Vertex-Transitive Graphs and Distance

I’m an amateur studying small sequences arising from Graphs, and are special in Vertex-Transitive graphs.

Lets start with any. Start at one vertex and count the number of adjacent vertices. After that, count the number of adjacent vertices connected to all those first adjacent vertices and so on.

For example, the Petersen Graph. Start at one vertex (1), count the number of adjacent vertices (3), and then count the vertices adjacent to at least one of those vertices (6), and we’ve reached our limit. That makes the sequence of that vertex: [1,3,6].

This is special for Vertex-Transitive graphs because it doesn’t matter what vertex you start with, so all of those sequences are the same. That means every Vertex-Transitive graph has one single sequence.

All the sequences that are possible are [1,2,2…2,1] (cyclic graphs), [1,3,3,1] and all other rows of Pascal’s Triangle (Hypercube Graphs), and [1,a,b] where a>b. One that isn’t possible with Vertex-Transitive graphs is [1,3,6,2]. I know of one graph that has this sequence for every vertex, but it isn’t Vertex-Transitive.

The questions I have are: What are all the possible sequences for Vertex-Transitive graphs? What graphs share the same sequence for every vertex? Was this already discovered and studied?

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If a parabola extends infinitely out from the X axis on both sides, and the vertex is exactly in the middle of the parabola, is the distance between one end of a parabola and the vertex half an infinity?
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Results of lesson 4 of the animation nodes tutorial. It taught how to apply a distance modifier to a grid of duplicated objects to create this effect where tiles rotate via an empty vertex gliding over the surface. v.redd.it/awa2vsoqp2871
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Is there a way to easily model curving tunnels with an equal distance? I've been meddling with vertex extrusion and fills. It kind of works, but it's anything but convenient. I'm trying to model C-Tracks into organic shapes, but the measurements get off regularly.
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Updated version, distance based vertex animations v.redd.it/p2y03lilv5p61
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When to account for vertex distance?

Hello all!

Today in Optics class, my professor taught us vertex distance and how to accommodate for it between glasses and contact lens prescriptions. But I know sometimes patients can have identical glasses and CL prescriptions (ex: -2.00 sph OU for both specs and CLs). What is the "cut off" for accounting for vertex distance or not when writing prescriptions? I tried to google it, but could not find a direct explanation.

Thanks! First year optom student

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TIL the state of Maryland narrows to a width of less than two miles (3 km) in the Hancock areaβ€”the smallest non-vertex border-to-border distance of any U.S. state en.wikipedia.org/wiki/Han…
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Shader tip: need a rough estimate of the distance to the nearest vertex? Take advantage of the unintuitive way interpolators work!
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I have a lot of edges need to have the exact same distance between two vertex. Is there a tool that will help with this?
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Synastry of former boss turned fling(after I left the company of course!). I broke it off because of distance and he said he didn't want anything committed. But every once in awhile he sends me sweet messages. What does he want? *Also, its not on here, but my Juno conjuncts his Vertex/Descendant
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I'd like to align three vertices with the same distance between each other. Is it possible without moving each vertex on their own?
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What is the expected distance from a randomly selected point inside a square to one of its vertex?
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Uneven Back Vertex Distances

Can someone pleas help me with this ( Title ) what exactly really means ?, and who is responsible for this measurement my optometrist which I made my glasses or my Eye doctor who measures my prescription ?.

https://www.youtube.com/watch?v=y5leZ7czG6Y

Thanks in Advance

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Finding graph vertex with minimal distance to n other vertices?

Given a directed, weighted, cyclic graph, and minimal path distance between vertices x,y given by m(x,y), find the vertex v that minimises m(a,v) + m(b,v) + m(c,v) + ... for n vertices a, b, c...

For example if the graph was undirected and we wanted the vertex v with minimal paths to vertices a and b, v would just be the vertex in the centre of the minimal path from a to b.

I can imagine an approach involving depth traversal etc, and maybe a bidirectional Dijkstra's, but I can't find any specifc references!

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The distance (in inches) from one vertex of a rectangle to the other three vertices are x, x+3, and x+6. What is the area of the rectangle?

I've been trying to figure this out for awhile now and im not sure and i have my Precalculus final tomorrow! Im looking for an explanation seeing as i have to know how to do this.

The options are: A.120 B.121 C.99 D.108

Thanks

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Distance Shaders : Smooth and Low Poly Shaders that Blend up to 11 Textures and/or Colors based on vertex distance and vector from a point. assetstore.unity3d.com/en…
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How do tell when the question is asking for a vertex distance problem, and when its an effective problem?

I have these 2 questions and they sound the same, but as you can see they are solved differently. i understand the math but I'm not understanding how to tell when its just an effective power problem because the wording is the same. What am I overlooking?

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Why Dijkstra's algorithm is faster with priority queue than without, for finding all shortest distances to a vertex?

I'm studying algorithms right now and I'm kinda unclear about this one. Either way it seems that it will have to do the same amount of work in the end only with the priority queue you have some additional actions that should be making the algorithm slower.

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How would I create a stress test for objects like in the gif? (I want to be able to stress test objects before I would print them)
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Trying to decided between these 2 LensCrafters lenses? I can’t tell if they’re upselling or if the more expensive one is worth it. I see people recommending a local optician, but I want the persol frames and I’m not sure my local optician has those (also on eyemed) reddit.com/gallery/rpkbuz
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Testing Timeline's Vertex one-hit-kill range vs Main Ingredient (video inside)

Hey guys,

I've seen a number of questions about how Xur's Timeline's Vertex stacks up against the Main Ingredient, and I wanted to do a quick testing video about it.

In this video, I'm testing the maximum, consistent one-hit-kill distance of Timeline's Vertex versus Main Ingredient.

I also test the OHK max with firmly planted active and inactive on Timeline's, just for completeness.

Video here: https://youtu.be/U01kGD1e7bc

TLDR: Timeline's Vertex consistently kills at 20m without Firmly Planted active, and at 21m with Firmly Planted active. Main Ingredient kills fairly consistently at 21m, and struggles at 22m.

Also, just to be clear, the maximum `OHK distance is not necessarily going to be achieved consistently in regular play. Similarly, the theoretical maximum doesn't necessarily speak to how "consistent" a weapon performs in practice.

But I think it is helpful to show that both guns are pretty much in the same league - and that if you didn't manage to snag a `Main Ingredient, you shouldn't feel too bad about using Xur's Timeline's Vertex :)

Hope it helps!

P.S. I'm kinda fumbling over my words in this video because it's a bit more technical than I'm used to, so yeah... Sorry about that.

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Shadowverse Rotation Meta Report. January 9th

Greetings everyone and welcome to another Shadowverse Rotation Meta report. Where we take a general look at the state of the ladder meta using a variety of sources of .. mild reliability. Just a week after a set of balance changes.. Will there be more to come ? Probably.

In the distance. The screams of Grimnir as he gets nerfed for the second time can be heard across all of the lands


Forestcraft

In the great woods of Forestcraft, where the winding paths stretch forever under the mighty canopies. We find a meeting hastily assembled to discuss the Noise hazard that is Piercye and her well.. ear piercing scream. All the leaders are quick to agree that she can only scream outside of the forests.. and only during day time, just to be sure.

For Forestcraft Sekka Forest continues to be the gold standard of the class, followed by Ladica Forest and Evolve Forest.

Forestcraft has only benefitted from the nerfs as Evo Shadow was a major issue for the deck, this has allowed the class to flourish more, especially at tournaments where it is definitely a lot more popular than on ladder. In large part due to being a generally skill intensive class. Though it is heavily carried by Sekka Forest, so if something were to happen there, the class could be in trouble.

Sekka Forest

Like a thousand tiny arrows

A midrange/combo deck built around Sekka and Fairies. A potent deck that sees a lot more play at competitive events than on ladder where its higher skill requirements makes it less popular. Overall a strong deck with multiple ways to win a fight. Some decks are including a few copies of Piercye for board control and extra board damage plus free evolves. Meaning even if you don't draw Aria early on, you can still activate her.

Ladica Forest

A stoic defender of the woods

A combo deck built around Ladica. A deck that very much only sees play at tournaments and no real ladde

... keep reading on reddit ➑

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How do I remove the weird black "shadows" on my model? reddit.com/gallery/rl3f8o
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Finding the shortest path in a graph with teleports

Hi all, I have this graph problem I'm not sure how to approach.

I have an undirected unweighted* graph with N vertices numbered 1-N. Every vertex numbered i has an arbitrary "rank" that can be anywhere from 1-i. Multiple vertices can have the same rank.

When traversing the graph, any vertex with rank r can instantly teleport to another vertex with the same rank r. This means unconnected components are still "connected" if at least one vertex from component A has the same rank as a vertex from component B.

How do I calculate the minimum amount of vertices needed to traverse from vertex A to vertex B?


My very naive solution is to add every edge that connects every equal-ranked vertex together to the graph, then applying a standard path-finding algorithm. This has a ridiculously long time complexity but I can't figure out a more efficient way to solve this.

Any help please?

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SERIOUS: This subreddit needs to understand what a "dad joke" really means.

I don't want to step on anybody's toes here, but the amount of non-dad jokes here in this subreddit really annoys me. First of all, dad jokes CAN be NSFW, it clearly says so in the sub rules. Secondly, it doesn't automatically make it a dad joke if it's from a conversation between you and your child. Most importantly, the jokes that your CHILDREN tell YOU are not dad jokes. The point of a dad joke is that it's so cheesy only a dad who's trying to be funny would make such a joke. That's it. They are stupid plays on words, lame puns and so on. There has to be a clever pun or wordplay for it to be considered a dad joke.

Again, to all the fellow dads, I apologise if I'm sounding too harsh. But I just needed to get it off my chest.

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Every good Legendary weapon of every element/slot for PvE that isn't sunset

This list is created for people who:

  • Do Banshee bounties daily and want to have every weapon for bounty in hand
  • Want to use their favorite exotic more often, while not compromising on everything else
  • Want to make searching for match game weapons easier
  • Are in the Vault500β„’ club and want to leave for a simpler life
  • Need some legendary shards real quick, but don't have them
  • Want to masterwork, but don't know what's worth it
  • Maximize damage on elemental burns for optimal speedruns
  • Are doing preparations for WQ

This list is mostly just to clean up your vault. And to ease up your mind to make the choice what you really need and what you never use, because there are better options. This is a list of every legendary non-sunset weapon that performs well in all PvE. There are a lot of different options, so I included everything worth your while. I am not listing all of the good perks that come on the weapons, because the post would be 3 times longer. If you want to know what the best perks are, there are a lot of videos on YT covering these weapons and their god rolls. But I will write down some desirable perks, that you should be looking for on every weapon class.

NOTE: I will also indicate if the weapon isn't the best, but can still perform good if you don't have the best option as honorable mention. There are some weapons that come only as an event weapon or are hard to get because of the source or are just unobtainable. As "hard to obtain" are weapons hard to get a good roll to a "casual" solo player. This includes Trials, Iron Banner, raid, dungeon, world, playlist and event weapons. This also includes weapons from the dreaming city, as they cannot be target farmed. And there are also weapons that just aren't currently obtainable (Summoner), or had their perk pools changed so they don't have as good perks as they used to have, as some really good weapons are still really good.

  • "()" - Honorable mention, not ideal weapon or possible perks
  • "*" - Hard to obtain weapon or the target perk combo on said weapon
  • "**" - weapon or good perk combo on said weapon no longer obtainable (weapon not available or new perk pool)

Edit: Thanks for all the support so far. As I expected there are some great weapons that I have forgot and left out. I considered the master content capability a little too much and left out some generally great options. Most notably in kinetic slot, where almost half of primaries live. I originally tried to make list sho

... keep reading on reddit ➑

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