#help-27

1 messages · Page 429 of 1

sinful sand
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wai

vernal monolith
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merhaba

sinful sand
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nvm

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ya turkish

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?

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anyways

vernal monolith
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i am

sinful sand
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ye i see it

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but can we that 140

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140+40=180

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make that 140

vernal monolith
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140 ı neden buldun

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110 ve 40 derece var soruda

sinful sand
faint gorge
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X. E. on that

vernal monolith
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paralelkenarı nereden oluşturdun? bu soru için paralelkenar oluşturmana gerek yok çünküü

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not X.E. on this

sinful sand
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k

vernal monolith
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you just extend the parallel line

sinful sand
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maybe

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we could make a rule

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roket yada kalemucu kuralı

vernal monolith
sinful sand
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cyrenux dm

vernal monolith
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no, i would rather have it here

sinful sand
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to talk turkish

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actually

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we cant talk turkish here

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easily

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anyways

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lets contunine

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look at it again

vernal monolith
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you are allowed to talk foreign languages here as its allowed for educative purposes, just not in public channels like discussion

sinful sand
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tamam

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şimdi napıcaz

vernal monolith
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soruyu çözmenin her yolunu mu arıyorsun?

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yoksa ilk çözümünü elde ettin mi

sinful sand
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Z kuralını

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düşündümde

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olmadı

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3 açı beliriyor

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M kural olabilir

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diye düşünüyorum

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110 ile 40 karşı çaprazı eşit olamazmı

vernal monolith
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l paralel doğrusunu uzatıp açıları 110, 40 ve 30 olan bir üçgen elde edebilirsin

sinful sand
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çizermisin

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rica edersem

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?

vernal monolith
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yanımda çizecek bir eşya yok, ve serverin yardım anlayışına aykırı, helperların görevi helpee yi soru çözmek için guidelamak, soruyu onlar için çözmek değil

sinful sand
vernal monolith
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altına, aynı doğrultuda olacak

sinful sand
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40 derecelik açının yanındanmı

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@vernal monolith

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cevap 110 mu

vernal monolith
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110+40 derece

sinful sand
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k ile l arasından

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paralel çizsek

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hm

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neyse

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.close

devout snowBOT
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Channel closed

Closed by @sinful sand

Use .reopen if this was a mistake.

devout snowBOT
#
Available help channel!

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simple grotto
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Okay, given a view point, a view plane, and an object in ND space defined by minimums and maximums extruded in all dimensions from minimum to maximum, projecting to the view plane as goes exactly through it to the view point from the shape all in Euclidean, Spherical, or Hyperboloid geometries, not mixed geometries, assuming we only see one like 3d, per such shape being projected, what is the maximum number of vertices, "planes", and maybe "shapes" needed to represent if I go by pixel in not Euclidean instead of triangles?

simple grotto
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Should I just test it?

faint gorge
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Yes X E.

simple grotto
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Okay, anyone know enough to conjecture?

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I am very inactive huh?

devout snowBOT
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@simple grotto Has your question been resolved?

simple grotto
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This channel was hidden for a time until that bot. X E.

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Also, if I only rotate in one not current 3d at a time then the max dimension of output is 4d?

simple grotto
untold ravine
simple grotto
simple grotto
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Just me being weird. X E.

untold ravine
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cool

simple grotto
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Also, cool, another Godot-er. X E.

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I think this generalizes to if there is only travel in ND the results can only be of that ND regardless if there are more dimensions. X E.

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So in short we can consider a 590d like 3d as long as our view is in that 3d. X E.

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Smart 4d+, here I come. X E.

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Or any arbitrary thing to some arbitrary number of dimensions. X E.

simple grotto
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Is this too high level?

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<@&286206848099549185> is this too high level, should I just test myself?

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ND is any dimensional. X E.

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Maybe not Josiah. X E.

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Given a view point, a view plane, and an object in ND space defined by minimums and maximums extruded in all dimensions from minimum to maximum, projecting to the view plane as goes exactly through it to the view point from the shape all in Euclidean, Spherical, or Hyperboloid geometries. It is not mixed geometries. Assuming we only see one like 3d, per such shape being projected, what is the maximum number of vertices, "planes", and maybe "shapes" needed to represent? I may go by pixel in not Euclidean instead of triangles. X E.

vernal monolith
simple grotto
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I almost got a domain called moxe.plus. X E.

simple grotto
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Should I just test it and stop bothering you?

faint zinc
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@simple grotto if your plane is curved you can intersect a convex object in more than one "slice," so a projection may be disjoint

simple grotto
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By the way, why is OmnipotentEntity not famous with their own 4d+, you know everything?

faint zinc
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The audience for a 4d game is rather niche

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I did publish a game with a few friends that did reasonably well, but it didn't have anything to do with higher dimensional geometry. I just like it

simple grotto
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At least in spherical it works by the theory of rotations per amount and it being defined from one amount to another. X E.

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Or I think it does. X E.

faint zinc
simple grotto
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Projection to any one point is a set of rotations in planes. If the object is defined as from a rotation to a rotation then this should be like the Euclidean case. X E.

simple grotto
faint zinc
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Well. Ok I'm doing a little bit of sleight of hand here.

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Because I specifically said curved plane and convex shape

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If a shape is convex with respect to the metric then I don't think it's possible

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But then again, there can be multiple paths in curved space that are equivalent, so convex might not be well defined in this case

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Double check on that

simple grotto
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There should be a way to mathematically define this even if it is like algebra. X E.

simple grotto
faint zinc
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But that being acknowledged, what I mean by disjoint is that one object when sliced by a volume can create two disjoint areas where the slice occurs

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This about it as sticking two fingers into water with the fingers separated, if we only consider the intersection of your fingers and the surface of the water, we have two disjoint regions

simple grotto
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Seems like it should be possible to make a shell with outer parts as long as it is a solid n-cuboid. X E.

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So with the disjoint parts, still all definable, max vertices, planes, and shapes needed?

faint zinc
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For an arbitrary curved plane and n-cuboid? Probably no bound.

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Or I guess curved intersecting n-volume

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Note that intersection is different from projection

simple grotto
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I guess we have to define that only a specific x and y on plane are viewable because otherwise we may have a circle. X E.

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Like from min to max. X E.

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If it were infinite or max sized it would have a maximum of the number of dimensions moving in dimensions. X E.

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But yeah, if we have two possible opposite ways on a sphere then one object is in view twice. X E.

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Possible to be disjoint that way but no other way I know of. X E.

faint zinc
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With a hyperbolic surface you could intersect as many times as you cared to

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I believe.

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And if it's heterogenous then all bets are off

simple grotto
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Nice to know. X E.

faint zinc
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Like, how much have you played with hyperbolic spaces, actually?

simple grotto
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None, just asked about them. X E.

faint zinc
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It might help to get an idea how these spaces mess with ideas about straight lines, direction, etc. Try solving the sokoban puzzles here: https://sokyokuban.com/#0

simple grotto
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Okay, tried that. X E.

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As far as I can tell it is like Minecraft, infinite but you can move back with rotation. X E.

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I still think that if defined correctly there is no disjoint. X E.

faint zinc
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Essentially, the embedding of hyperbolic space into euclidean space is via a hyperbola. If you can imagine a hyperbolic 4d space as being a 4d hyperbola embedded in a 5d space, then you can treat your 3d volume as a plane that wraps as many times as you care around the hyperbola, perhaps self intersecting but not necessarily, and each time around intersecting the n-cuboid in question 1 or 2 times.

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Each of these intersections, when "unwound" and projected into regular 3d euclidean space for rendering and later display would give one disjoint region

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You can imagine this as roughly analogous to a line traveling along a hyperboloid in 3d space. And naturally in 4d you have two independent rotations axes, meaning that you can have two independent curvatures.

simple grotto
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I thought hyperboloid meant a 2d hyperbola rotated around in 3d and then 4d is another rotation about a 4th axis in 5d. X E.

faint zinc
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Are you aware of the idea of duoprisms?

simple grotto
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Sort of. X E.

faint zinc
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Essentially, you can construct a duoprism of two hyperbolas, that's 4d, and then rotate this to get to 5d.

simple grotto
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Glad I am just doing spherical now. X E.

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Oh, different. X E.

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Thanks for talking. X E.

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Well, other things to do now. X E.

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Anything more before I close this?

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I guess not. X E.

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.close X E.

devout snowBOT
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Channel closed

Closed by @simple grotto

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devout snowBOT
#
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marble hearth
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Where am I going wrong here?

devout snowBOT
marble hearth
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There should be no solutions

uncut crow
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one little algebra before we get into the logic

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x - 24x = -23x

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you have a 23x there though

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fixing that, the bottom line should say x = 4

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now what you have really shown is that for every x not equal to 4, x is not a solution

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you can check that x = 4 does not make sense as a solution (because e.g. 1/(x-4) does not parse)

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so yes there are no solutions

marble hearth
woven radishBOT
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Vortac

marble hearth
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when I move the 96 to the right hand side I get -92

uncut crow
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and you should also have -23x on the left side

marble hearth
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ohhh

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ugh

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long day blobsweat

uncut crow
uncut crow
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well i’m just saying 4 is not a solution

summer summit
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<@&268886789983436800>

uncut crow
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1/(x-4) is an expression in the original equation

marble hearth
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ohh

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because (x-4) --> (4-4) = 0

uncut crow
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sure

marble hearth
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its not in the solution domain

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I should've checked the domain first...

uncut crow
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hmm

marble hearth
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$\mathbb{R}-{4}$

woven radishBOT
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Vortac

uncut crow
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that like… kinda misses the point

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when you “do algebra” and find x = something, the something may or not may be a solution. what it does tell you is that everything that isn’t the ‘something’ isn’t a solution

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and you can verify whether the something is a solution or not by seeing if it makes the equation true

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or if you learn basic mathematical logic and understand implications and if and only if statements and what ‘algebra steps’ mean in terms of those, you can know without checking

marble hearth
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thanks

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.close

devout snowBOT
#
Channel closed

Closed by @marble hearth

Use .reopen if this was a mistake.

devout snowBOT
#
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.
Do not immediately ping people or roles. After 15 minutes, feel free to ping <@&286206848099549185> once.
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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.

glossy dew
#

how does this go again

devout snowBOT
glossy dew
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i tried writing the trajectory equation and solving for the coefficients

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and just gave up after that

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funnily ai also gave up after that exact step and pulled this

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maybe even the derivation for what the ai said would help

sand quarry
glossy dew
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it is but it's so random

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like google pulled it out of nowhere

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i haven't seen anything close elsewhere

violet wind
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surely i need more information

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oh minimum speed

sand quarry
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Ok wait conservation of eng

violet wind
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well one guess is that you might want the object to peak at a height of 6m but i'm not 100% confident that's the optimal solution

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We could parameterize something. My vote would be the horizontal velocity

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oh i think i got it

violet wind
devout snowBOT
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@glossy dew Has your question been resolved?

thick lotus
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I am sure I did this once

shy osprey
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ull have two eqns

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and your variables will br theta and inital speed u

violet wind
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because it maximizes the amount of time between the two points

topaz axle
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i bet this has smaller horizontal

shy osprey
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the particle wont have this projectile motion if its gonna have minm speed

topaz axle
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just talking about horizontal

shy osprey
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Oh mb

devout snowBOT
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@glossy dew Has your question been resolved?

violet wind
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hmm fair

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ig that only applies to when they're on the same side of the vertex

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if the pillars are really far apart (relative to their height) you probably want the peak to be really high for that reason then

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Maybe parameterize w.r.t. the height instead

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$v_y=\sqrt{\f h5}$

woven radishBOT
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Dreyuk

violet wind
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$v_x = \f{(x_2-x_1)\sqrt5}{\sqrt{h-y_2}+\sqrt{h-y_1}}$

woven radishBOT
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Dreyuk

violet wind
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Not pretty

devout snowBOT
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@glossy dew Has your question been resolved?

thick lotus
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it might be inevitable that you have to bash the equation

thick lotus
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this shit is ugly

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,w find minimum sqrt((10 * (2a) * (a + 4)) / (12 - 3a) * (1 + ((-3a^2 + 24a + 48) / (4*a * (a + 4)))^2))

thick lotus
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tha is so fucked up

glossy dew
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seems to work 🤔

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minima point is (1.25421, 11.83216)

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almost 12

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maybe theres a more effective way

thick lotus
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maybe

thick lotus
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ig you have to consider that peak height is 6m

thick lotus
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there seems you can do something by converting the projectile equation into vertex form of a parabola

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y = k + a(x-h)^2

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$y = x \tan \theta - \frac{g}{2u^2 \cos^2 \theta} x^2$\

$a = \frac{g}{2u^2 \cos^2 \theta}$\

$y= x \tan \theta - ax^2$\

woven radishBOT
thick lotus
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factor a out

stoic cargo
thick lotus
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$y = a (\frac{\tan \theta}{a} x -x^2)$

woven radishBOT
thick lotus
woven radishBOT
thick lotus
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hm..

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ah^2 = k

thick lotus
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y = k - a(x-h)^2

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need to express u^2 in terms of a and k

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$$\tan^2 \theta = 4ak$$
$$\sec^2 \theta = 1 + \tan^2 \theta$$
$$u^2 = \frac{g}{2a \cos^2 \theta} = \frac{g( 1+ 4ak)}{2a}$$

woven radishBOT
thick lotus
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now your vertex is at (h,k) , take the 3m wall as origin so your walls are at (0,3) and (4,6)

thick lotus
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from here you can try to bring the u^2 all in terms of one of the variables and this would become easier to minimize

glossy dew
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ok

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hmm

violet wind
devout snowBOT
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@glossy dew Has your question been resolved?

primal ferry
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I've managed to get down to a form in $u^2 = 80q + 90 + \frac{125}{16q}$ where

$q=\frac{g}{2u^2 \cos^2{\theta}}$

woven radishBOT
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sam beam

primal ferry
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searching online tells me that this can be minimized by something called AM/GM which i am not familiar with

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I usually avoid gpt but after having gpt apply AM/GM on 80q + 125/16q I got u_min = sqrt140 which is 2sqrt35 which by using the approximation gives 12

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do you want me to share my work or would you rather i just outline the steps i took to get here

glossy dew
primal ferry
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would you rather i share my entire work or take you through my line of thought

glossy dew
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maybe just the way to compress it to this form

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it's easy after that

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its hard to see

primal ferry
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alright wait lemme take a picture i did it by hand

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is the writing legible?

glossy dew
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very

primal ferry
# primal ferry

ignore the simply being cut that's usually how i write when im teaching online

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i dont think ive made any logical slips here

glossy dew
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uhhh that's a really weird simplification

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wow

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i don't think id have processed the equations that way

primal ferry
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yeah it was definitely roundabout and i didnt do it alone my friendgroup is full of olympiad kids so i just took the question there and we banged our heads against it until i figured out you could use sec^2

glossy dew
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hold on

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cinema

thick lotus
primal ferry
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oh wait i dont even need AM/GM i can just differentiate and find the min point

glossy dew
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ok so writing p in terms of q makes sense then

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so i solve varying x and q

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okkk thank you for your time

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.close

devout snowBOT
#
Channel closed

Closed by @glossy dew

Use .reopen if this was a mistake.

tame sphinx
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$x-24x+96$?

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$what$

woven radishBOT
thick lotus
#

?

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what are you doing

tame sphinx
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$nothing$

woven radishBOT
thick lotus
devout snowBOT
#
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.
Do not immediately ping people or roles. After 15 minutes, feel free to ping <@&286206848099549185> once.
• Type the command .close to free the channel when you're done.
• 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.

granite island
#

can i pls have a hint for this problem

devout snowBOT
granite island
#

lowk dk wherer to start

devout snowBOT
#

@granite island Has your question been resolved?

granite island
#

<@&286206848099549185>

fair minnow
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there's a few different ways you can approach but it'd help to know the context of what you're learning

granite island
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Math contest 😭

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basically proof writing and induction but like yea besides that nothings

arctic yarrow
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An induction approach seems promising

fair minnow
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it's what i'd fiddle around with first but i'm not seeing an intuitive way to apply the inductive step

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i think im veering into group theory trying to look at this ngl

granite island
fair minnow
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which might be a bit beyond what it's asking(?)

granite island
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whats group theory?

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i haven't learned it before

fair minnow
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going to try and solve it before i start rambling

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give me a bit

granite island
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ok

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ill try it too ig

arctic yarrow
granite island
arctic yarrow
granite island
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yes but how do you get n+1 numbers if there are only n representitives

arctic yarrow
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I assume the property for n and try to prov it for n+1

granite island
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oh

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i see mb sorry

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ok so induction on n

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that might work

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ill think about it

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hmm its a little hard to get from n to n+1 though

granite island
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like numbering every member?

arctic yarrow
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yes and build a chain like i describe

granite island
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can you pls reexmplain this part "and the n first representatives of the other countries that respect the condition. " again? i kinda dumb i don't understand

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also how do u hide stuff like that like make the gray out

arctic yarrow
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ok take your (n+1)^2 representatives that you put in a square. Each line is a country and each row is a number.

granite island
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ok

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like in a grid

arctic yarrow
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Do you agree that if you remove the first line and the first row you get a square with side length n so we can use the induction hypothesis on it ?

granite island
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yes

arctic yarrow
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So you have to organize representatives of the first line and the first row so they satisfy the condition

granite island
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but if we arranged them is a square how do we know who would be left of who

granite island
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yup

arctic yarrow
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it doesnt matter who is where we just know by induction hypothesis that a configuration exists

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you see ?

granite island
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ok

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yes

arctic yarrow
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you sure ?

granite island
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yes

arctic yarrow
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ok so can you find a good configuration for representatives of first column and first row ?

granite island
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get out scemer

granite island
arctic yarrow
granite island
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well isnt that true by induction step or the base case?

arctic yarrow
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Here you have n+1 representatives from one country and 1 from n other countries

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so 2n+1 people that you need to organize so you would be able to use induction hypothesis on the others.

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is that clear ?

granite island
arctic yarrow
granite island
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oh ok

granite island
granite island
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ok so the question is how to chain them

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i mean prolly just alternate between people from the new country and people from the old country

arctic yarrow
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try this

granite island
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oh but that might not work at the ends

arctic yarrow
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why ?

granite island
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like every old country would have a new country representative to its right, so the person that is to the left of the person at the end of the line will match up with one of them

arctic yarrow
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yes but is that a problem ?

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one representative of a country can be to the right of a representative of the same country left ?

granite island
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then the condition would be unsatisyed because then the person to the left of the person at the end would be the same person somewhere in the alternatinv sequence that has a person from the new country to its right

granite island
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like the ends where out chain meets the rest of the circle

arctic yarrow
granite island
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oh

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but don't we have to add it on eventually

arctic yarrow
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we will

granite island
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but like in the sequence it works right

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like just the chain before we add it on

arctic yarrow
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If we can build a closed chain then we will be able to cut it where we want to merge

granite island
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why is this?

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also i may be dumb what what do u mean by cut it where we want to merge

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like just pputting in the chain soemwhere

arctic yarrow
granite island
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lol i think its just me being dumb

arctic yarrow
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i mean if we have two closed chain then we chose where to cut them in order to merge them right ?

granite island
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like we cut one of the chains and then put teh other one in it right?

arctic yarrow
granite island
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yea i guess

arctic yarrow
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by closed i mean like a circle

granite island
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so how should we cut them...

arctic yarrow
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so last step

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In the final chain, we have to keep the property

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Let me illustrate

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Imagine this somewhere in the chain we built with A a representative of the n+1th country : ...ABAC...

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We want to cut between A and B

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But we have to keep the relation there is an A to the left of a B

granite island
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ok so my plan is to pick a cutting point in the original chain. Then, we check what country is to the left of the cut line. then, we find that country in the second chain with 2n+1 countries. Then, we cut to the right of it (assume teh chain is already arranged in a line). Thus, we will not have an overlap, we can put those two chains seprately in the original chain

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oh sorry mb

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ill wait for u to finish typing first

arctic yarrow
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So we will cut the induction chain somewhere there is a B to the right. so something like that ....XB....

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then X can be anything since we destroyed a XB pair to create a new XB pair

granite island
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wait so where do we cut

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to the left of X?

arctic yarrow
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between X and B

granite island
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oh

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ok

arctic yarrow
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so in the end we lose AB pair and XB pair and we recreate AB pair and XB pair

#

so there is no change

#

so the property is conserved

granite island
#

ohh

#

my god

#

thats rly smart

#

holy orz

#

orz

#

I see now

#

omg thanks so much for the help

#

and thanks again

#

for the help

arctic yarrow
#

np thats a nice problem again

granite island
#

yup

#

one of those problms that have a slick ending

#

imm close it now, tanks for the help!

#

.close

devout snowBOT
#
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devout snowBOT
#
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proven anchor
proven anchor
#

@mystic scarab

#

z/z'=1 and z'/z=1

#

when z or z' are not equal to 0

faint gorge
#

me neither OP

#

can you post the original

jagged harbor
#

are you looking for another equivalent statement or trying to justify the book's statement?

proven anchor
#

(x^2-y^2)/(x^2+y^2)+2ixy/(x^2+y^2)

jagged harbor
#

which one?

proven anchor
#

this one

#

i am trying to make or connect this with argument of complex number

#

arg(z/z')

#

arg(z'/z)

jagged harbor
#

provided z (z') is nonzero, z/z' and z'/z respectively exist

proven anchor
#

if arg (z/z') is pi/4

#

which is one

jagged harbor
#

and you're simplifying [\frac z{z'}=\frac{x+iy}{x-iy}?]

woven radishBOT
proven anchor
#

can I say numbers will be pure real

#

yeah

jagged harbor
proven anchor
#

why not?

jagged harbor
#

3 is a real number

#

3' is just 3

proven anchor
#

3/3=1 no?

jagged harbor
#

3/3 is 1, and arg(1) is 0

#

or rather

proven anchor
#

ahha got it

jagged harbor
#

Arg(1) is 0 lol

proven anchor
#

pii

#

hmm

jagged harbor
#

the principle argument Arg(-) is 0 at 1; arg(-) is multivalued but returns Arg(-) + integer multiples of 2pi

proven anchor
#

x-iy/(x+iy)

#

if we look this arg

jagged harbor
#

you want to show that z (nonzero) has a zero imaginary component if and only if Arg(z/z') is 0?

#

is that what you're looking for?

#

or, do you just want to compute Arg(z/z') for arbitrary z?

jagged harbor
# proven anchor if we look this arg

[\frac z{z'}=\frac{x+iy}{x-iy}=\frac{x^2-y^2}{x^2+y^2}-\frac{2xy}{x^2+y^2}i] has [{\rm Arg}\left(\frac z{z'}\right)=\arctan\left(-\frac{2xy}{x^2-y^2}\right)]

woven radishBOT
devout snowBOT
#

@proven anchor Has your question been resolved?

proven anchor
#

can it be 0?

jagged harbor
#

when will what be purely real? z?

proven anchor
jagged harbor
#

z/z' is real if the imaginary component of z/z' is zero

#

@proven anchor

jagged harbor
#

@proven anchor so are you only trying to understand the original statement?

#

or, and reply only to the message that contains your motivation,

#

are you wanting to prove the same statement but by using an "arg"ument argument?

devout snowBOT
#

@proven anchor Has your question been resolved?

devout snowBOT
#
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wooden trout
#

can anyone send reosurces or teach me the techniques required to solve this question from the SMT Algebra problem 5 2023:

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#

@wooden trout Has your question been resolved?

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dapper fable
#

Let $n\geq 2$ be a natural number. In a math class, there are $n$ students, each student has a card with the number $1$. The teacher has $n$ many cards, where the $i-$th card has a number $\frac{n+i}{i}$ for each $i = 1,...,n$. The teacher hands out all the cards; some students may get more than one card, or some students may not get any cards. Each student then takes the product of all their card numbers, and writes it on the board. Let $S$ be the arithmetic mean of the $n$ numbers written. Determine the arithmetic mean of $S$, considered over all possible ways the teacher can hand out cards.

woven radishBOT
#

Copter

dapper fable
#

i dont know how to approach this at all😭

#

but apparently the answer is ||n+1||

devout snowBOT
#

@dapper fable Has your question been resolved?

cosmic pumice
#

first, class average before any teacher card is handed out = 1

#

if we give $\dfrac{n+i}{i}$ to a uniform random student, this student has its number multiplied by $\dfrac{n+i}{i}$

woven radishBOT
#

1048576Orz

dapper fable
#

yes

cosmic pumice
#

i.e. $\dfrac ni$ times more than the number he/she holds.

woven radishBOT
#

1048576Orz

cosmic pumice
#

the difference from the expectation before and after is $\dfrac ni$ times the average of the number held by the people.

woven radishBOT
#

1048576Orz

cosmic pumice
#

i.e. $E_{k}-E_{k-1} = \dfrac nk E_{k-1}$

woven radishBOT
#

1048576Orz

dapper fable
#

and then we find En?

cosmic pumice
#

yes

#

as a product

#

this product is a easy application of telescope

dapper fable
#

im guessing its gonna be something like n^n/n! or smth

cosmic pumice
#

well, your inituition is right

#

$n+1$.

woven radishBOT
#

1048576Orz

dapper fable
#

n+1 where?

cosmic pumice
#

damn sorry

cosmic pumice
#

$S_{k}-S_{k-1} = \dfrac nk E_{k-1}$

woven radishBOT
#

1048576Orz

cosmic pumice
#

it should be this

dapper fable
#

whats S?

cosmic pumice
#

$S_k = n E_k$, the sum of the people's number

woven radishBOT
#

1048576Orz

cosmic pumice
#

so it should be $E_k - E_{k-1} = \dfrac 1k E_{k-1}$

woven radishBOT
#

1048576Orz

cosmic pumice
#

and here is the right formula where you gets $n+1$.

woven radishBOT
#

1048576Orz

cosmic pumice
#

where do you stuck on

dapper fable
#

how would n+1 pop up again😭

cosmic pumice
dapper fable
#

telescope youd get En-E1 = something

dapper fable
cosmic pumice
#

telescope for product

#

first push the E_k-1 to the RHS

#

$E_k = \dfrac {k+1}k E_{k-1}$

woven radishBOT
#

1048576Orz

dapper fable
#

oh yeah mb

#

got it now

cosmic pumice
#

.close

dapper fable
#

wait actually

#

whys it 1/k

cosmic pumice
#

as $S{k}-S{k-1} = \dfrac nk E_{k-1}$

woven radishBOT
#

1048576Orz

cosmic pumice
#

divide both side by $n$

woven radishBOT
#

1048576Orz

dapper fable
#

oh oki

#

i c i c

#

thanks!

#

.close

devout snowBOT
#
Channel closed

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wooden trout
#

.reopen

wooden trout
dull parrot
devout snowBOT
#
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atomic idol
#

How do I find the inverse of
f(x)= sqrt( (x2) / (1+2x) )

atomic idol
#

Attempt failed gloriously

supple knot
#

Did you learn quadratic formula

atomic idol
#

Not sure what that’s referring to

supple knot
#

,tex .quadratic formula

woven radishBOT
#

pi_day

atomic idol
#

Nope never learned that

supple knot
atomic idol
#

I learned sth similar which is supposed to solve equations like this:

0= x^2 + p*x + q

supple knot
#

Okay yea that's the same with a=1

atomic idol
#

Kinda looks like:

x_1,2 = sqrt(p/2) +- sqrt(p/2-q)

supple knot
#

Yea move y^2 to the right side in your third to last line

atomic idol
#

Like this?

atomic idol
#

And how does that help with the inverse?

#

Wouldn’t it be useful for two specific x values

#

Wait nvm the parameter y just becomes my variable and im fine

#

I hope

#

Next question is, if my formula gives me two solutions how can that be?
This is injective and should only have one result

devout snowBOT
#

@atomic idol Has your question been resolved?

lunar harbor
#

you're going to need to define it piecewise or smt

atomic idol
#

Oh yeah mb the function is defined with the domain/codomain [0, infinity)

#

So it’s fine
Should still be injective

lunar harbor
#

that only leaves one of your cases as being possible

atomic idol
lunar harbor
atomic idol
#

Oh that’s what you mean by cases

#

Yes as long as there’s a positive and a negative result that’d work

#

But how do I know that

#

Ive been trying to prove it but it could technically be two positive results

#

In which case I’d have two solutions

lunar harbor
#

Recall that the domain of the original function is the codomain of the inverse
that only leaves one of your cases as being possible

#

If your domain is $[0,\infty)$, then your inverse should only spit out values in $[0,\infty)$.

woven radishBOT
#

Civil Service Pigeon

atomic idol
#

Yes it should

#

But can I just use that to claim what I calculated is right

#

Or do I have to show that the result will always be one positive and one negative number

lunar harbor
#

?????????????

#

You calculated two possibilities for the inverse

#

My point is that you can eliminate one of those possibilities

#

thus leaving you with a unique inverse

atomic idol
#

How can i tell which one i need and which one to eliminate

lunar harbor
#

You have a function from $[0, \infty)$ to $[0, \infty)$

woven radishBOT
#

Civil Service Pigeon

lunar harbor
#

So that means your inverse must also be a function from $[0, \infty)$ to $[0, \infty)$

woven radishBOT
#

Civil Service Pigeon

lunar harbor
#

As I said earlier, one of the possibilities for your inverse spits out values that are not in $[0, \infty)$

woven radishBOT
#

Civil Service Pigeon

lunar harbor
#

which violates the general rule of inverses

atomic idol
#

I know the reasoning and why that’d be bad

#

But how do I know it’s violating the domain

lunar harbor
#

You can't really do much eliminating off the domain since both of your possibilities are defined in $[0, \infty)$

woven radishBOT
#

Civil Service Pigeon

lunar harbor
#

but you can eliminate based on the codomain, as I've been saying

atomic idol
#

Mb meant the codomain

lunar harbor
#

Mate

#

just pick a value in the domain like 1 and see what each possibility for the inverse spits out

#

Alternatively note that

#

,texsp ||$$\sqrt{y^4+y^2}>\sqrt{y^4}=y^2 \implies y^2-\sqrt{y^4+y^2}<y^2-y^2=0.$$||

woven radishBOT
#

Civil Service Pigeon

atomic idol
atomic idol
#

Thats all

#

Ig I’ll just delete the one w the minus

lunar harbor
atomic idol
#

Ty ill close the channel now

#

.close

devout snowBOT
#
Channel closed

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lunar harbor
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ocean haven
#

claim

devout snowBOT
ocean haven
#

Tom plays a game, he is fighting the boss. Initially the boss has infinite hp, Tom has 100 hp. If Tom hits the boss once he gains 30 hp from the boss and if the boss hits him, he looses 10 hp. There is 50% chance of landing hit for both. If Tom's hp becomes 0 game over. Find probability that Tom looses

#

so 1) is 1/2^10

#

n ->0
1/2^(n/10)

#

@worthy tusk

frozen solar
#

idk how infinity works but can't the boss just tank inf hits from tom

ocean haven
#

idk

#

perhaps yes

frozen solar
#

so tom can never win...

worthy tusk
#

Anyway

#

Do you see where this is going

frozen solar
#

but why it n/10

ocean haven
worthy tusk
#

Okay i get it

#

That's right

ocean haven
gloomy aurora
#

I mean since the boss has infinite hp, how the hell will it ever his/her hp ever become zero? pandathink

ocean haven
worthy tusk
#

The N->0 thing im still unsure

frozen solar
#

tom never win blobcry

worthy tusk
ocean haven
#

the hp of tom N to 0

worthy tusk
#

Ok ok

#

Do you understand 3)?

ocean haven
#

yes

worthy tusk
#

So how do you deal with the following

ocean haven
#

idk

#

🥀

worthy tusk
#

So do you understand how to do 3) or are you struggling with 4)

ocean haven
#

yes

worthy tusk
#

My question makde no sense

#

So 3 or 4?

#

Basically lol

ocean haven
#

but there is an extreme case where the hp of tom always increase

worthy tusk
#

But the hp is capped at 100 isn't it?

#

Genuine question not a test

ocean haven
#

non fuck i forgot to mention

worthy tusk
#

Dw dw

#

If it is not capped it will in fact become easier

#

Ok

#

So now we assume it is not capped

#

And we also assume that the number of hp we wine or loose is the same for simplifications

#

We will also assume that the hp is not capped down at 0 so we can go negative

#

The idea is that if we ever reach negative we still loose

#

Okay

#

So do you have any idea how many situations of n turns will lead to hp reaching exactly 0?

#

With n being even and greater than 10

#

This is a very difficult question that we will cut into smaller question

ocean haven
#

even?

worthy tusk
#

Yeah

ocean haven
#

why

worthy tusk
#

Well

#

Can you reach exactly 0 in an odd number of turns (remember we count negative hp here)

ocean haven
#

we reach negative/ 0 on only even

#

?

worthy tusk
#

No

#

Okay let'ssimplify things

#

You can see toms hp as a paved road on which a man is walking

#

Ech turn he eithergoesforward orbackward

woven radishBOT
worthy tusk
#

<@&268886789983436800>

ocean haven
#

ok

worthy tusk
#

Imagine he isn't stopped at 0 on the right and could continue

waxen carbon
#

could i pls get help with this question

worthy tusk
#

He could reach 0 in 10 moves by going only right.
If he hesitated on one time and went back once before going on the right it would be 12

#

But like it couldn't be 11

#

Because for each step back you gotta go forwards once so it makes 2 more and stays even

ocean haven
#

oh

#

ok

worthy tusk
devout snowBOT
worthy tusk
# ocean haven ok

So do you agree that to reach 0 in N moves, he needs to go left exactly 10 more times that he goes right?

ocean haven
#

yes

worthy tusk
#

Do you know how to translate that into binomial coefficient to describe how many different path there are to reach exactly 0 in 10 moves

#

How many possible path of lenght N that end on exactly 0 exists?

ocean haven
#

bruh

worthy tusk
#

<@&268886789983436800>

#

Annoying

#

Ty

worthy tusk
ocean haven
worthy tusk
#

The hp vision complicates things because it's 10 by 10, i'd rather go 1 by 1 first

ocean haven
#

so if man take A step towards increase no. of paths would be (2A+10)CA

#

few paths go below zero then come back

worthy tusk
#

Yeah

#

So let's see it like that: out of all the N steps the man takes, 10 of them have to be to the (N+10)/2 have to be to the left and (N-10)/2 have to be to the right (10 mor eto the left)

#

So out of N steps exactly (N+10)/2 have to be to the left, the number of possibilites for this scenario is exactly given by a certain binomial coefficient

ocean haven
#

idk

#

sorry

worthy tusk
#

Do you know that the number of ways to raise a combination of k fingers out of n fingers is $C^k_n$

woven radishBOT
#

Almond

worthy tusk
#

Also written $\binom{n}{k}$

woven radishBOT
#

Almond

ocean haven
#

yeah

worthy tusk
#

So here

#

You have to choose a combination of (N+10)/2 steps left

#

Out of N total steps

#

Similar situation right?

ocean haven
#

so $\binom{N}{\frac{N+10}2}$?

worthy tusk
#

Yes!

woven radishBOT
worthy tusk
#

That's the number of ways there are to reach 0 in N steps

#

Exactly

#

Now

#

What is the probability of each of these combinations occuring

ocean haven
#

1/2^(N/10)

worthy tusk
#

Forget the /10

ocean haven
#

ok

worthy tusk
#

We'll go back to that later

#

You take N steps so yes

#

So what is the total probability of reach 0 in N steps

ocean haven
#

,, \frac 1{2^N} \binom{N}{(\frac{N+10}2)}

woven radishBOT
worthy tusk
#

🔥

#

Yay we made big progress

ocean haven
worthy tusk
#

Yeah

#

The idea was that to reach 0 you have to go exactly 10 times more steps left than you gosteps right

ocean haven
#

ok

worthy tusk
#

So if we solve the system right + left =N and left = right +10, we get exactly that

ocean haven
#

oh ok

worthy tusk
ocean haven
worthy tusk
#

Ngl idk

ocean haven
#

or it is the same just 2A + 10 = N

#

and A is steps taken to right

worthy tusk
#

Ahues it does work

#

Because it is the same to decide which steps you take left or which steps you take righr

#

It's complementary

ocean haven
worthy tusk
#

So im not sure how tomake a conclusion easily from there

ocean haven
#

welp

#

we arrived somewhere

#

to an upperbound where the paths may go below zero but end at 0

#

tysm almond

worthy tusk
#

The idea is that on a 1 dimensional grid (jsut like here), the probability that you reach a given point (here 0) in an infinite time is 1

#

It also works in 2 d but not in 3d

ocean haven
#

i see

#

i search this it shows catalan numbers and dyck paths

#

does that apply ?

worthy tusk
#

Oh shit yeah but that was not what i was goung for

#

Ok ngl i feel like dyck paths are pretty hard

ocean haven
#

😭

worthy tusk
#

Doyou know asymptotic stuff withlog

#

Like log(1-x) when x goes to 0 is like like -x

ocean haven
#

lim x->0 log(1-x) ?

#

it is 0 ?

worthy tusk
#

Yeha but forget it

ocean haven
#

alr

worthy tusk
#

The idea is that the probability to reach 0 at some point should be $\sum_{N=1}^{\infty}\frac{1}{2^N}\binom{N}{(N+10)/2}$

woven radishBOT
#

Almond

worthy tusk
#

No it's not true actually sorry

#

@ocean haven i think dyckpath might be better actually😭

devout snowBOT
#

@ocean haven Has your question been resolved?

#
Channel closed

Closed by @ocean haven

Use .reopen if this was a mistake.

devout snowBOT
ocean haven
#

no idea what shit is that

worthy tusk
#

well

#

dyck words are the number of ways to go up and down while staying above a certain treshold

#

so exactly what we want with hp

worthy tusk
#

i hope you had least had fun learning some stuff here

#

but im sure the result still holds

ocean haven
#

ill keep it open

devout snowBOT
#

@ocean haven Has your question been resolved?

devout snowBOT
#

@ocean haven Has your question been resolved?

devout snowBOT
#

@ocean haven Has your question been resolved?

shell hare
#

It's going to br closed by timeout tho

devout snowBOT
#
Channel closed

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#
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viral ledge
#

What if there is a language which is a reglang A or reglang B depending on a condition which is uncomputable

viral ledge
#

What is that language classification

#

Is da bot ded

jagged ledge
#

you just gotta wait till someone can help

#

after 15 minutes you can tag helpers i believe

viral ledge
#

No my net was glitching

jagged ledge
#

can’t help but interested in the problem, whats it about

viral ledge
#

What r u confused about

jagged ledge
#

assume no knowlegde, what are languages

viral ledge
#

We can talk in dms if u want, don't want to clog the help channel

jagged ledge
#

ah alr, nevermind then

viral ledge
#

I mean I am happy to explain

#

Upto you

#

Reiterating the problem:
What if there is a language which is a reglang A or reglang B depending on a condition which is uncomputable
What is that language classification: decidable, recursively enumerable, uncomputable

#

Reglang = regular language

jagged ledge
#

are those the only classifications

viral ledge
#

If it can be classified more strongly then that'll be welcome

#

My intuition is that if that condition isn't dependent on the string being input

#

Then its truth value doesn't matter

#

The language is basically regular

#

And decidable

#

Whatever its truth value ne

#

Be

#

Irregardless of condition being uncomputable

#

I ... Think that has to be the case....

#

L

#

.close

devout snowBOT
#
Channel closed

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devout snowBOT
#
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vast quest
#

I'm a bit confused on how this was factored out, how did they get x^(-2/3)(8x -1 )

crystal dawn
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when you factor something out, you divide every term by the common factor

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so, $x^{1/3} / x^{-2/3} = x^{(1/3) - (-2/3)} = x^{(1/3) + (2/3)} = x$

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woops, poor bracketing, mb

woven radishBOT
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Hanako(x, y); ∂(fox)/∂x

crystal dawn
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(as shown on the right)

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and if you are asking instead how they thought to do so, the benefits of factoring here are twofold: besides factoring out a common factor so the main expression only has one x term, there's the added bonus of making that x term have a nice, integer power so you don't have to deal with any weird cube roots when you find x later.

devout snowBOT
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@vast quest Has your question been resolved?

devout snowBOT
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proven anchor
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|z1+z2|^2

devout snowBOT
proven anchor
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|z1+z2||z1'+z2'|

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how do i multiply now?

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we have modulus sign between

arctic yarrow
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$|z||z'| = |zz'|$

woven radishBOT
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Lin Xia

proven anchor
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i see

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so after multiplication i got |z1|^2+|z2|^2+z1z2'+z1'z2

livid geyser
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is that all you need? Or is this for a larger problem?

proven anchor
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last part should have a 2 or not?

livid geyser
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yeah should have a 2 p sure

proven anchor
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so my book is bad for sure?

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damn

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it is mentally torcher when they don't write properly

livid geyser
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ikr

proven anchor
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btw thanks

supple knot
proven anchor
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I will complaint it to principal today

supple knot
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z1 = z2 = 1 gives (1+1)^2 = ...

proven anchor
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that is amazing

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thanks

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.close

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proven anchor
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how can I prove it?

devout snowBOT
proven anchor
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I checked this inequality with random complex numbers

wicked turtle
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are you able to prove $|z_1| - |z_2| < |z_1 - z_2|$?

woven radishBOT
proven anchor
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and why did you remove equal sign?

wicked turtle
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i did not

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i removed the outer abs vals though

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oh in the inequality

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yea i meant <=

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try writing $|z_1| = |z_1 - z_2 + z_2|$ and go from there

woven radishBOT
proven anchor
proven anchor
woven radishBOT
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undercop

proven anchor
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$|z_2| = |z_2 - z_1 + z_1| <= |z_2-z_1|+|z_1||$

woven radishBOT
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undercop

proven anchor
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can I subtract?

wicked turtle
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yep sure

proven anchor
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$|z_1| -|z_2|<= |z_1|-|z_2|$

woven radishBOT
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undercop

wicked turtle
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wait what

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i mean that's true obviously

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but not useful

proven anchor
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yeah

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did I make any mistake?

wicked turtle
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$|z_1| \leq |z_1 - z_2| + |z_2|$, subtract $|z_2|$ from both sides

woven radishBOT
proven anchor
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$|z_1|-|z_2| \leq |z_1 - z_2|$

woven radishBOT
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undercop

proven anchor
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we need an extra modulus over left side?

wicked turtle
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this is one of two pieces that you need

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can you also show that $|z_2| - |z_1| \leq |z_1 - z_2|$

woven radishBOT
wicked turtle
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if so then those combined imply what you want

proven anchor
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i see

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got it

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thanks

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.close

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proven anchor
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.reopen

devout snowBOT
proven anchor
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can I add one more thing with it?

$|z_2| - |z_1| \leq |z_1 - z_2|<= |z_1|+|z_2|$

woven radishBOT
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undercop

wicked turtle
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sure, that's true

proven anchor
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thanks

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.close

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kind terrace
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For question 11, one direction is extremely trivial, but I cant think of how to prove the converse
Question 12 is done
No idea how to start with 13 and 14.
Taken from Axler linear algebra 4th ed exercises for 3A

devout snowBOT
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@kind terrace Has your question been resolved?

kind terrace
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Wow thanks i should quit mathematics and become a syncophant of misterbeess

urban niche
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bro 😭😭

kind terrace
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Yea whats up bro?

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I saw a couple of people typing

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Any leads?

arctic yarrow
kind terrace
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Im gonna have to go soon so ill close this

arctic yarrow
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not sure if it is the quickest solution though

kind terrace
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Idk what a endomorphism is

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Tho so😅

arctic yarrow
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a linear application from V to V in other words

kind terrace
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And then whats rhe next step?

arctic yarrow
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Test them on the identity ST = TS

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And see what it gives

kind terrace
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Isnt that the trivial direction

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St=ts if T is a multiple of the identity

arctic yarrow
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No we are doing the other

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Suppose ST = TS

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prove that $T = \lambda id_V$

woven radishBOT
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Lin Xia

kind terrace
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Ok will do

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Thanks

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Ill just leave it to close on itself lest someone knows a thing or two about 13&14

arctic yarrow
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For 13 you can consider a basis of U and extend it to a basis of V.
For 14 you can try to exhibit a free family from L(V,W) that is infinite.

kind terrace
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For 13, I let u1..un be my basis of U and choose vi's such that u1..un,v1..vm is a basis of V. Then for any w belonging to V we can write w= Σaiui +Σbivi. Define then Tw=ΣaiT(ui) +ΣbiT(vi) and T(ui) = S(ui), T(vi)=0

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like that?

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What does a free family mean?

arctic yarrow
kind terrace
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ok ok

arctic yarrow
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Maybe the term free family isn't used in english

kind terrace
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I don't understand

arctic yarrow
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linearly independent you heard about that ?

kind terrace
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what would a free family in L(V,W) look like though?

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i have

arctic yarrow
woven radishBOT
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Lin Xia

kind terrace
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maybe i need to know my theory better

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this stuff seems like its coming out of someone's ass

arctic yarrow
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lol yeah you should be familiar with this notion

kind terrace
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I remember all the definitions and most of the associated theorems and their respective proofs so far

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but then I can't seem to do any of the exercises

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oh well not the hard ones anyways

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what 'notions' are you referring to

arctic yarrow
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free family of vector

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you use that to define basis

kind terrace
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oh i know what a linearly independent list is

arctic yarrow
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and then dimension

kind terrace
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thats when a linear combination is 0 iff all the coefficients are 0

arctic yarrow
kind terrace
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basis is a linearly independent list that spans

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dimension is the length of the basis

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and basis length is independent of basis

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so the basis of V always has length V no matter how the basis is constructed