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A magic triangle or perimeter magic triangle[1] is an arrangement of the integers from 1 to n on the sides of a triangle with the same number of integers on each side, called the order of the triangle, so that the sum of integers on each side is a constant, the magic sum of the triangle. [1][2][3][4] Unlike magic squares, there are different ...
The apparent triangles formed from the figures are 13 units wide and 5 units tall, so it appears that the area should be S = 13×5 / 2 = 32.5 units. However, the blue triangle has a ratio of 5:2 (=2.5), while the red triangle has the ratio 8:3 (≈2.667), so the apparent combined hypotenuse in each figure is actually bent.
Magic circles were invented by the Song dynasty (960–1279) Chinese mathematician Yang Hui (c. 1238–1298). It is the arrangement of natural numbers on circles where the sum of the numbers on each circle and the sum of numbers on diameters are identical. One of his magic circles was constructed from the natural numbers from 1 to 33 arranged ...
A magic hexagon of order n is an arrangement of numbers in a centered hexagonal pattern with n cells on each edge, in such a way that the numbers in each row, in all three directions, sum to the same magic constant M. A normal magic hexagon contains the consecutive integers from 1 to 3 n2 − 3 n + 1. Normal magic hexagons exist only for n = 1 ...
How to solve puzzles by graphing the rebounds of a bouncing ball: 1963 Oct: About two new and two old mathematical board games 1963 Nov: A mixed bag of problems 1963 Dec: How to use the odd-even check for tricks and problem-solving 1964 Jan: Presenting the one and only Dr. Matrix, numerologist, in his annual performance 1964 Feb
The largest circle (curvature k 4) may also be replaced by a smaller circle with positive curvature ( k 0 = 4pp' − qq' ). EXAMPLE: Using the area and four radii obtained above for primitive triple [44, 117, 125] we obtain the following integer solutions to Descartes' Equation: k 1 = 143, k 2 = 99, k 3 = 26, k 4 = (−18), and k 0 = 554.
The primary square is obtained by rotating the root square counter-clockwise by 90 degrees, and replacing the numbers. The resulting square is an associative magic square, in which every pair of numbers symmetrically opposite to the center sum up to the same value, 26. For e.g., 16+10, 3+23, 6+20, etc.
Josephus problem. In computer science and mathematics, the Josephus problem (or Josephus permutation) is a theoretical problem related to a certain counting-out game. Such games are used to pick out a person from a group, e.g. eeny, meeny, miny, moe. A drawing for the Josephus problem sequence for 500 people and skipping value of 6.