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[ 1 2 0 -1 ]BryanRabbit wrote:Wow, I didn't know they played such a huge role.
btw, this is making me feel really stupid: 6x - y = y +2 simplifies to 6x - 2 = 2y. But what happened to both sides of the equation here...?
gmalivuk wrote:Yes. And if wishes were horses, wishing wells would fill up very quickly with drowned horses.King Author wrote:If space (rather, distance) is an illusion, it'd be possible for one meta-me to experience both body's sensory inputs.
Sizik wrote:BryanRabbit wrote:Wow, I didn't know they played such a huge role.
btw, this is making me feel really stupid: 6x - y = y +2 simplifies to 6x - 2 = 2y. But what happened to both sides of the equation here...?
Well, (6x - 2) - (6x - y) = y - 2, and (2y) - (y + 2) = y - 2, so y - 2 was added to both sides. Or another way to look at it, the -y on the left side was moved to the right (adding y to both sides), and the 2 on the left was moved to the right (subtracting 2 from both sides).
BryanRabbit wrote:Just started learning about matrices. Question; what is the practical application of matrices? Why the seemlingly arbitrary multiplication rules? I want to understand the point behind what I'm doing rather than just learn to go through the motions.
ameretrifle wrote:Magic space feudalism is therefore a viable idea.
BryanRabbit wrote:I'm watching a YouTube video about multiplying matrices right now, the narrarator is explaining some of the things you mention; dot product, vector, etc. It's pretty cool, his explanation for the seemingly arbitrary rules is that it's not natural math so a standard rule had to be chosen, it could have been any other way.
ameretrifle wrote:Magic space feudalism is therefore a viable idea.
jestingrabbit wrote:I really dislike that explanation. Matrix multiplication is natural math. Rotations are natural math, and they're linear transformations. If you do one rotation, then another, its the same as multiplying the matrices, and then applying that one rotation. And other things too. I personally believe that it could really only be one way, although maybe some reflection of that way could also be natural.
jestingrabbit wrote:And regarding the terminology, it takes a while to be relaxed with all that, and I probably wrote a little too technically there. Sorry.
BryanRabbit wrote:Just started learning about matrices. Question; what is the practical application of matrices? Why the seemlingly arbitrary multiplication rules? I want to understand the point behind what I'm doing rather than just learn to go through the motions.
BryanRabbit wrote:Sizik wrote:BryanRabbit wrote:Wow, I didn't know they played such a huge role.
btw, this is making me feel really stupid: 6x - y = y +2 simplifies to 6x - 2 = 2y. But what happened to both sides of the equation here...?
Well, (6x - 2) - (6x - y) = y - 2, and (2y) - (y + 2) = y - 2, so y - 2 was added to both sides. Or another way to look at it, the -y on the left side was moved to the right (adding y to both sides), and the 2 on the left was moved to the right (subtracting 2 from both sides).
Ah, see when you explain it as two steps (the way I'm used too) it makes perfect sense to me. Now I see what happened in one step. Sometimes I just can't seem to think logically and my brain gets stuck on "the steps." I need to do like a million of these so I can get over this mental block.
Thank you
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Yakk wrote:Feed it these vectors
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Yakk wrote:Here is an important matrix. It is called the identity matrix:
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when you feed it a vector, you get .. the same vector out! (Give it a try).
You can make the "multiply things by 2" matrix by ... multiplying the identity matrix by 2! (see above)
Yakk wrote:Can you guess how to make a matrix that multiplies its input by 3?
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Birk wrote:Right! So now here's some extra credit: Can you apply this to something physical or practical? Don't over think this. Just try to make a jump from abstraction to application.
BryanRabbit wrote:I didn't understand what was rotated
BryanRabbit wrote:They're creating radii of circles, like a more confusing version of x^2 + y^2 = 4 :shock:
BryanRabbit wrote:I'm assuming I did this right, I made v0 a column vector in a matrix and multiplied the way you are apparently supposed to and ended up with a very tight circle hugging the origin, u yielded a much larger circle. Hey that's really nifty!
BryanRabbit wrote:This is transformation? Do you always use that specific matrix for this kind of rotation?
BryanRabbit wrote:I'm starting to get the hang of notation and terminology btw, I think that was half my problem (I just learned what that squiggly equal sign is).
BryanRabbit wrote:Also been doing some reading, I was always into philosophy but I didn't realize Rene Decartes was responsible for all that homework I had to do on graph paper in algebra class. I just thought he was a philosopher of mind. But I guess that's dense of me not ever putting two and two together hearing "Cartesian coordinates." (I think, therefore m = y2 - y1/x2 - x1?).
BryanRabbit wrote:I also never though of it as some revolutionary unification of geometry and absract algebra, but now that I think about it it's kind of impressive.
Yakk wrote:All linear transformations on R2 (the vector space of pairs of real numbers) are completely defined by where they take (1,0) and (0,1). It isn't hard to build the matrix once you know where they go -- the first column of the matrix is where it takes (1,0) and the second column where it takes (0,1)!
CCC wrote:Now, as to trig; trig is really all about an angle and six different functions.
Consider, first, your basic graph. You have a horizontal x-axis, a vertical y-axis. The x-axis is positive to the right and negative to the left; the y-axis is positive up and negative down.
Consider a line, starting from the origin of the graph, at an angle of theta (where an angle of 0 would mean 'lying along the x-axis' and theta is measured anti-clockwise). Now, be careful; there's at least three different units that I can use for theta. If I measure theta in degrees, then I will have 360 of them making up a full circle; if I measure theta in radians, then I will have 2*pi of them forming a full circle. (This is important if using a calculator for trig; if you put in an angle in degrees and the calculator is working out its trig in radians, then you will get the wrong answer. So know what your calculator expects, and how to change it.)
Okay. So we've got a graph and a line at an angle of theta. (If I was writing this, instead of typing, I would be using the actual Greek letter theta, of course, instead of writing it out every time. I can use any letter I want, but theta is sort of traditional for angles). Now put a point on that line. Anywhere on the line, it doesn't matter. Now, let me name three additional values.
X: This is the x-coordinate of the point; if I drop an object from the point to the x-axis, it will hit the axis at this value.
Y: This is the y-coordinate of the point; the position on the y-axis that is level with it.
R: This is the distance from the point to the origin.
Now, I define six functions from these variables:
sine (theta) is Y/R, normally abbreviated to sin(theta)
cosine (theta) is X/R, normally abbreviated to cos(theta)
tangent (theta) is Y/X, normally abbreviated to tan(theta)
cotangent (theta) is X/Y, normally abbreviated to cot(theta)
secant (theta) is R/X, normally abbreviated to sec(theta)
cosecant (theta) is R/Y, normally abbreviated to cosec(theta)
That's basically all of trig, those six functions and their interactions. (You're going to have to memorise those definitions, unfortunately. It helps to notice that adding 'co' to the front simply changes X's to Y's and Y's to X's) And there's a lot of interactions, because X, Y and R are all related to each other by Pythagoras' Theorem: R2=X2+Y2. For example: [sin(theta)]2+[cos(theta)]2 = (Y/R)2+(X/R)2 = (Y2+X2)/R2 = R2/R2 = 1. Thus, [sin(theta)]2+[cos(theta)]2=1, for any theta.
Of course, once you've got the functions, you can throw them into algebra any way you please.
W. Michael Kelley wrote:The coefficient of the x-term is the slope of the line, and the constant marks the point where the line crosses the y-axis.
...from absolute value and quadratic equations to logarithms and exponential functions to trig identities and matrix operations.
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