ALGEBRA INEQUALITY
by Tony_stark0094, Apr 23, 2025, 12:17 AM
Combo problem
by soryn, Apr 22, 2025, 6:33 AM
The school A has m1 boys and m2 girls, and ,the school B has n1 boys and n2 girls. Each school is represented by one team formed by p students,boys and girls. If f(k) is the number of cases for which,the twice schools has,togheter k girls, fund f(k) and the valute of k, for which f(k) is maximum.
Inspired by hlminh
by sqing, Apr 22, 2025, 4:43 AM
Apple sharing in Iran
by mojyla222, Apr 20, 2025, 4:17 AM
Ali is hosting a large party. Together with his
friends,
people are seated around a circular table in a fixed order. Ali places
apples for serving directly in front of himself and wants to distribute them among everyone. Since Ali and his friends dislike eating alone and won't start unless everyone receives an apple at the same time, in each step, each person who has at least one apple passes one apple to the first person to their right who doesn't have an apple (in the clockwise direction).
Find all values of
such that after some number of steps, the situation reaches a point where each person has exactly one apple.



Find all values of

Iran second round 2025-q1
by mohsen, Apr 19, 2025, 10:21 AM
Find all positive integers n>2 such that sum of n and any of its prime divisors is a perfect square.
Easy Number Theory
by math_comb01, Jan 21, 2024, 12:08 PM
Let
be an odd prime and
be integers so that the integers
are divisible by
.
Prove that
divides each of
.

Proposed by Navilarekallu Tejaswi




Prove that



Proposed by Navilarekallu Tejaswi
This post has been edited 3 times. Last edited by math_comb01, Jan 22, 2024, 8:22 AM
Beizer curves
by sonone, Apr 18, 2023, 2:20 PM
Beizer curves
Using complex numbers to represent coordinates, I made a simple program to draw a beizer curve:
I coded this on my CASIO fx-9860G Slim, but it should work on all other CASIO fx with CASIO-BASIC.
Using complex numbers to represent coordinates, I made a simple program to draw a beizer curve:
Cls
ViewWindow -6.3,6.3,1,-3.1,3.1,1
{0,2-2i,3+3i}->List 1 'curve coordinates
0.05->A 'step size
Plot ReP List 1[1],ImP List 1[1]
For A->I To 1 Step A
List 1->List 2
Dim List 1->N
While N>1
Dsz N
For 1->J To N
List 2[J]+I*(List 2[J+1]-List 2[J])->List 2[J]
Next
WhileEnd
Plot ReP List 2[1],ImP List 2[1]
Line
Next
I coded this on my CASIO fx-9860G Slim, but it should work on all other CASIO fx with CASIO-BASIC.
A Familiar Point
by v4913, Apr 16, 2023, 10:00 PM
Let
be a triangle with circumcircle
. Let
and
respectively denote the midpoints of the arcs
and
that do not contain the third vertex. Let
denote the midpoint of arc
(the arc
including
). Let
be the incenter of
. Let
be the circle that is tangent to
and internally tangent to
at
, and let
be the circle that is tangent to
and internally tangent to
at
. Show that the line
, and the lines through the intersections of
and
, meet on
.
























AoPS avatar drawer
by sonone, Aug 5, 2022, 9:14 PM
AoPS avatar drawer
I made a program that draws an AoPS avatar, but it can do more! If desired, one can create custom avatars of most any size (I doubt some of the larger sizes render well at all on a 126x62 resolution display). It only supports plane partitions (i.e. a normal avatars), otherwise it will look like scribble scrabble.
The height matrix give information on high each "pillar" is. The AoPS logo has a height matrix of
If you so desire to change the size, say to a 5x5x5, go to the beginning of the code and change S to 5 (default is 3). Then edit the assignment for MAT A to a 5x5 height matrix. Then run the program and it should render. If it looks strange, check the height matrix to make sure that the values are correct.
The program is called AOPSAVTR and takes up 492 bytes of memory. The .g1m file is attached below. I had to attach it as a .zip file since AoPS doesn't recognize.g1m files.
I made a program that draws an AoPS avatar, but it can do more! If desired, one can create custom avatars of most any size (I doubt some of the larger sizes render well at all on a 126x62 resolution display). It only supports plane partitions (i.e. a normal avatars), otherwise it will look like scribble scrabble.
The height matrix give information on high each "pillar" is. The AoPS logo has a height matrix of
[[3,3,3][3,2,1][3,1,1]]
The first row is the back right, the columns counting up to the right.If you so desire to change the size, say to a 5x5x5, go to the beginning of the code and change S to 5 (default is 3). Then edit the assignment for MAT A to a 5x5 height matrix. Then run the program and it should render. If it looks strange, check the height matrix to make sure that the values are correct.
The program is called AOPSAVTR and takes up 492 bytes of memory. The .g1m file is attached below. I had to attach it as a .zip file since AoPS doesn't recognize.g1m files.
Attachments:
This post has been edited 1 time. Last edited by sonone, Aug 5, 2022, 9:26 PM
CASIO BASIC programming tips: Text display functions
by sonone, May 9, 2022, 11:26 PM
Text display functions
In programs, you can utilize two different display windows: the graphing window and the text window. The graphing window if where graphing and any type of drawing happens, and the text window is for almost everything else (I say almost, because there are list, table and matrix views, which are different beasts in themselves). I will be focusing on the text window display functions which display text and strings.
The first and easiest is just string output. Simply place a string in its own line and it will print in the console. For example,
just prints out TEXT to the console.
Akin to this is the output function. It is a little triangle in the pgrm menu which acts the same as the simple string output, except that it requires you to press EXE to continue program execution. If the argument is a string, the display is left flushed, but if it is a number or variable, it is right flushed. For example (/ means the output function):
gives
<Press EXE>
<Press EXE again>
Note: if you use the output function as the last call of your program, it will re-display the last outputted value once you press EXE and then exit the program if you press it again.
The last display function, found in the I/O of prgm menu, is Locate. This is my favorite display function because I can put anything I want on the text window anywhere. The syntax is
The following code puts 7 A's in a diagonal line:
A more efficient code using a for loop
Output:
For my coding I generally use the first two display functions in computational programs, while I almost exclusively use Locate for any games. I will cover the basic graphing displays in another post.
In programs, you can utilize two different display windows: the graphing window and the text window. The graphing window if where graphing and any type of drawing happens, and the text window is for almost everything else (I say almost, because there are list, table and matrix views, which are different beasts in themselves). I will be focusing on the text window display functions which display text and strings.
The first and easiest is just string output. Simply place a string in its own line and it will print in the console. For example,
"TEXT"
just prints out TEXT to the console.
Akin to this is the output function. It is a little triangle in the pgrm menu which acts the same as the simple string output, except that it requires you to press EXE to continue program execution. If the argument is a string, the display is left flushed, but if it is a number or variable, it is right flushed. For example (/ means the output function):
"PRESS EXE"/
3/
"TEXT"
gives
PRESS EXE
-Disp-
<Press EXE>
PRESS EXE
3
-Disp-
<Press EXE again>
PRESS EXE
3
-Disp-
TEXT
Note: if you use the output function as the last call of your program, it will re-display the last outputted value once you press EXE and then exit the program if you press it again.
The last display function, found in the I/O of prgm menu, is Locate. This is my favorite display function because I can put anything I want on the text window anywhere. The syntax is
Locate <COL 1-21>, <ROW 1-7>, <arg (str, var, num etc)>
The following code puts 7 A's in a diagonal line:
Locate 1,1,"A"
Locate 2,2,"A"
Locate 3,3,"A"
Locate 4,4,"A"
Locate 5,5,"A"
Locate 6,6,"A"
Locate 7,7,"A"
A more efficient code using a for loop
For 1->I To 7
Locate I,I,"A"
Next
Output:
A
A
A
A
A
A
A
For my coding I generally use the first two display functions in computational programs, while I almost exclusively use Locate for any games. I will cover the basic graphing displays in another post.
SUBSHOT: program in CASIO BASIC
by sonone, May 3, 2022, 8:49 PM
SUBSHOT: Submarine Sinking Game
This is one of my earlier games inspired when I was learning projectile motion in physics. The object of the game is simple: sink as many subs as you can in ten shots. Depending on where you shoot determines how much damage the sub takes. The game methodology is as follows:
I have attached two pictures of what the game looks like on the calculator, one is the initial screen and the other is after the first shot.
The code is rather lengthy and not appealing to type out right now. If the code is asked for I will endeavor to type it up ASAP.
This is one of my earlier games inspired when I was learning projectile motion in physics. The object of the game is simple: sink as many subs as you can in ten shots. Depending on where you shoot determines how much damage the sub takes. The game methodology is as follows:
- Draw board
- Position gun
- Fire gun and calculate hit
- Update stats
I have attached two pictures of what the game looks like on the calculator, one is the initial screen and the other is after the first shot.
The code is rather lengthy and not appealing to type out right now. If the code is asked for I will endeavor to type it up ASAP.
Connect Four with CASIO BASIC
by sonone, Jun 16, 2021, 3:56 PM
Hey everyone!
I made a Connect Four (two players) program on my CASIO fx-9750GII using the CASI BASIC programming language.
Here are the features:
Press the left and right arrows to move columns
The EXE button places your chip
When a column is full, the
will become a
on the column
You win by getting four of the same chips in a row vertically, horizontally or diagonally
Here is some other useful info:
Uses 1084 bytes of memory
119 lines
BAISC code
P.S. I learned CASIO BASIC from the software guide (too large to attach), if anyone is interested. Page 212 (8-1)
I made a Connect Four (two players) program on my CASIO fx-9750GII using the CASI BASIC programming language.
Here are the features:
Press the left and right arrows to move columns
The EXE button places your chip
When a column is full, the


You win by getting four of the same chips in a row vertically, horizontally or diagonally
Here is some other useful info:
Uses 1084 bytes of memory
119 lines
BAISC code
ClrText
[[0,0,0,0,0,0,0][0,0,0,0,0,0,0][0,0,0,0,0,0,0][0,0,0,0,0,0,0][0,0,0,0,0,0,0][0,0,0,0,0,0,0]]->Mat A
{0,0,0,0,0,0,0}->List 1
"<DOUBLE VERTICAL LINES>"->Str 1
"="->Str 2
"#"->Str 3
"<UPARROW>"->Str 4
"<XCROSS>"->Str 5
For 1->I To 7
If I≠7
Then Locate 13,I,Str 1
Locate 21,I,Str 1
IfEnd
Locate I+13,7,Str 2
Next
Locate 13,7,Str 3
Locate 21,7,Str 3
Locate 1,6,"press EXE"
Locate 1,7,"place chip"
1->C
1->K
0->Q
Locate 14,7,Str 4
Lbl M
Locate 1,1,"player"
Locate 8,1,K
Locate 1,2,"column:"
If Getkey=38 And C>1
Then Locate 13+C,7,Str 2
C-1->C
If List 1[C]≥5
Then Locate 13+C,7,Str 5
Else Locate 13+C,7,Str 4
IfEnd
IfEnd
If Getkey=27 And C<7
Then Locate 13+C,7,Str 2
C+1->C
If List 1[C]≥5
Then Then Locate 13+C,7,Str 5
Else Locate 13+C,7,Str 4
IfEnd
IfEnd
Locate 8,2,C
List 1[C]->D
If Getkey=31 And D<6
Then Q+1->Q
If K=1
Then 2->K
Else 1->K
IfEnd
K->Mat A[6-D,C]
If K=1
Then Locate 13+C,6-D,"<FILLED CIRCLE>"
Else Locate 13+C,6-D,"<OPEN CIRCLE>"
IfEnd
D+1->D
D->List 1[C]
D=6=>Locate 13+C,7,Str 5
0->W
For 1-I To 6
If Mat A[I,C]=K
Then W+1->W
W=4=>Goto F
Else 0->W
IfEnd
Next
0->W
For 1-I to 7
If Mat A[7-D,I]=K
Then W+1->W
W=4=>GoTo F
Else 0->W
IfEnd
Next
0->W
If C≥D
Then C-D+1->L
1->R
Else 1->L
D-C+1->R
IfEnd
While L≤7 And R≤6
If Mat A[7-R,L]=K
Then W+1->W
Else 0->W
IfEnd
W=4=>Goto F
R+1->R
L+1->L
WhileEnd
0->W
If 8-C≥D
Then 1->R
C+D-1->L
Else 7->L
D+C-8->R
IfEnd
While L≥1 And R≤6
If Mat A[7-R,L]=K
Then W+1->W
Else 0->W
IfEnd
W=4=>Goto F
L-1->L
R+1->R
WhileEnd
Q=42=>Goto T
IfEnd
While Getkey=31
WhileEnd
Goto M
ClrList 1
ClrMat A
Lbl T
Locate 1,4,"tie :("
Stop
Lbl F
Locate 1,4,"you win!"
P.S. I learned CASIO BASIC from the software guide (too large to attach), if anyone is interested. Page 212 (8-1)
Iran Team Selection Test 2016
by MRF2017, Jul 15, 2016, 7:46 PM
Let
be an arbitrary triangle and
is the circumcenter of
.Points
lie on
,respectively such that the reflection of
WRT
is tangent to circumcircle of
.Prove that the circumcircle of triangle
is tangent to circumcircle of triangle
.










Two permutations
by Nima Ahmadi Pour, Apr 24, 2006, 11:11 AM
Suppose that
,
,
,
are integers such that
.
Prove that there exist two permutations
and
of
such that for each integer
with
, we have
![\[ n\mid a_i - b_i - c_i
\]](//latex.artofproblemsolving.com/1/a/e/1ae8d54f068b646ac7a1e43d75e7f26510cfdc95.png)
Proposed by Ricky Liu & Zuming Feng, USA





Prove that there exist two permutations





![\[ n\mid a_i - b_i - c_i
\]](http://latex.artofproblemsolving.com/1/a/e/1ae8d54f068b646ac7a1e43d75e7f26510cfdc95.png)
Proposed by Ricky Liu & Zuming Feng, USA
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