#help-4

1 messages · Page 55 of 1

gaunt fog
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1,296

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but with decimals

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im gonna

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sorry mb

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got brain fog

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ok now

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so ye little bit difficult

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so i did

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4 divided by 7

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since 220 - 216 = 4

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and i got the answer of 5.71428

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holy sh this is cool

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w mental mth

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how i do

muted berry
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your remainder should be 4

gaunt fog
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yes

muted berry
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if you want the decimal you can just compute 4/36

gaunt fog
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wait holy sh

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mb

gaunt fog
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from our last equation

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7 x 100

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which we did earlier

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so yeah

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4 / 36

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36.111111111

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i think

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lemme calculate it

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YES

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LETS GOOOO

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EPIC!

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uh

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how i close this agin

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.close

vale dockBOT
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vale dockBOT
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warped lintel
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hii

How would I calculate the final surface area of an irregular polygon if I was to radial project it onto a cylinder?

Like say I have a weird shape and I project it onto a cylinder, ofc the edges would stretch. How do I calculate this new surface area?

wintry oxide
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Do you have the area of the shape or is the an abstract question ?

warped lintel
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i havent decided on dimensions yet, its more of a "how do i do this and then i can decide on what area i want" thing

hollow rune
warped lintel
hollow rune
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You will probably have a huge problem when trying to do this with quantifying the area.

warped lintel
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im more of looking at a overview of the method on doing it, and then quantifying the area and solving it with that method ykyk

hollow rune
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For regular polygons, circles, the more common quadrilaterals, this might just be easy enough, but it can be a huge pain for irregular polygons

warped lintel
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yeah...

hollow rune
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The angle does matter btw

warped lintel
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yeah i didnt clarify that in the original question mb. it's directly perpendicular to the center of the cylinder, so like right at it

hollow rune
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beyond that: if the angle covered by your figure is relatively small, the resulting area is basically the same as the original

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but for "bigger figures", it starts warping more

warped lintel
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yeah itll be bigger figures

wintry oxide
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Where is the axis of the cylinder

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Is the whole shape projected into the cylinder or do you lose a portion of it ?

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How big is the cylinder

warped lintel
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axis is black line, though i wouldnt mind knowing the blue line too
whole shape yeah
havent decided on dimensions yet, just looking for an overview of the process

hollow rune
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I could kinda help you on the geometric sense of the problem and prob a numerical method, but im completely stumped on how one would arribe to a generalized formula

warped lintel
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its oki there doesnt need to be a formula, im looking more for a step to step on e.g. "first you measure area of original polygon, and then abc"

hollow rune
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Are you good with descriptive geometry and technical drawing?

wintry oxide
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Let’s take this as a basis for discussion @hollow rune ?

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So when you project a portion dx it becomes ds = r dtheta

hollow rune
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The method im setting relies more on being able to draw out the figure and divide it in "slices"
Disgustingly time wasting

wintry oxide
wintry oxide
wintry oxide
hollow rune
# wintry oxide

sorry, still drawing things out, its pretty chaotic, i see the idea

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For any given slice that describes the width of the figure you chose: You can find from where to where it projects to the x-axis thats situated inside the circle, and use arccos to search for what angle that represents

Based on this you can use a parametric function to integrate over (sint,cost) theta_1<t<theta_2

wintry oxide
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I would use the arctan to ensure a bijective change of variables but yeah that’s the idea

hollow rune
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Given we project to the front of the object, 0 to \pi suffices

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anyways

wintry oxide
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You’re Right

hollow rune
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Yeah, the problem is not finding the projection of a slice
Not even really the fact of integrating over all slices

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Its basically defining a function that allows you to get the limits a<x<b for each slice

wintry oxide
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But there isn’t necessarily a function. If the object is random

hollow rune
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thats why

wintry oxide
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That’s Why I explained just the concept of how to approach it. But we need a real case in order to apply it

hollow rune
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Again, thats the reason i was going for more of a numerical method where you divide the object and measure it manually

wintry oxide
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The question as is, it’s too abstract

hollow rune
wintry oxide
hollow rune
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For a computer its still fast enough

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You could define your polygon as a collection of points in the vertex, measure their distance from the axis of the cylinder projected to that figure, and just lerp between them

wintry oxide
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Yeah I agree.

hollow rune
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god forbid you decide to have convex figures along the x axis

wintry oxide
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🤣🤣

hollow rune
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that would be fucked up even to code

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you could maybe make an algorithm to see if y axis is more numerically stable / simpler

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anyways, yeah, the problem is unsolvable for a general basis, it depends a lot on the polygon and its location

vale dockBOT
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@warped lintel Has your question been resolved?

wintry oxide
# hollow rune

Is there a way to apply some kind of monte Carlo reasoning here ?

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If you solve it numerically. Why not solve it statistically

hollow rune
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Yeah, you could, instead of mapping as just 0 or 1 and averaging between all elements

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You basically have a density map

wintry oxide
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Project random rays from the axis of the cylinder and see how many land on your shape

hollow rune
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or that, yeah

wintry oxide
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Then it’s proportional to the área of the cylinder

hollow rune
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You would need to be able to project the figure to the cylinder for that anyways

wintry oxide
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It’s just about solving if a line intersects your shape ?

hollow rune
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I was thinking more of:

Perpendicular to the figure, project rays straight ahead, those at the sides get weighted heavier than those at the center

wintry oxide
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Yeah I think if you have to solve it numerically. Then Monte Carlo is a good bet

hollow rune
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And at that point, just do the slice method

wintry oxide
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No … I mean no curved lines

hollow rune
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I know, projecting from the axis straight lines

But the figure projected onto the cylinder is curved

wintry oxide
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The axis of a cylinder shoots a straight Line, either it touches the object or not

hollow rune
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If you were to cut it up and stretch it the lines that formed the polygon became curved

hollow rune
# wintry oxide

To know how curved, you need to solve for said projection, and at that point just solve this

wintry oxide
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Oh I see

hollow rune
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Thats why i think a density /weighting map would be easier

No clue what that map would look like anyways

wintry oxide
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You’re absolutely Right

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The ray CAN touch the projection without touching the object

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So ray weighting is the way to go

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Crazy how we solved 2 problems today using rays 🤣

hollow rune
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lmao

wintry oxide
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The parábolas and this

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This monte Carlo method would actually work for any surface. You just need to figure out how to weigh your “rays”. Also for regular surfaces, it’s not hard to implement and quite easy to compute

vale dockBOT
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compact raptor
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My question is how do I solve this I don't really understand it. I want to understand math. Could someone help me through it step by step of how to solve it. I don't know where to begin in this math problem.

charred nacelle
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so h(x)=x-5

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what is h(1)

pallid shuttle
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-5?

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oh

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-6

charred nacelle
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let velcaria answer it

pallid shuttle
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ohh mk mk

compact raptor
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I trying to understand it. I don't know where to start to solve the math problem 😭 I have no clue where to begin to solve

compact raptor
charred nacelle
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They are asking for h(1) * k(-2)

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You are given h(x) and k(x)

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So let's find both h(1) and k(-2) and then multiply

charred nacelle
pallid shuttle
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So basically you can try to find hx-x=-5

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if x was =1

compact raptor
charred nacelle
compact raptor
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y=-5?

charred nacelle
compact raptor
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I have no idea I don't think I'm understand X_X.

charred nacelle
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So for h(x) = x-5 if they give any value of x , you substitute it

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Instead of x

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h(80) = 80-5

compact raptor
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ok

charred nacelle
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So h(1)=?

charred nacelle
compact raptor
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I still don't get it 😭 Like I keep rereading you're messages but I don't understand.

charred nacelle
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Do you know what substitution is

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y= x+3 , find y at x=1

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Can you do that?

compact raptor
charred nacelle
compact raptor
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okay

charred nacelle
compact raptor
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I can try

charred nacelle
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Do that

charred nacelle
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Do you understand linear equations?

compact raptor
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y=4?

charred nacelle
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yes

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FINALLY

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TOOK A LONG TIME

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Okay so

compact raptor
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yea I'm sorry I really don't understand math X_X

charred nacelle
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h(x)=x-5

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h(1)=?

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This says that

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y= x-5 , find y at x=1

charred nacelle
compact raptor
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oki

charred nacelle
compact raptor
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oki

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thanks anyways :D>

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h(1)=-4

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.close

vale dockBOT
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vale dockBOT
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loud jetty
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In this absolute value graph y=5Ix+2I

vale dockBOT
flint phoenix
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mhm

loud jetty
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I'm trying to know the Domain,Range,Increasing&Decreasing

flint phoenix
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What have you tried in advance?

loud jetty
flint phoenix
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R does not have anything with "inf" unfortunately

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Do you know the definition of R?

loud jetty
flint phoenix
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how about D?

loud jetty
flint phoenix
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not really, lemme clairfy it for you

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Domain means every possible x that can be in a function

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Range means every possible y that can be in a function

flint phoenix
flint phoenix
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That's right, so y has no chance to be negative

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and that's how we determine range and domain

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Can you tell me the range of this function?

loud jetty
flint phoenix
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Try to apply helpparens

loud jetty
flint phoenix
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"()"

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lol

loud jetty
flint phoenix
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Precisely speaking, it's [0, infty)

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Because 0 is a possible y value

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[] means include
() means not include

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Is it alright?

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Fantastic, now it's your time to find the domain

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it's the exact same logic

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Ping me when you're done

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Imma go slacking for a minute

loud jetty
flint phoenix
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Alright, anything else?

loud jetty
flint phoenix
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So basically, how we determine that is checking whether the y value is increasing or decreasing

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from left to right

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yk what I mean?

loud jetty
flint phoenix
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Alright, based on this concept

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Can you find me the answer?

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from XX to OO the function is increasing; from PP to QQ the function is decreasing

loud jetty
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If the x is between -infy and -2, the line in decreasing?

flint phoenix
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keep going

loud jetty
flint phoenix
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If the x is between -infy and -2, the line in decreasing?

If the x is between -2 and infy, the line in increasing

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Very Good

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Alright, time to bye. Anything else?

loud jetty
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by mean, there's a vertex

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but why

flint phoenix
# loud jetty but why

I'm not sure how to explain that, but it's the result after poltting the points on it

tawny moon
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consider the definition of absolute value

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in an absolute value, we don't have negative numbers, so if whatever inside an absolute value is negative, it comes back out positive.
so when the expression inside an absolute value goes from positive to negative, the graph "bounces" sharply off 0

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(not formal terms, but i hope it's intuitive enough)

loud jetty
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.close

vale dockBOT
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tawny moon
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i don't think it's correct

copper stump
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,w tan(10pi/6)

verbal elk
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.close

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proper hearth
#

Simple matrix operations (addition, scalar multiplication)

Determinants (2×2, 3×3)

Chain rule & product rule

Derivatives of standard functions (polynomial, trig, exponential, log)

proper hearth
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wondering what resource would be best to revise these prerequisites before my uni course

hollow rune
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To be honest, if you are just revisiting, just search up a few problems on whatever plan you got for uni

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These are relatively simple concepts about algebra / calculus

proper hearth
proper hearth
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thanks a lot bro!

hollow rune
proper hearth
tidal terrace
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pretty much just go to YouTube or answer some problems

hollow rune
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All the others are formulae or really intuitive operations

proper hearth
proper hearth
tidal terrace
proper hearth
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tysm guys for the help

hazy pivot
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I was gonna congratulate him on active, and boom he's helpful too now

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(on a serious note, congratulations @hollow rune)

hollow rune
proper hearth
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tysm again guys ig ill close it now

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.close

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normal temple
#

Hey guys, I’m currently working on a question from my maths assignment. I’ve already derived the Maclaurin series for cos(x) and cos(x^2), and I know a bit about the Lagrange Form of the Remainder (it wasn’t covered in class, but a tutor suggested I use it).

The question asks me to find the minimum value of n such that the error is less than 0.2.

My main issue is that I don’t know how to handle the numerator in the Lagrange Form of the Remainder. If I were dealing with cos(x), the maximum value of the derivative is always 1. But with cos(x^2), it doesn’t seem to have a fixed bound. What can I do here? Do I need to modify the Lagrange Form of the Remainder, or is there a trick I can use?

ebon glade
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its still bounded by 1

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its still cos(something)

normal temple
ebon glade
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|cos(anything)|<=1

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always

steady charm
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well the derivatives of cos(x^2) would be annoying and not nicely bounded. but also the taylor series for cos(x^2) should be alternating...

ebon glade
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whether thats the tightest bound depends on the anything

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oh wait ok sry I misread

normal temple
steady charm
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there is a separate error bound for alternating series

normal temple
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maybe this helps with the context

normal temple
vale dockBOT
#

@normal temple Has your question been resolved?

#
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wintry cape
#

I know how to factor but I have no idea what a circuit is. Can someone look at the directions and see how I advance here

runic scroll
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you have two factors. look at the "answers" of each box in the sheet. the one with an answer that matches either factor is your next cell.

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the "circuit" here is not mathematical. it's merely to tell you to follow a path, cell by cell, by using the factors as a guide.

wintry cape
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I should go ahead and factor the next one and look at those answers for a factor that goes with #1 ?

stark wedge
runic scroll
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notice how each box has an "Answer:" line?

wintry cape
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Yeah

runic scroll
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from your first question, look around the "Answers" of the other boxes.

wintry cape
stark wedge
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so you did #1 and now you need to find which question says "Answer: x+2" or "Answer: 2x+1" at the top of the box

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yes, bottom left.

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put #2 in there

wintry cape
wintry cape
runic scroll
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then keep proceeding in this manner until you're done.

wintry cape
runic scroll
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don't mention it. might want to thank the other helper as well.

wintry cape
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@stark wedge thank u to you as well

runic scroll
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please remember to close the channel when done.

tawny moon
river shale
#

.solved pandapopcorn

vale dockBOT
#
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Ask your math question in a clear, concise manner.
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graceful island
vale dockBOT
graceful island
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confused as to why the answer is not 274

steady charm
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can you show your work?

graceful island
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to find t, I did sqrt((-100 times 2)/-9.8)

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which got me 4.5175 for time

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then I did ((4.5175)(24.5)) + (0.5 times 4.5175^2 times 16)

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to get 274

steady charm
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24.5 is the roadrunner's speed, not the coyote's

graceful island
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uhh

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I think it is the coyote's tho

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because 24.5 is the bare minimum for the road runner

steady charm
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but the coyote is constantly accelerating. he starts out much slower than the roadrunner but by the time he reaches the cliff he is going much faster

hollow rune
hazy pivot
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Is that fucking greens theorem

hollow rune
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And you use the limit time for it to fall to the ground from 100 m to calculate the position he'll end up in

graceful island
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got the answer

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385

hollow rune
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yeah

graceful island
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alr thx

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I do need help on the next (and last) question but lemme do part c of this one first

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alr part c I did

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i am pretty lost

hollow rune
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Okay, for a) youll first have to find the acceleration the ball feels horizontally.

graceful island
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I thought it would just be 16 times (189/1000)

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but that was wrong

hollow rune
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Lets go over it. We know the following;
It starts from rest, aka 0 m/s
its accelerated for 0.189 seconds
it ends up with a speed of 16 m/s

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Since it has been stated that the acceleration is uniform, we know it must equal some constant.

graceful island
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ohhh

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I misunderstood the question

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acceleration is 84.7 m/(s^2)

hollow rune
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yes

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Based on that, and assuming it also starts from pos = 0 m, you could find the distance it moved during those 0.189 seconds

graceful island
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Okay i got a correct, 1.51m

hollow rune
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Okay, do you know how to do B?*

graceful island
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no

hollow rune
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Well, lets go over it, what is the unit of force?

graceful island
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newtons

hollow rune
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and what do those equal?

graceful island
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so mass time acceleration over time

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ik acceleration

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wait

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no I dont

hollow rune
graceful island
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one sec

hollow rune
graceful island
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acceleration changes after that right?

hollow rune
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The problem asks for the force the thrower exerts

graceful island
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ah

hollow rune
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Now, objects under gravity's influence suffer a force that pulls them downwards. We were given a fact: The grav. force the ball experiences is 2.25 N

graceful island
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I remember now

graceful island
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so mass is

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one sec

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0.230 kg

hollow rune
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Yeah

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So now we know the mass of the ball, and the acceleration it experienced by the pitcher

graceful island
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got it

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oh

hollow rune
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The "direction" part is more of a purely theorical thing, it has almost nothing to do with our math

graceful island
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weird thing one sec

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I did (2.25/9.8) times 84.7 and got 19.4

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but that was wrong

hollow rune
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the 84,7 m/s^2 registered as correct?

graceful island
hollow rune
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Hm, strange

graceful island
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16/(189/1000) should 100% be the acceleration

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which is 84.7

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then 84.7 times (2.25/9.8) should be the newtons

hollow rune
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Yeah, it should

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Try completing the second part with the direction

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Btw, since we were given the fact that it leaves with fully horizontal speed, that means its 0 degrees above the horizontal

graceful island
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it's not 0 above the horizontal

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I have an idea

hollow rune
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Oh, maybe it consider the 2.25 to be instantly applied

graceful island
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yep

graceful island
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for the magnitude at least

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so 19.6 newton magnitude

hollow rune
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Oh yeah, i figured why

graceful island
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and lemme do angle

hollow rune
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Its cause they pitcher has to excert upwards force to make the ball not fall through his hand

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(normal force)

graceful island
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question rq

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why is it not -6.6 degrees

hollow rune
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Then the force is slightly upwards, just do atan(2.25 / 19.4)

hollow rune
graceful island
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but the gravitational force is down

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so the 2.25 should be negative

hollow rune
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Its the normal to avoid the ball falling through his hand

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Since we know it left horizontally, something had to cancel the force from gravity

graceful island
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I've been struggling with like when it's above a horizontal or not

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because sometimes I'm meant to include the negatives in the tan

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and get a negative angle

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and sometimes not

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and I don't get it

hollow rune
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generally dont, its easier, at least in my experience

graceful island
hollow rune
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just accomodate for your negatives angles yourself

graceful island
#

I got a 69% on my last quiz because of an issue like that (it's a 3 question quiz)

graceful island
#

ig you're not my professor

#

idfk

#

like this is negative angle

#

and it makes sense

graceful island
#

the ball should start dropping immediately

#

so it should be -6.6 degrees

#

not positive 6.6 above the horizontal

#

or am I crazy

hollow rune
#

imma try to draw it 🥀

#

the red force is gravity, its because we are in a gravitational field

The green is the normal the hand of the pitcher causes to avoid the ball falling while being held
The purple is the horizontal force

#

The forces that the pitcher exert are the combination of the green and purple

graceful island
#

OH

#

thank you

#

it makes sense now

#

that's awesome

hollow rune
#

You simply got the opposite angle cause the weight** and the normal are opposites themselves here

graceful island
#

gotcha

#

alr imma close out

#

it's 5am and I didn't sleep tonight

#

but i also procrastinated that assignment a ton

#

shoulda been like a 1 hour assignment max

#

it's been 5 hours

#

anyways

#

thank you a ton

#

.close

vale dockBOT
#
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autumn spade
#

i got stuck at the green highlight, i cant find my mistake. i been stuck for 2 hours on this

zealous pendant
#

I don’t remember the method but should there be a - sign on all 3 of the 1 0 2 equations?

#

Like $f_{x}+ag_{x}+bh_{x}=0$ instead of $f_{x}=ag_{x}+bh_{x}$?

rocky lotusBOT
#

BBMaths

vale dockBOT
#

@autumn spade Has your question been resolved?

autumn spade
gritty sinew
#

the issue is you missed a case while solving your lagrange equations

zealous pendant
#

Perhaps b is complex lol

gritty sinew
#

2y(2a+b)=0

y=0 ain't the only situation where this is 0

zealous pendant
#

$b=-2a$

rocky lotusBOT
#

BBMaths

zealous pendant
vale dockBOT
#

@autumn spade Has your question been resolved?

#
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gaunt mantle
vale dockBOT
gaunt mantle
#

im lost

#

dont know where to start

next snow
#

try u = x^10

vale dockBOT
#

@gaunt mantle Has your question been resolved?

gaunt mantle
#

can't do any meaningful substitutions after that

#

differentiating the outside function gives the same x powers as the one inside the radical, but the coeffs are all messed up so can't really do anything with that approach

#

<@&286206848099549185>

charred nacelle
#

the ^1/10 is only for the (2x^40+5x^10+10) part right

gaunt mantle
#

yup

#

makes life a whole lot harder

charred nacelle
#

You sure? I feel this makes it a lot complex

gaunt mantle
#

i am sure

charred nacelle
#

From your other integration question this feels 10 steps ahead

gaunt mantle
#

here's the full question

#

can differentiate the other side and get a system of equations but i wanna do the integral

gaunt mantle
hardy coral
#

Try b = 11

gaunt mantle
#

but i want to integrate it though

hardy coral
#

Good luck catshrug

gaunt mantle
#

😭

zealous pendant
#

Sometimes the integral doesn’t have a closed form, take what you can get from the answer sometimes

hardy coral
#

It obviously has a closed form, it's given up to the values of a and b

#

It's just awful to derive by hand

zealous pendant
#

Sure but what I meant is that sometimes integrating is hard

gaunt mantle
#

hmm

#

alrighty then

#

💀

#

.close

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#
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sick lynx
#

Hello I am having great trouble with this problem (its probably very easy)

So far what i understand is that the contours of a map are basically how high it gets for each line. Here i have 8 contour lines. and i have to find out the height for each contour line. i have tried counting out each line between 800 and 400 and dividing it by that. (800-400=400 real height then 400/6 but gives me 66.66... which doesnt work because i counted it out.)

So then i moved onto part E because maybe that would help me get contour line ect, so i did 800/2.8 but got weird number that doesnt work.

I am incredibly confused and a bit frustrated because i feel like im missing something here very obvious. So please explain to me like im 5 how to go about solving this.

mild kernel
#

I don't think you should be using 6 though

#

Normal off-by-one error

#

Consider it like: there's 400m, then theres 5 steps (4 unmarked lines, and then the marked 800m line). We need to go from 400 to 800 in these 5 steps, one step for each line.

sick lynx
#

so then 400/5?

mild kernel
#

Yea.

#

,calc 400/5

rocky lotusBOT
#

Result:

80
sick lynx
#

so then each contour line is an increase of 80 meters

mild kernel
#

Yea

sick lynx
#

which would mean point b is 880 and point a is 320

mild kernel
sick lynx
#

880-320=560 then 560/2800=1/5

mild kernel
#

sorry for which question?

sick lynx
#

for e

sick lynx
mild kernel
#

they confusingly make you use different units

sick lynx
#

yeah..

mild kernel
#

so you want the rise / run, in m/km

#

you got the m right, its 880-320=560 m rise

#

but you don't want to use 2800m

#

because we want the denominator to be in km

sick lynx
#

so turn meters into kilometers?

mild kernel
#

well, they do give you the run in km already

#

we want rise/run

#

you have to calculate the rise from the contour plot

#

but they tell you, 2.8km horizontal distance, thats run

sick lynx
#

right, so then we would turn meters into kilometers for the rise right?

mild kernel
#

nope

#

"the units of gradient are m/km"

sick lynx
#

oh

mild kernel
#

this tells you, if you are calculating the gradient, you need to divide meters by kilometers

sick lynx
#

so then it would be 560/2.8

mild kernel
#

yea i think so

#

,calc 560/2.8

rocky lotusBOT
#

Result:

200
mild kernel
#

a nice round number happy

#

not that we know for sure it will be

sick lynx
#

wow what a beautiful number

#

ok i think you helped me tremendously with this. i was very confused but now i understand mostly. so thankyou very much

mild kernel
#

no worries. catthumbsup

sick lynx
#

❤️

#

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#
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tidal timber
vale dockBOT
tidal timber
#

I need help with Karnaugh maps

#

What should I do with unknowns? Should I ignore them or treat them as 1s?

vale dockBOT
#

@tidal timber Has your question been resolved?

viscid spade
#

You can set it to 0 or 1 depending on how its better for you

tidal timber
viscid spade
#

For the reduction

tidal timber
#

So umm 110 = 1 and 101 = 0 for the shortest result?

viscid spade
#

101?

#

Oh yeah this works well

#

But can't you set both to 1 and do two groups ?

vale dockBOT
#

@tidal timber Has your question been resolved?

tidal timber
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magic grove
#

Stuck on this problem, idk if it is ordered or unorded and ai isnt helping that much

magic grove
#

is it ordered or unordered

mortal temple
#

i think it's saying two arrangements will be considered the same if you can rotate one to look like the other

viscid spade
#

"Chairs don't matter" means what in terms of order ?

mortal temple
#

i would say order matters

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#

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rotund vale
#

is there a quick way to get the distribution of all possible sums of rolling n sixed dice? in other words, is there an easy mathematical implementation for finding the probability of any sum n given i roll some number of dies

steady charm
rotund vale
#

ty!

#

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mental island
#

im failing at understanding how to solve this specific problem can anyone help me

fickle rose
#

Write:
[\frac{1}{x^2(x-1)^2}=\frac{A}{x}+\frac{B}{x^2}+\frac{C}{x-1}+\frac{D}{(x-1)^2}]

mental island
#

heres my work so far

rocky lotusBOT
#

PajamaMamaLlama

fickle rose
#

ah

mental island
#

idk how to find A or C

fickle rose
#

well from (1=As(s-1)^2+B(s-1)^2+Cs^2(s-1)+Ds^2)

rocky lotusBOT
#

PajamaMamaLlama

fickle rose
#

expand out each guy write it as (a_3x^3+a_2x^2+a_1x+a_0)

rocky lotusBOT
#

PajamaMamaLlama

fickle rose
#

then equate coefficients, i.e.: (a_3=0,; a_2=0,; a_1=0,; a_0=1)

inner abyss
#

if you don't want to compare coefficients, you can also evaluate at more points

rocky lotusBOT
#

PajamaMamaLlama

mental island
inner abyss
#

try 2

#

or -1

mental island
#

I tried 2 but it gets me both A and C

inner abyss
#

so do -1

#

then you have simultaneous equations in A and C

mental island
#

OHHH okay

#

wait so then i get A = -1, B = 1, C = -1/2, and D = 1

#

does that look right

inner abyss
#

hmm, I don't think so

mental island
#

😓

inner abyss
#

what equations did you get

mental island
#

ima screenie one sec

inner abyss
#

where did the stuff after the green star come from?

mental island
#

i subbed in the C

inner abyss
#

A + 2C = -2 is right

#

oh you did that first, I see

#

I don't see any A's in your equation for s=-1 though

mental island
#

yes i subbed in the A = -2 - 2C there

#

for A

#

and then i went back to the other one and subbed in C = -1/2

inner abyss
#

I think you may be missing a minus sign in the s=-1 equation

mental island
#

where

#

😟

inner abyss
#

the coefficient of A is s(s-1)^2

#

so -4

#

not 4

mental island
#

omg

#

i forgot ab the s

#

tysm 🙏

inner abyss
#

rather than sub in A immediately, I would write out the two linear equations in A and C first

#

makes it easier to spot where mistakes happen

vale dockBOT
#

@mental island Has your question been resolved?

#
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rotund vale
#

this is the formula for the number of ways to reach sum x with n D sided dice. I'm struggling to figure out how to alter this function, so that it returns all the ways minus any combination of dice outcomes that include a 1. can someone please help?

rotund vale
#

obviously i can just subtract all combinations of dice rolls including 1, but thats not the most efficient way

#

from a glance, i would have to do n-1 choose k. but idk how to alter the other combination

#

link to equation if needed

#

<@&286206848099549185>

vale dockBOT
#

@rotund vale Has your question been resolved?

#
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ivory mulch
#

im meant to put this on the graph and i have no genuine idea what im doing i know almost nothing (im very bad at math)

river shale
#

Mathematical tools available?

ivory mulch
#

wdym? i can use tools yes

#

i just dont know how to go about it

river shale
#

Is desmos allowed?

ivory mulch
#

yes

hazy pivot
#

That trivialises it so let's not

#

I imagine they want three things from you here, maybe four

#
  1. The points where the function is zero, these are easy to find since the function is already factorized for you
#
  1. The sign of the function at other points. This can be easily found by substituting values in between consecutive zeroes
#

Are you familiar with derivatives

#

@ivory mulch

ivory mulch
#

no not really

hazy pivot
#

Okay in that case this is really all you need

#

I don't imagine they expect you to give a completely accurate graph

#

Probably just want signs and zeroes

#

Do you know how to do the two things I said

#

If not, we'll go over them

ivory mulch
#

no i dont know

hazy pivot
#

Okay

#

Well for the first one

rocky lotusBOT
#

Xavier 🌺

Your function is $f(x) = (x-1)^3(x-2)^3(x-3)^2(x-4)^2$
hazy pivot
#

Can you tell me when this is zero

#

Just by looking at it

ivory mulch
#

umm no im not sure

hazy pivot
#

Well when is a product zero

#

If you have a, b, c, d and abcd is zero

#

What can you say about the individual variables

ivory mulch
#

that one is zero?

hazy pivot
#

Yup

#

At least one of them is zero

#

So now to back to the function

#

For what values of x does the function multiply to zero

#

Bella you still here?

ivory mulch
#

yes

#

im just having trouble understanding

hazy pivot
#

Then say it lol, I'm happy to explain

#

Essentially the function is a product right

#

And as we just said, if a product is zero, one of the things being multiplied is zero

#

With me so far?

ivory mulch
#

yes

hazy pivot
#

Good

#

So now look at the function again

#

If it's zero, one of the terms in it must be zero

#

Now tell me, for what values of x can that happen

ivory mulch
#

itd have to be zero straight up for all of them no???

hazy pivot
#

No no

#

Let's say x = 0

#

Then f(x) is not zero

#

Since (x-1) isn't zero

#

Neither is (x-2)

#

And so on

#

So when is f(x) zero

#

You want (x-1) or (x-2) or one of the other terms to be zero

ivory mulch
#

well none of these r zero then, do we have to make one to be zero?

hazy pivot
#

Yes

#

We want values of x such that f(x) = 0

#

Hullo Michele

ornate nacelle
#

gday

ivory mulch
hazy pivot
#

When is x-1 zero

ornate nacelle
# ivory mulch okay i dont know how to get there though

if we have a bunch of terms $(x-a)(x-b)(x-c)(x-d)\dots=0$ then at least one of those terms must be zero. so, we can set each product individually to zero and solve for the required value right? because if any of them are zero then the entire function becomes zero

#

idk if tyhat makes sense

rocky lotusBOT
#

Michele

ivory mulch
#

ohhhhhhhhhh

hazy pivot
#

I was trying to not overwhelm her with too much information, but if it helps it helps

ornate nacelle
#

yeah me too thats why i was typing for so long lmao and gave up 😭 im so bad at explaining things

hazy pivot
#

Pfft

ivory mulch
#

i understand it a bit more but im not sure on why i need to do this to put it on the graph, im sorry you are working with someone who has never learned an ounce of math i was homeschooled unfortunately

hazy pivot
#

It's okay

#

Well tell me now, at what points is the function zero

#

I'll come to why this is important in a moment

ivory mulch
#

any point?

#

cus if we need to make it zero any point could be zero

hazy pivot
#

No no

#

You have a function

#

You plug in a value

#

For what values does the function give you zero

#

Read what Michele said as well

fleet burrow
hazy pivot
#

Hullo 0, we are looking for you

ivory mulch
hazy pivot
#

When x-1 is zero yes

#

That's one of the points

#

When is x-1 zero

ivory mulch
#

when x is equal to 1?

hazy pivot
#

Good

#

That's one of the points where the function is zero

#

What are the others

ivory mulch
#

i dont know, wouldnt it be the same?

hazy pivot
#

You have more terms in the function

hazy pivot
#

X = 1 makes the first term zero

#

But the function can be zero due to the other terms as well

#

So what other values make the function zero

fleet burrow
ivory mulch
#

x-2 is also zero then?

ornate nacelle
#

Yup!

#

now use the same logic for the last two terms

hazy pivot
ivory mulch
#

wehn x = 2

hazy pivot
hazy pivot
#

Now the other two terms

#

When are they zero

#

Not together, just on their own

ivory mulch
#

x-3 is zero when x=3 and the same for x-4 x=4

hazy pivot
#

Yup

ornate nacelle
#

holy peak

hazy pivot
#

So now those are the "zeroes" of your function

#

Hey Michele be nice she's a victim of homeschooling

ornate nacelle
#

huh

#

i wasnt being mean im saying this is good

hazy pivot
#

Ah

#

I thought it was sarcastic

#

My bad

ornate nacelle
#

ohh mbmbmb

hazy pivot
ivory mulch
ivory mulch
hazy pivot
#

And we're happy to help you out

ivory mulch
#

thank you :)

#

how do i mark them on the graph as zero though? im not sure what that means for me to do

hazy pivot
#

Just put a dot at x = 1 and y = 0

#

And the other values of x that we found

ivory mulch
#

ohh i see ok hold on

hazy pivot
#

After you do that

#

I want you to convince yourself about something

ivory mulch
#

like this???

hazy pivot
hazy pivot
ivory mulch
#

okay

hazy pivot
#

Do you see why

ivory mulch
#

i dont know

hazy pivot
#

Well we said that a product is zero only if one of the terms is zero

ivory mulch
#

yes

hazy pivot
#

Can any of the terms be zero at any other points

#

For example, can x-1 be zero anywhere except x = 1?

fleet burrow
hazy pivot
#

No I know, I just wanna spell things out as much as possible for her

fleet burrow
#

i too know that you know, i was saying it mainly for her in case she wanted to refer to what you said easily

hazy pivot
#

Exactly

#

So the function can't be zero anywhere except 1,2,3,4

ivory mulch
#

yes i understand

hazy pivot
#

So everywhere else it's either positive or negative

ivory mulch
#

mhm

hazy pivot
#

And now this is going to be a bit difficult to digest so take your time

#

It can only change sign at 1,2,3,4

#

So if you find what sign it is for a random point in between

#

It will have that sign in that entire region

#

Feel free to ask for more explanation

ivory mulch
#

what is a sign exactly?

hazy pivot
#

Positive or negative

#

Are you familiar with positive and negative numbers

ivory mulch
#

YES LOL

hazy pivot
#

Just had to confirm lol

#

No offense intended, genuinely

ivory mulch
#

i know LOL just funny

#

ok so i have to figure out if its positive or negative?

hazy pivot
#

Well now do you understand what I said

#

Yes that you do

ivory mulch
#

i assume its positive?

hazy pivot
#

But do you understand why the sign doesn't change

hazy pivot
ivory mulch
hazy pivot
#

It's not gonna be the same sign everywhere

hazy pivot
#

It has to be zero in between

#

So if the region we are considering doesn't have a zero point

ivory mulch
#

yes that i understand

hazy pivot
#

It cannot change sign

ivory mulch
#

ahhh

#

ok i see

hazy pivot
#

So we split the x axis into regions

#

(-inf, 1)

#

(1,2)

#

(2,3)

#

(3,4)

#

(4,inf)

#

And we find the sign in these regions

#

Are you familiar with interval notation

#

If not, (a,b) is just all numbers that are between a and b

fleet burrow
#

At a zero point (formally known as a root), the function can go from positive to negative, negative to positive, or keep its sign.

hazy pivot
#

More importantly, it cannot change sign anywhere else

ivory mulch
hazy pivot
ivory mulch
#

umm kind of? i dont know what a and b are representative of

hazy pivot
#

Random numbers

#

Well arbitrary, not random

fleet burrow
ivory mulch
#

i see

#

i understand that a bit more then

#

so how do i find the signs in this

hazy pivot
#

Well

#

When x < 1

#

What is the sign of x-1

ivory mulch
#

positive?

hazy pivot
#

No

#

Think of a number less than 1

#

Let's just say 0

#

What's the sign of 0-1

ivory mulch
#

nothing it keeps it

hazy pivot
#

Huh

ivory mulch
#

im confusing myself arent i........

fleet burrow
#

the sign can be thought of as + or -

e.g. the sign of -52 is -
the sign of 93 is +

hazy pivot
#

Thanks for the help 0

ivory mulch
#

i understand that

hazy pivot
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So what's 0-1

ivory mulch
#
  • then
hazy pivot
#

Write it as one number first

#

What does 0-1 equal

ivory mulch
#

1?

fleet burrow
#

that's zero minus one btw

ivory mulch
#

-1 then omg

#

im stupid bruh

hazy pivot
#

Lol it's ok

#

So what's the sign

ivory mulch
#

negative

hazy pivot
#

Good

fleet burrow
#

so you know that the sign never changes in the interval between two roots

hazy pivot
#

Are you familiar with how signs work with multiplication

hazy pivot
#

If you multiply two negatives you get a positive

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If you multiply two positives you get a positive

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If you multiply a negative and a positive you get a negative

ivory mulch
#

okay i see

hazy pivot
#

Using this information

#

What's the sign of f(0)

#

Also another thing that would help

#

If you raise a negative to an odd power it stays negative

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If you raise a negative to an even power it becomes positive

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And positives always stay positive no matter what power you raise them to

ivory mulch
#

okay

hazy pivot
ivory mulch
#

positive?

hazy pivot
#

I believe you're right yea

ivory mulch
#

also we can leave it here for now i need to go do some stuff

hazy pivot
#

Sure sure

ivory mulch
#

thank you for ur guys help i understand this stuff a bit more

hazy pivot
#

But the idea is to find the sign in between the roots

ivory mulch
#

mhm

#

ill research it a bit when im back to it

hazy pivot
#

Sure sure

ivory mulch
#

tyty

hazy pivot
#

Good luck!

fleet burrow
ivory mulch
#

only if you want to do that, up to you but id appreciate it a lot

hazy pivot
#

Do you wanna do it 0 or should I

fleet burrow
#

up to you

hazy pivot
#

Hmm I'll do it

#

So we started with the problem of graphing a function.

Since the function is already factorized, we can find the roots (zeroes) using the zero-product rule.

Then we observe that the function can only change signs if it hits zero.

So now we want to find what sign the function has in the regions between the roots, since it cannot change there.

This gives us enough information to do a rough graph of the function.

ivory mulch
#

thank you :D

vale dockBOT
#

@ivory mulch Has your question been resolved?

#
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fluid blade
#

I lowkey got no idea what to do after this or if I should do it a different way

fluid blade
#

Idk how to rotate

#

,rotate

rocky lotusBOT
fluid blade
#

bang

worn hemlock
#

Substitute t=tanx/2

fluid blade
#

why

worn hemlock
#

Integrals of the form 1/(a+bsinx) get reduced to something simpler using that

#

sinx = 2tan(x/2)/(1+tan² x/2)

fluid blade
#

So a is -1? And b is sqrt7 sintheta?

worn hemlock
#

a is -1 and b is sqrt7

fluid blade
#

Yea

#

Mb

#

That’s what I mean

#

Meant

#

But like where does the t go or the tanx/2

worn hemlock
#

Inside

fluid blade
#

Where

worn hemlock
#

tan(x/2)

fluid blade
#

where’s tan x/2

worn hemlock
#

You can write sinx

#

In terms of

#

tan(x/2)

fluid blade
worn hemlock
#

Yes

fluid blade
#

That seems mad complicated 😭😭

worn hemlock
#

Trust me

#

It will get simplified

fluid blade
#

what method is this

worn hemlock
#

Substitution?

fluid blade
#

It’s js a regular substitution

worn hemlock
#

Its very standard tbh

fluid blade
#

I didn’t know if it was like some special one

fluid blade
#

So would it go to (sqrt7)(2t/(1+t²))-1

#

All that over 1

#

I mean under

worn hemlock
#

Yes and dont forget to change dx

fluid blade
#

dtheta

#

To Dr

#

Dt

worn hemlock
#

t = tan(x/2)
So whats dt

fluid blade
#

sec^2(x/2)/2

#

oops

#

/2

worn hemlock
#

Yea so replace dx with 2dt / sec²(x/2)

fluid blade
#

Ok

#

One sec

worn hemlock
#

You can proceed from there on your own

fluid blade
#

Hopefully 😭✌️

#

Yea idek where tf to go

#

My sec isn’t even in terms of t

#

I js have 2 variables now bruh 😭

vale dockBOT
#

@fluid blade Has your question been resolved?

vale dockBOT
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tawny arrow
#

finite and union solutions help pls

vale dockBOT
tawny arrow
#

never done these before

#

@fleet burrow

#

you still up?

golden gate
vale dockBOT
tawny arrow
#

.close

vale dockBOT
#
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After 15 minutes, feel free to ping <@&286206848099549185>.
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frank path
#

Random q but would it be ok if I like put v=dx/dt=d(function) instead of d/dt(function) on my physics test today

frank path
#

Or would I lose pts

steady charm
#

that would probably lose you points because in physics especially it is important to specify what variable you are differentiating with respect to

pallid oasis
#

Why do you want to do that? Also those can mean different things

vale dockBOT
#

@frank path Has your question been resolved?

frank path
#

And then weren’t rlly any other variables

steady charm
#

d(function) also just isn't standard notation for the derivative of a function

frank path
#

It was just bc of the time pressure and everything