• Anti-Antidote@lemmy.zip
    link
    fedilink
    arrow-up
    35
    ·
    1 year ago

    Well let’s break it down:

    • 🍔 + 🍔 + 🍔 = 18
      • 3🍔 = 18
      • 🍔 = 6
    • 🍔 + (🍟 • 🍟) = 5
      • 6 + 🍟^2 = 5
      • 🍟^2 = -1
      • 🍟 = I
    • 🥤^🍟 - 🥤 = 3
      • 🥤^i-1 = 3
      • 🥤 = 3^1/(i-1)

    Simple!

    • fri@compuverse.uk
      link
      fedilink
      arrow-up
      24
      ·
      1 year ago

      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).

      • usrtrv@lemmy.ml
        link
        fedilink
        arrow-up
        11
        ·
        edit-2
        1 year ago

        For those curious, I threw 🥤^i - 🥤 = 3 into wolfram.

        🥤 ≈ -2.97983 + 0.0388569 i… or 🥤 ≈ 0.27972 - 0.748461 i…

    • ℛ𝒶𝓋ℯ𝓃
      link
      fedilink
      arrow-up
      14
      ·
      1 year ago

      I think they’re saying no one can give the real answer to this… which is technically true because the answer is imaginary.

    • Rin@lemm.ee
      link
      fedilink
      arrow-up
      12
      ·
      1 year ago

      you forgot the ± when square rooting:

      🍟 = ±i

      this is because i × i = -1 and -i × -i = -1

    • FoundTheVegan@kbin.social
      link
      fedilink
      arrow-up
      2
      ·
      1 year ago

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

      Fuck you, y’all made up! 🤣

      • Anti-Antidote@lemmy.zip
        link
        fedilink
        arrow-up
        1
        ·
        1 year ago

        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.