Podcast
Questions and Answers
What part of the cell exists only in plant cells?
What part of the cell exists only in plant cells?
- Cytoplasm
- Cell wall (correct)
- Cell membrane
- Ribosomes
In cells, what are ribosomes responsible for?
In cells, what are ribosomes responsible for?
- Energy storage
- Waste disposal
- Protein synthesis (correct)
- Lipid production
Which organelle is known as the 'powerhouse' of the cell?
Which organelle is known as the 'powerhouse' of the cell?
- Lysosomes
- Endoplasmic reticulum
- Mitochondria (correct)
- Golgi apparatus
What is the function of the Golgi apparatus?
What is the function of the Golgi apparatus?
Which of the following is the structural and functional unit of living organisms?
Which of the following is the structural and functional unit of living organisms?
What is the semi-liquid substance within the cell membrane called?
What is the semi-liquid substance within the cell membrane called?
What does the cell membrane do?
What does the cell membrane do?
What is the main component of the cell wall in plant cells?
What is the main component of the cell wall in plant cells?
In an animal cell, where is the centrosome located?
In an animal cell, where is the centrosome located?
Which cell structure contains genes?
Which cell structure contains genes?
Flashcards
Cell
Cell
The smallest unit of structure of all living things.
Golgi Apparatus
Golgi Apparatus
The delivery system of the cell.
Ribosomes
Ribosomes
The sites of protein synthesis.
Lysosomes
Lysosomes
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Mitochondria
Mitochondria
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Cytoplasm
Cytoplasm
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Chromosomes
Chromosomes
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Nucleus
Nucleus
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Cytoplasm
Cytoplasm
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Plastids
Plastids
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Study Notes
Static Electricity & Charge
- Two types of electric charge: positive and negative.
- Like charges repel, opposite charges attract.
- Charge is conserved.
- Charge is quantized.
Charge is Quantized
- Electric charge ($q$) is an integer multiple of elementary charge ($e$): $q = ne$, where $n = \pm 1, \pm 2, \pm 3,...$
- Elementary charge $e = 1.60219 \times 10^{-19} C$.
Example Calculation
- To achieve a negative charge of $3.2 \times 10^{-17} C$ on a conductor, add 200 electrons ($n = \frac{q}{e} = \frac{-3.2 \times 10^{-17} C}{-1.60219 \times 10^{-19} C} = 200$).
Conductors and Insulators
- Conductors: Materials where electric charges move freely (e.g., copper, aluminum, silver).
- Insulators: Materials where electric charges do not move freely (e.g., glass, rubber, wood).
- Semiconductors: Materials between conductors and insulators (e.g., silicon, germanium).
Charging Objects
- Charging by Conduction: Direct contact transfers electrons, resulting in the same sign of charge.
- Charging by Induction: Proximity of a charged object causes charge redistribution in another object.
- Grounding: Connecting a conductor to the Earth allows it to accept or supply electrons freely.
- Polarization: Insulators experience induced charges on their surfaces in the presence of a charged object.
Coulomb's Law
- Electric force between stationary charged particles: $F = k_e \frac{|q_1||q_2|}{r^2}$.
- Coulomb constant $k_e = \frac{1}{4\pi\epsilon_0} \approx 8.9875 \times 10^9 N \cdot m^2 / C^2$.
- Permittivity of free space $\epsilon_0 = 8.8542 \times 10^{-12} C^2 / N \cdot m^2$.
- Force acts along the line joining the charges, attractive for opposite signs, repulsive for like signs.
- Applies exactly to point charges or particles.
Example Electrostatic Force Calculation
- Given three point charges in a triangle configuration: $q_1 = 6.0 \times 10^{-9} C, q_2 = -2.0 \times 10^{-9} C, q_3 = 5.0 \times 10^{-9} C$. Calculate the resultant electrostatic force on $q_3$.
Superposition Principle
- Resultant force on a charge is the vector sum of forces from other individual charges.
- To find the resultant force on $q_3$, determine the forces $F_{23}$ and $F_{13}$ and add them vectorially.
Force Calculation Example
- $F_{23} = k_e \frac{|q_2||q_3|}{r_{23}^2} = (8.9875 \times 10^9 N \cdot m^2 / C^2) \frac{(2.0 \times 10^{-9} C)(5.0 \times 10^{-9} C)}{(0.10 m)^2} = 9.0 \times 10^{-6} N$. This is attractive and acts to the right.
- $F_{13} = k_e \frac{|q_1||q_3|}{r_{13}^2} = (8.9875 \times 10^9 N \cdot m^2 / C^2) \frac{(6.0 \times 10^{-9} C)(5.0 \times 10^{-9} C)}{(0.30 m)^2} = 3.0 \times 10^{-6} N$. This is repulsive and acts upward.
Resultant Force
- $F = \sqrt{F_{23}^2 + F_{13}^2} = \sqrt{(9.0 \times 10^{-6} N)^2 + (3.0 \times 10^{-6} N)^2} = 9.5 \times 10^{-6} N$.
- $\theta = tan^{-1} (\frac{F_{13}}{F_{23}}) = tan^{-1} (\frac{3.0 \times 10^{-6} N}{9.0 \times 10^{-6} N}) = 18^\circ$.
Electric Field
- An electric field surrounds a charged object (source charge).
- A test charge within the field experiences an electric force.
Electric Field Vector
- $\vec{E} = \frac{\vec{F}}{q_0}$ where $\vec{E}$ is the electric field vector, $\vec{F}$ is the electric force, and $q_0$ is the positive test charge.
- Units: N/C
Electric Field Direction
- If $q_0$ is positive, $\vec{F}$ is in the same direction as $\vec{E}$.
- If $q_0$ is negative, $\vec{F}$ is in the opposite direction as $\vec{E}$.
Dijkstra's Algorithm - Problem Statement
- Given a weighted, directed graph G = (V, E) with non-negative edge weights w: E -> R >= 0 and a start node s ∈ V, the goal is to find the shortest paths from s to all other nodes v ∈ V.
Idea Behind Dijkstra's algorithm
- A greedy algorithm visits nodes in order of distance from the starting node s, updating distances to unvisited nodes.
Dijkstra's Algorithm Steps
- Initialization: Set the distance to all nodes to infinity, except for the start node s, with a distance of 0. Create a set Q with all nodes in V.
- Iteration: While Q is not empty,
- Select a node u ∈ Q with the minimum distance.
- Remove u from Q.
- For each neighbor v of u, calculate the distance from s to v via u: alt = dist[u] + w(u, v).
- If alt < dist[v], update the distance of v: dist[v] = alt, and set the predecessor of v: prev[v] = u.
Dijkstra's Pseudocode
- Function Dijkstra(Graph G, Startnode s): initializes distances to infinity, iterating to relax distances and record shortest paths to other nodes.
Example of Dijkstra's algorithm
- Consider a sample graph with nodes A to F and corresponding edge weights to illustrate the algorithm's execution.
- The table displays the step-by-step execution of the algorithm, showing the updated distances for each node.
Dijkstra's Algorithm properties
- Finds shortest paths from a start node to all other nodes in a weighted graph with non-negative edge weights.
- Runtime depends on the implementation of the priority queue Q. Simple implementation is O(|V|^2), Heap-based implementation is O((|V| + |E|) log |V|).
Limitations of Dijkstra's Algorithm
- Only works for graphs with non-negative edge weights.
- The Bellman-Ford algorithm must be used for graphs with negative edge weights.
Matrix Sum
- For matrices A and B of the same dimension mxn, the sum S = A + B is another matrix of the same dimension, with elements $s_{ij} = a_{ij} + b_{ij}$.
- Provides an example matrix sum to clarify.
Product of a Scalar & Matrix
- The product of a scalar k and a matrix A yields matrix B = kA of the same dimension where each element is $b_{ij} = k \cdot a_{ij}$.
- Provides example multiplying a matrix by scalar.
Properties of Matrix Sum & Scalar Product
- Commutative: A + B = B + A
- Associative: A + (B + C) = (A + B) + C
- Identity Element: Exists a matrix 0 where A + 0 = A (Zero Matrix).
- Inverse Element: Exists a matrix -A for each matrix A where A + (-A) = 0; If A = (aij), then -A = (-aij).
- Distributive 1: λ(A + B) = λA + λB
- Distributive 2: (λ + μ)A = λA + μA
- Pseudo-associative: λ(μA) = (λμ)A
- Unit Element of Product: 1 * A = A
Product of Matrices
- The product A·B is possible only if the number of columns in A equals the number of rows in B; if A is mxn and B is nxp, then A·B is mxp. Each element is calculated by $c_{ij} = a_{i1}b_{1j} + a_{i2}b_{2j} +... + a_{in}b_{nj}$.
- Provides example of matrices product.
Properties of Matrix Product
- Associative: A(BC)=(AB)C
- Identity Element: There is matrix I, s.t., AI = IA =A
- Distributive 1: A ∙(B+C)=A∙B+A∙C
- Distributive 2: (A+B)∙C=A∙C+B∙C
- Not commutative. AB != BA
- General simplification: Invalid. AB = AC does not mean B= C
- Annullation: invalid. With matrices A*B=0, it does not mean A or B = 0 matrix
- Product to scalar: k(A ∙B)=(kA)∙B=A∙(kB)
Algorithmic Trading, Introduction
- Algorithmic trading (AT) involves using computer programs to automate trading decisions.
- Quantitative strategies use mathematical and statistical techniques to exploit market inefficiencies.
Algorithmic Trading Explained
- AT executes pre-programmed instructions, handling data faster and removing emotions.
- It's also known as automated trading, black-box trading, or systematic trading.
Historical Developments in Algorithmic Trading
- History intertwined with tech advancements in computing and telecommunications.
- Early forms of AT started already in the 1970s.
- 1975: US SEC eliminated fixed brokerage commissions.
- Computer use in trading rooms grew dramatically in the 1980s.
- 1986: LSE introduced the Stock Exchange Automated Quotations (SEAQ) system.
- Late 1980s: Introduction of program trading.
- Quantitative finance research grew significantly in the 1990s.
- 1998: US equity markets decimalized.
- 2001: Nasdaq introduced SuperMontage.
- 2000s: High-frequency trading (HFT) emerged.
- AT accounted for over 60% of US equity trading volume by 2009.
Categories of Algorithms
- Execution Algorithms: Aim to execute large orders at the best possible price (Examples: VWAP, TWAP, IS).
- Market Making Algorithms: Provide liquidity by placing bid and offer quotes.
- Statistical Arbitrage Algorithms: Exploit temporary price discrepancies. (Examples: pairs trading, index arbitrage, triangular arbitrage).
- Trend Following Algorithms: Capitalize on trends in asset prices. (Examples: moving averages, breakout strategies).
Quantitative Strategies Definition
- Involves using mathematical and statistical models to identify and exploit market inefficiencies.
Process of implementing Quantitative strategies
- Idea Generation: Identify potential sources of alpha.
- Data Collection and Preparation: Gather and clean historical data.
- Model Development: Build a mathematical model.
- Backtesting: Test the model on historical data.
- Risk Management: Identify and mitigate risks.
- Implementation: Deploy the strategy live.
- Monitoring and Refinement: Continuously monitor and refine the model.
Metrics of Performance
- Alpha: Excess return compared to a benchmark.
- Beta: Sensitivity to market movements.
- Sharpe Ratio: Risk-adjusted return, calculated as $\frac{R_p - R_f}{\sigma_p}$.
Pitfalls of Algorithms
- Overfitting: Poor performance due to too closely matching the training data sets.
- Data Mining Bias: Spurious patterns can cause problems.
- Transaction Costs: Neglecting the impact of trading expenses
- Market Impact: A trader’s order's effect on asset values may be detrimental.
- Model Risk: Overlooking the possible model misspecification or invalidity which causes errors.
Number Representations, Decimal
- Decimal notation (base ten) utilizes ten symbols: 0 to 9.
- Symbol's position determine the value it represents.
Binary Notation
- Binary (base two) notation uses two symbols: 0 and 1 (bits).
- The placement in binary determine the integer value.
Binary to Decimal Conversion
- Multiply each bit by its place value (power of 2) and sum the results.
- Example: $101101_2 = 45_{10}$.
Decimal to Binary Conversion
- Repeatedly divide decimal number by 2 and list remainders.
- Example: $25_{10} = 11001_2$.
Hexadecimal Notation
- Hexadecimal (base sixteen) notation uses sixteen symbols: 0-9 and A-F.
- Symbol's value from right to left is the digit multiplied by 16 to the power of it's location (starting at zero).
Binary to Hexadecimal Conversion
- Group binary into 4-bit sets (from right) translate to hexadecimal digit.
- Example: $1011010111110010_2 = B5F2_{16}$.
Hexadecimal to Binary Conversion
- Convert each hexadecimal digit to 4-bit binary set.
- Example: $3F9_{16} = 001111111001_2$.
Representing Text - ASCII
- ASCII (American Standard Code for Information Interchange).
- Each symbol is represented by a 7-bit pattern, allowing 128 symbols.
Unicode, Text Represented With Different Languages
- Represents different languages with up to 4 bytes.
- Supports over 1 million symbols.
- Includes ASCII as a subset.
- Popular encodings: UTF-8 (1-4 bytes), UTF-16 (2 bytes).
Representing Images
- Bitmap techniques storing pixel values
- Resolution: number of pixels (e.g., 640x480)
- Bit depth is the number of bits/pixel
- monochrome: 1 bit; grayscale: 8 bits; color: 24 bits (8 bits for R, G, B)
Image Vector Techniques
- Uses lines & curves to represent images, scales properly.
- Use geometric shapes is and lines/curves to form images.
- Commonly used for fonts, logos, etc.
Sound Representation, Sampling
- Sound sampled at intervals, stored as numerical values.
- Sampling rate: samples taken per second (e.g., 44,100 Hz).
- Bit depth: Number of bits per sample.
Sound, MIDI
- MIDI (Musical Instrument Digital Interface).
- Stores instructions for sound recreation rather than the record of sound waves.
- Describes instrument, note, intensity, duration.
Algorithmic Game Theory: Introduction
- Game Theory Goal: to model rational behavior
- Rationaly: players must be trying to optimize and maximize gains
- Mechanism Design Goal: design the rules to achieve desired outcome
- Example = Auctions
Selfish Routing-Definition
- Model directed graph with cost function, source-destination pair, rate for each pair
- Strategy path travels from source -> destination
- Goal: Each of the units flow need to travel through it.
- social cost: the cost of all the edges
Formal definition of a Nash equilibrum
- A flow is under Nash equilibrum if no flow can be made using one unilateral way to decreased its cost
- Price of Anarchy (PoA)
- = social cost of worse Nash equilibrum/optimal social cost
Braess's Paradox
- Adding capacity to a network makes social cost worse at NE.
- Example= 1 unit of flow source -> sink
- Network-Edga a will have cost, b will happen c , etc
- Initial network half the flow goes, social cost 3.
- New network all flow goes , social cost 4
Calculus: Function Definition
- A function f is defined as a rule that binds unique value f(x) , in set E ,to each element x in a set D
- -The name D means its the domain of the function
- The range of variable must be the one with all the possible value of f(x).
- Arbitrary symbol-domain of the functions in the independant variable
- symbol-range of functions is where independant function happens
Types of Function Represenations
- (1) Descriptions with words
- (2)Numerical charts of points
- (3)Visual and graphical
- (4)Algebraic and formulaic
function in temperature
- The relation of temp versus duration is an example
Vertical Line Test
- A funtion's function and graph works if and only if there are intersection points
- comparison of complex numbers
Complex Numbers: Comparison
- Given $z=a + bi$ and $z' = a'+b'i$, where a, a', b, b' ∈ real#s, then z= z' if and only if the reals-real and the b numbers are = to b.
- Notes, comparison has no effect, only when its real comparison makes sense
Conjugate of a complex numbers
- $z= a + bi$, is the conjugate denoted as = −= a- bi
- Example, If z = 3 +2i, then $=3-21
Properties of conjugate
Example
- $z + z$= 2e, where real a+bl
- Where =−=0
- If $ z \neq $0 find reciprocal
Properties of Modules
Example
- Module, where z = aibi , a and be are reals
- Geometry dist origin of affixe z in complexe plans
Physics of Vectores
- addition chart show directions with corresponding charts
- addition analytically shows steps of calculation
- scalar product is defined as AB=AB*cos
- Vecotial product AB = AB*sine
- Kinematics , MRV, trayectoria , velocidad , arelation =0
- MRVU trayectoria aceleretaion consrant trajectory. -equations of trajectory
- vertical tiro libre defined accelerations and what equations of calculations are
- tires oblique trajectory, acceleration vertical calculations
Markdown Cheatsheet: Headings
- Headings are defined with the
#
symbol. More#
indicates a lower level heading (up to level 6).
Markdown Cheatsheet: Lists (Unordered)
- Unordered lists use
*
,-
, or+
to denote list items.
Markdown Cheatsheet: Lists (Ordered)
- Ordered lists use numbers followed by a period
.
.
Markdown Cheatsheet: Emphasis (Italics)
- Italics are created by wrapping text with a single asterisk
*
or underscore_
.
Markdown Cheatsheet: Emphasis (Bold)
- Bold text is created by wrapping text with two asterisks
**
or underscores__
.
Markdown Cheatsheet: Emphasis (Italics and Bold)
- Bold and italic text is created by wrapping text with three asterisks
***
or underscores___
.
Markdown Cheatsheet: Links
- Links are created by wrapping the link text in square brackets
[]
and the URL in parentheses()
.
Markdown Cheatsheet: Images
- Images are created like links, but with an exclamation mark
!
at the beginning.
Markdown Cheatsheet: Code (Inline)
- Inline code is created by wrapping the code with backticks
`
.
Markdown Cheatsheet: Code (Blocks)
- Code blocks are created by wrapping the code with triple backticks
Markdown Cheatsheet: Quotes
- Quotes are created by using the
>
symbol.
Markdown Cheatsheet: Horizontal Rules
- Horizontal rules are created with three or more asterisks
***
, dashes---
, or underscores___
.
Markdown Cheatsheet: Tables
- Tables are created with vertical bars
|
and dashes-
.
Markdown Cheatsheet: Escaping Characters
- Escape characters (e.g., to literally display an asterisk) by using a backslash
\
.
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