cutlass Wrote:Thanks for the response and the exam tips. I am interested in knowing about modulo arithmetic. Please post some basic qs.
here's the easiest way to think about modulo arithmetic: think about it the way you'd think about 'clock arithmetic' (something you may have done as an enrichment exercise in grade school). this 'clock arithmetic' - which you can think of as performing arithmetic around a clock, with the numbers 0-11 only (imagine an 0 where the 12 normally goes on a clock face) - can be generalized to any number, not just 12, although it's easiest to describe 12 first because the clock face provides a convenient visual.
here's basically the way it works:
first, note that the numbers on the clock face - 0 through 11 - are exactly the numbers that are
possible remainders upon division by 12. therefore, think of these numbers as standing for remainders upon division by 12. (they don't have to - in fact, modulo arithmetic has a slew of applications that have nothing whatsoever to do with remainders - but remainders are the only application of modulo arithmetic that's relevant to the gmat.)
--NOTE: the following examples are all "mod 12" (i.e., using 12 as a base, as in clock arithmetic)--
ADDING: just add the normal way, but take away 12 if a number is larger than 12.
examples: 4 + 3 = 7; 8 + 8 = 4; 5 + 7 = 0
SUBTRACTING: just subtract the normal way, but add 12 if a number is smaller than 12.
examples: 8 - 3 = 5; 3 - 5 = 10; 0 - 3 = 9
MULTIPLYING: just multiply the normal way, but take away as many 12's as necessary to return the number to the acceptable range (0-11).
examples: 5 x 6 = 6; 3 x 8 = 0; 11 x 11 = 1 (think about how many 12's you have to take away in each case)
dividing is a bit hairy, but it's irrelevant; it doesn't have any immediate applications to the wild world of remainders.
as you can see, the arithmetic operations aren't that different from traditional arithmetic operations; you just have to 'correct' the results for having gone around the clock a certain number of times. the great thing is that all the usual rules of arithmetic, such as the distributive and commutative properties, still apply, so most of your already extant mathematical intuition will still be valid.
--
now make the relevant analogies for any other base (base is called "modulo"). for statement (2) of this problem, you're using modulo 4, so we'll do that.
for instance, 3 + 2 is now 1, and 3 x 2 is now 2 (because you take away 4's).
facts:
* in modulo 4 there are only 4 positive integers (!): 0, 1, 2, and 3
* in modulo 4, evens are still evens and odds are still odds: 0 and 2 are even, and 1 and 3 are odd. (this wouldn't happen if you were using an odd modulo, such as 5; think about why not)
* all the rules about odds and evens (o + o = e, o + e = o, etc) are still valid
so:
the following is a list of ALL perfect squares in modulo 4:
0^2 = 0
1^2 = 1
2^2 = 0
3^2 = 1
it's pretty easy to see that the only odd sum you can get is 0 + 1 = 1. this means that your remainder is 1, so statement 2 is sufficient.
this is REALLY quick if you understand the underlying basics of modulo arithmetic.
let me know whether this stuff makes sense to you. i'm actually glad you're interested in it; it's good stuff.