Well, for two people who have the same birthday, that’s around 50% chance in a group of 23 people.

So it might be around 25% change for same birthdays on two different days.

I’m not entirely sure because the Birthday Paradox is really confusing…

Well, for two people who have the same birthday, that’s around 50% chance in a group of 23 people.

So it might be around 25% change for same birthdays on two different days.

I’m not entirely sure because the Birthday Paradox is really confusing…

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that’s what I would’ve guessed, because if you just take 2 groups of 23 people both groups will have a 50% chance of 2 people sharing the same birthday

and 1/2 of 1/2 is 25

but then you have to consider the fact that if 2 people *do* share the same birthday, for 2 *more* people to share the same birthday it would be 2 people out of 21, not out of 23

lol I probably don’t make any sense

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This actually makes perfect sense and follows mathematical rules. This is a great example of dependent probability, which is when the outcome of one event influences the other. You can read more about dependent probability and its counterpart, independent probability, in the link below.

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Like I said, the Birthday Paradox is very confusing.

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Ooh! I like these ones… lemme think…

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Cool thing I swear I just discovered:

Multiples of 7 until 7*10:

07 14 21 28 35 42 49 56 63 70

You might know that every digit from 0-9 is in the units digit of exactly 1 number in that list

So arranged by units digit

70 21 42 63 14 35 56 07 28 49

Remove the units digit

7 2 4 6 1 3 5 0 2 4

remove the 7 and split into three groups

2 4 6

1 3 5

0 2 4

What the lists are:

Even numbers from 2 to 6

Odd numbers from 1 to 5

Even numbers from 0 to 4

Uh

That’s it

Also 9+10 = 21 which is a multiple of 7, even cooler discovery

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ok then

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uhhh i cannot help a lot on this

0° and 90° collision, ask spy guy

circle collision, ask coan, even i made mine but coan’s has less bug

15°, 30°, 45°, 60°, 75° collision, ask me, but in 2022 (bc i’m working on those types of collisions)

What kind of sin and cos?

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Just general use ig

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just give me 15min to 1 day bc of irl

i had a really busy day today

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no rush!

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i have a little time now

to have a object orbiting a point in the screen:

```
Set X Position to: cos(var1) * distance + Xcenter
Set Y Position to: sin(var1) * distance + Ycenter
```

- increase var1 to get your object moved
- distance is the distance between the circle and the center
- Xcenter and Ycenter is the X and Y pos of the center of the circle

You can also only copy line 1 to have an object moving from left to right, or only copy line to to have an object moving from up to down.

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Wait… what type of physics? I myself have learned a bit of physics.

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Like how to use them for platformers, how they work in general haha

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~~MATH~~

There are two components to platformers: Collision Detection, and Acceleration due to Gravity.

For acceleration, just increase Y Speed by -1, and increase NextY (NY) by YSpeed. This will cause the player to fall faster each frame

To detect collision, you can simply check if NX or NY is within the bounds of the tile, which can be achieved with the following code:

Side Collisions

```
When (self)Collision = 1 //this will select all collision enabled tiles
{
Check once if (abs(NX - self X pos) < ((player width + self width)÷2) AND (abs(player Y pos - self Y pos) < ((player height + self height)÷2) //check if NX is inside the tile
{
Check once if (player X) > (self X)
{
Set X Speed to 0 //reset X movement speed
Set NX to (NX + ((player width + self width)÷2) //fix right position
}
Else
{
Set X Speed to 0 //reset X movement speed
Set NX to (NX - ((player width + self width)÷2) //fix left position
}
```

Top/Bottom Collisions

```
When (self)Collision = 1 //this will select all collision enabled tiles
{
Check once if (abs(NX - self X pos) < ((player width + self width)÷2) AND (abs(NY - self Y pos) < ((player height + self height)÷2) //check if NY is inside the tile
{
Check once if (player Y) > (self Y)
{
Set Y Speed to 0 //reset Y movement speed
Set NY to (NY + ((player height + self height)÷2) //fix top position
Set Air to 1 //enable jumping
}
Else
{
Set Y Speed to 0 //reset Y movement speed
Set NY to (NY - ((player height + self height)÷2) //fix bottom position
}
```

Inside your Jump button and at the very bottom, add a When Game is Playing, set Air to 0 //disable jumping (which will prevent you from jumping infinitely in mid-air)

**Very Important:**

- Objects for Controls such as left, right, and jump MUST be placed above the player for jumping to work properly (go into bird eye view to rearrange object blocks). I highly recommend you place your player between the controls and tiles, with controls being at the top
- Top/Bottom Collisions must be placed below Side Collisions
- Rule with Set Position in player must be placed above the rule with Increase NX by XSpeed and Increase NY by YSpeed

It’s basically a whole lot of Math being involved.

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I didn’t spend summer break doing nothing…

First, you want to find out h(x) os a natural parabola (x is not divided or multiplied by an integer).

Th answer is no.

I think it the formula is 1-(-((x/2)-6)^2)

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To find an average you can add all values together and divide by the amount of values, right?

Ex. 3 + 3 + 3 = 9 / 3 = 3 or 5 + 6 + 7 = 18 / 3 = 6

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