When I was learning implicit differentiation in my class I was told to not think of $dy/dx$ as a fraction. Now I am doing integration by $u$-substitution and we treat $du/dx$ as a fraction and solve for $dx$. Why is this?
In the book Thomas's Calculus (11th edition) it is mentioned (Section 3.8 pg 225) that the derivative $dy/dx$ is not a ratio. Couldn't it be interpreted as a ratio, because according to the formula $dy = f'(x)dx$ we are able to plug in values for $dx$ and calculate a $dy$ (differential). Then if we rearrange we get $dy/dx$ which could be seen as a ratio.   I wonder if the author says this because $dx$ is an independent variable, and $dy$ is a dependent variable, for $dy/dx$ to be a ratio both variables need to be independent.. maybe?
Is there any way to tell Google to display the updated title instead of displaying the old blog title in search results? The annihilator of a module is an ideal Let $R$ be a ring and let $M$ be an $R$-module. Define the annihilator of $M$ to be the following subset of $R$:  $Ann_R(M) =\{r\in R \mid rm = 0_M  \text{ for all } m\in M \}$  Prove that $Ann_R(M)$ is an ideal of $R$.  please help as much as you can a full answer is greatly appreciated   Thanks Ubuntu 14.04 LTS fails to start with a kernel panic Are the eigenvalues of $AB$ equal to the eigenvalues of $BA$? (Citation needed!) First of all, am I being crazy in thinking that if $\lambda$ is an eigenvalue of $AB$, where $A$ and $B$ are both $N \times N$ matrices (not necessarily invertible), then $\lambda$ is also an eigenvalue of $BA$?  If it's not true, then under what conditions is it true or not true?  If it is true, can anyone point me to a citation?  I couldn't find it in a quick perusal of Horn &amp; Johnson.  I have seen a couple proofs that the characteristic polynomial of $AB$ is equal to the characteristic polynomial of $BA$, but none with any citations.  A trivial proof would be OK, but a citation is better. $L^p$ and $L^q$ space inclusion Let $(X, \mathcal B, m)$ be a measure space.  For $1 \leq p &lt; q \leq \infty$, under what condition is it true that $L^q(X, \mathcal B, m) \subset L^p(X, \mathcal B, m)$ and what is a counterexample in the case the condition is not satisfied? How can I implement "cut outs" for lighting in OpenGL? Currently i am using RF toolbox on MATLAB for a binary classification Problem  Data Set: 50000 samples  and more than 250 features  So what should be the number of trees and randomly selected feature on each split to grow the trees? can any other parameter greatly affect the results? Hypothetical party:  1st level human wizard (PC) 3x guard NPC 1x acolyte NPC    This is the player's first time, and it's a solo campaign. The first mini-adventure involves recovering the cargo of a supply caravan that didn't make it to her magic academy due to bandit hijacking (as a sort of graduate-test). The guards and healer are on contract from the school to assist her. The acolyte is essentially just to hang back and tend to wounds and probably won't engage in combat unless someone goes down or the PC is seriously wounded.  So, with that "party" makeup, how do I determine the XP budget for a "medium" or "hard" encounter since there's no clear CR->level mapping in 5e for those NPCs (who will certainly factor into any combat as meatshields and melee damage)? I was thinking about reverse-engineering them as crumby lvl2 fighters (given the 2 HD worth of HP they have), but they certainly aren't on par with a lvl2 fighter, given the lack of action surge, second wind, etc., so the encounters would end up being too hard compared to PCs or DMPCs.   Could they be lvl1-equivalents, essentially trading any abilities a PC would have for extra HP? How would this work at later levels with higher CR NPCs (veteran, priest, mage, etc.)? I'd rather not have to build a bunch of DMPCs as hirelings, because I want the NPCs to be a bit vanilla compared to the versatility of my player. I'm already introducing 1-2 DMPCs to the game for her to take control over as she gets a feel for the flow of the game (for now, she'll handle them out of combat, and I'll effectively show her how to utilize them until she's ready).     Just to be clear, I'm comfortable with the monster-generation rules for crafting NPCs as enemies to determine their CR, but I'm confused on how to use them in the adventuring party when budgeting encounter difficulty XP. How do I learn to become a good GM? I have played and tried to GM games since I was in elementary school, beginning with games like Shadowrun, Earthdawn, and Champions. Recently, I've gotten dack into gaming with a variety of other games (newer Shadowrun and Earthdawn, plus TOON! and Outbreak:Undead).  I've found examples of actual play and advice on how to actually GM a game in games to be lacking. I can only help but feel I am not alone as someone who isn't already a LITERAL dungeon MASTER.  I fully realize that there are an unlimited number of GM styles, personalities, etc. I do not think I am a very good GM though. No one else wants to be the GM, and few care enough to learn the complex rules that I often have to assist with and explain AS WE PLAY. Being left with the responsibility is quite overwhelming unless I create dynamic encounters or make it all up on the spot. I'm often left having no idea what to do.  Examples of Why I Think I Need Help  This question isn't about these examples so please don't dig into them in the answers - they're here to explain the basic things that leave me feeling like I don't know how to proceed as a GM.  I've read preparation is important, but last time I tried to make a story, the players immediately killed the primary character (a friendly person.) within about 2 minutes of starting the game. While I realize now that I let the dice take control over the story, it was rather difficult to continue a story that relied on this friendly character, with the players making enemies with the character's faction. It is still discouraging when my only other attempt at a prepared story ended with the players wanting to go in a complete opposite direction of where I planned. Both times, the hours of work I put into it were completely wasted, leaving me as ignorant as I always was before.  My group often wants to play Shadowrun, Earthdawn, or L5R- but I feel as though I am a horrible GM. The last time we played Shadowrun, I was bored out of my mind as we rolled hundreds of dice to do an obvious straight-forward "kick down the door" mission.   If I make security as I believe it should or as the forum threads describe their security or a few example missions I can scrounge up (examples of stories, not actual gameplay), my players literally feel completely hopeless as to how to achieve their mission without total failure.   One time when I was a teenager, I had players blow up at me saying "We have no idea what would work. You're telling us that our character's experience or the ally operative says that would get us killed, but what else can we do?" Since there are no examples of what players can do - I am left with the same feeling as the players. As an adult, I've had a similar occurrence where a player said to me, "I don't know what to do. I don't think we can even begin this mission." I had to make something up and just go with it, creating an NPC group (that fit in with the story) that goes in before the players to do something stupid so they don't have to. Mainly because I ALSO didn't know how to accomplish the mission, so I acted as the players would using my NPC group. Extremely boring and IMO a failed dungeon run.  I've had successful stories, but I've had more boring encounters than successful ones. Seeing as how roleplaying takes endless hours to complete a story, I do not see benefit in an activity that wastes more time than is enjoyable.  How Do You Learn To GM?  Where are the resources? Books, blogs, gameplay examples? Am I missing them? How did YOU learn to be a good GM? Or do you feel as bad at this as I do, even when it's a successful, fun encounter? Why do professional print houses use gamut-limiting CMYK? Is the Ratio of Associative Binary Operations to All Binary Operations on a Set of $n$ Elements Generally Small? I started thinking about the number of associative (binary) operations on a set with $n$ elements today.  Looking online I found  which indicates only $113$ of the possible $19,683$ operations on a three-element set satisfy association.  So, $50\%$ of binary operations on a two-element set satisfy association, and less than $0.6\%$ of all binary operations on a three element set satisfy association.  For an $n$-element set, where $n$ denotes a natural number, is the ratio $R_{n}=A_{n}/B_{n}$, of the number of associative binary operations $A_{n}$ to the number of all binary operations $B_{n}$, in general small?  I don't mean the following questions as equivalent, but since they seem more concretely answerable in principle, does   $$ \lim_{n \to +\infty} \frac{A_{n}}{B_{n}} = 0 ? $$       Also, is $F : n \to R_{n}$ a monotonically decreasing function?  Some Background of the Question: In his Linear Algebra Problem Book 1995 on p. 6 Paul Halmos writes "The commonly accepted attitudes toward the commutative law and the associative law are different.  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