#geometry-and-trigonometry

1 messages · Page 139 of 1

slim plinth
#

3 main questions i like to solve:
log questions, (ax+b)^n=(cx+d)^n, and pythagorean theorem with polynomials

proven monolith
#

Lets try another special triangle, shall we

tiny acorn
#

damp.

proven monolith
#

To remember

slim plinth
#

Sure

proven monolith
#

Answer: ||9-40-41||

#

Interesting reaction I guess

slim plinth
#

Guess what

#

It is

slim plinth
#

If not do this

#

Good luck

tiny acorn
slim plinth
#

yes

#

Then make it x^8-x^6-x^4=0

tiny acorn
#

dividing both sides by x^4 gives 1+x^2 = x^4

slim plinth
#

factor out x^4

#

x^4(x^4-x^2-1)=0

tiny acorn
#

1+x^2 = x^4 = (x^2)^2
let u = x^2
we have 1+u = u^2, u is the golden ratio

slim plinth
#

And yes

tiny acorn
#

x^2 = phi

#

x = sqrt(phi)

slim plinth
#

you will get x=sqrt(phi)

#

And yay

#

That’s ur ans

tiny acorn
slim plinth
#

The sqrt(golden ratio)

tiny acorn
#

,w x^4+x^6=x^8

somber coyoteBOT
tiny acorn
#

.... negative sqrt(phi) doesnt count, nor the complex conjugates

proven monolith
# somber coyote

Me when I have find the velocity of the car -3000km/h on the test

tiny acorn
slim plinth
#

What

slim plinth
tiny acorn
#

normally they wouldnt make it so the velocity is -3000 or sqrt(10)i

spice oar
#

how could 0 be a answer tho?

proven monolith
tiny acorn
proven monolith
#

Also thats because x⁸ - x⁶ - x⁴ -> (x⁴)(x⁴-x²-1)

#

See the x⁴ there

tiny acorn
#

that looks sus

proven monolith
#

Hm?

tiny acorn
# spice oar how could 0 be a answer tho?

better explaination: 0 is a solution to the resulting polynomial but would make it invalid as the edge length of a non-degenerate right triangle (degenerate triangles are triangles whose all 3 points lay on the same line)

spice oar
#

i didn't knew about degenerate triangles, thank you.

uneven siren
#

"Degenerate" triangles I mean

tiny acorn
#

you can make out the supposed edges

#

but since all 3 points are collinear some property is lost

#

hence "degenerate"

uneven siren
#

I feel like

#

It's just a line

#

How can u make out sides

#

From a line

tiny acorn
#

but its kinda meaningless

uneven siren
#

Like

#

Whats the point

#

Waitt

#

So in that sense

#

r there "degenerate" version of every polygon?

#

Square

#

Hexagon

#

Pentagon

#

Etc

tiny acorn
uneven siren
#

That's just

#

Like

#

Cool and useless

#

And the same time

#

Like imagine going to my teacher

#

And showing him a line and saying "that's a degenerate triangle"

#

Bro would beat me up

#

Deadahh

minor heron
#

oh ic idk my math teacher said like say we get an extraneous solution on an frq, notate it with the not equals sign and make sure your ap grader knows its extraneous clearly so u dont get marked off for not showing all solutions

blazing steeple
#

I was taught to write a comment and disregard it, for UK exams

slim plinth
raven laurel
#

velkoz

umbral rivet
#

👀

hot grail
#

Can a quaternion be invalid even if it's norm is equal to 1 ?

vapid kettle
#

Invalid?

#

Norm equal to 1?

trail matrix
#

uh whay?

hot grail
#

I'm making a rendering engine and when I extract a rotation matrix from a quaternion I get a non-invertible matrix for some reason, although the quaternion's is normalized

vapid kettle
#

Probably a good question for software

meager thunder
#

Phlimy why don't you invert the quaternion and convert that to a matrix?

honest socket
#

hi peeps

#

let's say we have a vector

#

and this vector ends in point A

#

this vector is normalized, so it has length of 1

#

we also have another vector, i call it Offset

#

X value of Offset means offset from A in direction of the first vector

#

and Y value of Offset means offset from B in kinda direction upwards from point A

#

u know what i mean?

craggy shale
#

B also a normalized vector? Linearly independent from A?

#

Do you mean a change of basis?

honest socket
#

a picture

#

if offset will be (1, 0) then we just go further in direction of A, i mean we just extend the A by 1

craggy shale
#

And (0,1) we go orthogonal to A?

honest socket
#

so it's like adding, but in orientation of A

#

yeah

craggy shale
#

Looks like a change of basis

honest socket
#

what is that?

craggy shale
#

So you know normally

#

If you have the vector (1,0)

#

Basically you're saying

#

1 unit to the right

#

0 units up

#

Or otherwise

#

1 unit in the direction of the vector pointing to the right

#

0 units in the direction of the vector pointing straight up

honest socket
#

ooooh

craggy shale
#

Now then the question is

honest socket
#

it has something common with i j k?

craggy shale
#

Right so (1,0) = 1 i + 0 j

#

Or more general

#

(a,b) = a i + b j

#

Now I'm going to be mean to you

#

I'm going to say

#

I've got a vector v

#

And it is x units in the direction of a vector pointing kinda diagonally upwards

#

y units in the direction of a vector pointing straight down

#

=tex \vec{v} = x \begin{bmatrix} 1 \ 1 \end{bmatrix} + y \begin{bmatrix} 0 \ -1 \end{bmatrix}

charred spearBOT
craggy shale
#

Why would this be better than the x i + y j thing?

#

We're just using different vectors that tell which direction we're going in

#

How many units along which vector

#

We're just changing what vectors we're going along

#

That's called a change of basis

honest socket
#

so i need to break the vector A into two basis vectors and then multiply and blablabla?

dark sparrow
#

we're changing the vectors we choose as our "building blocks"

craggy shale
#

Do you want to take this over? Or shall I continue? You know me.

honest socket
#

lol

#

i'll try ty

#

if something go wrong i ask you again

craggy shale
#

Sure

honest socket
#

it seems i didn't get anything

#

😐

#

@craggy shale halp

craggy shale
honest socket
#

k cF

#

XD

dark sparrow
#

ayyy

honest socket
#

i was googling too, and found khan academia's video but it's so bad, uhh..

craggy shale
#

Khan is pretty bad

#

I don't like it

#

Well I like the humanities part of Khan Academy

#

But the maths part? No thanks

#

Oh he goes into change of basis matrix also

#

Do you know matrices?

honest socket
#

yeah

#

it's like 2d array

craggy shale
#

Yes, basically

#

And you know how multiplication works with matrices?

honest socket
#

yeah

craggy shale
#

👌 Excellent!

honest socket
#

horizontal by vertical

craggy shale
#

Yep

honest socket
#

i c already what i need

craggy shale
#

That times that plus that times that plus that times that plus ....

honest socket
#

i have 0.7; 0.7 as i, and i need to rotate it by 90 degrees counter clockwise and this will be j

craggy shale
#

So do you know what your change of basis matrix would be?

honest socket
#

not yet, i want to finish the video, maybe i will find out something new

craggy shale
#

Cool

upper karma
#

How do I figure the center of rotation between 2 of points in a 2d plane?

dark sparrow
#

...what?

upper karma
#

uhm sorry for phrasing it poorly

#

Is it possible to determine the center of rotation of 2 different points in the 2d plane?

dark sparrow
#

what do you mean by center of rotation

upper karma
#

assuming i know the angle it's being rotated

dark sparrow
#

the center of a rotation that sends one point to the other?

upper karma
#

i'll define it as the point where you rotate a given coordinate, (x, y) to another coordinate (a, b) by some angle

dark sparrow
#

you're still wording things way too vaguely and confusingly for me to understand

upper karma
#

i guess an example would be the unit circle and trig

#

say if i have point (1, 0)

#

and the point (0, 1)

dark sparrow
#

mhm

craggy shale
#

There's lots of centers you could rotate around to rotate one point into another

upper karma
#

Oh i didnt know that

#

is there a proof for that?

craggy shale
#

Those two points have to lie on the same circle

#

But 3 points define a unique circle

dark sparrow
#

any point on the two points' perpendicular bisector is a possible center of rotation

#

knowing the angle of rotation narrows it down to two points on that; knowing the direction narrows it down to one

upper karma
#

ah

#

Gee thanks for the help

#

I was trying to find an analytic way to find a point A', which is the result of rotating the point, A by some arbitrary angle

dark sparrow
#

around what

#

the origin?

upper karma
#

Nah, an arbitrary point

#

Writing the circle's equation seems to help

#

I'll try it out

upper karma
#

Suppose if you have a point (x, y) and you want to rotate it by some angle, θ about an arbitrary center of rotation, (a, b) other than the origin

#

one way to approach this

dark sparrow
#

...can we call the angle something other than n

#

θ?

upper karma
#

yes

#

one can do a translation such that the center of rotation maps to the origin

#

and subsequently do a rotation about the origin at there

#

then

#

translate it back to where it's supposed to be

#

why does this work?

#

am i phrasing this poorly

#

like if you want to rotate a point by some angle θ about an arbitrary center of rotation

dark sparrow
#

yeah

#

i get what you're saying

#

:p

upper karma
#

oh kewl

#

so why does this work tho

dark sparrow
#

imagine that instead of shifting the plane, you shift your coordinate system

#

in the opposite direction, ofc

upper karma
#

yes

#

and what

dark sparrow
#

so then your center becomes (0,0) in the new coordinate system

#

you do your rotation about the origin and the center stays intact

#

and then you just shift your coordinate system back to where it started

#

=tex \begin{bmatrix} x \ y \end{bmatrix} \mapsto \begin{bmatrix} (x-a)\cos(\theta) - (y-b)\sin(\theta) + a \ (x-a)\sin(\theta) + (y-b)\cos(\theta) + b \end{bmatrix}

charred spearBOT
upper karma
#

is this a rotation matrix?

dark sparrow
#

not quite

#

finding that did involve using a rotation matrix though

#

i've denoted it with R here

upper karma
#

ah it makes sense now

#

so basically, what you had wrote down is that

#

to rotate a point (x, y) by an angle θ about the point (a, b)

#

one would do a translation such that the center of rotation is at the origin

#

or

#

(v-c)

#

and apply the rotation matrix for it

dark sparrow
#

yeah

upper karma
#

and just translate it back

#

gee

#

thanks

dark sparrow
#

ye

honest socket
#

let's say we have a 2d array of dots (pixels), it starts from top-left corner and has width and height 512

#

we place a point at some pixel and say that this is center of a circle

#

then we check every point in the array, and if distance between this point and the center is less then radius, we mark this pixel, so that we have a circle of marked pixels

#

but what, if some dimension of our array is doubled

dark sparrow
#

you don't have to check all of the array, just the square given by x0 - r ≤ x ≤ x0 + r and y0 - r ≤ y ≤ y0 + r

honest socket
#

so, we have the same amount of pixels, but their width is doubled

dusk snow
#

hold on

honest socket
#

yeah i know, bounding box, i do this

dusk snow
#

since when do pixels have a width

honest socket
#

i'm working in some game engine, and there is sprites that are created from texture, they don't change the texture, but i can scale the sprites

#

so it looks different, but the texture is the same

#

and then i want to make a hole in a sprite, so i translate world space point into pixel space, and then check pixels in bounding box, you know..

#

so if i scale the sprite, the hole is scaled also

#

and i want to fix it

dusk snow
#

ah

honest socket
#

yeah

dusk snow
#

then you change the distance function

#

so it's (2(x- xc))^2 instead of (x-xc)^2

dark sparrow
#

might be a multiplier on both coordinates

#

:p

dusk snow
#

well depending on the kind of scaling yeah

#

either you do a circle equation with the coordinates post-scaling

#

either you do an ellipse equation with the coordinates pre-scaling

honest socket
#

wait wait

#

what do u mean

tranquil yew
#

can't you just make the hole smaller initially

honest socket
#

what do u mean?

#

the hole has its radius

#

radius can be different

#

oh well, i will be back with this tomorrow, i have already closed my ide and that game engine

honest socket
#
either you do an ellipse equation with the coordinates pre-scaling(edited)``` what's faster?
#

so, all i needed is if (Vector2.Distance(pointOfImpact, new Vector2(x*xScale, y*yScale)) < radius) to add xScale and yScale -_-

honest socket
#

oh no, i was wrong

#

it works with objects that has width 1 and height 0.5, but doesn't work with object that has width and height 0.5

honest socket
#

k, this works ```float distance = Mathf.Sqrt(Mathf.Pow((xxScale)-(pointOfImpact.xxScale), 2)+Mathf.Pow((yyScale)-(pointOfImpact.yyScale),2));

                if (distance < radius)```
ashen blaze
#

yo

#

anyone here

upper karma
#

🖐

ashen blaze
#

im actually struggling rn

#

determine the area of the composite figure

#

we tried that

#

but we didnt get the answer (34 sq inches)\

#

unless we had the wrong measurements

#

i erased it all

#

lol

#

oh i think we had it as 4

#

alright thank you

upper karma
#

im lost i dont get it 😢

dark sparrow
#

don't get what

upper karma
#

the explanation

honest socket
#

@ashen blaze

ashen blaze
#

oh i see now

#

thank you so much

dark sparrow
#

it's just a 5 by 8 rectangle minus a 3/4/5 triangle though

#

:p

honest socket
#

i have a problem

#

so, let's say i have a pixel array xD

dark sparrow
#

is it that same problem with the hole? xP

honest socket
#

no

#

another

dark sparrow
#

ok

honest socket
#

and this pixel array is represented as sprite that is streched 2 times by X axis

#

so it looks like a rectangle

dark sparrow
#

=tex \begin{bmatrix} 2 & 0 \ 0 & 1 \end{bmatrix}

charred spearBOT
honest socket
#

is this scaling matrix?

dark sparrow
#

yeah 😛

honest socket
#

so. Then I want to cut a rectangular hole in that sprite

#

when its rotation angle is 0, everything is okay

#

but when i rotate the sprite by 90 degrees the hole looks like this

#

sooo. i do it like this....
at first I rotate the rectangle that will make a hole, then I rotate it by needed angle and calculate bounding box for this rotated rectangle, and then I check every pixel in this bounding box, rotate it by negative angle, and check if this pixel is inside not rotated bounding box, if it's in, then I make a hole

#

does it make any sense to u?

#

green pixels indicate area of bounding box of rotated rect, red pixels indicate area of not rotated rect, when they overlap the ara becomes yellow, here is angle = 0

#

so, if we draw rectangle in the rotated boudning box, it fits perfectly in its not rotated state

#

if u know what i mean

#

but it looks like my rotation function are wrong

#

or not... the area of not rotated rectangle is wrong

honest socket
#

dat feel when no one can halp u

#

🤔

#

no.

#

i'll do it myself

#

i'm just lazy now

#

lazying

honest socket
#

well, i made some investigation

#

let's say i set the X scale to 2, and Y to 1. To draw a 100x100 square it has to draw a rectangle with width 50 pixels and height 100 pixels

#

when I rotate the sprite by 45 degrees, then I take the bounding box and rotate it by -45 degrees, and then I check pixels of this new, rotated rectangle, whether they are inside another bounding box or not

#

so the problem is, that this rotated rectangle is destorted

#

so, the green rectangle is bounding box for another, and black rect is rotated green rectangle

#

since i use black rect to draw a picture, the picture is distorted as well

#

also, if i will remove scaling from the last picture, it looks like this

#

so it rotates good, the problem is in scaling

#

a few weeks ago i was playing with rotation and found the shear matrix, i was told that i can rotate an image by 3 shear operations, but i didn't get how it works anyway..

#

but it's good that i remember that shear matrix is exists

#

my eyes helped me to figure out, that the distorted rectangle looks like sheared

#

so by experementation with values i have found values like 0.37 and 0.63

#

here is the sprite is scaled by 2 along X axis and rotated by 45 degrees

#

but i applied shearing with value 0.37 to X axis, and shearing with value 0.63 to Y axis

#

so it kinda fixed the problem, but rotation and scaling of the sprite can be different, so i can't searching values for each case

#

for now i noticed that 0.37 and 0.64 is actually 1

#

also, it's not perfect, i mean the shape of black rectangle

#

hm.. when i scale it by 2 along Y axis, the magic numbers are -0.63 for X and -0.37 for Y

#

for 36.87 degrees 3/5 is 0.6 and -1/3 is -0.33, the values are pretty close to mine

eager saddle
#

How do I find the value of a trigonometric function of theta when given a line and a quadrant?

#

This is something really simple. ><

#

Oh wait I think I got it.

#

Make a triangle with line and X-axis, then find the respective trigonometric function value of the angle you want to find.

trail matrix
#

@eager saddle I learned a nemonic that helps with trig functions. A Spiffy Trig Chart. The first letter of each word stands for All, Sin, Tan, Cos. The position is in what quadrant that function will be positive in

#

So Tangent is positive in 1st and 3rd quadrants

#

Sin in 1st and 2nd

#

Etc

upper karma
#

Or maybe just know what each represents and it's obvious

eager saddle
#

@trail matrix I learned that as 'All Students Take Calculus,' but yeah. It's better to know how it works than a mnemonic.

dark sparrow
#

TONS!

#

it's like, obvious when you think about it in terms of coords

trail matrix
#

@upper karma sometimes mnemonics help

eager saddle
#

How do you find on paper the trigonometric function value of a non-special and non-quadrantal angle?

#

Like, how do I find sin(91°)?

#

The calculator spits out .998... something in degree mode, but where did that come from?

lean crest
#

you can use the taylor series of sin(x) or cos(x)

#

but u gotta work with radians

#

i.e the cos of an angle x is approximately 1-x^2/2

grave echo
#

OMG

#

@lean crest UR HERE TOO

#

WHAT A SURPRISING COINCIDENCE

#

omg so many people here

#

i thought i entered a server with random peeps

lean crest
#

who r u

grave echo
#

oi wtf

#

incept

tranquil yew
#

@eager saddle It turns out pretty much all of the functions we commonly use can be represented by some infinite polynomial

#

And polynomials are easy to calculate

#

so you can calculate any elementary function to any digit of precision you want by just using more and more terms of that infinite polynomial that represents it

#

Just to clarify, each elementary function has a distinct infinite polynomial that represents it

dark sparrow
#

@eager saddle convert your angle to radians and then use the Taylor series for sine

#

sin(x) = x - x^3/3! + x^5/5! - x^7/7! + x^9/9! - x^11/11! ...

#

cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + x^8/8! - x^10/10! ...

honest socket
#

it seems i don't understand how vector's scaling work -_-

#

uh, nvm

#

oooh, okay, now i understand it a little bit

#

once again, in my case i have a square 1x1 which i have to display on a sprite 2x1, since sprite's ratio is 2x1, i need to make my square 0.5x1, otherwise it will look stretched along X axis

#

when I rotate the sprite by 90 degrees, and then try to rotate the square by -90 degrees, i rotate a rectangle 0.5x1 which placed on the sprite, and since the rotated square already is 1x0.5, and the sprite is scaled by 2 along X axis, it produce this

#

where green rectangle is original 0.5x1 square, and black rectangle is rotated version of the first rectangle

#

so basically we have two similar rectangles, but the black is rotated by -90 degree

#

and since the sprite is rotated by 90 degree, its X axis is vertical now, so that's why the black rectangle looks stretched vertically on the first image

#

my task is to make the black rectangle on the first image look like the green one

#

now it's obvious that i need to scale it by 0.5 along its X axis and scale it by 2 alongs its Y axis

#

but I want to make it work for an arbitrary angle

#

on a sprite with 2x1

#

so yeah, scaling for the green rect is okay since its X axis is aligned with X axis of the sprite, but for the black rect X axis isn't aligned with X axis of the sprite

#

can I change and use basis vectors for scaling?

honest socket
#

hm...

#

so, for 45 degrees my X basis vector should be 0.7; 0.7, and Y basis vector is -0.7; 0.7, right?

dark sparrow
#

not quite

#

replace 0.7 with sqrt(2)/2

#

:p

honest socket
#

oh, i know i know, it's not so important for now

#

cause i don't need it to has exact values, it just should look good

#

oka, so here is what i have without changing basis vectors and scaling

#

the degree is 45

#

now i use changed basis vectors and scale it by 0.5 along X axis

#

looks pretty good, it's what i need

#

but now i want to scale it by 2 along Y axis

#

on the first image X is (0.7;0.7) and Y is (-0.7; 0.7)

#

so i scaled the black rectangle along X axis by 2

#

and now i want to scale it along blue axis by 2

#

so it should be (0; 1), yeah?

#

oh god, i'm dying.....

tranquil yew
#

Well the exact values might help you

#

do you know what might have the answer of sqrt(2)/2

#

oh wait im 4 hours late

hybrid cypress
#

How do you find the measure of an arc, given that you have an angle of 90 degrees and circumference of 180cm

dark sparrow
#

what fraction of a full circle is 90°?

hybrid cypress
dark sparrow
#

answer my question, please

#

what fraction of a full circle is 90°?

hybrid cypress
#

1/4?

dark sparrow
#

yes

#

what is 1/4 of your circle's circumference?

hybrid cypress
#

45

dark sparrow
#

that's your answer

hybrid cypress
#

ooh ty

#

how about finding the circumference of a circle if you dont have

#

radius or diameter?

dark sparrow
#

what do you have?

hybrid cypress
#

arc length of 90cm and an angle of 81 degrees

dark sparrow
#

what fraction of a full circle is 81°?

hybrid cypress
#

roughly 1/4

dark sparrow
#

i don't want any approximations

#

@upper karma please don't

#

i'd rather help lordyonetime by myself

#

@hybrid cypress how many degrees are there in a circle?

hybrid cypress
#

360

dark sparrow
#

what fraction of a full circle is 81°?

#

@hybrid cypress

#

...welp

hybrid cypress
#

sorry idk is it 2/5?

dark sparrow
#

how did you get that?

hybrid cypress
#

idk honestly wait

#

i think thats wrong anyways

dark sparrow
#

it is, yes

hybrid cypress
#

its like 4 2/5 of the circlr

dark sparrow
#

🤦

#

you chop up a circle into 360 pieces (a.k.a. degrees) and take 81 of them

#

what's the fraction that represents that?

#

@hybrid cypress

hybrid cypress
#

BUttt

#

dont you take

#

360/81

#

or is it 360/279

dark sparrow
#

🤦

#

it's the other way around

#

it's 81/360

hybrid cypress
#

o god im laughing so sorry

dark sparrow
#

i'm surprised at how you managed to answer the same question correctly when the angle in question was 90°

#

do i need to go over how to simplify that fraction down to 9/40?

hybrid cypress
#

no

dark sparrow
#

good

#

so now

#

90 cm is 9/40 of what?

#

@hybrid cypress

hybrid cypress
#

wai what

dark sparrow
#

you said your arc's length was 90 cm, right?

#

9/40 of a circle is 90 cm
how much is the whole circle?

hybrid cypress
#

yhe whole circle is 360

dark sparrow
#

NO!

#

how are you getting that?

hybrid cypress
#

idk im sorry 😱 i cant see my question anymore

dark sparrow
#

your question was "an 81° arc of a circle is 90 cm long. what is the circumference of the whole circle?"

hybrid cypress
#

yesyes

dark sparrow
#

we have established that the arc is 9/40 of the whole circle

hybrid cypress
#

Ok

dark sparrow
#

it is also 90 cm long

#

90 is 9/40 of what?

hybrid cypress
#

IM SCARED UM 400?

dark sparrow
#

yes

#

what exactly are you scared of?

hybrid cypress
#

you youre scary

#

BUT HELPFUL

#

youre like

#

a teacher

dark sparrow
#

i apologize for scaring you :/

hybrid cypress
#

oh no dont im just super slow

#

ty foe your help i appreciate it

#

instead of just giving me the answer 👌

dark sparrow
#

yeah, that's something i'm never doing to anyone

#

and i mean, i am planning to become a tutor once some irl stuff is sorted out, fwiw

hybrid cypress
#

that's good, and yay i hope you do

#

good luck with your future, hope everything works out

tough saffron
#

Oh nice

#

I could use a tutor for this

tranquil yew
#

I would refrain from using the face palm emoji

honest socket
#

hi

#

what's new ? xD

weak hemlock
#

whast wrong with the face palm emoji

#

oh alright lol, just seemed out of nowhere. i guess it was deleted or something

sour sorrel
#

the comment was lost on me as well, but now it makes perfect sense XD

spiral lintel
#

hey guys I need help with this one prob

#

A circle is tangent to lines y=4/3x -12, y=3/4x +29/4, and y=4/3x +14/3. Find the equation of the cirlce

dark sparrow
#

drawing those lines would help

#

try locating its center @spiral lintel

spiral lintel
#

okay I'll do the hard ones later

#

can you go to alg section, there's another question that didnt make sense to me

tranquil yew
#

@spiral lintel do you know any properties about tangents and their relationship to radiuses of a circle?

dark sparrow
#

radii

#

the plural is radii

#

xP

upper karma
#

They are also perpendicular to the radius

#

The one that touches them

#

Good point lol

#

There exists a perpendicular radius :p

slim gorge
#

hey guys

surreal bolt
#

hi

slim gorge
#

check out this prob:

#

In rectangle ABCD, AB = 8 and BC = 20. Let P be a point on AD such that angle BPC = 90 degrees. If r_1, r_2, r_3 are the radii of the incircles of triangles APB, BPC and CPD respectively, what is r_1 + r_2 + r_3?

#

took me a couple hrs to decode as im not good at geo

surreal bolt
#

is the answer a scalar?

slim gorge
#

um... sorry, whats a scalar?

#

only magnitude?

surreal bolt
#

oops I meant a constant

slim gorge
#

lol, ya it is

dark sparrow
#

think i can solve it, hold on

surreal bolt
#

you could theoretically just draw it out

slim gorge
#

i did

surreal bolt
#

even using analytic geometry 😃

slim gorge
#

loll

surreal bolt
#

okay I am on it. Geogebra

slim gorge
#

just take a pen and paper

upper karma
#

Does a point on AD even exist such that it's 90°?

slim gorge
#

yes it does

#

@dark sparrow , if i can solve it, then why cant u too?

upper karma
#

Ohh I misread the lengths

slim gorge
#

after i found the "trick", it seemed like i am just stupid

surreal bolt
#

kk found the sides of all three right triangles

slim gorge
#

u dont have to

#

just in terms of vars

dark sparrow
slim gorge
#

um... you dont have to do ANY of that

#

no trig

dark sparrow
#

there's no trig involved here

slim gorge
#

its an olympiad sample prob

#

oh sorry, i thought i saw cos

dark sparrow
#

there is no trig involved here

#

=tex \frac{24}{3+\sqrt{5}} + \frac{40}{5+3\sqrt{5}} = 6(3-\sqrt{5}) + \frac{4}{5}(3\sqrt{5}-5) = 18 - 6\sqrt{5} + \frac{12}{5}\sqrt{5} - 4 = 14 - \frac{18}{5}\sqrt{5}

charred spearBOT
upper karma
#

I got 20 + 12 sqrt(5)

surreal bolt
#

I got a headache 😃

slim gorge
#

i wont tell the answer

dark sparrow
#

arithmetic

slim gorge
#

😃

#

can this be a featured prob?

#

@dark sparrow

dark sparrow
#

it's already been discussed so prob not

upper karma
#

Is my answer correct or not?

slim gorge
#

no

#

should i give a hint?

upper karma
#

Oh those are incircles

#

Not normal circles

slim gorge
#

lol

surreal bolt
#

Triangle dimensions:
8, 14, 2rt(65)
8, 6, 10
10, 2rt(65), rt(360)

r = (ab)/(a + b + c)

Too lazy? 😃

slim gorge
#

or:

#

this is a BIG hint

#

should i continue?

upper karma
#

8

slim gorge
#

BRAVO

upper karma
#

Gg

slim gorge
#

this took me hours to do

upper karma
#

I didn't use any tricks, I just used incircle radius = area / semiperimeter

slim gorge
#

to "figure out" to be more accurate

upper karma
#

The summed those

slim gorge
#

i used r = (a+b-c)/2 for right triangles

#

incircle radius = inradius

upper karma
#

Yeah so its a similar solution

#

What's the trick then?

slim gorge
#

thats why i put it in ""

#

😉

upper karma
#

Oh

#

So it's not a real trick :P

slim gorge
#

ikr

#

i expected somethin more

#

that exam is not easy to clear

upper karma
#

I thought there was a trick like the way the radii line up and make it perfect for something to happen

slim gorge
#

me too

#

like the sum of the indiameters = 20 and stuff

#

so sum = 10

#

i just made the word indiameters :p

upper karma
#

I read that as india meters

honest socket
#

hey peeps, do u know what is pentagon?

#

i mean geometric figure

upper karma
#

it's a five sided polygon

honest socket
#

yeah

upper karma
#

What do you wanna know about it

honest socket
#

so, let's say we have an ordered list of points

#

and sometimes they form a pentagon

#

i know that in this case there is only 5 points

#

how to check whether it's a pentagon or not?

dark sparrow
#

do you want a regular pentagon?

upper karma
#

Regular meaning all the 5 sides have equal length

dark sparrow
#

with all sides equal and all angles 108° / 3π/5?

#

@upper karma regular polygons have to have all equal angles as well

upper karma
#

Isn't that a consequence of them having equal sides?

honest socket
#

yes, regular

#

ofc i can check all 5 angles, but maybe there is a faster way to check whether it's a pentagon or not?

#

oh, i c, i can also check distance between the points

#

it must be faster

#

i think

upper karma
#

Are you saying that the 5 points given can be anywhere on the pentagon?

#

Assuming it does lie on the pentagon

honest socket
#

so one corner - one point

upper karma
#

oh so you're saying the 5 points are on the vertex of the pentagon?

dark sparrow
#

@honest socket i don't think there's a faster way honestly

upper karma
#

@honest socket Maybe try inscribing this one into a circle

#

And determine an equation for the circle

#

and plug in those points into the equation

honest socket
#

🤔 i need to code it, so it's better to keep it simple

upper karma
#

Simple as in it uses less memory?

honest socket
#

yeah, and time

#

cpu time

upper karma
#

Ah well I'm ignorant about this but isn't using less memory implies less time being spent?

#

No

#

Usually it's a compromise between the two

#

If you use more memory you can store some things to save on time

#

Or you can take more time to do something but end up using less memory

#

Ah okay

dark sparrow
#

@honest socket figure out the lengths first. if they're all the same, then take dot products between the vectors representing adjacent sides. if they're all the same up to sign, you have a regular pentagon

honest socket
#

okay, ty

dark sparrow
#

@ember kraken you know right triangles, right?

ember kraken
#

Yes

#

90 degrees triangle

dark sparrow
#

a triangle with a 90° angle, yeah

slim gorge
#

SOH CAH TOA is my jam

dark sparrow
#

ಠ_ಠ

#

okay so basically

#

sometimes you know the angles in a right triangle, but want to know its sides

#

the trigonometric functions serve precisely this purpose

slim gorge
#

how do u write in bold?

dark sparrow
#

@slim gorge **like this**

#

anyway

slim gorge
#

ok

dark sparrow
#

in that triangle,

ember kraken
#

Guys

dark sparrow
#

=tex \sin(\alpha) = \frac{a}{c}, \cos(\alpha) = \frac{b}{c}

charred spearBOT
ember kraken
#

I need to take a bath can you leave explanation here please?

#

I mean just write explanation I will read after I finish my bath

dark sparrow
#

ok

#

so just to expand on that a bit, sine tells you what fraction/percentage/whatever you want to call it the opposite side to the angle is when compared to the hypotenuse
and cosine tells you the same, but for the adjacent side to the angle

#

(this means sin and cos are always between 0 and 1 for an angle between 0 and 90°)

slim gorge
#

its easy to prove too

dark sparrow
#

the legs are always shorter than the hypotenuse

slim gorge
#

so u dont even have to prove it for acute angles

#

so to summarize

#

=tex \sin(\alpha) = \frac{a}{c} \ \cos(\alpha) = \frac{b}{c} \ \tan(\alpha) = \frac{\sin(\alpha)}{\cos(\alpha)} = \frac{a/c}{b/c} = \frac{a}{b}

dark sparrow
#

double backslashes for newlines

slim gorge
#

i did put double

dark sparrow
#

you didn't seem to

slim gorge
#

=tex \sin(\alpha) = \frac{a}{c} \ \cos(\alpha) = \frac{b}{c} \ \tan(\alpha) = \frac{\sin(\alpha)}{\cos(\alpha)} = \frac{a/c}{b/c} = \frac{a}{b}

charred spearBOT
slim gorge
#

oh sry

dark sparrow
#

oh yeah, tan stands for tangent and is the ratio of the two legs

slim gorge
#

cotan(x) = 1/tan(x) right?

dark sparrow
#

cotan
ಠ_ಠ

#

but yes

ember kraken
#

Hi im back

upper karma
#

You can also check out on the unit circle definition of the trig ratios

#

cosine being the x coordinate and sine being the y coordinate

#

tangent being the slope

dark sparrow
#

tangent has a geometric representation too though 😛

upper karma
#

so geometrically, what is tangent

#

ow

#

A line being tangent to the unit circle

upper karma
#

If you take a circle of radius 1 and put it in the center then its circumference is 2pi, so we can define the angle by a point on the circle, and 2pi is a full angle (360 degrees)

slim gorge
#

oh

#

thats why tan(90 degrees) is undefined right?

upper karma
#

Ye

#

Cuz it'll never touch the tan line

#

They're parallel

tranquil yew
#

@upper karma Geometrically, tangent is the slope of the hypotenuse of the triangle when it's legs are aligned with the axes

upper karma
#

what do you mean by "its legs are align with the axes"

#

Well I interpret it as the y coordinate of the point of intersection between the line when you extend the hypotenuse of the triangle outside of the unit circle and the line x=1

tranquil yew
#

As in like the legs are parallel to the axes

#

That's the same thing daniel

#

slope is rise over run

#

if you make the run 1

#

then the rise will be the slope

upper karma
#

Well I didn't really get what you meant initially

tranquil yew
#

The slope of the line from the origin to a point on the unit circle is given by tan(theta)

upper karma
#

But the thing is

#

That's not a geometric definition

#

Like

#

It gives a quantity

#

If you define it as the slope of the hypotenuse, that is

#

I think the picture given above is the geometric definition

#

Slope is just a measure of how steep the line is

tranquil yew
#

Exactlyu

#

so tangent is also

#

it is a geometric definition

#

it ties the value of tangent to a geometric value

upper karma
#

Yes

slim gorge
#

Hey

#

Can we use the power of a point theorem without a circle?

dark sparrow
#

power of a point?

slim gorge
#

Um... Ya

dark sparrow
#

what's that

#

okay nvm

#

from what i saw on wiki it does require a circle xP

slim gorge
#

Ok...

#

Thx

upper karma
#

What do you mean without circle?

slim gorge
#

I mean that no circle is involved

surreal bolt
#

tan(x) = opposite / adjacent. If the adjacent leg is 1, then tan(x) is equal to the opposite leg. Note that in the picture the two triangles are similar. SO, the central angle is the same and the tangent of that central angle is the same. BUT note for the bigger triangle the adjacent side = 1 so the vertical leg is equal to the tangent.

violet nest
#

Anyone remember the sine rule I was talking about?

#

This is my proof, I think

#

I discovered it when I was at high school, there were a crap ton of class work and I was too bored with using the sine and cosine rule, so I thought this would be a nice change

#

But then I noticed after rearranging, asinC and csinA part

rare talon
#

It will still require a circle, whether stated on the problem or we've constructing a circle when the problem need it

slim gorge
#

so, given ANY four distinct points A, B, C and D that make the quadrilateral ABCD, and AC and BD intersect at X, is
AX * CX = BX * DX ?

dark sparrow
#

i feel like that need not be the case at all

#

or maybe not

slim gorge
#

me too, but sometimes it feels very true

dark sparrow
#

hmm

slim gorge
#

every quadrilateral isn't cyclic is it?

dusk snow
#

some are, some aren't

slim gorge
#

so no?

dark sparrow
#

yeah, not every quadrilateral can be inscribed in a circle

#

:p

upper karma
#

it's not hard to prove either

slim gorge
#

ya

#

we can make a circle that goes through 3 point

upper karma
#

exactly

slim gorge
#

add a point outside the circle, done

#

or even inside, who cares

#

btw, in which field of mathematics (or geometry) are cyclic quadrilaterals used the most?

upper karma
hybrid cypress
dark sparrow
#

...are you not able to take screenshots?

hybrid cypress
#

I am but thats more work

#

since I use my phone for discord

dark sparrow
#

redrew your pic for clarity

#

so for starters, @hybrid cypress, what can you tell me about this whole picture?

hybrid cypress
#

The circles are equal

dark sparrow
#

no they aren't

#

if they were, their shared tangents would be parallel

#

which they clearly aren't

hybrid cypress
#

Oh

#

Can we solve for ED

dark sparrow
#

you certainly can!

hybrid cypress
#

Using Pythagorean Theorem

dark sparrow
#

but can you tell me what GD equals first, and why?

hybrid cypress
#

7?

dark sparrow
#

yes

#

can you tell me why GD = 7?

hybrid cypress
#

Because GF equals 7

dark sparrow
#

why are GD and GF equal, then?

#

😛

hybrid cypress
#

bc they have common external tangents?

dark sparrow
#

no

#

try again

hybrid cypress
#

hm

#

I just assumed bc it looks like GF

#

has a radius of 7

#

so the other

dark sparrow
#

radius
aha!

#

that's the key word

#

GF and GD are radii of the same circle

#

so they are equal by definition

hybrid cypress
#

Ohh

dark sparrow
#

okay, so now

#

what is ED?

hybrid cypress
#

24

dark sparrow
#

good

#

so now, the thing i wanted to hear from you about the whole picture

hybrid cypress
#

So

dark sparrow
#

is that it is symmetric across the line EB

hybrid cypress
#

Is AE 68

dark sparrow
#

why is AE equal to 68?

hybrid cypress
#

Because we know that ED is 24 and DC is 44

dark sparrow
#

that gives you EC, though

#

not EA

#

why are EC and EA equal?

hybrid cypress
#

bc theyre common ex tangents? 😓

dark sparrow
#

that works, sure.

hybrid cypress
#

What makes them equal otherwise?

dark sparrow
#

well, you could also tell me they're equal because they're symmetric across EB

#

but saying they're tangents to the same circle from the same point works

hybrid cypress
#

Ah gotcha

dark sparrow
#

yknow, in geometry, and for that matter in math in general, you really ought to know why the things you say or learn are true

#

not just that they're true

hybrid cypress
#

I know. You have to know how you're getting the answers you do and why

#

I'm just not in the program rn

#

But I'll get better at understanding why things are in math

#

oh gosh lol sorry

#

btw what do you go by?

dark sparrow
#

what do you mean

#

you can call me sqrt(2) or Anto, i'll respond to either

hybrid cypress
#

aw thats cute

#

Anto is nice

#

I have another question

dark sparrow
#

shoot

hybrid cypress
#

except its with internal tangents this time

dark sparrow
#

ok

hybrid cypress
#

Can I show you?

dark sparrow
#

ofc

#

post it here

hybrid cypress
#

Sorry the qualitys bad

dark sparrow
#

is it implied that E lies on HB?

hybrid cypress
#

I believe so but theres no point

dark sparrow
#

it's not marked, hence my request for a clarification

hybrid cypress
#

Im not sure myself

#

I think it is

#

because we have points ED and EF

#

or line*

dark sparrow
#

i mean, it must lie on HB, since those tangents to the circles are symmetric to each other across the line joining the circles' centers

hybrid cypress
#

Yeah

dark sparrow
#

actually, the whole pic has twofold rotational symmetry around E!

#

and i hope it's obvious that EI = EG and EA = EC

#

and due to that rotational symmetry, EI = EC, so EA = EC = EI = EG

#

can you find the length of any of these lines?

hybrid cypress
#

👀💥

#

Idk because I think Id need

#

to find

#

either HF or DB

#

first?

dark sparrow
#

HF is easy to find

#

think about it

hybrid cypress
#

Im thinking its 7

dark sparrow
#

and why is that? 😛

hybrid cypress
#

bc of the radii afain

#

again*

dark sparrow
#

yup!

hybrid cypress
#

Ok gimme a sec

#

Wait

#

can EG be a decimal?

dark sparrow
#

i assume you're trying to take the square root of a number that isn't a perfect square?

hybrid cypress
#

yeah hold on let me double checj

#

Ohh im so slow

#

I just did this

hybrid cypress
#

Hey Anto I have one last problem

dark sparrow
#

post it

hybrid cypress
dark sparrow
#

what can you say about triangles DEC and DAB?

hybrid cypress
#

Theyre symmetrical at D?

dark sparrow
#

nope

#

there is a transformation with its own name that turns one into the other though

#

but anyway

#

they are similar

hybrid cypress
#

ok bc its a transformation in size

dark sparrow
#

dilation is the somewhat-fancy name for it

#

or scaling, if you wish

hybrid cypress
#

ahh

dark sparrow
#

can you figure out the scaling factor?

hybrid cypress
#

Yes, by figuring out the lengths of either the smaller or larger figure first?

#

We already know the larger ones

#

AD = 20, DB = 25 and AB = 15

dark sparrow
#

you also know AE = 16

#

what is AD?

hybrid cypress
#

oh! youre right

#

AD = 20, DB = 25, DE = 4 and AB = 15

#

im stumped

dark sparrow
#

yup

#

can you figure out DC?

hybrid cypress
#

Well yes but how?

#

I dont have EC

dark sparrow
#

DEC and DAB are similar, remember?

#

DE = 4 and DA = 20, so the scaling factor between them is 5

#

one triangle is exactly 5 times as big as the other

hybrid cypress
#

oh i see

#

So that makes CB = 20

dark sparrow
#

👍

hybrid cypress
#

Alrighhhht

#

tysm Anto

#

thanks for all the help

dim plover
#

Could someone point out which step of the following process is losing me answers?
Q: Find the exact solutions of the equation in the interval [0, 2pi)
Eq: 2tan(2x) - 2cot(x) = 0
Steps:
2tan(2x) = 2cot(x)
2((2tan(x))/1-tan^2(x)) = (2/tan(x))
4tan(x) = (2(1-tan^2(x)))/tan(x)
4tan(x) = (2 - 2tan^2(x)) / tan(x)
4tan^2(x) = 2 - 2tan^2(x)
6tan^2(x) = 2
tan^2(x) = 1/3
tan(x) = +-1/sqrt(3)

dark sparrow
#

all your steps are correct so far

#

it's weird that you didn't halve both sides in 2tan(2x) = 2cot(x) tho xP

#

@dim plover

#

anyway yeah you haven't lost anything, dw

dim plover
#

Hmm, sorry wasn't paying attention

#

I should have lost something though since i only get 4 of the 6 answers

#

If I turn the tangent and cotangent into their sine and cosine components I get all six

#

Any ideas?

dark sparrow
#

hang on, yeah, that's true

#

gimme a sec

#

ah

#

you're losing pi/2 and 3pi/2 because you're involving tan(x) in your manipulations, which is undefined at those points

dim plover
#

Oh, then really whats the point of the double angle formula for tangent :/ if I can just end up losing things

#

Doesn't that sort of imply that you should avoid working directly with tangent manipulations then?

dark sparrow
#

it does make sense to be careful with them

#

they're safe if you know cos(x) != 0 though

dim plover
#

So preventatively I would have just had to plug in the values where cosine or sine are 0 to avoid this?

#

(since we also had a cotangent)

#

I guess then... The only reason this was an issue was because of the double angle, does that mean I always need to check for this when working with the double angle of tangent?

dark sparrow
#

yeah

dim plover
#

Hmm, alrightie, glad I wasn't doing something blatantly wrong in the math

#

Thanks for the help

dark sparrow
#

=tex \vec{r}(t) = \left< \cos(t)e^{p\sin(t)}, \sin(t)e^{p\cos(t)} \right>

charred spearBOT
dark sparrow
#

TIL the curve given by this parametric eq has a cusp precisely when p = sqrt(2)

upper karma
#

it'd be something else if the cusp looked like the radical

final prairie
#

Interesting

#

Proof? :p

dark sparrow
#

cusps correspond to r'(t) = 0

#

differentiate this thing and see for yourself that t = π/4 is the point of the cusp

final prairie
#

Interesting

#

Imma visualize that

final prairie
#

@dark sparrow Does there exist another p such that r(t) has a cusp?

dark sparrow
#

don't think so

#

maybe -sqrt(2)

final prairie
#

Nope, apparently

#

maybe sqrt(2)+πu for all u in Z

#

Nope apparently nope

#

Oh wait -sqrt(2) does have a cusp

#

I just graphed t from 0 to 1 not 2π

lean crest
final prairie
#

yeah hehe

umbral rivet
#

👀

torpid galleon
#

No one is responding qq

azure storm
#

What have you tried so far?

upper karma
#

There are 2 main ways you can approach this

#

You can find a point on the line that's closest to Q, and then find distance between 2 points

#

Or you can use some formula if you were taught any for this

azure storm
#

I'd minimize the general distance

torpid galleon
upper karma
#

I think point and then distance is easier @azure storm

torpid galleon
#

Something like this

upper karma
#

Okay so

#

You see how the closest path to the line from point is a perpendicular line?

torpid galleon
#

Oups

#

Sent itbagain

upper karma
#

So, you could take a perpendicular line that goes through Q, and you know that the nearest point to Q is where those 2 lines intersect

azure storm
#

This only works for lines though

torpid galleon
#

And further

#

?

dark sparrow
#

Q ends up above that line, btw

#

😛

torpid galleon
#

Oh

dark sparrow
#

anyway

#

if you draw a line that is perpendicular to h and goes through Q, it'll meet h at the point you're looking for

#

the slopes of any two perpendicular lines multiply to -1

torpid galleon
#

How come

dark sparrow
#

er, gimme a moment

#

okay, so basically if you have a line with slope m1 and a line with slope m2, then the (signed) angles they make with the x-axis are arctan(m1) and arctan(m2)

#

and the angle between them is arctan(m1)-arctan(m2)

#

so denoting that angle with θ, we get

#

=tex \tan(\theta) = \frac{m_1 - m_2}{1 + m_1m_2}

charred spearBOT
dark sparrow
#

and if θ = π/2, then the left hand side is undefined, which means that there must be a division by zero error on the right hand side

#

thus m1m2 + 1 = 0, and m1m2 = -1

#

or more rigorously you could calculate cot(θ), which would then be zero for θ = π/2

#

@torpid galleon

upper karma
#

I tried finding a function that inputs the number of sides of a regular polygon and that it can outputs me the area of any regular n-sided polygon

#

=tex A(n)=\frac{nx^2}{4\tan(\frac{\pi}{n})}

charred spearBOT
upper karma
#

where x is the length of one of the side of the polygon

#

and n is the number of sides

#

of course

#

this is just

#

a conjecture

#

I want to prove this by induction

#

but how do I start?

#

I've never dealt a proof by induction that involves the trig functions

dark sparrow
#

p sure you don't need induction for that

upper karma
#

So how do I prove this tho

dark sparrow
#

split your n-gon into n isosceles triangles

upper karma
#

I actually used that reasoning to arrive to this formula

dark sparrow
#

the top angle in each will be 2π/n

#

oh

#

then you've proven it

upper karma
#

what