#help-49

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fervent ember
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is 4 < 3?

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you try to solve (x+1)/(x-2) < 3 and you get 2.5 < x as solution:

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how does this match if you assume x = 3 and you get 4?

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and explain how you get this:

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@last slate ???

last slate
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I splitted the inequality

last slate
fervent ember
# last slate no

so you should realize that your solution 2.5 < x cant be correct.

fervent ember
last slate
fervent ember
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what have you learned about multiplying an inequality?

last slate
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if you multiply by negative you have to flip it

fervent ember
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so, is x-2 positive or negative?

last slate
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can it be both?

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like two cases?

fervent ember
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you have to look at two cases for each part of the inequalities.

midnight plankBOT
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@last slate Has your question been resolved?

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wind oxide
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Two cars A and B are moving on parallel roads in the same direction. Car A moves with constant velocity 30 m/s and Car B moves with constant acceleration 2.4 m/s^2. At t=0, car A is 120m ahead of Car B and Car B is moving with velocity 12 m/s. Find the distance travelled by car B until it overtakes car A

cedar mason
wind oxide
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two things that i have crossed out

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i amma describe them digitally

modern sapphire
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your amma so small she can be described digitally? /jk

wind oxide
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  1. Relative
    by ideas of relative motion, we can consider Car A having $a=-2.4$ and $v=30-12=18$ and find the time $t$ it takes to cover the $120$ metre gap
grand pondBOT
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rak³en

wind oxide
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Then by $s = ut + \frac{1}{2}at^2$, we have $120 = 18t - 1.2t^2$

grand pondBOT
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rak³en

wind oxide
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but the equation does not have real roots

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So i thought maybe i blundered i went absolute distance approach

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$x_A(t) = 30t$, $x_B(t) = 12t + 1.2t^2$, $x_B(t) + 120 = x_A(t)$

grand pondBOT
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rak³en

wind oxide
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Simplifying this gives me the same exact equation

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with no real roots

slow thorn
modern sapphire
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well, in frame of car b, the car a is 120 meters ahead

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so s = -120m

wind oxide
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OH

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I FORGOT DISPLACEMENT IS RELATIVE TOO

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THANK YOU

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🫡

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chilly cobalt
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uh.. how do i solve this?

midnight plankBOT
chilly cobalt
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heres what ive done

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what do i do next? i lowkey forgor

late violet
chilly cobalt
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huh?

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its dx and dy

chilly cobalt
polar star
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combine denominators with v

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cancel terms and then separate variables

chilly cobalt
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is this correct?

violet rivet
chilly cobalt
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wait

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noooo

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you're right😭

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thanks, ill go do this now

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silent torrent
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can someone help me ques 10

midnight plankBOT
silent torrent
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i think we just need to calculate the volume between green and red circal

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i did a exercise in the past with the same 2 circals like that and i used polar form

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i need your help

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i just let f(red) = f( green) ( bc both of them =1) and i found x=y is there anything more

wraith bay
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Do you have any idea how to find the volume between them?

silent torrent
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use the polar form

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i think so

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so we hhave 1/r^3 dr dtheta

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theta from 0 to pi/4 r from 0 to 2 costheta

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is that right

midnight plankBOT
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atomic brook
midnight plankBOT
lavish venture
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identify the corresponding power series

atomic brook
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i tried using sinx power series, but idk what to do now

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i tried differentiabting it but i got (2n+1) instead of n

nova yoke
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maybe try something like $\sum(2n+1) = 2\sum n + \sum 1$

grand pondBOT
atomic brook
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will try thanks

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thank you that worked.

#

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sour sierra
midnight plankBOT
sour sierra
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Uh I am stuck at drawing the golden theorem lmao

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so ig I come to the math server for some umm help 🤓

fallow scarab
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wut

grim vector
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You want to make a spiral?

sour sierra
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yeah

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Those are all squares

grim vector
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Get a compas

sour sierra
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But the point that intersect the two line is uh

grim vector
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Maybe verify the mesure of theses little squares

sour sierra
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I just round off the values lmao

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Let me just redo it with more precious measurements

grim vector
sour sierra
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Ohh silly me

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Let me try again

midnight plankBOT
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grim vector
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Gut

sour sierra
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OPPs

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Yes

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.close

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Sorry mod

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I broke the channel

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🙏 splendo

grim vector
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Its already close

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It just take a little time to reset

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quasi thicket
#

Let A, B, C, and D be four distinct points in the plane.
Which of the following statements, expressed using oriented angles, are always true?
Tick each correct option.

-If lines AB and CD are distinct and parallel, then
the oriented angle ABC is equal to the oriented angle DCB.

-If B lies on the segment [AC], then
the oriented angle DBA plus the oriented angle DBC equals 180°.

-If the oriented angle ABC plus the oriented angle BCD equals 0°, then
lines AB and CD are parallel.

-If the oriented angle ABC plus the oriented angle BCD equals 180°, then
lines AB and CD are parallel.

midnight plankBOT
#

Please don't occupy multiple help channels.

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@quasi thicket Has your question been resolved?

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sour sierra
midnight plankBOT
sour sierra
#

I think I need some help

sour sierra
pearl hull
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,rotate

grand pondBOT
sour sierra
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I am not sure if this will work

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I wonder if there is easier way

midnight plankBOT
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dreamy wolf
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1 is neither prime nor composite

midnight plankBOT
dreamy wolf
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right?

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0 is even but 0 is neither positive nor negative

inner gazelle
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yep

dreamy wolf
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can you help me understand these

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helpers

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like we need to remember it or

inner gazelle
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what dont you understand?

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can you be more clear?

dreamy wolf
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no no

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like see

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when we say a is divisible by b

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when a\b = x where x is an integer right

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?

inner gazelle
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yes, that is true

dreamy wolf
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ok then

inner gazelle
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if you have 6/2 that gives you 3

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then 6 is divisible by 2

dreamy wolf
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0 is divisible by 2 means 0\2=0 wihich is an integere

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acc to defination of even number i.e all integers which are divisible by 2 are even

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this stisfies it

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0 is divisible by 2 means 0\2=0 wihich is an integere
acc to defination of even number i.e all integers which are divisible by 2 are even
this stisfies it

inner gazelle
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all numbers ending in 0 2 4 6 and 8 are even, yes

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4 is even, 7838 is even, 678903 is not, 0 is too

dreamy wolf
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but 0 does not count in odd numbers because odd numbers are those integers which are not divisible by 2 although 0 is divisible by 3 and all other numbers we dont count it here is bcuz it is also divisible by 2

inner gazelle
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if you divide 0/2 you can make 0 pairs, without no element left

dreamy wolf
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?

dreamy wolf
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what too

inner gazelle
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0 is even, 0 is even too

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look

dreamy wolf
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my teacher told this'

inner gazelle
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yes, its right

dreamy wolf
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ohh ok

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btw

inner gazelle
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if you divide 6 by 2 how many pairs can you make?

dreamy wolf
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3 pairs

inner gazelle
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is there any element left?

dreamy wolf
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btw what you mean by pair here

dreamy wolf
inner gazelle
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a couple, a pair, two things together

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what about 5, how many pairs can you make with 5 objects?

dreamy wolf
inner gazelle
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its just an intuitive way of thinking

dreamy wolf
inner gazelle
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you can make 20 pairs with 5 objects? but you only have 5

dreamy wolf
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i though it like this may be wrong sorry :1,2,3,4,5 = (1,2),(1,3)(1,4)(1,5)(2,1)(2,3)(2,4)(2,5)

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like that

inner gazelle
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you're asking about an elementary concept, calm down ok, dont add more work

dreamy wolf
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ohh

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umm

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sorry

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yeah 2 pairs i didnt think that way

inner gazelle
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there is an element left - 5 is not an even number

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when you make pairs (divide by two) with even numbers you get no elements left (no reminder)

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if you have 0 objects and try making pairs, will any element last?

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@dreamy wolf

midnight plankBOT
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@dreamy wolf Has your question been resolved?

dreamy wolf
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@inner gazelle

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sorry i had powerc ut

inner gazelle
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can you answer that question then?

dreamy wolf
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wait a min

dreamy wolf
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we cant make nay

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any*

inner gazelle
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will any elements last tho?

dreamy wolf
inner gazelle
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so its even

dreamy wolf
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nothing will last since we cant even make pairds of nothing

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ohh nice

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thnx makx cat

inner gazelle
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ure welcome

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remember to close the channel

dreamy wolf
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hey i will close this

dreamy wolf
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.close

midnight plankBOT
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regal barn
#

2^m-2^n=56

midnight plankBOT
regal barn
#

how can I solve it?

empty cove
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are m and n natural numbers?

regal barn
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yeah

empty cove
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i suggest trying some small values of n

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that will give you some intuition to what is going on

regal barn
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2^6=64

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so i will take 2^6-2^3

empty cove
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yeah that's a solution

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but im assuming you have to prove this is the only solution?

regal barn
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ohh

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there can be many?

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how can I prove?

empty cove
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are you supposed to prove this?

regal barn
empty cove
#

in what context did this problem show up?

regal barn
#

only solving

empty cove
regal barn
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i see

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tq very much

#

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lone hound
midnight plankBOT
lone hound
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.close

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silent torrent
#

can some one tell me what ques 3 is asking for , and guide me ques 5

silent torrent
#

for ques 3 i dont understand the question

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ques 5 i divide into 2 cases

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case 1 first time probal black 4/10 the lost 1 ball then second time Probal brown 6/9

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case 2 first time probal brown 6/10 the lost 1 ball then second time Probal brown 8/12

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so i add 4/10 * 6/9 + 6/10* 8/12 so i get the answer right

sly burrow
#

3rd question is asking that if there are 15 bulbs to be installed, and the ordering doesn't matter, the only thing that matters is number of yellow bulbs, red bulbs and blue bulbs. How many possible designs are there?
One of the possible design is: 5 yellow bulbs, 5 red bulbs and 5 blue bulbs.

silent torrent
#

can u check my work of ques 5

silent torrent
sly burrow
#

yes, I checked it, it's correct.

silent torrent
#

lovely thank you

sly burrow
silent torrent
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so the answer is 14c2 +14c1 +3

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14c2 3 colours 14c1 2 colours 3 1 coulor

sly burrow
silent torrent
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why =((

sly burrow
sly burrow
silent torrent
#

ahh i see

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cảm ơn

#

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warm island
#

I took the dervative and got that

Qx = b

i then said for the FONC to be satisfied there can be no directions which changes this.

So i then went Q(x + alpha d) = b implies Qx + alphaQd = b only when alphaQd is zero. There cant be any directions that violate the FONC.

Is this a vald approach?

lyric charm
#

what does FONC stand for?

warm island
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first order nessecary condition

lyric charm
#

i am not sure i can fully grasp the logical structure of your argument here cause it is a little bit obscured

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but presumably you would need to prove FONC=>min and also min=>FONC with clear separation between the two subproofs

warm island
#

okay thank you.

#

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final shard
#

prove that <HKE = <MKE

midnight plankBOT
unique juniper
final shard
#

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final shard
unique juniper
#

i'm already ignoring a lot of problems because i have stuff to do, don't wanna add more problems on my list sully

final shard
unique juniper
final shard
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silent torrent
#

can some one help me problem a

midnight plankBOT
silent torrent
#

the problem is find CDF

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my work, x+x^2/2 if x<0 , x-x^2 if x<1, 1 if x>1

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i was thinking if x <1 it should be x+x^2/2 +x-x^2/2=2x because comunitive function so i think i will + 2 of them

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silent torrent
#

help me

humble wolf
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sand flume
#

He says that 1+a)^2 > a. This implies that a+1 > a. But isn't it the other way around. a+1> a which is obvious so squaring it will also me it is greater than a. And for showing that the set is not empty how can he just say that the element exists. Doesn't he need to proof it somehow

midnight plankBOT
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midnight plankBOT
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@sand flume Has your question been resolved?

tribal temple
#

It isn't the other way around, squaring a + 1 > a will give you (a + 1)^2 > a^2, but you don't know that a^2 > a (and if a is between 0 and 1, it isn't)
They also are not saying that "This implies that a+1 > a", they're saying that 1 + a is an upper bound for S, the set of all positive numbers x such that x^2 < a, if x is in S, then you have x < 1 + a because x^2 < a < (1 + a)^2

#

They also didn't just say an element exists for showing S is non empty, they gave you a particular element, that being a/(1 + a)

sand flume
sand flume
#

If that makes sense

tribal temple
# sand flume Could you into more depth about this: x^2 < a<(1+a)^2

The definition of the set S is all the [nonnegative] elements x such that x^2 < a, and you have a < (1 + a)^2 (you can e.g. expand out (1 + a)^2 = 1 + 2a + a^2, which as a is nonnegative, must be strictly greater than a), so you can chain those inequalities together for a given x in the set to give you x^2 < a < (1 + a)^2, to condense that down, x^2 < (1 + a)^2

tribal temple
# sand flume But how did they produce it?

For the thought process that got them to think about it, I wouldn't know what to suggest, but as for how they proved it was even a member, notice here: a/(1 + a) is nonnegative (a fraction of a nonnegative and strictly positive number), and (a/(1 + a))^2 <= a follows from rearranging a^2 <= a(1 + a)^2 = a^3 + 2a^2 + a (notice that a^3 + a is nonnegative also)

sand flume
#

One second let me read through this

sand flume
tribal temple
sand flume
#

Ok and then in his writing he says that since it is bigger than a. a+1 is an upper bound. Doesn't this word say that the first implies the second

tribal temple
#

It does, the implication is the fact that x^2 < a < (1 + a)^2

sand flume
tribal temple
tribal temple
sand flume
#

So I understand why (a+1)^2> a and a+1>a is obvious since it is 1 greater than a. but the connection between the two I don't see. They are just two distinct upper bounds.

sand flume
tribal temple
tribal temple
#

Then showing that the set is non empty allows you to consider the least upper bound of S

sand flume
runic hamlet
#

a < a+1 < (a+1)^2. importantly a+1 is at least 1 so the last inequality holds. at least thats how I would argue

tribal temple
tribal temple
runic hamlet
#

essentially they are being smart and hiding a case distinction that way. the problem is that x<x^2 is not true if x < 1. so if a<1 then you could for example say that 1 is an upper bound for S. and if a >= 1 then you could say that a itself is an upper bound. it doesnt matter how your upper bound looks like, only that you have one. by doing it this way they combined both cases

#

and to show that S is nonempty, for a < 1 it holds that a is in S and for a >= 1 it holds that 1 is in S. so again thats some element in S. again it doesnt matter what element you have, only that S is nonempty

midnight plankBOT
#

@sand flume Has your question been resolved?

midnight plankBOT
#
Channel closed

Closed due to timeout

Use .reopen if this was a mistake.

midnight plankBOT
#
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Show your work, and if possible, explain where you are stuck.
After 15 minutes, feel free to ping <@&286206848099549185>.
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tiny shale
#

how do i get better at math? i do so many question yet feel like im not making much progress..

tiny shale
#

a level maths

crimson swift
#

?

polar star
#

these are not really good questions

#

u would need to provide far more detail

fallow scarab
#

it's also not a math question

tiny shale
#

.close

midnight plankBOT
#
Channel closed

Closed by @tiny shale

Use .reopen if this was a mistake.

crimson swift
#

look like someone typed you

tiny shale
crimson swift
#

your profile nothing
when you message it looks like someone typed your name and message

crimson swift
# tiny shale mb boss

do more be patient try understanding questions than thinking about how many questions I did and how much I did not

midnight plankBOT
#
Available help channel!

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Remember:
Ask your math question in a clear, concise manner.
Show your work, and if possible, explain where you are stuck.
After 15 minutes, feel free to ping <@&286206848099549185>.
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last slate
#

Can someone help me

midnight plankBOT
last slate
#

This is what i did so far

#

<@&286206848099549185>

fallow scarab
#

!15m

midnight plankBOT
#

Please only use the <@&286206848099549185> ping once if your question has not been answered for 15 minutes. Please do not ping or DM individual users about your question.

last slate
#

Oops sorry

slow thorn
# last slate

pretty sure there has been some error in finding f(x)

#

you should get a ratio of two linear polynomials

last slate
#

Oh

#

What ratio?

#

Bit confused

#

Can u recognise where the error is?

slow thorn
#

before that

#

in calculating f(x)

#

you could try something like this

#

or show what you tried to reach f(x)

last slate
#

Ok ill send

last slate
slow thorn
#

well yes

#

but you still need a round of triangle drawing

last slate
#

This is What i did.

I

#

Sorry Its a bit messy

slow thorn
#

i cant see the last step

last slate
slow thorn
#

no like

#

all the steps you showed are correct for what you got

#

so it seems like the conversion of cos(arctan(..)) was where something happened

#

but idk what you did there

last slate
#

Ok gimme a min

#

Lemme re work it

#

I forgot to take the root of the hypotenuse

#

Is this correct nowM

slow thorn
#

thats the sine of it

last slate
#

Ohh

#

OHHH

#

Ohh so its optuon B right

last slate
#

In this

slow thorn
#

yes

last slate
#

Oki thank u very much

#

Have a nice day

#

.close

midnight plankBOT
#
Channel closed

Closed by @sick kelp

Use .reopen if this was a mistake.

#
Available help channel!

Send your question here to claim the channel.

Remember:
Ask your math question in a clear, concise manner.
Show your work, and if possible, explain where you are stuck.
After 15 minutes, feel free to ping <@&286206848099549185>.
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• Be polite and have a nice day!

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twilit sentinel
#

An algorithm is a way to go from input set to output set right?

twilit sentinel
#

This needs the output set be well defined?

#

In that case how do we talk of approximation algorithms?

#

Because they simply pose a bound on how much worse it can be from the optimal

fallow scarab
#

can you show the context

twilit sentinel
#

For example for vertex cover problem approximation algorithm we have a 2x bound, it can end up with a cover upto 2x larger than the smallest, but it's simply an "upto" bound, not exactly 2x, so it seems to have a ill defined output set?

smoky ridge
#

an algorithm is just a list of steps, the input set doesn't need to be the same size as the output set

surreal moon
surreal moon
smoky ridge
#

so for f(x)=0 you get dim(x)=∞ dim(f(x))=0

twilit sentinel
#

I'll try to state my confusion clearly wait

#

So in the ordinary vertex cover problem our domain is basically the set of all undirected graphs. And our co domain is the set of natural numbers.
And because we only want the smallest vertex cover, each graph will be mapped to a particular number for sure.

But in an approximation algorithm, that assignment of a number to each graph can be random based on what algorithm we use, it's just that each graph will be assigned a number in the range of [v, 2v] where v is the size of the minimum vertex cover

surreal moon
twilit sentinel
#

So somehow our algorithm is determining our function and not the other way round

surreal moon
#

I mean, an algorithm really is just a function.

twilit sentinel
#

An algorithm is the steps to compute a function, usually we have a well defined function, and then we can have various algorithms for going from an input to it's output

twilit sentinel
#

Not saying there's any harm but it seems to me that

#

In case of approximation algorithms we have the function undefined

#

When usually any algorithm we work with has a well defined function

#

And then we try to construct a algorithm which will achieve that

#

Here it seems we are defining a range of functions, and creating an algorithm that will end up being any one of those functions, that range satisfying the property of some bound over optimality

surreal moon
#

okay, let's scale the problem down. What do you mean by "approximation algorithm"? It doesn't return the most optimum result, just a best try?

twilit sentinel
#

Yea but it has a bound on how bad it's results can be

#

So for example if we want the smallest path from point A to point B it will at worst give a path that has length 2 times the actual smallest path

surreal moon
#

An approximation algorithm is still a computation, and computations are always well-defined

twilit sentinel
#

Yea that's what was causing the confusion

surreal moon
#

even if the approximation uses randomization, that just means that some seed value is a part of your well-define function

#

The random function, is well-defined because it has a seed input, and the same seed will always give the same output.

#

approximation algorithms will always represent a well-defined function

twilit sentinel
#

Let's look at sorting algorithms

#

It's domain is all finite lists of numbers and it's range is all ordered lists

#

And we have various algorithms that compute the function

#

Where input is mapped to it's own sorted self

#

The function is well defined

#

Then we create algorithms for ir

#

It

#

But in the case of approximation algorithms, the function is not well defined

#

How can you define the function

surreal moon
#

how not?

twilit sentinel
#

How will you define the function

surreal moon
#

However the algorithm is defined

twilit sentinel
#

Exactly

#

The algorithm is well defined

#

But not the function it computes

surreal moon
#

if the algorithm is well-defined, then the underlying function must be well-defined

twilit sentinel
#

That's what it is like for most algorithms but it seems not true for approximation algorithms

surreal moon
#

The definition may be a lot more complex, but it is still well-defimed

twilit sentinel
#

True actually

#

Yea you are right

surreal moon
twilit sentinel
#

The vertex cover algorithm

#

Nah you are right

#

We can define the function using the algorithm itself

#

And since the algo is well defined

#

So is the function

#

It's just that the simple nice description of the function we had for the optimal case

surreal moon
#

exactly

#

exactly right on all points

twilit sentinel
#

Becomes a notoriously complicated descriptions

#

Yea

#

You're right

#

Thx a lot

surreal moon
#

np

twilit sentinel
#

.close

midnight plankBOT
#
Channel closed

Closed by @twilit sentinel

Use .reopen if this was a mistake.

surreal moon
#

happy to help

midnight plankBOT
#
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Ask your math question in a clear, concise manner.
Show your work, and if possible, explain where you are stuck.
After 15 minutes, feel free to ping <@&286206848099549185>.
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• Be polite and have a nice day!

Read #❓how-to-get-help for further information on how to ask a good question, and about conduct in the question channels.

odd lagoon
midnight plankBOT
odd lagoon
#

is that true?

fathom onyx
#

yes

odd lagoon
#

okay

fathom onyx
#

The bit in the middle is a weird way to present this

odd lagoon
#

is this the linear transformation?

fathom onyx
#

Typically I've just seen this written as (first bit) = (last bit)

fathom onyx
#

If your mapping is, say, T

#

And that matrix is, say, M

odd lagoon
#

im not sure what mapping is, is mapping just, i take an input, and output it somewhere?

fathom onyx
#

Then T(v) = Mv is a way to define the linear transformation

odd lagoon
#

and for linear transformations

#

a geometric way to interpret that would be

#

i like shift the coordinate system?

#

and since our vectors

fathom onyx
#

Sorta, yeah

odd lagoon
#

or here just a vector

#

i guess

#

or maybe they are both vectors, i dont know sorry

fathom onyx
#

A linear transformation is a function where linear operations on vectors are preserved

odd lagoon
#

im having a really hard time understanding how it shifts at the moment is what i wanted to get at

#

like

fathom onyx
#

So

#

If v and w are vectors

#

and a is a scalar

#

Then T is a linear transformation precisely when T(v+w) = T(v) + T(w) and whn T(av) = aT(v)

odd lagoon
#

im sorry i cannot follow that

fathom onyx
#

Conveniently that can be condensed into

odd lagoon
#

im gonna try to reread it

fathom onyx
#

T is just a function

#

If it satisfies T(v+w) = T(v) + T(w) and T(av) = aT(v), we call this T a linear transformation

#

Such a function on vectors can be made by premultiplying a vector with a matrix

#

Hence their association with matrices

odd lagoon
#

im sorry im not trying to be difficult but i know i usually end up being difficult, i really appreciate you trying to help

#

im trying to find a way to put into words how i want help here if it can at all be provided

fathom onyx
odd lagoon
#

im trying to understand this geometrically because i seriously don't seem to be able to understand math in any other way

fathom onyx
#

The matrix tells you where the unit vectors (1,0) and (0,1) go

odd lagoon
#

right i recently learned of them, they are usually called i hat and j hat?

fathom onyx
#

3Blue1Brown has a good series on this

odd lagoon
#

yes i actually

#

watched that

odd lagoon
#

im trying to think of this the way he described but right now

#

im having trouble seeign what is being scaled

#

so

#

wait let me try to phrase my confusion

#

accurately

#

i read this as "im linearly transforming a 2 row 1 column vector by some funny collection of numbers (i dont understand them yet in any other way)"

#

then i know of the definition

#

of multiplying a 2x2 matrix by 2x1 matrix

#

i dont actually understand why i get that, but i do

odd lagoon
#

so im basically scaling my x

#

the horisontal composant

#

of this vector

#

with, another vector?

#

im scaling with another vector?

fathom onyx
#

Let's start with the indentity matrix

#

(1 0)
(0 1)

odd lagoon
#

right

#

and i just want to be clear i dont really understand square matrices

#

i understand somehow that can transform something

#

or

#

sorry

#

i did learn earlier

#

identity matrix

#

doesnt really transform

#

it keeps the thing the same?

fathom onyx
#

By our matrix multiplication deifnition (the first thing you've posted), if we multiply this by a vector (x,y)(col), it tells us that we add x lots of (1,0)(col) with y lots of (0,1)(col)

odd lagoon
#

im effectively multiplying by 1 when im linearly transforming something with the identity matrix

#

?

fathom onyx
#

"(col)" here just means "written as a column vector"

#

yeah

odd lagoon
#

ok sry let me read this

fathom onyx
#

The Identity matrix is the "multiplying by 1" of matrix multiplication

odd lagoon
#

x
y

#

?

fathom onyx
#

yeah

odd lagoon
#

but with the

#

brackets/parenthesis

fathom onyx
#

it's just difficult to write that in a textbox lol

odd lagoon
#

yeah

#

i have

#

noticed and it has frustrated me

#

i would use latex but my silly laptop

#

the like slash

#

doesnt work

fathom onyx
#

oof

odd lagoon
#

and i cant be asked to copy and paste

#

that in every time

#

anyway

shadow schooner
#

\

odd lagoon
#

yes i cannot type that

fathom onyx
odd lagoon
#

is that some kinda dark souls reference? xd

fathom onyx
#

loool

#

It's Legend of Zelda

#

It's from one of the first games

odd lagoon
#

ah alr sry havent played, havent played dark souls neither

fathom onyx
#

It's basically a staple line

odd lagoon
fathom onyx
#

we compute x times the first column (which gives us one vector)

#

And y times the second column (giving us a second vector)

#

And then add the two together

odd lagoon
#

the add part i got from the definition, and ok i agree that's what we're doing by the second way you explained now

#

im with you so far

fathom onyx
#

For the identity matrix, this just results in having the same vector we started with

#

If instead we looked at
(2 0)
(0 1)
as our matrix

odd lagoon
#

yes

#

or wait

#

wait

fathom onyx
#

Then by the same token, our result would be x(2,0)(col) + y(0,1)(col)

odd lagoon
#

like x(1, 0)(col)

#

that's the same as x right?

fathom onyx
#

yeah. well, (x,0)(col)

odd lagoon
#

yeah ok

#

so we have

#

x + y

#

on this step

fathom onyx
#

We'd have (x,0)(col) + (0,y)(col)

odd lagoon
#

or is there a difference

#

between x and (x,0)(col)

fathom onyx
#

x and y are just ordinary numbers

#

we're trying to add vectors

odd lagoon
#

but isn't that vector like just smack down on the number line

fathom onyx
#

Basically coordinates except we're allowed to add them

odd lagoon
#

like a one dimensional line

#

(x,0)(col)

fathom onyx
#

Yh

#

It's just x along the "x-axis"

odd lagoon
#

so how is it different from just x, for the identity matrix i mean

fathom onyx
#

Because x is just a number

odd lagoon
#

and a number doesnt have a direction

fathom onyx
#

It's like how there's a difference between the number 5 and the vector (5,0)(col)

odd lagoon
#

im still confused but i cant sense this is not something useful to be confused about

#

okay so

#

for the identity matrix

#

we have got this

#

(x,0)(col) + (0,y)(col)

#

and it is different from x + y

#

i dont totally understand why

#

but i can accept it

fathom onyx
#

5 + 4 = 9

#

But (5, 0) (col) + (0, 4) (col) = (5,4) (col)

odd lagoon
#

okay actually

#

that cleared up my confusion

#

lol

fathom onyx
#

Ideally you should be familiar with vectors

#

lol

odd lagoon
#

it is the distance from origo

#

to a point

#

and i see now

#

the distance isnt the same as the number

fathom onyx
#

It's...

odd lagoon
#

oh no

#

wait no it isnt

#

like 9 isnt the distance

fathom onyx
#

yeeee

odd lagoon
#

between origo and the point (5, 4)(col)

fathom onyx
#

To compare (5,4)(col) with (x,y)(col), you've got x = 5 and y = 4

#

Don't wanna rush you @shadow schooner but this seems like a massive message lol

shadow schooner
#

Where I come from linear algebra is learned in 2 stage, first the often unrigorous version of the course playing with vectors in R^2 (plane) and R^3 (space) and an abstract second course defining everything abstractly. imo 3blue1brown is between the 2 and helps a lot to build intuition, but is not a substitute to these two course.

#

there you go

fathom onyx
#

oh it was a massive message

shadow schooner
#

I just want to give some context

odd lagoon
#

i have been watching 3Blue1Brown's first 2 or 3 videos on this

fathom onyx
odd lagoon
#

and I noticed I had to go back to try to understand

#

what is happening

fathom onyx
#

oh wait it says you're an undergrad

odd lagoon
#

yes I am somehow undergrad

fathom onyx
#

I can go full lin alg on this shet

odd lagoon
#

bro bro dont

shadow schooner
#

lesgo

odd lagoon
#

talk to me like im 5 years old

fathom onyx
#

where's that other matrix I wrote...

odd lagoon
#

and i have not finished HS

fathom onyx
odd lagoon
#

like i can find the determinant of a 4x4 square matrix but i dont understand this yet

#

someone taught me a method

#

it was easy to memorise

#

but i want to stop memorising

fathom onyx
#

Let's see what happens if we multiply this matrix to (x,y)(col)

odd lagoon
#

and understand

#

where this shti comes from

#

i am so tired

#

of just memorising

#

nonsense

#

i want to understand

#

you know the jungle book?

#

when that monkey sings about

#

wanting to be a man

#

i want to be able to understand this stuff

#

right now im just memorsing and it isnt fun

#

i have failed to understand the notation

#

now im tryign to understand geometrically

#

and i feel like i have a better idea of what is going on since i started doing that

fathom onyx
odd lagoon
#

i dont see it but with the definition i can get there

fathom onyx
#

By "see" I do mean by using the definition dw

odd lagoon
#

ok my goal is to see it see it

fathom onyx
#

I'm not expecting you to immediately see this lol

odd lagoon
#

and np i dont expect to either i just need help getting to the point where i start seeing it

#

like

#

this could take weeks

shadow schooner
#

yeah we have to agree on definitions then interpreting this geometrically is bonus.

odd lagoon
#

longer maybe

fathom onyx
#

They do have a definition

#

It's more we''re trying to make sense of it, iirc

odd lagoon
#

i had the determinant

#

explained to me geometrically

#

and that was nice

#

i still remember most of it

#

i can still see

#

most of it

fathom onyx
#

Let's try then the following

#

Let's take a generic 2x2 matrix (such as the one in the definition)

odd lagoon
#

ok

fathom onyx
#

What do I get if I muliply this to the vector (1,0)(col)?

odd lagoon
#

i get (a, c)(col)

fathom onyx
#

yeee

odd lagoon
#

and that's it i think

fathom onyx
#

Notice how that's also just the first column of the matrix?

odd lagoon
#

yes i do notice that

#

and i see we multiplied the other column away by 0

fathom onyx
#

yeee

#

So that means our î vector got moved to that vector

odd lagoon
#

i have to admit i didnt understand the basis vectors very well

fathom onyx
#

(because î by definition is (1,0)(col))

#

ah

odd lagoon
#

in uni i was introduced to them as the |1|

fathom onyx
#

Well there's one

odd lagoon
#

but in 3Blue

#

they were just 1

fathom onyx
#

Ah

odd lagoon
#

at least during the first 3 videos

fathom onyx
#

A key property of a basis vector is that it has length 1

#

I think that's what you're on about

odd lagoon
#

maybe, like

#

i get that

#

they dont change the vector (i think) other than direction

#

but in 3Blues video

#

i wasnt able to understand

#

what they were used for

#

they seemed important

fathom onyx
#

Ah

odd lagoon
#

he literally called them

#

"two very special vectors"

#

not just special

#

very special

fathom onyx
#

They technically are

#

I'll do the 1-D case cos it's simpler (even if a little dull)

#

the number 1 is our basis "vector" here

odd lagoon
#

i like 1-D

fathom onyx
#

Because every other number we can make just by it being some multiple of 1

#

hehehehe

#

e.g. 35258 is 35258 times this basis vector

odd lagoon
#

but it is so counterintuitive for me to understand

#

because multiplying by 1

#

changes nothing

fathom onyx
#

yeee

odd lagoon
#

i haven't gotten any new information

#

i don't understand what that means

fathom onyx
#

2-D is where it gets a little more fun

#

Suppose instead I want to describe the vector (14,5)

odd lagoon
fathom onyx
#

(gonna skip using (col) all the time just for this)

odd lagoon
#

ok i will assume col

shadow schooner
#

the idea is to represent any element in R^2 as as sum of 2 vector stretched by adequate scaling factors

fathom onyx
#

It'd help if I had a vector of size 1 though

#

Well, let's see - ik (1,0) has size 1

#

Could I multiply this by anything to get to (14,5)...?

odd lagoon
#

no

fathom onyx
#

Right

#

Because I'm only going right

odd lagoon
#

yes

fathom onyx
#

There's no up-ness here

odd lagoon
#

i agree

fathom onyx
#

So while (1,0) is perhaps a useful basis vector (cos I could get the 14 bit there) I can't only use this vector

odd lagoon
#

yes

#

that makes sense

fathom onyx
#

Well by the same logic, (0,1) is also a vector of size 1

odd lagoon
#

we need to add a dimension

fathom onyx
#

yeeeeeee

#

Now - I have two vectors to play with

#

How many multiples of (1,0), and of (0,1), will I need for (14,5)?

odd lagoon
#

14 of i-hat and 5 of j-hat

fathom onyx
#

yep

#

Now it turns out that if I want to get to any vector (x,y) I just need x lots of i and y lots of j

odd lagoon
#

okay that's nice

shadow schooner
odd lagoon
#

that's what you meant by lots

odd lagoon
fathom onyx
odd lagoon
#

im 5 years old

odd lagoon
#

that's nice

#

now that feels

#

nice because now they have a reason

#

to be called basis vectors

fathom onyx
#

That's what we mean by basis vectors

#

Similarly, we say that vectors form a basis in a space if, by the method we've gone through, we can use these vectors to make any vector in that space

#

i.e. add a bunch of them together

odd lagoon
#

so like

#

when i have a 4 by 4 matrix

#

with a variable in there

shadow schooner
odd lagoon
#

and i want its determinant

#

if the determinant isnt 0

#

i can make any vector

#

and that's why we have a bunch of solutions there

fathom onyx
#

So, a 4x4 matrix is helpful with regards to a 4-D vector

#

dw about actually thinking in 4 spatial dimensions

odd lagoon
#

i actually

#

already worried

#

about that

#

and now i can

#

write two planes

fathom onyx
#

Just think of it as "there's just 4 coordinates"

odd lagoon
#

and draw lines between the two planes

#

i find roots

fathom onyx
#

So (1,2,4,6) is a 4D vector

odd lagoon
#

in the domain

#

ok yes

fathom onyx
#

In the 2x2 case - we've basically got down to "the first column tells us where i-hat goes and the second column tells us where j-hat goes"

#

This extends upwards by dimension

odd lagoon
#

wait

#

let me think about that

#

because i didnt make that connection yet

#

im just writing down my thought process

#

that we have two basis vectors that

#

if scaled

#

can give us any vector

#

we would like

#

tha tis

#

2d

#

for i-hat and j-hat only

#

i know there is k-hat but

#

whatever

fathom onyx
#

that'll be for 3D etc

#

yh

odd lagoon
#

yeah ok im still

#

right so

#

1, 0
0, 1

#

the identity matrix

#

or 2x2 case

#

for i-hat and j-hat?

#

is that the same thing?

fathom onyx
#

same to what?

odd lagoon
#

is the identity matrix

#

telling me where

#

i-hat and j-hat goes

shadow schooner
#

yep

fathom onyx
#

yeah the first column says where i hat goes

#

the second, where j hat goes

shadow schooner
#

they stay where they are

fathom onyx
#

This matrix specifically doesn't really move those vectors, so we call this the identity matrix

odd lagoon
#

okay

#

now we have those

#

and

#

we can scale them with a number a to get a point a for the respective variable that the column takes care of

#

a, b

#

like

#

i suck at explaining

#

in math

fathom onyx
#

So if I have the matrix
(a,b)
(c, d)
the first column tells me my i-hat will move to (a,c)(col)

odd lagoon
#

like the first column was i-hat, conventionally horisontal

#

so in my mind, that takes care of x

fathom onyx
#

And my j-hat, from the second column, becomes (b,d)(col)

odd lagoon
#

the x axis

#

because that's conventionally horisontal

#

the 2nd column the y axis

fathom onyx
shadow schooner
#

maybe a more concrete example what do you think this matrix / linear map one does geometrically

odd lagoon
#

idk what chat-up means

#

so i wont be able to use it

fathom onyx
#

If it helps, where're you from if I can ask?

odd lagoon
#

was that this is the inverted identity matrix

#

but that is probably not true

#

and the only reason i thought that was for meta reasons

odd lagoon
#

im from sweden

#

but ok

#

so i-hat and j-hat

#

you know

#

like you can kind of think about them, i guess

shadow schooner
#

from the previous discussion the colum of the matrix are where (1,0) and (0,1) are sent by the transformation

odd lagoon
#

a square matrix

#

that just says

#

my vector remains the same

#

so

#

now to the scary part for me

#

if i have

fathom onyx
# odd lagoon idk what chat-up means

well according to wiktionary the closest meaning to "chat-up line" = "pick-up line" is "raggningsreplik" (not that that's remotely the point 🤣)

odd lagoon
#

(2, 0)
0, 1

#

dont tell me

#

so

#

now i have doubled

#

i-hat

#

?

fathom onyx
#

yee

odd lagoon
#

now tell me is that right

#

ok

#

then

#

wtf

#

happens here?

#

(1, 1)
1, 1

fathom onyx
#

well j doesn't change

#

It goes to (0,1)

odd lagoon
#

yeah i didnt do anything

#

to j-hat

odd lagoon
#

now i can see

#

the basis vector

fathom onyx
#

So that matrix essentially stretches the coordinate grid by 2 along the x-axis

odd lagoon
#

in the horistona ldirection

#

doubling

fathom onyx
#

yeeee

fathom onyx
#

(pinging is fun /s)

odd lagoon
#

i will try that matrix

#

since yo uasked me to

#

oof

#

mm

#

i dont like that

#

i dont really understand what is going on

fathom onyx
#

Draw the vectors out

odd lagoon
#

i cant see it

#

this is why i made the thread so

odd lagoon
#

100%

fathom onyx
#

Only draw what i becomes and what j becomes

odd lagoon
#

i is 0 though

#

or wiat

#

are

#

making i vertical

fathom onyx
#

So step 1 - what does i become

odd lagoon
#

?

fathom onyx
#

yeee it's vertical

odd lagoon
#

bro

fathom onyx
#

pointing up

odd lagoon
#

ok

#

let me draw it

fathom onyx
#

What does j become?

odd lagoon
fathom onyx
#

yeee

#

er

odd lagoon
#

😦

fathom onyx
#

your label for j is on the wrong side

odd lagoon
#

no

fathom onyx
#

It's pointing left now, so it should be on the left

odd lagoon
#

that's positive j

fathom onyx
#

Ah

odd lagoon
#

so it is going negative j

fathom onyx
#

then your i and j need to be swapped

#

if those are axes

odd lagoon
#

no

fathom onyx
#

yeah

odd lagoon
#

realyl?

#

😦

fathom onyx
#

i = (1,0)(col) - i.e. 1 along the x-axis

shadow schooner
# odd lagoon

with the formula compute where (2,2) gets sent could be nice maybe

odd lagoon
#

i was vertical

#

?

fathom onyx
#

i is vertical after applying the matrix

#

because it then becomes (0,1)(col)

odd lagoon
#

oh no

fathom onyx
# odd lagoon

If you swap the labels for i and j here then you're fine

odd lagoon
#

you wanted me to

#

multiply two square matrixes

odd lagoon
#

with that one

shadow schooner
#

it’s ine way to do that computation

odd lagoon
fathom onyx
#

(if it helps - it's the same as multiplying by 1)

#

(i.e. it doesn't change the matrix at all)

odd lagoon
#

yes but

#

i dont understand

#

2x2 matrices

#

so

#

i dont understand this

#

i dont understand what the hell

#

this means

#

the identity mtrix

#

matrix*

#

is nice

shadow schooner
#

but we want you to see geometrically how a matrix can be viewed as a function that takes in vectors and spits out vectors

odd lagoon
#

i understnd that now

#

i didnt before

#

you explained it well

#

and i could even see

#

(2, 0)
0, 1

#

that it doubles i-hat

#

and i kind of think of that as the gaps becoming twice as big

#

on a cartesian plane