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I see what you did but that does not explain why it does it.
Good.:tup:
Congratulations Luezma!_o_
Thanks Xray. My first bike had painted rims and after a number of years I decided to remove the spokes and repaint the rims. I was surprised to find out when I reassembled the wheel that it was all screwed up.
Nicely done.:tup:
You need to publish the odds of winning and the expected value of the ticket. I used to know how to calculate that stuff.
One modification might be to randomize the positions of the text boxes when the sim starts running by using a "run once" randomizing routine.
This scene could be an educational scene. If you started the user off with a bunch of Algobucks, and then charged a little bit more than the expected value of a ticket for each time he plays, then the user would loose all his money over time. The only way he could win would be to stop playing as soon as gets ahead. The Lottery is taxes for the mathematically challenged.

Making a random number generator without substitution may be tricky. One way to do it would be to start out with an array of numbers from 1 to 9 and then remove one item of the array at a time in random order and then put that item in a new array.

P.S. Look in the "Shuffle" box in the Deck of Cards scene for random generation without substitution.
Last edited at 2020/03/03 10:06:56 by s_noonan
According to my calculations there is a 25% chance of winning something and that is evenly divided by the 3 money categories. I figure the expected value of a ticket is $92.50. If you sold tickets for $100, then users should slowly loose on average. You can encourage an honor system so that users pay you their losses.
Last edited at 2020/03/03 23:16:31 by s_noonan
Nice update. Works flawlessly.:tup:
Yes, I noticed. That's a very concise way of doing it.

Your next mission, should you choose to accept it, is to start the user off with $1000 and charge the user $100 per ticket. The wining amount for each ticket can be determined by summing the (3) selected items. For example, 1200,200, or 210 would be a $200 winner. This message will self-destruct in 5 seconds (here is where smoke starts pouring out of your PC).
Q: Do you have any requirements concerning the use of these controls in other people's scenes?
A: No.

Q: should someone ask permission from you before using and posting them in their own scenes?
A: No.

Q: Do you require that they credit you for the controls that they use?
A: No.
Thanks for your generous offer. I may take you up on it.
No problem. I appreciate the suggestions and your selfless time and effort as an Algobox moderator.
I don't understand your statement above. Your scene has (8) scene.my. variables that get saved with the scene. Scene.my. variables don't get lost with uploading. If you are referring to the upload method, then the Algobox web page allows you to edit a scene (if you are logged on) by just changing the file.
Last edited at 2020/03/12 09:09:22 by s_noonan
Congratulations. As far as I know, that's the only way to win without cheating. I experimented with the scene by changing the delay between picks to 0.1 second and plotted the results. After 10,000 tickets I was down ~$80,000. I will replace this scene with the modified one because the chart shows the bigger picture.
Q: What do the yellow and green segments in the outer ring indicate?
A: The segments in the outer ring represent surfaces that people touch. They stay infected for a limited amount of time. Yellow is infected. Green is not infected.

I responded to your PM.

I don't plan on leaving Algobox anytime soon.
No, that's not going to happen. If you cut a gear into pieces and then glue all the pieces together, the the teeth will look sharper.
Maybe Radial Copy Spring can help.
One way to reduce the chance of collision in the model is to reduce the size of the circles. Another way may be to decrease the initial velocity.
Nice work.:tup:
Works OK, but is very slow on my PC (running about 2% of simulation speed). You could use a scissor mechanism for a muscle string. Since there are (9) muscle strings with (40) powered axles each, and since you only need (1) powered axle to power a scissor mechanism, you could reduce the powered axle count from 360 to 9 if you choose to use scissor mechanisms.
Last edited at 2020/03/19 22:18:35 by s_noonan
A scissor mechanism should give the same effect as your present muscle fibers. Your present muscle fibers look something like this -<>-<>-<>-<>-<>-<>-. A scissor mechanism muscle fiber would look like this -<><><><><><><><><>-.
Nice work. :tup:
You can use the widget I made for your scene in a scene update (or not).
Yeah, I know... Thanks.
Thanks for trying. Maybe I will give it a try.
I tried a scissor linkage and now I see what you are talking about. The scissor linkage that I made stretched 333% whereas the stretch needed by the muscle is about 33%. The scissor does not change width much for a 33% change in length. Putting spacers between all the parallel linkages now makes a lot of sense to me. You could have got by using scissors if you went with a short muscle and long tendons, but that wouldn't look as realistic as your present scene.
Thanks for the feedback. My goal was to be able to lock the door, rotate the doorknob, and open the door without using your hand in order to minimize hand-surface-hand transmission. I see now that the proximity of the wrist to the hand is too close for comfort (which can be corrected by cutting off people's hands and now you know the reason for the cross-section view). My next design will be a foot operated model.
1. Open Widget for mandalatorness3000.
2. Select everything.
3. Drag it over the 'Components' folder on the left of the screen until it is automatically inserted into the folder.
4. Open your mandalatorness3000 scene.
5. Click on the 'Components' folder.
6. Drag the widget into your scene.
7. Click on the small up and down buttons next to the number boxes to change the settings. The scene does not need to be running to change the numbers. The clicks should be a little slower (about 1 second) than normal clicks. You should be able to drag the title bar with the drag tool even if the scene is paused.
Ken3344,

Nice work on the video. That must have taken a while to create.
Those are some interesting thoughts. You could add the Algodoo "scene.importPhunlet" function to a runOnce function in your default scene. The imported phunlets could be standard phunlets or functions that can be used in any of your scenes. The "scene.importPhunlet" function may fail when another user runs your scene, but by then the originally imported functions, variables, an objects will have been saved with your scene.

I did an experiment where I deleted all the objects from this "Array Functions" scene, saved the scene, and then moved the scene into the phunlets folder. I then created another scene that automatically imported the phunlet. All the associated scene.my functions came in with the phunlet.
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