0:41

>>44
Signal and magnitude are different things, okay?
What you're saying totally ignores complex numbers and applications, including your so-valued computers.

Name: Anonymous 2012-11-17 2:48

>>50
Signal and magnitude are different things
No. Magnitude is an inseparable part of signal. Because if there are no magnitude, there is no signal.

Name: Anonymous 2012-11-17 2:58

>>43
Temperatures below 0C are non-existent.
Exactly! There is no negative/positive "infinity": Particle speed is limited by speed of light. And, AFAIK, physics is about to hit the bottom - i.e. the lower they get the more it shows that universe is discrete.

Name: Anonymous 2012-11-17 3:00

>>41
Can you have an a -5th element in an array?
Actually, you can define negative array indices, as indices from the end of array - i.e. modulo array length.

Name: Anonymous 2012-11-17 6:44

>>53
ignoring stupid shit that shitty languages sometimes do to make this work, like wrapping around
LEARN TO READ YOU ADHD MORON

Name: Anonymous 2012-11-17 7:52

>>51
Magnitude is about size, scale, length, modulus and absolute value. That's not a signal. And then you take those roots, and analyze their signal, and they have meaning.

>>52
Distance between two objects can't be negative but it isn't limited to any size.
Observed time grew before, grows now and will grow while there is an observator.

The infinity isn't a real measurement, but it is some ``ABSTRACT BULLSHITHE'' that enables the study of how things behave as they evolve, grow, resonate, cycle, etc. It is possible to know limits for practical things like sum of GPs and the bounds of divide-and-conquer algorithms. Looking at the infinity you may not see how things end, but even so you'll be able to understand how fast things grow.

You don't seem to comprehend, but frankly, why do I care?

Name: Anonymous 2012-11-17 11:36

What does the ``in Lisp'' guy think of complex numbers and quaternions? You know 3D rotation uses them.

Name: Anonymous 2012-11-17 14:00

Still waiting, ``in Lisp'' goy.

Name: Anonymous 2012-11-17 16:22

Still waiting, ultrafinitist suicide bomber.

Name: Anonymous 2012-11-17 17:04

>>57
>>58
Why are you calling out a dead guy who you killed to post?

Name: Anonymous 2012-11-17 17:22

>>59
Ahmed has been so out-shitposted that he's now probably hiding under an elementary school.
You're losing your faith, Ahmed.

Name: Anonymous 2012-11-17 17:34

>>11
180° you autistic fuck.

Name: Anonymous 2012-11-17 17:42

>>61
\pi you neurotypical fuck.

Name: Anonymous 2012-11-17 17:52

>>59
Why don't you optimize your quotes, al-Ahmed the Second?

Name: Anonymous 2012-11-17 17:56

>>59-60
Hey goyim, why not reply the question?

You seem to be very mad about ``irrational crap''. Obviously, you can't have -4+5i apples, but you use that same concept to power your shitty 3D games. The fact that numbers don't have a tangible representation doesn't imply they're useless.

Now fuck off and go get fucked by a horny uncut ``priest''.

Name: Anonymous 2012-11-17 18:14

>>64
-4+5i is not even a fucking expressible with primitives. You're using a god damn vector and you fucking know it.

Name: Anonymous 2012-11-17 18:16

Name: Anonymous 2012-11-17 18:38

>>66
Just use a fucking matrix and be done with it. There is no need to do a bunch of bullshit with imaginary garbage.

Name: Anonymous 2012-11-17 18:45

>>28
Holy fuck, I was just awash with nostalgia.

Why, this is exactly like 2009 vintage, FrozenVoid-grade idiocy!

Name: Anonymous 2012-11-17 18:59

>>67
Performance comparisons with other rotation methods

This section discusses the performance implications of using quaternions versus other methods (axis/angle or rotation matrices) to perform rotations in 3D.

Results

Storage requirements
========================
Method              Storage
------------------------
Rotation matrix  9
Quaternion      4
Angle/axis      3*
========================

* Note: angle-axis can be stored as 3 elements by multiplying the unit rotation axis by the rotation angle, forming the logarithm of the quaternion, at the cost of additional calculations.

Name: Anonymous 2012-11-17 19:00

>>67
Just use fucking paper and pencil and be done with it. There is no need to do a bunch of bullshit with ``pointers'' and ``abstractions''.

Name: Anonymous 2012-11-17 19:02

>>69
What about speed, on average?

Name: Anonymous 2012-11-17 19:03

>>71
Faster than Ruby on FIOCs.

Name: Anonymous 2012-11-17 19:05

>>67

Rotation matrices have a problem of no longer representing rotations after repeating multiplications. The errors accumulate and soon they start to change the magnitudes of the vectors they rotate. With a quaternion, you can periodically normalize them so that they still represent rotations.

Name: Anonymous 2012-11-17 19:06

>>71
Read the rest of the article, they're good at vector rotating but worse than rotation matrices at rotation chaining.

Still, they're ``abstract bullshite'' that proves to be useful.

Enjoy your gimbal lock.

Name: Anonymous 2012-11-17 19:08

Explain Touhou to me.

Name: Anonymous 2012-11-17 19:10

>>75
66Touhou is shit for faggots and Jews, just like LITHP99
  - Ahmed, before being exterminated by God's chosen soldiers

Name: Anonymous 2012-11-17 19:11

>>74
worse than rotation matrices at rotation chaining
They're entirely not meant for rotation chaining is why. Fucking pilots.

Name: Anonymous 2012-11-17 19:13

>>74
but..but...matrix multiplication of 4x4 matrices will cost you 4^3 multiplications, and 4^2 sums of 4 terms each, whereas quaternions require 4^2 multiplications and 4 sums of 4 terms each.

Name: Anonymous 2012-11-17 19:13

ROTATE MY ANUS

Name: Anonymous 2012-11-17 19:14

>>73
Exactly, and you'd use matrix multiplication, which is known to be one of the most trivial problems with efficient implementations in computer science.

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