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:::::HOW are you figuring any numbers are over represented in rolling 2xD10? There are 100 possibilities, 1 through 100, one chance per number, exactly equal... Each die has a 1 in 10 chance of rolling each value. Unless you're forgetting to pre-assign which die is the tens position and which is the ones... This is why any set with more than one D10 has then different colours so you can tell them apart... [[User:NiceGuy1|NiceGuy1]] ([[User talk:NiceGuy1|talk]]) 05:11, 4 June 2022 (UTC)
 
:::::HOW are you figuring any numbers are over represented in rolling 2xD10? There are 100 possibilities, 1 through 100, one chance per number, exactly equal... Each die has a 1 in 10 chance of rolling each value. Unless you're forgetting to pre-assign which die is the tens position and which is the ones... This is why any set with more than one D10 has then different colours so you can tell them apart... [[User:NiceGuy1|NiceGuy1]] ([[User talk:NiceGuy1|talk]]) 05:11, 4 June 2022 (UTC)
 
::::::Not sure what you're asking here. It seems to bear very little relevence to the meaning of the thing you're replying to (wot I wrote, which might indicate the error in conveying is at my end). I did not ''intend'' to suggest (as it is untrue) that 2D10≠1D100 (give or take adjusting what "00" means, which is an implementation issue, not a mathematical one), but I'll gladly clear up anything I left potentially saying something other than I thought it did. Quote the bit, and you can get a 'better' rewrite of it ASAP. [[Special:Contributions/162.158.159.41|162.158.159.41]] 05:48, 4 June 2022 (UTC)
 
::::::Not sure what you're asking here. It seems to bear very little relevence to the meaning of the thing you're replying to (wot I wrote, which might indicate the error in conveying is at my end). I did not ''intend'' to suggest (as it is untrue) that 2D10≠1D100 (give or take adjusting what "00" means, which is an implementation issue, not a mathematical one), but I'll gladly clear up anything I left potentially saying something other than I thought it did. Quote the bit, and you can get a 'better' rewrite of it ASAP. [[Special:Contributions/162.158.159.41|162.158.159.41]] 05:48, 4 June 2022 (UTC)
:::::::"Which is why rolling 2xd10 does NOT yield the same results as rolling 1xd100, because one cannot roll a 1 OR a 100 with two d10’s, and other numbers are over represented.", that line. A 1 is rolling 0 on the tens die and a 1 on the ones die. A 100 is 0 on both dice (or you make the range 0 to 99, in which case two 0s is 0). NOW I think you were thinking of multiplying the values, which is indeed bad (for example, it then becomes impossible to roll a 17, as no two single digit numbers multiply to 17. Also, 9x9 is 81, 9x10 is 90, making those the last two possible values before 100, the other 80s and 90s unachievable. And then what you say make sense, you can get 24 with 3x8 or 4x6, two chances = over-represented). [[User:NiceGuy1|NiceGuy1]] ([[User talk:NiceGuy1|talk]]) 06:29, 4 June 2022 (UTC)
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:::::::"Which is why rolling 2xd10 does NOT yield the same results as rolling 1xd100, because one cannot roll a 1 OR a 100 with two d10’s, and other numbers are over represented.", that line. A 1 is rolling 0 on the tens die and a 1 on the tens die. A 100 is 0 on both dice (or you make the range 0 to 99, in which case two 0s is 0). NOW I think you were thinking of multiplying the values, which is indeed bad (for example, it then becomes impossible to roll a 17, as no two single digit numbers multiply to 17. Also, 9x9 is 81, 9x10 is 90, making those the last two possible values before 100, the other 80s and 90s unachievable. And then what you say make sense, you can get 24 with 3x8 or 4x6, two chances = over-represented). [[User:NiceGuy1|NiceGuy1]] ([[User talk:NiceGuy1|talk]]) 06:29, 4 June 2022 (UTC)
::::::::Ah, no, that was User:John, not me (172.70.86.44). Teach me for replying based on seeing the Diffs page, and not counting the indent-colons correctly! You were replying to a point that I had actually ''not even noticed'', at the same 'level' as I had jumped in on the zero-based-range thing with my spiel that you weren't actually arguing with. (Not sure John was thinking dice-multiplied, either, as 1x1=1. Perhaps why I blanked that bit out.)
 
::::::::On the subject, though, the Babylon 5 RPG used an interesting double-dice system, for some things (either straight success/fail or modifying other offsets, possibly). Red D6 and Green D6 (or similar hue distinction) rolled together. Take the ''lowest'' value of the two, and then call it negative if it was the red one. Equal rolls mean zero, except double-1 (critical/special failure of some kind) and -6 (likewise a success). Gives a slightly modified normalised-around-zero distribution (intentionally or otherwise) with the possible results being ((-Critical -5 -4 -4 -3 -3 -3 -2 -2 -2 -2 -1 -1 -1 -1 -1 0 0 0 0 +1 +1 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +4 +4 +5 +Critical)), if you order the 36 possibilities. Similar to 2D6 added, minus 7 (to bunch up the unexceptionalism towards the baseline), but two of the middlingest possibilities removed and given special status at the either end for that little possible pizzaz! ;)
 
::::::::It reminded me of the experiment with monkeys where they were taught to recognise values (as number of bananas, e.g.) and then taught that whichever of two options they chose, it was the ''other'' one's value that dictated their reward. When done with abstract numbers (digits, or colours/shapes relating to numbers by training) they would "choose low, to get high", but when given ''actual'' quantities of reward-items, they'd instinctively "choose high", by instinct, immediately before their conscious brains kicked in and they realised they'd done the wrong thing. Or something like that (look for 30/40-year-old study, possibly shown to be flawed, these days)...
 
::::::::Anyway, it took a short while to train oneself to be somehow excited by 3 dots on a green when paired with six dots on a red, say, (or dissapointed with a green 6 in the light of any non-6 red) when previously the merest glance at the cumulative spots on thrown dice would suffice to satisfy the question of how well they fell for you. ;)
 
::::::::Not useful for this comic, but had always been dying to mention it, from the beginning! [[Special:Contributions/172.70.86.64|172.70.86.64]] 11:10, 4 June 2022 (UTC)
 
:::::::::LOL! Yes, I indented to answer John, his comment mystified me, :) And I did not check your identity, just understood by your response YOU were the one I was speaking to. :) The comments on here are so many and so LARGE I haven't read most, just that his caught my eye. THAT is an interesting if complicated dice system, wow! [[User:NiceGuy1|NiceGuy1]] ([[User talk:NiceGuy1|talk]]) 05:03, 5 June 2022 (UTC)
 
  
 
What material should it be to be light enough to easily roll it but cheap enough that doing the 1,5 meters doest cost a fortune ? Sorry if the question is not clear. [[Special:Contributions/141.101.69.30|141.101.69.30]] 05:50, 31 May 2022 (UTC)
 
What material should it be to be light enough to easily roll it but cheap enough that doing the 1,5 meters doest cost a fortune ? Sorry if the question is not clear. [[Special:Contributions/141.101.69.30|141.101.69.30]] 05:50, 31 May 2022 (UTC)
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:I'm no ASCII expert, but from the description provided I'm pretty sure the comic URL would require the number representing "26" to show up twice. A die with, say, two 13,359 faces would obviously not be fair. If only Randall had published this as #2625 or #2627! (Or maybe he ''planned'' to publish it last week and had to shuffle his schedule after finalizing this comic?) [[User:GreatWyrmGold|GreatWyrmGold]] ([[User talk:GreatWyrmGold|talk]]) 18:24, 31 May 2022 (UTC)
 
:I'm no ASCII expert, but from the description provided I'm pretty sure the comic URL would require the number representing "26" to show up twice. A die with, say, two 13,359 faces would obviously not be fair. If only Randall had published this as #2625 or #2627! (Or maybe he ''planned'' to publish it last week and had to shuffle his schedule after finalizing this comic?) [[User:GreatWyrmGold|GreatWyrmGold]] ([[User talk:GreatWyrmGold|talk]]) 18:24, 31 May 2022 (UTC)
 
::Probably the latter, seeing as it doesn't actually line up so that any of them are actually "26". The numbers are xk-cd-.c-om-/2-62-4/, so the 26 and 24 aren't lined up like that. [[Special:Contributions/172.70.126.87|172.70.126.87]] 19:38, 31 May 2022 (UTC)
 
::Probably the latter, seeing as it doesn't actually line up so that any of them are actually "26". The numbers are xk-cd-.c-om-/2-62-4/, so the 26 and 24 aren't lined up like that. [[Special:Contributions/172.70.126.87|172.70.126.87]] 19:38, 31 May 2022 (UTC)
::To change the number from 24 to 26 would mean changing 13,359 to 13,871. The only way that would be a problem is if 13,871 was already in the comic, which it isn't. Convert 13,359 to hex, it's 342F. In ASCII, 34 is "4", 2F is "/". Add 2 you get 36, so the new hex number is 362F, which converted to decimal is 13,871. [[User:NiceGuy1|NiceGuy1]] ([[User talk:NiceGuy1|talk]]) 11:37, 5 June 2022 (UTC)
 
 
:Perl code to decode the ASCII: <pre>perl -E 'for (30827, 25444, 11875, 28525, 12082, 13874, 13359) { print chr($_ >> 8), chr($_ & 0xff) }; print "\n"'</pre>
 
:Perl code to decode the ASCII: <pre>perl -E 'for (30827, 25444, 11875, 28525, 12082, 13874, 13359) { print chr($_ >> 8), chr($_ & 0xff) }; print "\n"'</pre>
  
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: how are you trivially converting image captures? i still use my keyboard. what's the update? [[Special:Contributions/162.158.79.120|162.158.79.120]] 18:26, 1 June 2022 (UTC)
 
: how are you trivially converting image captures? i still use my keyboard. what's the update? [[Special:Contributions/162.158.79.120|162.158.79.120]] 18:26, 1 June 2022 (UTC)
 
:For your D8 system, since a D8 absolutely SCREAMS octal, you'll get results from 001 to 1000 octal for each die roll. Just subtract 1, and it's a perfect 3 digit range, 000 to 111! Which feels better than 8, the highest roll, becoming 0, the lowest, like you're doing. And as the previous commenter asked, how is image capture trivial? Especially from a programming perspective? Seems like the ACTUAL trivial method is to put a calculator into scientific mode and just type in the hex number to convert... :) [[User:NiceGuy1|NiceGuy1]] ([[User talk:NiceGuy1|talk]]) 05:11, 4 June 2022 (UTC)
 
:For your D8 system, since a D8 absolutely SCREAMS octal, you'll get results from 001 to 1000 octal for each die roll. Just subtract 1, and it's a perfect 3 digit range, 000 to 111! Which feels better than 8, the highest roll, becoming 0, the lowest, like you're doing. And as the previous commenter asked, how is image capture trivial? Especially from a programming perspective? Seems like the ACTUAL trivial method is to put a calculator into scientific mode and just type in the hex number to convert... :) [[User:NiceGuy1|NiceGuy1]] ([[User talk:NiceGuy1|talk]]) 05:11, 4 June 2022 (UTC)
 
::D8 is fine, and I tried that - but it's not so easy to composite the hex number from D8.  With a D16 (there are two different styles, both easily available) it's really easy to get a nybble of randomness.  Using e.g. visible spectrum ordering and suitable (eg red, orange, yellow, grass*, green, cyan, blue, purple) dice, it's trivial to order the dice to 4 bytes of randomness. (and a d65536 is only 2 bytes) (*I have no grass but I have a dark orange), so just now I rolled 0x6A5D391B.
 
 
::As for using a program to convert an image capture, it was sort of a joke. However, the real advantage over a calculator is that the calculator is a PRNG.
 
::Here is a link to 12 lines of code that would grab the dice numbers - similar code would be used to grab the colours.
 
:: https://stackoverflow.com/questions/66027978/python-number-recognition-on-colored-screen
 
:: Also, just for fun, have a look at the an system http://gamesbyemail.com/news/diceomatic
 
::Mainly I wrote this just for fun. ([[User:20040302|20040302]] ([[User talk:20040302|talk]]) 11:19, 18 June 2022 (UTC))
 
  
  
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::Reminds me of a Facebook Memory I had the other day: If you want to confuse someone, ask them why there's a line under the 6 on a D8.[[User:NiceGuy1|NiceGuy1]] ([[User talk:NiceGuy1|talk]]) 06:14, 4 June 2022 (UTC)
 
::Reminds me of a Facebook Memory I had the other day: If you want to confuse someone, ask them why there's a line under the 6 on a D8.[[User:NiceGuy1|NiceGuy1]] ([[User talk:NiceGuy1|talk]]) 06:14, 4 June 2022 (UTC)
 
'''"hexakismyriapentakischiliapentahectatriacontakaihexahedron"''' [From the Explanation] Would anyone care to take a stab at deciphering that word? As of this comment, Google only returns this page as a reference. [[User:These Are Not The Comments You Are Looking For|These Are Not The Comments You Are Looking For]] ([[User talk:These Are Not The Comments You Are Looking For|talk]]) 01:55, 7 June 2022 (UTC)
 
:I have not checked for accuracy/consistency with the accepted "large specific number prefixing" conventions, but "hexa" (6) "kismyria" (x10,000) "penta" (5) "kischilia" (x5,000) "penta" (5) "hecta" (x100) "tria" (3) "conta(kai?)" (x10) "hexa" (6) "hedron" (-faced 3d shape")... Possibly constructed by historic geometrical naming rules (historically may not have dealt with myriads enough to establish a firm usage-policy), possibly just the root number* Google Translated to modern Greek, in the latin alphabet and geometrised/de-spaced a bit. It was funny enough for me not to investigate too closely, but this is my impression. It'll be lost once the Incomplete is edited off, anyway, and was never part of the comic to be explained. The 'Incomplete' rewrites sometimes ''do'' seem to need a bit of counter-nerdsniping, but as we don't have an explainexplainxkcd.com to discuss them, in Talk is as good a place as any... :) [[Special:Contributions/172.70.85.211|172.70.85.211]] 09:11, 7 June 2022 (UTC)
 
::(*) It's the "kai" that gets me. May be the difference between US number ("twelve thousand thirteen") and UK number ("twelve thousand and thirteen"), except for Greek, or "triacontakai" is "thirty", but that seems unweildy to me for "everyday" Greek (ancient or modern) and I'd have used "trideca" before realising that's probably "thirteen" (c.f. "dodecaedron", so... Anyway, to explain my assumption there. Really I could just look it up to be certain! [[Special:Contributions/162.158.159.121|162.158.159.121]] 09:19, 7 June 2022 (UTC)
 
::: I'm the one who named the polyhedron.  Hexakismyria (60000) - pentakischilia (5000) - pentahecta (500) - triaconta (30) - kai - hexa (6) - hedron (3D). From what I found, "Kai" was supposed to be added when there's a tens and ones place as stated on [https://en.wikipedia.org/w/index.php?title=Polygon&oldid=1085462006#Naming wikipedia's polygon page], and "kis" was used for multiples of thousands as per [https://polytope.miraheze.org/w/index.php?title=Nomenclature&oldid=43793 another wiki]. In both cases, if there's a naming convention flaw, it's best to get a Wikipedia-grade citation to fix things. --[[Special:Contributions/108.162.242.58|108.162.242.58]] 01:36, 11 June 2022 (UTC)
 
:Why'd you place your comment above mine from 2 days earlier? :) [[User:NiceGuy1|NiceGuy1]] ([[User talk:NiceGuy1|talk]]) 03:42, 11 June 2022 (UTC)
 
 
It seems like it would be inappropriate for me to make the call, as I'm the one who made the fix, but can the "Don't remove this too soon" request for more information on the hidden message trivia be declared resolved? I feel I've made it clear (I feel like fully doing the conversion on every number would seem too bulky). Also, it begs the question, why THAT comic, is it worth mentioning that this makes it seem likely that THIS was supposed to be 2624, and he forgot to update the number? It would have been simple enough to just add 2 to the last number... [[User:NiceGuy1|NiceGuy1]] ([[User talk:NiceGuy1|talk]]) 05:26, 5 June 2022 (UTC)
 

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