Problems

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Cut a square into three parts and then use these three pieces to form a triangle such that:

  1. All its angles are acute (i.e: less than \(90^\circ\)).

  2. All its sides are of different lengths.

Jamie has a bag full of cards, where each card has a whole number written on it. How many cards must Jamie take from the bag to be certain that, among the cards chosen, there are at least two numbers whose average is also a whole number? Recall that to calculate the average of two numbers, we add them together and then divide by two.

Welcome back! The topic of this sheet is: dissections and gluings. This means that we will take shapes, break them apart, and put the pieces back together to form interesting objects. Sometimes, we will also “glue" objects together and see how they can be used to construct other shapes. Let’s see a few simple examples:

Long before meeting Snow White, the seven dwarves lived in seven different mines. There is an underground tunnel connecting any two mines. All tunnels were separate, so you could not start in one tunnel and somehow end up in another. Is it possible to walk through every tunnel exactly once without retracing your path?

The Pythagorean Theorem is one of the most important facts about geometry. It says that if we have a right-angled triangle (i.e: it has an angle of \(90^\circ\)), whose longest side measures \(C\), and its other two other sides measure \(A\) and \(B\):

image

then \(A^2+B^2=C^2\). There are many proofs of this fact, and some involve dissections! Let’s have a look at the following two ways to dissect the same square:

image

Can you explain how these dissections prove the Pythagorean Theorem?

Seven Smurfs live in seven mushroom houses. There is a tunnel between every pair of houses, so from any house you can walk to any other house. One of the Smurfs, Clumsy, starts walking from his house, but he must not use the same tunnel more than once. He keeps walking until he reaches a house where all the tunnels have already been used. Where will Clumsy’s journey end?

Welcome back from the summer holidays! We hope you’re rested and ready for an exciting year of problems. Today we’re going to dive right into our first topic with a fun game called “Lights Out."

Imagine a grid of square buttons. Each square has a light that can be ON or OFF. When you press a square, that light flips, and so do the lights directly above, below, left, and right. In today’s pictures, dark blue means ON and light blue means OFF. If you want to try it at home, search “Lights Out (game)” on Wikipedia for an interactive version. It may be useful for some of the harder problems.

Before we start, let’s quickly define two key words:

  1. A light pattern is just which lights are ON or OFF on the board.

  2. A plan is the set of buttons you choose to press to make a pattern. In Examples 1 and  2 we’ll see why a plan only needs to say which buttons are pressed: the order doesn’t matter, and each button is pressed either once or not at all.

Imagine a \(2\times 2\) “Lights Out" board. If every light is off at the start, how can we turn on just one of the squares? Can you notice something about the order in which we press squares?

Suppose we have a \(2\times 2\) board where all the lights start being turned off, how can we turn on the top two lights?

A \(2\times 2\) "Lights Out" board starts with all the light being turned off. How can you turn on the top-left and bottom-right squares at the same time?