Moments in Time€¦  · Web viewThis is a work in progress, but I feel it has some important...

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This is a work in progress, but I feel it has some important discoveries to reveal right away. Moments in Time By Marty Wollner discflicker.com 12-Dec-2011 This paper is 100% scientific.

Transcript of Moments in Time€¦  · Web viewThis is a work in progress, but I feel it has some important...

Page 1: Moments in Time€¦  · Web viewThis is a work in progress, but I feel it has some important discoveries to reveal right away. Moments in Time. By Marty Wollner. discflicker.com.

This is a work in progress, but I feel it has some important discoveries to reveal right away.

Moments in Time

By Marty Wollnerdiscflicker.com

12-Dec-2011

This paper is 100% scientific.

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1 Colors and Fonts:

Yellow: In progressRed: ImportantTorques: FootnotesItalics: Humor“Quoted Bolded and Underlined”: A new term being introduced

Marty tends to repeat himself a lot. Sorry.

1

1 Photo taken July, 2011 by Jeff Sisolak of the Ford Motor Company Ultimate Frisbee club right in front of the Dearborn proving grounds. Did I mention I repeat myself a lot?

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2 Long Preface, Intriguing Question!

2.1 Visualizing, step-by-step

This paper describes my visualizations of the universe by asking;

“What happens if we freeze time and then try to figure out what’s going on?”

“What will then result in the next moment of time?”

My thing is the digitization of the universe vs. the time-space-continuum. But rather than getting hung up arguing over it, by using this freeze-frame approach we can closely examine everything in either case.

In doing so, it becomes more and more obvious that a step-by-step approach is absolutely required to get the universe to work as advertised.

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2.2 My Overall Goal: The Holy Grail of Physics and More!

My overall goal is to get the universe to work as advertised in a “digital rendition” by figuring out how it can be programmed as a digital simulation; my overall contention is:

If a digital simulation of the universe can be made to such a resolution that it works perfectly, what’s the difference between that and reality?

NOTHING!!!

Specifically, this paper addresses how the speed of light can be implemented in my digital rendition of a universe.

We will discover a critical aspect of implementing motion. We will then apply this discovery to my ongoing algorithm under development that I call “God’s program”… the holy grail of physics.

Turns out, the holy grail of physics is both simple (only a few pages of code) and eloquent (ZEN has nothing on what I will show you right here in this book). What else did you expect?

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2.3 The critical aspect of implementation… SPEED and MOTION

The critical aspect of implementation I recently uncovered relates to defining speed… trying to fit speed into the limitations of the speed of light we observe in our universe.

This is obviously based upon my suppositions that our universe is both virtual and digital… a digital grid defines space, and things move around the grid locations in a series of sequential steps.

A “Grid-Coordinate” is the smallest resolution the system can be examined for… in Marty’s world, it is the grid itself!!

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2.4 Visualizing a virtual world from a list of numbers

Within a virtual universe, grid locations are numbers. But where is the “digital grid that defines space” really located, and where does the “virtual matter” in it come from?

In Marty’s world, all virtual matter exists as a “LIST OF NUMBERS”. The list itself is “indexed”, starting at “record” number 1.

The grid is constructed from the index numbers in the list.

The numbers in the indexed list act as “Pointers” to the list indexes.

Virtual matter is “said to exist” by virtue of having a record in this list pointing to one of these virtual locations. So each record in the list represents one “Virtual Particle” or “VP” for short.

VirtualParticleIndex Location Pointer--------- ----------------1 02 23 34 55 76 117 13

M7P1DPOU:10 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …1   2 3   4   5       6   7                  

A magical transformation takes place when that happens… everything becomes perfectly exact and also geometrically symmetrical.

And, since everything that moves must somehow instantly jump from one location to the next (because there is no number line between these integer locations), everything must move in small discrete steps, or “ticks of time” as I like to call them.

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2.5 Visualizing Motion in this Virtual Universe

Motion is really easy… just change the value of the pointers in the list and that’s all there is to it!!

Visualizing this is also very simple! Here are the first 4 ticks of time in a one-dimensional Universe containing 7 particles:

2.5.1 Tick 0: The pre-big-bang state… co-occupying plasma

(Tick 0)VPIndex Location Pointer--------- ----------------1 02 03 04 05 06 07 0

M7P1DPOU:0 (Tick 0: Big bang initial state… all VPs are “compressed” into location 0)0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …1,2,3,4,5,6,

7

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2.5.2 Tick 1: Nuclear Energy sprays Plasma Apart:

(Tick 1)VPIndex Location Pointer--------- ----------------1 02 23 34 55 76 117 13

M7P1DPOU:1 (Tick 1: Ka-BOOM! “Nuclear force” sprays them apart by prime number)0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …1   2 3   4   5       6   7                  

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2.5.3 Tick 2: Fusion of Free Hot Plasma into Bound Components

(Tick 2)VPIndex Location Pointer--------- ----------------1 02 23 24 55 56 117 11

M7P1DPOU:2 (Tick 2: Fusion of nearby plasma into Bound Components)0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …1 2,

34,5

6,7

The components were fused together from plasma according to the adjacency of neighboring plasma:

1. Particle 1 is not considered for reasons that would confuse the heck out of you for now.

2. Particles 2 and 3 (un-bound) were at locations 2 and 3 respectively (and coincidentally). They were separated by ONE location, so we will CATAGORIZE this material as being of “Elemental type” ONE, and bind it together into location 2.

3. Particles 4 and 5 (un-bound) were at locations 5 and 7 respectively. They were separated by 2 locations, so we will CATAGORIZE this material as being of “Elemental type” 2, and bind it together into location 5.

4. Particles 6 and 7 (un-bound) were at locations 11 and 13 respectively. They were separated by 2 locations, so we will also CATAGORIZE this material as being of “Elemental type” 2, and bind it together into location 11.

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2.5.4 Tick 3: Movement of Bound Components by Momentum:

(Tick 3)VPIndex Location Pointer--------- ----------------1 02 43 44 105 106 227 22

M7P1DPOU:3 (Tick 3: Motion of Bound Components by Momentum)0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 221 2,

34,5

6,7

The components obtained their velocity by virtue of their previous location:

1. Particle 1 stayed at home in location 0, so there was no “delta motion” since the last tick, hence no velocity.

2. Particles 2 and 3 (bound) were at location 2 in the last tick and location 0 before that. The previous delta motion of this bound structure is thus 2 (from 0 to 2), per the pervious tick… 2 grid positions per tick, and so that becomes its velocity of motion, and thus, it gets moved from location 2 to location 4 in tick 3.

3. Particles 4 and 5 (bound) were at location 5 in the last tick and location 0 before that. The previous delta motion of this bound structure is thus 5, and so 5 grid positions per tick becomes its velocity of motion, and thus, it gets moved from location 5 to location 10 in tick 3.

4. Particles 6 and 7 (bound) were at location 11 in the last tick and location 0 before that. The previous delta motion of this bound structure is thus 11, and so 11 grid positions per tick becomes its velocity of motion, and thus, it gets moved from location 11 to location 22 in tick 3.

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2.6 Understanding Time in a Virtual Universe

2.6.1 Time in the virtual Universe is also really simple

Because “virtual particles” “move” about the grid simply because of changes to the values of their pointers, every time a VP pointer value is changed, it represents motion. I think this is pretty obvious.

2.6.2 A bit more complex

Is the idea of somehow changing ALL of the numbers in the list at the same time as a SET OF CALCULATIONS applied to entire collection of virtual particles in the list. (This is also key.)

That’s how the above example is shown proceeding… moving all 7 VPs at the same time, calling this set of movements “tick 0 of universal time”, then doing it all again for tick 1 and then again for ticks 2, 3, …

Now please give the following a minute to sink in… as observed from within the virtual universe;

1. All motion is relative ONLY to changes of the relative positions of other virtual matter in the same virtual space.

2. Motion, therefore, is only noticeable at the moments when these transitions between these list changes take place.

3. Because time is relative to motion, the timeframe observed within the virtual world is relative only to THE SQUENCE of list changes!

As observed from OUR Universe

1. We make the set of calculations, change the list values, and call it a tick of time.

2. Then we make the next set of calculations, change the list values again…

3. Etc., etc., etc… we are simply GENERATING a SEQUENCE of changes to the list.

However, as observed from within the virtual Universe, THIS SEQUENCE of changes becomes the flow of time!

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2.6.3 Here’s the Really Cool Part

This flow of time seems to go on continuously, smoothly and uninterrupted!

THINK about it for a while… think of it in terms of characters within a video movie … think about that TV commercial where a dude playing a video freezes the action, walks into the next room and resumes the action… did the characters WITHIN THE MOVIE notice that their time flow was halted in the “Outer Universe”? NO!!

This is key to understanding and believing in virtual reality!

2

2 George Kennedy, Paul Newman from the movie “Cool Hand Luke”

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2.7 Speed as Grid-Coordinates Per Tick, and (at last) the Intriguing Question

Because of the way matter “moves” around within the virtual universe, as a simulation programmer,

I discuss speed in terms of “grid-coordinates per tick”, rather than, say meters per second.

So, when “digital matter” is moving around by “Traversing” the grid from location to location, it can have a velocity, and a simulation programmer COULD HAVE implemented it in terms of grid-coordinates per tick .

That sounds simple, and very straightforward to implement, right?

1. Just limit the maximum speed allowed to so many grid-coordinates per tick, and you’re in business with a set speed of light, right?

2. We could equate a grid-coordinate to some very small distance like Plank’s constant, right?

3. We could try setting a “tick of time” as some kind of clock-speed occurring a great number of times a second, right?

INTRIGUING QUESTION: Following this simple method, we SHOULD BE ABLE to figure out how to get the speed of light to work within our digital rendition? Right?

WRONG!!!

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2.8 Oops…

What we will have done is to digitally model most everybody’s conception of how they think the Universe runs.

And when we do so, we will quickly realize that IT STILL DOES NOT WORK…

The way the speed of light behaves still doesn’t add up;

Even in a fully digitized simulation… something doesn’t make sense;

We will still need to turn to relativity and try to bend space and warp our minds with a boatload of infinity-based math formulas that nobody really understands… because they are, for the most part, incorrect!

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2.9 Not to brag, BUT…

Not to brag, but I believe I have it all figured out. The secret is in the way speed and motion are implemented in God’s program. The secret answers ALL questions. Read on, my child.

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3 Table of Contents

1 COLORS AND FONTS:...........................................................................................2

2 LONG PREFACE, INTRIGUING QUESTION!...................................................3

2.1 VISUALIZING, STEP-BY-STEP................................................................................32.2 MY OVERALL GOAL: THE HOLY GRAIL OF PHYSICS AND MORE!......................42.3 THE CRITICAL ASPECT OF IMPLEMENTATION… SPEED AND MOTION.............52.4 VISUALIZING A VIRTUAL WORLD FROM A LIST OF NUMBERS...............................62.5 VISUALIZING MOTION IN THIS VIRTUAL UNIVERSE............................................7

2.5.1 Tick 0: The pre-big-bang state… co-occupying plasma..............................72.5.2 Tick 1: Nuclear Energy sprays Plasma Apart:............................................82.5.3 Tick 2: Fusion of Free Hot Plasma into Bound Components......................92.5.4 Tick 3: Movement of Bound Components by Momentum:.........................10

2.6 UNDERSTANDING TIME IN A VIRTUAL UNIVERSE.............................................112.6.1 Time in the virtual Universe is also really simple.....................................112.6.2 A bit more complex....................................................................................112.6.3 Here’s the Really Cool Part......................................................................12

2.7 SPEED AS GRID-COORDINATES PER TICK, AND (AT LAST) THE INTRIGUING QUESTION.................................................................................................................132.8 OOPS…...............................................................................................................142.9 NOT TO BRAG, BUT….......................................................................................15

3 TABLE OF CONTENTS........................................................................................16

4 IMPORTANT NOTE TO READERS:..................................................................23

5 BACKGROUND:.....................................................................................................25

6 SUMMARIZING OVERVIEW.............................................................................27

7 PUT TO REST.........................................................................................................30

8 “FORCES”...............................................................................................................31

9 MONSTER THOUGHT: THE FIXED AMOUNT OF ENERGY IN THE UNIVERSE.......................................................................................................................32

9.1 BUT DOES ENERGY CHANGE, AS EINSTEIN PREDICTS?....................................339.1.1 Einstein’s way of looking at this distribution is like this:..........................339.1.2 Marty’s approach:.....................................................................................34

9.2 IT’S THE E = MC² MECHANISM THAT’S WACK...................................................359.3 FOR THE 2ND TIME NOW......................................................................................369.4 PROGRAMMING REALITY REALISTICALLY.........................................................379.5 WORDSIZE..........................................................................................................379.6 PSEUDOCODE FOR MOTION BY GRAVITY............................................................389.7 BUT YOU SAID…................................................................................................40

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9.8 GOD’S SECOND WORK-AROUND: VIRTUAL VP LISTS.........................................419.9 WAY MORE WITH LESS:......................................................................................429.10 GOD’S SCAVENGER HUNT...................................................................................439.11 GUIDING PRINCIPLES..........................................................................................44

10 TAKING WORDSIZE TO THE NEXT LEVEL.............................................45

10.1 WHY DOSENT ANYONE THINK ABOUT THESE QUESTIONS???.........4610.2 THE LIMITATION TIES IT ALL TOGETHER!!!!.........................................4710.3 DIGITAL PLASMA...............................................................................................4810.4 WHY ASK THESE QUESTIONS?............................................................................49

11 A UNIVERSE WITHOUT FLUX......................................................................50

11.1 MISSION:............................................................................................................5011.2 FEYNMAN’S FOOTSTEPS.....................................................................................5111.3 DIGITIZING FEYNMAN’S EQUATIONS..................................................................52

12 DESCRIBING THE ENERGY-FLUX CYCLE OF OUR UNIVERSE.........53

12.1 APPROACH TO DESCRIBING IT............................................................................5312.2 A STARTING POINT IN THE STORY: “NUCLEAR FORCE”.....................................54

12.2.1 Cause:........................................................................................................5412.2.2 Mechanism:................................................................................................5412.2.3 Effect:.........................................................................................................5512.2.4 (Commentary:)...........................................................................................5612.2.5 Specifics 1: Is there any heat flux and why not… is it just because “Marty Says So?”...................................................................................................................5712.2.6 Specifics 2: Where do they get sprayed to?...............................................58

13 ATOMIC COLLAPSE........................................................................................59

13.1 CONSIDERING THE COLLAPSE.............................................................................5913.2 PROPOSING THE MECHANISM OF COLLAPSE......................................................6013.3 CAUSE AND EFFECT............................................................................................61

14 OK, NOW I NEED TO DEFINE WHAT HAPPENS DURING A COLLISION….................................................................................................................62

14.1 IN ONE DIMENSION:............................................................................................6214.2 IN 3-DIMENSIONS THIS TAKES ON A WHOLE NEW MEANING…..........................65

“Single Cube Shape”, Energy Level 1:.....................................................................6514.2.1 “Single Cube Shape”, Energy Level 2:.....................................................6614.2.2 “Single Cube Shape”, Energy Level 3:.....................................................6714.2.3 “Single Cube Shape”, Energy Level 4:.....................................................68

14.3 GETTING BACK TO THE QUESTION OF WHAT HAPPENS DURING A COLLISION:...69

15 DEFINING ATOMIC FORCE..........................................................................70

16 AND HEY, WHAT HAPPENED TO ATOMIC COLLAPSE?......................71

17 HANDLING THE SPEED OF LIGHT.............................................................72

18 DEFINING THE SPEED OF LIGHT...............................................................73

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19 DEFINING NO MOTION..................................................................................75

20 PROGRAMMING THIS NEW APPROACH..................................................76

20.1 ARE THINGS GOING SOUTH?...............................................................................7620.2 KINETIC ENERGY:..............................................................................................7720.3 CODE CHANGES TO DATA STRUCTURES:...........................................................7820.4 CODE CHANGES TO CODE:.................................................................................7920.5 WHAT DO THE CODE CHANGES DO?...................................................................80

21 FIRST LETS DEFINE WHAT A COLLISION IS, THEN DISCUSS STAR IGNITION........................................................................................................................81

22 THE DISCRETE POINT OF IMPACT............................................................82

22.1 A NEW REASON FOR ATOMIC SYMMETRY: MULTI-DIMENSIONAL IMPLEMENTATIONS.........................................................................................................8322.2 THE PROBLEM OF PARTIAL PENETRATION..........................................................8422.3 NOW HERE IS THE REALLY COOL PART ABOUT THAT….....................................84

23 THE DEFINITION OF IMPACT......................................................................85

23.1 “YOU TOUCHED MY FORCE FIELD”....................................................................85

24 THE PROCESSING OF ATOMIC IMPACT: EXCHANGES.......................86

24.1 EXAMPLE SIMPLE IMPACT OF 2 ATOMS..............................................................8624.2 THE FORMULA FOR INDIVIDUAL EXCHANGES IN A COLLISION IS:......................8724.3 IN OUR EXAMPLE,...............................................................................................8824.4 CONVERTING FORMS OF ENERGY DURING THE EXCHANGE................................8924.5 IN OUR EXAMPLE SUPPORTING ENERGY CONVERSION:......................................90

25 PERFECT REPRODUCIBILITY.....................................................................91

26 COLLISIONS INVOLVING MORE THAN 2 ATOMS.................................92

27 THE SYSTEM CAN’T FAIL. UNLESS…........................................................92

28 EXCEEDING LIMITS OF WORDSIZE IN PERFORMING THE CALCULATIONS… STAR IGNITION AND SLOW RADIOACTIVE DECAY ARE NOW FULLY EXPLAINED.................................................................................93

28.1 RADIOACTIVE DECAY.........................................................................................9428.2 STAR SHINE........................................................................................................94

29 AND SO, FINALLY, LETS DEFINE THE ALGORITHM FOR ATOMIC FORCE.............................................................................................................................95

29.1 WHEN IS IT CALLED UPON FROM WITHIN GOD’S PROGRAM?.............................9529.2 PSEUDOCODE FOR MOTION BY ATOMIC FORCE UPON AN ATOM.........................9629.3 PSEUDOCODE FOR THE ATOMIC COLLAPSE HANDLER.......................................99

30 THE SIMPLIFICATION OF WAVE FLOW................................................101

30.1 AN INTUITIVE APPROACH THAT WAS WRONG..................................................10130.1.1 and I did a good job,................................................................................101

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30.2 EXAMPLE 1: TWO-WAY PROPAGATION OF A STREAMING “WFE” IN A ONE-DIMENSIONAL UNIVERSE..............................................................................................10230.3 RETROFITTING THE NEW INTO THE OLD...........................................................106

30.3.1 First off, lets clearly define what were involved with:.............................10630.3.2 C = One GC per tick................................................................................10630.3.3 Speeds Slower than C = 1 / N C is 1 GC every N ticks..........................10630.3.4 How big can N get? In our world of digital addressing, the biggest computable number is 2 ** WordSize.....................................................................10630.3.5 The slowest speed = 1 GC every 2 ** WordSize ticks.............................106

30.4 NEXT TO FASTEST SPEED..................................................................................10730.4.1 Is not that easy to picture….....................................................................10730.4.2 We need another approach…..................................................................10730.4.3 Working all the way from the slowest forward…....................................10830.4.4 AND SO, FAST STUFF is described (from the fastest on down) as:......11030.4.5 AND SLOW STUFF is described (from the slowest on up) as:...............110

30.5 IMPLICATIONS..................................................................................................11130.5.1 Does this mean that stuff closer to the fastest needs to be processed differently than the slow stuff?.................................................................................11130.5.2 YES IT DOES !!!!.....................................................................................11130.5.3 The slow stuff needs to be processed by waiting a number of ticks, then moving the object 1 grid location............................................................................11130.5.4 The fast stuff needs to be processed by waiting a numbers of ticks then moving the object that many grid locations.............................................................111

30.6 BUT WHAT DIDN’T OCCUR TO ME WAS…........................................................11230.7 WRONG!!!......................................................................................................11330.8 WHY IS THIS WRONG? WHAT ISN’T OBVIOUS??.............................................11430.9 A DIFFERENT APPROACH TO DIGITAL RADIATION TRAVERSAL THROUGH THE GRID 11530.10 THE NEW WAY TO IMPLEMENT DIGITAL RADIATION, BY EXAMPLE.............116

30.10.1 The new way to move slow matter, by example...................................11630.10.2 The new way to traverse radiation, by example..................................121

31 DEFINING QUANTUM RADIANT HEAT FLUX:......................................128

31.1.1 Cooling by radiant heat:..........................................................................12831.1.2 Heating by Radiation Absorption:...........................................................128

32 QUANTIFYING THE 2-STEP TRANSFER OF ENERGY BETWEEN RADIATION ABSORPTION AND VELOCITY, FINDING NIRVANA...............129

32.1 AMAZING? TOTAL NIRVANA!........................................................................13032.2 PERFECT NUMERICAL HARMONY....................................................................131

33 HEY WHAT ABOUT THAT PARADOX?....................................................132

33.1 AND IT’S FAST, TOO!........................................................................................133

34 RECENT SCIENTIFIC DISCOVERIES........................................................134

34.1 LIGHT TRAVELING FASTER THAN C.................................................................13434.1.1 Proof:.......................................................................................................135

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34.1.2 Implications:............................................................................................135

35 THE NEW IRONY:...........................................................................................136

35.1 (AT LEAST 3) PARAMETERS ARE REPLACED BY 1............................................13635.2 EVEN MORE.....................................................................................................13735.3 SOMETHING TO CONSIDER................................................................................13835.4 IT WONT BE LONG NOW…................................................................................139

36 SUMMARY: THEMES… GLUING IT ALL TOGETHER.........................140

36.1 OUR UNIVERSE IS BOTH VIRTUAL AND DIGITAL… A DIGITAL GRID DEFINES SPACE, AND THINGS MOVE AROUND THE GRID LOCATIONS IN A SERIES OF SEQUENTIAL STEPS CALLED “TICKS OF TIME”..................................................................................14036.2 NO MOTION IN THE ENTIRE SYSTEM MOVES FASTER THAN ONE GRID LOCATION PER TICK. ALL RADIATIVE WAVE FLOW MOVES AT THIS RATE, AND ALL SLOWER MOTION MOVES BY PAUSING A CERTAIN NUMBER OF TICKS AND THEN MOVING ONE GRID POSITION..............................................................................................................14136.3 ONCE A PHOTON IS CREATED, IT STARTS TRAVELING AT ONE GRID LOCATION PER TICK (THE SPEED OF LIGHT) IN OUR FIXED DIGITAL FRAMEWORK, REGARDLESS OF HOW FAST THE SOURCE OF THE WFE WAS “MOVING” UPON ITS CREATION. THIS EXPLAINS RELATIVITY STRAIGHT UP… IT’S JUST THAT SIMPLE!...............................14236.4 HEAT OF AN ATOM IS MANIFESTED AS AN EXPANSION OF THE VIRTUAL SPACE AROUND IT....................................................................................................................14336.5 THE EXPANSION ZONE AROUND AN ATOM DEFINES IT’S COLLISION ZONE...14436.6 A COLLISION RESULTS IN AN EXCHANGE OF HEAT AND KINETIC ENERGY.......14536.7 HEAT UNITS ARE EQUATED TO GRID LOCATIONS AND MASS… SEALING THE WHOLE DEAL!!!............................................................................................................14636.8 THIS IS THE COOLEST THING I HAVE EVER COME UP WITH IN MY ENTIRE LIFE…

147

37 PROGRAMMING THIS WILL NOW BE A SNAP. I THINK???..............148

37.1 LET’S ROLL UP OUR SLEVES AND GET TO WORK.....................................14837.2 OCTOPUS_3 WILL REPLACE OCTOPUS_2..........................................................14937.3 HOW MARTY OPERATES:.................................................................................15037.4 CASE IN POINT: LETS DISCOVER HOW THE UNIVERSE RUNS, RIGHT FUCKING NOW! 150

38 NEXT STEP: MY NEW BOOK, “THINK DIGITAL” AND MY NEW PROGRAM “OCTOPUS 3” ARE IN PROGRESS, I EXPECT COMPLETION BY 01-MAY-2012.................................................................................................................151

39 A NICE ENDING..............................................................................................152

39.1 WHY FOLLOW THE GOLDEN RULE?.................................................................153

40 APPENDIX: TIME FRAMES: BEATING A HORSE AND A PONY TO DEATH...........................................................................................................................155

40.1 VIRTUAL COMPUTING......................................................................................15540.2 THE KING.........................................................................................................15640.3 THE CHESS GAME............................................................................................157

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40.4 DEFINITION: HOW COMPUTER SIMULATORS WORK........................................15840.5 IS THERE A POINT?...........................................................................................15940.6 CAN WE PLEASE GET TO THE POINT?...........................................................16040.7 TIME FRAMES...................................................................................................16140.8 RELATIVE TERMINOLOGY OF THE CHESS GAME.............................................16240.9 A LONG DAY IN MY COMPUTER LAB.............................................................16340.10 A NOT SO OBVIOUS THING..........................................................................16540.11 DEAD YET? NOOO??? OK, JUST ONE MORE….........................................166

41 APPENDIX: COMPUTER WORD SIZES AND ADDRESSING LIMITATIONS..............................................................................................................167

41.1 PERIODIC TABLE OF THE ELEMENTS................................................................171

42 APPENDIX: A CONCISE SUMMARY OF “BIG BANG FORMATION OF MATTER”......................................................................................................................172

42.1 A LIST OF “VIRTUAL PARTICLES” (VP’S FOR SHORT) IS THE UNIVERSE..........17242.2 TIME UNFOLDS AS A SEQUENCE OF DISCRETE STEPS, DURING WHICH THE ATTRIBUTES OF THE VIRTUAL PARTICLES IN THE LIST MAY CHANGE..........................17342.3 VIRTUAL MATTER RESULTS FROM SPATIAL RELATIONSHIPS..........................17442.4 ATTRIBUTES OF VPS........................................................................................17542.5 M7P1DPOU.....................................................................................................177

42.5.1 M7P1DPOU:0.........................................................................................17742.5.2 M7P1DPOU:1 … TICK!.......................................................................17842.5.3 M7P1DPOU:2 … TOCK!!!.....................................................................179

42.6 ENERGY IS PROGRAMATIC..........................................................................18142.7 HEAT IS AN EXPANSION OF GEOMETRIC SHAPE..............................................18242.8 DIGITAL RADIATION RESULTS FROM COOLING...............................................18342.9 HEATING WORKS NEARLY THE OPPOSITE OF COOLING, BUT A BIT MORE INVOLVED:....................................................................................................................18442.10 ELECTRIC CHARGE.......................................................................................18442.11 MAGNETIC POTENTIAL IS SUMMED INTO GRAVITATIONAL MOTION............18542.12 NUCLEAR FORCE IS NOT RESTRICTED TO THE SPEED OF LIGHT...................18542.13 PHASES OF UNIVERSE CREATION.................................................................18642.14 CALCULATING NEXT POSITION.....................................................................18642.15 BEAUTIFUL SIMPLICITY................................................................................18842.16 EMERGENCE OF COMPLEXITY......................................................................190

43 APPENDIX: THE ZEN OF MY IMPLEMENTATION OF THE SPEED OF LIGHT............................................................................................................................191

44 APPENDIX: MARTY’S MANIC APPROACH TO LEARNING IS BY DISCOVERING FROM SCRATCH...........................................................................191

44.1 THEBETMAKER STORY....................................................................................19144.2 THE POINT OF THEBETMAKER STORY.............................................................19544.3 DESIGNING FROM SCRATCH..............................................................................196

45 APPENDIX: THE OVERALL FLOW OF THE UNIVERSE......................199

45.1 SOUNDS NUTTY, BUT,.......................................................................................214

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45.2 NEED A LITTLE HELP TO “PUSH THINGS ALONG”?...........................................22645.3 ARE YOU READY TO RUMBLE?.........................................................................23145.4 CLICK,..............................................................................................................23445.5 BOOM !!!!.......................................................................................................235

APPENDIX: CALCULATING THE SURFACE AREA OF THE SUGAR-COAT….........................................................................................................................................236

45.6 START IN 1-DIMENSIONAL, 1-DIRECTION:........................................................23645.7 NEXT, 1 DIMENSION, 2 DIRECTIONS:................................................................23745.8 NEXT, 2 DIMENSIONS, 1 DIRECTIONS:..............................................................23845.9 NEXT, 2 DIMENSIONS, 1 DIRECTION:................................................................23945.10 HERE IS A VISUALIZATION OF THE 2-D SUGAR-COAT:..................................24045.11 3 – D AND BEYOND:......................................................................................241

46 APPENDIX: ARE YOU STUPID, MARTY?.................................................242

46.1 NUMBER 1: WHY CAN’T THINGS BE STOPPED, AND WHY CAN’T THERE BE ANY SPEEDS FASTER THAN ½ C?..........................................................................................242

47 Appendix: the proposed mechanism of the ½ point exchange............................246

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4 Important Note to Readers:

This is a high-tech document that you really need to get some background on. I suggest reading some of my previous books, specifically, “From the Side of God” is where I had previously stopped, and this new paper takes off from there focusing on retro-fitting my implementation of the speed of light into my previous work, but WAIT!

I have extracted the important chapters from “The Side of God” right here, albeit very complex, if so, try the book.

Contrary to the implications of the name, “From the Side of God” is 100% scientific, as well as this paper . You might also want to check out “Big Bang Formation of Matter” , which is also 100% pure science with no mention of religion what so ever!

Speaking of religion, when I mention things like “God’s Program”, “God’s Plan”, etc., I DON’T MEAN IT FROM A RELIGIOUS POINT OF VIEW, it’s just my slang for the processes of creation of our universe and its operations, both according to strict mathematics.

This document is really a journal of the logical thought processes I’m going though in deriving how the speed of light must operate… a logical walkthrough of my attempts to figure out the reality I am faced with.

I must say, this worked out far better than I could ever had imagined, I actually did it and it all makes perfect sense, no shit.

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The grail is MINE!

3

C’mon, it wasn’t THAT hard!

3 The holy grail of physics is mine. Child’s play!

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5 Background:

(references to other works) This is still in-progress, look at “From the Side of God” for references and links to other works. It’s all right there 100% free on discflicker.com.

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6 Summarizing Overview

1. First, we will look at the 4 forms of force-motion that I’ve come up with, and for any given situation, figure out exactly which one is selected for use in the next moment in time.

We will discover how the quantitative amounts these forces exhibit are determined… not by set amounts or ratios, but by the relative priorities given to which one of these 4 forces is exclusively used in the next moment in time.

2. Next, we will look at the overall universe, and ask, at any given moment in time, what is the balance of energy vs. matter, how this balance is established, and if it is constant or if it changes?

We will discuss whether this balance affects the speed of light or if the speed of light is somehow an “externally, pre-determined constant”. In doing so, we will uncover our critical aspect of implementation, and this will pull everything together even closer to our goal.

3. We will discuss methods that can possibly be used to implement God’s program on an old Atari-64 hooked up to a external storage device, and yet still provide the resolution required to simulate OUR OWN UNIVERSE with 100% accuracy and reproducibility. No, this is not humor.

4. We will look at what happens during a collision, and quantify it as only Feynman could have done it, but now with exact digital precision.

5. We will examine why there seems to be a paradox in the way wave flow has more energy when its wavelengths are shorter. We will apply our critical aspect of implementation to it and reveal a whole new approach to implementing digital radiation and discover yet another amazing detail of implementation.

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6. When applying the math to processing collisions, we will discover yet another amazing method that not only ties together motion and heat exchange, it reveals an operational theme by which the entire Universe operates.

The new method exchanges both heat and momentum in a collision, ties heat to motion, and (along with my previous assertions that heat is manifested as a digital expansion of the spatial zone around an atom), explains Pv = nRT totally!!

7. The operational theme was realized because basically, God’s program uses integer numbers to quantify values for the mass, heat level, and the relative spatial distances between atoms as they move about and collide.

The real magic here is that the universe somehow provides an overall conservation of these numbers via a small set of

exchanges4 that can take place.

An overall balance is maintained by keeping the sum of all of these numbers at a constant level!! The reason for this: so it can be programmed on the Atari-64… AMAZING!!!

The laws of conservation of matter and energy we observe from within our universe are simply the manifestation of the numerical balance used to implement it from the outside.

In all of these exchanges, this same set of integer numbers is used to represent all of these attributes, and thus, the numbers themselves act as a common currency in exchanges between these various forms and states of matter and energy.

4 The same exchanges Feynman described many years ago… we have converged upon this same way of defining the operations of the universe.

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8. MOST IMPORTANT! Because all of these numbers must operate within the finite limits of the digital implementation, an incredible new approach to defining motion was developed.

This new approach intentionally performs these operations within these finite limitations… and in doing so, IMPLICITLY defines the speed of light without arbitrarily defining it as a limitation!!

This brings full-circle my grand revelations that the speed of light doesn’t just limit motion, it is the vehicle by which motion occurs! In fact, it snaps everything into place.

IN FACT, I’m claiming the holy grail of physics as of right now, 1:41 P.M. EST, 28-Nov-2011 in my Livonia, Michigan, U.S.A. workstation. Sorry, Steve H.!

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7 PUT TO REST

Right here and now let me try to put the digital U. argument to rest. Lets say 2 chunks of matter are approaching each other at the exact same moment a photon happens by. When I say exact, I mean dead nuts on exact. ONLY ONE of the 2 types of energy exchanges will occur. There isn’t any shaving off of the corner, no scraping, scratching, dents, or abrasions. There are NO CLOSE CALLS, ever.

If you can try to visualize that frozen moment, you can step up the resolution in your mind and try to draw an invisible line of delineation, step back and say, “ok, its on this side of the line, so it’s this, and not that”.

If its still too close, you can do it again… step up the resolution even higher in your mind and try to make a determination.

If you don’t want to have to do this for eternity because the darn thing is just too close, you will need to make a “decision on resolution”. When that happens, as it must (otherwise there would be no motion), we are all in agreement and the issue is put to rest.

For the remainder of this paper, lets assume that the Universe is digital… your understanding of it will change forever.

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8 “Forces”

In my previous books, I’ve come up with a small set of “forces” that enact upon matter to move it around:

Nuclear, Fusion, Atomic, Gravity

Does each force have a relative strength?

Marty says one force at a time, in priority. In my digital implementation, there are situations where motion is eligible by more than one force. Rather than splitting these up, and granting partial affect to the multiplicity, I select only one of them and act exclusively upon it. THIS IS THE WAY IT REALLY WORKS!

And so, perhaps nobody has considered it this way… instead of these forces being treated in terms of their relative strengths think of it as resulting from the statistical number of times each force is selected for use... if the nuclear force can run first, it does, if not, the next. The relative numbers of these occurrences thus define the relative forces exerted, and this is a cornerstone of universal operations.

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9 Monster thought: The fixed amount of energy in the Universe

People look at the universe as being composed of a set of matter and a set of energy.

MATTER ENERGY

Many folks also believe that the two are somehow interchangeable as e = mc2 implies. These folks say that at the instant of the big bang, it was all ENERGY and then it

exploded into matter5

.

Ok, lets look at this at any given moment in time6

:

1. There are a number of photons being propagated7

(Radiation)

2. There are a number of elemental masses, each of which:

Is currently at a particular energy level (Heat)

Is traveling at a certain speed (Kinetic Energy)

I believe we can call the sum of all of these, ENERGY; the set of all the energy in the

Universe at the moment in time8

.

The cool thing here is that this way of looking at it works in both digital and “real world” conceptions. But in the digital conception, it really works well because it is an exact integer number.

5 Tell me when Elvis gets here. If you’ve read any of my books, you know that I believe the universe is both virtual and digital. I have stated in my books that “Energy does not exist… it is programmatic”, meaning that energy is really the manifestation of the algorithm that changes the numbers that represent locations of virtual matter. In any case, though, we can still look at it the same way… lets just equate “a moment in time” to “a given calculation in the sequence”. Everybody happy?

6 Did you see the previous footnote?7 Call them what you want, there are a number of energies all traveling at the speed of light and having various wavelengths.8 Hey, what about magnetic potential, chemical potential, etc. etc.? Hey don’t worry about them. In a digital universe, numeric potential = 0 at any given instant.

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9.1 But does ENERGY change, as Einstein predicts?

Lets see…

9.1.1 Einstein’s way of looking at this distribution is like this:

Pure Energy existed exclusively in a zero-size spatial area. (pre big-bang state)

Pure Energy ---> Energy and Matter (containing MASS) in the big bang, the conversion was done via e - mc².

Energy <---> Matter then FLUX between these 2 states in stars and nuclear events, the conversion is done via e = mc² in both cases.

The exact mechanism of exchange between Energy and Matter (containing MASS) in e = mc² is unknown, but it is proposed to occur at levels of acceleration that approach the speed of light.

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9.1.2 Marty’s approach:

If we start the universe out according to my simple model9, it really starts out with ENERGY = 0. The reasons:

1. There are no radiation events2. There is no kinetic energy yet (because nothing has moved yet)3. There is no matter excited to any energy levels past 0 (actually, there is no matter

yet)

OK NOW,

Lets start to look at the “power” it takes the algorithm to start moving matter around, so that ENERGY is > 0.

And the first big question that pops into my mind is,

Is ENERGY a fixed number or does it change as the Universe expands???

I know, I know, you Einstein lovers think ENERGY was huge and then shrank as the big bang progressed… that there is always a flux between matter and energy, and the sum of THAT flux is a fixed constant and this explains the laws of conservation of energy and

matter…. I know10

.

In my digital implementation, although I’m suggesting ENERGY = 0 at the big bang, then increases, I’m also saying that MASS is all 0 at the big bang as well, just like Einstein did.

9 Marty’s simple model of the Universe is my idea of “God’s” program running in a loop performing the selective processing that I’ trying to detail here, obviously, this is described in all of my books.10 Off topic, but if you guys look at it that way, then what is your picture of the Universe at the very end? Will all of the Energy that the big bang exclusively started with finally all be converted into matter? Will this matter be moving? What will make it stop moving? It doesn’t make sense, right? It’s the same as when matter moves at the speed of light… (BTW, theoretically impossible)... you better ask Elvis when he gets here.

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9.2 It’s the E = MC² mechanism that’s wack

The formula simply equates momentum of mass to energy within the limitations of the speed of light. It does NOT address why the speed of light exists in the first place.

Anyone who reads into it that it suggests a magical transformation occurring between

matter and energy when the speed of light is achieved has gotta be misguided11

!!!!

Especially those who really understand that the situation itself is impossible, as the equation reveals, IT WOULD TAKE AN INFINATE AMOUNT OF E TO ACCELERATE EVEN THE TINYEST AMOUNT OF MASS TO C.

11 If I may be so bold

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9.3 For the 2nd time now

In my Universe, this only happens when a “Nuclear Reaction” occurs, exclusively during the first 2 ticks of the big bang.

My questions, again for the 2nd time… after tick 2, does ENERGY go up to a certain number all at once and then stay exactly at that number, or can it change by subsequent events down the road?

OF COURSE it depends on the programming, right?

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9.4 Programming Reality Realistically

I want to examine the questions of energy/matter flux by taking the laws of conservation of matter into consideration… as if God’s program has a limited set of records to define the list of VPs in, and a certain amount of time to play around with them… as though God’s assignment of creating the Mona-Lisa has to be done on an old Atari-64, hooked up to an external storage unit.

This chapter can be skipped if you don’t care about the programming of these ideas.

9.5 WordSize

Believe it or not, I think it actually IS possible to do… by designing the program to take into account a single scaling factor, lets call it WordSize. OF COURSE this is an integer number!

For any given WordSize, a Universe having numeric attributes (like location, heat level, etc.) as large as 2**WordSize are possible.

The obvious limitation is the computer’s native word size capacity, limiting native calculations to 64k. However, special programming could be made that uses chunks of available memory to function as huge computer registers upon which computations can then be performed.

Let’s call this data type12

a “varying size integer format”.

Here is an example of the algorithm for gravitational force over one tick in the sequence:

12 In computer terms, a data type describes the format of the information in real storage, and also defines a list of associated functional attributes. One of the functional attributes of an integer is that it can be added to another integer and a result may be obtained. The actual manipulation of the real storage of the data is one of these functional attribute definitions, in this case, addition. Others in the list include subtraction, division, etc. Marty’s always strives to only use data structures consisting of purely the integer data type in all of his programs.

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9.6 Pseudocode for motion by gravity

For each dimension d:

For each record X:

Read it into X.Location(d), X.heat(d), X.mass(d)

DragSum = 0UsedCounter = 0

For each other record Y:

Read it into Y.Location(d), Y.heat(d), Y.mass(d)

If (abs (X.Location – Y.Location) < _2** WordSize)) then

Rem: Count this one and accumulate drag for it

UsedCounter = UsedCounter + 1

DragSum = DragSum + _((X.mass + Y.mass) /(X.Location –

Y.Location))

ElseRem: It’s too far away, forget it

Endif

Next Y

If (UsedCounter > 0) thenRem: move the VP by gravity

X.Location(d) = X.Location(d) + _ (DragSum / UsedCounter)

End if

Next X

Next d

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The Atari 64 needs enough memory to read in no more than 2 externally stored records, storing the attribute numbers of location, heat, etc. into the varying size integer format “registers”. The Atari only needs enough memory to be able to internally represent these large numbers, do some arithmetic upon them, make some decisions based upon the results, and store the result back in the external drive.

SO, a large amount of the 64K of memory of the Atari can be used directly for exponential capacity. Location numbers pointed to by WordSize registers as small as 1000 bits are enough to cover OUR universe because it’s greater than our Universe’s RANGE / Planks constant!!!

So, bottom line, when anyone ask you “How can you represent the entire universe in a computer”, now you know!

I have repeated this so many times now; THE CAPACITY is what it’s all about!

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9.7 But you said…

In my book, Perpetual Life: The eye of the Octopus, I stated that it is impossible for a simulation to run any faster than what is being simulated. As a work-around, I presented an example of the way God could have programmed the Universe that DOES allow simulations of the big bang from which itself had sprung from within it to actually “catch-up” with a full simulation. (God school, extra credit question number 2).

I still believe this is true, however, there is another part of that discussion that until now, I had no work-around for… storage of the total number of VPs in the Universe within media made up of that same universe.

I think I might have solved this as well, and it too depends on the program being designed to have this capability… that the only way to figure it out is to assume that it was meant to be figured out.

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9.8 God’s second work-around: Virtual VP lists

If this computer was able to use a device to hold the VP list on external storage, it can read in one record at a time, process it (determine the next location and heat values), then write it back to the device, and then fetch the next VP record.

Since external drives have huge capacities, the capability to roughly simulate universes like our own is possible on today’s supercomputers.

However, in order to actually realistically recreate our own universe, we need enough external storage to hold a massive list of VPs, one for each particle in our own universe.

As described in Perpetual Life: The eye of the Octopus, the issue becomes available media… even if we could compress this data list way down to having a one-to-one association between particles, it would take every particle in the entire universe to store the atomic states of the simulated VPs of a universe the same size.

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9.9 Way more with less:

Read this slowly…

If the U. is programmatically implemented in such a way that the same VPs appear in multiple locations concurrently within the virtual inner U., then

1. The universe can be implemented using a much smaller list of VPs than are apparent and real within the inner U… it CAN be done on very reasonable hardware.

2. The inner U. can use the full complement (the total number of virtually appearing particles) to act as “physical” media and store representations of an INNER-INNER Universe as external computer storage media.

3. The computations can commence, and THIS IS FINALLY HOW WE CAN DO MORE WITH LESS.

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9.10 God’s scavenger hunt

Lets assume that God left these us these 2 clues… since this is the only way someone inside can possibly run a true simulation of our own universe, and also the only way that a realistic person with realistic limitations CAN create a universe.

If God wants to make this a really intriguing scavenger hunt, he does not give simple clues like miracles. He gives us the ability to figure it out from what it is and gives us the capability to prove it

In doing so, God also unleashes the new weapon that results from this new technology; and for the very first time in history, God will prove his presence and unveil his plan to save humanity.

Its like walking down a road that must lead to the truth… this road must be walked by humanity and the truth will be known.

TheTruth.

Lets do it.

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9.11 Guiding principles

I just proved that the entire thing really IS POSSIBLE ON REALISTIC HARDWARE.

Like I said many times before, child’s play, in more ways than one… simplicity, basic logic and reasoning. This gives me a path to walk upon even when I can’t see where I’m going… underlying principles that I am now finding common to every facet of existence.

Now, lets try to pull together our observations of the Universe and try to actually get it to work as observed.

The looming problem of the speed of light still seems unresolved. So we need to address that right here and now.

Somehow in my heart, I know that WordSize is the key to everything… that the WordSize used in calculating the movements in our universe somehow determines the speed of light observed within it.

I truly believe that THIS is the cornerstone of discovery, left by God as a big clue to making the most perfect weapon… a weapon that can only prevent people from being harmed by those who aren’t following the golden rule.

Man, God really IS smart!!!

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10 Taking WordSize to the Next Level

Actually, I can write the program so that ENERGY VARIES… like ENERGY GROWS as the universe expands. HOWEVER, I was talking about the speed of light being a constant, and also being a constant throughout the entire lifetime of the universe.

2 thoughts pop up here... first, if there IS a flux between MATTER and ENERGY, HOW CAN C REMAIN CONSTANT??? If C were not constant throughout the history of our U., how can we be seeing consistency in the patterns of light we get from various locations, Or, can THIS explain things like the Hubble light shift and the observance of acceleration of our outer galaxies.

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10.1 WHY DOSENT ANYONE THINK ABOUT THESE QUESTIONS???

Wait… my basis is that C depends upon a certain level of ENERGY… am I right about that? I’m thinking this points out a paradox:

If C depends upon a certain level of ENERGY, then according to Einstein, it changes since the time of the big bang, and then I’m seriously wondering about issues of consistency in the patterns of light we get from various locations, Or, can THIS explain things like Hubble light shift and the observance of acceleration of our outer galaxies.

OK, then if C has remained constant throughout the life of the U., THAT SHOWS an arbitrary selection of limitation and an inclination that the thing must programmed.

But if it’s programmed, isn’t it easier to do virtually??? More proof the world is virtual and digital; it is SO obvious by now, its stupid to think of the “official story”.

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10.2 THE LIMITATION TIES IT ALL TOGETHER!!!!

I want octopus_2 to simulate the real thing.

So I’m going to program it like the real world operates… light behaves as though C has been fixed since the dawn of time.

Note that I don’t have to program it so that C is fixed at it tick 2, I could vary C as the universe expands, as required by the maximum integer location read into memory … BUT in my U, there is no flux because I do it all at tick 2, so it is not an issue for me… I NEED to decide upon the speed of light by tick 2, and it remains throughout the run.

WHY???

BECAUSE IN BOTH CASES, C IS PRE-DETERMINED!!!

According to my current state of octopus_2, I only add energy at tick 2. So right now, yes, it looks that way. But what happens in fusion reactions that occur father down the pike, in the center of growing stars, for example?

OK, let me think about this question... are we gonna need a certain amount of “extra” energy to force co-occupation, or does co-occupation occur naturally at a certain amount of pressure?

I’m asking if forcing co-occupation will require something extra, like a “Heat of fusion” in water… the extra amount of energy needed to turn ice at 0 degrees C into water.

This is now drawing me into thinking about handling collisions… something I haven’t yet discussed. The reason I need to discuss it now is I need to think about compressing matter with such a great amount of force that it somehow forces co-occupation.

That there must be a threshold of pressure required to do it. And I bet all we need to do is look at stars and simply ask at what mass do they light up? I guess a scale would be developed, charting “Mass of ignition” according to the start’s composition. And a big question I have here is: does it simply occur at a certain temperature, regardless of the composition?

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10.3 Digital Plasma

This is important:

I’m assuming that there exists something I call the “Digital Plasma”13

state. I suggest that “Digital Plasma” is simply a set of contiguous locations, all of which being co-occupied. To make this easier to understand, lets just examine this when there is only one location. And to make it even easier, lets only discuss co-occupation buy 2 VPs.

In this location, somehow, 2 VPs show up… if they had been formed from 2 VPs floating about that were un-bound, well, OK. But if after tick 2 everything was bound, then how can this happen??

There must be a mechanism that collapses atoms that have already been formed… some kind of an “anti-fusion” activity.

I’m thinking that this activity is separate from nuclear force, it’s actually the opposite of it, but people have it confused with nuclear force. Why the confusion? Because in the instant after a Atomic Collapse, the VPs that were bound just sit there co-occupying the location (the definition of digital plasma).

In the next processing loop, THESE CO-OCCUPYING VPs are first considered for movement by nuclear force, they are eligible, and they explode.

THIS activity results in plasma beings sprayed about.

In the FOLLOWING tick, these free bits of plasma WILL become fused with other free plasma, and THIS may involve changing the atomic makeup… THIS is how larger size elements are created from smaller ones. And obviously, I’m quick to point out that THERE IS NO EXCHANGE between energy and matter when that happens!!!

Yes, matter is re-formed, and yes, you might get some extra energy released, but this is strictly due to exchanges of momentum for changes in mass… AGAIN, NO VPs are converted into “energy”, there is NO ENEGRY is the system what so ever!!!

WOW... Now I totally understand why the examination of stars is crucial to understanding how matter works…

Rather than trying to figure it out by looking at what happens when we squeeze stuff down until it collapses, let’s approach this by reversing the matter creation process….

13 My descriptions of “Digital Plasma” resemble what scientists are now calling “Quark-Gluon soup”

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10.4 Why ask these questions?

Now I can see that I still need to work on the missing piece, which is collisions and I also need to start thinking about Atomic Collapse… there is a flux that matter and energy exists in, and I still believe that the two are not interchangeable….

1. I’m thinking that ONLY DURING TICK 2 was any matter created and was any energy level to the created matter changed… it was all created and changed right then and there.

2. I’m thinking that ALL SUBSEQUENT NUCLEAR REACTIONS (those occur in the center of stars and also “naturally” in matter decay) simply move the existing matter around and still keep the overall flux between matter and energy identical.

And I’m still saying that in these nuclear exchanges, MATTER is never interchanged with ENERGY. I MIGHT BE WRONG... My studies might show that yes, in order for everything to add up, some matter / energy exchange must take place. But don’t you think that a programmer could get it to work without any exchanges? OF COURSE.

Here again, if there IS a God who is mortally limited in intelligence, given a choice of easy vs. difficult implementation, why make things difficult?

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11 A Universe Without Flux

11.1 Mission:

So my mission now becomes programming the U. so all matter and energy are created at once in tick 2, and subsequent nuclear reactions can then occur, but when they do, there is no change in the balance between energy and matter, and no change in the amounts of these entities as well.

This also results from my need to do this on the Atari… there MUST be a fixed limit of VP capacity, and by restricting the U. to NO FLUX, that can realistically be achieved,

and not only that, the program can be massively up-scaled14

with linear predictability of required capacity!!

14 “Scalability” is another theme that seems to be re-occurring throughout this discovery process. In programming maintenance and support terms, SCALABILITY IS ALWAYS GOOD.

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11.2 Feynman’s footsteps

So now, I only need to figure out how it’s done… digitizing the various transitions that Feynman already discovered many years ago… turns out, the simple act of digitizing them MAKES THEM WORK over a sequential series of calculations, whereas you needed to somehow take the average of them over an instantaneous moment of time to make to the infinity based equations actually work. HOW IRONIC!

I’m predicting right now that when I’m done, I will have come up the same set of transitions, but my rendition will also have some LOGIC added to it… IF – THEN stuff that Feynman never thought about doing. His best shot at it was to say that it all happens, so just take it all he way to infinity and HOPE FOR THE BEST.

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11.3 Digitizing Feynman’s equations

This is important

There are 4 aspects to digitizing Feynman’s equations:

1. Digitizing the actual equations:

Taking all the “1 to infinity” and changing them to “1 to 2**WordSize”.

2. Separating these equations from each other:

I believe this is already done. My inside-out approach already assumed separation of forces because it seems like the only logical way the thing can operate. Actually, I’m basing a lot of my theories upon this supposition. My proof: (hopefully) I will get it to work as advertised.

3. Adding a layer of LOGIC on top of these procedures:

This is key!!

This is kind of an extension to (2), but THIS IS WHERE we can really get it to sit up and bark! Think about what’s going on RIGHT HERE… exclusivity in the processing… remember? No Scraps, no abrasions, no close class? This is HOW the “Cornerstone of Universal Operations” I was talk about is brought to life.

4. Running the resulting program in a simple loop, thus implementing it as a finite series equation.

Is this all there is to life? YES! Well, not right away, a lot of processing has to occur and more importantly, a lot of EMERGECE needs to spring forth. But, in a nutshell, that’s all there is to it!

I don’t want to creep you out too much, but at that point, just running the program IS LIFE AND EXISTENCE, in and of itself. There isn’t even any need to get a printout or ogle at core dump. Unless you want to see what you’ve “Created”. I will stop right there.

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12 Describing the energy-flux cycle of our Universe

12.1 Approach to describing it

Lets start to define the life cycle of the energy flux of the Universe by describing these transitions in terms of “cause - mechanism – effect - specifics”.

The “effect” part is split up into the various forms that matter takes on, and the various forms of energy that drive these transitions of matter between its two forms. Phewew!

We need to start somewhere, so lets just pick Nuclear force.

(Photo of h-bomb)

(Starting line photo)

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12.2 A starting point in the story: “Nuclear Force”

12.2.1 Cause:

Nuclear force results from tight organization of the Universe. Specifically, when 2 or more VPs co-occupy the exact same grid position.

(You can tell right away how logical and straightforward this process is gonna be, right? UmmHuummmm!)

12.2.2 Mechanism:

The actual mechanism is very simple:

1. Any 2 or more VPs co-occupying the same location are eligible for the Nuclear Force rule.

2. All co-occupying VPs are moved 15 into separate locations .

3. The act of moving them away from each other… the act of placing a velocity on their subsequent motion… THIS is ALL OF the “Energy Flux” that the Universe has now obtained.

15

? “Moved” … I’m beating the dead horse here, but THIS IS NOT ENERGY, it’s an algorithm running.

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12.2.3 Effect:

The universe has introduced KINETIC ENERGY into its “flux” and I don’t mean flux between matter and energy, all you misguided Albert-wanna-bees, I mean flux between its various forms of “matter states”. We’re defining 2 of them right here and now…

That’s the process we want to follow: we can now split the effect into parts acting upon its components: each pair of accompanying “matter states” has a pair of “energy flux states” for it. In this case, the 2 matter states are:

“Plasma Soup” - believe it or not, the configuration I’m describing as “co-occupation” is what I define as “Digital Plasma Soup”: the definition of eligibility for movement by “Nuclear Force Rules” (above) define it precisely. Ironically, Marty says “The temperature of Plasma Soup = absolute zero.” Marty also says that the state of the entire Universe at the instant of the big bang was 100% Plasma Soup!

“Plama Vapour” - The spraying apart of VPs places a velocity upon them. If only they had some mass, we could call this energy right here and now, but its not that simple. And by the way, the temperature of this “Plasma Vapor” is still absolute zero!

And the 2 energy flux mechanisms are:

“Organizational energy” which I know sounds elusive and reminds you of discussions about “Entropy” in your science class that you never really understood, well at least I never really did. In our digital rendition, however, it actually has a solid, QUANTIFYABLE energy value, ad that is why this whole thing truly is magic!

(photo of magic)

“Kinetic energy” – in the very INSTANT of the big bang, ALL of the “Organizational energy” was transformed into kinetic energy. Proof: after tick 1, no multiple VPs were co-occupying any locations.

Surprising that no heat accompanied the big bang… I had envisioned it as a white-hot flash!

(photo of Flash the cat)

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12.2.4 (Commentary:)

It should be hitting you from all sides now… these are Feynman’s transitions, the laws of physics in the raw, and each of them follows a strict equation, and I hope you see it all now, WE HAVE IT ALL DIGITIZED so we’re gonna know EXACTLY WHERE EVERY PARTICLE GOES EVERY STEP OF THE WAY!!!

Damn, I should’ve used RED on that paragraph, its so frickin’ key. Damn I really got a lot to SHOUT about!!!

When these transitions occur, which are really algorithms, (dead horse, I know), we will “move” virtual matter around as you might expect.

But NOBODY can expect what happens in order to maintain the overall balance I keep harping on and on about…YOU GOTTA SEE HOW the balance of flux happens, it’s just TOO crazy, I feel like Dennis Hooper in “Apocalypse, Now!”!

OK, I’m done.

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12.2.5 Specifics 1: Is there any heat flux and why not… is it just because “Marty Says So?”

When they get moved, they also take on heat. I have proposed setting the value of that heat to the distance moved. It was simple in the big bang when everything was just sitting at location 0 with 0 heat, now if we need to use another location and base our calculations upon that, can we get it to work? Of course, we can always use relative numbers for the distance calculations, that’s a “no-brainer”, true, but what about heat?

Do I need to worry about the previous heat value, and add that to the new heat now being imparted??? Could it be a requirement for two or more VPs to co-occupy, There CAN’T BE any heat there???

???

Does this answer your questions about why Marty feels that there is no heat in either “Digital Plasma Soup” OR “Digital Plasma Stew”? UmHum.

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12.2.6 Specifics 2: Where do they get sprayed to?

Good question. I’m proposing a few different scenarios, but you need to consider that my program is designed to work in 1 or more dimensions the same way:

1. I’m proposing one way of spraying them around is to relocate each one according to a relative set of “Prime Numbers”. My reason for this deals with the cyclic nature of computing which often manifests itself in optimizing selections, resulting in prime numbers being used for selection as “the next UNIQUE number useable for a fit, after all pervious numbers have been tried and have failed.

It’s just the way the math works out, beside some other reasons as well. (Automatic natural side-by-side indexed and all unique a well…)

2. My programs also support “linear projection”, and I plan on supporting an “intermittent dispersal mode”, where a specified number of spaces are placed in-between in a strict pattern.

The Steven Hawking image of dispersal (projected on “The Science Channel” recently) showed everything lining up perfectly with the grid itself. He didn’t comment about that, his point was to show that clumping would happen anyway, even if we star from perfect distribution 16 . because, in his words (I’m ashamed of you for saying this one thing, Steve, its just so unlike anything else you project), “There is an underlying rule to the universe… NOTHING can be perfect”, and that’s his explanation for clumping, bottom, line, final answer.

Steve, Steve, Steve!

I have proved why clumping occurs... it happens because of the digital rounding that always must occurs in these systems of finite limitations.

But that is not the issue at hand… we were talking about linear projection, and my way of handling fusion would therefore result in 100% hydrogen gas by the end of tick 2. By interspersing, the Universe will be composed of ½ H and ½ He upon tick 3.

3. In either case, my programs also support a, tight fill method, where if multiple dimensions are used the fill pattern can keep the fill close to the point of emanation, or fill out in one dimension at a time.

16I wrote an extremely LONG dissertation on this EXACT subject in “Big Bang Formation of Matter”.. Look for “The Arm of Dave”.

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13 Atomic Collapse

13.1 Considering the collapse

My original vision of the big bang was:

Nuclear energy creates motion, and kinetic energy results in the following step.

Also, I’m not sure why I did it (I must have been imaging the hot fallout of a nuclear bomb), I also said that the resulting elements are also assigned a heat energy level as well.

Maybe this was some kind of intuition, but this makes the matter creation process an EXOTHERMIC one. OK, now, following my intuitions about maintaining the laws of conservation of energy (resulting from my need to do it on the Atari), would it not make sense that the collapse of a bound structure is an ENDOETHERMIC reaction??

Think about it… it requires a lot of energy to smash an atom… can all of that energy simply be ABSORBED into the plasma, mathematically speaking?

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13.2 Proposing the Mechanism of Collapse

We have a digital atom17

; a set of records, where multiple VPs were already co-occupying the same location, but they were bound in a previous fusion reaction, and the heat value is > 0.

As this atom heats up more, the number goes up higher.

Isn’t there a maximum value for this integer number???? Isn’t this JUST like everything else????

When a certain threshold in temperature is met, I propose that Atomic Collapse just happens in the next tick... And I bet that threshold is the same as the one we can figure out by looking at the mass of stars and compare that to their ignition temperatures.

So, we have come up with yet another form of matter transformation… Atomic Collapse. Another “Force” which needs to fit into our priority scheme.

17 You might need to read one of my books to understand my definition of a digital atom.

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13.3 Cause and effect

What can cause this to occur??? Extreme heat. How do atoms get heated up?

1. When the atoms are created from plasma due to nuclear force2. When they absorb a photon of radiation.3. When they are in a collision.

In the case of a star, the force of the collisions comes from the force of gravity… and this kinetic force is then converted into heat during a collision.

So where is the cosmos-wide conservation of energy?

From the big bang, matter was created -> potential for gravitational force.

It looks to me like no energy is lost… the act of organization, putting all VPs in the list at location 0, was all the energy the U. has ever needed. Getting back to the question of the eventual state of the universe from an Einsteinium’s point of view… maybe it does make sense… in the end, the U. will lose all of its energy but it occurs by virtue of it loosing all of its organization! You can go ahead and confuse that with the scientific concepts of “Entropy in the Universe” if you want to… be my guest, I came up with this shit on my own dime, and I don’t think it’s the same thing. Correct me if I’m wrong here

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14 Ok, now I need to define what happens during a collision…

For one thing, when considering a collision, we need to consider that both heat and momentum are exchanged when they collide. The question is, what does it mean to collide? Does it happen when two atoms get close? Only when they actually co-occupy?

Co-occupy what… the exact locations or the area that surrounds the location according to

the value of its heat level?? Ehhh???18

Quick review:14.1 In one dimension:

An atom sitting at location 100 having a heat value of 1 effectively sets the atom’s “range of contact” at that one location:

Heat level 1

Increasing the heat value from 1 to 2 effectively extends the atom’s “range of contact” to 99 – 101:

Heat level 1

Heat level 2

Increasing the heat value from 2 to 3 effectively extends the atom’s “range of contact” to 98 – 102:

Heat level 3

18 You really need to read one of my books to get this… “From The Side of God” is great for this. Don’t let the name fool you, the book is purely scientific! Or, just look at the quick review, extracted from it.

99 100 101

99 100 101

99 100 101

98 99 100 101 102

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In general, for each heat unit added, two more grid locations get added onto the contact range: It’s as simple and elegant as it sounds. Cool, eh?

Now, another way of describing this is to say:

The effective area of coverage for heat level 1 is 1 grid location:

Heat level 1

The effective area of coverage for heat level 2 is 3 grid locations:

Heat level 2

The effective area of coverage for heat level 3 is 5 grid locations:

Heat level 3

99 100 101

99 100 101

98 99 100 101 102

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I know this sounds tedious and simple, I want you to understand the next steps

Heat level 1: Range: 1

Heat level 2: Range 3

Heat level 3 Range 5

Etc…

Lets look at it one more way:

Heat level 1: Range: 1: Energy to the next level: 2

Heat level 2: Range 3: Energy to the next level: 2

Heat level 3 Range 5: Energy to the next level: 2

Etc…

Oh, shit, JUST one more:

Heat level 1: Range: 1:

Heat level 2: Range 3: Energy from the previous level: 2

Heat level 3 Range 5: Energy from the previous level: 2

Etc…

Of course, when you use more dimensions, the beauty starts to shine.

99 100 101

99 100 101

98 99 100 101 102

99 100 101

99 100 101

98 99 100 101 102

99 100 101

99 100 101

98 99 100 101 102

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14.2 In 3-dimensions this takes on a whole new meaning…

“Single Cube Shape”, Energy Level 1:

The “Single Cube Shape” is where we begin. It consists of, you guessed it, a single cube, and as such, we say that it has a “Base Energy Level” equal to 1.

.

Now, we say that:

“The Energy required to the next level”: 26

Because the “Energy” of the next level is 27, it takes an addition 26 cubes to transition from level 1 to level 2.

This is how energy and size are proportional, and the result is PV = NrT, but if you notice, THAT HAPPENS IPLICITLY… IT EMERGES from the physical activities… math is created from geometry… man this stuff is just too cool… it is SO FAR DOWN AT THE ROOT OF ALL THAT EXISTS…mmmmmmmmm.

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14.2.1 “Single Cube Shape”, Energy Level 2:

“Energy”: 27

The “Energy” is 27 because we’re adding a single layer around the existing object; shown in 2-d, we add new blocks (red dots) all around it (the blue dot) making a layer of 9 squares:

M1P2DPOU: 1021 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …2345678910 . . .11 . . .12 . . .13…

In 3-d, this becomes a cube, and because we cover the original on all sides, we need to add a whole layer of 9 squares above it and below it, to result in a simple 3-d cube that measures 3x3x3 = 27 total.

“Energy required to the previous level”: 26

“Energy required to the next level”: 98

Because the “Energy” of the next level is 125, it takes an addition 98 cubes to transition from level 2 to level 3.

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14.2.2 “Single Cube Shape”, Energy Level 3:

“Energy”: 125

The “Energy” is 125 because we’re adding another single layer around the existing object; shown in 2-d, we add blocks (red dots) all around it (the blue dots, showing 3x3 dimensions) making a layer of 25 squares:

M1P2DPOU: 1031 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …23456789 . . . . .10 . . . . .11 . . . . .12 . . . . .13 . . . . .…

This becomes a simple 3-d cube that measures 5x5x5.

“Energy required to the previous level”: 98

“Energy required to the next level”: 218

Because the “Energy” of the next level is 343, it takes an addition 218 cubes to transition from level 3 to level 4.

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14.2.3 “Single Cube Shape”, Energy Level 4:

“Energy”: 343

The “Energy” is 343 because we’re adding another single layer around the existing 5x5x5 object. At this point, I no longer have to embarrass myself with armature graphics for you to understand what’s going on here.

The energy of level 4 is 343 because it’s a 7x7x7 cube.

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Example is over!

14.3 Getting back to the question of what happens during a collision:

Hell yes, the effective area of collision includes the entire set of locations surrounding the atom’s location according to its heat level and also according to its geometric shape.

Brilliant because it PERFECTLY ties Pv = nRT into everything and does all those neat Jedi expression of geometry to number mind tricks that keep me very spiritual.

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15 Defining Atomic Force

A repelling force must be introduced. Lets call it the ATOMIC force, as opposed to the NUCLEAR force, which occurs because of co-occupation. These forces are prioritized and only one is used. The currently defined ordering according to Marty goes like this:

1. Are they co-occupying? -> Nuclear2. Are they close? -> Fusion3. Otherwise, Newtonian.

We got a nice spot for ATOMIC force in this ordering, it occurs when two atoms are close, so lets put this at # 3 in the ordering…

1. Nuclear2. Fusion3. ATOMIC4. Newtonian

And the new algorithm of God becomes…

1. Are the co-occupying? -> Nuclear2. Are they close? -> Are they plasma? -> Fusion

(Not plasma) -> ATOMIC3. Otherwise, Newtonian.

Its not really changed… ATOMIC, none of them are really “forces”, it’s just the way I implement them as the set of God’s algorithms upon a list of VPs to make them behave as though they are moved by these “forces’.

Atomic forces describe what happens when pre-formed atoms approach each other. In my digital implementation, I can define precisely what a collision is or is not, and I can even define precisely what “close proximity” is.

But, HMMM do I need to worry about “Partial Atomic Penetration beyond contact of the effective heat zone”???

In other words, do I need to worry about not just TOUCHING an area of contact, but actually passing it up, perhaps due to some high velocity or maybe heat. Or perhaps a photon just happens by…

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16 And Hey, what happened to Atomic Collapse?

I said it was a new force to be reckoned. I didn’t forget it. IT’S PART OF ATOMIC FORCE. Atomic force must consider not only the velocity of the masses involved in the collision; it must also consider heat exchange. And THIS is exactly where the WordSize limitation comes into play.

If, during the calculations, the collective temperature exceeds a threshold, Atomic Collapse is the result… the atom will be turned back into plasma, simply by virtue of changing the VP list to be a collection of plasma, all in the same location. That’s all that has to occur.

In the very next tick, ka-boom!!!

And thus, the question of conservation of energy after tick 2 becomes a simple endothermic reaction, immediately followed by an exothermic one, and no net energy is gained or lost, no transformation of energy to matter occurs, and yet again, Einstein is proven wrong, wrong, wrong.

BTW, there is still a bit more to the story… what happens to the “Leftover Energy” beyond the digital threshold? See below.

Believe it or not, NOW is when I need to introduce how the speed of light works. The reason: Its key to the way collisions work because speed is involved.

OK, READY?

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17 Handling the speed of light

I used to define speed in terms of grid-coordinates per tick.

For example, a particle sitting at 11,11 and moving exactly horizontal at 40 grid locations (grid-coordinates) per tick would occupy 11,51, 11,91, 11,131, … in subsequent ticks.

But there is a problem with the implementation when the speed of light limitation gets involved. The problem is obvious to me, that there is no infinity because there is realistically no way to store a number the size of infinity within the computer registers, accumulators, and memory.

So there MUST be a limitation. And so, how can we deal with it programmatically? Do we just arbitrarily set a certain number as the maximum grid locations per tick possible? Would God do it that way because his dad won’t buy him a new computer so he’s stuck with the Atari? Maybe, but I don’t think God is THAT stupid. He must know about the big sale at Best Buy, so he should be smart enough to at least try to make his program “SCALEABLE”. Turns out, scalability is exactly where this discussion is heading.

Thinking about situations like “Partial Atomic Penetration” and “Leftover Energy”, I visualize out a solution. That’s what I’m really good at, unlike dating, courtship and understanding politics and appreciating lawyers.

So anyyywayy, Marty’s solution took me all of one minute to figure out… AVOID THESE SITUATIONS ENTIRELY, AND THEY CANNOT BE A PROBLEM. Kind of like dating, courtship, marriage, etc. I’m really a simple guy. The result: I need to introduce one of the most shocking revelations I have ever come up with… the way speed is defined as it relates to moving virtual matter through a grid.

This is mind-boggling stuff, even for me! (Another chill because this is yet another proof of God’s existence and digital trial and error creation).

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18 Defining the speed of light

I will limit the speed at which radiation can traverse to no more than one grid location per tick.

I will traverse things at rates slower than one grid size per tick by keeping them stationary.

I don’t need to worry about “Partial Atomic Penetration” and “Leftover Energy”, IT CANT HAPPEN IF THINGS CAN’T MOVE FASTER THAN ONE LOCATION per TICK!!

Think about it… things creeping in no faster than 1 grid per tick can’t over-pentrate anything.

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Defining speeds slower than the speed of light

Anyway, lets call the speed of light, one grid-coordinate per tick, and lets say it is the

maximum speed possible19

.

OK, now, how do we define speeds that are slower? Obviously, we need to get into fractional speed. Now, if you know anything about me, you know that I only work with integer numbers. So now, we need to discuss how to define slower speeds using only integers that somehow represent a fractional amount of time. Hmmmm….

If C is 1 grid-coordinate per tick, then ½ c is 1 grid-coordinate per every 2 ticks, and ¼ C is 1 grid-coordinate every 4 ticks.

And I now have a simple formula to translate the old speed format into this new one.

I don’t know if you realize it or not, but this is so crucial to everything that I just want to shit. We have eliminated an externally imposed constant from all of our calculations. C is not just a limitation of the rate at which we move, it is our very motion itself.

And because of this, and because of the fact that we have determined the speed of light in our universe, I expect this to shed light on the parameters of our universe, like the number of VPs it consists of (more on this later).

19 Nuclear force is an exception to this.

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19 Defining No Motion

Lets try to define NO MOTION at all…. Hmmmm

If C is 1 grid-coordinate per tick, then ½ c is 1 grid-coordinate per every 2 ticks, and ¼ C is 1 grid-coordinate every 4 ticks… where are my calculus pals… it looks like a speed of 0 is (1/infinity) * C. But we know that can’t work… hmmm….

Can’t visualize it?

That’s because you are looking at it from within the inner universe, where everything that moves does so as it relates to something else. But in reality, that is not true. In reality, stuff can be still while the universe still ticks on.

This is an entirely different approach that will have a huge impact in the way we consider the speed of light and relativity.

AND THIS IS ANOTHER REASON why Einstein’s math is all BULLSHIT!!! He just fudged everything together, he added constants to make it work close to right, then he made up that bullshit story about curvature in the 4th dimension to make his numbers add up right. He is totally full of shit. Not that his stuff is not interesting, it’s just all-wrong.

But I now have a clear and solid way of defining everything, and NOW I just need to get it to all work, which for me will be very simple.

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20 Programming this New Approach

This discussion is based upon my current methods of implementation as described in “From the side of God”. I only need to make a few minor tweaks to the handing of speed, and then I can go ahead and program the algorithm for atomic interactions.

Remember word sizes? If we are going to define partial speeds as reciprocals of integers, I need to ask how are we gonna define the slowest speed. If the max word size is, say, 4 bits long, the slowest speed would be 1/16. If the max word size is 8, the slowest speed would be 1/32,767.

20.1 Are things going south?

Remember my discussions about having to store speed in the VP list… I said it was NOT stored there… I made a big deal out if it… swearing up and down that we only needed to know the VP’s last position to determine speed.

Well, that is no longer true if we’re gonna define speed the way I’m talking about doing it now. If we needed to know the last position of a particle moving at 1/2 C, we would NOW need to track its last 2 positions. If we needed to last position of a particle moving at 1/4 C, we would NOW need to track its last 4 positions. Hey, the Atari ain’t built for that and this is not the direction I want to take it.

Side note: there are mathematicians who take this “literally”, then they say, hey its just math, so you can get infinite universes springing fourth every time a decision is made in an existing universe. That’s another boatload of shit, albeit they are on the right track by assuming that reality is really a set of changing numerical sequences. Sorry Max Tegmark, you need to be corrected on this matter. See the letter I sent to Raymond Kurzweil (mentioned in my book “From The Side of God”) to clarify this matter for once and for all.

Well, hey, I’m a programmer… let me come up with a creative way of doing this …

First, let’s define kinetic energy, and then we will define collisions.

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20.2 Kinetic Energy:

Marty says that all kinetic energy gets introduced into the Universe between tick 1, when motion was initiated, and in tick 2, when mass was created. That’s where is all came from, but how is it quantified? How do you think, Newton-wanna-bes, its:

Kinetic energy = MASS x velocity

What did you think?

So, when we need to make the calculations involved with collisions, we just need to know what velocity it is, but like I said, the old data structures I used to use (Vector: Speed and Direction-Object) don’t cut it any more.

Let’s now change our Octopus_2 code to use our new definitions… we will need to modify our data structures and the code for the first 2 rules of motion.

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20.3 Code Changes to Data structures:

Instead of storing a vector, (speed, direction), lets store:

1. The last location.

This is straightforward… when a VP gets moved, its location changes. This is all solid integer arithmetic.

2. A motion countdown counter.

This is an integer number that gets set to 0 whenever a VP gets moved into a new location.

3. A speed inversion number defined as S.

This is the speed, which gets reset every time the VP moves.

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20.4 Code Changes to Code:

When anything gets moved, we need to reset the Motion Countdown Counter to 0. The Speed Inversion Counter is also rest depending upon the circumstances involved in the collision.

As the universe ticks, we bump these counters and test to see if the equal the inversion counter. If so, its time to move and/or take action.

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20.5 What do the code changes do?

All right, so now, radiation waves go flying by CONTINUOUSLY at 1 grid-coordinate/tick and matter just sits there stationary for a number of ticks (S), then moves 1 grid-coordinate.

What does this mean? I think therefore I am?? It means that the size of the CAPACITY of the universe defines the limitations of slowness??? ADD ANOTHER ONE THE GROWING LIST OF LIMITATIONS.

Wait a second, am I’m now describing a universe that starts as a point, instantly expands all the way to the end of its limited range, and then begins the matter formation process??? That don’t make sense, it doesn’t fit the observations… that would look like a hollow core U. with galaxies forming only in its outer sphere.

But, if we use the close-fill method20, we don’t need to place a pre-determined limit on anything at all. We could even start out with a small number of VPs, kick off a big bang, and add more to the heart of the universe any time we need them!!!

Now that we have speed defined to work in the virtual world, and we have a way to process it for any size universe on an old Atari, lets get back to collisions, and then I will elaborate on another load of honey about doing the speed of light like this.

20 In Octopus_2 there is an option that allows the Nuclear Rule to stack a large number of VP into contiguous adjacent location all the way until its range limitation, if needed, and THEN starts filling the next dimension, if there are multiple dimensions defined. The alternative is called the “Close-Fill Method”, wherein the algorithm fills the entire dimension up along the way. This results in more of an expanding-balloon shape.

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21 First lets define what a collision is, then discuss star ignition.

I just want to remind everyone that the star ignition point must occur at some limitation in temperature. The question is, how do we reach this limitation? Can this occur simply because of massively radiation hitting an object until it turns into plasma? Yes. Can this occur because of extreme high pressure and / or temperature? Yes.

OK, so speed and heat are exchanged. HOW MUCH? Isn’t the answer to this obvious? Speed is known at the time of the collision, and we all know that the energy that an object carries though its speed is MASS. The amount of heat energy is also known at the time of the collision, and the energy IT carries through its heat is ALSO it MASS.

My point: the mass of the object in a collision is extremely important in determining the affect of attributes like speed and temperature. This appears very obvious in real life… things with more mass carry a heavier impact and also carry more heat energy.

3 things are exchanged in a collision:

1. Kinetic energy is changed, that means a change in direction and speed.2. Heat is exchanged.3. Possibly, some radiation is released as a result of the exchange.

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22 The Discrete Point of Impact

GOOD NEWS, we can now exactly define when this scenario occurs. The magic is removed, leaving the naked truth, and its clear, simple, and straightforward. Let’s discuss 2 considerations:

1. Which part of the atom is making the contact: symmetry.2. What happens if we collide with such force that a partial overlap of atomic radius

occurs: partial penetration.

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22.1 A new reason for atomic symmetry: multi-dimensional implementations

Another consideration here would be which parts of the atom’s effective area makes contact… if you think about it, it would make a difference in non-symmetric shapes, RIGHT???

Another case for pure symmetrical expansion, eh…YOUR Frekin’-A RIGHT!! Once again, simplicity rules, however, beyond our intuitive visualizations that are beginning to gel in our brains, I came up with another reason for symmetry: the way my program is implemented requires it:

My program can work on any number of dimensions! It does so by performing all of the processing in ONE-DIMENSION only… the multi-dimensional implementation is performed simply by looping the 1-dimensional processing for I = 1 to the number of dimensions specified (3 in the case of our particular universe).

NOW THINK ABOUT IT… doing it this way implicitly results in atomic shapes that must be symmetric!

AND NOW, a collision can be defined as happening when contact is made, and now because of symmetry, made anywhere, on any side, it don’t matter now!!!

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22.2 The problem of partial penetration

Big question:

Do I need to worry about situations where one atom “penetrates” deeper into another atom depending on it’s velocity or heat?

22.3 Now here is the really cool part about that…

Everything moves at no more that one grid-coordinate per tick !!!!! So we don’t need to worry about overlapping.

THIS MAKES COLLISSIONS A SNAP TO PROGRAM…. Once again, we are driving toward simplicity that is simply magic.

By using these inverted speed counters and limiting the max to 1 grid per tick… it makes it all work with discrete precision… no overlap is ever possible… ahhhhh!

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23 The Definition of Impact

23.1 “You touched my force field”

ALL RIGHT NOW. We can simply say that a collision occurs when one atom’s expansion zone touches another’s. “You touched my force field”. Freeking simple, right?

I’m repeating myself here but the terminology of “you BROKE my force field” never needs to be considered. A touch will do just fine.

We do need to worry about situations where more than 2 atoms come in contact at the same instant. We will get to all that as well, after we discuss if it is possible, or even if it SHOULD be allowed to be possible… there are ways to assure that is isn’t, like fractal expansions. It might just wind up occurring naturally anyway because of the prime numbers used in nuclear relocation.

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24 The processing of atomic impact: exchanges

Lets break it down as a fair trade, the same way I define a fair mathematical mapping in my first gaming patent.

24.1 Example simple impact of 2 atoms

Lets make one up:

Atom 1 Atom 2

Mass 10 20Speed* 400 200Heat level 3000 6000

First, let’s ask ourselves what atom 1 is bringing to the party?

1. Kenetic energy in the form of mass * speed2. Heat in the form of mass * heat level.

Obviously, atom 2 has these for it as well.

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24.2 The formula for individual exchanges in a collision is:

New Mass: Unchanged (always)

New Speed: (Old speed * Mass) - kinetic-drag

New Heat Level: (Old heat level * Mass) – heat-flux

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24.3 In our example,

1. New Speed: (Old speed * Mass) - kinetic-drag

Since kinetic-drag is only resulting from atom 2, we can quantify it as the old speed of atom 2 * the mass of atom 2. The resulting kinetic affect upon atom 1 is thus:

(400 * 10) – (200 * 20)

2. New Heat Level: (Old heat level * Mass) – heat-flux

Since heat-flux is only resulting from atom 2, we can quantify it as the old heat level of atom 2 * the mass of atom 2. The resulting heat-flux affect upon atom 1 is thus:

(3000 * 10) – (6000 * 20)

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24.4 Converting forms of energy during the exchange

The above describe these exchanges for the individual attributes of heat and kinetic energy.

HOWEVER, lets think about the way Pv = nRT really seems to operate… can pressure create heat? Yes. Can heat create pressure? Yes.

So, we need to make this a fair exchange and it must exchange both heat and kinetric energy, and thus transform some of this energy between these two forms!

Here is where using the values of MASS, distance and heat ALL as common currency makes this whole thing shine like the brightest star in the universe:

New Mass: Unchanged (always)

New Speed: (Old speed * Mass) - ((kinetic-drag + HEAT FLUX) / 2)

New Heat Level: (Old heat level * Mass) – ((heat-flux + KINTIC-DRAG) / 2)

By considering the heat-flux in the calculation of speed, we allow heat to create pressure.

By considering the kinetic-drag in the calculation of heat level, we allow pressure to create heat.

And now it’s a simple matter to implement this magic in the code:

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24.5 In our example supporting energy conversion:

New Speed: (Old speed * Mass) - ((kinetic-drag + HEAT FLUX) / 2)

(400 * 10) – ((200 * 20) + (6000 * 20) / 2))

New Heat Level: (Old heat level * Mass) - ((heat-flux + KINTIC-DRAG) / 2

(3000 * 10) – ((6000 * 20) + (200 * 20) / 2))

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25 Perfect Reproducibility

Once we do this for atom 1, its next position and heat energy are stored, and that’s that. Later in that same calculation loop, atom 2 will be considered. This will be completely independent of the fact that atom 1 was already processed and was affected by atom 2.

How does this happen? The use of MULTIPLE BUFFERING techniques deployed in my renditions of God’s program makes it very simple. There are never any situations where things get moved around whilst subsequent calculations require them to be in their original position.

I call this PERFECT REPRODUCIBILITY for obvious reasons, another cornerstone of universal operations.

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26 Collisions involving more than 2 atoms

If more than 2 atoms are involved, we simply sum their effect into the calculations for kinetic-drag and heat-flux. It's just that simple… there simply CAN’T BE any close calls because of the way matter is moved incremental through the grid.

27 The system can’t fail. Unless…

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28 Exceeding limits of WordSize in performing the calculations… Star ignition and slow radioactive decay are now fully explained

If these calculations yield results that are greater than WordSize, instead of a typical collision occurring, a Atomic Collapse occurs. In the very next tick of time, ka-BOOM!!! This can very easily occur if several very hot atoms all collide at the very same tick in time.

Question: How much can this occur…. Is there a limit to the number of atoms that CAN collide simultaneously?

Once again, because of the way I’m implementing the creeping of motion over the grid, within a single dimension of implementation, there can be at most, only two other atoms involved in a collision in any given tick for a given atom. This occurs when one from each direction hits one centered between them simultaneously.

Since we appear to live in a 3-d universe that limits the number of simultaneous atoms that can possibly collide to 7:

1. In the x-axis, the original atom plus two that can approach it along the x-axis, one from each side of the original.

2. In the y-axis, the original atom plus two that can approach it along the y-axis, one from each side of the original.

3. In the z-axis, the original atom plus two that can approach it along the z-axis, one from each side of the original.

So it is very possible to require a large capacity for kinetic-drag and heat-flux calculations and this is especially true when very massive atoms collide.

Marty STRONGLY suggests that this occurs when the WordSize capacity is reached while performing the accumulation of kinetic-drag and heat-flux.

I hope everyone is starting to get what I’m talking about the limitation being the operation itself. Pretty cool, eh?

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28.1 Radioactive decay

Marty suggests that the slow decay of matter occurs because of a statistical occurrence of co-occupation, causing small scattered Atomic Collapses that result in small bursts of radiation being emitted. Because of the geometric precision of this process, the radioactive decay of matter follows extremely precision levels of radioactive decay.

28.2 Star shine

In stars, the mechanism is the same, but it occurs under very different conditions… massive amounts of matter are literally squeezed together, and the statistical probability of collisions resulting in exceeding the limits of WordSize dramatically increases.

In the heart of stars, these collisions occurs very often, and for each of these, the nuclear energy that gets released in the very next tick of time is then re-absorbed by the surrounding matter. This has the affect of re-circulating most the energy back into the star, and this explains why stars shine for very, very long periods of time.

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29 And so, finally, lets define the algorithm for ATOMIC force

29.1 When is it called upon from within God’s program?

It is called upon from within the overall God’s program like this:

For each dimension d, 1 to dimension_count:

For each record in VP list:

Read it into X.Location(d), X.heat(d), X.mass(d)

For each record other than X:

Read it into Y.Location(d), Y.heat(d), Y.mass(d)

UsedCounter = 0DragSum = 0

Are they co-occupying? -> Nuclear

Are they close? -> Are they plasma? -> Fusion

(Not plasma) -> ATOMIC

Otherwise, Newtonian.

Next X:

Next d:

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29.2 Pseudocode for motion by atomic force upon an atom

Rem: The VP record being examined has already been read into X.Location(d), X.heat(d), X.mass(d), X.S(d)

ContactCounter = 0KineticDragSum = 0HeatFluxSum = 0

For each other record Y:

Read it into Y.Location(d), Y.heat(d), Y.mass(d), Y.S(d)

If ((X.Location(d) + X.heat(d)) = _ ((Y.Location(d) + Y.heat(d))) then

Rem: Location contact at the heat level occurred… you touched my force field

ContactCounter = ContactCounter + 1

KineticDragSum = KineticDragSum + Y.mass(d) * Y.S(d)Rem: this effectively accumulates the mass * the velocity

HeatFluxSum = HeatFluxSum + Y.mass(d) * Y.heat(d)Rem: this effectively accumulates the heat

EndIf

Next Y:

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Rem: Lets see what happened in the accumulations

If (ContactCounter > 0) thenRem: Some contact was made

If ((KineticDragSum + HeatFluxSum) > 2** (WordSize – dimension_count)) Then

Rem: its too fast or its too hot or some combination of the two.

Call nuclear_collapse handler (X)

Exit loop

Endif

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Rem: we can now determine the next state of the VP record being examined, but we need to store the results in the alternative set’s memory on external storage, let’s call it X’ as in X prime: so all we need to do is define the new values for X’.Location(d), X’.heat(d), X’.mass(d), X’.SpInvCnt(d), and X’.Countdown(d), and is fairly simple!

X’.Location(d) = abs (X.Location(d) – X.SpInvCnt(d)) + ((KineticDragSum + HeatFluxSum)) / 2

Rem: This is how heat imparts motion onto the existing location, taking the existing speed into account.

X’.heat(d) = X.heat(d) + ((KineticDragSum + HeatFluxSum)) / 2

Rem: this is how motion imparts heat

Rem: X’.mass(d) is unchanged

X’.S(d) = abs (X’.Location(d) - X.Location(d))

Rem: the motion counter is reset to the new speed, which is the new location minus the old location

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29.3 Pseudocode for the Atomic Collapse handler

The Atomic Collapse handler is really simple!!

Nuclear_Collapse_Handler (Index)

Rem: called with the index of the particle to collapse. We don’t have to do this for all of the other particle already bound to this one, that will happen in subsequent loops of the atomic force handler.

X’.mass(d) = 0

Return

Can you believe how simple that was?

That’s all there is to it… in hindsight, it is as intuitive as it is simple. I know I can’t be the first guy to figure this out; it’s just too obvious!

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Balancing Entropy Throughout a Atomic Collapse

When the processing for this tick of time is complete, all of the VPs that were formally bound to this one will all have their MASS attribute defined as 0 and they will all also be co-occupying that same virtual location.

In the very next tick of time, the nuclear force rule will take effect and spray this plasma around this location according to the same prime number pattern used in the big bang itself21!!!

And in the very next tick that follows that, the FUSION force will enact upon the un-fused plasma, and a new elemental atom(s) will be created from it. When this occurs, it will be assigned mass, and it will have also moved from its previous location, and thus, it will contain kinetic energy.

The energy came from the fact that the mass was set to zero in the Atomic Collapse.

This is as close as anyone is ever gonna get to e = mc2, but if you notice, NO TRANSFORMATION OF ENERGY AND MATTER REALLY TOOK PLACE!!!

What really happened was the numerical value of mass was used in the calculations of the values for the new locations and heat levels, and these then immediately got changed back into mass. In other words, the numerical values became a common currency in the numerical exchanges of heat, mass and location.

This implements the laws of conservation of energy and matter strictly as sets of numerical computations… how can it possibly be any cooler than this?

21 When this occurs, the speed of light is NOT considered… this is the only time when the speed of light rule is violated, and this explains why our observed Universe is bigger than expected according to the speed of light and it’s calculated age.

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30 The simplification of wave flow

30.1 An intuitive approach that was wrong

Please see my descriptions of digital radiation. Light, radiation, and electrostatic flow all exhibit a BEHAVIOR that I have called DIGITAL WAVE-FLOW in my previous books. Digital Wave-Flow is initiated by an event, for example, an element cooling down from a heat level to the next lower level, a flashlight being turned on, or a star reaching its ignition point.

Of course I envisioned it as a flow of sin-wave shaped occurrences, based upon the images injected into everyone’s head, and rightfully so, because radiation DOES occur in set frequencies!

I tried to model it accordingly,

30.1.1 and I did a good job,

describing it as traversing in a sin-wave pattern through the grid at one grid per tick. The following was taken from “From the Side of God”….

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30.2 Example 1: Two-way propagation of a streaming “WFE” in a one-dimensional Universe

 These diagrams show the two-way propagation of a streaming “WFE”, “originating” at location 11, with a “duration” of 2 ticks, through a 1-dimensional digital medium: M2P1DPOU:100“A”, the first “WFE”, occurs, creating A1 and A2 in the next tick of time:0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …                      A                       M2P1DPOU:101A1 and A2 now appear and begin to flow away from the origin. Meanwhile, “B”, the second “WFE” occurs, creating B1 and B2 in the next tick of time:0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …                     A1 B  A2                     M2P1DPOU:102A1 and A2 continue to flow away from the origin. Meanwhile, B1 and B2 now appear and begin to flow away from the origin:0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …                   A1  B1  B2  A2                   M2P1DPOU:103These 4 waves created by the 2-tick duration stream now continue to flow away from the origin:0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …                A1   B1  

  B2  A2                

 M2P1DPOU:1040 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …               A1 B1           B2 A2               

Lets first try increasing our Universe to 2 dimensions and examine a wave flow event that has a duration of 1 (a PULSE), and let’s give it a frequency of 3.

Similar to the 1-dimensional example above, for this 2-dimensional implementation, we spilt WFE (A) into A1 and A2 for the horizontal dimension, but we also use the extra vertical dimension to implement the frequency of 3. We do this by using the extra space provided to make up a “bandwidth” through which the wave traverses in a sine-wave motion.

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M1P2DPOU:1001 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …234567891011 A 12131415161718192021…

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NOTE: Because we now have 2 dimensions, we also now have an extra set of waves created (A3 and A4). To avoid confusion, I won’t show them right now, I only show A1 and A2 moving in the horizontal direction. This looks, just like the 1-dimensional diagrams showed, except that instead of A1 appearing in location 10, it appears in location 10-10. Similarly, A2 appears in location 12-10:

M1P2DPOU:1011 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …2345678910 A1 A211 1213…

M1P2DPOU:102To make it easy to see the sin wave pattern, I’m now showing this progression with historical traces in red:…910 A1 A211 A1 A A21213…

M1P2DPOU:103…910 A1 A211 A1 A A212 A1 A213…

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M1P2DPOU:104…910 A1 A211 A1 A1 A A2 A212 A1 A213…

M1P2DPOU:105…910 A1 A1 A2 A211 A1 A1 A A2 A212 A1 A213…

(Etc…)

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30.3 Retrofitting the new into the old

Now I’m trying to retrofit my new concepts of limiting motion to 1 grid-coordinate (GC) per tick back into these digital sine waves I had described.

30.3.1 First off, lets clearly define what were involved with:

We wound up defining C according to the following logic:

30.3.2 C = One GC per tick

We wound up defining speeds slower than C according to the following logic:

If C is 1 GC per tick, then:

½ C is 1 GC per every 2 ticks¼ C is 1 GC every 4 ticks

Hence:

30.3.3 Speeds Slower than C = 1 / N C is 1 GC every N ticks

We wound up defining the slowest speed possible according to the following logic:

If C is 1 GC per tick, then ½ c is 1 GC per every 2 ticks, and ¼ C is 1 GC every 4 ticks… where are my calculus pals… it looks like a speed of 0 is (1/infinity) * C. But we know that can’t work, so we will use the next slowest speed that can be defined: to make this definition, we must use the Wordsize of the system.

In other words,

30.3.4 How big can N get? In our world of digital addressing, the biggest computable number is 2 ** WordSize.

Hence:

30.3.5 The slowest speed = 1 GC every 2 ** WordSize ticks

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30.4 Next to fastest speed

30.4.1 Is not that easy to picture…

Slowest speed: 1 GC per (2 ** WordSize) ticksNext to slowest: 1 GC per (2 ** WordSize – 1) ticks

Etc…

Next to fastest: ???

Fastest speed: 1 GC per (1) tick

Next to fastest is tough, because recall:

½ C is 1 GC per every 2 ticks¼ C is 1 GC every 4 ticks

HENCE

1 / N C is 1 GC every N ticks

The inversion makes it into a fractional speed, but this “Next to fastest” we’re looking for occurs between 1 C and ½ C. Lets try ¼ C… hey wait, that’s FURTHER AWAY.

30.4.2 We need another approach…

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30.4.3 Working all the way from the slowest forward…

Lets continue from the slowest…

1 GC per (2 ** WordSize) ticks1 GC per (2 ** WordSize – 1) ticks1 GC per (2 ** WordSize – 2) ticks1 GC per (2 ** WordSize – 3) ticks

Lets try re-defining C and working backward from there:

Fastest speed:

1 GC per (1) tick

… Same as:

(2 ** WordSize) GCs per (2 ** WordSize) ticks

So now, starting from the fastest speed, the next slowest speeds are:

(2 ** WordSize - 1) GCs per (2 ** WordSize) ticks(2 ** WordSize - 2) GCs per (2 ** WordSize) ticks(2 ** WordSize - 3) GCs per (2 ** WordSize) ticks

etc…

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Q: Does this same method work for the slowest speeds?

A: The new method for the fastest speeds looks like this:

(2 ** WordSize - 1) GCs per (2 ** WordSize) ticks(2 ** WordSize - 2) GCs per (2 ** WordSize) ticks

The old method for the slowest speeds was:

Slowest speed: 1 GC per (2 ** WordSize) ticksNext slowest: 1 GC per (2 ** WordSize – 1) ticks

Applying the new method to the slowest speeds:

Slowest speed: 1 GC per (2 ** WordSize) ticksSame as:2 ** WordSize GC per ((2 ** WordSize) * (2 ** WordSize)) ticks

Next Slowest speed: 1 GC per (2 ** WordSize – 1) ticks

(same as)

2 ** WordSize GC per ((2 ** WordSize - 1) * (2 ** WordSize)) ticks2 ** WordSize GC per ((2 ** WordSize - 2) * (2 ** WordSize)) ticks2 ** WordSize GC per ((2 ** WordSize - 3) * (2 ** WordSize)) ticks

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30.4.4 AND SO, FAST STUFF is described (from the fastest on down) as:

1. (2 ** WordSize) GCs per (2 ** WordSize) ticks2. (2 ** WordSize - 1) GCs per (2 ** WordSize) ticks3. (2 ** WordSize - 2) GCs per (2 ** WordSize) ticks4. (2 ** WordSize - 3) GCs per (2 ** WordSize) ticks

30.4.5 AND SLOW STUFF is described (from the slowest on up) as:

1. 1 GC per ((2 ** WordSize) * (2 ** WordSize)) ticks2. 1 GC per ((2 ** WordSize - 1) * (2 ** WordSize)) ticks3. 1 GC per ((2 ** WordSize - 2) * (2 ** WordSize)) ticks4. 1 GC per ((2 ** WordSize - 3) * (2 ** WordSize)) ticks

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30.5 Implications

What is apparent here is that descriptions are different for slow stuff vs. fast. The cutoff apparently occurs at the ½ mark?22

30.5.1 Does this mean that stuff closer to the fastest needs to be processed differently than the slow stuff?

30.5.2 YES IT DOES !!!!

30.5.3 The slow stuff needs to be processed by waiting a number of ticks, then moving the object 1 grid location.

30.5.4 The fast stuff needs to be processed by waiting a numbers of ticks then moving the object that many grid locations.

How about stuff moving exactly at C? Should it be treated as fast or slow??? Fast, I guess.

The point here is that the numbers indicate that the processing must occur differently!!

Now, lets go back to our discussions on digital radiation. Ya think we need to change anything? OF COURSE WE DO!!!

22 I’m not sure about this, it might involved the use of natural logarithms and the symbol e.

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30.6 But what didn’t occur to me was…

(We’re now back to the discussions of implementing digital radiation… I was bragging about how well I pulled off sine-shaped waves…)

But what didn’t occur to me was that the discontinuity of space is not limited to only one grid location at a time… it gets back to finally deciding at some point that the space-time continuum needs to be digitized… that’s simple to do, you just divide it into equal chunks. Right?

Question: When I applied our intuitions to this scenario, did I wind up simulating an incorrect assumption of what’s occurring? Let’s see:

When we broke the space-time continuum, and we could say “at any given sequence in the computations” vs. saying “at any moment in time”, we found ourselves sitting on a grid in virtual space, and needing to jump from one location to the next as the digital sequence is unraveled, right? Yup.

We discovered that the speed of light should be implemented as ONE LOCATION PER TICK, right? Yup, definitely.

So to make that happen, as we traverse from one location to the next, we need to jump from one grid location to the next grid location in the next tick of time (I call this “CONTIGUOUS traversal”)… it seems intuitively obvious, right?

WRONG!!!

“Oops.”23

23 Quote by Gov. Rick Perry, debating Ron Paul in the 2012 republican presidential debate.

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30.7 WRONG!!!

This thinking about CONTIGUOUS traversal is enticingly straightforward, but, what keeps me weird and different is always trying to look outside the box and rely upon what I recognize as guiding principles rather than our innate tendencies to approach the problem from the outside in.

In this case, the outside-in approach planting visions in my mind of sine shaped waves, and then me trying to figure how to make these waves traverse their way through the grid so they all have the same speed, yet exhibit different frequencies.

Hey, it doesn’t have to work that way, and now I think it doesn’t really work that way at all. It’s a lot simpler!!!

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30.8 WHY is this wrong? What isn’t obvious??

If its now OK for “slowly moving matter” to stay still for a number of ticks and then move only one grid positon (because of the way I’m implementing the speed of light, above), then WHY DOES LIGHT, as it traverses across the grid, NEED TO MOVE CONTIGOUSLY during every tick???

It just seems obvious, but it really doesn’t have to work that way, and this unveils yet another amazing revelation and this greatly simplifies and pulls things together even more.

Get ready for that creepy feeling…

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30.9 A different approach to digital radiation traversal through the grid

I now would now like to introduce an alternative to this that is even more compelling because it is so much simpler and yet just as functional as my digital waveforms.

My current algorithm makes “Wave Flow Events24

” “flow” by traversing the grid from contiguous location to location as the program executes.

To make things simple, in my Universe, I have defined:

The maximum rate of all flow = 1 location per tick.

NOW, think ABOUT IT, that’s the same as waiting, say, 16 ticks, and then jumping 16 grid positions, right? Try to visualize this occurring in one dimension is so easy, I don’t need to illustrate it!

(Wait ten seconds… here it comes… the creepy feeling is… NOW HERE!!)

DUH!

Suddenly, defining “waves” that exhibit “wavelengths” that occur at “frequencies” is all easily explained by this very simple approach… its not a continuous wave at all, it just jumps from spot to spot!

CREEPY, right? You bet yer butt it is…it’s creepy because nobody thought of it before, and it’s just so fucking simple!

Also creepy is the fact that EVERYTHING now moves in jumps according to a set of counters, and that simplifies the code even more… now light motion is handled nearly exactly like the motion of matter; it uses the same counters used for the slower motion of VPs, it just uses these counters a bit differently.

24 A WFE is an event that creates a digital wave flow to begin traversing the grid at 1 position per tick. However, these wave flows also exhibit the characteristic of frequencies.

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30.10 The new way to implement digital radiation, by example

We will use our inversion counters nearly exactly like the way we use them to move matter. These examples only show the processing for one-dimension (d = 1); this can be done in any additional number of dimensions.

30.10.1 The new way to move slow matter, by example

Here is an example of the pseudo-code used to move a VP (loaded into the VP structure X) sitting at location 23,000 at a rate of “20”. The velocity number “20” obviously gets scaled into our WordSize to make things work:

Just as a reminder, here is our VP list record structure declaration:

Structure: VP_ListRecord

Location(nDimensions) as IntegerLastLocation(nDimensions) as IntegerS(nDimemsions) as IntegerHeatLevel as IntegerCountdown as Integer

End Structure

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The following simple function is needed to determine a if VP’s current direction is forward or backward:

Boolean function bForward (VP as VP_ListRecord) as Boolean

If (VP.location > VP.LastLocation) thenRem: We are traveling forward

BForward = TRUEExit function

ElseRem: We are traveling backward

BForward = FALSEExit function

Endif

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The following 5 declarations and 4 initializations are here for demonstration purposes:

ConstcNumberOfDimensions = 1Rem: This constant holds the number of dimensions this Universe is being implemented in.

ConstcWordSizeMax = 2**6400Rem: This constant holds the largest possible number used in any of the integer calculations. This example defines it as 2**6400 which is about 1/10 the maximum address-ability of the Atari-64, but still way beyond the range of our U.

Dim d as IntegerRem: d is the current dimension we are running in

Dim X as VP_ListRecordRem: X is a copy of a record in the VP list (See the VP_ListRecord declaration, above).

Dim iVelocity as IntegerRem: This variable will hold an integer number, which is our desired velocity of motion

X.Location(d) = 23,000Rem: Lets start VP X in location 23,000

X.LastLocation(d) = 22,980Rem: Our last position was to the left, 20 grid-coordinates

d = 1Rem: start in the first dimension

iVelocity = 20Rem: Set our desired velocity number

The following code segment shows the 1-d motion of the VP currently loaded into VP_ListRecord structure X. This VP will move without being involved in any collisions,

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and without any photons absorbed. As such, it just drifts along with no change in

velocity25

.

25 Note that I believe each time the VP moves like this (expired countdown), it also cools down and sheds some radiation, but for now, lets just get it to move as advertised!

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X.S(d) = (2 ** WordSize) – abs (20)Rem: We set the slow speed of 20 in the inversion counter this way. We use abs(20) to support negative velocity numbers26.

X.CountDown(d) = 0Rem: Intialize the countdown counter

For Index = 1 to 2**1,000,000Rem: Lets start looping through 2**1,000,00027 ticks of time…

X.CountDown(d) = X.CountDown(d) + 1Rem: Bump the counter

If (X.CountDown(d) >= X.S(d)) thenRem: Countdown expired, let’s move 1 grid-coordinate and reset the counter

If (Bforward(X)) thenRem: We determine direction from last_location XLast.Location(d) = X.Location(d) X.Location(d) = X.Location(d) + 1 Rem: Move 1 grid-coordinate forwardElse XLast.Location(d) = X.Location(d)

X.Location(d) = X.Location(d) – 1 Rem: Move 1 grid-coordinate backward

Endif

X.CountDown(d) = 0Rem: Intialize the countdown counterRem: There is no need to reset X.S(d) here

Endif

Next Index:

26 We support negative velocity numbers because this program is written not just for the functionality of the Universe, it is also TheTruth in and of itself. As such, we need the capability to run the entire equation IN REVERSE!!! I’m already planning on it, and I think that taking it into account will keep the coding process more on-track.

27 This is the same as forever. Obviously, the program wont run with numbers that big, that’s why we need the VariableInteger data type I was discussing.

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I hope everyone realizes how simple this is. The code shown here makes up the majority of the overall processing!!!

Starting from location 23,000, the VP will jump forward, one location every (WordSize – 20) ticks.

(Show a demo)

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30.10.2 The new way to traverse radiation, by example

Here is an example of the pseudo-code used to propagate the traversal of a WFE (loaded into the WFE structure WFE_X) initiated at location 25,000 at a frequency of “20”. The frequency number “20” obviously gets scaled into our WordSize to make things work.

To make things simple, let’s define this WFE as a “Pulse”, meaning that only one photon will emanate from the WFE origin (as opposed to a “Streaming” WFE). In Marty’s world, however this ONE PHOTON will go a long, long way! The one photon will extend out in every direction defined and in every dimension defined, as well!!

In our 1-d demo here, we ARE using both positive and negative numbers, so our photon will immediately branch out in 2 directions away from the location of origin.

Here is a brand new list record structure declaration for WFEs:

Structure: WFE_ListRecord

LocationOfOrigin(nDimensions) as IntegerTickOfOrigin as IntegerDuration as IntegerFrequency as Integer

Location(nDimensions) as IntegerLastLocation(nDimensions) as IntegerS as IntegerCountDown as Integer

End structure

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The following 8 declarations and 7 initializations are here for demonstration purposes:

ConstcNegativesAllowed = TrueRem: This constant indicates whether or not we will ever consider negative space28 in this Universe is being implemented in.

ConstcNumberOfDimensions = 1Rem: This constant holds the number of dimensions this Universe is being implemented in.

ConstcWordSizeMax = 2**6400Rem: This constant holds the largest possible number used in any of the integer calculations. This example defines it as 2**6400 which is about 1/10 the maximum address-ability of the Atari-64, but still way beyond the range of our U.

Dim d as IntegerRem: d is the current dimension we are running in Dim ICurrentIndex as IntegerRem: ICurrentIndex is the current dimension we are running in

Dim X as VP_ListRecordRem: X is a copy of a record in the VP list (See the VP_ListRecord declaration, above).

Dim WFE_X as WFE_ListRecordRem: WFE_X is a copy of a record in the WFE list (See the WFE_ListRecord declaration, above).

Dim iFrequency as IntegerRem: This variable will hold an integer number, which is our desired frequency of motion

28 This is explained in the name of my old example M7P1DPOU. I’m allowing for negatives because of our observations of the U., but they could be all wrong, so I’m supporting “Positive-Only” universes as well.

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WFE_X.LocationOfOrigin(d) = 25,000Rem: Lets say the WFE originated at location 25,000

WFE_X.TickOfOrigin = 100,000Rem: Lets say the WFE originated at tick 100,000

WFE_X.Duration(d) = 1Rem: Lets say the WFE is a PULSE… a “one-photon” stream

d = 1Rem: start in the first dimension

iFrequency = 20Rem: Set our desired frequency number

ICurrentIndex = 101,000Rem: Set the current universal time at this

X.Location(d) = 23,400Rem: Lets say the CURRENT location of the VP represented in X is sitting at location 23,400 at this moment (when ICurrentIndex = 101,000)

The following code segment demonstrates the 1-d motion of the WFE currently loaded into WFE_ListRecord structure WFE_X. This WFE will skip along, and if any location it encounters contains any matter, it can act accordingly.

If it doesn’t hit anything, it will simply wait for the next WFE_X.S(d)universal ticks and continue from there… in other words, it will skip to the frequency. The cool thing: it can only hit something when it moves.

I’m sure that if you’re a programmer and if you understood my rendition of VP motion, you can imagine photons skipping along the grid by the same algorithm. Yes, that’s true, however, the example shown here is done in a different way for a different application:

Here, we are sitting at universal tick 101,000 and we got a chunk of virtual matter sitting at location 23,400. We want to know if the photon that originated in location 25,000 at tick 100,000 at frequency 20 is gonna make contact with the chunk or not.

You know we can do it…

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Before we begin, F.Y.I. this does get more difficult when we need to consider negative direction and multiple dimensions. So, lets try to work our way through this nice and slow with several approaches…

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Approach 1: Check by looping:

WFE_X.CountDown(d) = 0Rem: Intialize the countdown counter

WFE_X.S = iFrequencyRem: We set the fast speed of iFrequency in the inversion counter this way. SIMPLE!

WFE_X.Location(d) = WFE_X.TickOfOriginRem: Intialize the current location

WFE_X.LastLocation(d) = WFE_X.TickOfOrigin - WFE_X.SRem: Intialize the last location. I know, it’s a lie, because the WFE didn’t exist then, right? The idea is to give direction to the WFE, and this is just an example, and who in the heck is gonna care? Opps, sorry… if the origin is close to 0, that means going into negative numbers. So what then?

WFE_X.CountDown(d) = 0Rem: Intialize the countdown counter

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For Index = WFE_X.TickOfOrigin to Current IndexRem: Lets start at WFE’s origin (tick 100,000) and see what happens up till the current universe time……

WFE_X.CountDown(d) = WFE_X.CountDown(d) + 1Rem: Bump the counter

If (WFE_X.CountDown(d) >= WFE_X.S) thenRem: Countdown expired, let’s JUMP WFE_X.S grid-coordinates and reset the counter

If (Bforward(X)) thenRem: We determine direction from last_location WFE_XLast.Location(d) = WFE_X.Location(d) WFE_X.Location(d) = WFE_X.Location(d) + WFE_X.S Rem: Jump (freq) grid-coordinate forwardElse WFE_XLast.Location(d) = WFE_X.Location(d)

WFE_X.Location(d) = X.Location(d) – WFE_X.S Rem: Jump (freq) grid-coordinate backward

Endif

WFE_X.CountDown(d) = 0Rem: Intialize the countdown counterRem: There is no need to reset WFE_X.S here

If (NOT (ContinouousRadiation)) ThenRem: if Radiation jumps

Call (check_match)

EndifEndif

If (ContinouousRadiation) ThenRem: if Radiation is continuous

Call (check_match)

Endif

Next Index:

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The above example shows the code for radiation handling as close as possible to the way matter is moved.

Parameters

Interspersing processing light between dimensions

$$$

Here is an example of the pseudo-code used to traverse a WFE sitting at location 23,000 at a FREQUENCY rate of 20. The FREQUENCY number 20 obviously gets scaled into our WordSize to make things work:

WFE_X.Location(d) = 23,000Rem: Lets start the WFE in location 23

WFE_X.S(d) = 20Rem: We set the frequency rate of 20 in the inversion counter this way

WFE_X.CountDown(d) = 0Rem: Intialize the countdown counter

Rem: Lets start looping through 1,000,000 ticks of time…For Index = 1 to 1,000,000

WFE_X.CountDown(d) = WFE_X.CountDown(d) + 1

Rem: Bump the counter

If (WFE_X.CountDown(d) >= WFE_X.S(d)) thenRem: Countdown expired, let’s jump FREQUENCY grid-coordinates and reset the counter

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WFE_X.Location(d) = WFE_X.Location(d) + WFE_X.S(d)

X.CountDown(d) = 0

Endif

Next Index:

Starting from location 23,000, the VP will jump forward, 20 location every 20 ticks.

If (X.CountDown(d) >= X.S(d)) thenRem: Countdown expired, let’s jump WFE_X.S(d)) grid-coordinates in every forward direction and reset the counter

If (Index – WFE_X.TickOfOrigin) mod WFE_X.S(d) = 0Rem: This line of code performs the “mod” function on the difference between the current tick and the tick of origin; we check if the age of the WFE is an exact multiple of the “frequency”. If so, this WFE is on the “scheduled for motion list”29.

29 Doing it this way, we don’t need to maintain a countdown like we did for matter, because the (current_tick minus the TickOfOrigin) divided by the frequency provides the same information. Not only that, during these moments, all instances of this photon across all directions and in all dimensions are all active, and all only during these moments, so that cuts way down on the processing!

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And now, here is where I will totally freekin amaze you once again… THIS IS TOTAL NIRVANA!!!!

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31 Defining Quantum Radiant Heat Flux:

Lets consider one of these transformations: Quantum Flux:

31.1.1 Cooling by radiant heat:

1. The reduction of an atom’s heat level is done as a shedding of the outer layer of heat coverage.

The quantum NUMBER of this value (the actual count of fckin blocks) is the same as the geometry yields, regardless of the WordSize the system is implemented in. Our new method TOTALLY supports this!

2. This heat is converted into a photon of the SAME numeric frequency number as the frickin’ number of blocks shed, as the geometry yielded. THAT’S why it’s a quantum number… the size of the blocks has nothing to do with their geometric relationships in virtual space!

Once again, the quantum number for this frequency is the same, regardless of the WordSize the system is implemented in, once again, our new method TOTALLY supports this!

31.1.2 Heating by Radiation Absorption:

1. A photon of a given frequency number intercepting an atom gets converted into heat. Lets say that this frequency number exactly equals the number of blocks required to raise the intercepted atom’s heat 1 level… this QUANTUM number will be used as currency in this exact change of energy.

The atom’s heat level will raise 1 number, correlating with (the photon’s frequency number) of new blocks of heat coverage. At this instant, the photon is

terminated in all branches and all directions it has permutated into30

.

2. The increase of an atom’s heat level is done by adding one outer layer of heat coverage to the atom… one heat level is increased, and that quantum number associated with this level is again used as common currency of the exchange.

In all 4 cases a single number simply gets swapped, and this SIMPLE computation implements the entire exchange between heat and radiation!!

Amazing, Ehh?

30 And this directly explains why the observations of the double-slit experiment affect the experiment itself!

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32 Quantifying the 2-step transfer of energy between radiation absorption and velocity, Finding Nirvana

It there was a direct exchange between the velocities of an atom in response to radiation absorption (somehow without going through the intermediary of heat by radiant absorption and then motion due to the heat at a fixed containing volume), we would be amazed at the math involved in this transfer!

When considering the quantum NUMBER that gets swapped in exchanges between an atom’s velocities in response to intercepting a photon of radiation, we find ourselves staring directly into the face of total harmony of the universe…

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32.1 Amazing? TOTAL Nirvana!

This is sick!

The frequency of a photon is specified by setting S (the speed inversion counter) THIS way:

A small number

When that photon is absorbed, it would effectively changes the atom’s velocity by adding the following to the S (speed inversion counter):

2**WordSize – a small number

And this reveals how the math that describes the transitions between these two totally different states of energy is SIMPLE arithmetic used within the boundaries of the limitation of the system.

Its freekin’ nirvana!!!!!!

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32.2 Perfect Numerical Harmony

These methods EMERGE as the principles of conservation of energy and matter as an ongoing perfect balancing of all of the numbers in the big check book in the sky...

Numbers get transcribed from tight organization into disorganized components, into re-organized sub-components with fixed geometric structures and spatial relationships, into velocities, into heat values, into frequencies, and finally, back into organization in black holes on the far sides of galaxies that only pure light can ever reach, and all of these exchanges take place in a beautiful concert of mathematically perfect balance and harmony.

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33 Hey What About That Paradox?

The paradox:

Why do higher frequency wavelengths appear to exhibit more energy than lower ones?

Doesn’t it take more energy to move something farther?

If you look at everyone’s visualization of these waves, that’s true, but if you look at it my new approach, it instantly all makes sense!!!

This is so cool...

Lets say that a photon IS ONLY EFFECTIVE at the moment it actually SHOWS UP at a new location!!!

Think about it now… the “high frequency” wavelengths would statistically have more occurrences of these effective moments than the lower frequency wavelengths.

BINGO, it suddenly all clicks into place, right? It works similar to the way those various forms of energy exhibit varying degrees of “force” but it’s not really force, it’s the number of times those forms of energy are pre-determined to run… same thing here!!

Bingo, you need to sit down and think about this for a while... this entirely explains the behavior of light. Think about the double slit experiment… what’s really going on NOW… think about it NOT in terms of a wave traveling by, but as a spot that shows up in a place that is as far away as the amount of time it paused before it showed up!!!

Compare this to matter, which in fact DOES creep along, but at much slower time delays.

THIS IS THE WAY OUR UNIVERZSE ACTUALLY WORKS!

THIS IS A WHOLE NEW WAY OF CONSIDERING EVERYTHING!

THIS IS THE THEORY OF EVEYTHNG. The grail s MINE, mother fucker!

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33.1 And it’s fast, too!

Another big benefit to this method is the efficiency in which the algorithm now can run; now it only needs to move a radiation event once per the frequency, like if the frequency is 16, that means we only need to move it every 16th tick!!!!

Now God can run his program on his old beat up Atari-64 and still have enough room to play space invaders.

Pretty cool, eh??

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34 Recent scientific discoveries

My books provide opinions on scientific discoveries are they’re being made… I have attempted to account for everything from dark matter and dark energy t the observance of universal flow.

As of this time, there has been only one new discovery that I want to address…

34.1 Light traveling faster than C

Very recent discoveries have been made indicating that the speed of light appears to have been slightly exceeded. I think I have an answer for this:

The observance time frame must be synchronized with the real activities occurring. I suggest that these new observations occur in very peculiar scenarios that cause the prioritization of processing activities to occur in atypical orderings.

For example, if such a situation occurs, it might cause a photon that is being created to be delivered before it would typically be delivered… the result is that the size of the wavelength itself might appear to be added onto the observed overall wave delivery.

Because of my new approach to defining how light traverses the grid by pausing (frequency number of ticks) and then jumping (frequency count of grid locations), it becomes even more obvious that this indeed might be the case.

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34.1.1 Proof:

All they need to do is try to correlate the newly observed “faster than C” speed with a physical distance and ask, “Is this extra distance equal to the wavelength size itself”? How about it being proportional to the wavelength size? I bet it is!!!

34.1.2 Implications:

And hey, you know what, perhaps that can help shed some light on figuring out our universal parameters as well. Damn, over the past 5 years I really have gained a handle on figuring this stuff out.

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35 The New Irony:

35.1 (At least 3) parameters are replaced by 1

The irony is, I’m just discovering there are no parameters in many cases…. There is no speed of light, there is no grid size, and there is no tick duration…. It all just happens implicitly because of these very simple new ways of implementing the speed of light into the sequential processing.

All 3 of those suddenly got eliminated when we made the switch to these new speed methods… ALL 3 GET REPLACED by our new single “scaling factor”: WordSize.

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35.2 Even More

It’s like some kind of a miracle, and it does something even more, something subtle, unnoticed, hard to explain, but of key importance…

Old way:∞ . . . . . ∞

New way: . . . . . . . . .

It makes everything work WITHIN IT’S OWN limits, where as before we had to face the possibility of infinity, now, we become automatically bound within our own limits to begin with.

Those NUMBERS is keep talking about become meaningful as pure relative values, and the interactions and algorithms work just fine, regardless of the resolution the system is actually implemented in.

This means we can start a universe out with any number of VPs and it will still work perfectly within any resolution we choose to run it in!!!

It makes the entire thing 100% SCALABLE and that means we can think about getting small simulations of molecular interactions to work right away without even trying!

It also means the possibility of TheTruth is even more certain.

It’s all so amazing.

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35.3 Something to consider

What if WordSize is used to limit EVERYTHING:

Wordsize count of vpsWordsize count of wfesWordsise max heatWordsize max distance

Wouldn’t that help tie thing together? Maybe one giving way to the other in a cascade of numeric relationships similar to the transformations they are enumerating? Ehh?

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35.4 It wont be long now…

It won’t be long now, after writing this paper I can actually see light at the end of this long dark tunnel. I hope its not Einstein’s train zooming at me from the other way!

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36 Summary: Themes… Gluing it all together

36.1 Our universe is both virtual and digital… a digital grid defines space, and things move around the grid locations in a series of sequential steps called “Ticks of Time”.

A grid-coordinate is the smallest resolution the system can be examined for… in Marty’s world, it is the grid itself!!

And, since everything that moves must somehow instantly jump from one location to the next (because there is no number line between these integer locations), everything must move in small discrete steps, or ticks of time as I like to call them.

Because of this,

I discuss speed in terms of grid-coordinates per tick, rather than, say meters per second.

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36.2 No motion in the entire system moves faster than one grid location per tick. All radiative wave flow moves at this rate, and all slower motion moves by pausing a certain number of ticks and then moving one grid position.

By doing so, the entire system is precisely controlled because we no longer need to worry about partial penetration. But more importantly, this sets the speed of light implicitly… it is not an arbitrarily set constant, it is the very motion of the system itself as it operates within its limitations!!

Old way:∞ . . . . . ∞

New way: . . . . . . . . .

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36.3 Once a photon is created, it starts traveling at one grid location per tick (the speed of light) in our fixed digital framework, regardless of how fast the source of the WFE was “moving” upon its creation. THIS explains relativity straight up… it’s just THAT simple!

And so Einstein’s visualization of somebody standing on a train and shining a lamp forward while an observer watches from the side of the tracks is just a totally confusing and misleading piece of dogshit; nothing has to be accounted for… time doesn’t bend and there is no curvature in fourth dimensional space around massive objects.

He has totally confused everyone.

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36.4 Heat of an atom is manifested as an expansion of the virtual space around it.

And so, Pv = nRT is an implicit result of this.

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36.5 The Expansion Zone Around an Atom Defines it’s Collision Zone

This is how pv = nRT really manifests itself, and it also clearly defines when a collision occurs. When we then consider the no-overlap operations because all movement is limited to no more than 1 grid location per tick, this gives us a precise way of handling collisions.

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36.6 A collision results in an exchange of heat and kinetic energy

This is WHY pv = nRT manifests itself, and it also clearly describes the mechanism by which heat and motion are exchanged on the most fundaments level in the universe. The cool part; it’s a simple addition calculation!!!

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36.7 Heat units are equated to grid locations and MASS… sealing the whole deal!!!

In the numerical calculations for collisions, we simply EQUATE ALL OF THESE UNITS, and this alone IMPLICITY gives definitions to the relative values of these units!!!

They simply become a set of integer numbers that can be used as common currency in making any subsequent calculations.

This snaps everything into the grid without even trying!!!

THERE IS NO NEED TO PLACE ANY RELATIVE STRENGTHS to these activities, the prioritization of processing determines which calculation will take place, and it does so using these integer numbers to represent these quantitative values!

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36.8 This is the coolest thing I have ever come up with in my entire life…

It’s similar to the way I no longer need to define the value of the speed of light at all… the relative values of MASS, location and heat level no longer need to be defined either, they implicitly result from these activities being confined to the grid!!!!!

THIS IS OUR GLUE.

This seals the entire thing together into a single cohesive THEME. Give it a few minutes to sink in… the eloquence cannot be exceeded.

Programming this will now be a SNAP. I think…

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37 Programming this will now be a SNAP. I think???

I know better, but I got a good feeling on this one. I promise a working model by next May 2012. But in the meanwhile,

37.1 LET’S ROLL UP OUR SLEVES and get to work.

First off, all of the considerations mentioned thus far in this paper must go into programming this thing. Will this be enough??

It might be, because I’m nearly certain that all of the code in God’s program won’t even add up to 1/10 the text of this paper!!! No shit, and this is because of EMERGENCE working at its very, very finest ever, ever, ever!

As you can see below, I don’t fuck around:

This is a first attempt at an “options control panel” for my new program, Octopus_3. It allows the user to pick and choose a lot of different approaches to the way the Universe works.

We will examine this screen full of buttons with a fine-tooth comb and use it as a teaching aid. Armed only with the knowledge in this paper, we will design God’s program from the inside out, right before your eyes. How cool.

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37.2 Octopus_3 will replace Octopus_2

The old Octopus_2 is shown here just finishing off tick 2 in “Marty’s 7 Particle, 1 Dimensional, Positive-Only Universe”, resting at tick 3… M7P1DPOU:3

Octopus_2 featured adjustable parameters for: 

The Count of particles in your Universe The Tick Rate you can make the Universe execute at The number of Dimensions you want your Universe to be created in The number of Concurrent Sets you want to use to implement perfect

reproducibility The Duration (maximum number of ticks) your Universe will run for The Detail Level you want your output to be generated in (by run, by tick, by

particle, etc.) The maximum Range of your Universe The Output Format you want produced - visual or comma delimited, Excel-Ready

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37.3 How Marty Operates:

This chapter is a big waste of time… its really just me bragging about the way my mind works, but I do make a few good points. This is painfully explained in “Appendix: Marty’s manic approach to learning: by discovery”.

Don’t waste your time… in summary, the best way to learn anything involves:

1. Hard work and elbow grease.

2. Don’t try to memorize the subject, learn it from the ground-up and know it from the inside-out.

3. The best way to do so is to TRY recreating it from scratch!

4. Funny thing… its MORE effective to start out knowing LESS about the subject and having to discover how to make it operate, than already knowing how it operates and trying to retro-fit THAT back into an operational design!

37.4 Case in point: Lets discover how the universe runs, right fucking now!

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38 Next step: My new book, “Think Digital” and my new program “Octopus 3” are in progress, I expect completion by 01-May-2012.

You can watch my progress by clicking on the link above, as of 24-Nov-2011 I have about ½ of it (80 pages) completed. This book will be 100 % scientific, the same as this paper.

Hey, it should be done just in time to see the Earth come to its scheduled demise. Oh, the pain, the pain...

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39 A nice ending

I always include the following conclusions in these papers. You might think this disagrees with your particular religion (or lack thereof), but it doesn’t, and I want y’all to look at it as a simple attempt at world peace…

1. Scientific fact may not agree with religious dogma. You can rely on science because it can be proven and is repeatable 100% of the time.

 2. If you don’t believe in religion (or if you lean more towards science), you can see

how it is possible that you will live your life over and over again because of the mathematics I just described in this paper.

 3. When examining the cosmos we see that it is 13.8 billion years old, during which

there is absolutely no evidence of divine intervention. So why would God start intervening right now? Because the bible says so? OK, Fine.

 4. Well all right then, in either case, why don’t we just start

treating each other with a bit of respect and dignity?   

Follow the Golden Rule…

Why???

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39.1 Why Follow the Golden Rule? This must be a digital Universe, and it must be constantly repeating over and over again with perfect reproducibility. Everything you do in your life must be repeated ump-teen zillion times, and you and everyone else have to live with the consequences of your actions for the rest of our lives, again and again and again and again! This goes for everyone in the future as well, so the consequences of your actions can’t be ignored because you have no children or you just don’t give a hoot about the future of our planet.

Everything you do MATTERS and it all affects the future!

 You have now read this and so you have been informed: This is NOT your first time around the block.

You no longer have any excuses. RIGHT NOW! You only get one chance to decide; DO NOT blow it!!!

Don’t you think you should do the right thing ???

Don’t hurt anyone needlessly; do I have to spell it all out for you? Think about what it must really feel like to be a horse that gets beat. Think about how that other guy feels when he’s down. THINK! Think about it and start your life anew right now. Start living by the golden rule. Start explaining this possibility to other people, so they can be considerate as well.

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If I am right about the Universe, then think about future technologies, when scientists are able to create simulations of our own Universe. If and when these are successful, anything you do at any time in your life can be seen, heard, and felt.

Your activities CAN, AND WILL be reviewed by anyone possessing this technology at any time.

This technology will very soon be used to settle any dispute in a court of law.

And so, JUST ASSUME THAT THROUGHOUT YOUR LIFE, YOU ARE BEING WATCHED... if not by the people of the near future, then by God himself.

Don’t act like a jerk. Follow the Golden Rule ALWAYS.

Even if I’m wrong, still, “IT WOULDN’T HURT31”!!!!

Thanks for your time. I hope you enjoyed reading this. martydiscflicker.com

31 A famous quote from my late mom, Helen Wollner (1923 – 2002). May she rest in peace.

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40 Appendix: Time Frames: Beating a Horse AND a Pony to Death

This is a very lengthy chapter from the book “Big Bang Formation of Matter”. I feel it is critical to understanding and believing the possibility of virtual reality…

40.1 Virtual Computing

If you need to add some numbers together, you can get the job done in any of a number of ways, the most obvious is to sit down and use a pencil and paper. Or, you can speed things up, and even automate the process by using a tool like an adding machine.

When using a tool to perform some calculations, it doesn’t matter if you’re using an abacus or a slide rule. It doesn’t matter if it’s an adding machine that uses gears, sand, or

fluids with valves. You could use an old SR 1032

pocket calculator, or you can use a computer; any kind of computer. The same set of calculations can also be made visualizing the answer, by looking at a set of charts, by asking someone to give you the answers, etc., etc., etc.

Whatever tools you might be using, whatever way it gets done, the correct results will always be the same. The only difference might be the speed at which the job gets done, but in the end the results of the calculations are identical. Nobody can argue about this, it’s as simple as it sounds.

32 The Texas Instruments SR 10 (Slide Rule 10) was he first popular hand held calculator.

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40.2 The King

Lets take this a step further; King Bennett needs to perform 18 calculations, and he demands that the results must be correct. To be absolutely certain, his highness orders 9,000 of his closest disciples to somehow perform all of these calculations and report the results back to him in a list. Here is The King’s list of calculations to be performed:

1. 2 + 0

2. (The result of 1) + 3

3. (The result of 2) + 2

Etc…

Each of the 9,000 disciples use whatever methods they have available to them to complete the task and report their list of results, for example:

1. 2 + 0 = 2

2. (The result of 1) + 3 = 5

3. (The result of 2) + 2 = 7

Etc…

Again, the methods the disciples use to determine these calculations have no effect upon the correct results. The correct lists from all of the disciples are identical because all of the calculations were made by virtually identical methods. Anyone with incorrect results is battered to death with flying discs by the king himself.

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40.3 The Chess Game

We can compare The King’s sequence of calculations to another sequence; the moves players of a chess game make. Today’s chess players use “Standard Algebraic Chess Notation” to record the sequence of moves made in a game:

Here is an example of a report listing of a full game’s sequences of moves:

1. e4 c5 2. Nf3 d6 3. Bb5+ Bd7 4. Bxd7+ Qxd7 5. c4 Nc6 6. Nc3 Nf6 7. O-O g6 8. d4 cxd4 9. Nxd4 Bg7 10. Nde2 Qe6 11. Nd5 Qxe4 12. Nc7+ Kd7 13. Nxa8 Qxc4 14. Nb6+ axb6 15. Nc3 Ra8 16. a4 Ne4 17. Nxe4 Qxe4 18. Qb3 f5 19. Bg5 Qb4 20. Qf7 Be5 21. h3 Rxa4 22. Rxa4 Qxa4 23. Qxh7 Bxb2 24. Qxg6 Qe4 25. Qf7 Bd4 26. Qb3 f4 27. Qf7 Be5 28. h4 b5 29. h5 Qc4 30. Qf5+ Qe6 31. Qxe6+ Kxe6 32. g3 fxg3 33. fxg3 b4 34. Bf4 Bd4+ 35. Kh1 b3 36. g4 Kd5 37. g5 e6 38. h6 Ne7 39. Rd1 e5 40. Be3 Kc4 41. Bxd4 exd4 42. Kg2 b2 43. Kf3 Kc3 44. h7 Ng6 45. Ke4 Kc2 46. Rh1 d3 47. Kf5 b1=Q 48. Rxb1 Kxb1 49. Kxg6 d2 50. h8=Q d1=Q 51. Qh7 b5 52. Kf6+ Kb2 53. Qh2+ Ka1 54. Qf4 b4 55. Qxb4 Qf3+ 56. Kg7 d5 57. Qd4+ Kb1 58. g6 Qe4 59. Qg1+ Kb2 60. Qf2+ Kc1 61. Kf6 d4 62. g7# 1-0

This example is Kasparov versus the World, a game played by Garry Kasparov over the internet against the rest of the world, with the World's moves being chosen by popular vote under the guidance of a team of grandmasters.

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40.4 Definition: How Computer Simulators Work

Some of the most useful computer application programs we have are called “computer simulators”. For example, IBM made a ton of money in the 60s and 70s with its “mainframes”, which are really big, fast and expensive computers. To keep IBM’s mainframe market competitive as the cost of hardware began plummeting in the 80s and 90s, they came up with the “Virtual Machine” (VM).

It sounds like hardware, but the VM is really a set of computer programs each of which behaves exactly like a different kind of computer. A single mainframe can run multiple

VMs all at the same time, simulating a collection of disparate computer systems.33

33 THIS IS OFF TOPIC but near to my heart… So then, as cheaper mid-range computers like the AS-400 were introduced, IBM kept its mainframe market share by providing a VM program that acts exactly like an AS-400. If you already had a $1,000,000 mainframe, and were given the choice of buying 10 new AS-400s for, say, $50,000 each, it made more sense to buy the “VM simulator for AS-400 software” costing $10,000 and use it on your old mainframe to simulate the 10 AS-400s, than to buy the actual AS-400s and scrap your old mainframe.

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40.5 Is there a point?

A program designed to run on the AS-400 has NO WAY OF KNOWING if it’s running on an actual AS-400, or on a Virtual Machine running on a mainframe simulating an AS-400, or running on any other kind of computer simulator, for that matter. From the point of view of the running program, the exact same sequence of state changes is executed.

And so, the exact same results occur, and the program doesn’t care.

Why should it care, after all, its just a program. The only thing that matters is that the calculations are performed correctly, and the output and results are in the correctly expected sequences.

Please see an appendix chapter titled “The Hack” in the book “Big Bang Formation of Matter” when you get a chance.

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40.6 Can We PLEASE Get to the Point?

Yes. To the pieces inside of the chess game (Bishops, Pawns, Etc.), it does NOT matter how the game’s players physically or logically decide on what moves are made. It does NOT matter who the players are, how many there are, or how experienced they are. It doesn’t even matter if the players themselves are actually computers!

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40.7 Time Frames

Additionally, to the pieces inside of the game, it does NOT matter how long it takes the players to make the moves or whether they make them at regular intervals, because the only TIME FRAME they can relate to occurs from move to move.

Why?

Because time is based upon motion, and the only motion they ever see is the sequence of moves.

And so, just like programs running on computer simulators, and just like any ordered list of calculations, the exact same sequence of state changes gets executed within its own reality. The processing is real, even if the processor itself is simulated; the moves are real, even if the game is simulated, virtual, or “real”.

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40.8 Relative Terminology of the Chess Game

When we play a game of chess on a computer, we’re really creating a virtual Universe within the memory of our running program. We can call this the INNER UNIVERSE, as it relates to the OUTER UNIVERSE in which we live.

For our game of chess, the players (in the Outer U.) take the time we need to decide the next move, and then make it all at once, even if it involves more than one piece. The chess pieces within the game (the Inner U.) only see the movement of pieces occurring as a sequence of events.

Similarly, if we created a program to simulate a Universe, what goes on within it is called the Inner U., and we still live in the Outer U.

This seems obvious until you consider the notion that SYNTHETIC LIFE can spring forth within the virtual inner world and evolve into intelligent beings, who can then go on to create computer simulation programs… can you see where I’m going with this? Inner and outer Universes are relative terms.

Is this starting to get creepy? Just wait!

Is the horse dead yet? OK, yup, but here’s another analogy… let’s beat a pony to death now…

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40.9 A Long Day in My Computer Lab

If you watch Octopus_2 run, you get an idea of what’s going on:

“Outer Universe Time: 12:23:24 PM” “Inner Universe Time: 30”

“Outer Universe Time: 12:23:29 PM” “Inner Universe Time: 31”

ETC…

The “Outer Universe” is us, reading this paper, tweaking and running our Octopus_2 “Universe Maker” program, playing SRV music, and thinkin’ about hittin’ up the sushi bar for lunch. Meanwhile, the Inner Universe we created keeps chugging along, tick-by-tick (30, 31, …).

Lunch. Hmmm…. 12:23:34 PM… this seems like a good time for a lunch break…

As time ticks away in the outer U., you eat your lunch with chopsticks, while I wait in the computer lab for you to get back ... …

… … … … … ... … … … … …

… … The next day, because you met someone at the sushi bar and one thing led to another …

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“OH! Back so soon? Wipe the soy sauce off! MMKKKAAAAYYYYY… Let’s continue

on…”34

The particles which compose the VIRTUAL MATTER within the Inner Universe’s reality are created, moved and manipulated as SEQUENCES OF NUMBERS by our program running in the Outer U.

The TIME FRAME within the perceived virtual reality results from the sequence from tick to tick…

“Outer Universe Time: 07:38:22 AM” “Inner Universe Time: 32”

HEY WAIT, YA DUMMY!! You left the program paused while you were eating your fish and who knows what else!!!!

Oh, bugger!!! Look at the display…

Paused at tick 32 the virtual world waits, while hours and hours have elapsed in our Outer Universe. BUMMER!! Well, OK, lets just press the “Resume the Universe Here” button, and let it continue.

(The program takes off as expected…)

34 (Sarcasm)

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40.10 A Not so Obvious Thing

All right, Einstein!! What did we do to the virtual world????

ABSOLUTLY NOTHING, That’s What!!!

Within the Inner-U, the only time frame that can be relate to occurs from tick to tick. Why? Because time is based upon motion, and the only motion ever seen is caused by the sequence of ticks.

To the characters living in this virtual Universe, time was NOT INTERRUPTED!!! The sequence continued, unnoticed, undetected. While the program was paused overnight, the Inner-U was unaware of any pause in time whatsoever!!!

You can take off for lunch for a whole week next time. Months, years, it doesn’t matter!!! THE SEQUENCE IS ALL THAT MATTERS inside the virtual U. It’s the only thing they can base their time frame upon. Each sequence change appears to have been executed exactly one tick apart, and it appears absolutely fluid and real from with the Inner Universe.

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40.11 Dead Yet? NOOO??? OK, Just One More…

In the outer U., while the calculations are being made to move the inner U. into the next step in the sequence (the next grain of time), time is not perceivable; they’re frozen in a state of indefinite suspension because nothing moves in their Universe; Their sense of time passing is based only upon the relative motion of particles in their Universe

occurring, as their brains acting as SIMULATORS35 are programmed to respond to

their sensory input of such.

What they feel as they perceive time pass is their brain’s perception of these changes.

Creepy, right?

OK. OK!!!

35 Simulators? Is this getting a bit willy-nilly? NO! Please see Note_BBF_10: Simulators in “Big Bang Formation of Matter” when you have some spare time.

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41 Appendix: Computer Word Sizes and Addressing Limitations

 Understanding this is crucial to the goals of this paper, so I will make

this very clear36

. This is very simple math, don’t be afraid of it!!  Remember the millennia bug? It was supposed to cripple civilization because computers wouldn’t know the difference between 1900 and 2000.37 It’s a great example to show how Word Size limits what can be Addressed.

With 2 digits, only the numbers 0 – 99 can be addressed. My birthday, 01-16-53, is ambiguous…. Maybe I was born in 1853. If I said my birthday was 01-16-1953, it wouldn’t be AS ambiguous.

Shown as 01-16-53, is using 2 digits of notation , 01-16-1953 uses 4 digits of notation.

We call the use of varying lengths of notation to define addresses:

Addressing

2 digits of “addressing” gives you an address range of 0 – 99 years. 4 digit addressing gives you a range of 0 – 9,999 years.

Of course in the year 11,953, my birthday becomes ambiguous again. See why? Of course! Was I born in 1953 or 11953? I’ll have to start using the 5-digit notation 01-16-01953 to fix that. Until 101953,…

We call the size of the addressing notation:

Word Size

Word size limits the address range capable. These exact same limitations occur in abacuses, in desktop mechanical adding machines, in hand-held calculators, and of course, in computers.

36 Oh-Oh, watch out for another one of Marty’s long and dry explanations.37 I happened to have supervised a team of specialist who looked for and corrected millennia bugs in production code at Ford Motor Company. The threat was real, and Ford’s money well spent for the 1.2 man-years it took me to modify 13 million lines of code into a millennia bug-free success story.

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Computers are ALL ABOUT word size. That’s what the 64 means when they sell you a 64-bit Pentium. The only difference is that while we use digits to denote dates and Social Security numbers38, computer addressing is done with binary arithmetic39 , so instead of using digits, we use bits.

It’s really easy to represent numbers in Binary Notation:

Base 10 Base 2 (A.K.A. Binary)Notation NotationDigit Bit------- ------

0 01 12 103 114 1005 1016 1107 1118 10019 101010 101111 110012 1101

...

There’s a darn good reason computers use bits rather than digits: as shown above, the value of a bit is either 0 or 1 (2 states). This is handy, because electricity can either be on or off (2 states).

So in computers we can represent binary numbers by having a bunch of circuits lined up, and then either charging them with electricity or not:

38 Our numbering system is called “Base 10” notation.39 The Binary numbering system is called “Base 2” notation also known as “Binary Notation”.

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Circuit 1: OFFCircuit 2: ONCircuit 3: OFFCircuit 4: ON

Translates to:

4 3 2 1_ _ _ _

1 0 1 0

1010, THE BINARY NOTATION OF (BASE 10) 9, SHOWN IN A 4-BIT WORD SIZE ADDRESS

Wow! I bet you thought this would be tough. Its not is it? It’s really just a matter of learning the terminology. You do understand this, right?

OK, here is a table showing what the address capacities are for various word sizes used in binary computers:

Bits Capacity---- --------

1 22 43 84 165 326 647 1288 2569 51210 102411 2048…

15 32,76816 65,536…

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32 About 17 billion

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Now that you passed geek school, lets apply this to our discussions about the Universe in an example. There will not be a test, so relax…

Alright, since we don’t want to waste an infinite amount of time creating a Universe that can go on for infinity when we only need to use, say, 1000 locations, lets limit the maximum location number allowed to 1000.

For the number 1000, we only need a computer with an address capacity of 10 bits (see the above table). If we want a Universe that can go on for 10- Gazzillion locations, we need a computer with appropriate addressing capacity.

But here’s the cool part, and it should be obvious at a glace… address capacity increases exponentially compared to the word size needed to address it. In the cheap computer you can get down at the local Wal-Mart, you can create a Universe that goes a long, long way.

There’s a nice assignment for a student of computer systems modeling on a budget. And while you’re at it, make the simple correlations between what happens in quantum mechanics work by figuring out the right set of parameters and tweaking Octopus_2. Childs play? No.

Possible? ??

Maybe this will help…

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41.1 Periodic Table of the Elements

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42 Appendix: A Concise summary of “Big Bang Formation of Matter”

It is assumed that the reader understands the concept of time frames to be able to believe that the Universe ACTALLY CAN (I believe DOES) WORK LIKE THIS!

Understanding computer WORD SIZE is also helpful.

Reading this may be difficult for the un-initiated. If you don’t understand the

explanations made here, please see one of the books, its all free40

! Ready?GO!!!!

42.1 A list of “virtual particles” (VP’s for short) is the Universe

And so fitting all of them (the entire Universe) into the same “point-size” object at the start of the big bang is simply done using VIRTUAL definitions, and is therefore realistic.

Each VP in the list has a set of ATTRIBUTES associated with it. In particular, there is an attribute called LOCATION, representing a relative location within a virtual grid. Locations are always represented as a set of INTEGER numbers, one for each dimension within the virtual space created.

For example, “location 0,0,0” represents the center of a 3-dimensional virtual universe.

VP IndexLocation--------- --------1 0,0,02 0,0,03 0,0,0Etc…

40 I don’t have any horns.

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42.2 Time unfolds as a sequence of discrete steps, during which the attributes of the virtual particles in the list may change

During each step in the sequence, virtual particles move as the result of performing calculations that act upon (change the value of) each their current location. The calculations are performed ONE VP AT A TIME. When all VP’s next locations are calculated, everything moves all at once in one discrete “tick of time”.

In-between each of these steps, the collective states of all of the VPs in the list is referred to as “the state of the Universe”. Each step (each tick) is therefore also referred to as a “State Transition”. The set of states resulting from a contiguous set of these transitions is called a ”Sequence”.

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42.3 Virtual Matter Results from Spatial Relationships

Virtual “matter” is created programmatically (by calculations) according to the relative spatial relationship between 2 or more VPs, according to the values of their Location attributes.

This occurs as a fusion of “available” (not already fused) VPs into a finite number of basic GEOMETRIC SHAPES, and also creating MASS, all in one tick of time (more on this, below).

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42.4 Attributes of VPs

1. Location

Expressed as a set of integer numbers, one for each dimension defined within the Universe. The 3-d example of 0,0,0 acting as the center of the Universe can be compared with 0,0 for a 2-dimesional Universe.

2. Speed

An integer number representing the number of grid locations this VP moves per tick. Speed is limited to a maximum, referred to as the “Speed of Light”41.

3. DirectionObject Note: this is no longer supported under my new theories!!

An integer number that is the INDEX of another VP in the list (this may be defined as “NULL” is certain circumstances). The Speed of a VP is relative not to the center of the Universe, but to only one other VP somewhere in the grid. The INDEX of this other VP is the DirectionObject. The relative location of this DirectionObject is what imparts direction to the VP being considered.

The combination of Speed and DirectionObject comprise what is known as a “VECTOR”.

4. Temperature

An integer number that represents the thermal state of this VP. See the discussions below on heat and geometry of matter.

41 In the actual algorithm, speed is not stored in the VP list, it is computed “on-the-fly” according to the difference in position from the last tick.

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Implicit attributes of VPs

These occur by virtue of sharing locations and other implicit relationships:

PrimeDentity (Integer): Is the relative prime number in an ordered list of VPs. Please see the Prime Numbers and PrimeDentity appendix. In the actual algorithm, PrimeDentity is not stored in the VP list, it is computed “on-the-fly” according to the relative ordering of the INDEX of a list of VPs sharing the same location.

State of Fusion (Boolean … True or False): VPs start out being “un-fused” implying they have no relationship established with other VPs. When this relationship is established, the VP is considered as being “Fused”. In the actual algorithm, the state of fusion is not stored in the VP list, it is computed “on-the-fly” according to the relative ordering of the INDEX of a list of VPs sharing the same location.

MASS (Integer) : When fusion occurs, all of the VPs involved are relocated into a single location. The resulting collaboration is called ELEMENTAL MATTER, and collectively assigned a MASS, representing the quantitative amount of matter present.

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42.5 M7P1DPOU

Marty’s 7 Particle 1 Dimensional Positive-Only Universe is demonstrated by Octopus_2. Here are the transitions of the first three states, starting at the Big Bang, shown as both data and as virtual visualization.

42.5.1 M7P1DPOU:0

Particle PrimeDentity Location Vector (Speed : DirectionObject)--------- ------------ -------- --------------------------------1 1 0 0 : null2 2 0 0 : null3 3 0 0 : null4 5 0 0 : null5 7 0 0 : null6 11 0 0 : null7 13 0 0 : null

M7P1DPOU:00 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …

1234567

Every particle is in the same location, so only the Nuclear motion rule is enacted. Every particle (save 1) is moved away at the same instant. Ka-BOOM!!

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42.5.2 M7P1DPOU:1 … TICK!

Particle PrimeDentity Location Vector (Speed : DirectionObject)--------- ------------ -------- --------------------------------1 1 0 0 : null2 1 2 2 : 13 1 3 3 : 14 1 5 5 : 15 1 7 7 : 16 1 11 11 : 17 1 13 13 : 1

M7P1DPOU:10 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …1 2 3 4 5 6 7

Particle #1 remains at location 0 to act as the DirectionObject for the rest. The rest were all scattered into locations according to their former PrimeDentitys.

This is a unique state of the Universe called the PLASMA state because particles now exist in spatial relationships, but none of them are fused yet. Only at tick 1 does this occur… when all VPs are in different locations. This explains why all of the PrimeDentitys are all 1.

Speed is shown as equaling the location for all but particle #1. If you think about it for a minute and consider that speed is not stored in the VP list, it is computed “on-the-fly” according to the difference in position from the last tick, this makes sense.

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42.5.3 M7P1DPOU:2 … TOCK!!!

Particle PrimeDentity Location Vector (Speed : DirectionObject)--------- ------------ -------- --------------------------------1 1 0 0 : null2 1 2 2 : 13 2 2 2 : 14 1 5 5 : 15 2 5 5 : 16 1 11 11 : 17 2 11 11 : 1

M7P1DPOU:20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 …1 2,

34,5

6,7

Particle #1 remains at location 0 to act as the DirectionObject for the rest. The rest were all scattered into locations according to their former PrimeDentitys at tick 1.

Recall that tick 1 was a unique state of the Universe called the PLASMA state because particles had existed in spatial relationships, but none of them were fused yet.

Since no particles were co-occupying anything, the next rule is considered, and that is the QUANTUM motions rule:

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For Element_Counter = 1 to Element_Max, LOOP_1:

For VP_Counter = 1 to VP_Max, LOOP_2:(remark: starting at the first particle in the list, here is the logic re-applied)

If (VP_Counter.DirectionObject is not null) then(remark: we don’t consider it)

If (NOT (VP_Counter.Fused_State)) then(remark: if not already fuse)

If (Contiguous found for current Counter) thenFUSE

End if

End if

End if

End LOOP_2

End LOOP_1

Upon completion, M7P1DPOU:2 results; there are no un-fused co-occupations, and no more free plasma, so the next consideration is motion by Newtonian forces.

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42.6 Energy is PROGRAMATIC

ALL ENERGY WITHIN THE VIRTUAL UNIVERSE COMES FROM THE COMPUTER CALACULATIONS! For example, if a mass is moved by virtue of these calculations, THAT is FORCE.

42

The point is: there is no separate category for energy, it all occurs as part of the processing of the list of VPs.

42 “The Champ”, Ken Climo demonstrating fluid force.

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42.7 Heat is an Expansion of Geometric Shape

Geometric Shapes are explained HERE.

Heated matter expands to include additional layers of virtual space around the geometric shape. Cooling is the opposite. This is another example of looking at the energy flux in the universe exclusively as a set of changing calculations; the HEAT of a given piece of matter increases and decreases ONLY by changing the value of the HEAT attribute in the list of VPs.

However, by implementing heat as an expansion of the virtual size of pieces of matter, this really makes the universe sit up and bark like a dog… this DIRCTLY explains:

1. The relationship between pressure, volume and temperature… PV = NrT. Just think about it for a second.

2. Why heat exchange occurs in QUANTUM numbers… for each different geometric shape, a fixed number of “location counts” is required to fill the next outer layer.

3. How a digital radiation event is created as a result of cooling … for each quantum decrease in heat level, an entire outer layer is shed, and thus again, a fixed number of location counts is involved in this reduction. This entire event occurs discretely: 1 quantum layer at a time is shed during cooling (conversely, one quantum layer is added during heating), but for the entire layer all at once, in one tick of time.

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42.8 Digital Radiation Results from Cooling

Digital Radiation is explained HERE.

In the clock tick following a digital radiation event, a “photon of digital radiation” is released in the form of “a propagation of a digital wave”. THE WAVELENGTH OF THIS PROPOGATION = THE fixed number of location counts in the layer shed.

Throughout subsequent ticks of time, this propagation is continued ONE GRID LOCATION POSITION PER TICK, regardless of the wavelength (see the book for diagrams of this). This fixes the speed of light observed within the virtual U., and also sets PLANK’S CONSTANT at the grid size as well.

In multiple dimensional universes, this also has the affect of splitting a photon into multiple branches, and this propagation continues on throughout the entire radiation event. These branching splits occur at the apex of each wave, so all waves still propagate at the “speed of light” regardless of the wavelength and regardless of the number of dimensions used, and yet, these waves are always able to spread out in all directions and exhibit properties like frequency uniformly in all directions as well. Marty calls these multiply branched out photons “concurrently existing branches in multiple dimensions”.

This concurrent branching behavior of digital radiation directly explains quantum entanglement and how the double-slit experiment works, and how “destructive observation” of the double-slit experiment works as well. However, there is a fine point that might be overlooked here, as described below. Hint: what happens if a concurrently branching photon hits two or more different matter substrates at the very same instant?

There is a second part to the mysteries of the double slit experiment and “destructive observation by INTENTIONAL observation” might also be explained by the two-branch-at-same-time situation as well, if you believe its possible at all, at lease I have a mechanical explanation for it.

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42.9 Heating works nearly the opposite of cooling, but a bit more involved:

1. When a photon happens to intercept the location of matter, if its wavelength size is big enough to fill the next layer, it simply fills it, therefore “heating” the intercepted matter.

Reiterating the above point, the program implements this energy exchange simply by changing the value of the “Heat” attribute of the VPs in the list that define the matter.

2. If the intercepting photon’s wavelength was exactly equal to the layer size being filled, then the photon is terminated (it no longer propagates onward), along with all concurrent branches possibly created in multi-dimensional space. This type of exchange represents “maximum efficiency”… all of the photon’s energy is converted into heating the substrate, and nothing is left over… an exactly even exchange occurs.

3. Additionally with heating, if the approaching photon’s wavelength was larger than the layer fill count, it continues on after filling, but as a brand new radiation event called a “color-changing heating event”-

- At a new, smaller wavelength = the difference of the layer fill count and the previous wavelength. This is how the COLOR CHANGE is emitted.

- All multi-dimensional concurrent braches of the photon are terminated, so only the newly created photon with the smaller wavelength is propagated, and only starting from the location where the color-changing heating event took place.

See the notes below about how light interference works in a similar manner.

4. If the wavelength was smaller than the next fill size when a collision occurs, it has no effect, and that explains how TRANSPARENCY works.

Light interference (diffraction) occurs similar to heat exchange: When trailing branches of a two propagating photons cross, both of the photon’s concurrent branches have their frequency changed.

Wave frequencies must occur in odd numbers in order to fit the grid (you might need to see a diagram to understand this, but its very simple).

42.10 Electric Charge

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When an even number of layer count gets heated by a photon of frequency (COUNT +1), AN ELECTON IS GENERATED

When an even number of layer count gets heated by a photon of frequency of either (COUNT + 1) or (COUNT + 2), 1 or 2 ELECTONS ARE GENERATED, and the photon (and all concurrent branches) are terminated. This imbalance in the material’s charge causes a field of MAGNETIC POTENTIAL to occur, and this charge will be considered along with everything else that winds up being considered in “the next state” of the universe.

Electrons implicitly carry a “charge” of –1. Matter whose total cube count at any instant is an odd number carries a single positive charge (+1)|.

The reason iron is so magnetic is because its geometry is such that it maintains an odd number count throughout the majority of its heat level changes. None-magnetic materials exhibit the opposite geometry, and rarely accommodate odd numbers in level counts.

We need to verify this by computer testing! A given geometry may always force all levels to be odd or even.

42.11 Magnetic potential is summed into gravitational motion

Magnetic potential is created in the presence of unlike charges, but this works via the computer algorithm that moves matter… it measure potential differences between a given charge and all of the other charges in the Universe, the same way as gravity works between all masses in the Universe.

When the algorithm does apply a force it does so one at a time according to a priority: 1 - Nuclear, 2 - Quantum, and finally 3 - “Newtonian Force” which includes kinetic energy, magnetic attraction, and gravity. For each VP in the list, it is considered for only one of these forces, the one with the highest priority:

42.12 Nuclear Force is not restricted to the speed of light

Nuclear force works when co-occupation occurs, and it is the strongest… boom. This explains why the speed of light seems to have been violated during the first few ticks of time… nuclear force does NOT limit itself to any speed. Nuclear force is also exhibited in extremely large masses… stars, as described HERE. Marty contends that nuclear reactions work by concentrating a very large amount of VPs in such a tight area that co-occupation does occur.

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42.13 Phases of Universe Creation

In the genesis of the Universe, tick 0 is called the STARTUP phase and tick 1 is called the PLASMA phase because Marty contends that:

1. At tick 0, all VPs were in location 0,0,0, and so all of them were eligible for consideration by nuclear force, and so it moves all of them. This results in a huge cloud of plasma, ALL LOCATED EXACTLY CONTIGOUSLY (all right next to each other) at the start of tick 1.

2. At tick 1, NO VPs co-occupy anything any more, so NONE of them remain eligible for motion by nuclear force, and that, combined with the fact that NONE of these VPs is already fused to anything, makes ALL of them eligible for Quantum force motion. And so, ALL of them get fused... a huge moment in the history of the Universe because this is also when all of the mass gets introduced.

3. In the very next tick of time (tick 2), there aren’t any more co-occupying VPs or non-fused VPs left, so they ALL became eligible for motion ONLY by Newtonian forces.

4. What is not obvious here is that since every VP was fused (and therefore ASSIGNED mass), and since they all had already gained SPEED as part of their re-location by nuclear forces at tick 0, they now had MASS and MOTION, AND THIS IS WHERE ALL OF THE UNIVERSE’S ENERGY POTENTIAL CAME FROM, ALL STARTING AT TICK 2 !!!!

Anyway, at tick 1, Quantum force was exclusively used in the “creation” of matter (and mass) into the set of basic geometric shapes. Please see the book for details of how the choice of which geometric shapes are made among the glob of plasma at tick 1 according to the relative PROXIMITY of un-fused VPs.

These geometric shapes are described in detail right HERE.

From tick 2 and on, combined digital gravity/digital magnetism is next, and it governs the motion of matter once its formed. From this moment and on, the Universe was already set into motion, and will follow the exact sequence precisely (just as expected).

42.14 Calculating next position

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The book explains the mathematics of calculating the next position of matter by simple addition of its current velocity (calculated by its current position minus its last position) plus any drag force on it.

When the drag force is calculated, it accounts for the effects of both gravity and magnetism. The book shows how this occurs, pealing it down dimension by dimension, to reveal it to be the simplest basic computation of all; for any given digital mass, the drag of gravity upon it is simply the sum of all other masses in the Universe multiplied by the distance from the given mass!

The magnetic drag is simply the PRODUCT of all of the other charges in the universe times the distances to the given mass, and this explains why it is so much more powerful than gravity.

THE FINAL SUM gravitational drag plus magnetic drag yields the next calculated position of the given mass.

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42.15 Beautiful simplicity

If you step back and look at it from 10,000 feet, THIS IS THE VERY SIMPLEST METHOD POSSIBLE FOR CEATING AND MOVING MATTER, IF IT IS DONE IN A DIGITAL GRID. Its like the whole universe actually unfolds in the simplest way possible!! I cannot relay to anyone reading this how elegant this fact is. It makes me feel “all natural” when I get a chance to just sit there and think about it.

It is a natural beauty beyond even the Mona Lisa herself.

Remember the question from above … what would happen if a concurrently branching photon hit two or more different matter substrates at the very same instant? There is no reason that the computer program running the U. can’t heat up ALL of the substrates that get intercepted concurrently by different branches of the same photon. But if you think about it, that would CREATE NEW ENERGY because one photon would heat multiple substrates.

However, it was discovered long time ago that the Universe seems to exhibit an “unwritten rule” that scientists wound up calling THE LAW OF CONSERVATION OF ENERGY. It states that within a closed system, no energy is created or lost. It can only be converted from one form into another.

Marty contends that “God’s computer” is PROGRAMMED to implement the law of conservation of energy by ONLY ALLOWING a maximum of ONE interception to enact a heat exchange at the same instant, when these multiple interceptions occur.

Once again, we see nature behaving, as it should behave, all because it’s baked into the program code. For what its worth, this kind of added complexity really makes me wonder how anyone could doubt the existence of G.O.D. Atheists, once again, take note!!!

One more item that makes it interesting is that photons have a mass of –1. This results in them being effected by gravity, however, they do not effect any masses, and are not effected by magnetic charges. This explains the curvature of light around large masses.

There are a few more details that need to be explained, for example, what happens when a COLLISION occurs… when kinetic energy is converted into heat. Another is how the photoelectric effect works… when magnetic potential is converted into light and back again.

However, I hope at this point that you can make an analogy here between (for example), the excessively complex set of equations that define the 7 forms of

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exchange described by the “Feynman diagrams”, and these same 7 exchanges done by “God’s program”, enacting upon digital locations defined with INTEGER coordinates.

I hope that you can see the beautiful SIMPLICITY of the INTEGER ARITHMATIC used by “God’s program”, enacting out precisely what 10 million stacks of math formulas can’t even begin to approach.

THIS IS TRUE BEAUTY. Even Mona herself would be jealous!

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42.16 Emergence of Complexity

Still, yet another BIG HUGE set of details involves how chemical bonds are formed and how they react to exposure to various forms of energy exchange.

Marty contends, however, that higher levels of complexity DO NOT have to be specifically written into God’s program, because of our oldest and dearest friend and saving grace… remember EMERGENCE?

Marty says that above the very basic and all natural algorithms of God’s program, NOTHING ELSE IS NEEDED WHAT SO EVER!!

All of the additional complexities, (like the equation Pv = NrT) IMPLICITLY DEVELOP from the underlying natural algorithms, and this includes the behaviors that we call chemistry, biology, etc. etc. etc…

And so, (short of doing a bit more research and actually creating “God’s program”), Marty contends that he has found the holy grail of scientific endeavor… a single simple explanation of everything we experience. Sorry for using this term, but I have to…

Mission Accomplished!!!

I know it sounds a bit weird, but I am reluctant to complete the details of Octopus_2. Can you guess why? Please see the VB source code, included in the download for the answer. You might not like what you find…

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43 Appendix: The Zen of my implementation of the speed of light

I need to define the reason for this more clearly… its something obvious that pops in…it relates to the inversion of defining everything between 0 and 1 and the relationship of this to mapping everything to the integer-based grid to represent the virtual locations. This is the entire secret key to all reality… it is my wholly grail... I am so close... the speed of light is a fundamental key in this discovery.

Major thought… there will be a small list of things in motion vs. a much larger list of things that don’t move, making the processing go much faster!

MORE MAJOR ON TOP OF THIS: the “scheduled for motion subset” of the VP list is the only stuff that needs to be manipulated, THIS CAN BE THE PAGING REQUIRED FOR PROGRAM COMPRESSION. This is the one thing that can REALLY help get the project started. We can start out with a VP list, make a few moves, and the STORE the result in a date-state-snapshot. We can then continue from that snapshot and take another. We thus build up a library of snapshots, and the resolution of this library can be billions of times less resolute than the tick speed.

Once we pass a certain universe time, we can load a past snapshot and re-run from there.

This is extremely important because THIS is the technology that TheTruth is based upon!

But more importantly, I just realized is that it must also depend on the ability to simply more forward from any point, without requiring any other information (past history of position, heat, etc). In other words, it takes a finite series equation to implement and it takes finite series equation to figure out how it’s implemented.

Aahhhh… the greatest Zen possible.

44 Appendix: Marty’s manic approach to learning is by discovering from scratch

44.1 TheBetMaker story

(This is me, bragging on about how smart I think I am)…

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At this very period of time last year, I spent 5 months straight (obviously in hypo-manic state the entire time) working (mostly coding) on a sub-project of my gaming software systems. Bottom line:

I had to learn how the hardware inside a computer works in order to create a programmable gaming simulator.

I was successful, and I wound up demonstrating it for the world-famous Wizard-Of-Odds live in Las Vegas, Nevada. He gave it “2 thumbs-up” and hooked me up with some cool business leads! Here is the full story, and it has a happy ending, albeit tediously un-terse. (start on page 1 of 3).

Here is my gaming strategy simulator (I call it TheBetMaker), running against the World-Wide-Roll.com (one of my own web sites, hosted from one of my dining room servers) live, tonight, 28-Nov-2011!

TheBetMaker window (seen here on the left, overlapping a nice game of craps) works by automatically placing bets for the player in response to pre-determined situations that occur in the play of the game.

TheBetMaker is shown here executing an extremely complex craps strategy simulation called “Tunica Don’t Hedge”, totally hands-free!

Players can program their own step-by-step strategies like “Tunica Don’t Hedge” simply by clicking on the wagering icons on the betting layout they want TheBetMaker to place for them. It’s so simple, even a caveman can do it!

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Players can save strategies on disk file and recall them for later use or for further editing and storage. Players can even develop whole libraries of strategies, AND, any of these can be called from any other strategy, on-the-fly.

Strategies are stored in files as a “programming language” that I created for this purpose, on my own from scratch.

I decided to call the new programming language “NAILSula”, Not Another Idiotic Language, Silly, and ula like MODula, but its really named after my cat Nails who suffered through the whole 20 hrs a day, sleeping on the floor next to the computer no more than 3 hours a day, consuming only grits and Pepsi the entire 5 month straight, right along with me.

43

43 Nails, 1992 – 2011. Good cat, Nail!

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NAILSula can also be programmed directly (eliminating the tedious button-pressing required to program a very complex strategy like “Tunica Don’t Hedge”… a 122 step NAILSula strategy program).

I also created facilities to provide the players the ability to do live editing, and I made it really handy with a “live-step mode” for easy programming and interactive debugging.

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44.2 The point of TheBetMaker story

One of the most important things I have ever learned is, actually, the best way to learn anything !! It’s a simple method that’s’ been tested tried and true since the dawn of mankind; the secret is technically known as “hard work and elbow grease”! It’s no secret that this is the secret to anyone’s success especially when the work is technical, and hence NON-SUBECTIVE… the shit just has to work, period.

You can’t bullshit the code into functionality. You can bullshit someone into marriage, yes, but THE CODE DOES NOT LIE. So, my point:

I am the real deal. You should listen to what I have to say about the subjects I claim to know. TheBetMaker certainly wasn’t my first project and, believe it or not, not the first one I tackled using such great zeal. Every time I have attacked a problem in this manner, eventually I was able to solve it.

I’ve been thinking about this virtual reality thing for 30 years now. When I used to work at Ford motor co., I swore up and down that I would not only be able to program it, that I would be able to replicate it right here on earth. That was 20 years ago, and for the past 6 years, I’ve been committed to solving it.

I’m probably putting you to sleep at this point, but, I think this is critical information. To tackle a problem like this, you need to solve it by approaching it from the inside out.

The only way to do that: FORGET everything you know and start from scratch.

And when we’re talking about designing the universe, that’s a lot to forget!!!!

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44.3 Designing from scratch

So, hard work and elbow grease are just the start… I go way beyond just learning everything about subjects such as these; I actually become them.

BUT HERE is where my methods differ.

I DON’T research it too deeply, instead, I try to re-invent the methods myself, and see if THESE match the research. To do so, I always try to derive underlying themes by which things operate. I got this funny idea that if you can surmise the underlying theme by which any system operates, you have commanded it in a way that’s even better than memorizing a billion facts about it… you can derive these fact on-the-fly at any time, and do a whole lot more without requiring massive capacity for memorization of useless facts.

If you want to memorize Gray’s Anatomy of the Human, go right ahead… I prefer to study physiology and learn enough Latin to derive not only the names of these human structures; I can also derive every structure on every animal in the genetic line from which man came.

Ain’t that better?

Here’s another funny idea: If you need to create something from scratch, you DON’T need to know everything about it!!! You only need to know how to be able to figure it out, but if you do it from a completely blind approach, I believe you experience the most pure and true visualizations of its inner workings; you therefore intimately learn the themes and principles by which inner workings operate, and you become the undisputed expert on the subject!

The only problem here…this is SO subtle I’m absolutely certain that this approach is always overlooked. Case in point: “Doctor Smith Lights”…

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Ever see the TV series “Lost in Space”? In all of those old sci-fi movies and TV-shows they always showed a huge computer with a whole bunch of lights flicking on and off, apparently in-synch with the massive computing going on.

I wound up calling them “Doctor Smith Lights” in TheBetMaker’s program code comments.

Turns out, all computers operate a similar way, and this involves using “computer registers” to hold both instructions and numbers as the calculations are made.

These computer registers are a fundamental part of the computing operation, and THUS they were always prominently displayed in computers since day 1…. these are the “Doctor Smith lights” always present, but until I had to actually sit down and create a virtual computer simulator inside of my running program, I didn’t understand how to do it… the simulator needs to FETCH the next NAILSula instruction from the stack, load it into these registers and execute it.

That’s why the register must exist in all computer architectures, and why they were there, flickering away, misguiding the spaceship into a 4-season lost journey. Does anyone know if they ever made it to Alpha-Centari???

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My belated point… By NOT first studying how the computing process works, and then having to DISCOVER it on my own, I learned it better than anyone because I understand why (the need for) they are designed the way they are.

As a result, I now understand how to design computers IN GENERAL… well, certainly, at least, my knowledge of the computing process is far superior than if I had just tried to stuff an existing computing algorithm into my existing system.

I gotta stop, my arm is starting to hurt from patting myself on the back. Sorry, hope you got the point.

Now, why did I drag you through all that?

Watch me use this process to figure out and describe, right in front of you, how the universe works EXACTLY as advertized.

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45 Appendix: The overall flow of the Universe

We start with an elusive concept called “ORDERLNESS” Lets QUANTIFY this a 1 unit of “orderliness” = 1 VP in our U.

Turns out everything in the Universe seem to have opposite as well, well, actually, not opposites, they’re alternative states that can somehow be transitioned in-between, back-and fourth.

It’s like this:

A – B

B – C

C – D

D – A

Something like it anyway.

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Here is my latest model:

Orderliness – Mass

Mass – Gravity

Gravity – Kinetic energy

Kinetic energy – collisions (pv-nrt)

Colllisions – HEAT

Heat - Changes in Geomerty

Changes in geometry – heat exchanges and radiation

Radiation – mass

Mass – organization

This is the mantra of existence.

Here is some of the code to exactly quantify it all:

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Type FusionDetail HighestCompnentElementalNumber As IntegerEnd Type

Type UniverseEntrophy 'the stretch and twist of the rubber band...

lOrdelyness As Long 'we start out very orderly.... right at ZERO !!!

lParticle_0_Mass As Long 'we start out with all mass = 0

lOtherThanParticle_0_Mass As Long lTotalMass As Long

lKineticVelocities As Long 'we start out still (particle 0 never moves)

lKineticForceLevel As Long 'displays the sum of (velocity * "Non-P0" mass) for all components

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lTotalHeat As Long 'we start out with heat = 0 too! (particle 0 stays cold the entire time)

lKineticHeatLevel As Long 'Displays the sum of (heat * mass) for all components ''But the particles just can't all get along,‘so big bang boom!‘'We start by increasing velocity and heat,‘and decreasing mass ALL in tick 1.‘'This makes a plasma vapor spray about‘according to a couple of patterns,'in tick 2 this instantly results in‘fusion of every particle except P0 lFusionCounter As Long 'counts fusion events for display purposes,'rolls over at (WordSize**2) / 2

sFusionDetail As FusionDetail 'The wherefores of the last fusion

End Type

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The following segment is called ONLY during the processing of the first VP (OLD “Particle 0”, in the very first tick of time….

If (sStateParams(2).plUniverseTickCounter = 1) Then 'only this first time out'' Let's set the mass of particle 0‘ to the amount of lost organization,' as determined by the current value of lTotalSpeed.'' This is an appropriate value because‘ it represents the total distance moved‘ away from the orderliness.'' We need to deduct the amount of‘ “displaced orderliness” from the mass that‘ was there before.‘

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'The thing is, before tick 1,‘the sleeping giant was at rest‘with zero heat and zero mass.''ALL of the "energy" that this system‘will manipulate from now until the next‘big bang got put into this system,‘right here in this ONE tick.''We can therefore analytically track‘this quantity throughout‘the lifecycle of the Universe.''We're gonna both track the theory stuff‘and get it to operate at the same time.‘‘Child’s play! No seriously,‘if you know anything about programming‘THIS IS OBVIOUS!!‘''First off, lets store the change in mass‘ in particle 0 (currently the target of‘ DetermineNext, how nice!)‘' DetermineNext.Mass = -lTotalSpeed 'simple eh? '' now the karma stuff...' sStateParams(2).sUniverseEntropy.lOrdelyness = _ sStateParams(2).sUniverseEntropy.lOrdelyness - lTotalSpeed 'Orderlyness (see above)

sStateParams(2).sUniverseEntropy.lParticle_0_Mass = _ sStateParams(2).sUniverseEntropy.lParticle_0_Mass - lTotalSpeed '(see above)

sStateParams(2).sUniverseEntropy.lKineticVelocities = _ sStateParams(2).sUniverseEntropy.lKineticVelocities + lTotalSpeed '(see above)

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sStateParams(2).sUniverseEntropy.lFusionCounter = 0 'counts fusion events for display purposes, 'rolls over at (WordSize**2) / 2 sFusionDetail(tick) 'The wherefores of the last fusion sStateParams(2).sUniverseEntropy.lKineticForceLevel = 0 'displays the sum of (velocity * mass) for all components '' lHeat = 0 ' just leave it at 0 for now... sStateParams(2).sUniverseEntropy.lKineticHeatLevel = 0 'displays the sum of (heat * mass) for all components

End If 'first time out Else 'else not object 0

This is clear and simple, and I really will get this to work within a few weeks.

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Orderliness – loss of velocity, but gain of mass.

Disorderliness – loss of mass but gain of velocity.

This is where Albert Einstein has totally confused everyone. There actually is a law of e = mc2 but it only applies to the various forms of energy... it NEVER applies to matter… VPs (matter) are never “converted into energy” and energy is never “converted into matter”.

This was triggered by an event (called the pre-big bang state) in which every particle in the U. was all in the exact same place at the exact same time. The mechanism is very simple: all of the co-occupying particles cannot co-occupy, they MUST be moved apart from one another. This one simple rule (I call the Nuclear Force Rule) FUELS all subsequent activities in the system.

In our U., there were a shitload of co-occupying VPs at tick 0, and the Nuclear force rule sprayed these VPs apart from each other, and therefore away from the point of co-occupation, all in the first tick of time.

This created a ball – shaped “plasma vapor” expanding away, which the rule of FUSION immediately enacts upon, and this is still tick 2 of the now expanding Universe.

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The mechanism of fusion is also very simple: multiple free bits of plasma MUST be fused.

Fusion (the “FUSION” force, as I call it) of disordered plasma vapor into ordered component CHUNCKS all occurs in tick 2 of the U. These chunks are re-assigned mass per the amount of “re-ordering” that could be recovered for each, on an individual basis…. that’s why I use the relative ADJACENCY between two bits of the free plasma to determine the mass upon fusion; the exact distances recovered between the two, in my mind, is the exact amount of “RE-organization”, and thus recovered mass.

If you notice, this also digitizes the entire process… the distances between are OBVIOUSLY integers (you will read, below about VPs zigzagging though the various dimension… you DO KNOW everything travels in straight lines, one dimension at a time, RIGHT?) Of course!

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(Still in tick 2…)

In the big numerical balance going on, this partially regains some of the overall mass via these individual fusions,

AND,

since these components are already in motion, Kinetic energy is introduced as a “form of energy”. All the matter in the U. starts drifting away from the center as formed components (containing mass).

You can see how many times I repeat myself about some stuff. THIS ONE PROCESS introduced all the “momentum of flow” if there is such a term, the drives the Universe all the way to its next pre-big bang state.

When you get a chance, please check out this video of a very analogous process of momentum change. 3 minutes 54 seconds “YouTube embedded”.

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What, no gravity?

The instant this started, GRAVITY was just now introduced…. ANOTHER “FORCE” (implemented BY THE ALGORYTM as all “FORCES” are), trying to counteract the disorderliness that was somehow introduced by the big bang.

I say “just now” because at tick 1, there was no mass in the U., only the explosion of mass-less VP vapor. Mass didn’t show up until tick 2.

In the big picture, the Universe is acting like a big rubber band, just sitting there, but if somebody comes by and stretches it, THEN the elastic force is activated, trying to get it back into shape again. In fact, ELASTIC is a good name for the overall way the U works!!!

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Analytically, we need to calculate this in exact numbers… the initial quantity of orderliness was shifted into a quantity of pure velocity in tick 1, and now part of it gets shifted back orderliness. The combination of the two synergies into force because the mass comes from the orderliness and the velocity comes from the already expanding bits of plasma vapor… that’s how THIS overall energy exchange took place in tick 2.

Quite the tick, eh? I give it the top prize, and pal, when you see the mechanism of the big bang trigger, you’re gonna be face with the greatest contest of beauty of all time!

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So now it’s a tug-of-war between the kinetic energy of the components drifting away from the center, and the force of gravity, trying to seal the U. back together again into its original form.

This is where cosmologists define two models of the U., open and closed. In the closed model, gravity wins and draws everything back together. In the open model, things just keep drifting away forever and ever.

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I don’t want to introduce philosophy into the fray her, but I’m thinking, along these lines:

“If the U. CAN re-cyclic in some natural way, what are the odds that this is the very first run of it?”

I think it’s pretty obvious that these odds are somewhere between “not a chance in hell” and “Ha-ha-ha, please don’t make me laugh any harder”.

I have been thinking about this question and I now have a very clear way of defining the U. so that it IS cyclic in nature and therefore CLOSED. But here is the invariable cool part that always follows all of my thoughts… in my Universe, every one of the VPs gets moved all the way the very end of the Universe before any of them head back towards the center.

And the mechanism for it is way-way cool! The point: its closed, but its as close to open as possible, within the limits of the system itself…. In other words, the rubber band gets stretched ALL the way out as far as possible before it snaps back to shape, really hard… it oscillates like this on and on for “Only G. Knows” how long, sorry couldn’t help myself.

In my model its definitely closed because of ROLLOVER as described HERE.

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In my model, however I’m also trying to prove that by showing that I can get all the quantitative numbers to add up… all of those forms of “numeric currency” I was mentioning... they get shuffled all the way around and wind up, after who knows how long and who knows how far and who knows how many transitions between the various forms, and who knows what else I might have missed, I’m guessing it WILL ALL IT ADD UP TO ZERO loss. I think that horse is dead, eh?

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45.1 Sounds nutty, but,

And there’s even a more amazing reason FOR THIS; it’s the only way to get it done on the Atari-64. I’m not joking about this at all… please think about this;

The only way to SIMULTE a Universe on such hardware is also the ONLY WAY THE UNIVERSE COULD HAVE BEEN IMPLIMENTED AT ALL BY REALISTIC PROCESES!!!

Pretty cool, eh?

Back to raw transitions:

Recall, at this point, we have a bunch of pre-fused matter heading away from the center. Each has mass and velocity and therefore, each carries with it the force of energy, and this is all in a tug-of war with gravity.

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Meanwhile, on the cosmic scale, this stuff is starting to clump! If you can’t sleep tonight, read “The Arm if Dave” in my book “Big Bang Formation of Matter”. It’s so simple, even a cave-man can read it.

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Stars and Star Shine

The next thing is the formation of stars, and the next thing is the star collapses that create heavier and heavier elemental types. But before the starts could be lit, a new mechanism had to be introduced to get that to happen;

“Atomic Collapse”

This mechanism is the SIMPLE result of attempting to exceed the limits of the system’s capacity by some combination of heat, momentum, possible simultaneous radiation absorption AND simultaneous collisions with (in 3-dinension), up to SEVEN other atoms. And when the mass get big on this stuff, ho boy!

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Now THAT’S A lot of energy to squeeze down upon one poor little atom to hold, so, the system has a set numerical limit for this… a THRESHOLD of capacity that CANNOT be exceeded.

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If these control limits do get exceeded, the system doesn’t hang, it doesn’t crash, it ACCOUNTS for these situations like ANY good program does… “ bullet- proof ” that’s how I always wrote code .44

Hey, I will tell you one, thing and I know what I’m talking about here… IT DOESN’T “RIP” anything, it doesn’t “TEAR” anything, and it doesn’t spindle, fold, or mutilate anything. IT’S ALL UNDER PERFECT CONTROL, PERIOD!

44 There are DOZENS of real-time production systems that I wrote and installed in the last century that are STILL UP AND RUNNING worldwide, at Ford Motor Co. No shit.

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The result is a very tiny pocket of co-occupying plasma soup,

… and in the very next tick of time, the Nuclear Force rule takes effect immediately... Kaa-BOOM!!!

Nothing else is really new here any more.

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OK, now is where I need to introduce just a few new concepts:

1. Paritcle #1 and the lynchpin around the number 0.2. The mechanism of cooling and the result of space dust.3. The exception rule to gravity: it don’t work when its 0 degrees K.4. The exception rule to motion: when sitting at the last location possible, don’t

proceed any more under this rule.5. The “Sugar-Coat”... the layer of 1 VP thick cube that starts forming on the

outermost surface of the cube (at the max locations).6. “Splattering” the sugar-coat… evening it all out.7. Black holes and photon collection points.8. The photon grinder.9. Photons and gravity.10. The mass of energy?11. The mass of the growing photon collection point.12. The Big Bang trigger.13. E = mc2 the way it really works… only upon energy, never upon matter!

It’s really not all that much, I could code it faster than I can explain it.

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So What Happens Next?

It’s cool; NOW the U. starts cleaning up its act. It “separates” the pure clean energy (in the form of fast – moving radiation) from the cruddy slow moving matter of stars, planets and SPACE DUST.

How can it accomplish such a task? It’s really not that complex; it’s kind of like a race between a turtle and a rocket. And the turtle is crawling the wrong way!!! Hey, it’s JUST like that!

All VP matter drifts away from the center, out towards the sugar coat. Along the way, all of the energy in the U. that was captured in these masses (as Kinetic Energy, Heat, Spin, Charge, your ongoing battle with the IRS, WHATEVER) is slowly being converted back into light over the life of the U.

Here’s another really cool part… once the VP matter passes a certain point, it will no longer be able to get back to the center before all of the light in the U. gets there first.

This race is the key to the balance of the U… I’m thinking that gravity will LOOSE this long battle. The elapsed period of the Universe’s adolescent struggle with survival is what I call an “eon”, btw.

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Maybe it won’t loose the battle every time, maybe the U. will just collapse upon itself again… BUT, HEY, IT DOESN’T MATTER; the results would be the identical when the configuration is identical; this is based upon the fundamental theory of Marty...

“The finite series equation that drives the U. will continue from any point in time only according to the current state of the U. … there is no memory of past events, there is only what it is and what to do with it”.

Anyone who plays craps knows this for a fact.

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But I don’t think it works this way at all, I think it starts growing outward and never looks back until it hits the wall and “splatters”.

Think about this splattering… the programming needs some special considerations. The force of velocity must be strong enough to break the atom apart, and lock the plasma into individual grid positions on the 2-d surface. The special considerations must somehow take whatever energy the component has upon impact and use it to spread the layer all the way out, filling every empty block spot with an unbound flake of plasma.

We are “dusting the sugar coat”, covering it with a fine layer of particles.

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Meanwhile, inside the black hole, a strange thing is occurring… the light from the rest of the U. is being collected and kept as a strange form of co-occupying energy soup that DOES have mass, and this mass is proportional to the radiation energy that arrived in the form of photons... I believe it starts slowly and builds up overtime.

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The mechanism behind it, I’m calling the photon grinder, and I need to work on this a bit more before embarrassing myself with the concept, but basically, it accepts the various radiation frequencies and SOMEHOW adds them to the sum of growing mass.

Yes, Albert, this is e = mc2 actually working, its just too bad you got it all mixed up with matter and time.

The idea of a black hole and its operation are commonly accepted science these days, but I’m trying it differently and I’m also quantifying it exactly. The cool part is just around the bend…

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As time goes on, all of the matter drifts to the sugar coat in the outer wall, and all of the pure energy of the system is converted into light and collected into the black hole the very center of the U. sitting squarely in good old LOCATION 0.

The mass of this black hole gets huge, yes, but THIS IS A DIGITAL implementation, Steven H., nothing is going to “tear”, ya dummy.

As its mass gets huge things DON’T start to speed up any faster as Hollywood would make you believe… NOTHING TRAVELS FASTER THAN C NO MATTER WHAT (other than Nuclear force re-location in huge Universes, that is). So, there’s no rush, we got all the time in the Universe to get it all pulled apart, right?

But these days, everybody’s in a big freakin’ hurry.

45.2 Need a little help to “push things along”?

Somebody needed to INVENT some “Dark Matter”, some “Dark Energy”, some “Anti-Matter” and some “bullshit” to pull things apart even faster because that’s what the guys with the big telescopes now report.

Hmmm. You gotta know by now, that ain’t how I operate, I’ve got solid mechanisms that actually do stuff… I don’t just throw in a bunch of interference, and extra dimensions, and conditions and call it “dark anything”, I’m CAUSING all of those observation to occur. (Ok, dead horse, I know).

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So what gives?

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Turns out, I don’t even need to program it, it already took place (I think), and its simple, as usual:

I think the photons are directed towards the black hole, AND, I think the matter is also being PUSHED away.

But how?

This is so cool… of course…

The photons themselves CAN be attracted to masses! This is accomplished SIMPLY by assigning a mass of –1 to all photons. This makes them susceptible to attraction from positive masses, but they don’t really affect anything at all (more on this “ZIG-ZAG” paradox, below). So now, all the radiation in the Universe can be all over the place and never affect any other masses by the force of gravity, which is cool because it maintains simplicity.

Need a ‘booster”? Remember Particle 0? It is used as just another virtual particle, but it never moves from location 0,0,0.

Side note: Programmers very often make special exceptions in the code for what happens when things get too close to zero, for example, an “If statement” that checks if the denominator of a division calculation is zero BEFORE the division by zero is attempted. I bet at least 5% of all the code that I ever wrote involves such “exceptions at index 0”.

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This has the affect of “drawing” the photons towards the black hole at location 0, HOWEVER, paradoxically, it can’t really make them get there faster! Why?

Recall… THIS IS A GRID…. There is no direct path between any two points whatsoever, other than along the perpendicular dimensions of the grid. And so, it always winds up being the same distance traveled regardless of how you zigzag your way to glory45 through the perpendiculars.

45 I’m slipping some new stuff in on you here… the idea of the universal grid acting as a conduit for energy forms including electrostatic flow. Please see the chapter “Bolt, the Wonder Dog!” in “Big Bang Formation of Matter”.

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Hopeful, in the meanwhile, the sugar coat is getting filled as well.

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45.3 Are you ready to rumble?

When every photon in the U. has been collected by the black hole in the center, and when every VP finally makes it to the sugar coat, an extremely unique -condition occurs… we are right at the edge of the “Snapping-point”… the rubber band is now stretched all the way to its (fortunately DIGITAL) limit.

Whatever the count of particles is, whatever (the exact) huge distance the U. can possibly encompass, and all of the energy that was ever there kick this whole dance off in the first place, has now been “distilled” into its purest forms.

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Like I told you before, this is another unique and totally frickin’ COOL state the Universe can be in. This is the pre-big-bang state and it looks EXACTLY likethis: (I hope you don’t mind me using YOUR photo for this, Greg):

IT MUST BE A CUBE SHAPE… that’s the shape of sugar-coat fills out in a 3-D universe every time!

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The system is programmed to act a bit differently in this ONE unique scenario:

The VPs queued up at the sugar – coat are no loner restricted from moving forward due to their past momentum.46

46 (Its like a dozen extra lines of code to make it ALL happen)

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45.4 Click,

In the very next tick of time, these VPs simple move forward (1 GC, as all motion in the entire system for VPs is 1 GC), all at the same time. But where do they move to? The next location in the outer direction (in the obvious case of rollover), IS location 0. Its just another motion-by-momentum transaction… business as usual.

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45.5 BOOM !!!!

In the very next tick of time, we are back in the pre-big-bang state and the whole thing just stars again, without skipping a beat.

Cool, eh?

I will have all of this programmed in a few weeks, no problem whatsoever.

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Appendix: Calculating the surface area of the sugar-coat…

While writing this up, it occurred to me, this is the proceeds of integration from my old pals in the school of calculus… go figure!

45.6 Start in 1-dimensional, 1-direction:

M0P1DPOU: 1001 2 3 4 5 6 7

          .

This Universe “Range” is 7. There is only ONE spot on the sugar-coat here, right at location 7.

In 1-dimensional, 1-direction U.s, the range doesn’t matter… the following Universe “Range” is 11. There is still only ONE spot on the sugar-coat, in this case, at location 11.

M0P1DPOU: 1001 2 3 4 5 6 7 8 9 10 11

                  . 

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45.7 Next, 1 dimension, 2 directions:

M0P1DNAU: 100

-7 -6 -5 -4 -3 -2 -1 1 2 3 4 5 6 7.           .

There are always 2 spots on the sugar-coat here, and again it doesn’t matter how long the range is.

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45.8 Next, 2 dimensions, 1 directions:

M0P2DPOU: 1000 1 2 3 4 5 6 71 . . . . . . .2 . .3 . .4 . .5 . .6 . .7 . . . . . . . 

The number of cubes in the sugar-coat NOW depends on the range, which is 7 here, and so we wind up with 24 cubes. The general 2-dimensions in 1 direction formula is:

# sugar-coat cubes = (range x 4) – 4

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45.9 Next, 2 dimensions, 1 direction:This gets a bit weird, because in one direction, we’re really only taking up one quadrant of the area defined for 2-dimensions in 2 directions:

-7 -6 -5 -4 -3 -2 -1 1 2 3 4 5 6 77 . . . . . . .6 . .5 . .4 . .3 . .2 . .1 . . . . . . .-1-2-3-4-5-6-7

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45.10 Here is a visualization of the 2-d sugar-coat:

-7 -6 -5 -4 -3 -2 -1 1 2 3 4 5 6 77 . . . . . . . . . . . . . .6 . .5 . .4 . .3 . .2 . .1 . .-1 . .-2 . .-3 . .-4 . .-5 . .-6 . .-7 . . . . . . . . . . . . . .

Total cubes in sugar-coat for (range 7) = 52. The general 2-dimensions in 2 directions formula is:

# sugar-coat cubes = (range x 8) – 4

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45.11 3 – d and beyond:I won’t embarrass myself trying to show you a visualization of 3-d using this old version of Msword.

The general formula for 1-direction in nD dimensions is:

R**nD – ((R – 2)**nD)

(((R)**(nD-1)) * R) + ((nD - 1) * nD) + 1

Which is simple calculus integration!!

The general formula for 2-direction in nD dimensions for range R is:

(((2 * R)**(nD-1)) * (R)) + (2 * (nD – 1))

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46 Appendix: Are you stupid, Marty?

Are you stupid, Marty?

Voice of reason: Red textMarty’s responses: Black text46.1 NUMBER 1: Why can’t things be stopped, and why can’t there be

any speeds faster than ½ C?(Answering THIS situation)

If we needed to use max resolution covering 1 to 1000, then

Stopped = 0 GC / tick

Ok I will admit I didn’t mention that, I was suggesting that the slowest speed needed to account for WordSize, and trying to explain how its derived. Of course stuff can sit still for a long time, in fact I believe that particle #1 never moves from position 0 EVER!

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Fastest: C = 1 GC / Tick

Slowest = 1 GC /99 Ticks

Next = 1 GC / 98 tics

… Nearing ½ way … watch out …

1 GC / 51 ticks

1 GC / 50 ticks

OK, HALF WAY, now what Marty?

1 GC / 49 ticks (“Oops”)

1 GC / 48 ticks

1 GC / 47 ticks

WHAT’S YOUR PROBLEM, Are you stupid?

It’s ironic that you should use my own logic against me. Ever hear of a “double-edge sword”?

You are correct my dear critic, and bravo on your comprehension of this fairly simple concept.

Now let’s say you have to actually program this thing and your working on the “slow speed” stuff.

OK

You would try to get your numbers to work in common units for geometric block number changes, heat units, frequencies, distances, etc. Of course… your programming this thing and you need resolution-independent quantum units just like this, yes?

Of course, “the same way chemists have been doing it for mini-eons”, right?

EXACTLY. So you would define speeds as numbers like “20” in the example Pseudocode for motion of matter.

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And you could just assume the program would go ahead and do it correctly, because if you did not account for scaling it all, and it works great at the slowest speeds.

HUH? What?

???

Yup

At low speed, any “pure speed number” can be defined independently from the system’s resolution just like this:

1 GC per ((2 ** WordSize)) ticks ZERO

1 GC per ((2 ** WordSize) - 1) ticks

ONE

1 GC per ((2 ** WordSize) - 2) ticks

TWO

1 GC per ((2 ** WordSize) - 3) ticks

THREE

If you think about it, THAT is the intuitive way to consider it. Only advanced developers like us would go ahead and include a scaling factor right away.

And everything would work just fine.

Until you try using speeds faster than ½ C.

At THAT point, scaling IS required in the code.

But this code is pure and true and simple. So perhaps it works that way because of that reason alone. I actually believe it for non-scientific reasons, but there is another reason, more scientific…

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I could have also done it the other way for the fastest speeds…

(2 ** WordSize) GCs per (2 ** WordSize) ticks

C

(2 ** WordSize - 1) GCs per (2 ** WordSize) ticks

C - ONE

(2 ** WordSize - 2) GCs per (2 ** WordSize) ticks

C - TWO

(2 ** WordSize - 3) GCs per (2 ** WordSize) ticks

C - 3THREE

Could I have done it both ways without introducing the concept of resolution?

NOPE. Not without actually performing relativity, but think of the code involved with that?

So, without accounting for resolution, it can easily be programmed one way (only allowing speeds faster between ½ C and C) or the other (only allowing speeds between stopped and 1/ C). If there must be a choice, isn’t this obvious? (Ammnnn the answer here is YES in case you’re an Aspie like me).

Please see the Appendix: the proposed mechanism of the ½ point exchange.

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47 Appendix: the proposed mechanism of the ½ point exchange.

I’m proposing that as matter gets hot enough (I’m guessing the same ½ way unit number on the heat scale), it begins shedding off radiation all at C.

The specific mechanism can be either velocity or heat. I don’t think it’s the mean-free velocity of the component, I think its heat. Why do I say this? Because otherwise, how can stuff heat up sitting in a vacuum? In a vacuum, there are “no” collisions with the matter. The matter itself might be vibrating really fast, but that won’t make much of a mean free distance. So I think the mechanism is heat.

Now get this: The mechanism I’m proposing works like this: when the atomic force algorithm is running, it will be calculating the resulting heat level. I believe that any heat the results in a number past this will be handled as such:

First off, any actions taken by the first VP in a collection of bound (with other VPs) will also be done on behalf of all the others. In other words, if a component is constructed of 4 VPs numbered 5, 7, 9, ad 2300, only the action of VP 5 will be performed, and its affect will be applied to all of them.

Now lets say that we’re in a U. created at WordSize = 11.

2**11 is the max resolution number = 2048. So the ½ point (and maximum heat level) = 1024 in this universe.

Now lets say that VP 5’s next heat level will be 1129. This leaves a net of 105 heat units and I’m saying that now, a low-energy wavelength of radiation is emitted. The frequency? It AINT 105! Its 2048 – 105 (because this is nirvana, right?)

If the NEXT resulting heat level is 1133, the resulting wavelength would be 2048 – 109.

Note that the act of creating radiation is an EXOTHERIC one, relieving the component of energy and thus reducing it’s heat content.

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If the NEXT resulting heat level is back to 1129, the resulting wavelength would be 2048 – 105 again.

This can be considered as an “oscillation” between 105 and 109, in frequency of 4.

If the resulting heat level is and even number, I’m trying to figure out how to handle this because all waves must have an odd number for the wavelengths. Otherwise they don’t fit symmetric patterns.

Think about it.

Now I have yet to discuss the actual mechanism behind electricity, but if there is one extra particle in all of our even number heat flux exchanges that might be it. That’s just a wild guess.

I’m not certain of the mechanism behind our observation of any of this occurrences… its just some root causality going on, but I certainly hope everyone can see how these mechanisms might produce what we view to be “reality”.

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In-progress notes and ramblings, please ignore this stuff…

Feynman had 7 equations; I have 4 rules of motion. The transitions between these provide for 8 different rules, but feynman only defines 7. It turns out that because of a decision made in the prioritization process, one of the paths cannot occur. This implies (or proves) that 1) A DECISION IS ALWAYS BEING IMPLEMENTED 2) THE PRIORITIES ARE FIXED (otherwise the 8th situation would HAVE to occurs somewhere in the decision swapping process) 3) God’s program’s decision point implies conscious purposefulness.

I use an odd number of particles and they all get paired up in tick 2, then the remaining one… can THAT be the one electron that feynman was joking about? Think about it… in the implementation, if the one VP can move around to be near each other in the list and this is done EVERY tick, but nothing else moves until its been all the way around and everything else has already been calculated against the changes that one VP impasses upon the rest..

Thought: if the countdown counter is > 0 when a photon hits it, and if that is considered before atomic force, then, what about the leftover ticks on the counter? Would this result in some kind of an imbalance in the laws of conservation of energy and matter? I can see why.

However, what would really happen in this case? When light hits matter it goes through an energy exchange, followed by a reset in S and definitely a reset to the counter.

The thing is, this introduces a means by which light can affect gravity.

Now, what happens if the priorities are swapped… would matter affect light?

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Figure why that can’t work

How about leaving the priorities the way they are, but only if the light hits the object at the same instant that S is scheduled to run.

We could do it such that Newtonian motion takes priority over light, but this only takes effect when the countdown sys the atom is scheduled to move.

CAN THIS EXPLAIN WHY EINSTEIN THOUGHT IT WAS A CURVATURE IN THE 4th DIMENSION?

It also implicitly introduces imbalance into the system… perhaps just enough asymmetry to caused the U. to CLUMP!!

Easy experiment…. Test if light shining on a mixture of fluid filled with particles in outer space affect the rate or character of the clumping that is observed there!!

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(30-Nov-2011)One approach to avoiding having leftover counts in timers is to only act upon them (perform transitions like light abortion,) the instant the timer expires.

This will leave no timers with anything in them after any of these transactions. Thinking about it, this is not a problem with collisions… maybe this is a really easy way out of the entire problem, being:

If a VP is scheduled to move in, say 100 ticks, but it encounters a photon earlier… Does it accept the photon, and sit there and wait for move before it performs the light-absorption? Does it just reset the counter and chuck what was in it?

What was in it was really POTENTIAL ENERGY, in fact,

The sum of all counters in the U. = All of its potential energy!!

So we CAN’T just chuck it.

In fact, both of these are bad ideas. Lets try this:

A VP is only eligible for photon absorption at the moment it is scheduled to move. If it encounters one, it will simply be ignored.

It seems a bit extreme, but it WILL WORK!!!

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04-nov-2011

rollovers

rollovers using primedentity as index

The natural end of numberswhy does the theory of primes not hold true … the limitation of

WordSize makes the infinity-based math incorrect.

Exercise… figuring it out…

½ way to radiation … by the numbers… scaled to be independent of WordSize and match the geometric layer shedding numbers in scaled down simulations, it still will work, and not only that, we now have a

handle on figuring everything out!!!! Figuring out what “FULL-SCALE” is!!!

We can figure out the end of numbers by assuming the glow point of matter is “½ way from 0 to the end according to some scale that marty thinks is both required, yet elusive. We can then figure out, because of

our primedentity scale map, exactly where the end of numbers is.

The lynchpin: 0... THE FUCKN NUMBER 0!! I always knew it was important. It’s just starting to become clear now, after almost 58 years

on this rock.

Location 0 holds p1 and this is where it all begins and it all ends

Gravity loss at 0 degrees K heat lets space dust make it to the sugar coat because it imparts velocity at a certain point towards it. The reason: there is a sudden loss of all gravity, so the general direction will be

outward… same as those galaxies we assumed are accelerating outward… maybe that’s what the were really doing after all ????

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distance breakthrough as the last surface area unfilled approaches 0… THE BIG BANG TRIGGER mechanism is right there! It exchanges all of the queuied up masss for a forward motion of 1 location for allm of

its vps in the sugar cot.

COULD THIS ALSO BE A 1 FOR 1 LELEVLING.. 1 UNIT OF MASS PER EACH VP MOVED FORWARD INTO THE COLD PLASMA

SOUOP????

Wow.

Distance restriction at rollover limit (0 –1), queuing all space dust in the sugar coat

Drawing space dust away from the center… gravity loss at 0 degrees K

Bending light toward the center????? Maybe!! Its just that they all must cross the path of p1, and it absorbs all of the light radiation in the U.

Light will NOT move something without going through heat first. however, p1 will never collide with any other particle because it’s a lone wolf if the U. just like me… there are no other VPs to collide with and

it’s not moving anywhere anyway.

I was thinking about having an exception for p1… it alone can transform light into mass, and yet the mass can remain in the one place.

And in this case, and in this case only, e DOES = mc2!!

However, this ONLY APPLIES TO ENERGY and the mass of a unique energy collector function. The mass number increase accounts for the compression of the wavelengths of all of the photons in the universe

being able to fit into the one heat level number of p1.

We could say that the increase in mass bends light into it, and wouldn’t need the other theory of light traversing the U. needing to cross the

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location of p1, anyway… in any case, it would be a cool experiment to prove!!!

Maybe its true and acts as a primer for the pump… once enough mass gets built up, it will start sucking all the light in the U into it.

I wonder if this the same moment in time when the last bit of space dust finds the very last free spot on the sugarcoat… will this be the exact

same moment when the last photon gets captured by the collector? Does anyone want to make me a bet on this… that it will occur at the

maxprime end of natural numbers… and this will also occur at the instant the universe tick count = 2** WordSize??

And that it MUST happen exactly this one and only way… there cant be any other combination of parameters, there can’t be any other way to

run it at all.

This is IT!

NOW THAT is REALLY SCARY!!!

If we assigned a mass to all photons = -1 (or even = -1 the frequency), it would have the effect of being effected by other masses, and yet, wont

effect any mass, so light wont draw matter towards it.

Drawing light back into the center… PARTICLE #1… it must stay at location 0 at all times, or the entire universe will fall out of balance.

The common paths of light must intersect the center theory…. True at a certain radius from the center…. Another universal constant is found,

another balance that must be maintained.

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The unwinds up being an exact cube shape at then last mment it exists.

Exceptions for zero are commonplace in coding.

The grinder in the heart of black holes crunches radiation waves into mass because the photons passing by get sucked into the vortex. The

very point of this vortex (p1 sitting squarely at location 0) maybe there is a distance of effective gravity for this stuff as well, or maybe plasma

gravity works by a completely different mechanism??

I don’t think so because of Albert!!!Now, his theory about curing space is true! Now his theory about e-mc2

is true... he’s still wrong about the transformation between light an matter, thought, but hey 2 out of 3 ain’t bad!!

Using the lynchpin to align the truth up with preset-day observed galaxies?

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The holly grail of everything… the heat / radiation point will = the ½ way point of the alignment of prime numbers to their respective

indexes… THAT will be the log scale I was grasping for.

(include the new stuff from the letter to greg)

mercinine primes: what if:

I’m looking for a natural number than is the universe’s WordSize ** 2.

I’m thinking now that there actually MAY BE an end to numbers, that infinity itself is impossible, even in a theoretical sense, when the set of all numbers is restricted to integers. I’m looking into “the fundamental theory of arithmetic” and also

Known Mersenne Primes:

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Let M(p) = 2p-1 and P(p) = 2p-1(2p-1).  The list of all known primes p for which M(p) is a Mersenne prime (therefore P(p) is a perfect number) follows:

## p(exponent)

digitsin Mp

digitsin Pp

year discoverer notes

1 2 1 1 ---- ----  2 3 1 2 ---- ----  3 5 2 3 ---- ----  4 7 3 4 ---- ----  5 13 4 8 1456 anonymous  6 17 6 10 1588 Cataldi  7 19 6 12 1588 Cataldi  8 31 10 19 1772 Euler  9 61 19 37 1883 Pervushin  10 89 27 54 1911 Powers  11 107 33 65 1914 Powers note12 127 39 77 1876 Lucas  13 521 157 314 1952 Robinson  14 607 183 366 1952 Robinson  15 1279 386 770 1952 Robinson  16 2203 664 1327 1952 Robinson  17 2281 687 1373 1952 Robinson  18 3217 969 1937 1957 Riesel  19 4253 1281 2561 1961 Hurwitz  20 4423 1332 2663 1961 Hurwitz  21 9689 2917 5834 1963 Gillies  22 9941 2993 5985 1963 Gillies  23 11213 3376 6751 1963 Gillies  24 19937 6002 12003 1971 Tuckerman [Tuckerman71]25 21701 6533 13066 1978 Noll & Nickel [NN80]26 23209 6987 13973 1979 Noll "27 44497 13395 26790 1979 Nelson & Slowinski [Slowinski79]28 86243 25962 51924 1982 Slowinski [Ewing83]29 110503 33265 66530 1988 Colquitt & Welsh [CW91]30 132049 39751 79502 1983 Slowinski  31 216091 65050 130100 1985 Slowinski  32 756839 227832 455663 1992 Slowinski & Gage et al. (web page)33 859433 258716 517430 1994 Slowinski & Gage  34 1257787 378632 757263 1996 Slowinski & Gage (web page)

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35 1398269 420921 841842 1996 Armengaud, Woltman, et al. (GIMPS) (web page)

36 2976221 895932 1791864 1997 Spence, Woltman,et al. (GIMPS) (web page)

37 3021377 909526 1819050 1998Clarkson, Woltman, Kurowskiet al. (GIMPS, PrimeNet)

(web page)

38 6972593 2098960 4197919 1999Hajratwala, Woltman, Kurowskiet al. (GIMPS, PrimeNet)

(web page)

39 13466917 4053946 8107892 2001Cameron, Woltman, Kurowskiet al. (GIMPS, PrimeNet)

(web page)

40 20996011 6320430 12640858 2003 Shafer, Woltman, Kurowskiet al. (GIMPS, PrimeNet) (web page)

?? 24036583 7235733 14471465 2004Findley, Woltman, Kurowskiet al. (GIMPS, PrimeNet)

(web page)

?? 25964951 7816230 15632458 2005Nowak, Woltman, Kurowskiet al. (GIMPS, PrimeNet)

(web page)

?? 30402457 9152052 18304103 2005Cooper, Boone, Woltman, Kurowskiet al. (GIMPS, PrimeNet)

(web page)

?? 32582657 9808358 19616714 2006Cooper, Boone, Woltman, Kurowskiet al. (GIMPS, PrimeNet)

(web page)

?? 37156667 11185272 22370543 2008Elvenich, Woltman, Kurowskiet al. (GIMPS, PrimeNet)

(web page)

?? 42643801 12837064 25674127 2009

Strindmo, Woltman, Kurowskiet al. (GIMPS, PrimeNet)

(web page)

?? 43112609 12978189 25956377 2008 Smith, Woltman, Kurowskiet al. (GIMPS, PrimeNet) (web page)

Two new thoughts… first is, yea, I bet the biggest integer ends exactly at the last prime number.

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I’m also thinking about the idea of ½ way to infinity and how my stuff is now relying upon it, and the exciting new possibility that there may be only 1 unknown parameter, and this is it!!

Also, im looking atthhis list of primes and wondering about some stuff…

When the expansion really gets rockin, I envisions a really broad distribution and im thinking that the distances between unbound VP_s has got to get unruly.

So im thinking about some kind of natural scalijg t be performed…

Ok, remember i talked about the adjacency being what I set the mass to during the fusion process….

Ok, but I bet the adjacency can be orders of magnitude greater than the mass numbers used..

Ok, what if we use the list of mercine primes for two reasons:

to cataogrize a number (I was calliong it maas, but whateverf) toeach elemental type..

remember the adjjacemncy.. we just fit that number into a scale that maps to this list…. You know, like, spareated by 1 – type 1, and

.. andin my new stuff i elaborate upon it

Two places at once?

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If I loop through the dimensions, should I just treat the motion delay timers as s(ndim), or just treat it as s? The problem with just s is its difficult to implement (maybe).

The possible problem with s(ndim) is.. can we be in two places at once??? During the moment when the counters are different for deferment dims, if 2 or 3 counter move within the same tick...

Well, actually that can only happen if I write these changes back to the current set as I go… but that ain’t how we fly, so it must be s(ndim). I could try to play with this as a possibility... in could make a parameter for it…

What would happen????

Lest say x and y go off at the same time…

When Z gets analyzed, there are now TWO locations for the vp, so then when z gets processed, which of the two do we pick as the real loc ???

Also during the z loop, any photons flying by can hit either of them, so how can we handle this? Lets say we simply prioritized them by the lowest location number first. Wouldn’t that introduce a certain amount of “controlled randomness”… controlled because its repeatable, and random because… hmmm good question, it just seem like it would work just well enough to kick off some clumping, in an otherwise perfectly controlled system.