Random Articles (Page 3)
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π Two Envelopes Problem
The two envelopes problem, also known as the exchange paradox, is a brain teaser, puzzle, or paradox in logic, probability, and recreational mathematics. It is of special interest in decision theory, and for the Bayesian interpretation of probability theory. Historically, it arose as a variant of the necktie paradox. The problem typically is introduced by formulating a hypothetical challenge of the following type:
It seems obvious that there is no point in switching envelopes as the situation is symmetric. However, because you stand to gain twice as much money if you switch while risking only a loss of half of what you currently have, it is possible to argue that it is more beneficial to switch. The problem is to show what is wrong with this argument.
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- "Two Envelopes Problem" | 2022-05-30 | 249 Upvotes 300 Comments
- "Two envelopes problem" | 2013-11-11 | 11 Upvotes 1 Comments
- "Two envelopes problem" | 2013-09-14 | 42 Upvotes 88 Comments
- "Two Envelopes Problem" | 2010-08-06 | 112 Upvotes 88 Comments
π Project Habakkuk, Britain's plan to build an aircraft carrier from ice
Project Habakkuk or Habbakuk (spelling varies) was a plan by the British during the Second World War to construct an aircraft carrier out of pykrete (a mixture of wood pulp and ice) for use against German U-boats in the mid-Atlantic, which were beyond the flight range of land-based planes at that time. The idea came from Geoffrey Pyke, who worked for Combined Operations Headquarters. After promising scale tests and the creation of a prototype on a lake (Patricia Lake, Jasper National Park) in Alberta, Canada, the project was shelved due to rising costs, added requirements, and the availability of longer-range aircraft and escort carriers which closed the Mid-Atlantic gap the project was intended to address.
Discussed on
- "Project Habakkuk, Britain's plan to build an aircraft carrier from ice" | 2019-01-13 | 13 Upvotes 1 Comments
π Spermaceti
Spermaceti is a waxy substance found in the head cavities of the sperm whale (and, in smaller quantities, in the oils of other whales). Spermaceti is created in the spermaceti organ inside the whale's head. This organ may contain as much as 1,900 litres (500Β USΒ gal) of spermaceti. It has been extracted by whalers since the 17th century for human use in cosmetics, textiles, and candles.
Theories for the spermaceti organ's biological function suggest that it may control buoyancy, may act as a focusing apparatus for the whale's sense of echolocation, or possibly both. There has been concrete evidence to support both theories. The buoyancy theory holds that the sperm whale is capable of heating the spermaceti, lowering its density and thus allowing the whale to float; in order for the whale to sink again, it must take water into its blowhole which cools the spermaceti into a denser solid. This claim has been called into question by recent research which indicates a lack of biological structures to support this heat exchange, as well as the fact that the change in density is too small to be meaningful until the organ grows to huge size. Measurement of the proportion of wax esters retained by a harvested sperm whale accurately described the age and future life expectancy of a given individual. The proportion of wax esters in the spermaceti organ increases with the age of the whale: 38β51% in calves, 58β87% in adult females, and 71β94% in adult males.
Spermaceti wax is extracted from sperm oil by crystallisation at 6Β Β°C (43Β Β°F), when treated by pressure and a chemical solution of caustic alkali. Spermaceti forms brilliant white crystals that are hard but oily to the touch, and are devoid of taste or smell, making it very useful as an ingredient in cosmetics, leatherworking, and lubricants. The substance was also used in making candles of a standard photometric value, in the dressing of fabrics, and as a pharmaceutical excipient, especially in cerates and ointments.
The whaling industry in the 17th and 18th centuries was developed to find, harvest and refine the contents of the head of a sperm whale. The crews seeking spermaceti routinely left on three-year tours on several oceans. Cetaceous lamp oil was a commodity that created many maritime fortunes. The light produced by a single pure spermaceti source (candle) became the standard measurement of "candlepower" for another century. Candlepower, a photometric unit defined in the United Kingdom Act of Parliament Metropolitan Gas Act 1860 and adopted at the International Electrotechnical Conference of 1883, was based on the light produced by a pure spermaceti candle.
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- "Spermaceti" | 2023-03-21 | 38 Upvotes 22 Comments
π Simula β the first object-oriented language
Simula is the name of two simulation programming languages, Simula I and Simula 67, developed in the 1960s at the Norwegian Computing Center in Oslo, by Ole-Johan Dahl and Kristen Nygaard. Syntactically, it is a fairly faithful superset of ALGOL 60, also influenced by the design of Simscript.
Simula 67 introduced objects, classes, inheritance and subclasses, virtual procedures, coroutines, and discrete event simulation, and features garbage collection. Also other forms of subtyping (besides inheriting subclasses) were introduced in Simula derivatives.
Simula is considered the first object-oriented programming language. As its name suggests, the first Simula version by 1962 was designed for doing simulations; Simula 67 though was designed to be a general-purpose programming language and provided the framework for many of the features of object-oriented languages today.
Simula has been used in a wide range of applications such as simulating very-large-scale integration (VLSI) designs, process modeling, communication protocols, algorithms, and other applications such as typesetting, computer graphics, and education. The influence of Simula is often understated, and Simula-type objects are reimplemented in C++, Object Pascal, Java, C#, and many other languages. Computer scientists such as Bjarne Stroustrup, creator of C++, and James Gosling, creator of Java, have acknowledged Simula as a major influence.
π McNamara Fallacy
The McNamara fallacy (also known as the quantitative fallacy), named for Robert McNamara, the US Secretary of Defense from 1961 to 1968, involves making a decision based solely on quantitative observations (or metrics) and ignoring all others. The reason given is often that these other observations cannot be proven.
The first step is to measure whatever can be easily measured. This is OK as far as it goes. The second step is to disregard that which can't be easily measured or to give it an arbitrary quantitative value. This is artificial and misleading. The third step is to presume that what can't be measured easily really isn't important. This is blindness. The fourth step is to say that what can't be easily measured really doesn't exist. This is suicide.
The fallacy refers to McNamara's belief as to what led the United States to defeat in the Vietnam Warβspecifically, his quantification of success in the war (e.g., in terms of enemy body count), ignoring other variables.
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- "McNamara Fallacy" | 2024-04-17 | 24 Upvotes 23 Comments
- "McNamara Fallacy" | 2021-12-26 | 23 Upvotes 2 Comments
π Multiple Time Dimensions
The possibility that there might be more than one dimension of time has occasionally been discussed in physics and philosophy. Similar ideas appear in folklore and fantasy literature.
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- "Multiple Time Dimensions" | 2024-02-20 | 29 Upvotes 5 Comments
π National Eagle Repository
The National Eagle Repository is operated and managed under the Office of Law Enforcement of the United States Fish and Wildlife Service located at the Rocky Mountain Arsenal National Wildlife Refuge outside of Denver, Colorado. It serves as a central location for the receipt, storage, and distribution of bald and golden eagles that have been found dead. Eagles and eagle parts are available only to Native Americans enrolled in federally recognized tribes for use in religious and cultural ceremonies.
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- "National Eagle Repository" | 2019-07-03 | 38 Upvotes 5 Comments
π Self-Replicating Machine
A self-replicating machine is a type of autonomous robot that is capable of reproducing itself autonomously using raw materials found in the environment, thus exhibiting self-replication in a way analogous to that found in nature. The concept of self-replicating machines has been advanced and examined by Homer Jacobson, Edward F. Moore, Freeman Dyson, John von Neumann, Konrad Zuse and in more recent times by K. Eric Drexler in his book on nanotechnology, Engines of Creation (coining the term clanking replicator for such machines) and by Robert Freitas and Ralph Merkle in their review Kinematic Self-Replicating Machines which provided the first comprehensive analysis of the entire replicator design space. The future development of such technology is an integral part of several plans involving the mining of moons and asteroid belts for ore and other materials, the creation of lunar factories, and even the construction of solar power satellites in space. The von Neumann probe is one theoretical example of such a machine. Von Neumann also worked on what he called the universal constructor, a self-replicating machine that would be able to evolve and which he formalized in a cellular automata environment. Notably, Von Neumann's Self-Reproducing Automata scheme posited that open-ended evolution requires inherited information to be copied and passed to offspring separately from the self-replicating machine, an insight that preceded the discovery of the structure of the DNA molecule by Watson and Crick and how it is separately translated and replicated in the cell.
A self-replicating machine is an artificial self-replicating system that relies on conventional large-scale technology and automation. Although suggested earlier than in the late 1940's by Von Neumann, no self-replicating machine has been seen until today. Certain idiosyncratic terms are occasionally found in the literature. For example, the term clanking replicator was once used by Drexler to distinguish macroscale replicating systems from the microscopic nanorobots or "assemblers" that nanotechnology may make possible, but the term is informal and is rarely used by others in popular or technical discussions. Replicators have also been called "von Neumann machines" after John von Neumann, who first rigorously studied the idea. However, the term "von Neumann machine" is less specific and also refers to a completely unrelated computer architecture that von Neumann proposed and so its use is discouraged where accuracy is important. Von Neumann himself used the term universal constructor to describe such self-replicating machines.
Historians of machine tools, even before the numerical control era, sometimes figuratively said that machine tools were a unique class of machines because they have the ability to "reproduce themselves" by copying all of their parts. Implicit in these discussions is that a human would direct the cutting processes (later planning and programming the machines), and would then assemble the parts. The same is true for RepRaps, which are another class of machines sometimes mentioned in reference to such non-autonomous "self-replication". In contrast, machines that are truly autonomously self-replicating (like biological machines) are the main subject discussed here.
π Tetris effect
The Tetris effect (also known as Tetris syndrome) occurs when people devote so much time and attention to an activity that it begins to pattern their thoughts, mental images, and dreams. It takes its name from the video game Tetris.
People who have played Tetris for a prolonged amount of time can find themselves thinking about ways different shapes in the real world can fit together, such as the boxes on a supermarket shelf or the buildings on a street. They may see coloured images of pieces falling into place on an invisible layout at the edges of their visual fields or when they close their eyes.. They may see such coloured, moving images when they are falling asleep, a form of hypnagogic imagery.
The Tetris effect is a form of habit. Those experiencing the effect may feel they are unable to prevent the thoughts, images, or dreams from happening.
A broadening of the Tetris effect may be the Game Transfer Phenomena (GTP).
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- "Tetris Effect" | 2024-01-02 | 11 Upvotes 1 Comments
- "Tetris effect" | 2010-07-10 | 89 Upvotes 58 Comments
π Why shaken, not stirred?
"Shaken, not stirred" is a catchphrase of Ian Fleming's fictional British Secret Service agent James Bond and describes his preference for the preparation of his martini cocktail.
The phrase first appears in the novel Diamonds Are Forever (1956), though Bond himself does not actually say it until Dr. No (1958), where his exact words are "shaken and not stirred." In the film adaptations of Fleming's novels, the phrase is first uttered by the villain, Dr. Julius No, when he offers the drink in Dr. No (1962), and it is not uttered by Bond himself (played by Sean Connery) until Goldfinger (1964). It is used in numerous Bond films thereafter with the notable exceptions of You Only Live Twice (1967), in which the drink is wrongly offered as "stirred, not shaken", to Bond's response "Perfect", and Casino Royale (2006) in which Bond, after losing millions of dollars in a game of poker, is asked if he wants his martini shaken or stirred and snaps, "Do I look like I give a damn?"
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- "Why shaken, not stirred?" | 2010-12-05 | 39 Upvotes 35 Comments