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Stoneblackdog@beehaw.org to 196@lemmy.blahaj.zone – 67 points –
18

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Well let's break it down:

  • πŸ” + πŸ” + πŸ” = 18
    • 3πŸ” = 18
    • πŸ” = 6
  • πŸ” + (🍟 β€’ 🍟) = 5
    • 6 + 🍟^2 = 5
    • 🍟^2 = -1
    • 🍟 = I
  • πŸ₯€^🍟 - πŸ₯€ = 3
    • πŸ₯€^i-1 = 3
    • πŸ₯€ = 3^1/(i-1)

Simple!

Wait, what happened in the second to last bullet point? You can't convert a power like that when subtracting (you can when dividing).

It's like you'd convert "2^4 - 2" into "2^(4-1)", which gives two different results (14 vs 8).

For those curious, I threw πŸ₯€^i - πŸ₯€ = 3 into wolfram.

πŸ₯€ β‰ˆ -2.97983 + 0.0388569 i... or πŸ₯€ β‰ˆ 0.27972 - 0.748461 i...

you forgot the Β± when square rooting:

🍟 = ±i

this is because i Γ— i = -1 and -i Γ— -i = -1

And just like that, I'm back to junior high grumbling about the concept of imaginary numbers.

Fuck you, y'all made up! 🀣

Lol I didn't quite get my math right, but it still involves imaginary numbers. Fun fact! Any 3D game you've played in the past probably quarter century doesn't just use 1 dimension of imaginary numbers, but 3 to represent 3D rotation! Quaternions are difficult to visualize since it's a 4-dimensional quantity but they're perfect for representing rotation in 3D space without suffering from gimbal lock like rotation matrices.