#geometry-and-trigonometry
1 messages · Page 139 of 1
Lets try another special triangle, shall we
x^2+(x-31)^2 = (x+1)^2
damp.
Sure
Can you make one where two solutions are real
If not do this
Good luck
x^4+x^6=x^8?
dividing both sides by x^4 gives 1+x^2 = x^4
1+x^2 = x^4 = (x^2)^2
let u = x^2
we have 1+u = u^2, u is the golden ratio
And yes
i guess
The sqrt(golden ratio)
,w x^4+x^6=x^8
.... negative sqrt(phi) doesnt count, nor the complex conjugates
Me when I have find the velocity of the car -3000km/h on the test
or worse, sqrt(10)*i km/h
What
What about velocity of the car -3000km/s on the test
its a joke
normally they wouldnt make it so the velocity is -3000 or sqrt(10)i
how could 0 be a answer tho?
Its an invalid answer
1 it would leave the triangle degenerate
2 tfw triangle inequality
and the -1 term
that looks sus
Hm?
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)
i didn't knew about degenerate triangles, thank you.
Wouldn't that be just a line??
"Degenerate" triangles I mean
uhm somewhat
you can make out the supposed edges
but since all 3 points are collinear some property is lost
hence "degenerate"
U cant
I feel like
It's just a line
How can u make out sides
From a line
suppose ABC where a,b,c are collinear, i can still specify AB, AC, BC
but its kinda meaningless
Exactly
Like
Whats the point
Waitt
So in that sense
r there "degenerate" version of every polygon?
Square
Hexagon
Pentagon
Etc
probably yes
😭
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
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
I was taught to write a comment and disregard it, for UK exams
Can you generate a problem that two solutions both works
velkoz
👀
Can a quaternion be invalid even if it's norm is equal to 1 ?
uh whay?
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
Probably a good question for software
Phlimy why don't you invert the quaternion and convert that to a matrix?
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?
B also a normalized vector? Linearly independent from A?
Do you mean a change of basis?
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
And (0,1) we go orthogonal to A?
Looks like a change of basis
what is that?
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
ooooh
Now then the question is
it has something common with i j k?
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}
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
so i need to break the vector A into two basis vectors and then multiply and blablabla?
we're changing the vectors we choose as our "building blocks"
Do you want to take this over? Or shall I continue? You know me.
Sure
I'm going to be a little bit lazy.... But I really like this video https://www.youtube.com/watch?v=P2LTAUO1TdA
How do you translate back and forth between coordinate systems that use different basis vectors? Watch the full "Essence of linear algebra" playlist here: ht...
ayyy
i was googling too, and found khan academia's video but it's so bad, uhh..
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?
yeah
👌 Excellent!
horizontal by vertical
Yep
i c already what i need
That times that plus that times that plus that times that plus ....
i have 0.7; 0.7 as i, and i need to rotate it by 90 degrees counter clockwise and this will be j
So do you know what your change of basis matrix would be?
not yet, i want to finish the video, maybe i will find out something new
Cool
How do I figure the center of rotation between 2 of points in a 2d plane?
...what?
uhm sorry for phrasing it poorly
Is it possible to determine the center of rotation of 2 different points in the 2d plane?
what do you mean by center of rotation
assuming i know the angle it's being rotated
the center of a rotation that sends one point to the other?
i'll define it as the point where you rotate a given coordinate, (x, y) to another coordinate (a, b) by some angle
you're still wording things way too vaguely and confusingly for me to understand
i guess an example would be the unit circle and trig
say if i have point (1, 0)
and the point (0, 1)
mhm
There's lots of centers you could rotate around to rotate one point into another
Those two points have to lie on the same circle
But 3 points define a unique circle
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
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
Nah, an arbitrary point
Writing the circle's equation seems to help
I'll try it out
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
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
imagine that instead of shifting the plane, you shift your coordinate system
in the opposite direction, ofc
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}
is this a rotation matrix?
not quite
finding that did involve using a rotation matrix though
i've denoted it with R here
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
yeah
ye
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
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
so, we have the same amount of pixels, but their width is doubled
hold on
yeah i know, bounding box, i do this
since when do pixels have a width
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
ah
yeah
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
can't you just make the hole smaller initially
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
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 -_-
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
k, this works ```float distance = Mathf.Sqrt(Mathf.Pow((xxScale)-(pointOfImpact.xxScale), 2)+Mathf.Pow((yyScale)-(pointOfImpact.yyScale),2));
if (distance < radius)```
🖐
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
im lost i dont get it 😢
don't get what
the explanation
is it that same problem with the hole? xP
ok
and this pixel array is represented as sprite that is streched 2 times by X axis
so it looks like a rectangle
=tex \begin{bmatrix} 2 & 0 \ 0 & 1 \end{bmatrix}
is this scaling matrix?
yeah 😛
so. Then I want to cut a rectangular hole in that sprite
when its rotation angle is 0, everything is okay
the hole isn't rectangular, but imagine that it is
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
here is angle 45
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
btw it looks okay when the sprite isn't scaled
dat feel when no one can halp u
🤔
no.
i'll do it myself
i'm just lazy now
lazying
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
here is the sprite isn't scaled
so, the green rectangle is bounding box for another, and black rect is rotated green rectangle
but when i scale it by to along X axis it looks like this
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
here i found some info
for 36.87 degrees 3/5 is 0.6 and -1/3 is -0.33, the values are pretty close to mine
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.
@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
@trail matrix I learned that as 'All Students Take Calculus,' but yeah. It's better to know how it works than a mnemonic.
@upper karma sometimes mnemonics help
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?
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
OMG
@lean crest UR HERE TOO
WHAT A SURPRISING COINCIDENCE
omg so many people here
i thought i entered a server with random peeps
who r u
@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
@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! ...
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
if i cancel scaling of the sprite it look like this
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
with 15 degrees rotation it looks like this
on a sprite with 2x1
and like this without scaling
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?
i mean this
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?
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
i drew axes
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.....
i guess i poke the right thing
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
How do you find the measure of an arc, given that you have an angle of 90 degrees and circumference of 180cm
what fraction of a full circle is 90°?
1/4?
45
that's your answer
ooh ty
how about finding the circumference of a circle if you dont have
radius or diameter?
what do you have?
arc length of 90cm and an angle of 81 degrees
what fraction of a full circle is 81°?
roughly 1/4
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?
360
sorry idk is it 2/5?
how did you get that?
it is, yes
its like 4 2/5 of the circlr
🤦
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
o god im laughing so sorry
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?
no
wai what
you said your arc's length was 90 cm, right?
9/40 of a circle is 90 cm
how much is the whole circle?
yhe whole circle is 360
idk im sorry 😱 i cant see my question anymore
your question was "an 81° arc of a circle is 90 cm long. what is the circumference of the whole circle?"
yesyes
we have established that the arc is 9/40 of the whole circle
Ok
IM SCARED UM 400?
i apologize for scaring you :/
oh no dont im just super slow
ty foe your help i appreciate it
instead of just giving me the answer 👌
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
that's good, and yay i hope you do
good luck with your future, hope everything works out
I would refrain from using the face palm emoji
whast wrong with the face palm emoji
oh alright lol, just seemed out of nowhere. i guess it was deleted or something
the comment was lost on me as well, but now it makes perfect sense XD
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
okay I'll do the hard ones later
can you go to alg section, there's another question that didnt make sense to me
@spiral lintel do you know any properties about tangents and their relationship to radiuses of a circle?
They are also perpendicular to the radius
The one that touches them
Good point lol
There exists a perpendicular radius :p
hey guys
hi
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
is the answer a scalar?
oops I meant a constant
lol, ya it is
think i can solve it, hold on
you could theoretically just draw it out
i did
even using analytic geometry 😃
loll
okay I am on it. Geogebra
just take a pen and paper
Does a point on AD even exist such that it's 90°?
Ohh I misread the lengths
after i found the "trick", it seemed like i am just stupid
kk found the sides of all three right triangles
there's no trig involved here
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}
I got 20 + 12 sqrt(5)
I got a headache 😃
i wont tell the answer
arithmetic
it's already been discussed so prob not
Is my answer correct or not?
lol
Triangle dimensions:
8, 14, 2rt(65)
8, 6, 10
10, 2rt(65), rt(360)
r = (ab)/(a + b + c)
Too lazy? 😃
8
BRAVO
Gg
this took me hours to do
I didn't use any tricks, I just used incircle radius = area / semiperimeter
to "figure out" to be more accurate
The summed those
I thought there was a trick like the way the radii line up and make it perfect for something to happen
me too
like the sum of the indiameters = 20 and stuff
so sum = 10
i just made the word indiameters :p
I read that as india meters
it's a five sided polygon
yeah
What do you wanna know about it
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?
do you want a regular pentagon?
Regular meaning all the 5 sides have equal length
with all sides equal and all angles 108° / 3π/5?
@upper karma regular polygons have to have all equal angles as well
Isn't that a consequence of them having equal sides?
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
Are you saying that the 5 points given can be anywhere on the pentagon?
Assuming it does lie on the pentagon
oh so you're saying the 5 points are on the vertex of the pentagon?
@honest socket i don't think there's a faster way honestly
@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
🤔 i need to code it, so it's better to keep it simple
Simple as in it uses less memory?
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
@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
okay, ty
@ember kraken you know right triangles, right?
a triangle with a 90° angle, yeah
SOH CAH TOA is my jam
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
how do u write in bold?
ok
in that triangle,
Guys
=tex \sin(\alpha) = \frac{a}{c}, \cos(\alpha) = \frac{b}{c}
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
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°)
its easy to prove too
the legs are always shorter than the hypotenuse
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}
double backslashes for newlines
i did put double
you didn't seem to
=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}
oh sry
oh yeah, tan stands for tangent and is the ratio of the two legs
cotan(x) = 1/tan(x) right?
Hi im back
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
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)
@upper karma Geometrically, tangent is the slope of the hypotenuse of the triangle when it's legs are aligned with the axes
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
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
Well I didn't really get what you meant initially
The slope of the line from the origin to a point on the unit circle is given by tan(theta)
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
Exactlyu
so tangent is also
it is a geometric definition
it ties the value of tangent to a geometric value
Yes
power of a point?
Um... Ya
What do you mean without circle?
I mean that no circle is involved
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.
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
It will still require a circle, whether stated on the problem or we've constructing a circle when the problem need it
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 ?
me too, but sometimes it feels very true
hmm
every quadrilateral isn't cyclic is it?
some are, some aren't
so no?
it's not hard to prove either
exactly
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?
https://math.stackexchange.com/questions/1859652/where-do-you-see-cyclic-quadrilaterals-in-real-life
Does anyone know how I'd solve for AE?
...are you not able to take screenshots?
redrew your pic for clarity
so for starters, @hybrid cypress, what can you tell me about this whole picture?
The circles are equal
no they aren't
if they were, their shared tangents would be parallel
which they clearly aren't
you certainly can!
Using Pythagorean Theorem
but can you tell me what GD equals first, and why?
7?
Because GF equals 7
bc they have common external tangents?
radius
aha!
that's the key word
GF and GD are radii of the same circle
so they are equal by definition
Ohh
24
So
is that it is symmetric across the line EB
Is AE 68
why is AE equal to 68?
Because we know that ED is 24 and DC is 44
bc theyre common ex tangents? 😓
that works, sure.
What makes them equal otherwise?
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
Ah gotcha
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
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?
shoot
except its with internal tangents this time
ok
Can I show you?
is it implied that E lies on HB?
I believe so but theres no point
it's not marked, hence my request for a clarification
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
Yeah
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?
Im thinking its 7
and why is that? 😛
yup!
i assume you're trying to take the square root of a number that isn't a perfect square?
Hey Anto I have one last problem
post it
what can you say about triangles DEC and DAB?
Theyre symmetrical at D?
nope
there is a transformation with its own name that turns one into the other though
but anyway
they are similar
ok bc its a transformation in size
ahh
can you figure out the scaling factor?
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
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
👍
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)
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
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?
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
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?
it does make sense to be careful with them
they're safe if you know cos(x) != 0 though
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?
yeah
Hmm, alrightie, glad I wasn't doing something blatantly wrong in the math
Thanks for the help
=tex \vec{r}(t) = \left< \cos(t)e^{p\sin(t)}, \sin(t)e^{p\cos(t)} \right>
TIL the curve given by this parametric eq has a cusp precisely when p = sqrt(2)
it'd be something else if the cusp looked like the radical
cusps correspond to r'(t) = 0
differentiate this thing and see for yourself that t = π/4 is the point of the cusp
@dark sparrow Does there exist another p such that r(t) has a cusp?
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
Fishh
this feels so oddly satisfying
yeah hehe
👀
What have you tried so far?
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
I'd minimize the general distance
I think point and then distance is easier @azure storm
Something like this
Okay so
You see how the closest path to the line from point is a perpendicular line?
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
This only works for lines though
Oh
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
How come
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}
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
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})}
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
p sure you don't need induction for that
So how do I prove this tho
split your n-gon into n isosceles triangles
I actually used that reasoning to arrive to this formula
what