#geometry-and-trigonometry

1 messages · Page 140 of 1

upper karma
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that's it?

dark sparrow
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yeah

upper karma
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I feel dubious about this formula, honestly

dark sparrow
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like, assuming you went through the math and found the area of one of the triangles

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and then multiplied that by n

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that's enough proof

upper karma
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Is it still possible to do a proof by induction for this?

dark sparrow
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don't think so

upper karma
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why tho

dark sparrow
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going from an n-gon to an n+1-gon shakes shit up quite a bit

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i feel like you can fix like

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a side, at most

upper karma
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Well thanks for clarifying things, understood why it works

slim gorge
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we can also prove that the product of slopes of two perpendicular lines is -1 without trig

dark sparrow
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hm?

slim gorge
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i did it while studying analytic geometry

dark sparrow
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do share

slim gorge
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it involves a bit of geometry like similar triangles and stuff

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so it will be hard to "visualize"

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should i go on

upper karma
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ooh this one uses similar triangles

slim gorge
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ya

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i don't remember the whole proof, but i think i can derive it

dark sparrow
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i think i get the rough idea, actually

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it's easy to prove for lines intersecting at the origin

slim gorge
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ya

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but i did a more general proof

upper karma
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i accidentally proved it once when I was trying to prove the intersecting chord theorem for circles

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I was like

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"wtf is dis shit"

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and googled the thing

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and was laik

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"oh kewl beans"

slim gorge
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lol

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what intersecting chord theorem?

upper karma
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draw two chords that are in the same circle

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and the product of their corresponding opposite lengths are the same

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well you can google it

slim gorge
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power of a point?

upper karma
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don't think so

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it uses inscribed angles

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and triangle similarity

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to prove it

slim gorge
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oh ya

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i remember something like it

dark sparrow
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@upper karma you mean two chords that intersect each other?

upper karma
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yeah, that's what the name suggests

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well the chord can be a diameter

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well the diameter is a chord

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nvm

slim gorge
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yes it is

vale raven
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"accidentally proved it"

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That's amazing xD

slim gorge
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did u use analytic geometry?

upper karma
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ikr

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yeah

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analytic geometry's OP m8

slim gorge
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ikr

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but its bashy sometimes too

upper karma
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what do you mean

slim gorge
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like too many calculations and stuff

upper karma
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yeah man

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gad like earlier today

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I tried finding the area of a circle

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that's separated by a chord such that it's perpendicular if you a draw a radius to it

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the whole thing

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was a mess

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i originally started out with this

slim gorge
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seperated by a chord
?

upper karma
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uhm say you have a circle

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and draw a random chord such that if you draw a radius to the chord it's perpendicular

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so you now have two regions

dark sparrow
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define radius to the chord

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to one of its endpoints?

slim gorge
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the radius bisects the chord then

upper karma
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ah yeah

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equivalent statement

dark sparrow
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the radius bisecting any non-diameter chord will be perpendicular to it though

slim gorge
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ya

upper karma
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well i forgot the terms and stuff

slim gorge
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and vice-versa

upper karma
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:<

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anyways I managed to find a function that can help me find the area of one region

slim gorge
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what region?

upper karma
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if you draw a chord in the circle

slim gorge
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can u post a photo of the problem or something?

upper karma
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that's more easier yeah sure

slim gorge
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thx

dark sparrow
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more easier

upper karma
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it's something like this

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you have two regions

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in the pic, there's the bigger one on the left

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and the smaller one on the right

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blue line's the said chord

dark sparrow
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ok

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so you want the area of a segment

upper karma
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yeas

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as a function of the distance of the chord

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let me type out the thing

slim gorge
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distance from the center?

dark sparrow
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distance of the chord from the center?

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that's cos(θ/2), where θ is the angle spanned by the smaller chord

upper karma
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i mean a good way to describe this is

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imagine the chord

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going from right to left

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the area on the smaller region

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gets bigger and bigger

slim gorge
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yes...

dark sparrow
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also are we assuming the radius is 1?

slim gorge
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or r?

upper karma
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just r is fine

slim gorge
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ok

upper karma
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=tex A(k)=r^2\arccos(\frac{k}{r}) -k\sqrt{r^2-k^2}

charred spearBOT
upper karma
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so the r is the radius

slim gorge
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whoa, what is arccos()?

upper karma
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arccos inputs length and outputs angles

dark sparrow
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arccos is the inverse function to cos

slim gorge
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oh ok

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cos^-1?

upper karma
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oh sorry I use arccos instead of that

dark sparrow
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yeah

upper karma
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just the intuitive appeal it has

slim gorge
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i dont know inverse functions yet :(

upper karma
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from the word arc

dark sparrow
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inverse functions = undoing functions @slim gorge

slim gorge
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lol

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ya

dark sparrow
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like, if f(x) = x - 1 then f^-1(x) = x + 1

upper karma
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yes

slim gorge
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i did that

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but not inverse trig functions

upper karma
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inverse trig functions are the same with inverse functions in general

dark sparrow
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anyway, in terms of the angle θ spanned by the smaller arc

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=tex A = \theta \frac{r^2}{2} - \frac{1}{2}r^2 \sin(\theta)

charred spearBOT
upper karma
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normal trig functions inputs angles and outputs some length

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inverse trig: length to angles

slim gorge
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ya

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ok got it :)

upper karma
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So like I was unsatisfied of the function that I'd found

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simply because

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=tex |k|\le r

slim gorge
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how is that so

upper karma
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shet

charred spearBOT
upper karma
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yes

dark sparrow
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so what's wrong with that

slim gorge
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ya

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k is the length of the chord right?

upper karma
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no

dark sparrow
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no

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the distance from it to the center

upper karma
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yis

slim gorge
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OH ok

dark sparrow
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r cos(θ/2)

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anyway here's a slightly more formal definition of inverse trig functions

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=tex \arcsin(x) = y \iff |y| \leq \frac{\pi}{2} \wedge \sin(y) = x \ \arccos(x) = y \iff 0 \leq y \leq \pi \wedge \cos(y) = x \ \arctan(x) = y \iff |y| < \frac{\pi}{2} \wedge \tan(y) = x

charred spearBOT
slim gorge
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what is :

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=tex \wedge?

charred spearBOT
dark sparrow
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"and"

upper karma
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the thing means and

slim gorge
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oh ok

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couldnt we just use & ?

upper karma
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well

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this one is used in logic pretty frequently so Idk about changing the conventions

slim gorge
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ok

upper karma
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anyways

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I was unsatisfied with the thing

dark sparrow
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why tho

upper karma
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cuz k can be negative

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I don't want negative inputs

dark sparrow
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why not?

upper karma
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imo it's just

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personal preferences

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aesthetics and stuff

dark sparrow
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k < 0 gives you the big sectors

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😛

upper karma
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i knaw

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just

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uglyness

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with negative numbers

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😦

dark sparrow
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why do you hate negative numbers 😦

slim gorge
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wut

upper karma
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Iz ugly :((

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Anyways

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because of this

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I tried getting rid of the thing

slim gorge
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better than fraction tbh

upper karma
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topkek

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So I tried defining k differently

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instead of the distance of the chord from the center

slim gorge
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o k

upper karma
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I'd defined it as the distance of the chord from the circle

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it's kinda hard to explain this in words

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but basically

slim gorge
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i see

upper karma
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you see that pic I gave

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if you draw the radius that bisects the chord

dark sparrow
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i get what you mean

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you basically made a variable for r(1 - cos(θ/2))

upper karma
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nah

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idk what you meant by that actually

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I just redefine "k"

dark sparrow
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θ is the angle spanned by the shorter arc delimited by the chord

slim gorge
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ok, go on

upper karma
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in this diagram

slim gorge
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oh

upper karma
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I'd defined k as the distance of the chord from (-1, 3)

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but of course the chord starts from the left

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instead of the right as depicted in this pic

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cuz no negative numbers plx

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so from the pic

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if you slide the chord

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to the left

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there's gonna be the regions that will appear

slim gorge
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hmm

upper karma
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the left one starts to get smaller and smalelr

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and the right one formed by sliding the chord to the left

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will get bigger

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so if you slide the chord all the way until the chord length=0

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you get the area of the circle

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so anyways

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I tried doing this

slim gorge
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chord lenght = 0?

upper karma
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but it was a shitstorm

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in the pic

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the chord length right now

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is 0

slim gorge
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oh

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i see

upper karma
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if you slide it to the left

dark sparrow
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honestly...

upper karma
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it'll start to get bigger until it reached its max at the center

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the diameter

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I know this is a lot of hassle to get rid of negative numbers for my inputs

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but myeh

dark sparrow
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=tex 2r^2\int_{0}^{\frac{k}{r}} \sqrt{1-(x-1)^2}dx

charred spearBOT
slim gorge
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NO CALCULUS PLEASE!!!

upper karma
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well I suppose I could do it that wayyyyyyyyy

dark sparrow
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pff ok

upper karma
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but yeah when I tried to use k in its new definition

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I get really long terms

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and it's just a mess

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and I'm pretty sure I got an error somewhere

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I'll just type the thing in

dark sparrow
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lesson: don't go out of your way to avoid negative numbers

slim gorge
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lol]

upper karma
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yeah 😦

slim gorge
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LIFE LESSON

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cant u do it without analytic geo tho

dark sparrow
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without analytic geometry?

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honestly, segment = sector minus triangle

slim gorge
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ya

upper karma
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=tex A(k)=\theta\cdot r^2 -x\sqrt{r^2-x^2}

charred spearBOT
upper karma
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This is the simplified ver

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I'll type the x and theta out

slim gorge
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theres no k in the RHS

upper karma
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=tex \theta=\arcsin(\frac{\sqrt{k(2r-k)}}{r})

charred spearBOT
upper karma
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=tex x=\sqrt{k(2r-k)}

charred spearBOT
slim gorge
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=tex \theta=\arcsin\left(\frac{\sqrt{k(2r-k)}}{r}\right)

charred spearBOT
upper karma
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couldve typed out the x first then substitute

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gerd

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anyways for some reason that I've probably made during finding this thing, the thing is not defined for all values of k

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which is from 0 to 2r

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So I kinda just took a break from this shit and will try to do it again

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tmr

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redefining k made me use some other neat theorems like heron's and the intersecting chord theorem

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but yeah

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I'll stick to negative numbers for now

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😦

slim gorge
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👍

rotund raven
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Can anyone recommend a good book on elliptic curves which is simple to follow? I'm in year 12 in UK( high school equivalent in USA)

shut needle
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"Elliptic Curves: Number Theory and Cryptography" by Kenneth Rosen is the easiest one I've seen

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Easy while still conveying the material

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"The Arithmetic of Elliptic Curves" by Silverman is the classic that everyone eventually reads, but it's slightly harder

rotund raven
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Thanks I'll have a look

tawny pewter
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Root welp

idle escarp
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Hey i need some help with geometry

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Please help me!!!!

dark sparrow
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@idle escarp if you're still here: just post your question

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don't ask to ask

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just ask

upper karma
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Why is it that the ratio of the angle of a central arc of a circle to its total angle is equal to the ratio of the area of the of sector that's being subtended by the said central angle to the area of the circle

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specifically

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=tex \frac{\theta}{2\pi}=\frac{a}{\pi r^2}

charred spearBOT
upper karma
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It's a known fact that this is true but I haven't thought about it why this is true

azure storm
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Because it's homogenous I'd say, plus it has an infinity of symmetry axis.

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So if you take a fraction of it, you take a fraction of it's area

dark sparrow
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yeah

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circular symmetry and all

upper karma
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Is this a consequence from the fact that all circles are similar?

azure storm
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Wouldn't say so

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Take a cube in 3D, if you cut it parallel to a side you get a fraction proportionnal of the volume

upper karma
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I don't get it

dark sparrow
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if you cut a cube parallel to one of its faces the pieces will be in the same ratio as the edges that ended up getting cut

upper karma
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oh so the ratio of one of the pieces to the cube's volume is the same as the ratio of the length of the edge that ended up getting cut to the full length of the edge?

dark sparrow
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yeah

upper karma
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I mean this is just an example of what I just said

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Is there like a proof?

vale raven
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=tex a=\int_0^r x\theta \text{ d}x = \frac{r^2\theta}{2} \ \theta \propto a

charred spearBOT
vale raven
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...Something along those lines.

upper karma
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🤔

upper karma
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I don't get it 😦

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The way I understood this is this

final prairie
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What's the integral of x dx daniel?

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=tex \int{xdx}=\frac{x^2}{2}

charred spearBOT
final prairie
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so

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=tex \int\theta x dx = \theta\int x dx=\theta\frac{x^2}{2}

charred spearBOT
final prairie
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Implying that

upper karma
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what about the constant?

final prairie
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+C yes

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:p

dark sparrow
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fix the lower bound at zero

final prairie
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Yup

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And upper bound is r

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so sub r subtract form sub 0

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and u get

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=tex \frac{r^2\theta}{2}

charred spearBOT
upper karma
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oh I can see now

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=tex \frac{\theta}{2\pi}=\frac{\frac{\theta}{2}}{\pi}=\frac{r^2\cdot\frac{\theta}{2}}{\pi r^2}

charred spearBOT
upper karma
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and that just now justifies it

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thanks

final prairie
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Given that A is a fixed point of f, and f(g(A))=g(A):
i) Prove that if f is a non trivial rotation then A is a fixed point of g.
ii) Prove that if g is a glide reflection then f is a reflection or the identity isometry.```
dark sparrow
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let's see

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let's assume A isn't a fixed point of g, so g(A) ≠ A

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then f has two fixed points - A and g(A) - while a nonzero rotation can only have one

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💯

final prairie
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Exactly my proof

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💯

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The second one is similar

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If g is a glide reflection then it has no fixed points

dark sparrow
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proof by contradiction 👌

final prairie
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so A is a fixed point of f and g(A) is a fixed point of f but g has no fixed points so g(A)≠A thus there are 2 fixed points, A and g(A), meaning there are infinite fixed points, so either a reflection or the identity

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💯

final prairie
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Another one:

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Let f be an isometry of the plane, S_l be reflection on l, and A a point in the plane. Given that f(A)=S_l(A), prove:
1) A is a fixed point of S_l circ f
2) If f is a glide then S_l circ f is a reflection
dark sparrow
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hmm

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assume Sl(f(A)) != A

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then since Sl is bijective we can apply it to both sides to get

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Sl(Sl(f(A))) != Sl(A)

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Sl compose Sl = id

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so we get f(A) != Sl(A), which contradicts the initial condition

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💯

final prairie
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No need for contradiction

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f(A)=S_l(A) // Apply S_l to both sides, ALWAYS allowed since x=y => f(x)=f(y)
S_l(f(A))=S_l(S_l(A))
S_l(f(A))=A

final prairie
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f is a any glide reflection and S_l is a reflection through l.
A) Prove fºS_l is not the identity isometry
B) Prove that if A is a fixed point of fºS_l then fºS_l is a rotation around A
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Nice one ^

dark sparrow
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hmm

final prairie
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There fixed

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hehe

dark sparrow
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ok so

final prairie
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Took me a few mins, solved with contradiction.

dark sparrow
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if the line of reflection for f is l, then f compose S_l is a translation

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not the identity

final prairie
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It's true but you need to prove that too

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I mean it's kinda obvious because then it's T compose S_l and when you compose with S_l they cancel out

dark sparrow
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yes

final prairie
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So you stay with T, cool

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You solved 1/infinity options now :p

dark sparrow
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now suppose the line of reflection for f isn't l

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err

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we can consider the inverse of f compose S_l

final prairie
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Try contradiction

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oki

dark sparrow
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namely S_l compose f^-1, and f^-1 is also a glide reflection

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that shares the line of reflection with f

final prairie
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Yup

dark sparrow
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er

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fuck

final prairie
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hehe

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.restart();

dark sparrow
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...i have other things to do right now and i'm also going through some anxiety so my brain isn't functioning properly

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sorry

final prairie
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No worries hehe

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Want my solution?

dark sparrow
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sure

final prairie
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Suppose for the contradictory that fºS_l=I
Then
f^-1(fºS_l)=f^-1ºI
S_l=f^-1
f=S_l

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contradiction

dark sparrow
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oh

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right

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of course

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functional algebra

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is a thing

final prairie
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hehehe

dark sparrow
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invertible functions from a set to itself are a group under composition, damnit

final prairie
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a=b=>f(a)=f(b) is a nifty trick that i forget a lot

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Yeah but I didn't really use that

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Another nifty trick, fºf is always orientation preserving for every isometry

upper karma
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so lets take an ABC triangle

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all of the angles the triangle has is less than 90 degrees

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lets take a P point inside that triangle, how should we position P to minimize the lenght of PA+PB+PC

final prairie
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Interesting

upper karma
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to solve this problem i made a coordinate system where the triangle's points were (0,0) (a,0) (b,c)

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then i made the f(x,y) function

dark sparrow
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i'm tempted to say that the point you're looking for is the center of the triangle's circumcircle

upper karma
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for the distances

dark sparrow
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but i'm not sure

upper karma
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ye maybe

dark sparrow
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gimme a sec

final prairie
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Makes sense

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Circumcircle is the circle inscribed in the triangle right?

upper karma
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f(x,y)=(x^2+y^2)^(1/2)+((b-x)^2+(c-y)^2)^(1/2)+((a-x)^2+y^2)^(1/2)

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so as any other people

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i partially derived it

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for each variable

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then made it to a system of equations

dark sparrow
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partially differentiated*

upper karma
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yep sorry

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df(x,y)/dx=0 and df(x,y)/dy=0

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but they seem hard to solve formally

dark sparrow
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and that also doesn't guarantee a minimum or maximum point

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consider g(x,y) = xy

upper karma
#

ye right

dark sparrow
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at (0,0), ∂g/∂x and ∂g/∂y are both zero

upper karma
#

but it must be positive

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so we can presume that it has a minimum

dark sparrow
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anyway, i feel that what you're doing here is way harder than it should be

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and that there's a purely geometric way to find the desired point

upper karma
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probably but im interested in this kind of solution

dark sparrow
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ಠ_ಠ

dusk snow
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to minimize the sum of the distances, the angles to the 3 points should all be 2pi/3 iirc

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i don't remember the coordinates or the construction though

dark sparrow
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does that give a unique point though

dusk snow
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it should, unless they are colinear or something

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......

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.............

dark sparrow
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errh

dusk snow
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wait, circles intersect in two points .. right ?

dark sparrow
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yes

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at most two

dusk snow
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time to open geogebra i guess

final prairie
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There was a proof to that in my book lol

vapid kettle
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Nice circles always intersect in exactly two points

dusk snow
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oh i see the other point i'm dumb

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see the set of points M such that AMB is 2pi/3 is part of a circle

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so you just draw them and intersect them

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and the circle goes through A and B

lean crest
#

well, two identical circles technically intersect in infinitely many points 🤔

dusk snow
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and if you do that with B and C you get a circle through B and C

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and they intersect at B and at the point you want

glossy minnow
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How would I parametrize 5a^(2)+2a*(3b+11√(2))+5b^(2)+42b*√(2)+106=0

dark sparrow
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=tex 5a^2 + 2a(3b + 11\sqrt{2}) + 5b^2 + 42b\sqrt{2} + 106 = 0

charred spearBOT
dark sparrow
#

this?

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this gives you a circle

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manipulate that expression until you're able to find the circle's center and radius

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and then your parameterization is simply a(t) = a0 + r cos(t), b(t) = b0 + r sin(t), where (a0, b0) is the center

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@glossy minnow

glossy minnow
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Thanks

tawny pewter
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Root

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welp

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wy=25 the ratio of wx to xy is 3:2 find wx

hazy field
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@tawny pewter so wx / xy = 3 / 2

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wait, is this even solvable unless we know an angle

dark sparrow
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@tawny pewter is WXY a triangle or something?

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also, yes, there's not NEARLY enough information

tranquil yew
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=tex 25^2 \leq 4j^2+9j^2 \to 13j^2 \geq 625 \to j \geq \sqrt{\frac{625}{13}}

charred spearBOT
tranquil yew
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=tex \overline{WX}=3j \geq 3\sqrt{\frac{625}{13}}

charred spearBOT
tranquil yew
#

So that's the upper bound

surreal bolt
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No it is a circle for sure. the 3:2 question

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locus of points.

tranquil yew
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what

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It's asking for a length

dark sparrow
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@tawny pewter??

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can you clarify what the hell you were asking?

upper karma
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hi I have a computer geometry math problem, can anybody here help me?

tranquil yew
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asking to ask the question is frowned upon

upper karma
#

can I post an image to help ask my question?

tranquil yew
#

go for it

dark sparrow
#

yeah

upper karma
#

I have generated the bottom cylinder head of 12 vertices I know where each of these are, I'm trying to make a semi-circlular hood rotated 90 degrees to the cylinder in the axis of vertexes 3 and 9 I have a formula that lets me work out vertex 6 but I don't know how to work out vertices 4,5 7 and 8. The cylinder isn't flat with the ground and may be facing anywhere, can you tell me arbitrarily where vertexes 4 5 7 and 8 will be in relation to the bottom 12 vertices?

dark sparrow
#

okay first off, the plural is vertices 😛

#

anyway, you can find the coordinates of the center of that circle and thus find the vectors from there to points 3 and 9

#

and you can also find the vector from the center to point 4

#

so then the vector from the center to any particular point is v cos(θ) + w sin(θ), where v is the center-9 vector and w is the center-4 vector

tranquil yew
#

Can't you always just align your coordinate system with the two great circles

#

makes it pretty easy

dark sparrow
#

🤷

tranquil yew
#

like if point 2 was (x,y), point 4 would have to be (y,x)

#

err

#

wait

#

yeah in their respective planes

dark sparrow
#

(x,y,0) to (x,0,y)?

#

:p

tranquil yew
#

yes

upper karma
#

what is cos(theta) in this instance?

dark sparrow
#

θ is the angle between the center-9 vector and the vector from the center to a point on the semicircular hood

upper karma
#

is this the angle between the center point and the point I'm trying to get so point 4 would be cos(150) ?

dark sparrow
#

v cos(150°) + w sin(150°)

upper karma
#

so each point are 30 degrees apart right?

dark sparrow
#

are they evenly spaced?

upper karma
#

yes

#

like a clock

dark sparrow
#

then yes they are 30 degrees apart

upper karma
#

There's a lot of confusion about computers using Vector3, they are not the same as your mathematical vectors now are they?

dark sparrow
#

why wouldn't they be? lol

upper karma
#

the vertexes I have are stored as Vector3's which are essentially just a 1D array of 3 floating point values

dark sparrow
#

yeah so?

#

you can define vector addition and scaling by a constant just fine

#

like, [a, b, c] + [d, e, f] = [a+d, b+e, c+f] and k * [a, b, c] = [ka, kb, kc]

upper karma
#

oh so vertex[4] = abs(vertex[9]-vertex[3])*cos(150)+ (!?center4vector)*sin(150

#

you said that you can also find the vector from the center to point 4, how?

dark sparrow
#

okay first off

#

no it's not abs(vertex[9]-vertex[3])

#

if anything, it's (v9-v3)/2

#

that's the center-9 vector

#

also it looks like you already have the center-6* vector

#

sorry

#

i meant 6, not 4

upper karma
#

xyz position

dark sparrow
#

anyway i was referring to the normal

upper karma
#

which is a vector 3 sure

#

so would it be vertex[4] = ((v9-v3)/2) x cos(150) + ((v6-(v9-v3)/2)/2) x sin(150) ?

#

and for vertex[5] is it ((v9-v3)/2) x cos(120) + ((v6-(v9-v3)/2)/2) x sin(120) ?

#

and for vertex[7] = ((v9-v3)/2) x cos(60) + ((v6-(v9-v3)/2)/2) x sin(60) ?

#

vertex[9] = ((v9-v3)/2) x cos(30) + ((v6-(v9-v3)/2)/2) x sin(30) ?

#

is that all right?

#

or have I messed up?

dark sparrow
#

errh

#

add (a+b+c+d)/4.0 to all of these

upper karma
#

just add it on at the end?

dark sparrow
#

yes

upper karma
#

This is my final bit of code you think it'll work:

#

//j4
_output_vertices.push_back( (((_output_vertices[branch+9]-_output_vertices[branch+3])/2.0)*cos(150.0)) + ( (((_output_vertices[branch]+_output_vertices[branch+3]+_output_vertices[branch+6]+_output_vertices[branch+9])/4.0)+(Plane(_output_vertices[branch],_output_vertices[branch+3],_output_vertices[branch+6]).normal)-((_output_vertices[branch+9]-_output_vertices[branch+3])/2.0)/2.0)*sin(150.0) ) + ((_output_vertices[branch]+_output_vertices[branch+3]+_output_vertices[branch+6]+_output_vertices[branch+9])/4.0) );

glossy minnow
#

Referring what?

upper karma
#

DARN RADIANS

dark sparrow
#

btw

#

you can enclose code blocks in triple backticks

#
like this
upper karma
#

''' this better '''

#

better

#

yay I can code in discord now, thanks root 2

#

btw ur code didn't work

dark sparrow
#

my code?

upper karma
#

I even converted the degrees to radians

dark sparrow
#

it was up to you to implement it lol

upper karma
#

well my interpretation of your math something's not working out

#

I mean obviously I've made some new vertices and I've followed your math as faithfully as possible but the end result doesn't match up what you described

#

_output_vertices.push_back( (((_output_vertices[branch+9]-_output_vertices[branch+3])/2.0)*cos(2.617994)) + ( (((_output_vertices[branch]+_output_vertices[branch+3]+_output_vertices[branch+6]+_output_vertices[branch+9])/4.0) + (Plane(_output_vertices[branch],_output_vertices[branch+3],_output_vertices[branch+6]).normal) - ((_output_vertices[branch+9]-_output_vertices[branch+3])/2.0)/2.0)*sin(2.617994) ) + ((_output_vertices[branch]+_output_vertices[branch+3]+_output_vertices[branch+6]+_output_vertices[branch+9])/4.0) );

#

thanks for the backticks help

#

I think I've probably made a schoolboy error somewhere

#

perhaps you can help me?

#

you're obviously a lot cleverer than me @dark sparrow there must have been something lost in translation

#

anyway I see you're busy with your game so I won't disturb you

dark sparrow
#

not a game but i am busy with other things

#

also i really don't want to debug code right now

upper karma
#

Is it possible, dare I say you might possibly be wrong?

dark sparrow
#

i'm pretty sure i am right but not getting my point across

upper karma
#

lost in translation then ok perhaps later when you are less busy

upper karma
#

@dark sparrow Hi I managed to generate 5 vertexes along the line but I'm still a little confused about how you make a vertex go "up" along the normal, how do you do this?

#

Basically I used : (1.0*((v2-v1)/6.0))+v1 and (2.0*((v2-v1)/6.0))+v1 and (3.0*((v2-v1)/6.0))+v1 ...

surreal bolt
#

kk I can help I think.

#

so is the "bottom" circle centered at (0, 0, 0)?

upper karma
#

@surreal bolt no the cylinder may be facing ANYWHERE

surreal bolt
#

okay. Gotcha.

#

So it can be centered anywhere and facing any direction.

upper karma
#

basically say there were a laser beam along a normal and I wanted to pop a vertex distance 1.0 say along that normal how would I do that?

#

basic basic vertex math

#

vector math

surreal bolt
#

yeah. I am making sure. So you have a circle in a plane and you have the center of the circle and the normal to the plane.

upper karma
#

yeah the circles in a plane but it may be facing anywhere

surreal bolt
#

no problem.

#

So do you want the semicircle to always come out of the base circle at points 3 and 9 on the base?

upper karma
#

ok this is where it gets confusing... the old tree's top cylinder had 13 vertexes, because of something known as UV mapping and its like a flat piece of paper rolled into a pipe but you don't see the edge

#

even though it has 12 sides

#

the 0th and 13th vertex are in the same place

#

this group is called [branch]

surreal bolt
#

ah good

upper karma
#

so [branch+0] has the same xyz as [branch+12]

#

now I create a new set of 13 vertexes along one half of the cylinder 7 recycle the xyz of one half of the old [branch] vertexes

#

but vertices 4 5 6 7 and 8 are in new positions to split the branch into two

#

this way these new 5 vertexes in an arc will allow the creation of two new 12 faced cylinders

#

Does that make sense?

surreal bolt
#

no. But hold up re-reading

upper karma
#

here's a little diagram if that helps explain things easier

surreal bolt
#

cool I was going off this other diagram.

#

Okay so just to make sure you want a semicircle, you have the radius, and could find the center and have a vector that goes through the center and 90-degree mark of the semicircle you want to draw?

upper karma
#

well I figured that the distance from the midway point between 2 or 15 or 4 is the same

#

likewise the distance between 1 and 11 and 5/18 is the same

#

and the distance between 0/12, 6/19, 13/25 are the same

surreal bolt
#

hmm in the circle?

upper karma
#

I already got the hood, I just want to pop it out perpendicular to the cylinder

#

formulaically

surreal bolt
#

Yeah that works too.

upper karma
#

ok tell me very very slowly how do I create a vertex B that's a distance of D away along the normal N of vertex A ?

#

like pretend you're explaining this to a five year old with down syndrome

surreal bolt
#

Usually you would normalize the N vector and multiply by D and add to A

#

so you have a direction vector.

#

But it would be really nice if its length were 1.

upper karma
#

well I'm going to use distance_to which gets a floating point value of between two points

surreal bolt
#

kk hold up. 😃 You have this N vector.

#

And you want to know if I go D distance along this N vector what would be the distance_to?

upper karma
#

bingo

#

no

surreal bolt
#

well it is an intermediate step.

upper karma
#

what would be the xyz position

#

I go D distance along N vector from vertex A.xyz what is B.xyz?

#

b.xyz = ?

surreal bolt
#

kk what are the components of the N vector?

#

(na, nb, nc)?

upper karma
#

they are 3 floating point values

#

i don't know what they are going to be

#

but they are derived from the cylinder so they face outwards

surreal bolt
#

okay so pick your poison I'll call them (Nx, Ny, Nz). Is that okay?

upper karma
#

fine by me

surreal bolt
#

kk so what is the length of N at this point?

upper karma
#

Call it D

surreal bolt
#

=tex |N| = \sqrt{ (Nx)^2 + (Ny)^2 + (Nz)^2 }

upper karma
#

good old fashioned pythagorus?

charred spearBOT
surreal bolt
#

yessir 😃

#

=tex \frac{N}{|N|}D + A

charred spearBOT
surreal bolt
#

Is D a vector?

#

or a scalar?

upper karma
#

??

surreal bolt
#

Like D is just the distance between A and B?

upper karma
#

ok and what about distance D?

#

scalar

#

yes

#

single float

surreal bolt
#

yeah then that equation is correct (but worry when the denominator is zero)

#

Um looking up how to Tex vectors.

upper karma
#

its extremely rare that a normal is 0,0,0 I've tried putting that in and all my meshes look black

surreal bolt
#

okay well here goes my final edit and equation hopefully.

#

=tex \frac{\vec{N}}{|\vec{N}|}d + A

charred spearBOT
surreal bolt
#

Everything with 3 components is capitalized.

upper karma
#

implying vector3s rather than scalar1's

surreal bolt
#

well technically A is a displacement vector from the origin.

upper karma
#

yep

surreal bolt
#

so I could put a vector symbol on that as well.

upper karma
#

vertex xyz is stored as vector3

surreal bolt
#

try it out.

upper karma
#

Thank you for your help sir!!!

surreal bolt
#

come back if it doesn't work. :). I make mistakes.

#

otherwise, you are welcome.

upper karma
#

@a one a two#9669 are you still about?

terse marten
#

Nice

surreal bolt
#

sorta back lol should be sleeping

#

what is going on?

upper karma
#

yeah one of my vertexes just won't go to the right place

#

you don't want to know the rest of the tree trust me

#

its like thousands of lines of code

#

I couldn't see anything that was obviously wrong, the only thing I could think of was the normal is being derived from a reflex angle triangle

surreal bolt
#

@upper karma hmm text tag. are ya out there? Just PM me so we don't annoy the Geometry channel.

upper karma
#

@upper karma why godot and not unity?

upper karma
#

@upper karma do I seriously have to dignify that with an answer?

#

in short because unity blows

#

I'm seriously asking so yeah

#

Because from what I've seen Godot is very similar to Unity

#

I'll give you 10 reasons Godot is better:

#
  1. MIT license
#
  1. Open source
#
  1. Friendly dev team, very helpful
#
  1. no licensing hell of gibmedats
#
  1. Global illumination
#
  1. No invasive app forced upon your system in order to do any development
#
  1. Transparency, you know what you're building
#

What invasive app?

#
  1. Poolvectors allocating memory to heap efficiently
#
  1. low memory consumption
#
  1. Its free to have the full features, unlike unity's fremium methodology
#

godot has no invasive app

#

How does unity?

#

Brb

ember kraken
#

Where the plot goes?

fallen ivy
#

Don't ask to ask, just ask ^^

#

message about S&W?

#

and I've heard all those words but I wouldn't be able to answer

#

you can, but it might be better to dm?

#

It's an awesome show definitely

upper karma
#

can anyone help me with a direction problem?

#

I'm using some code to draw these semicircles, thank you last time for your help but one's the correct way around the other is wrong, is there a way I can easily change the direction of the one that's facing inwards?

surreal bolt
#

yes

#

the current normal vector is (x, y, z) make it point (-x, -y, -z)

#

do you also need to know how to detect this?

upper karma
#

sure

#

@surreal bolt my hunch is to use L1 and L2 normal vectors to get a sense of which way is "outbound"

#

But I don't know how to combine L2 with N2 so it flips direction

#

And combine L1 with N1 in the same way so it stays the same

surreal bolt
#

ah you need to use dot product (or basically law of cosines) to find out what the angle is between consecutive generations of branches. If the angle isn't less than 90, you are facing the wrong way.

upper karma
#

formula?

#

I tried changing the x coords of the branch2's circle and the hood faced the correct way but then the normal of the branch that spawned out of hood2 was all wrong

#

so the answer lies with some way of "detecting" which way is going away from the tree

surreal bolt
#

I'm a bit too tired. 😦 Catch me tomorrow?

upper karma
#

no problem!

surreal bolt
#

kk

upper karma
surreal bolt
#

yeah use -L1 ... I think.

terse marten
#

Hrmmm...

upper karma
#

@upper karma thanks for the godot recommendation!

upper karma
#

@upper karma no problem, I'm having a lot of fun making stuff in C++ with it, trying to get my head around 3d vector math, its not a bad way to learn

#

sounds great

upper karma
#

Say you have two random triangles in 3D space. I am using the sum of (C-A).(B-A) My gut tells me that if you flip B and C around it gives you the same result. I mean i know obviously that if you move A into a different corner the normals will change but can you just confirm for me that my hunch is indeed correct that if the two corners are labelled B instead of C and C instead of B the results are the same?

#

I need to know because if I'm right I can save myself a lot of bother coding, thanks in advance

#

and no I am not sitting in an exam hall and no I am not trying to cheat on a test.

#

i.e are vector dot products order sensitive or not?

hoary spoke
#

dot products are not order sensitive

#

but maybe don't mix up whatever you're subtracting

granite seal
#

can someone tell me how to solve the last one?

#

what would the formula be?

dark sparrow
#

it's a square minus four quarter circles

granite seal
#

ye but how can I find the answer?

#

12.6mm would be the entire side

dark sparrow
#

yes

#

so what'd the area of the square be?

granite seal
#

ye minus quarter circles

dark sparrow
#

can you find the area of the square?
can you find the total area of the quarter circles that have been cut out of it?

granite seal
#

I can find the entire square area but how to find that circle area

dark sparrow
#

what are the radii of all of the circles?

granite seal
#

😮

#

wow got it I guess

#

I got a way to find the area of the circle. firsst find their radii that is 4.2/2 = 2.1 then use Pi*r^2 that is pi * 2.1^2 then we could just do 12.6^2 (complete area of the box) -pi * 2.1^2 (circle's area)

#

is this the right way?

dark sparrow
#

no!

#

their radii are 4.2 mm!!!

#

not 2.1!

granite seal
#

oh

dark sparrow
#

why did you decide they were 2.1?

granite seal
#

because I split the entire box into 4 small boxes and took one

dark sparrow
#

what?

granite seal
#

uh wait nvm >_> now that I see your answer is right I guess let me try it

#

ok yeh that's right. Thanks a lot! :>

stray mesa
#

i need some help with sperical coordinates

#

wrong chat

foggy oxide
#

@granite seal when you're working with this kind of geometry i recommend you to try splitting the figures in a way you know how to calculate the pieces

#

that's always a good strategy xD

granite seal
#

Okay, thank you guys ^_^

queen wigeon
#

I've got this neat area puzzle I made a few whiles ago. As you can see, the requested area is that of the shaded triangle. I can elaborate on any questions you have about the image. (Being the one who accidentally made and solved it, I can say it's harder than it looks.) There IS an algebraic representation for its exact area, but I'll accept a decimal approximation, too.

devout oak
#

(4-b)^2=3^2+a^2
a^2=(2-c)^2+d^2
b^2=d^2+c^2

Solve for a, multiply by 3, divide by 2

upper karma
#

Cant we find top angle with al kashi or smth like that and then use trig@in yellow triangle ?

dusk snow
#

yeah but it's kinda weird using transcendental functions two times to get an algebraic answer anyway

upper karma
#

True

azure storm
#

there is probably a smart way to extend a line

#

maybe to the top right corner

#

but i'm not good at either trig or geometry, so ....

dusk snow
#

the al kashi method is the easiest though

#

for me

azure storm
#

yep it is, but your algebraic solution will be ugly

#

made this problem on geogebra

#

i know the answer LOL

queen wigeon
#

oh woops!!! computers are always one step ahead

azure storm
#

ok i might have an idea of solution but it involves solving trig equations

#

ok my solution is too hard nvm

queen wigeon
#

yeowch

#

I can give a hint that leads to my method of finding the algebraic expression, in dms or something

#

yeah i'm pretty sure some simple trig could suffice if done right

#

.....that is way off the mark!

#

oh wiat

#

wait hold on, I misread the tilde as a negative sign

#

not AS way off.

#

i'm a sillyhead

#

you're close

dusk snow
#

well if you have a negative area you have a problem lol

queen wigeon
#

but not on target

#

sure sure

#

BAM!

dusk snow
#

2.489775 ?

queen wigeon
#

👏 ya got it

dusk snow
#

9sqrt(15)/14 ?

queen wigeon
#

god job y'all two

#

oh

#

you got the algebraic answer!

#

congratulations

azure storm
#

proof?

dusk snow
#

trig

azure storm
#

2 AlKashi in a row?

dusk snow
#

m gonna try and translate it geometrically

azure storm
#

trig is fine 😛

queen wigeon
#

i don't know a lot about this problem so i'd like to see how trig ties into all this

upper karma
#

I have angles using Law of Cosines but I'm not finished 😛

#

I'm a slow worker

queen wigeon
#

yeah law of cosines is actually a really good method for finding the solution wow 😮

upper karma
#

That's what I did

#

Cuz you get top angle easily

queen wigeon
#

it turns out i'm the weird one when it comes to how i solved it, huh.

#

anyways

#

So how I solved it (no nonsense I swear), I used Heron's Formula (or at least, a close relative so to say) to find some fake positions for every point on the 2-3-4 triangle, and with some linear algebra and geometric-algebraic identities (particularly about perpendicular lines), I found the positions of the points on the shaded triangle, and tied it all together with pythagorean theorem and the 1/2bh equation.

#

I'm self-driven in my mathematical endeavors :p

#

however

#

given you could find it that easily with some simple tirg

#

i will concede the point that my solution to it is absolutely outrageous

#

anyways i hope you all enjoyed that puzzle

#

i like to give Heron's formula some love, it's really cool for both area and constructing triangles ❤

dusk snow
#

I think you can almost divine out the formula by knowing when it has to be zero

upper karma
#

Finally done. 2.4898

#

told you I was slow

queen wigeon
#

don't worry, you did good

dusk snow
#

actually the ratio between the inner triangle and the big triangle is a rational fraction of the sides

fiery moon
azure storm
#

yes, because all levels of this games are solvable 😛

fiery moon
#

.< been trying to find a solution for hours

azure storm
#

solutions are on youtube, but its better to find by yourself 😛

#

just looked at it, and its not an easy one... But its kinda common "trick" past like the 4th "chapter"

cunning zinc
#

what is that

azure storm
#

euclidea iirc

cunning zinc
#

interesting, never heard of it

uneven zephyr
#

I have the length XY as 2 * sqrt(33), and I'm quite sure this question becomes a similar triangles one, but I can't find it :/

#

ty

final prairie
#

Interesting

#

Assume X is at (0, 0, 0) and find the coordinates of Y

#

@uneven zephyr ^

uneven zephyr
#

Yeah idk

#

I'm pretty sure it's similar shapes.

final prairie
#

Wait

#

I misunderstood the question

#

completely

#

sorry lol

uneven zephyr
#

Like I have the triangle, and I make a smaller one with the same angles

final prairie
#

I understand that now

#

mhm interesting

cunning zinc
#

it's space!

uneven zephyr
#

we're not meant to use calculators btw

final prairie
#

Let's start with finding where XY intersects the bottom face of the 2 cube

uneven zephyr
#

wait is it ratios?

#

like 1/3 of the part in the 3 cube should be equal to 1/10 of the whole line right?

final prairie
#

I don't think

uneven zephyr
#

that would give the answer A

final prairie
#

Find the equation of XY and the plane of the top face of 3

cunning zinc
#

oh I misread the question still lol

#

I thought it was from X to the cube wiith side length 3

final prairie
#

It's confusing

cunning zinc
#

it's just the part in the cube

final prairie
#

The newline at the word 3 is confusing hehe

#

PQE should u use 3d line equations? did u learn that stuff?

#

How come?

uneven zephyr
#

Yeah that's what I said @sour briar

#

Yeah I'm pretty sure that's right, ty. I have one more question

#

I have been working on this for like an hour and got nowhere.

#

I was thinking it may be the altitude but that didn't make sense.

final prairie
#

:o mhm

uneven zephyr
#

I may have something

#

nvm actually :/

#

yes

#

I know the sum of the areas of the triangles

final prairie
#

30+x+y=40+x+(5-y)

#

30+y=45-y

#

y=15-y

#

y=7.5

#

My guess

uneven zephyr
#

wait x's cancel so you have to divide the hypotenuse to make the perimeters the same

final prairie
#

I'll explain steps

#

30+x+y is the perimeter of first triangle

uneven zephyr
#

Dude that's not one of the options though?

#

Must be A,B,C,D or E

final prairie
#

no it's not the final answer

uneven zephyr
#

oh right

#

what's y then?

#

wait it divides into an isocoles triangle 1 sec

final prairie
#

y is the length from one of the veritcies to the point where the fence intersects

uneven zephyr
#

That should be 20

#

I think

#

30 + 50-x = 40 + x ?

#

where x is that length

#

and then you create an isocoles triangle with two sides of length 30?

#

and the other side is the length of the fence

#

You divvy it up into 30/30/x and 20/40/x triangles?

#

that works because 30 and 20 still sum to 50

#

Is there a ratio for an isosceles triangle?

final prairie
#

Interesting guess

uneven zephyr
#

hmm not sure

#

give different perimeters:

#

oone is 58.57, the other is 61.4

#

You work out point of intersection by:

#

30 + 50 -x = 40 + x

#

40 = 2x

#

x -> 20

#

but idk where to go from there

dusk snow
#

that triangle doesn't look isoceles at all o.o

uneven zephyr
#

This should be solvable without a calculator

#

How do you work out the angle without sin/cos/tan?

#

hmm

upper karma
#

Can't you just use law of cosine to solve the left angle?

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=tex \frac{\sin\theta}{50}

charred spearBOT
upper karma
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You can't unlesss you have an angle , right?

uneven zephyr
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I'm working on something

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kind of substitution/pythagoras

upper karma
#

I think it's easier using law of cosines

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why don't you do it then, it's not much to calculate

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you can solve without a calculator it's just power of 2

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oh

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then what are you trying to do with law of sines? XD

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No it's just all about the fractions

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then it's just

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=tex \frac{\sin\theta}{50} = \frac{\sin\alpha}{40} = \frac{\sin\beta}{30}

charred spearBOT
uneven zephyr
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(4 * sqrt(60x)^2 is 16x60x right?

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ok ty

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it is

upper karma
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well whole point of law of sines is to have atleast one angle so you can show ratio and solve the other two angles lol

glossy minnow
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Ooh geometry problem

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Gimme

upper karma
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:DDD

glossy minnow
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GIMME

upper karma
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I've used it too much now, I wish I had your fortune

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@glossy minnow whats the area of a cone

glossy minnow
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Lateral area?

uneven zephyr
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Man this problem is crazy.

upper karma
#

Lateral?

uneven zephyr
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It's gonna have a really simple solution I can tell

upper karma
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What problem?

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lmao

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it's basically same thing but written in two different ways, cosine law is basically pythagoras theorem pimped and law of sines is about ratio

uneven zephyr
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Who wants the solution?

upper karma
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what's the problem even

glossy minnow
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Of what problem?

uneven zephyr
glossy minnow
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Does it involve law of sines?

uneven zephyr
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No

glossy minnow
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Wait don't gimme

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I wanna solve it

uneven zephyr
glossy minnow
#

Wait a second

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This is a geometry theorem

uneven zephyr
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AX / AC = AY / AD

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Then you can create the triangle CXY and use pythagora's theorem

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super nasty question

glossy minnow
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Wait how did you get that ratio?

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XY and CD aren't parallel

uneven zephyr
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No they are I'm just bad at drawing @glossy minnow

glossy minnow
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What is x

uneven zephyr
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It is a pretty nice solution

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Just pretty difficult to discover lol

upper karma
#

I just thought I'd give a huge shoutout to all the mathematics team for all your help you've given me and I thought I'd share with you the fruits of my labor, I have successfully developed a 3D game procedural tree generator, no 2 trees are the same, its all done with some very clever vector3d geometry math

sour sorrel
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oh nice, pretty.

upper karma
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well I'm sure you math pros that taught me will think its very simple math really

vapid kettle
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looks cool to me ~

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not sure I'd qualify as the "pros"

sour sorrel
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kinda reminds me of morrowind; ashy kinda landscape.

haughty prawn
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Looks dope, I can't program for my life.

sour sorrel
#

^

stiff heart
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visually, multiplying by i turns a point 90 degrees in the complex plane

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what does raising an integer to the power of I do to it visually

queen wigeon
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that's superbly done! i hope you can make good use out of it

stiff heart
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Sigh

haughty prawn
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Lemme try to help, one sec

upper karma
#

you could figure it out from this

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=tex k^i = e^{i 2\pi \frac{\ln (k)}{2\pi}}

charred spearBOT
upper karma
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if you squint hard enough, it might mean something

haughty prawn
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Tbh, what he said ^

upper karma
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I had a thought on this a long while back of like splitting fractions up

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n^1, n^{-1}, n^i, n^{-i} etc

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you can sorta imagine maybe making a fraction with 4 parts instead of 2

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or infinitely many parts just n^{w} for w = e^{i 2pi k} basically but

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I don't know how useful that is

fallen ivy
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it's actually not that difficult, your formula obscurs the meaning

upper karma
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enlighten us

fallen ivy
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2^i = e^(i * ln 2) = (e^i)^(ln 2)

upper karma
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I'm just trying to figure it out, not claiming to have any answers here

fallen ivy
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or to be more succinct, a ln 2 radian turn around the unit circle

upper karma
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seems good to me I guess

fallen ivy
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in general you'll get for positive x that x^i = a ln x turn around the unit circle

haughty prawn
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I wasn't sure whether to assume they knew euler's formula, but all is well that ends well. 👌

upper karma
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actually kinda surprised that raising an integer to the i always makes |n^i|^2= 1

fallen ivy
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well, not quite

upper karma
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😉

fallen ivy
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only positive integers

upper karma
#

and negative

fallen ivy
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for negative integers you get e^(-pi) * (|n|^i)

upper karma
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=tex (-2)^{-i} (-2)^i = (-2)^{-i+i} = (-2)^0 = 1

charred spearBOT
fallen ivy
#

?

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what's special about that :P

upper karma
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this is a counter example to your false claim