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 $(T2_DIRS_DEST) :: $(T2_DEST)/% : t2/%
 	mkdir -p $@
+	touch $@
 
 $(T2_IMAGES_DEST) :: $(T2_DEST)/% : t2/%
 	cp -f $< $@

t2/DeCSS/index.html

-
-<head>
-<title>Shlomi Fish' Opinion on DeCSS</title>
-</head>
-
-<body bgcolor="#FFFFFF">
-
-<h1>Shlomi Fish' Opinion on DeCSS</h1>
-
-<h2>Note</h2>
-
-<p>
-I removed the offending files from here. The reason for that is that
-I don't want to drag the Technion's undergraduate students' server into the
-MPAA witch-hunt. 
-</p>
-
-<p>
-What I did prepare is a port of DeCSS to JavaScript. You can't find it here,
-but it can be found in the 
-<a href="http://www.cs.cmu.edu/~dst/DeCSS/Gallery/">
-DeCSS Gallery</a>.
-
-<h2>Comments</h2>
-
-<p>
-Well, to show my empathy with the DeCSS side of the MPAA vs. DeCSS hackers
-fiasco that is going on, I decided to set up this page which will explain my
-take on this subject.  No, I am not an anarchist or a nihilist or anything like 
-that. I am a  <a href="http://www.neo-tech.com/">Neo-Tech</a> Objectivist. 
-Still, I believe that objective ethics is not on the side of the MPAA in this
-regards. And following are my reasons:
-</p>
-
-<p>1. <b>Code is Speech</b> - computer source code can do many things that 
-speach alone previously could not do, but it still speaeh and is protected
-by the First Ammendment of the American Constitution and objective ethics in
-general. And the "Digital Millenium Copyright Act" or any other law that
-jumps from the head of the American Government cannot change that fact.</p>
-
-<p>2. <b>No code is illigitimate</b> - whether it was acquired by reverse 
-engineering or not, code cannot be made illigitimate or illegal.</p>
-
-<p>3. <b>Links are speech</b> - the fact that links are convenient does not
-categorize them as weapons or anything like that. They are speech because
-they are made of ASCII characters and that all there is to it. Assuming 
-the DMCA, now my homepage as well as everything in it, becomes something
-you are not allowed to link to. So if you are scared of the "Big Brother",
-don't. ;-)</p>
-
-<p>4. <b>The MPAA should find better ways to protect their intellectual
-property.</b> Protecting your data in a (very weak) encryption is not the
-solution. Neither, is trying to illigitimate the code that decyphers it.
-In a couple of years, DVD copiers will become commonplace, so people will be
-able to copy them without opening the encryption.</p>
-
-<p>Perhaps the point of the fiasco is to charge a fee for those players 
-which can play it. But that has nothing to do with protecting intellectual
-property rights. (!)</p>
-
-<p>Another option is that the MPAA is afraid that people will decode the
-movies, reduce their size and distribute them on-line, in a similar manner
-in what happens today with mp3s. But this will probably become meaningless
-too, because of DVD copiers.</p>
-
-<p>
-5. <b>Decrypting such methods is possible and easy, &nbsp;so it cannot and must
-not be enforced.</b> Cryptology proves that it is impossible that a digital
-data be decryptable by someone and not decryptable by another (assuming the
-other has enough information).
-</p>
-
-<p>
-While software vendors can try and take precauations to prevent such things,
-they cannot decree them as illegal. The reason for that is that making
-something like that illegal only makes it worse. For instance, illegal drugs
-are undoubtedly harmful, but their prohibition only creates trouble.
-Likewise, for gambling, free development and distribution of medication,
-etc.
-</p>
-
-<p>
-The DeCSS case is just another irrationality of this kind.
-</p>
-
-<p>
-6. <b>People who live in glass houses should not throw stones</b> - the
-MPAA-related companies has been attacked and are attacked for their film
-containing too much violence or pornography, or because they simply make
-certain people angry.
-</p>
-
-<p>
-I believe it is perfectly ligitimate to film such motion pictures. However,
-they should understand that if they call for the government's help to censor 
-code, web-sites and links, they in a fact giving it the power and legitimacy
-to censor them. IMO, they above all should hold the liberty of speech and
-it's a shame they don't.
-</p>
-
-<h2>Links</h2>
-
-<a href="http://decss.cyberspace.cz/">A DeCSS mirror</a>.<br>
-<a href="http://www.google.com/search?q=decss">Google search for DeCSS.</a><br>
-<a href="http://www.cs.cmu.edu/~dst/DeCSS/Gallery/">DeCSS Gallery - lots of
-"legal" forms to distribute the DeCSS source code.</a><br>
-<a href="http://decss.zoy.org/">42 Ways to distribute the DeCSS code</a><br>
-<a href="http://www.2600.com/news/1227-help.html">2600's list of DeCSS
-mirrors</a><br>
-
-<br>
-<br>
-
-<a href="../">
-<img src="../images/bk2hp.gif" alt="Back to my homepage" border="0">
-</a>
-
-</body>

t2/DeCSS/index.html.wml

+#include '../template.wml'
+
+<subject "Shlomi Fish' Opinion on DeCSS" />
+<h2>Note</h2>
+
+<p>
+I removed the offending files from here. The reason for that is that
+I don't want to drag the Technion's undergraduate students' server into the
+MPAA witch-hunt. 
+</p>
+
+<p>
+What I did prepare is a port of DeCSS to JavaScript. You can't find it here,
+but it can be found in the 
+<a href="http://www.cs.cmu.edu/~dst/DeCSS/Gallery/">
+DeCSS Gallery</a>.
+</p>
+
+<h2>Comments</h2>
+
+<p>
+Well, to show my empathy with the DeCSS side of the MPAA vs. DeCSS hackers
+fiasco that is going on, I decided to set up this page which will explain my
+take on this subject.  No, I am not an anarchist or a nihilist or anything like 
+that. I am a  <a href="http://www.neo-tech.com/">Neo-Tech</a> Objectivist. 
+Still, I believe that objective ethics is not on the side of the MPAA in this
+regards. And following are my reasons:
+</p>
+
+<p>1. <b>Code is Speech</b> - computer source code can do many things that 
+speach alone previously could not do, but it still speaeh and is protected
+by the First Ammendment of the American Constitution and objective ethics in
+general. And the "Digital Millenium Copyright Act" or any other law that
+jumps from the head of the American Government cannot change that fact.</p>
+
+<p>2. <b>No code is illigitimate</b> - whether it was acquired by reverse 
+engineering or not, code cannot be made illigitimate or illegal.</p>
+
+<p>3. <b>Links are speech</b> - the fact that links are convenient does not
+categorize them as weapons or anything like that. They are speech because
+they are made of ASCII characters and that all there is to it. Assuming 
+the DMCA, now my homepage as well as everything in it, becomes something
+you are not allowed to link to. So if you are scared of the "Big Brother",
+don't. ;-)</p>
+
+<p>4. <b>The MPAA should find better ways to protect their intellectual
+property.</b> Protecting your data in a (very weak) encryption is not the
+solution. Neither, is trying to illigitimate the code that decyphers it.
+In a couple of years, DVD copiers will become commonplace, so people will be
+able to copy them without opening the encryption.</p>
+
+<p>Perhaps the point of the fiasco is to charge a fee for those players 
+which can play it. But that has nothing to do with protecting intellectual
+property rights. (!)</p>
+
+<p>Another option is that the MPAA is afraid that people will decode the
+movies, reduce their size and distribute them on-line, in a similar manner
+in what happens today with mp3s. But this will probably become meaningless
+too, because of DVD copiers.</p>
+
+<p>
+5. <b>Decrypting such methods is possible and easy, &nbsp;so it cannot and must
+not be enforced.</b> Cryptology proves that it is impossible that a digital
+data be decryptable by someone and not decryptable by another (assuming the
+other has enough information).
+</p>
+
+<p>
+While software vendors can try and take precauations to prevent such things,
+they cannot decree them as illegal. The reason for that is that making
+something like that illegal only makes it worse. For instance, illegal drugs
+are undoubtedly harmful, but their prohibition only creates trouble.
+Likewise, for gambling, free development and distribution of medication,
+etc.
+</p>
+
+<p>
+The DeCSS case is just another irrationality of this kind.
+</p>
+
+<p>
+6. <b>People who live in glass houses should not throw stones</b> - the
+MPAA-related companies have been attacked and are attacked for their film
+containing too much violence or pornography, or because they simply make
+certain people angry.
+</p>
+
+<p>
+I believe it is perfectly legitimate to film such motion pictures. However,
+they should understand that if they call for the government's help to censor 
+code, web-sites and links, they in a fact giving it the power and legitimacy
+to censor them. IMO, they above all should hold the liberty of speech and
+it's a shame they don't.
+</p>
+
+<h2>Links</h2>
+
+<a href="http://decss.cyberspace.cz/">A DeCSS mirror</a>.<br />
+<a href="http://www.google.com/search?q=decss">Google search for DeCSS.</a><br />
+<a href="http://www.cs.cmu.edu/~dst/DeCSS/Gallery/">DeCSS Gallery - lots of
+"legal" forms to distribute the DeCSS source code.</a><br />
+<a href="http://decss.zoy.org/">42 Ways to distribute the DeCSS code</a><br />
+<a href="http://www.2600.com/news/1227-help.html">2600's list of DeCSS
+mirrors</a><br />
+

t2/MathVentures/3d_outof_4d.html

-<HTML>
-<TITLE>Math-Ventures: Combinatorics and the art of Dungeons and Dragons</TITLE>
-<BODY BGCOLOR="#FFFFFF">
-
-<CENTER><H2>Combinatorics and the art of Dungeons and Dragons</H2></CENTER>
-
-I used to play "Advanced Dungeons & Dragons" in the 8th and 9th grades. I
-quit, though, but many of my friends continued to play a long time
-afterwards. In AD&D (that's the commonly used acronym for the game's name),
-the amount a character is skilled in certain abilities is determined by a
-number ranging from 3 to 18. This number is normally generated by rolling 3
-dice and summing up the numbers on their sides. That way, high or low
-numbers are considerably less frequent then mid-range ones.<P>
-
-Yet, this method, which is highly random, often results that the scores are
-insuitable for what the player planned the character to be or simply too
-low. Therefore, there are several alternative methods to generate scores
-which are better as far as the player is concerened. One of the common ones,
-which is described in the game's manual goes like that: instead of three
-dice, four dice are rolled. Then, the three highest die-scores are summed
-and together add up to the ability number.<P>
-
-One day, my friend who was a game-master at that time called and asked me if
-I could tell him what was the average result which is generated by this
-method. I couldn't tell him right away, but he said that he wrote a computer
-program to check it, and it ended up around 12.24 . He went on to say that in
-his opinion this average was not too high, so he will probably allow the
-members of the new team he was going to lead to use that method. <P>
-
-Anyway, he still wondered if anyone could think of a mathematical way to calculate
-it. I didn't know or heard of any at that time so I told him that I didn't
-know. He also said that he asked another acquaintant of us, who already
-began his math studies at the university if he could tell him, but he didn't
-know either.<P>
-
-In any case, I thought about it for a while and after a month or so came to a
-solution. I presented this problem to other people who seemed interested at
-solving math riddles at various times since. Some of them managed to solve
-it, but I didn't find a more elegant way than what I thought of. <P>
-
-Before you see my answer, here is a summary of the problem. You may try to
-figure it yourself, before looking at my solution:
-<TABLE BORDER=1>
-<TR><TD>
-<B>1.</B> Throw 4 dice, sum the numbers they generated and substract the
-lowest value from the sum. (if there is more than one die with the lowest
-value, substract it only once). What is the average number of such throws?
-<P>
-
-More generally, one can ask:
-<B>2.</B> Throw n dice, each evenly generating values in the range 1 .. m,
-sum them, and substract the number of the lowest die. What is the average of
-the solutions of this throw? (the expression is dependant on n and m.)<P>
-
-And yet more generally:
-<B>3.</B> Throw n dice each in the range 1..m, sum them and substract the p
-lowest dice (p < n). What is the average outcome of this throw?
-
-</TR></TD>
-</TABLE>
-
-The solution can be found some space below:
-<BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR>
-<BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR>
-<BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR>
-<BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR>
-
-<H3>Solution:</H3>
-
-Like I said, it did not come to be right away and I had to think about it
-for a while. I pondered various methods, and then came to think about the
-question this way:<P>
-
-In each throw the numbers 1..6 can be substracted. I first realized that I
-could immidiately substract 1 from all 6^4 of the possible throws, because
-one always substract <B>at least</B> 1. Furthermore, when is another 1 point
-substracted from the final sum? Obviously this is the case when 2 or more
-points are substracted. When does it happen? It happens when all the dice
-are bigger than 1. (or else 1 would have been substracted.) Since all the
-dice are in the range 2-6 there are 5^4 different possibilities for this
-case.<P>
-
-The next point is substracted when all the dice are in the range 3-6, hence
-4^4 possibilities and so on. Now, to calculate the total, let's start from
-the sum of all possible throws of 4 dice, without the minimal die removed.
-This sum is equal to 6^4 * 14 = 18144. Then, let's remove 6^4 = 1296 because
-of the first point removed, 5^4 because of the second point etc. Eventually
-we get:<P>
-
-6^4 * 14 - 6^4 - 5^4 - 4^4 - 3^4 - 2^4 - 1^4 = 15869<P>
-
-To find the average, all one has to do is divide it by 6^4, which is number
-of individual throws. 15869/(6^4) = 12.24, which is also the number that my
-friend's program returned.<P>
-
-To generalize it for n dice each having the numbers 1..m on its side (AD&D
-also involves using dice with 4, 8, 10,12, 20 and sometimes 100 sides. :-))
-all one has to do is replace 6 with n and 4 with m where appropriate. One
-should remember that the average throw for an individual die of 1..m is
-(1+m)/m and for n such dice n*(1+m)/m. We eventually get to:<P>
-<PRE>
-( m^n * n * (1+m) / m ) - m^n - (m-1)^n - (m-2)^n - (m-3)^n ... - 1^n
----------------------------------------------------------------------
-                              m ^ n
-</PRE>
-
-Eliminating the next smallest die, and the other dice in order, is a bit
-more tricky. As a matter of fact, it took me two more years to finally come
-up with a solution. (not that I spent all my time thinking about it)<P>
-
-The basic idea is this: regarding the first point of the second least die,
-it's obvious that we still have to remove 6^4 from the total. About the
-second point: it is removed only if all the dice, except maybe one has a
-face value of 2 or more. Phrased in a different way it is removed:<P>
-
-1. If there are 4 dice in the range 2..6   OR<BR>
-2. If there are 3 dice in the range 2..6 and one die whose value is 1.<P>
-
-The conditions for the other 4 cases are similiar: if the additional point
-is the Kth than there could be either 4 dice in the range K..6 or 3 dice in
-the range K..6 and one die in the range 1..(K-1). To evaluate it
-mathematically, I'll use the standard formulas and eventually get to:<P>
-
-<PRE>
-(6-K+1)^4  +  ( (6-K+1)^3 * (K-1) ) * 4
-</PRE>
-
-If we substract 6^4 and those 5 sums from the total sum that was acquired in 
-the previous stage, we'd get to the new total with the two least dice
-removed on each throw. Divide it by the number of throws - 6^4 - and we get
-the new average. The grand formula, then, is:
-<PRE>
-          6            6
-6^4*14 - SIGMA(i^4) - SIGMA [(6-i+1)^4 + ( (6-i+1)^3 * (i-1)) * 4 ] 
-         i=1          i=1
------------------------------------------------------------------------
-                    6^4              
-</PRE>
-
-From the 3rd least dice onward, this method gets more and more complicated
-because we have to consider 3 different cases for every point we
-substract, 4 cases for the fourth die, and so on. If anyone has an idea
-on how to improve this method, or can suggest an alternative method
-which is simpler as more and more dice are removed by order, please let
-me know and I'll post it here. <P>
-
-I, for my part, am no longer interested in this problem, and do not deal
-with it, at least not until I extend my knowldege in Combinatorics and the
-Theory of Probability.
-
-A final note: you can find a C program, not unlike the one my friend used,
-that calculates the average of such throws 
-<A HREF="calc_dice_average.c">here</A>. It can do that for any number of
-dice with any number of sides, and while eliminating any number of minimal
-dice. <P>
-
-The program is quite stupid and merely iterates over all the
-different throws, and adds the sum of every throw to the total. It
-becomes less efficient as the number of sides and/or the number of dice
-increases.<P>
-
-Writing a program that implements my method <B>for any number of removed
-dice</B> is a bit complicated because the formula itself gets more and more
-complicated. Maybe I'll get to it one day.
-
-
-<HR>
-
-<A HREF="./"><H3>Back to the Math-Ventures Web page</H3></A><P>
-<A HREF="../"><H3>Back to Shlomi Fish' Homepage</H3></A>
-
-
-</BODY>
-</HTML>

t2/MathVentures/3d_outof_4d.html.wml

+#include '../template.wml'
+
+<subject "Combinatorics and the art of Dungeons and Dragons" />
+
+<p>
+I used to play "Advanced Dungeons &amp; Dragons" in the 8th and 9th grades. I
+quit, though, but many of my friends continued to play a long time
+afterwards. In AD&amp;D (that's the commonly used acronym for the game's name),
+the amount a character is skilled in certain abilities is determined by a
+number ranging from 3 to 18. This number is normally generated by rolling 3
+dice and summing up the numbers on their sides. That way, high or low
+numbers are considerably less frequent then mid-range ones.
+</p>
+
+<p>
+Yet, this method, which is highly random, often results that the scores are
+insuitable for what the player planned the character to be or simply too
+low. Therefore, there are several alternative methods to generate scores
+which are better as far as the player is concerened. One of the common ones,
+which is described in the game's manual goes like that: instead of three
+dice, four dice are rolled. Then, the three highest die-scores are summed
+and together add up to the ability number.
+</p>
+
+<p>
+One day, my friend who was a game-master at that time called and asked me if
+I could tell him what was the average result which is generated by this
+method. I couldn't tell him right away, but he said that he wrote a computer
+program to check it, and it ended up around 12.24 . He went on to say that in
+his opinion this average was not too high, so he will probably allow the
+members of the new team he was going to lead to use that method.
+</p>
+
+<p>
+Anyway, he still wondered if anyone could think of a mathematical way to calculate
+it. I didn't know or heard of any at that time so I told him that I didn't
+know. He also said that he asked another acquaintant of us, who already
+began his math studies at the university if he could tell him, but he didn't
+know either.
+</p>
+
+<p>
+In any case, I thought about it for a while and after a month or so came to a
+solution. I presented this problem to other people who seemed interested at
+solving math riddles at various times since. Some of them managed to solve
+it, but I didn't find a more elegant way than what I thought of.
+</p>
+
+<p>
+Before you see my answer, here is a summary of the problem. You may try to
+figure it yourself, before looking at my solution:
+</p>
+
+<table border="1">
+<tr><td>
+<p>
+<b>1.</b> Throw 4 dice, sum the numbers they generated and substract the
+lowest value from the sum. (if there is more than one die with the lowest
+value, substract it only once). What is the average number of such throws?
+</p>
+
+<p>
+More generally, one can ask:
+<b>2.</b> Throw n dice, each evenly generating values in the range 1 .. m,
+sum them, and substract the number of the lowest die. What is the average of
+the solutions of this throw? (the expression is dependant on n and m.)
+</p>
+
+<p>
+And yet more generally:
+<b>3.</b> Throw n dice each in the range 1..m, sum them and substract the p
+lowest dice (p &lt; n). What is the average outcome of this throw?
+</p>
+
+</td></tr>
+</table>
+
+<p>
+The solution can be found some space below:
+</p>
+
+<longblank />
+
+<h2>Solution:</h2>
+
+<p>
+Like I said, it did not come to be right away and I had to think about it
+for a while. I pondered various methods, and then came to think about the
+question this way:
+</p>
+
+<p>
+In each throw the numbers 1..6 can be substracted. I first realized that I
+could immidiately substract 1 from all 6^4 of the possible throws, because
+one always substract <b>at least</b> 1. Furthermore, when is another 1 point
+substracted from the final sum? Obviously this is the case when 2 or more
+points are substracted. When does it happen? It happens when all the dice
+are bigger than 1. (or else 1 would have been substracted.) Since all the
+dice are in the range 2-6 there are 5^4 different possibilities for this
+case.
+</p>
+
+<p>
+The next point is substracted when all the dice are in the range 3-6, hence
+4^4 possibilities and so on. Now, to calculate the total, let's start from
+the sum of all possible throws of 4 dice, without the minimal die removed.
+This sum is equal to 6^4 * 14 = 18144. Then, let's remove 6^4 = 1296 because
+of the first point removed, 5^4 because of the second point etc. Eventually
+we get:
+</p>
+
+<p>
+6^4 * 14 - 6^4 - 5^4 - 4^4 - 3^4 - 2^4 - 1^4 = 15869
+</p>
+
+<p>
+To find the average, all one has to do is divide it by 6^4, which is number
+of individual throws. 15869/(6^4) = 12.24, which is also the number that my
+friend's program returned.
+</p>
+
+<p>
+To generalize it for n dice each having the numbers 1..m on its side (AD&amp;D
+also involves using dice with 4, 8, 10,12, 20 and sometimes 100 sides. :-))
+all one has to do is replace 6 with n and 4 with m where appropriate. One
+should remember that the average throw for an individual die of 1..m is
+(1+m)/m and for n such dice n*(1+m)/m. We eventually get to:
+</p>
+
+<pre>
+( m^n * n * (1+m) / m ) - m^n - (m-1)^n - (m-2)^n - (m-3)^n ... - 1^n
+---------------------------------------------------------------------
+                              m ^ n
+</pre>
+
+
+<p>
+Eliminating the next smallest die, and the other dice in order, is a bit
+more tricky. As a matter of fact, it took me two more years to finally come
+up with a solution. (not that I spent all my time thinking about it)
+</p>
+
+<p>
+The basic idea is this: regarding the first point of the second least die,
+it's obvious that we still have to remove 6^4 from the total. About the
+second point: it is removed only if all the dice, except maybe one has a
+face value of 2 or more. Phrased in a different way it is removed:
+</p>
+
+<p>
+1. If there are 4 dice in the range 2..6   OR<br />
+2. If there are 3 dice in the range 2..6 and one die whose value is 1.
+</p>
+
+<p>
+The conditions for the other 4 cases are similiar: if the additional point
+is the Kth than there could be either 4 dice in the range K..6 or 3 dice in
+the range K..6 and one die in the range 1..(K-1). To evaluate it
+mathematically, I'll use the standard formulas and eventually get to:
+</p>
+
+<pre>
+(6-K+1)^4  +  ( (6-K+1)^3 * (K-1) ) * 4
+</pre>
+
+<p>
+If we substract 6^4 and those 5 sums from the total sum that was acquired in 
+the previous stage, we'd get to the new total with the two least dice
+removed on each throw. Divide it by the number of throws - 6^4 - and we get
+the new average. The grand formula, then, is:
+</p>
+
+<pre>
+          6            6
+6^4*14 - SIGMA(i^4) - SIGMA [(6-i+1)^4 + ( (6-i+1)^3 * (i-1)) * 4 ] 
+         i=1          i=1
+-----------------------------------------------------------------------
+                    6^4              
+</pre>
+
+
+<p>
+From the 3rd least dice onward, this method gets more and more complicated
+because we have to consider 3 different cases for every point we
+substract, 4 cases for the fourth die, and so on. If anyone has an idea
+on how to improve this method, or can suggest an alternative method
+which is simpler as more and more dice are removed by order, please let
+me know and I'll post it here. 
+</p>
+
+<p>
+I, for my part, am no longer interested in this problem, and do not deal
+with it, at least not until I extend my knowldege in Combinatorics and the
+Theory of Probability.
+</p>
+
+<p>
+A final note: you can find a C program, not unlike the one my friend used,
+that calculates the average of such throws 
+<a href="calc_dice_average.c">here</a>. It can do that for any number of
+dice with any number of sides, and while eliminating any number of minimal
+dice. 
+</p>
+
+<p>
+The program is quite stupid and merely iterates over all the
+different throws, and adds the sum of every throw to the total. It
+becomes less efficient as the number of sides and/or the number of dice
+increases.
+</p>
+
+<p>
+Writing a program that implements my method <b>for any number of removed
+dice</b> is a bit complicated because the formula itself gets more and more
+complicated. Maybe I'll get to it one day.
+</p>
+
+<hr />
+
+<h2><a href="./">Back to the Math-Ventures Web page</a></h2>
+
+

t2/MathVentures/index.html

-<HTML>
-
-<TITLE>Math-Ventures - Mathematics in Real-Life</TITLE>
-
-<BODY BGCOLOR="#FFFFFF">
-
-<CENTER>
-<H1>Math-Ventures</H1>
-<H3>Mathematics in Real-Life</H3>
-</CENTER>
-
-This section of my homepage is dedicated to various math problems that I
-encountered in real-life or thought about them myself <B>and</B> managed to
-solve. I have a couple of others which I'm still pondering, and I may add a
-page with their description some time later.<BR><BR>
-
-This page is under construction. Some of the links may not point anywhere,
-and some of the articles may be incomplete. They will be completed sooner or
-later. Please mail your comments, suggestions and (hopefully not ;) )
-corrections <A HREF="mailto:shlomif@vipe.technion.ac.il">here</A>.<BR><BR>
-
-In any case, here goes:<BR><BR>
-
-<A HREF="3d_outof_4d.html">Combinatorics and the art of Dungeons and Dragons</A>
-
-<UL>
-Throw 4 dice, ignore the die with the lowest number, and sum the 3 remaining
-numbers. What is the average of such throw?
-</UL>
-
-<A HREF="repeating_code.html">On and on it seems to go...</A>
-
-<UL>
-A digital code is transmitted continuously so that its last digit is
-immidiately followed by the first digit of the next iteration. Since its
-start cannot be determined: how many possible codes of a certain length
-exist? 
-</UL>
-
-<A HREF="dodeca.html">What's the volume of a dodecahedron?</A>
-
-<UL>
-How I calculated the volume of a dodecahedron - a perfect body with 12
-sides, each with a shape of a perfect pentagon.
-</UL>
-
-<A HREF="disco_circle.html">A solidarian disco circle</A>
-
-<UL>
-When is it possible to have a disco circle in which every boy dances with
-every girl exactly once?
-</UL>
-
-<A HREF="toggle_squares.html">Toggling squares is not that trivial...</A>
-
-<UL>
-How a Java puzzle I encountered on the web, triggered me and its creator
-into a full mathematical analysis of it.
-</UL>
-
-<A HREF="bug_square.html">Bugs in a square</A>
-
-<UL>
-My own solution to a rather famous problem of four bugs that follow each
-other.
-</UL>
-
-<HR>
-<DIV ALIGN=RIGHT>
-<A HREF="../">
-<IMG SRC="../images/bk2hp.gif" BORDER=0 alt="Back to my homepage">
-</A>
-</DIV>
-
-</BODY>

t2/MathVentures/index.html.wml

+#include '../template.wml'
+
+<subject "Math-Ventures - Mathematics in Real-Life" />
+
+<p>
+This section of my homepage is dedicated to various math problems that I
+encountered in real-life or thought about them myself <b>and</b> managed to
+solve. I have a couple of others which I'm still pondering, and I may add a
+page with their description some time later.
+</p>
+
+<p>
+This page is under construction. Some of the links may not point anywhere,
+and some of the articles may be incomplete. They will be completed sooner or
+later. Please mail your comments, suggestions and (hopefully not ;) )
+corrections <a href="mailto:shlomif@vipe.technion.ac.il">here</a>.
+</p>
+
+<p>
+In any case, here goes:
+</p>
+
+<h2><a href="3d_outof_4d.html">Combinatorics and the art of Dungeons and Dragons</a></h2>
+
+<p class="align">
+Throw 4 dice, ignore the die with the lowest number, and sum the 3 remaining
+numbers. What is the average of such throw?
+</p>
+
+<h2><a href="repeating_code.html">On and on it seems to go...</a></h2>
+
+<p class="align">
+A digital code is transmitted continuously so that its last digit is
+immidiately followed by the first digit of the next iteration. Since its
+start cannot be determined: how many possible codes of a certain length
+exist? 
+</p>
+
+<h2><a href="dodeca.html">What's the volume of a dodecahedron?</a></h2>
+
+<p class="align">
+How I calculated the volume of a dodecahedron - a perfect body with 12
+sides, each with a shape of a perfect pentagon.
+</p>
+
+<h2><a href="disco_circle.html">A solidarian disco circle</a></h2>
+
+<p class="align">
+When is it possible to have a disco circle in which every boy dances with
+every girl exactly once?
+</p>
+
+<h2><a href="toggle_squares.html">Toggling squares is not that trivial...</a></h2>
+
+<p class="align">
+How a Java puzzle I encountered on the web, triggered me and its creator
+into a full mathematical analysis of it.
+</p>
+
+<h2><a href="bug_square.html">Bugs in a square</a></h2>
+
+<p class="align">
+My own solution to a rather famous problem of four bugs that follow each
+other.
+</p>
+
+

t2/art/bk2hp/bk2hp.cdr

Binary file added.

t2/art/bk2hp/index.html

-<html>
-<head>
-<title>Shlomi Fish' Art - Back to my homepage</title>
-</head>
-<body bgcolor="#FFFFFF">
-
-<img src="../../images/bk2hp.gif" alt="Back to my homepage"><br>
-<br>
-<br>
-<br>
-As you can see I wanted to create a logo not unlike the one used for the film
-"Back to the Future" 
-(See 
-<a href="http://www.geocities.com/~domiceman/picture.htm">
-http://www.geocities.com/~domiceman/picture.htm
-</a> for some pictures of this logo) 
-only saying "Back to my Homepage" instead.
-I also decided to use the cyan-to-blue gradient instead of the yellow-to-red 
-which is used in the original logo, because I felt it was nicer to the eye in
-this context.<br>
-<br>
-The logo was created in the following steps using Corel-Draw:<br>
-<br>
-<b>1.</b> The letters of the plain message were placed in their appropriate 
-positions and sizes.<br>
-<b>2.</b> The Arrow to the right of the K was added.<br>
-<b>3.</b> The entire model was merged, and then an envelope effect was added
-in order to create the arc to the right.<br>
-<b>4.</b> I applied perspective to the arrangement.<br>
-<b>5.</b> It was then filled with a gradient.<br>
-<br>
-Now for some details:<br>
-<br>
-I used the font Futura XBlkIt BT for the letters (I think it ships 
-with Corel-Draw, or at least version 4 of it.) Each of the three 
-parts of the message: the "Back", the "to my" and the "homepage" had to be 
-drawn in a different size so it will all fit together nicely.<br>
-<br>
-<img src="plain.gif" border="0" alt="Effect-less &quote;Back to My Homepage&quote;">
-<br>
-
-The arrow was first 
-manually drawn using Corel-Draw's grid, but then it was adjusted 
-to the K using the program's node and line editting facility. A lot
-of black labour, but then again, I'm not a very experienced art designer.<br>
-<br>
-Merging the model involved grouping it, and from then on Corel-Draw knew how
-to apply the various effects on it as if it were a real object.<br>
-<br>
-After the arrangement was complete, I used the envelope effect to make the
-right and left border-lines into right-adjusted arcs. The final step was 
-applying a perspective to it.<br>
-<br>
-Afterwards, all I had to do was to fill it with a horizontal gradient and 
-add a silverish border. The gradient involved going from blue at the top 
-to cyan at the middle and then to blue again at the bottom. <br>
-<br>
-Unfortunately, I couldn't apply the gradient when the image was in the 
-non-effected state, and then see it shape with the perspective. (at least not
-on Corel-Draw 4.0 which I used to create this piece.) That's one of the 
-advantages of working with a bitmap graphics program such as 
-<a href="http://www.gimp.org/">the GIMP</a>. But I doubt I could have applied
-the envelope effect there with the same ease.<br>
-<br>
-By pressing this link: <a href="bk2hp.cdr">bk2hp.cdr</a> you can download the 
-Corel-Draw 4.0 source of this image. This image and its source are distributed
-under the public domain, but please note that the font which I used is 
-copyrighted.<br>
-<br>
-
-<hr>
-
-<a href="../">Back to Shlomi Fish' Art</a><br>
-<br>
-<a href="../../"><img src="../../images/bk2hp.gif" border="0" alt="Back to my homepage"></a>
-
-</body>
-</html>

t2/art/bk2hp/index.html.wml

+#include '../template.wml'
+
+<subject "Shlomi Fish' Art - Back to my homepage" />
+
+<img src="../../images/bk2hp.gif" alt="Back to my homepage" /><br />
+<br />
+<br />
+<br />
+As you can see I wanted to create a logo not unlike the one used for the film
+"Back to the Future" 
+(See 
+<a href="http://www.geocities.com/~domiceman/picture.htm">
+http://www.geocities.com/~domiceman/picture.htm
+</a> for some pictures of this logo) 
+only saying "Back to my Homepage" instead.
+I also decided to use the cyan-to-blue gradient instead of the yellow-to-red 
+which is used in the original logo, because I felt it was nicer to the eye in
+this context.<br />
+<br />
+The logo was created in the following steps using Corel-Draw:<br />
+<br />
+<b>1.</b> The letters of the plain message were placed in their appropriate 
+positions and sizes.<br />
+<b>2.</b> The Arrow to the right of the K was added.<br />
+<b>3.</b> The entire model was merged, and then an envelope effect was added
+in order to create the arc to the right.<br />
+<b>4.</b> I applied perspective to the arrangement.<br />
+<b>5.</b> It was then filled with a gradient.<br />
+<br />
+Now for some details:<br />
+<br />
+I used the font Futura XBlkIt BT for the letters (I think it ships 
+with Corel-Draw, or at least version 4 of it.) Each of the three 
+parts of the message: the "Back", the "to my" and the "homepage" had to be 
+drawn in a different size so it will all fit together nicely.<br />
+<br />
+<img src="plain.gif" style="border : 0" alt="Effect-less &quote;Back to My Homepage&quote;" />
+<br />
+
+The arrow was first 
+manually drawn using Corel-Draw's grid, but then it was adjusted 
+to the K using the program's node and line editting facility. A lot
+of black labour, but then again, I'm not a very experienced art designer.<br />
+<br />
+Merging the model involved grouping it, and from then on Corel-Draw knew how
+to apply the various effects on it as if it were a real object.<br />
+<br />
+After the arrangement was complete, I used the envelope effect to make the
+right and left border-lines into right-adjusted arcs. The final step was 
+applying a perspective to it.<br />
+<br />
+Afterwards, all I had to do was to fill it with a horizontal gradient and 
+add a silverish border. The gradient involved going from blue at the top 
+to cyan at the middle and then to blue again at the bottom. <br />
+<br />
+Unfortunately, I couldn't apply the gradient when the image was in the 
+non-effected state, and then see it shape with the perspective. (at least not
+on Corel-Draw 4.0 which I used to create this piece.) That's one of the 
+advantages of working with a bitmap graphics program such as 
+<a href="http://www.gimp.org/">the GIMP</a>. But I doubt I could have applied
+the envelope effect there with the same ease.<br />
+<br />
+By pressing this link: <a href="bk2hp.cdr">bk2hp.cdr</a> you can download the 
+Corel-Draw 4.0 source of this image. This image and its source are distributed
+under the public domain, but please note that the font which I used is 
+copyrighted.<br />
+<br />
+
+<hr />

t2/art/index.html

-<html>
-<head>
-<title>Shlomi Fish' Art</title>
-</head>
-<body bgcolor="#FFFFFF">
-
-<h1>Shlomi Fish' Art</h1>
-
-<p>
-I dedicate this section to the various pieces of computer graphics which I 
-designed. Here I will explain how I created them, so you can shamelessly 
-duplicate my efforts and create similar art.
-</p>
-
-<table border="1">
-<tr>
-<td align="left">
-<a href="./bk2hp/"><img src="../images/bk2hp.gif" alt="My back to my homepage logo" border="0"></a>
-</td>
-</tr>
-<tr>
-<td align="left">
-<a href="./linux_banner/"><img src="./images/linux1.gif" alt="Linux - Because software problems should not cost money" border="0"></a>
-</td>
-</tr>
-</table>
-
-<br>
-<br>
-<hr>
-<br>
-
-<div align="right">
-<a href="../"><img src="../images/bk2hp.gif" border="0"></a>
-</div>
-
-
-</body>
-</html>

t2/art/index.html.wml

+#include '../template.wml'
+
+<subject "Shlomi Fish' Art" />
+<p>
+I dedicate this section to the various pieces of computer graphics which I 
+designed. Here I will explain how I created them, so you can shamelessly 
+duplicate my efforts and create similar art.
+</p>
+
+<table border="1">
+<tr>
+<td align="left">
+<a href="./bk2hp/"><img src="../images/bk2hp.gif" alt="My back to my homepage logo" style="border : 0" /></a>
+</td>
+</tr>
+<tr>
+<td align="left">
+<a href="./linux_banner/"><img src="./images/linux1.gif" alt="Linux - Because software problems should not cost money" style="border : 0" /></a>
+</td>
+</tr>
+</table>
+