#linear-algebra

2 messages · Page 220 of 1

fallen scaffold
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Tp

nocturne jewel
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. . .

wintry steppe
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what is T_p(u(x))?

fallen scaffold
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idk

wintry steppe
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all the way back here (in the problem statement) T_p(u(x)) is defined to be p(x)u(x)

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so c p(x)u(x) equals what?

fallen scaffold
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Tp(q(x))

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?

wintry steppe
fallen scaffold
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yes

wintry steppe
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what happened to the factor of c?

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p(x)u(x) = T_p(u(x))
c(p(x)u(x)) = ?

fallen scaffold
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is this for the last line of the proof

wintry steppe
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yes

wintry steppe
fallen scaffold
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c(p(x)u(x)) = cTp(q(x))

wintry steppe
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yes

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assuming u(x) = q(x) (not sure what happened here but im rolling with it)

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so can you complete the proof?

fallen scaffold
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is that it for part a?

wintry steppe
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you've proven homogeneity correctly

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i didnt read the rest

fallen scaffold
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ok

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thats all i need to show for a linear map?

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i proved the additivity earlier

wintry steppe
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the proof of additivity is also correct, but it's a little messy

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yeah

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additive + homogeneous = linear

fallen scaffold
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yeah ill clean it up later since i erased a lot

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now how would i do part (b)

wintry steppe
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you want to compute $T_p(1)$, $T_p(x)$, and $T_p(x^2)$, find them in terms of $1,x,x^2,x^3$, and then put the coefficients into some kind of matrix

stoic pythonBOT
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TTerra

wintry steppe
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roughly

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i'm being vague on purpose since i think it'd be worthwhile to check again the definition of the matrix of a linear map with respect to two bases

fallen scaffold
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could i set it like this

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first

wintry steppe
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not really sure what you mean

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i told you how to start lol

fallen scaffold
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so put in 1, x, x^2 for Tp

wintry steppe
fallen scaffold
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but idk the equation for Tp

nocturne jewel
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you do....

wintry steppe
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recall, again, the definition of T_p

fallen scaffold
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all i know is Tp(q(x)) = p(x) q(x)

wintry steppe
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p(x) = 3x + 2

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this is given to you

fallen scaffold
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so i can put in 1, x, x^2 for p(x)

wintry steppe
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no, you're not changing what p(x) is

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do this

fallen scaffold
wintry steppe
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yes roughly

fallen scaffold
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did i do this right

wintry steppe
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only the first one

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$$T_p(x) = p(x)(x) = (3x+2)x = ?$$

stoic pythonBOT
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TTerra

fallen scaffold
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Tp = 3x^2 +2x, Tp =3x^3 +2x^2

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corrected the ones i missed^

wintry steppe
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you mean T_p(x) = 3x^2 + 2x and T_p(x^2) = 3x^3 + 2x^2, right? then yes

fallen scaffold
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yeah

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ok so now that thats computed

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what matrix should i put these in

wintry steppe
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well that's for you to figure out

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do you have a definition of "matrix with respect to bases" for a linear map?

fallen scaffold
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no

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i know that the ending should be a 4x3 matrix

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ending matrix of Tp^

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@wintry steppe

gloomy nebula
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Is it possible to find the entries of A?

fallen scaffold
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<@&286206848099549185>

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hello?

dreamy iron
fallen scaffold
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are there examples in there

dreamy iron
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section 2. are my examples.

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this pdf is very much a WIP and is rough around the edges, but the examples are cleanly written imo.

dreamy iron
toxic pendant
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hello, what does this notation mean

wintry steppe
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probably the identity matrix with n^2 entries? hard to say for sure with no further context

toxic pendant
wintry steppe
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it's the identity matrix of size n^2 by n^2

toxic pendant
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ah

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as in there are n^2 rows and columns

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makes sense

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alright thanks

toxic pendant
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without spoiling the answer, what does the phrasing "use it to calculate det[T]_a_a" mean exactly

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am I supposed to pretend that I don't know that the transformation matrix is the identity matrix and figure out the determinant through the basis?

wraith patio
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so if complex eigenvalues of a real linear transformation correspond to rotation, what do defective eigenvalues tell us about the transformation?

lavish jewel
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that it cannot be diagonalized

wraith patio
# gloomy nebula Is it possible to find the entries of A?

in ur problem there are infinitely many matrices for which this will be true. if it was (1,1)->(2,1,1) and (1,-2)->(1,1,1) then u could actually bc
A[1 1; 1 -2]=[2 1; 1 1; 1 1] and then u could multiply by the inverse of [1 1; 1 -2] to get A.
if u just want one particular matrix u could do smthn like set the 3rd column to be zero and then do that process with just the first two entries of the input vectors. so (2,1)->(1,1) and (1,1)->(1,-2).

wraith patio
lavish jewel
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nothing special other than that

wraith patio
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like what does it look like to not be diagonalizable

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rip

lavish jewel
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it just makes problems involving that matrix more difficult to solve

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or more generally, that linear operator

wraith patio
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would it be like a shear? since thats what upper diagonal matrices are iirc

lavish jewel
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no

wraith patio
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rippppp

lavish jewel
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it just means you can't split it easily into smaller problems

wraith patio
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this is so ssad

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im gonna cry

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but thank u edd

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❤️

wintry steppe
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you poor poor thing

lavish jewel
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i do think, but don't know if it's true, that all shears are defective

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whether all defective transformations are shears is another matter

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but yeah. not everything has to have a geometric meaning

wintry steppe
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how do you define shear?

hollow finch
wintry steppe
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can you generize for K^n?

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also k not 0 there ig

stoic pythonBOT
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nix (@ me for the love of euler)

hollow finch
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i think basically the row operation of adding a scalar multiple of one row to another is a shear in general

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could be wrong

wintry steppe
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in K^2 every nondiagonalizable is similat to a shear then

hollow finch
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yeah those two matrices are nondiagonalizable

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neat

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if being triangular is similarly shear-like maybe that's the answer but id need to experiment with it a bit

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do double backslashes to end rows \\

wintry steppe
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would be natural to check how in R3 looks like

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with 2 adjacent superdiagonal

hollow finch
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right. im going to plot it real quick

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yeah kinda looks like a shear ig. wish i has a program to animate linear transformations in R3 so i could see it better.

wintry steppe
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maybe in some sense all nondiagonalizable are direct products of "shears"

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need to define what a shear is ofc

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jordan normal form

hollow finch
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also just fyi if you're curious, in 3b1b's video on eigenvectors i think he actually animates a shear in R2 and shows visually how it doesn't have two eigenvectors.

zealous junco
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id imagine its jut fixing k dimension and rotate+stretch wrt n-k orthogonal dimensions lol

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well nvm it cant be rotating

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nvm i think it can

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forget it i misunderstood shears just now

wintry steppe
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consider a jordan block

wintry steppe
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yea, the question is what "shear" means

quartz compass
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I think of shearing transformations in terms of the determinant

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there's a nice rule that if you add a multiple of a column (or row) of the matrix to another column (or row) then it doesn't change the determinant

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it's like when you're in grade school and you think of the triangle formula being base*height/2, we don't care about where the apex of the triangle is relative to the base, just its height above it

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that's because area of a triangle/parallelogram is unchanged by shearing

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same goes for higher dimensional versions of this for parallelepipeds

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so now what are the matrix multiplication way of writing 'adding a multiple of a column to another column'?

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it's just an identity matrix with a scalar on an off diagonal entry

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so that's what a shear means to me

quartz compass
twilit anvil
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that is indeed a nice way to think about it merosity, multilinear in the rows is not something that everyone would accept right away.

wintry steppe
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Perhaps pure linear algebra people mean something different by shear. But in continuum mechanics which defines all these things using linear algebra a shear is any off diagonal term in the stress tensor. So in that 2x2 case Carla posted above that's a stress tensor with pure shear, so it would literally shear vectors when it operates on them.
https://www.continuummechanics.org/stressintroduction.html

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If I wanted to transform the vector P(x,y,z) to P'(x',y',z') so that there is no z-component, would I do it by rotation about the y-axis or just a normal transformation from one point to another?

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\phi is the angle between the x-axis and the shadow of P on the xz plane.
\theta is the angle for P

lavish jewel
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looks like a projection onto the xy plane, not a rotation

wintry steppe
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and then P'=[x',y',0] ?

lavish jewel
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or maybe not, what exactly are the coords of P'? since it seems not to land on the same x and y coords as P

wintry steppe
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That might just be my error in drawing, I added the P' vector to show what I mean by projecting P onto the xy plane

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I just want P projected such that it doesn't have a z-component

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and only x and y then, so onto the xy plane

lavish jewel
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then P' is just (x,y,0)

wintry steppe
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Alright

lavish jewel
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if you would use a rotation, the point would land further away

wintry steppe
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Even if I rotate by \phi ?

lavish jewel
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just think about it for a moment

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the radius r is sqrt( x^2 + y^2 + z^2)

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rotations preserve length

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any nonzero z will yield a larger radius

wintry steppe
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OH

lavish jewel
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if you rotate that larger radius, you get a point further away on the xy plane

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if you project, length is not preserved

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this is (if i understood you right) what you want

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you get instead only length in the xy plane

wintry steppe
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Yes P needs the same length in the xy plane

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so that means no rotation and just like we said before for P'=(x,y,0)?

lavish jewel
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that's what it sounds like to me

sturdy portal
sturdy portal
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Who pinged me?

glacial mango
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might be a better place for your question

sturdy portal
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@glacial mango Thank you, I'll duplicate the question there

radiant yarrow
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I didn't understand this part

grand cove
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can anyone explain whats the difference between bound and free vectors

sturdy portal
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@grand cove Free vectors can be considered as displacement in a multidimensional space, whereas bound vectors can be considered as an ordered pair of points.

grand cove
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in terms of like linear algebra

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i read somewhere that free vectors dont make a vector space

grand cove
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is there any general concept like difference of two vectors from same space make free vectors?

nocturne jewel
grand cove
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that what displacement is right?

radiant yarrow
nocturne jewel
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yep

radiant yarrow
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what about b_m, b_{m-1}...... b_1?

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they're not defined as 0 right?

nocturne jewel
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they're just any scalar

grand cove
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and what about position vector? they are also displacement vectors right? but they dont really seem to be free

sturdy portal
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@grand cove Considering a vector in $R^n$ there are $n$ coordinates. Each free vector in $R^n$ defines a displacement in in every coordinate. If we consider a function $f: R^n \to R^n$ this function, it can be differentiable if (insert the part from calculus)

stoic pythonBOT
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JohnDark

radiant yarrow
nocturne jewel
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the tl;dr is that any degree m poly can be "made into" a poly of degree n>=m by adding the corresponding terms just with the 0 scalar in front of it

radiant yarrow
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I thought the coefficients were changing

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whereas it's just indexing and degrees

nocturne jewel
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example I can "make" ax+b into a quadratic by writing 0x^2+ax+b

radiant yarrow
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got it

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it's just adding zeroes

nocturne jewel
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yep

sturdy portal
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@grand cove You can find partial derivatives of the coordinates if the function allows

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For every point $\textbf{x}$ in the domain of definition of $f$ there is a corresponding free vector that can map the point $\textbf{x}$ to $f(\textbf{x})$. That free vector is $\textbf{v} = f(\textbf{x})-\textbf{x}$.

stoic pythonBOT
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JohnDark

sturdy portal
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Then the graph of the function $G(f)$ (set of all ordered pairs $(\textbf{x},f(\textbf{x}))$) can be considered as the set of bounded vectors

grand cove
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x^2

stoic pythonBOT
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JohnDark

grand cove
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v would be (x^2)-(x)

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?

sturdy portal
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Here the points are modelled as tuples in $R^n$

stoic pythonBOT
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JohnDark

sturdy portal
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If you meant $(([\textbf{x}]_1)^2, ([\textbf{x}]_2)^2, \ldots, ([\textbf{x}]_n)^2)$

stoic pythonBOT
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JohnDark

grand cove
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im having a hard time tryin to understand this im a physics major

sturdy portal
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You just should think what happens at every coordinate

grand cove
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hmmm

sturdy portal
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You can read about matrix differentiation

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I'm not proficient in that

grand cove
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matrix differentiation

sturdy portal
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The point (represented by a column matrix) is a matrix too

grand cove
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ahan

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alright i kinda know how to do that

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you basically describe function by a parameter in vector form

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and then represent it as matrix and take its derivative??

sturdy portal
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Yes, that's totally acceptable, just make sure that you actually need it

covert shadow
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in the context or row and column ordering, what does R1, R2, R3, R4 and R5 mean?

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this is not in english but you might get a sense of what i'm trying to figure out

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amd and colamd are matlab commands

radiant yarrow
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Bruh when does LA get exciting

nocturne jewel
hollow finch
radiant yarrow
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I just felt bored by this polynomial definitions and stuff

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It's in vector spaces chapter

nocturne jewel
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It certainly isnt the "glamour" of calculus, but yeah exciting is relative

radiant yarrow
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Integration in calculus 1 felt horrible

nocturne jewel
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integration is calc2

radiant yarrow
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Need to resume learning calc 2

hollow finch
radiant yarrow
hollow finch
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but only goes as far as u subs basically

radiant yarrow
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Techniques and stuff are calc 2

hollow finch
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eigenvalues/eigenvectors are pretty rad i think

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diagonalization is cool

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the applications of it are cooler though tbh

radiant yarrow
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Ohh

hollow finch
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like linear systems of differential equations stuff

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but thats an optional topic

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rarely covered in a LA class

radiant yarrow
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I'm interested in learning a little application side too. I guess computational programming is useful for employment

nocturne jewel
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Least Squares

gloomy nebula
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I'm not sure if this is true or false.

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I tried explicitly writing all the entries of A,B, and AB but still cant prove that the columns add up to 0 (def of linear dependence)

torn hornet
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well whats an equivalent condition to having linearly dependent columns

gloomy nebula
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we can write those columns as a linear combination of one another

torn hornet
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I am going for something else, can we make a statement about say, the null space of B

gloomy nebula
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the null space of B is not empty

torn hornet
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mhm, and do you see how to proceed from that

twilit anvil
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its been a while, but, you probably meant the nullspace of B has other things in it beside the 0 vector. maybe that might help you to form the argument?

teal grotto
# gloomy nebula

coming from a different point of view, given functions g and f, the composition g o f is injective if and only if f is injective and the restriction of g to the image of f is injective.

the columns of B being linearly dependent means that B is not injective, so the composition AB has cannot be injective, hence it has linearly dependent columns.

gloomy nebula
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But composition is not equivalent to matrix multiplication?

lavish jewel
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in a suitable basis, yeah

native rampart
quartz compass
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not too hard to see either, you look at how the linear operator acts on a basis and that's enough to make a matrix. That matrix encodes everything because linearity lets us decompose any vector down into a linear combination of the basis vectors.

dire thunder
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matrix multiplication is defined to be equivalent to composition of corresponding linear maps

hollow finch
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A more straightforward argument would be that since the columns of B are LD there exists a nonzero vector n such that Bn=0. It follows that (AB)n=0 implying AB has a nontrivial null space implying the columns of AB are LD.

torn hornet
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yeah thats what i was going for

leaden tide
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One interesting property is that the inner product doesn't change if you apply them on either side

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If you take <·,·> to be the standard dot product, then a symmetric matrix S has the property that <SX,Y>=<X,SY>

quartz compass
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you can use them to measure lengths of vectors as a metric tensor. In particular the lengths of vectors are scalars and so should be unchanged by coordinate change, so let's say we describe our change of coordinates by the matrix J, with Jx=y, we want |x|=|y|. We can look at the squared length as just y^T y = x^T (J^TJ) x = x^T G x and so the matrix G here encodes how to measure length correctly in this new basis

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in general if you care about x^T A x and A isn't symmetric, you can always symmetrize it too, since it's just a scalar, add it to its transpose and divide by 2 to get x^T ( (A+A^T)/2 )x, it's convenient in the sense that you only have n(n+1)/2 degrees of freedom as opposed to n^2 to worry about

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well in my example G=J^TJ so it's really every entry is all the combinations of the dot products of the basis vectors, so it's geometrical in that sense

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yeah I wouldn't try to picture it either lol

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but the dot product is a visual thing at least

lavish jewel
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the most useful way to look at it might be as being diagonalizable in an orthonormal basis

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idk what exactly you meant by "diagonalization" up there

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diagonalization usually denotes using an invertible matrix P to turn the matrix in question into a diagonal one

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A = P^-1 D P -> P A P^-1 is the diagonalization of A

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strictly in 2D, ok

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which 2 vectors?

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what are you calling transpose

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that's not a transpose

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be careful not to ruin what you already know in an attempt to visualize new stuff

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if you're comfortable with inner products and rank 1 matrices

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another useful way is to note that a symmetric matrix A can be written as B B^T, for some matrix B

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at least for positive (semi)definite ones

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then you can see Ax is the same as multiplying x by several rank 1 matrices (outer products of vectors in B) and adding the results up

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still, that's only for a special kind of symmetric mat

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idk why you keep trying to visualize it tho

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the whole point is kinda to abstract what "vector" means

leaden tide
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sure, you can make vector spaces from, say, functions and not points in n-D space, that doesn't make drawing lines and planes useless nor needlessly restrictive imo

wintry steppe
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vector space of functions is just space of sequences with a really large number of entries

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that's how u visualize it

leaden tide
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unfortunately sequences are already infinite-dimensional, so good luck drawing that out

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in similar ways at least

quartz compass
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i cheat and allow infinite linear combinations so that I can take the function delta(x) which is 1 at x=0 and 0 otherwise and then my basis is delta(x-a) for all a 😎

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very easy to visualize, even if it's fake 😭

lavish jewel
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identity matrix moment

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everyone knows a dirac delta is the same as an identity mat

wintry steppe
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why cheat? just take formal infinite linear combinations and work with em

lavish jewel
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formal infinite considerable tteppa

quartz compass
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infinite linear combinations are not necessarily still in your vector space

leaden tide
quartz compass
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like continuous functions over R

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an infinite sum of continuous functions is not necessarily continuous

gusty cliff
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hi! I need some help at the last part where it says "by using the expression..." am i supposed to just substitute PDP^-1 into B = QAQ^-1, also sorry if this is not the right place to ask, im not sure if it is;;;

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This is shown in the answer scheme, but I'm not very sure why is it QPAP^-1Q^-1

lavish jewel
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what's your question in the last point?

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it is indeed just a substitution

gusty cliff
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why it is QPAP^-1Q^-1 instead of QPDP^-1Q^-1?

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or is it the same?

misty shuttle
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I think its just a typo?

lavish jewel
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yea looks like a typo

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the point should be to show that the operation QAQ^-1 is "eingenvalue-preserving"

gusty cliff
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ouhhh I see

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sorry but do you mind to explain what is eigenvalue preserving?

lavish jewel
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don't worry about it 😛

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bleh

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let QP = M,

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then B = M D M^-1, so that M diagonalizes B

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B has eigenvalues D

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A has the same eigenvalues D

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meaning B=QAQ^-1 preserved the eigenvalues of A

gusty cliff
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ohhhhhhh

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thank you so much!

copper heath
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How do you get the area of a parallelepiped formed by 3 vectors?
I know that you can get the area of a parallelogram formed by 2 vectors by getting magnitude of their cross product

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how does this work with ppiped though

quartz compass
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take the dot product of the third vector with the cross product of the other two

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it's more clear if you think of the cross product in the determinant, then the dot product is just filling in that final row

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the determinant is what's getting you the volume of the parallelepiped

copper heath
quartz compass
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take the cross product determinant, and expand it along the row of basis vectors so you have your 2x2 determinants like so: |..|i-|..|j+|..|k

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now when you dot another vector with this you're really replacing the i,j,k with the components of that vector, so you have |..|x-|..|y+|..|z

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now you can go backwards and put x,y,z into that row the basis vectors were originally in

teal grotto
copper heath
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ohhhhhh

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ok now it clicked, thank you smiler7

lost dragon
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@copper heath
Maybe this picture helps as well?
Observe how the volume is based off the dot product between A cross B and C

copper heath
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err, i don't really see how the dot product comes into play from that picture?

lost dragon
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Maybe In limiting cases.
Say C were completely in line with the cross; then its just orindary multiplication.
But if C were completely perpindicular to the cross, then its zero.

copper heath
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oh

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yeah yeah, so in the "inbetween cases" its C dot A x B

lost dragon
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Yes.
So intuitively, we decompose C into parts that are parallel with the cross, and parts perpendicular.
The magic is the total volume is a "linear combination" of those "projected" sums.
(intuitively it arises because each of the projected volumes point in the "same direction".)

copper heath
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yeah i think that makes sense..

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it'd probably click more once i start playing around with it
i just saw a problem somewhere where it gave me three vectors and wanted me to get the volume of the parallelepiped and i was very puzzled

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waaaaaaaait
the three vectors are just linear combinations of the basis vectors

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so it's literally just the determinant like coycoy said

teal grotto
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determinant and the method that the others mentioned are equivalent, in R^3 at least

copper heath
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yeah i understand that, but it just being determinant is a lot more intuitive to me

crimson jay
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hello, if i have a flat vector (y=0), how do i rotate it upwards towards positive y axis by some radians

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i thought of a method but i think its inefficient

teal grotto
copper heath
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yeah i know its obvious, but it just didn't click to me how it related to the parallelepiped

crimson jay
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i thought of just doing sine as you would (you get a longer than needed vector) you normalise it and scale by originally intended length

teal grotto
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oh i didn’t mean it was obvious, just unsure what point u we’re trying to make

crimson jay
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there must be some vector manipulations to do this right?

lost dragon
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@crimson jay You can form a rotation matrix and apply it to your intial vector.

crimson jay
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but wouldnt that take even more calculations

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and arent rotational matrixs along x, y or z axis

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technically this is rotating about its normal

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so (0,1,0)^thevector axis

copper heath
lost dragon
crimson jay
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its a 3d vector

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anyways it would be r cos theta, r sin theta

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(cos theta, -sin theta)
(sin theta, cos theta)

lost dragon
# crimson jay its a 3d vector

hmm im not sure i see what you mean....
in my head with your rotation its all flat along the x-y.
yea i agree with you (1, 0) gets mapped to (cos theta, sin theta)
so that means any (x, 0) say, gets mapped to (x cos theta, x sin theta), and this answers your og question.

crimson jay
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this is along the axis z tho

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rotation along z

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since you are using x y

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right now i want to rotate it into the third dimension

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by a angle theta

crimson jay
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im pretty sure this problem is well solved

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find the dydx first?

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👀 isnt F usually integral

zealous junco
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youll have to use the rotation matrix no matter what axis, but the computation is cheap

crimson jay
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how do i construct this rotational matrix?

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its along the axis perpendicular to both the up axis and the original vector

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i can get it via cross product

zealous junco
#

e.g. [1 0 0; 0 cos sin; 0 sin -cos]

crimson jay
#

thats is z axis no?

zealous junco
#

which do you want? thats x axis fixed, rotate the yz plane

crimson jay
#

i have a vector that is on the xz plane

#

and i want to rotate it into the y axis

zealous junco
#

then its [cos 0 sin; 0 1 0; sin 0 -cos]

crimson jay
#

however it is rotated towards the y axis

#

which means its not along any of the x or y or z axis

zealous junco
#

so you fix the y axis right

#

wait

teal grotto
#

yea lol just draw a picture

zealous junco
#

i dont what u mean cuz rotation is fixing some line and rotating the plane orthogonal to it

crimson jay
#

drawn with mouse

#

the fixed axis is the cross of original vector and (0,1,0)

zealous junco
#

so can u represent the fixed axis as a unit vector?

crimson jay
#

yes

#

wait do i rotate the rotational matrix

zealous junco
#

then its all a matter of change of basis, u have the matrix [1,0,0;0 cos sin; 0 sin -cos] wrt the basis containing the fixed axis as a basis vector

crimson jay
#

Rz(Ry(vector))?

zealous junco
#

but this is computational heavy so probably theres better way to do it

crimson jay
#

i thought of this method where i just introduce a new y value

#

based on right angle triangle

#

normalise it and scale by original length

#

👀 wait this is a vector manipulation but expanded out

zealous junco
#

actually its fine, so say u want to rotate a vector v by angle theta across an arbitrary axis represented by some unit vector u

#

then u construct a ON basis containing u and 2 other ON vectors and compute coordinate of standard basis vector in the ON basis

crimson jay
#

wats on

zealous junco
#

orthonormal

crimson jay
#

ehh

#

you mean i pull it upwards?

#

while maintaining same projection if looked from top?

zealous junco
#

its like perpendicular vectors basically, but in a different coordinate system chosen to your convenience

crimson jay
#

the y value should be tan(theta)*|v| right

zealous junco
#

tbh i dont have much idea what you mean sorry facepalmcry

#

but if you want to do rotation w.r.t a random axis of your choice (thats not along any of the x,y,z axis) you should use change of basis and work with a new coordinate system that sort of captures the rotation well

#

and so you may want to look up change of basis since all of its pretty convenient

#

but of course if your just rotating and fixing one of the 3 x,y,z axis you can directly apply one of the rotation matrices in R^3 you can get from google search

crimson jay
#

is this better

zealous junco
#

which axis are you fixing here?

#

i cant tell lol

crimson jay
#

the axis perpendicular to the original vector

#

and y axis

#

it rotates towards the y axis

zealous junco
#

hm there is a whole plane perpendicular to the original vector

crimson jay
#

erm yes

zealous junco
#

when you rotate you just fix 1 axis so that vectors on that axis gets mapped to itself after the rotation, so im still not sure if ur saying the axis u fix is y, or some axis perpendicular to original vector

crimson jay
#

huh i think it is working (the normalise + scale method)

#

its some axis perpendicular to original vector

#

the y axis is originally 0 and becomes non zero

#

neither of x y or z are fixed in this rotation

zealous junco
#

i think i see what u mean

#

is the axis perpendicular to original vector also flat in the y direction?

teal grotto
#

should just be $$(x,y,0)\mapsto (x \cos(t), y \cos(t), \sqrt{x^2 + y^2}\sin(t))$$ right?

crimson jay
#

yes

#

it is (y=0)

teal grotto
#

same thing

crimson jay
#

perpendicular to both the original vector and the y axis

zealous junco
#

ahh, so thats the axis ull fix and so u'll do cross product of (0,1,0) and your original vector to get that axis

stoic pythonBOT
#

coycoy

crimson jay
#

hrm i did cos(t0), tan(t1), sin(t0)

teal grotto
#

let me check again

crimson jay
#

yes i said that quite a while back

teal grotto
#

urs might be different because we have different axis fixed, but it’s the same idea

crimson jay
#

and when you asked me if i can put it in a unit vector i said yes

#

yes

#

mine starts off with y = 0

#

its on the xz plane

zealous junco
#

yea i think coycoy made it good

teal grotto
#

ok. will start with that and check once more

zealous junco
#

except just need to reorder i think

crimson jay
#

wait it was not all the same angle

teal grotto
#

wdym

crimson jay
#

mine was if you rotate (1, 0, 0) by t0

#

anti clockwise by +y

#

and then rotate it by t1, towards y axis

#

i simply sent the wrong notation here

crimson jay
#

basically it would be normalising the original vector

#

and set y to tan(t)

#

normalise it again

#

and scale by original length

teal grotto
#

if you have $(x,0,0)$ on the x-axis, then the transformation $(x,0,0)\mapsto (x\cos(\theta_0)\cos(\theta_1),x\sin(\theta_0),x\sin(\theta_1))$ should work, where $\theta_0$ is the angle rotated counter-clockwise about +y and $\theta_1$ is the angle rotated up towards +y axis

stoic pythonBOT
#

coycoy

teal grotto
#

you can always get a vector to lie on the x-axis so to speak through the correct change of basis, so this should be sufficient.

crimson jay
#

why would it be different if i switch x and z axis

teal grotto
#

not sure what u mean by switch

crimson jay
#

eh why are x and z treated differently

teal grotto
#

they’re not really.
“mine was if you rotate (1, 0, 0) by t0”
i just went by this and rotated (x,0,0) how you wanted it to be rotated

crimson jay
#

but why would the z value be x sin theta 1

#

shouldnt it be lesser than that

#

since the vector rotated into the third dimension

#

the projection on xz plane should have a down scale

#

but remain same proportions

#

ie same direction

teal grotto
#

that’s because i switched up coords lol. my mistake

crimson jay
#

?

teal grotto
#

second and third coordinates should be swapped in the latex thing i posted

crimson jay
#

the problem is still the same

#

since my question is valid when both angles are equal

#

wait i think i got it

#

you set y to r sin

#

and x and z to cos * ( cos, sin )

#

since you scale both x and z by the new triangles adjacent

#

🤔

#

while the y is the opposite

#

so if t0 is the angle along y axis

#

and t1 is angle towards y axis

#

it would be
r cos t1 cos t0
r sin t1
r cos t1 sin t0

#

x
y
z

#

because intuitively x and z should have similar notations

#

since they are affected by both t0 and t1

teal grotto
#

my bad. i had forgot to adjust again the z coord again. just checked and what you have is the same as what i got now

crimson jay
#

hehe

#

why didnt i think of this before

#

now that i look at it its trivial

teal grotto
#

everything is trivial after it’s been solved

crimson jay
#

you just scale x and z by cos t1

#

wait if so

#

it is a rotational matrix of some kind

teal grotto
#

we are rotating a vector. isn’t that expected?

crimson jay
#

now need to find general formula

forest quiver
#

hi

#

Is this a mistake in my textbook?>

#

Shouldn't the length of the vector X be:

stoic pythonBOT
#

Tim O'Brien

forest quiver
teal grotto
#

yes

forest quiver
#

Ah ok

#

second page of the book

#

there is alre3ady a mistakje

#

awesome @solid siren

teal grotto
#

hard to tell what the arrow is pointing at tho

forest quiver
#

you can see its coords

#

so if I have an n-dimensional vector, with n different coordinate points

#

I will have that n-amount of coords. squared under the square root

#

added to each other

#

under the sqrt

#

?

#

ok yeah the book sasy that nvm,

teal grotto
forest quiver
#

oh yeah right

#

you think its pointing to a vector behind?

#

idk

#

w/e

teal grotto
forest quiver
#

say

#

@teal grotto

#

do you havea good place I can get up-to-date textbook pdfs?

teal grotto
#

not really, no

#

google usually comes in clutch for me most of the time

forest quiver
#

yeah but

#

wha tif this one has more mistakes

#

:(

#

It's prbyl outof date

teal grotto
#

there’s probably an erratum online

forest quiver
#

I couldn't find a good one

#

I quit

dusky blaze
#

When you have a linear system of equations, if the coefficient matrix is invertable, then the lines intersect, right?

leaden tide
#

Each equation only defines a line in the 2x2 case

dusky blaze
#

Assume we have the 2x2 case.

leaden tide
#

Then that is correct

dusky blaze
#

nice ty

woven haven
#

I need someone's opinion; perhaps I'm overthinking this question.

#

I have an nxn matrix A where the ith row of A is given by t u + kv, where u and v are row vectors and k and t are scalars.

marble lance
#

The question?

nocturne jewel
woven haven
#

I'm sorry, I was typing it up in LaTeX to make it easier to read.

#

I realized quickly that I wasn't going to be able to convey it well.

#

where u and v are row vectors.

#

My idea is that this should follow pretty quickly from this theorem in my textbook:

dusky blaze
woven haven
#

But that feels. . . cheaty?

marble lance
#

If you already have the theorem, then yes this follows almost immediately. Not using the theorem would just be proving the same thing twice.

woven haven
#

Are there intermediate steps that I'm missing? I can't see any reason for not applying the theorem and going straight to my intended result.

marble lance
#

Yes, just apply theorem

#

But you kind of have to apply it twice

#

Once for the k and once for the t

woven haven
#

Oh, well I did not think of that.

#

So, if I'm understanding you correctly, I can apply the theorem once directly and have one determinant in terms of tu and the other in terms of just v since I've already removed the coefficient.

#

From there, I could express tu as 0 + tu, then expand that and show that the first determinant is 0?

#

(I understand you're not my professor and I thank you a ton for your help. I'm just trying to see if I understand your point.)

woven haven
#

@forest quiver Yeah go ahead.

#

@marble lance Thank you so much and have a great one.

marble lance
#

Np u2

forest quiver
#

Alright so

#

So if we have these three vectors

#

And with a fourth vector, it will form a quadrilateral

#

Wouldn't the third vector just be the sum of all three?

#

You add up each vector, and you get 3 sides. The fourth side is the vector that goes from the origin to the tip

#

of these three added

#

thats my idea but im not sure

#

I struggling :(

#

Or, would it be the sum of these three

#

and the 4th vector

#

is what makes that sum equal the 0 vector?

#

so it goes around all the way basically?

#

Idk im really lost

marble lance
#

These vectors don't represent the sides of your parallelogram. These are the position vectors from the origin of the vertices.

forest quiver
#

hmm let me think about tha

#

that

#

ohhhhhhhhhhhhhhhhhhhhhhhhhhhh

marble lance
#

So it's not the vector that points from one vertex to the next

forest quiver
#

ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

#

rightttttttttt

marble lance
#

It's basically the coordinates of the vertices

leaden tide
#

Disguised affine space questions lmao

forest quiver
#

ok wait let me try to solve this one

#

I can do iot

#

it

#

hmmm

#

I can't do it

#

Ughhhhhhhhhh

#

so a paralellogram has 2 pairs of equal sides

#

maybe I can do somethign with that

#

it's just so hard when it's 3d

marble lance
#

Well, you can try to use these vertices' position vectors to find the vectors representing the sides.

#

That could help.

forest quiver
#

Omg

#

you are a

#

genius

marble lance
#

It is known.

forest quiver
#

So what vector could I add to one of vertices to get another one

#

and that's one of my sides

#

if I add up the 4 sides, I get to the 0 vector

marble lance
#

Well

#

Depends on the direction of the vectors

forest quiver
#

right

marble lance
#

And remember, if you take the difference between two vertices on opposite corners, you won't get a side but a diagonal.

#

Try to see how you would do it in R^2 if you can't figure it out, so you can apply the same ideas

forest quiver
#

oh yeah

#

it's always better to try a simpler version

#

then deduce my way up

dusky blaze
#

@edgy grail When I've found the values for t and s, is simply finding the point of intersection enough to determine if the line segments intersect or should I also see if that point of intersection falls within the bounds of the line segments? I'm thinking I need to see if the point is in bounds but I can't really explain my thinking.
I can give more context if someone else wants to help or you can't remember what we were talking about.

dusky blaze
#

Side note: does anyone have an example of a 2x2 non-invertible matrix?

dreamy iron
#

@dusky blaze

$\begin{bmatrix}0 &0 \ 0 &0 \end{bmatrix}$

#

$\begin{bmatrix}a & b \ a &b\end{bmatrix}$

stoic pythonBOT
#

ninnymonger

forest quiver
#

It took me a little while

#

But I got a solution

stoic pythonBOT
#

ninnymonger

#

Tim O'Brien

forest quiver
#

now there is more sadcat

#

im done omg

#

lets go

hollow garnet
uncut charm
#

Hey can someone help me solve this problem?

#

please its due really soon and im stressing sm

lavish jewel
#

just use the definitions, it's not so difficult

#

look for stuff that is linearly dependent/independent

grand cove
#

hey can anyone explain the difference between transformations and operators and there effects on vectors

#

is it right to say that transformations change vector components and operators change tha vectors??

#

like transformations change basis and operators change vectors in the same basis?

dusky epoch
#

"transformation" and "operator" are largely synonymous

#

some authors reserve "operator" to mean "linear transformation from a space to itself"

lavish jewel
#

some authors say ann is largely tteppa

grand cove
dusky epoch
#

nothing, it sounds like minced wording

grand cove
#

what is this A matrix😩

#

is it an operator ? and why is it in standard basis?

dusky epoch
#

the matrix of T with respect to B

marble lance
#

Not with respect to B, I think

dusky epoch
#

er

grand cove
#

thats what i meant changing basis of the operator before

dusky epoch
#

yeah my bad sorry

grand cove
#

🥲

dusky epoch
#

A is the matrix of T wrt the standard basis

#

operators don't have bases. spaces do.

grand cove
#

oke

grand cove
#

can we think of it as something that transforms the object

#

like rotation matrix

#

i read that transformations dont change the vectors

#

but the components

marble lance
#

Are you unfamiliar with the concept that linear transformations can be represented by matrices? And that every matrix represents a linear transformation?

grand cove
#

yes

marble lance
#

Because if you are, you should not be looking at this theorem

#

You need to go back and read about that

dusky epoch
#

^

#

maybe watch 3b1b's essence of linear algebra

#

as a supplement

grand cove
#

thanks

copper heath
#

if i have an R^3 vector and the three angles it makes with the axis as well as it's magnitude

#

how do i quickly figure out it's coordinates?

#

i could probably do trig and figure it out but

#

is there a general formula

#

i know x is cos * magnitude
y is sin * magnitude
what about z? thiknign

quartz compass
#

you've only used one of your angles to get x and y

copper heath
#

huh

#

wait

#

are all three of them ||v|| * cos(respective angle)?

quartz compass
#

yeah that'll work

#

like you worked out though, you only need 2 angles to do this, the 3rd is redundant

stone fern
#

Is there a mathematical formula for a gauss sum of gauss sums like this? 1+(1+2)+(1+2+3)+(1+2+3+4)+...+(1+2+3+...x)

leaden tide
#

not quite the right channel, but that's not too complicated

#

there's an easy formula for each one of those terms, which is a polynomial

#

and the sum of n or n² from n=1 to x has similarly easy formulas

nocturne jewel
#

$\sum_{i=1}^x 1 +\sum_{i=1}^{x-1} 2+ ... + x$

stoic pythonBOT
north anvil
#

Is this the fastest/most efficient way of computing the cross product of 2 vectors?

quartz compass
#

I think so, but there can be faster ways if you happen to know more about them beforehand

nocturne jewel
#

$a\cross b =det\left(\begin{bmatrix}i&j&k \ a_x&a_y&a_z \ b_x&b_y&b_z\end{bmatrix}\right)$

stoic pythonBOT
stable kindle
#

struggling to articulate my argument for this one

#

wait no i've been misreading the question

#

brilliant

marble lance
#

Want to try first now that you read it correctly?

stable kindle
#

yes

#

for some reason i read it and thought 'w1, ..., wn a fixed basis for W, prove there exist v1, ..., vm such'

#

which is probably harder now i think about it

#

and/or false

#

wait, no

#

wait

#

that's just the next exercise, ok

#

so it's not false

#

but anyway

twilit anvil
#

ah this is from Axler no?

#

i think i did this one

wintry steppe
#

it is indeed axler

#

easily recognizable garbage font

teal grotto
#

lmao

#

when you add complex numbers you add the real and imaginary parts component wise

maiden rock
#

maybe a bit trivial but idh answers to this

#

basically need to classify if subspace or not

#

would it be correct to say all three are?

#

here's my logic, null can be satisfied in all

#

for (i), addition & scalar multip works as we can adjust the other three vectors to match

#

(ii) same story, also considering we can leverage negative numbers

wintry steppe
#

ii has no 0

#

what do you mean by adjusting the other vectors?

teal grotto
#

you should check (ii) and (iii) again.

wintry steppe
#

you need to actually write out and verify that the definition of a subspace holds/fails in each case

#

just use the fact that Det(MN) = Det(M)Det(N) and that a transpose had the same determinant as the original

#

over and over again

maiden rock
wintry steppe
#

no

maiden rock
#

why not

wintry steppe
#

by 0 i mean the vector (0, 0, 0, 0)

#

the zero vector of V

#

a subspace of V must contain this vector

maiden rock
#

oh

#

what even is 1 then?

#

the scalar 1 or the vector 1

wintry steppe
#

"the vector 1" isn't a thing

#

only the scalar

maiden rock
#

can 1 be [1,0,0,0]

wintry steppe
#

no, 1 is a scalar. leave it at that

maiden rock
#

okay noted

#

so then you can't even add two vecs to get a scalar

#

so subspace laws fail

wintry steppe
#

a, b, c, d are not vectors, they're scalars

#

V consists of quadruples of scalars

maiden rock
#

okay

#

then why can't a = -1 and b = 2

#

i don't follow

#

OHH

#

because a and b must both be 0

#

to satisfy the 0 vector

#

got it

wintry steppe
#

right

#

you got it

maiden rock
#

Do all 0 vectors in a subspace need to be of the same dimension as the 0 vectors of the vector space?

wintry steppe
#

the zero vector in the subspace has to be the exact same zero vector as that of the parent space

#

so yeah

#

(note that there's only one zero vector, always)

maiden rock
#

for iii) a^2 = b^2

#

I'd say it satisfies 0_v, and the subspace test

#

not sure where I'm going wrong

wintry steppe
#

does it satisfy the subspace test though?

maiden rock
#

let's see hmm

#

show a + lambda b in U

#

a + lambda b in R, so let this equal to a, for all a^2 there exists 2 values of b for b^2 given a nonzero

#

no?

#

so it does satisfy

wintry steppe
#

i don't understand what you're doing

maiden rock
#

oh wait

#

for the subspace test

#

a + lambda b

#

do a,b stay constant?

wintry steppe
#

what are a and b here?

maiden rock
#

if we test with a restriction, eg. a^2 = b^2

nocturne jewel
#

subspace test is that
0 in the space
linear combination of elements is in the space

wintry steppe
#

seth i think you might be getting mixed up because of your notation

#

for the subspace test you wanna check that a + lambda b is in U whenever a and b are in U. but you're already using a, b, etc to denote the coordinates of the elements of U

maiden rock
#

ah

wintry steppe
#

so if x = (a, b, c, d) and y = (e, f, g, h) are elements of U, and lambda is a scalar, you want to check that x + lambda y is in U. what would that entail?

#

no you can't square a vector. you mean its first two entries, right?

maiden rock
#

yep

wintry steppe
#

yeah

#

and you want to check that those are equal

#

knowing that a^2 = b^2 and e^2 = f^2

#

are they?

maiden rock
#

no

wintry steppe
#

right, not always

maiden rock
#

yes if everything is 0

#

or some other special case

#

but in the whole no

#

so SS2-3 fail

#

alright got it, thank you for your help

wintry steppe
#

you got it yeah

maiden rock
#

while i’m here

#

what’s a diagonalizable matrix

wintry steppe
#

it's a matrix that's similar to a diagonal one

#

more transparently, it's a matrix that represents a linear operator which becomes diagonal with respect to some basis

maiden rock
#

is it a identity matrix but that has the same number instead of 0?

wintry steppe
#

not sure what you mean

maiden rock
#

span and basis is next chapter

#

so i’m not sure what their def is of diagonal yet

wintry steppe
#

you should probably hold off on understanding diagonalizability until yhen

maiden rock
#

I need it for a proof tho

nocturne jewel
#

diagonal matrix is 0's off the diagonal, not 0's on the diagonal

maiden rock
#

so what’s the difference between that and the identity matrix

#

is it just a non square identity matrix?

nocturne jewel
#

...

#

no

#

just a hard no

wintry steppe
#

the identity matrix is diagonal, but not every diagonal matrix is the identity (eg zero matrix)

maiden rock
#

hmm

wintry steppe
#

typically one only speaks of diagonal matrices that are square

maiden rock
#

can the diagonals be anything non zero?

wintry steppe
#

of course

maiden rock
#

and be different for each row

wintry steppe
#

definitely

maiden rock
#

okay got it

wintry steppe
#

1 0
0 3

nocturne jewel
#

Diagonal 2x3 matrix sully

maiden rock
#

so basically a generalised identity matrix but the diagonals can be anything and different

#

can one of the diagonals be 0 and the rest nonzero?

#

or all must be nonzero

wintry steppe
#

sure

#

0 0
0 1

maiden rock
#

sick

#

that’s pretty neat

#

i’m sure they have some cool applications

wintry steppe
#

many

#

diagonalizability is a fun topic

#

very important too

#

the whole point is that we might have some super complicated looking matrix, but we might be able to turn it into a very simple kind of matrix. diagonal matrices are very simple

maiden rock
#

i was just asking because of this

#

then is the zero matrix a diagonal matrix, or not really

wintry steppe
#

yup

#

it is

maiden rock
#

ah I see

#

so i) yes, ii) iii) no

wintry steppe
#

a diagonal matrix is just one whose entries off the main diagonal all vanish

#

(vanish means equals 0)

maiden rock
#

ahh okay got it

#

neat

#

this is pretty exciting stuff

wintry steppe
#

and yes, your answer to this is correct

#

(assuming n > 1, since if n = 1 things are kind of silly)

maiden rock
#

hm

#

can a scalar be defined as a 1x1 matrix

wintry steppe
#

typically it'd be the other way around

#

a 1x1 matrix is just a scalar

maiden rock
#

what's the difference

wintry steppe
#

which comes first, the chicken or the egg cocatThink

#

what's the difference between a scalar and a 1x1 matrix?

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not really anything

maiden rock
maiden rock
wintry steppe
#

in practice everyone just pretends 1x1 matrices and scalars are the exact same thing

maiden rock
#

pretty neat

#

so linear algebra really is everywhere

#

thank you!

wintry steppe
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no problem

copper heath
#

what's the method for solving this

nocturne jewel
copper heath
#

uh

#

is that the same process for inverting it?

nocturne jewel
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Laplace expand is how you evaluate dets

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Laplace/Cofactor

weak needle
copper heath
weak needle
#

What do you mean?

copper heath
#

how did you know that's what you're supposed to do just by looking

copper heath
weak needle
copper heath
#

can you explain what you mean by taking out that factor?
the first column just becomes x+2y, x+2y, x+2y

#

after you sum and replace

#

then what

weak needle
#

Correct, now the factor of (x+2y) comes out of the determinant and that column becomes all 1’s

copper heath
#

are you sure about it being all 1s?
this is the supposed correct answer

weak needle
#

Look, let me send you a pic of my working

copper heath
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how do you go from that 3rd step to the second to last?

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how did the det get to that

weak needle
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I subtract the first row from the second and third rows

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That is, replace row2 by row2-row1 and similarly replace row3 by row3-row1

copper heath
#

sorry if its a dumb question but why is that necessary

weak needle
#

That just makes life simpler, now the first column has only one nonzero entry so finding the determinant is now super easy by expanding along it. (Or another way you can get the determinant is that now the matrix is triangular so the determinant is the product of the entries on the diagonal)

#

It isn’t really necessary, you can probably expand the determinant at the third step as well, it would just be a little messier probably

copper heath
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question, if you do laplace expansion on the original determinant you'd end up with the final expression for it anyways right?

weak needle
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Yes, but there is a catch: it won’t factor x+2y out for you, so you’ll have to do some polynomial division on whatever expression you get for the determinant

#

But yeah, it will be the same

copper heath
weak needle
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I did that operation to kill off the 1’s on the first column

lyric dawn
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hey i'm sure this is a stupid question, but i dont see how matrix dimension match in eq 4.2.5

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U_A has a size mxm

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D_A has a size kxk

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Z has a size kxn

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but in the formula it's not only D_A but its a block matrix containing D_A, hence the number of rows is greater than k

stoic pythonBOT
#

Syst3ms

#

Syst3ms

lyric dawn
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you're correct, thank you

leaden tide
#

The number of columns match, you just need more rows

lyric dawn
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yea i was stuck i dont know why

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thank you its clear now !

leaden tide
#

np

maiden rock
#

can we say a line is a subspace of R^2

dire thunder
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@maiden rock only if line passes through (0,0)

maiden rock
#

hmm

#

isn't that a direct implication from scalar multiplication?

dire thunder
#

no it is not

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consider line y = 1

maiden rock
#

ah

#

okay noted

dire thunder
#

that is set of vectors {(x,1)}

maiden rock
#

then analogously

#

a plane passing through the origin is a subspace of R^3?

dire thunder
#

(x,1)-(x,1)=0 but 0 is not in {(x,1)}

dire thunder
#

but line would also be

maiden rock
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and a line inside that plane passing through the origin is a subsubspace

dire thunder
#

subsubspace has no meaning

maiden rock
#

L <= P <= V

dire thunder
#

i mean like you can speak about subspace of subspace but it reduces to being just subspace of original space

maiden rock
#

ya fair

#

pretty neat

nocturne jewel
#

a line going through the origin in R^3 is a subspace

lyric dawn
#

V is a subspace iff a linear combinaison of element of V are still in V

#

i always refer to that definition when im asking myself this kind of question

nocturne jewel
#

Im pretty sure their question was more just making sure they understood linear subspaces, since they were doing subspace/naive test the other day'

coarse sandal
#

what does it mean "singular"?

#

does it mean that the matrix is invertible?

teal grotto
#

not invertible

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one solution: ||any non-invertible diagonal matrix with integer diagonals||

coarse sandal
sharp matrix
#

Heyo, for my highschool graduation project im making a program that renders cross-sections of 4d objects using raymarching. It works right now, but only if my cross-section is perfectly flat, which yields quite uninteresting results, hence my question: How would I go about rotating vectors in 4 dimensions?

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in which the following would be given: (x,y,z,w) for a vector, and the (x, y, z, w1, w2, w3) rotation of the object im looking at

void relic
#

What are the w1, w2, and w3 for? For 4D, you choose a plane and put cos(x) and sin(x) in front of the two components you want to rotate. So like, to rotate the vector 20 degrees in the w-z plane you do (x,y,z,w) -> (x,y,zsin(20),wcos(20))

coarse sandal
#

Can anyone help me start this proof?

#

im not sure where to begin

#

This is the theorem, because using this would make the problem trivial

#

so im not sure where to begin for this or even how to approach it

teal grotto
#

take the eigen vector v associated to the eval lambda. you have Av = lambda v so A^2 v = lambda^2 v.

now (A^2 - 2I)v =…

coarse sandal
#

👍

dusky blaze
#

I think that I can tell if a point a(t) is on the line segment if
x0 <= x value of a(t) <= x1
where x0 and x1 are the x values of the endpoints of the line segment defined by a(t).
Is this true? Is this enough?

#

What do you call it when you multiply a matrix by a number?
Like

n * [1 2]
    [3 4]

What do you call n? Is that a scalar? A constant? Something else?

teal grotto
#

scalar, field element

dusky blaze
#

Thank you.

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For what values of the parameter t is this the case?
I think this is the case for the values 0 <= t <= 1. These are the values of t that describe the points on the line segment a(t).
Is the same true for b(s)?
I think this is true for the values 0 <= s <= 1. These are the values of s that describe the points on the line segment b(s).
Putting it all together, after solving the matrix equation, how do you determine if the line segments intersect?
I think that if 0 <= t <= 1 and 0 <= s <= 1, then the line segments intersect. I don't think that I need to calculate the intersection point.

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Thank you for all of your help with this.

next dune
#

i know this is kind of a broad question but why do linear transformations have so much applications in economics, physics and other real world phenomena

#

i get the mechanics of linear transformations but im trying to piece it together with why they are so important

tidal wharf
#

a lot of operations are linear, like rotations, translations, differentiation, integration, etc., or can be approximated by linear ones (like by taylor expansion)

next dune
#

that helps, thanks

candid pivot
quartz compass
#

you can make it linear if you use homogeneous coordinates, kind of a cute hack

tidal wharf
#

oh yeah sorry not in the usual sense of x -> x+a, I was thinking of translation on functions

#

like Tf(x) = f(x+a)

#

but then got it mixed up

#

since the word translations goes with rotations but also I remember the translation operator on functions being a linear operator

dreamy iron
#

Morning #linear-algebra

given a vector space V with basis $\beta = \left{ v_1 , v_2, \ldots , v_n \right}$

have you guys ever seen the basis of the dual written as follows??

$$\beta^{\star} = \left{ v^1 , v^2, \ldots, v^n \right}? $$

leaden tide
#

I've seen it when looking up english resources on the subject

stoic pythonBOT
#

ninnymonger

Morning #linear-algebra 

given a vector space V with basis $\beta = \left\{ v_1 ,  v_2, \ldots , v_n \right\}$

have you guys ever seen the basis of the dual written as follows??

$$\beta^{\star} = \left\{ v^1 , v^2, \ldots, v^n \right\}? $$
```Compilation error:```! You can't use `macro parameter character #' in horizontal mode.
l.56 Morning #
              linear-algebra
Sorry, but I'm not programmed to handle this case;
I'll just pretend that you didn't ask for it.
If you're in the wrong mode, you might be able to
return to the right one by typing `I}' or `I$' or `I\par'.

LaTeX Font Info:    Calculating math sizes for size <14> on input line 58.
LaTeX Font Info:    Trying to load font information for U+msa on input line 58.```
quartz compass
#

yeah, it's typical, goes well with tensor index notation

#

$v^iv_j=\delta^i_j$ for instance

stoic pythonBOT
#

Merosity

leaden tide
#

However, in class we just wrote the dual basis of $B = {e_1,\ldots,e_n}$ as $B^* = {e_1^,\ldots,e_ n^}$

stoic pythonBOT
#

Syst3ms

dreamy iron
#

so there's no confusion that this is exponentiation? cuz that wouldn't make sense in linear-algebra context?

leaden tide
#

well, it could, but i guess it's left up to context

#

I mean, usually you know whether f²(x)=f(x)^2 or f(f(x))

dreamy iron
leaden tide
#

(bear in mind that in the case of linear maps, u²(x) usually means u(u(x)))

stoic pythonBOT
#

Syst3ms

dreamy iron
#

yeah, me too. the times ive seen it are $\delta_{ij}$ also .

stoic pythonBOT
#

ninnymonger

lucid glacier
#

Cool kids use the iverson bracket

#

$[i=j]$

stoic pythonBOT
lucid glacier
#

tensor notation is for physicists

quartz compass
#

lower indices are covariant, upper indices are contravariant

#

you can index juggle with the metric tensor, so it wouldn't be delta_{ij} generically speaking

dreamy iron
#

i've seen that language only once. i'm used to seeing covectors called one-forms or linear-functionals.

#

^re: covariant and contravariant.

quartz compass
#

well you just said you've only just seen upper indices for your first time

#

so you're just inexperienced, that's ok

lavish jewel
#

4 nuts

quartz compass
#

differential geometry is pretty notorious for having a lot of different notation

dreamy iron
#

lovely haha

lavish jewel
#

don't interrupt the discussion for random stuff plz