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1 = 0

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  • D Offline
    D Offline
    Dominic Burford
    wrote on last edited by
    #1

    x = y. Then x2 = xy. Subtract the same thing from both sides: x2 - y2 = xy - y2. Dividing by (x-y), obtain x + y = y. Since x = y, we see that 2 y = y. Thus 2 = 1, since we started with y nonzero. Subtracting 1 from both sides, 1 = 0. :wtf:

    "There are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies, and the other way is to make it so complicated that there are no obvious deficiencies. The first method is far more difficult." - C.A.R. Hoare Home | LinkedIn | Google+ | Twitter

    S A H S Sander RosselS 23 Replies Last reply
    0
    • D Dominic Burford

      x = y. Then x2 = xy. Subtract the same thing from both sides: x2 - y2 = xy - y2. Dividing by (x-y), obtain x + y = y. Since x = y, we see that 2 y = y. Thus 2 = 1, since we started with y nonzero. Subtracting 1 from both sides, 1 = 0. :wtf:

      "There are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies, and the other way is to make it so complicated that there are no obvious deficiencies. The first method is far more difficult." - C.A.R. Hoare Home | LinkedIn | Google+ | Twitter

      S Offline
      S Offline
      StM0n
      wrote on last edited by
      #2

      Stop dividing by zero (x-y=0)...

      (yes|no|maybe)* "Fortunately, we don't need details - because we can't solve it for you." - OriginalGriff

      1 Reply Last reply
      0
      • D Dominic Burford

        x = y. Then x2 = xy. Subtract the same thing from both sides: x2 - y2 = xy - y2. Dividing by (x-y), obtain x + y = y. Since x = y, we see that 2 y = y. Thus 2 = 1, since we started with y nonzero. Subtracting 1 from both sides, 1 = 0. :wtf:

        "There are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies, and the other way is to make it so complicated that there are no obvious deficiencies. The first method is far more difficult." - C.A.R. Hoare Home | LinkedIn | Google+ | Twitter

        A Offline
        A Offline
        Agent__007
        wrote on last edited by
        #3

        Why are you dividing by (x-y) when you started with x=y? :doh:

        You have just been Sharapova'd.

        1 Reply Last reply
        0
        • D Dominic Burford

          x = y. Then x2 = xy. Subtract the same thing from both sides: x2 - y2 = xy - y2. Dividing by (x-y), obtain x + y = y. Since x = y, we see that 2 y = y. Thus 2 = 1, since we started with y nonzero. Subtracting 1 from both sides, 1 = 0. :wtf:

          "There are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies, and the other way is to make it so complicated that there are no obvious deficiencies. The first method is far more difficult." - C.A.R. Hoare Home | LinkedIn | Google+ | Twitter

          H Offline
          H Offline
          HobbyProggy
          wrote on last edited by
          #4

          Dominic Burford wrote:

          x2 - y2 = xy - y2. Dividing by (x-y), obtain x + y = y.

          Wrong... aint it? x2 -y2 / (x-y) => x+y xy -y2 / (x-y) => y+y xy / x-y => 1*1/1-1 => (actually how could you divide this when there is a minus...) y2 / x-y => y/x-1 => (actually how could you devide this when there is a minus...) But i guess thats bullshit 2 because it "should"? be x2/x-y - y2/x-y which ruins everything :) Okay screw everything... you are wrong, thats all i can say :)

          Rules for the FOSW ![^]

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          A K 2 Replies Last reply
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          • H HobbyProggy

            Dominic Burford wrote:

            x2 - y2 = xy - y2. Dividing by (x-y), obtain x + y = y.

            Wrong... aint it? x2 -y2 / (x-y) => x+y xy -y2 / (x-y) => y+y xy / x-y => 1*1/1-1 => (actually how could you divide this when there is a minus...) y2 / x-y => y/x-1 => (actually how could you devide this when there is a minus...) But i guess thats bullshit 2 because it "should"? be x2/x-y - y2/x-y which ruins everything :) Okay screw everything... you are wrong, thats all i can say :)

            Rules for the FOSW ![^]

            if(this.signature != "")
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            A Offline
            A Offline
            Agent__007
            wrote on last edited by
            #5

            HobbyProggy wrote:

            xy -y2 / (x-y) => y+y

            Nope. xy-y2 = y(x-y)

            You have just been Sharapova'd.

            H 1 Reply Last reply
            0
            • A Agent__007

              HobbyProggy wrote:

              xy -y2 / (x-y) => y+y

              Nope. xy-y2 = y(x-y)

              You have just been Sharapova'd.

              H Offline
              H Offline
              HobbyProggy
              wrote on last edited by
              #6

              Ah yeah i started to correct it because i know its not correct :) you have to divide every part of that equation that leads to funny result :)

              Rules for the FOSW ![^]

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              • D Dominic Burford

                x = y. Then x2 = xy. Subtract the same thing from both sides: x2 - y2 = xy - y2. Dividing by (x-y), obtain x + y = y. Since x = y, we see that 2 y = y. Thus 2 = 1, since we started with y nonzero. Subtracting 1 from both sides, 1 = 0. :wtf:

                "There are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies, and the other way is to make it so complicated that there are no obvious deficiencies. The first method is far more difficult." - C.A.R. Hoare Home | LinkedIn | Google+ | Twitter

                S Offline
                S Offline
                Slacker007
                wrote on last edited by
                #7

                http://www.wolframalpha.com/input/?i=x2%3Dxy[^] you can use this site to experiment with your theories?

                1 Reply Last reply
                0
                • D Dominic Burford

                  x = y. Then x2 = xy. Subtract the same thing from both sides: x2 - y2 = xy - y2. Dividing by (x-y), obtain x + y = y. Since x = y, we see that 2 y = y. Thus 2 = 1, since we started with y nonzero. Subtracting 1 from both sides, 1 = 0. :wtf:

                  "There are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies, and the other way is to make it so complicated that there are no obvious deficiencies. The first method is far more difficult." - C.A.R. Hoare Home | LinkedIn | Google+ | Twitter

                  Sander RosselS Offline
                  Sander RosselS Offline
                  Sander Rossel
                  wrote on last edited by
                  #8

                  A high school teacher showed this to me some 10+ years back (feeling old now). All I can say is no.

                  Visit my blog at Sander's bits - Writing the code you need. Or read my articles at my CodeProject profile.

                  Simplicity is prerequisite for reliability. — Edsger W. Dijkstra

                  Regards, Sander

                  H J 2 Replies Last reply
                  0
                  • Sander RosselS Sander Rossel

                    A high school teacher showed this to me some 10+ years back (feeling old now). All I can say is no.

                    Visit my blog at Sander's bits - Writing the code you need. Or read my articles at my CodeProject profile.

                    Simplicity is prerequisite for reliability. — Edsger W. Dijkstra

                    Regards, Sander

                    H Offline
                    H Offline
                    HobbyProggy
                    wrote on last edited by
                    #9

                    The only thing i can agree with is that 1 != 3/3 (at least not exactly) because 1/3 is 0,333... and multiplied with 3 it is just 0,99999.... which is technically 1 but not 100%

                    Rules for the FOSW ![^]

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                    C N F U W 9 Replies Last reply
                    0
                    • D Dominic Burford

                      x = y. Then x2 = xy. Subtract the same thing from both sides: x2 - y2 = xy - y2. Dividing by (x-y), obtain x + y = y. Since x = y, we see that 2 y = y. Thus 2 = 1, since we started with y nonzero. Subtracting 1 from both sides, 1 = 0. :wtf:

                      "There are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies, and the other way is to make it so complicated that there are no obvious deficiencies. The first method is far more difficult." - C.A.R. Hoare Home | LinkedIn | Google+ | Twitter

                      C Offline
                      C Offline
                      CPallini
                      wrote on last edited by
                      #10

                      Quote:

                      Dividing by (x-y), obtain...

                      ...the silent reproach of a million tear-stained eyes. :((

                      1 Reply Last reply
                      0
                      • H HobbyProggy

                        The only thing i can agree with is that 1 != 3/3 (at least not exactly) because 1/3 is 0,333... and multiplied with 3 it is just 0,99999.... which is technically 1 but not 100%

                        Rules for the FOSW ![^]

                        if(this.signature != "")
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                        }
                        else
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                        C Offline
                        C Offline
                        CPallini
                        wrote on last edited by
                        #11

                        Quote:

                        0,99999.... which is technically 1 but not 100%

                        Uh?

                        H 1 Reply Last reply
                        0
                        • C CPallini

                          Quote:

                          0,99999.... which is technically 1 but not 100%

                          Uh?

                          H Offline
                          H Offline
                          HobbyProggy
                          wrote on last edited by
                          #12

                          Whats the matter ?

                          Rules for the FOSW ![^]

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                          C 1 Reply Last reply
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                          • D Dominic Burford

                            x = y. Then x2 = xy. Subtract the same thing from both sides: x2 - y2 = xy - y2. Dividing by (x-y), obtain x + y = y. Since x = y, we see that 2 y = y. Thus 2 = 1, since we started with y nonzero. Subtracting 1 from both sides, 1 = 0. :wtf:

                            "There are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies, and the other way is to make it so complicated that there are no obvious deficiencies. The first method is far more difficult." - C.A.R. Hoare Home | LinkedIn | Google+ | Twitter

                            R Offline
                            R Offline
                            Rage
                            wrote on last edited by
                            #13

                            Dominic Burford wrote:

                            since we started with y nonzero.

                            oh, the irony.

                            Do not escape reality : improve reality !

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                            • H HobbyProggy

                              The only thing i can agree with is that 1 != 3/3 (at least not exactly) because 1/3 is 0,333... and multiplied with 3 it is just 0,99999.... which is technically 1 but not 100%

                              Rules for the FOSW ![^]

                              if(this.signature != "")
                              {
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                              }
                              else
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                              N Offline
                              N Offline
                              Nagy Vilmos
                              wrote on last edited by
                              #14

                              if the numerator and denominator are equal then the value must be 1. Then the second part is almost right, but you missed a very important point, a recurring value is only an *approximation* rather than the absolute. 1/3 is absolute, but the decimal 0.3. is only an approximation. Proof, without bad maths of the 9's reccuring - 0.9. == 1 Multiply by 10: 9.9. = 10 Subtract the original: 9.9. - 0.9. = 9 9 = 9 QED. This is accepted as proper maths, the 1=0 using division by zero is, however, not.

                              veni bibi saltavi

                              H 1 Reply Last reply
                              0
                              • N Nagy Vilmos

                                if the numerator and denominator are equal then the value must be 1. Then the second part is almost right, but you missed a very important point, a recurring value is only an *approximation* rather than the absolute. 1/3 is absolute, but the decimal 0.3. is only an approximation. Proof, without bad maths of the 9's reccuring - 0.9. == 1 Multiply by 10: 9.9. = 10 Subtract the original: 9.9. - 0.9. = 9 9 = 9 QED. This is accepted as proper maths, the 1=0 using division by zero is, however, not.

                                veni bibi saltavi

                                H Offline
                                H Offline
                                HobbyProggy
                                wrote on last edited by
                                #15

                                Nice :) But i guess as long as we have an approximation i'll go with its not exactly 1 :P

                                Nagy Vilmos wrote:

                                This is accepted as proper maths, the 1=0 using division by zero is, however, not.

                                I already said that in an other statement that hes wrong

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                                • H HobbyProggy

                                  Whats the matter ?

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                                  C Offline
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                                  CPallini
                                  wrote on last edited by
                                  #16

                                  0.9999... is 1.

                                  H 1 Reply Last reply
                                  0
                                  • C CPallini

                                    0.9999... is 1.

                                    H Offline
                                    H Offline
                                    HobbyProggy
                                    wrote on last edited by
                                    #17

                                    By definition, not by maths :)

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                                    C 1 Reply Last reply
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                                    • D Dominic Burford

                                      x = y. Then x2 = xy. Subtract the same thing from both sides: x2 - y2 = xy - y2. Dividing by (x-y), obtain x + y = y. Since x = y, we see that 2 y = y. Thus 2 = 1, since we started with y nonzero. Subtracting 1 from both sides, 1 = 0. :wtf:

                                      "There are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies, and the other way is to make it so complicated that there are no obvious deficiencies. The first method is far more difficult." - C.A.R. Hoare Home | LinkedIn | Google+ | Twitter

                                      M Offline
                                      M Offline
                                      Marc Clifton
                                      wrote on last edited by
                                      #18

                                      Ah, the ol' divide by zero trick. I think my math teacher did that when I was in 8th grade. Almost 40 years ago. And I'm sure it's older than that. ;) Marc

                                      Imperative to Functional Programming Succinctly Contributors Wanted for Higher Order Programming Project!

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                                      • H HobbyProggy

                                        By definition, not by maths :)

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                                        CPallini
                                        wrote on last edited by
                                        #19

                                        By maths. There's no difference.

                                        H 1 Reply Last reply
                                        0
                                        • C CPallini

                                          By maths. There's no difference.

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                                          HobbyProggy
                                          wrote on last edited by
                                          #20

                                          Allright, tell that the next flightcomputer that breakes down because he multiplied 0,333 and didn't get to 1 ;)

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                                          C Y 2 Replies Last reply
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