SHEET SEVEN

book contet
PART ONE | the task roulette:
  1. THROW THE NEWSPAPER BACK AT THE PAPERBOY.
  2. HAVE A FUNOODLE FIGHT.
  3. TRY TO CATCH MINNOWS IN A CUP.
PART TWO | how I solved it:

+ 6 tables of 3 rows and 13 columns with a cell of 2 units height and 2 units width, placed directly below each other. Centred.
+ While the base-grid represents the pond in which the minnows are swimming, the cells stand for a (potential) minnow.


THE DRAWING
+ A three step bingo like game was created for this task:

STEP ONE: Using the Random Sequence Generator at www.random.org the cells of the six tables were numbered with a number from 1 to 39.

STEP TWO: For each table separately, 20 numbers were drawn using the same sequence generator; the 20 cells with a matching number were marked out, and these cells are now representing the minnows which can be caught during the game.

STEP THREE: With this final step the size and the position of the ‘catching-cup’ was designed:

+ The vertical lines of the grid are from left to right numbered with numbers from 1 to 13, and thus determine the width of the ‘cup’, while the horizontal lines are bottom-up numbered with numbers from 1 to 18 and determine the height of the ‘cup’.
+ For each coordinate, 2 random numbers were selected, using Chrome random number generator. The smaller of the two numbers defined the start, and the other the end of the ‘cup’s’ outline; and at the same time the position of the ‘cup’ inside the grid or pond was fixed.


+ FOR the drawing image only the marked out cells or ‘minnows’ within this cropped up rectangle slash ‘cup’ were considered i.e. painted black.

PART THREE | few samples:
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