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<blockquote data-quote="Umbran" data-source="post: 6872700" data-attributes="member: 177"><p>I think I may now have a more clear picture of what you mean... but that leaves me going, wha? I'm not sure why this is a question.</p><p></p><p>If you send a bazillion particles through the slits, you have roughly a bazillion chances for scattering. If you reduce it down to one particle at a time, you reduce your chances of interaction to nigh zero, simply because the number of particles to interact with is near zero. </p><p></p><p>The classical model may help us here:</p><p></p><p>Take two nerf guns, and point them at each other. Nerf guns aren't terribly accurate, so there's a lot of scatter from shot to shot. Turn them on full-automatic fire, and let them run. You'll see some darts bouncing off each other, because there's darts all over the place. Compare this to having each gun shoot only one dart. What's the chance that those two darts will just happen to hit each other? Very small. </p><p></p><p>Now, for your reflective surface case - </p><p></p><p>Take one of the guns, and fire it at a wall. Darts will bounce back from the wall. If you have this on full-auto, some bouncing darts may collide with new incoming darts, again, because there's a bazillion darts flying around to run into. But, if you go to single shot, a dart that bounces *has no incoming dart to collide with*. It *can't* scatter off itself in that sense. If you have it on slow-auto, the chance of the bouncing dart colliding with a new incoming dart is still extremely small, simply because the chance that those two will be in the right place is very small.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6872700, member: 177"] I think I may now have a more clear picture of what you mean... but that leaves me going, wha? I'm not sure why this is a question. If you send a bazillion particles through the slits, you have roughly a bazillion chances for scattering. If you reduce it down to one particle at a time, you reduce your chances of interaction to nigh zero, simply because the number of particles to interact with is near zero. The classical model may help us here: Take two nerf guns, and point them at each other. Nerf guns aren't terribly accurate, so there's a lot of scatter from shot to shot. Turn them on full-automatic fire, and let them run. You'll see some darts bouncing off each other, because there's darts all over the place. Compare this to having each gun shoot only one dart. What's the chance that those two darts will just happen to hit each other? Very small. Now, for your reflective surface case - Take one of the guns, and fire it at a wall. Darts will bounce back from the wall. If you have this on full-auto, some bouncing darts may collide with new incoming darts, again, because there's a bazillion darts flying around to run into. But, if you go to single shot, a dart that bounces *has no incoming dart to collide with*. It *can't* scatter off itself in that sense. If you have it on slow-auto, the chance of the bouncing dart colliding with a new incoming dart is still extremely small, simply because the chance that those two will be in the right place is very small. [/QUOTE]
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