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1 = 0

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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
    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

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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

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      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.

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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

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        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 :)

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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 ![^]

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          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.

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          • 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
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            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 :)

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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

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              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?

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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

                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
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                • 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

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                  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%

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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

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                    CPallini
                    wrote on last edited by
                    #10

                    Quote:

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

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

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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 ![^]

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                      CPallini
                      wrote on last edited by
                      #11

                      Quote:

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

                      Uh?

                      H 1 Reply Last reply
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                      • C CPallini

                        Quote:

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

                        Uh?

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                        HobbyProggy
                        wrote on last edited by
                        #12

                        Whats the matter ?

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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

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                          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 ![^]

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                            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

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                            • 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

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                              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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                                CPallini
                                wrote on last edited by
                                #16

                                0.9999... is 1.

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                                • C CPallini

                                  0.9999... is 1.

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                                  HobbyProggy
                                  wrote on last edited by
                                  #17

                                  By definition, not by maths :)

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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

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                                    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.

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                                      • 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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                                        • H HobbyProggy

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

                                          Rules for the FOSW ![^]

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                                          CPallini
                                          wrote on last edited by
                                          #21

                                          You know, float are not real numbers. (likewise Computer Science is not Mathematics) :-D

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