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question:Given the line left(2m+1right)x+left(1mright)ym2=0left(min Rright) and the circle C:x^{2}+y^{2}4x=0, then ( ) A: For any min R, the line always passes through a fixed point B: There exists min R such that the line is tangent to the circle C: For any min R, the line and the circle always intersect D: The line intersects the circle and the shortest chord cut by the line on the circle is 2sqrt{2}

answer:To solve this problem, let's break down the solution into detailed steps: **Step 1: Simplify the given line equation** The given line equation is left(2m+1right)x+left(1-mright)y-m-2=0. This can be rewritten by factoring out m and rearranging terms: [ mleft(x+y-2right)+2x-y-1=0 ] **Step 2: Find the fixed point through which the line passes** To find the fixed point, we set m=0 in the simplified line equation, which gives us two equations: [ begin{cases} x+y-2=0 2x-y-1=0 end{cases} ] Solving this system of equations, we find: [ begin{cases} x=1 y=1 end{cases} ] Therefore, the line always passes through the fixed point P(1,1), which confirms option A is correct. **Step 3: Analyze the relationship between the line and the circle** The circle equation is given by x^2-4x+y^2=0, which can be rewritten in the standard form as: [ (x-2)^2+y^2=4 ] This shows the circle has center C(2,0) and radius r=2. **Step 4: Determine the position of point P relative to the circle** To find the distance from point P(1,1) to the center of the circle C(2,0), we use the distance formula: [ |PC|=sqrt{(1-2)^2+(1-0)^2}=sqrt{2} ] Since sqrt{2} < 2, point P is inside the circle, which means the line and the circle always intersect. This makes option B incorrect and confirms option C is correct. **Step 5: Calculate the shortest chord cut by the line on the circle** The shortest chord occurs when the line is perpendicular to the radius at the point of intersection. The length of the shortest chord l can be calculated using the formula: [ l=2sqrt{r^2-|PC|^2}=2sqrt{2^2-sqrt{2}^2}=2sqrt{2} ] Therefore, option D is correct. **Conclusion:** The correct options are A, C, and D. Thus, the final answer is encapsulated as boxed{ACD}.

question:Thirty people sit around a circular table. Each of them is either foolish or smart. Each person is asked: Is your neighbor to the right smart or foolish? A smart person always tells the truth, while a foolish person can either tell the truth or lie. It is known that the number of foolish people does not exceed F. For the largest possible value of F, can we always, knowing these answers, identify a smart person in this company?

answer:Let's determine the largest possible value of (F) for which we can always identify a smart person in the company, based on the given responses. 1. **Case (F = 0):** - If (F = 0), there are no fools. - Therefore, every person around the table is smart. - In this scenario, any member of the company can be identified as smart. - Thus, if (F = 0), trivially we can point to any individual. 2. **Case (F neq 0):** - Suppose (F neq 0). We need to divide the 30 people sitting around the table into non-empty consecutive groups of smart and fool people. - Denote the number of these groups as (2k) (where (k) groups have smart people and (k) groups have fools). - The number of smart people in the (i)-th group is denoted by (w_i), and the number of fools in the (i)-th group is denoted by (f_i) for (1 leq i leq k). 3. **Key Observations:** - The total number of fools is (sum_{i=1}^k f_i leq F). - Let's consider the sequences of consecutive responses by smart people (truth-tellers). For any last person (x) in such a sequence, if they claim their right neighbor is smart, then (x) is indeed smart. - For groups of smart people, such a sequence has at least length (w_i - 1). Conversely, for the groups of fools, the sequence is at most (f_i - 1). 4. **Comparison for Identifying a Smart Person:** - If (max_i w_i > max_i f_i), then the last person in the longest sequence of truth-telling by smart people can be identified as smart. - Calculate the bounds for (max_i w_i) and (max_i f_i): - (max_i w_i geq frac{30 - (sum_{i=1}^k f_i)}{k} geq frac{30 - F}{k}) - (max_i f_i leq F - k + 1) 5. **Inequality Analysis:** - The derived inequality is: [ k^2 - (F + 1)k + 30 - F > 0 ] - This quadratic inequality in (k) must be true for all possible values of (k). 6. **Discriminant Analysis:** - The inequality holds when its discriminant is negative: [ (F + 1)^2 - 4 cdot 30 + 4F < 0 ] - Simplifying: [ F^2 + 2F + 1 - 120 + 4F < 0 ] [ F^2 + 6F - 119 < 0 ] - Solving (F^2 + 6F - 119 < 0): [ Delta = 36 + 4 times 119 = 512 ] [ F < frac{-6 + sqrt{512}}{2} quad text{or} quad F > frac{-6 - sqrt{512}}{2} ] [ sqrt{512} = 8sqrt{8} approx 3 times 8 = 24 Rightarrow F < frac{-6 + 24}{2} = 9 ] 7. **Conclusion:** - The inequality holds for (F leq 8), which means: [ F = 8 text{ is the largest value for which we can always identify a smart person.} ] (boxed{8})

question:Two players are playing a card game with a deck of n pairwise distinct cards. For any two cards in the deck, it is known which one beats the other (it is possible that A beats B, B beats C, and C beats A). The deck is distributed between the players in an arbitrary manner. In each turn, the players reveal the top card from their respective decks, and the player whose card beats the other player's card takes both cards and places them at the bottom of their deck in any order they choose. Prove that for any initial distribution of the cards, the players can agree on a strategy based on the known card strengths to ensure that one of the players will eventually be left without cards.

answer:The problem requires us to prove that for any initial distribution of cards, the players can always ensure that one player ends up with all the cards if they know the locations of the cards and collaborate accordingly. To tackle this, we'll break it down step by step. 1. **Terminology Definition:** - **Final situation:** A situation where one player has all the cards. - **Critical situation:** A situation where one player has exactly one card. - **Regular situation:** A situation where both players have at least two cards. 2. **Construction of Game States:** - Each move in the game defines a transition from one situation (game state) to another. - If a player wins a turn, they take both cards and place them at the bottom of their deck. - We will represent this process using arrows indicating the potential transitions between game states. An arrow points from one game state to another resulting from a single move. 3. **Analyzing the Transition Arrows:** - Each regular situation can lead to one of two other situations depending on the outcome of the next turn. - A final situation cannot lead to any other situation since there are no more cards left for the other player. 4. **Reachability Argument:** - We need to show that any non-final situation inevitably leads to a final situation as moves progress. - Suppose we have a situation ( S ). We will show that transitioning from ( S ) through successive moves will eventually lead to a final situation. 5. **Arrow Counting:** - From each regular situation, there are exactly two possible transitions. - From any critical situation (where one player has exactly one card), there is exactly one transition: either that player loses their last card, leading to the final situation, or they gain another card, leading back to a regular situation. 6. **Proof by Contradiction:** - Assume there exists a situation ( S ) from which it is not possible to reach a final situation. - **Reachable Situation Definition:** A situation is called reachable if it can be arrived at starting from ( S ). - Each reachable situation must have at least one arrow pointing into it (except initial ( S )), ensuring all are part of a path starting from ( S ). 7. **In-Arrow Analysis:** - For each reachable situation (i.e., from ( S )), there must be exactly two arrows leading to other reachable situations. - If every reachable situation had exactly two in-arrows, this would imply the existence of an infinite non-final cycle, contradicting our assumption since there are a finite number of card distributions. 8. **Critical Situation Analysis:** - Suppose ( S ) is a regular situation with player 1 having ( k ) cards (( k > 1 )). - This situation ( S ) could have two predecessor situations leading to ( S ): ( S_1 ) (where player 1 had ( k-1 ) cards) or not. 9. **Unreachability of Non-Final Critical States:** - If ( S_1, S_2, ldots, S_{k-1} ) are directly leading to ( S ), eventually implying ( S_{k-1} ) must be critical with exactly 1 card preceding our final transition ( S_k ). - Each reachable situation must have exactly two predecessors, contradicting the critical state leading scenario. 10. **Conclusion:** - Our assumption that ( S ) does not lead to a final situation must be false. - Therefore, from any non-final situation, players can always reach a final situation where one player ends up with no cards. [boxed{text{Thus, it is proven that the players can, regardless of the initial card distribution, ensure that one of them ends up with no cards.}}]

question:5 volunteers are distributed to 3 schools for teaching, with each school receiving at least one volunteer. The total number of different distribution methods is ( ). A: 150 kinds B: 180 kinds C: 200 kinds D: 280 kind

answer:There are two ways to distribute the numbers, namely 1, 2, 2 and 1, 1, 3. If it is 1, 1, 3, then there are dfrac{C_{5}^{3} C_{2}^{1} C_{1}^{1}}{A_{2}^{2}} times A_{3}^{3} = 60 kinds, If it is 1, 2, 2, then there are dfrac{C_{5}^{1} C_{4}^{2} C_{2}^{2}}{A_{2}^{2}} times A_{3}^{3} = 90 kinds Therefore, there are a total of 150 kinds, Hence, the answer is: boxed{A}. According to the problem, by analyzing, we can find that there are two ways to distribute the numbers, namely 1, 2, 2 and 1, 1, 3; by calculating the number of situations for both cases and adding them together, we can obtain the answer. This question examines the application of combinations, with the difficulty lying in determining the situations for grouping.

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