#geometry-and-trigonometry
1 messages · Page 147 of 1
nothings can make somethings
and then turn into nothings again
hence the zeno dialogue
According to wikipedia, a space is a set with a structure.
yes
"taxonmy of spaces" sounds like a crazy progmetal band
sorry i was away
but a projection
is something like a shadow
or even simpler
imagine if we smash
something 2d
onto 3d
sorry 3d onto 2d
that can be applied
from n dimensions to n
n dimensions to m*
wow can't type today
would every point in 3d be mapped to exactly one 2d?
or could*
or do you always have ones that can't be reached
every 2d point
would be reached
but some 3d points
will go to the same 2d point
like if you're 2 feet above a point on earth
or 3 feet above a point on earth
you'd still go to the same point on earth
(okay the earth is spherical, but imagine it's flat for this discussion)
i get what you mean
the projection doesn't have to work that way
but that's quite a "natural" one
hmm
so some information
about the original point is lost
now there are ways to do it without lost information
but it will no longer be a projection
and it won't have a lot of nice properties
like we could map say
(2.3462, 9.8813)
to
So what's the question?
i'm intersted in pure math for sure, but MORE interested in the application of math of physics
to*
2.938486123
(weaving digits)
but that's often not useful
the "physical" problem
is literally
"i'm intersted in pure math for sure, but MORE interested in the application of math of physics" lol, pure maths and applied maths are very different
i'm aware
ok ok let me start from the top
@quasi lion why do you say pure and applied math are very different?
hello club, my name is omar lol
They are
i'm interested in all kinds of higherdimensional things
they inform one another quite a bit
and forms of transport
and bending spacetime etc
@upper karma agreed
If you say so
what are some things you'd consider squarely in the domain of pure math and not applied math?
Topology is pure math
yet it has all sorts of applications
Really?
bruh i'm pretty sure when reimann was thinking about infnite sums
Like what?
general equilibrium theory
in economics
he wasn't thinking about work and stuff
or even
Do you have a link to that?
minkowski spacetime?
anyway the physical challange is
how to engineer a device that can rapidly take you from one point in space to another
so how to make a wormhole
there's a lot involved
here's a very simple example
The property of local nonsatiation of consumer preferences states that for any bundle of goods there is always another bundle of goods arbitrarily close that is preferred to it. What this means is that a consumer always either prefers more of an ...
but the one aspect i'm really interested in is the coordinate system
so suppose you ALREADY had the machinery needed to bend space and do all that
-> Physics discord https://discord.gg/qyZE2E
you'd have to specify a location
i'm already there
but this is math based question
Really?
yea!
just hear me out
the "whole" problem of making the machine and all that is physics and math and engineering and all
but this one ASPECT of the problem
the coordinate thing
is a math problem
because we're dealing with 3 dimensions and 4 dimensions and who knows how many more dimensiions
some say 11
some say 21
some say 6
either way
as far as i know, i live in 3
3 are open to my perception
I don't think so to be honest and I am in engineering in specialization in energy.
In mathematical analysis, the Kakutani fixed-point theorem is a fixed-point theorem for set-valued functions. It provides sufficient conditions for a set-valued function defined on a convex, compact subset of a Euclidean space to have a fixed poi...
this was used in Nash's work on game theory
and I would say the result is topological
your links are fairly cool, thanks @upper karma ❤
@quasi lion what makes you say that?
It's more of a physical challenge than math
Now I don't know how to define pure maths anymore
@upper karma You were right
I mean the distinction is quite vague
Shit, I wrongly alt-tab
haha no worries
have you ever read any mathematical fiction?
like once you get into the surreal world of mathematical fiction
you know
you've entered a new realm of human experience
where the distincition between "math" and "physical" and "real" just kinda.... melts
tatke lewic carroll for example
but that's kinda another discussion
you certainly have to figure out how to engineer the device
Borges
to manipulate the energy
is pretty good for that kind of thing
BORGES!!!! my hero
The Library of Babel
is worth a read
I don't think it's that easy
what is (or is not) that easy?
By this art you may contemplate the variation of the 23 letters... —Anatomy of Melancholy, Pt. 2, Sec. II, Mem. IV An homage to borges' mythic library of bab...
an homage i made
to borges' library of babel
"you certainly have to figure out how to engineer the device to manipulate the energy"
lol no
ok ok
like i said
yes
someone somewhere at some point
cool!
needs to engineer the machine
to do the thing
to achieve the stuf
BUT
once that's done
however it looks
or whatever that device iis
a machine to do what?
to hop spacetime
teleport
Ye, this is pretty unlikely
I think that maths and physics aren't that exciting
so I can't speculate
i appreciate your rational concerns
actually
let me share with you htis
math is quite exciting!
if you can make it through that paper
then you'll know
i tried, but am not quite there yet
but i'm interested in this one aspect of the whole problem
of specifying the coordinates
because any kind of mapping or motion needs some coordinate system
latitude longitude
north due north grid something
so lets say that i'm at x=2.32352345 y=23.23423425 z=2354234234
and i want to get where you are
at x=something else y=something else z=something else
i could calculate the displacement/distance and use my machine (car,plane,boat,jet,whatever)
Finally a math question 😄
Yes, but that's a physical problem
lets say i want to take a shorter faster path
in physics don't we treat "space" in a coordinate system?
so it is "math" in a way
Indeed
in a very real way
the "matter" or "real world" is more complex than just that pure math coordinate system
Yes
but that level of simplicity is still useful in thinking and measuring and determining
so that's kinda where i am
Yes
i want to get from
x1,y1,z1 to x2,y2,z2
but i want to do it in this shotest way possible
so lets say in normal 3d space i calculated the distance to be 40000000
in some higher dimensional space there might be a route
that's actually MUCH shorter and faster
Displacement is generated by the vector (x2-x1,y2-y1,z2-z1) in traditional physics
mhm mhm
but if i'm using these higherdimensional highways
i need to know that when i come out
i'll actually be at
x2 y2 z2
so that's what i'm trying to understand
How can you be in higher dimensional if you used only 3 coordinates?
well that's the thing
so we in our 3d perception are most familiar with 3coordinates
but in a universe with more than 3 dimensions
you would indeed use more coordinates
but we're only concerned with those 3d space
which just made me think though
a line is usually the shortest path
I don't understand how you can do higher dimension calculus with 3d space
so i'd need to figure out how to make straight lines between points in higherspaces
no think of it like tthis
are you familiar with the story of flatland"?
A line isn't a problem in higher spaces
yes, I know flatland, even though I haven't read it
ok
so for ease of thinking and conversation
lets pretend you and i are on the plane
but we're clever engineers/physicists/mathematicians
and we know there's the 3rd dimension around us
and we want to exploit it
so
in the 3d world
every 2d point is somewhere in it
no?
A point can be either set in a world with 2 dimension or 3 or 4 or whatever
But you can't say "in the 3d world, there are 2d points"
Yes, it's a plane
ok sorry for misusing the words then
yea so the whole plane you and i are on
x y
is in the x y z
yes
and we want to get from x1 y1 to x2 y2
this is kinda falling apart in my mind because the shortest path between two poiints in flat space is a line
so you really wouldnt have a shorter path that used the 3rd dimension to get to your desired point on the plane.... but anyway
for the sake of explanation
lets continue with the example
The shortest path with non-wormhole physics is a line.
And the shortest plane is in our x y plane
So in conclusion, if you want to go to x y with the shortest path, you must stay in the same plane (x,y), so without moving in the z axis.
true
wasn't that your question?
I don't understand the question
yes
is a smaller example
of the real thing i'm interested in
but so we can be on the same page
and so i can clear my thinking
i'm starting smaller
just ask your question
ok
i want to know how to specify coordinates in a higherdimensional space so that they will take me to the location i desire in a lower dimensional space within
as if i were taking a shortcut
by jumping up dimensions and then returningg back
i don't even know if that's the proper way to phrase the question
i'm jus trying
just*
You can't jump through n-dimension space to m-dimension space with a vector
why?
so the idea is projections
which are idempotent maps
so f(x) = f(f(x))
where f maps from n dimensional space
to m dimensional space
where m < n
and it's a linear map
so f(x + y ) = f(x) + f(y)
and f(a*x) = a * f(x)
when a is a scalar
and x and y are n-dimensional vectors
quoting @upper karma
i don't fully understand that whole statementt so i'm trying to work through it
okay so
You are in the point A = (a,b,c) of space 3D. You want to go to point B = (x,y,z,t) of space 4D. There exists no vector u so that A + u = B
i think I get what you're asking
if you consider two points on a projection
before the projection happens
You lose information
those points are even further apart
And it's a mapping
typically
It's not a vectorial addition
but you're talking about embeddings
of 2d spaces
in 3d
where points could be closer
in 3d than 2d
(similar analogues exist for higher dimensions)
so if you have a subset of a space
S
a distance in S
may be further
by that i mean if you're restricted to paths in S
it can take longer
than if you can move freely about
the larger space
exactly
another idea that is related is the idea of "identification"
in topology
it's faster for me to drill through earth
than to fly around the surface
"identification"
basically lets you glue two points together
to make shortcuts
anyway I need to go sleep, but yes
these things are pretty well understood
in pure math I belive
believe
in differential geometry
I have no clue what's going on, you were talking about projection, then idk
topology
and differential topology
dope
i'm talking about embedded spaces
yea i'm ALMOST done with the prereqs
you've given me much to feed on
thanks!
most of it is just fancy multivariable calculus
alright i'm heading to sleep
peace
good night
see you somewhere in the library
@quasi lion
we can keep going if you want
I think you didn't answered the question xaqxit
He asked you the displacements
And you gave a solution with embedding which is an embedding
Or maybe I didn't understand the question
idk if it's he or she or what but they gave us a general direction
the embedding
is what we were talking about
how the x y plane is in x y z
I thought the question was : I am in point (a,b,c) and I want to go to (x,y,z,t) by the vectorial addition of a vector u? What's u? And then I said there exists no u so that it matches.
Ok then I misunderstood
from a b c
to x y z
but i want to take a path
that uses
a forth or fifth or sixth component
mmm it's ok
Oh wait
i think you do understand
I have an idea
just getting lost in the typing
and the words
lets use this image as reference
you see how you have that whole curved plane
and then you have the bridge between them?
so that outside plane is our x y plane
THIS WORKS ONLY IN MATHS : You have a space A in 3D with your points (x,y,z) and (a,b,c) and a space B in dimension n. So you need a mapping f that builds the extra dimensions around other vectors orthogonal of the space A. Then you need another mapping g that would be a projection of B in A.
So that g(f(a,b,c)) = (x,y,z)
France
No need to speak french
just sayin hi
je ne parle pas français
I am lost in what you are trying to ask
i can see that
it's alright
just look at the picture for a moment
your idea i think is really close
but dont assume you need to build something
or add something
so you know how the whole 2d plane
je no se pas french though
is IN the 3d space yea?
Yes
so in a 4d space
A plane is in a space
No, a 3D volume is in the 4D space
not a 3d space
so you could say 2d space
or 3d space
or 5d "space"
just a general word
meaning the whole thing
but you're right
2d is tthe plane
3d is the volume
4d is i don't know
7d is i don't know even more
so we just say
"space"
and that wiki gave a technical definition
something with structure
A set with a structure, yes
let me guess
guess
the technical definition was for a vector space
@dark sparrow Please help me, I am stuck here, he wants me to build a space travel machine and I need to take a shower 😢
"but you're talking about embeddings
of 2d spaces
in 3d
where points could be closer
in 3d than 2d
(similar analogues exist for higher dimensions)
so if you have a subset of a space
S
a distance in S
may be further
by that i mean if you're restricted to paths in S
it can take longer
than if you can move freely about
the larger space"
HAHAHA
@quasi lion too funny
what time is it there?
7h59 but I haven't slept yet because my sleep schedule is off
Just ask your question to @dark sparrow
I don't think I understand your question though
i can pose it another way
lets say
that you and i are now friends
i want to come visit you
what's the fastest way i can get from here in america
to you in france?
thatt you know of
supersonic jet?
Let R be the region consisting of the points (x,y) of the Cartesian plane satisfying both |x|-|y| <=1 amd |y| <= 1. Sketch the region R and find its area.
I'm imagening a circle of radius 2 around the center as the shape, but I'm not sure 😛
no way
@rustic spire can you sketch the region x - y <= 1 in the first quadrant?
Ahh ok ^^
Oh wait I just had a brainfart
I thought of both x and y as points themselves xd
waiting for Da3m0nX
My brain is totally messed up today 😛
(we aren't just going to do it for you, btw @rustic spire)
the figure its two trapezoids right ?
Hi. I was wondering if someone could help me clear a doubt. Say I have a vector that can be represented as a linear combination of three (or more) vectors. None of the parent vectors are parallel or anti parallel. Is that linear combination unique for that particular derived vector, or can the resultant vector be represented in form of multiple linear combinations using the same parent vectors?
All vectors are coplanar.
Thanks 😃
If the parent vectors aren't orthogonal, the combination is not unique.
Got it. I suppose this goes without saying, but this is only applicable to three or more vectors?
If you can write one of the parent vector as a linear combination of the other parent vector, then the combination is not unique
Yes, but not only that, @vale edge , it also generates the space
Oh you deleted the post 😦
Yeah, it was obvious.
Sorry.
Thanks guys.
@quasi lion If we were to go proving that statement, how would we do it?
Prove what statement?
That we'll need orthogonal vectors to have a unique linear combination for a certain resultant vector.
@quasi lion ^
That's just the definition of orthogonal
orthogonal = can't have a linear combination between the parent vectors
So it's trivial
just dropping in now but that doesn't seem like the definition of orthogonal :p
All parent vectors are orthogonal = there is no parent vector with a linear combination of other parent vectors = unique combination = base
it is rio
do you mean linear relation?
Because orthogonal means that the projection is zero
orthogonal is (i think) just vectors that can't be expressed as linear combinations of each other.
that's linearly independent
I don't understand then
wikipedia says dot has to be zero.
if u is orthogonal to v, then the projection of u in v equals zero
yeah one can think of orthogonal as perpendicular
Orthogonal works for what you want but its too specific you can have linearly indendant without orthogonal
All basis have unicity of decomposition but not all basis are orthogonal ones
Can someone tell me how would I prove that orthogonal vectors are required to have unique linear combinations for a particular vector?
Oh yeah. Sorry. My bad. linearly independant vectors
But they are coplanar and not parallel.
So, are they still linearly independant?
I have a vector that can be represented as a linear combination of three (or more) vectors. None of the parent vectors are parallel or anti parallel. Is that linear combination unique for that particular derived vector, or can the resultant vector be represented in form of multiple linear combinations using the same parent vectors? All vectors are coplanar.
If they are all coplanar and you have a vector that is combination of 3 its not unique
A base of a planis 2 vectors
If you have more than that there wont be unicity
@upper karma help pls 😅
What about ?
x×4=3 5/6cm^2 i need x also this is taliking about a rectangle
I need to find height
I have no idea what you are trying to say here
so ?
I need to know height
You have 4X=35/6 and need to find X ?
No its something times 4 equals 3 and 5 6ths
Cm^2
And i need to find the something
4X=3+5/6 ?
No i aded the x theres no x in there in its own
I just need to find the cumber that will make the thing corect
Number*
Well yeah that's why i wrote an equation
Try making an equation of your problem
If you dont see how make a drawing of the rectangle and the values you have
so what relation is there between those 3 numbers ?
can you write it down
Write what down?
The relation between S a and h
Can you write this with S, a and h
I dunno thats what im asking
You know division right ?
Yeah but it comes out weird
H*a=S gives you H=S/a
you want to do (3+5/6)/4
Thank you
best way is to write 3+5/6 as a fraction imo
Kk will do thanks
do you know the pythagorean theorem?
Yeah
Yes
can you solve it for x?
Yes i think so
well, do that
25÷2
Oh right
=tex x^2 = 25 \ x = \ ?
X÷x?
...
what number gives you 25 when you multiply it by itself?
finally
<@&286206848099549185> by using the Pythagorean Theorem i need to find the real lenghts of the straight sticks of this triangle
x = 2
On both?
Ye
Yeah but i mean im studying so i need to know how you explain it
Using the theorem
Thank you
QED
Sure
Okay so this i know the paramiter but i dont know the lenght of the sides also i need to know after the fact if its standing up straight or whatever
Heres the thing
The midle one
The perimater is 12 cm
And thats it?
=tex 0.12x = 12
=tex x=10
Ohh
What?
Wait
Im sorry im slow with this part of science
multiply 0.12 by 100 too
=tex x=100
😛
Kk
And after that everything the same
Multiply by 100
Divide by 1.2*100
?
=tex \textup{Given } \bar{z}=\frac{1}{z} \Leftrightarrow \left | z \right | = 1 \
\textup{Prove that if } \left | z_1 \right |=1 \textup{ and } \left | z_2 \right | =1 \textup{ then } \frac{z_1 + z_2}{1+z_1z_2} \textup{ is a real number }
<@&286206848099549185> pls
Well if |z_1|=1 and |z_2|=1 then z_1 and z_2 are on a circle of radius one centred at the origin
Yes
let f(x, y) = (x+y)/(1+xy) for complex x, y
verify that f(1/x, 1/y) = f(x, y)
the solution follows from that the conjugate of f(x, y) is f(1/x, 1/y)
Meaning they have form z_1=cos(x_1)+sin(y_1)i z_2=cos(x_2)+sin(y_2)i i think
Lol yeah
heteroing you're a legend
Anyways if you calculate f(z_1, z_2) in my method you (should) get a real number so thats one solution :p
Could you please explain your method a little more clearly, @final prairie. I am facing difficulty in understanding it.
Nevermind it’s inefficient and not nice
So I'm trying to do number 18 I'm supposed to sketch what 18 says what would be an example or can someone draw me something that represents question number 18
And what does Picture Match that I drew mAtch number 18
Have you tried google?
:3
@umbral rivet Prove that for any n > 5, it is possible to divide a square into exactly n parts, each of which is also a square.
Ooh
Ok
I think I member that
360/5 =
Uh
72 degrees
Wait
You said square
.-.
I did say square.
v Is a square
You should know how to identify a square if you wanna help people with geometry 😛
yes
but observe initial question
Prove that for any n > 5, it is possible to divide a square into exactly n parts, each of which is also a square.
...
:c
cries
"For any n > 5" means all numbers from 6 to infinity in the context
:Thonk:
Now please tell me why I'm wrong :3
okay so

- the squares in that square are not of equal size
- that's not proof, that's just a case of 16
congrats
your method only works for perfect square numbers
you have proven that one n > 5 out of infinity can be divided into smaller squares
Prove that for any n > 5, it is possible to divide a square into exactly n parts, each of which is also a square.
Yes, there're numbers
5
no
I don't understand the question x_x
exalted wants you to prove that you can cut a square into any number of smaller squares, provided that number is at least 6
Hm
not necessarily of the same size
Examples with 4, 6, 7, and 8 (And also this is the answer)
Wait, now I am confused. You just showed examples of you dividing the square up to n=8? How is that proving for numbers greater than 8
Only has 4 squares
i have an idea, but i'm not gonna spoil it yet
;_;
Is crying your final answer?
...because i don't have a full solution yet anyway
No
3:
"Prove that for any n > 5, it is possible to divide a square into exactly n parts, each of which is also a square. "
All you gotta do is prove it
For instance, 17.
? :3
You can keep dividing each of the squares into 4 smaller squares infinitely
And keep going
induction
but that doesn't cover numbers like 5 or 8
you start with 1 big square, and at each step you're turning one square into four, thereby adding 3 squares to the count
going by your algorithm
I think we need to figure out how the 2 pictures on the left were made
Yes, go on
:0
actually
you don't need to turn one square into four
you can also turn one square into nine
👀
Angel you continue to taunt me with emojis
which adds 8 to the count
Hehe
don't bully me
yeah
I'm lost :3
6, 7, and 8 are all consecutive numbers, of which there's three
so therefore, because you can always add 3 to the count
you can divide the square into four until you get close enough
What
then just add 6, 7, or 8 to the count
So with my earlier example 17, you would divide a square into four, divide two of the corners into four, and divide one of the corners into the 7 square
🤔
I hate trig
how come? D:
definitely
Circles
Unit circle?
What's a unit circle? :3
O
well
So, basically you put triangles inside circles and do math with it....
a "unit object" usually refers to an object whose size, in a way that makes sense in context, is 1
:o
the unit circle is the circle with radius 1
That makes the diameter 2 :3
:D
and the circumference pi
Yeah, and you stuff triangles inside of it. It also happens that the x coordinate on the circle corresponds to the cosine of the angle that takes you to that point, and y corresponds to sin of the angle
i'd say more but i don't have access to any pics atm
I thought circumference was 2pir
It is
I'm confused as to what you are getting at lol
Never mind :P
I was trying to correct @dark sparrow 's message 👀
But I'm wrong :3
Ic ic
👁 🌊
lol I just got it
anyway, the unit circle is a way of extending sin and cos to angles beyond the familiar range of 0 to 90 degrees
:3
and at this point, it starts making sense to think of angles as rotations
(also, radians become a sensible unit for measuring angles)
Huh, I always thought of it as rotations....
yeah sure
angles are now signed though
ccw rotations are positive and cw rotations are negative
Yeah...
the positive direction for rotation is the one that takes you from the x axis to the y axis, generally
anyway
yeah
also at this stage radians become a sensible unit for angle measure
I don't like how some sin/ cos values are negative
that corresponds to negative coordinates on either axis
like, once you're past π/2 you're west of the y axis, ofc your x coordinate will be negative
Yeah, I still like to think of trig in terms of triangles, and having a negative trig value would imply that one of the lengths of a side is a negative
But I was told the negative indicated direction... so I accepted it
I saw a conversation about dividing squares 
angles past pi/2 don't really name sense for triangles
We are on triangles now; the superior shape
I have a gif about it
I just picture triangles placed backwards. I'll send a image to show what I mean
The superior shape is obviously the circle
That's a cool gif
I like triangles the most because I understand them the most 👀
They're just half of a square
Rectangle~
That is how I thought about it. Which is why I was confused on negative trig values @dark sparrow
@oblique raft yeah, i think of those sides as signed
:D
hello!
sin^2(2x)
there is a trig identity for this apparently
i know there are for squares and for double angles, but this is a combo.
over the internet it seems people just know how to convert from this to 1-cos(4x)
how comes?
i mean the idea is to integrate it, so we're looking for something simple to integrate
cos(4x)=cos^2(2x)-sin^2(2x)
is there a pattern or something i can use to remember those idendities?
it seems that i have to know what cos(4x) is
there are lots of combination...... i mean, how am i supposed to know all possible combinations?
ok
are you a teacher? do you use these things daily in your work?
Pretty useful in physics
i only remember a few of them (mostly after i've used them), but most of the time i just recheck to be sure
ok
i'm just studying because i want to know math and do more complex stuff later
dont have any exams
so i guess it's ok not to know ALL this stuff by heart. this will comes with practice and time
knowing how to find them is best imo
still i don't understand how you went from sin^2(2x) to those ident
yea i wanted to practice rebuilding the triangles thing...
but not today XD too tired
well wait.
those are 4
I usually rush them with exponentials just to check signs etc.
there are all the others cos^2(x) cos(2x) cos(x/2).... etc
or you are saying starting from those identities i can derive the others?
well i guess yeah i can....
i still dont see the pattern you werer trying to explain me before sorry
your icon is bad apple @upper karma
! <- simpler exclamation
2sin^2(t) = 1 - cos(2t)
sin^2(t) = (1 - cos(2t))/2
that's it
@vestal pine does this make sense?
nope
menoz's is a Julia set
@dark sparrow i'm readingeverything
Mandelbrot set has a butt
julia yes. I didn't know it was julia set at the time, i was messing around with a code i've written trying to do the mandelbrot set
yes, i prefer anto's solution for its simplicity XD but i'll try to study yours. I mean i get it but i realise now I' very tired and i can't really absorb more ot this stuff,,,,,
wait a sec
anto
you in the end have sin^2(t)
but i have a double angle
sin^2(2t)
yeah
it might be because i'm tired.. but, this means i can ignore the double angle? 🤔
like... is not a double angle then. is just an angle
her's ? who?
mine
so i can treat the angle as a normal angle in this case
it's not that if there's a multiplier next to the angle i have to find a indetity for it
yeah i mean, sin^2(7x) could be rewritten as (1 - cos(14x))/2 just fine lol
all this makes sense 😑
thanks!
regarding indentities i found this page, it seems that lists the more importants
i guess more used
taking a look now
does that makes sense or feel there some big parts missing?
i like wiki page because i can spot all the ones i've studied and they are in a nice order.
mm
just comparing stuff around to see the more used..
the webpage you linked is pretty good in terms of content imo
cool
there's this one cute little identity that has a nice geometric proof behind it
that i'm p fond of
tan(x/2) = sin(x)/(1 + cos(x))
i don't have access to any drawing medium right now
snipping tool on windows
i can describe how to draw the pic tho

