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dry path
lone heartBOT
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@dry path Has your question been resolved?

dry path
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<@&286206848099549185>

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@dry path Has your question been resolved?

dry path
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Cmon

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@dry path Has your question been resolved?

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frail blaze
lone heartBOT
frail blaze
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i got the other answer- just stuck on di)

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i just dk like what way to solve it

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smth like this?

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wait

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can i use the as y?

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but thats not the inverse

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is it?

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wold it turn inverse if im using it for y

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.close

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lone heartBOT
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marsh ridge
lone heartBOT
marsh ridge
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I'm just confused what stuff like xRy means

old basin
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It's translated to "x is related to y"

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@marsh ridge Has your question been resolved?

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lone heartBOT
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forest marsh
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<@&268886789983436800>

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pseudo chasm
lone heartBOT
pseudo chasm
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how to start answering what method should i use

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just derivatives

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?

hearty quartz
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yep derivatives

pseudo chasm
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ok i got 4x^3-9x^2-12x

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as dy/dx

hearty quartz
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So how can you factor it

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You want to sketch the derivative after factoring

pseudo chasm
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sketch 😮

hearty quartz
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yes sketch

pseudo chasm
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idk what to do w this info

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red derivative

hearty quartz
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What was the factorisation you got

pseudo chasm
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x(4x^2-9x-12)

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from the derivative

hearty quartz
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so you need to factorise the quadratic as well.

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I was expecting you would perform the sketch using the factorisation

pseudo chasm
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it doesnt factor

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unless i do quad fromula

hearty quartz
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give me a sec

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yep unfortunately you will have to use the quadratic formula

pseudo chasm
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idk what to do with the info

hearty quartz
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I will explain what to do. Just provide the factorisation

pseudo chasm
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huh

hearty quartz
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Just provide the expression

pseudo chasm
hearty quartz
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These are the exact values

pseudo chasm
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im lost

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so x(x-3.19)(x+0.94)?

hearty quartz
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I through you round numbers that why. It not big deal I guess

pseudo chasm
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AH

hearty quartz
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So we have the factorisation

pseudo chasm
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omygod

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i didnt realize

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HAHAHHA

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BUT

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the range says <-1/2 and >2

hearty quartz
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yep something seems off

pseudo chasm
hearty quartz
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Is everything good

pseudo chasm
hearty quartz
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We will just continue with expression we go for now. i.e.

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so 4x(x-3.19)(x+0.94)

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Now what happens when x<-0.94

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Is the graph positive or negative

pseudo chasm
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pos

pseudo chasm
hearty quartz
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we had the 4 from 4x^2-9x-12

hearty quartz
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If x< -0.94

pseudo chasm
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which graph are we talking abt

hearty quartz
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Then 4x will be negative

pseudo chasm
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derivative?

hearty quartz
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Yes the derivative i.e. 4x(x-3.19)(x+0.94)

pseudo chasm
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i thought from the factored

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ok

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so neg

hearty quartz
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Now what happens when x>0 and x<3.19

pseudo chasm
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neg

hearty quartz
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no

pseudo chasm
hearty quartz
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If x>0 and x<3.19

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Then is 4x positive or negative

pseudo chasm
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both?

hearty quartz
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Why would it be both

pseudo chasm
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coz if x>0 neg but when x >2 its going up

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the direction

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or am i just looking at the a

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if a then positive graph

hearty quartz
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What happens if you multiply a positive number by positive number

pseudo chasm
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how is that related

hearty quartz
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It is related if x is positive then 4x is positive

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if x is negative then 4x is negative

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You seem to be over relying on desmos

pseudo chasm
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so im not looking at the graph then? making me confused now

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no because u said to graph

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D:

hearty quartz
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You should be able to sketch the graph roughly

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i.e. know which parts of the graph are positive or negative

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Let try again:

pseudo chasm
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i see

hearty quartz
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If x>0 and x<3.19

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Then is 4x positive or negative

pseudo chasm
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pos

hearty quartz
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much better

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I am copying the expression for reference: 4x(x-3.19)(x+0.94)

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Now is x-3.19 negative or positive

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We assume x>0 and x<3.19

pseudo chasm
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neg

hearty quartz
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correct

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What about (x+0.94)

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assume x>0 and x<3.19

pseudo chasm
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pos

pseudo chasm
hearty quartz
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I think I made a mistake earlier when I said no.

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Since 4x is positive and (x+0.94) is positive and (x-3.19) is negative

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We get a $positivepositivenegative = negative$

ocean sealBOT
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team132

hearty quartz
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In other words graph is negative for 0<x<3.19

hearty quartz
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If graph is negative then that means derivative is negative hence the function is decreasing

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If the derivative is positive then the function is increasing

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Once x>3.19, (x-3.19) will be positive

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Hence the function will be increasing for x>3.19

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Similarly you can check other reigions

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Interestingly the answer x>3,19 is not there. this suggest there is mistake in the question or made a calculation error earlier

pseudo chasm
hearty quartz
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!done

lone heartBOT
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If you are done with this channel, please mark your problem as solved by typing .close

pseudo chasm
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.close

lone heartBOT
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lone heartBOT
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clever thunder
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can i ask about q 10 i dont get it all😭

charred jewel
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,rccw

ocean sealBOT
charred jewel
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well the question is straightforward

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what do you not understand

clever thunder
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3 days learning

lone heartBOT
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@clever thunder Has your question been resolved?

exotic canopy
lone heartBOT
# clever thunder 3 days learning
What step are you on?
1. I don't know where to begin.
2. I have begun but got stuck midway.
3. I got an answer but I was told that it's wrong.
4. I got an answer and would like my work checked.
5. I have a question about someone else's work/solution.
6. I have completed the problem and don't need help anymore. Thank you.
7. None of the above
exotic canopy
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do you know how to find the domain and range of p?

clever thunder
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1

clever thunder
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i figured it out

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.done

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.close

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lone heartBOT
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wide glacier
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For x,y,z>1 and (y+z-x-1)(x+z-y-1)(x+y-z-1) = 8 . Prove 1/x + 1/y +1/z <=1

cosmic nymph
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have you started anything yet?

lone heartBOT
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@wide glacier Has your question been resolved?

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sharp panther
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$\int{\frac{\floor{x}}{x^{cosec^{2}(x)}}dx}$

Can anyone give me a clue how to solve it

ocean sealBOT
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@sharp panther

wind cloak
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are there limits

ocean sealBOT
sharp panther
wind cloak
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definitely isn't doable

sharp panther
wind cloak
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,w integrate floor(x)/(x^(csc^2(x))

sharp panther
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,w graph floor(x)/(x^(csc^2(x))

wind cloak
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there are proofs for integrals being non-elementary

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and they're all out of my expertise

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look them up yourself

lone heartBOT
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@sharp panther Has your question been resolved?

fickle heath
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Note that even x^x has no integral in terms of elementary functions, presumably neither do x^{1/x}, x^csc(x), or x^{csc(x)^2}

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WA won't even give you an integral for floor(x) even though that's doable using floor... maybe floor isn't counted as standard

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wet nest
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There are two equation 1/4 (3x²+x-1) and x²-1
I know that roots of the first equation are between the roots of the the second equation
Then can i say that since dy/dx of 1 is 3/2x +1/4 and second is 2x i.e slope of dy/dx of 1> slope of dy/dx of 2 then both equation will intersect since rate of change of 1 is slower than 2?

lone heartBOT
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@wet nest Has your question been resolved?

neat ingot
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yes... i think

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i wouldnt say its because of "slope of dy/dx of 1> slope of dy/dx of 2" but more of 2x becomes strictly greater 3/2x +1/4, as x increases, and strictly less than 3/2x +1/4 as x decreases

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but small details, its about the same

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cinder breach
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Is the closure of an open set always a closed set?

chrome lion
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@neat ingot dms pls

half imp
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the closure of any set is closed

cinder breach
half imp
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yes

cinder breach
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.close

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half imp
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np

cinder breach
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Closed set = closure?

half imp
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If set closure is itself, then it is closed

cinder breach
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Thanks!

lone heartBOT
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opaque viper
lone heartBOT
opaque viper
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I need help with this integral

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Is this correct?

mossy laurel
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Can you derivate $e^{-x^2}$?

ocean sealBOT
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cjg#1618

opaque viper
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Yes, i suppose its $ -2x.e^(x^2) $

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Where should i use it?

mossy laurel
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So can you integrate $xe^{-x^2}$?

ocean sealBOT
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cjg#1618

opaque viper
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I suppose by doing parts twice i could

mossy laurel
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No you don't

opaque viper
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But im not sure if im headed in the right direction

opaque viper
mossy laurel
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If the derivative of $e^{-x^2}$ is $-2xe^{-x^2}$, can't you integrate simply $xe^{-x^2}$?

ocean sealBOT
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cjg#1618

opaque viper
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Ohh i see ur point!

mossy laurel
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Great

opaque viper
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x.e^-x^2 primitive is - e^-x^2 /2

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Thank u 😄

mossy laurel
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You're welcome

opaque viper
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.close

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lone heartBOT
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dusty gyro
#

Hi, I'm coming with somewhat complicated problem (at least for me) that includes trigonometry and 3D spaces.
This will be a long read so I'm sorry about that. Also let me know if I should ask this somewhere else, thank you!

Context: I'm making a tool for a game called Teardown. The purpose of this tool is to allow player to move and rotate bones (points in 3D space) of a model so they can pose it or animate it (interpolation between two points in a 3D space). In order to achieve a proper behavior, I need to build a gizmo that will allow the player to rotate and move given point on a given axis. The rotation will be applied when player points their mouse cursor over given gizmo axis, clicks on it and drags the mouse while holding the mouse button. My issue starts here, as I need to account for player's cursor position, which is described in 2D as X and Y, where both of these variables are position on the screen in pixels. This will be better explained with pictures:

dusty gyro
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I know this is in 2D, but it describes my general problem:
Point A is the position of the "bone" that will be rotated
Point B is the position of the player's camera (and the player themselves).
Point C is part of my current approach which is a point that moves correspondingly to the player's rotation
Let's assume that the dashed line represents current direction the player is facing, the issue is that point C does not perfectly move to intersect the dashed line.

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What I tried currently is this:

pointA = Vec(x, y, z) ---- This is the position of the bone in 3D space
rotation = QuatEuler(cameraRotEulerX, cameraRotEulerY, 0) ----- This is to set dynamic rotation, this function returns Euler angles of the current rotation of camera in X and Y axes
mathSolution = VecAdd(GetCameraTransform().pos, QuatRotateVec(rotation, VecSub(pointA,   GetCameraTransform().pos)))
-- ^ This is basically a function that will first substract current camera position in 3D space from pointA, then rotate the result by values in rotation, and finally add back the current camera's position
-- As a result, the point generally would rotate around the player as the player moves the mouse.
mathSolution[3] = pointA[3] -- this is to simply stop any movement in Z axis```
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Below you can find a recording of my issue in the actual game, I need the moving point to "stick" to player's cursor while respecting no movement across Z axis.
Let me add that I do not expect help with coding, I need to understand what math needs to be applied here so I can adjust the solution to fit in the code. Many thanks for all the help you can provide.

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for more context, this is what would happen if I built the gizmo around Z axis with my current solution - red line is wrong, while green line correctly points towards player's cursor.

mental finch
dusty gyro
fickle heath
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It's vague, even with the video

mental finch
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i appreciate that theyre alteast attempting to translate it for us and to something like desmos

fickle heath
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Is your gizmo the representation of a 3D coordinate system (RGB axes) that is moving with the cursor but not exactly following it?

dusty gyro
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Okay so this is a different tool that's doing what I'm trying to do

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The reason why I don't just get the code from this is one that it uses some kind of system where a point is shot against a plane, I'm trying to figure out something simpler

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In the video you can see the line pointing towards player's cursor, even if said cursor is no longer on the gizmo itself

mental finch
mental finch
fickle heath
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I assume the Z axis is the one orthogonal to the camera plane? If so, I also assume that, during the interaction, you want to consider that Z axis at the moment you start the interaction (since it would change when the camera rotates)

dusty gyro
# mental finch could you explain this desmos image again, and how that relates to this?

Sure!
So the desmos is a very simplified version of my problem, but in 2D. Basically the solution that I am trying to add is that there is a point in 3D space that follows mouse at all times. It needs to be be on the cursor at all times so I can apply math to determine the initial rotation (as 0,0,0 in Euler) and then add degrees correspondingly to how much the player has rotated the gizmo, just like in the second video.

Here's another video of my issue (I added big black box behind so the cursor is more visible) -- see how the point (represented by 3 axes lines) does not really stick to the white dot that is the player mouse? That's my issue because it would create wrong angle.

The vectors in the game are used also as a "locations" in 3D space, so for example something like Vec(0,3,4) would describe a position in a World space. I can also transform between World/local spaces (I suppose there is an equivalent of this operation in pure math, I think another coordinate system?) But this is not really important, because almost all numbers change - like bone position, player position, player rotation, player cursor.

The only static thing that I have is the player cursor position in 2D space, however the values for that are in pixels in relation to screen size, so not really applicable in 3D.
However! I do have a function that "translates" cursor position to 3D space, but it returns a normalized 3D vector describing the direction the player is looking at (you know, for example facing "East" world direction, the values go below 0 on X value to max -1 which would be facing exactly East)

I am willing to provide as much info as you need guys, I am trying to solve this for days and I know I'm getting close.

#

If you look closely you will also see the red line that goes from the "bone" to the moving point, and you can tell it's not pointing towards the cursor.

#

in relation to desmos, I want this, at all times, in 3D.

#

I can tell that the point C needs to move across "Z" plane somehow. Oh also, camera rotation can be both expressed in quaternion and Euler angles if that helps.

fickle heath
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I still don't understand where you want to gizmo to be exactly (all three coordinates)

dusty gyro
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for example:
Pink line would be pointing towards that moving point, and the point itself is "glued" to the mouse cursor, so in the end pink line points towards mouse cursor. (Red circle in the picture)

fickle heath
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So what are you trying to find? The coordinates of the pink line or of the point that is glued to the cursor? Both?

dusty gyro
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A correct answer to that would be the position of the cursor in 3D space, on the Z axis (I'll copy the solution to other axes later)
Then, once I have that, the point will move with the cursor and I can build a relation between the cursors position and the bone position.

(the video shows the different tool I want to replicate that respects player's cursor position at all times, no matter where the player stands)

mental finch
#

could you also possibly overlay your current solution, compared to this one? to get a better sense of the issue

dusty gyro
#

Also guys I want you to know it's totally okay if it's something hard to imagine or not the right discord to ask about, I'm just trying everything at this point and I appreciate all help <3

#

Sure Aslan, one sec!

mental finch
#

a channel way down called #math- ... something

dusty gyro
#

Oh, thank you, I'll take a look there as well in a sec!

fickle heath
mental finch
#

also from what ive understood so far, this seems like a somehwat subjective thing to decide how to do

fickle heath
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Basically I would project the bone position (gizmo center) onto the camera plane, draw a line in that plane between it and the cursor, then reverse the projection

dusty gyro
#

Additionally, for example in my tool this is wrong:

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The green line represents where I want the point to be

dusty gyro
dusty gyro
fickle heath
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I may have spoken too fast, "reversing the projection" isn't quite right

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But also isn't this just a line-plane intersection problem?

dusty gyro
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If we think about using plane as a solution, then yes -- I project "some" point onto the plane and need to figure out where it actually lands.

fickle heath
#

So you want the "point that is glued to the cursor" (you should give it a name) to stay in some plane in 3D that has nothing to do with the camera, and where exactly in that plane it is depends on where the cursor is?

mental finch
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also if it hasnt already been mentioned, what useful information do you already have given?

dusty gyro
dusty gyro
#

Ah, sorry, the picture is wrong, jesus, not "Z", but "X"

fickle heath
mental finch
#

like, what type of information from the game do you have access to; which is useful to know when solving the current problem

fickle heath
#

Isn't the plane that we are talking about the plane of rotation?

mental finch
#

are we working only from one given point? etc?

fickle heath
#

From what I understand you want the interaction to rotate some object in 3D, which means you have a plane of rotation

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If all you want is to place your point A in that plane but also in the center of the screen from the camera 's perspective, then all you need is a line-plane intersection

mental finch
#

and there's most likey not a shortcut "simpler" way of doing it, its just basic linear algebra; unless im missing something

dusty gyro
# mental finch like, what type of information from the game do you have access to; which is use...

Oh! So, I can have any World position I want, I have transform of the camera (both position and rotation in quat/Euler if needed), I have direction I am looking at as a 3D Vector (from the player's "head" position you can say), I have mouse position in 2D space, any bone position in 3D space (it can also be translated to pixels/screen position but I don't think it would help). Basically if anything exists on the screen, I can get info on where it is, what is it's rotation and other game-related info.

dusty gyro
fickle heath
#

I have mouse position in 2D space
Isn't the mouse always in the center of the screen though?

dusty gyro
mental finch
#

so is that somehting youre taking into account aswell? if a player decides to do that(?)

dusty gyro
#

Nope, that will just be ignored, I will disable that input and check if some variable for that is either true or false

mental finch
#

Oh

dusty gyro
#

This is more of a design choice decision, do I want player to move the gizmo without moving the camera or not, which is most cases the answer is no

#

It's just easier to see what's going on when you move the entire camera

mental finch
#

can the other tool do that?

#

Hm also, i guess if you dont happen to find an easier method. Doesnt that mean you can fall back to whatever their tool does?

dusty gyro
mental finch
#

I see!

dusty gyro
mental finch
#

Ah

dusty gyro
#

I probably still will do the same as the author did, but more... tidy

mental finch
#

as soon as you hear line or plane, there's most likley a really neat way of doing it trhough the perspective of linear algbera

dusty gyro
#

Anyhow, it's seems that the only solution here is to project the point onto the plane, so I guess I have my answer :D
I just need to figure out how to determine the plane in the first place, and... well... Cast the point, it might not be that easy as in regular math :D

#

Thank you guys so much for working with me on this, onto the drawing board I go!

mental finch
#

also again worth taking a look into that coding server!

fickle heath
dusty gyro
#

oh yeah, almost forgot

mental finch
#

good luck!

dusty gyro
#

500 lines.

#

of this.

#

so yeah :D Thanks guys again, I'll close this one out B)

fickle heath
#

A projection is technically a line-plane intersection but the line would be orthogonal

dusty gyro
#

ohh okay, yeah that's probably crucial, thank you

#

Aight, gotta work! Have a great day amigos!

#

.close

lone heartBOT
#
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bronze eagle
lone heartBOT
bronze eagle
#

Can someone please explain why poo and paa = 1? Or is it just the definition of these kinds of matrices?

#

<@&286206848099549185>

#

<@&286206848099549185> kindly help.

lone heartBOT
vale crag
#

if one of the two players is ruined, there's no game that can happen anymore

#

if the chain is at state 0, the gambler is ruined and will always stay ruined

#

if it's at state a, the adversary is ruined and will always stay ruined

bronze eagle
#

Ohhhhh

#

That makes sense

#

Tysm!!

#

.end

vale crag
#

.close

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maiden bough
#

Solving 2x-25=8 for x. I am taking my intro chem class and would like some help to find the solution

mellow bolt
#

and our end goal is to find out what x is

#

so the first thing i wanna get rid of on the left hand side is the -25, so i add 25 to both sides

#

2x - 25 + 25 = 8 + 25

#

that gets 2x = 33

#

then i wanna get rid of the 2 that has been multiplied by x on the left hand side, so i divide by 2 on both sides

#

2x ÷ 2 = 33/2

#

so x = 33/2

maiden bough
#

oh thank you! I understand it now 😄 much appreciate it!

mellow bolt
#

nws

lone heartBOT
#

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wicked carbon
lone heartBOT
wicked carbon
#

This is the work I have done so far

#

I am trying to find the foci, but I'm unsure of how to handle this -12, all previous answers have been positive

#

what I'm seeing online says if this is negative then it's a circle, when I graph the equation on desmos it gives an ellipse so this is conflicting information and I'm confused

#

also i think I made a mistake and this is vertical not horizontal because the y denominator is larger than the x denominator

lone heartBOT
#

@wicked carbon Has your question been resolved?

lone heartBOT
#

@wicked carbon Has your question been resolved?

small stag
#

it is a horizontal ellipse

#

Your mistake is equating "a" to the number under the x^2 term

#

really "a" is (half) the length of the major axis, which is in the y-direction in this case

#

one way to easily tell which way the ellipse is pointing without having to use some memorization is to look at your equation

#

looking solely at the $\frac{x^2}{4}$ and $\frac{(y-1)^2}{16}$ terms individually

ocean sealBOT
#

vehnil

small stag
#

I ask myself how big x^2 and (y-1)^2 need to be respectively for the output to still = 1

#

you can see that the $(y-1)^2$ in $\frac{(y-1)^2}{16}$ needs to have a much bigger magnitude at its vertices than $x^2$ does at its vertices

ocean sealBOT
#

vehnil

small stag
#

that tells you its stretched in the y-direction, so major axis is in the y-direction meaning the foci (which always lie on the major axis) are also oriented on the y-direction

#

you can find the foci using the pythogorean theorem because focis have a special right triangle relationship with the half-lengths of the axis (a and b)

lone heartBOT
#
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frozen jasper
lone heartBOT
frozen jasper
#

How do I figure out this question?

small stag
#

the first average is just a sum of the first four numbers divided by four

#

which means the sum of the first four numbers is 92 * 4, or 368

#

You know the last number in the original list is 40

#

so subtracting that, you get the sum of the first three numbers 368-40 = 328

cinder tundra
#

!nosols

lone heartBOT
#

As a helper, please do not give out answers that could be copied as a homework solution. Have the student work through the problem themselves and guide them along the way.

small stag
#

Using this you can find the new average

small stag
frozen jasper
#

I see, thank you for your help @small stag ❤️

small stag
#

Another way to think about it is seeing the fourth number is increasing by 8

#

which means the average will increase proportionally

frozen jasper
#

So adding 8 and finding the average that way?

small stag
#

Think about it this way

#

say I have this set of numbers: 5, 5, 5, 5, 5

#

Its average is just 5

frozen jasper
#

yes

small stag
#

so its like $\frac{5+5+5+5+5}{5}$

ocean sealBOT
#

vehnil

small stag
#

now instead if I add 5 to the last number my set is now 5, 5, 5, 5, 10

#

do the average out on your own and tell me what you get

frozen jasper
#

6

small stag
#

good

#

so we know what our average was before and what our average will be after

small stag
# frozen jasper

lets try to figure out the idea behind how to do a problem like this when you don't know the specific numbers

#

using the first way I said

frozen jasper
#

you can do this with variables?

small stag
#

I could but its gonna be easier to use real numbers rn and then convince yourself with variables after

#

We know that we have a list of 5 numbers and their average is 5

#

actually lets use variables now, I think that might be easier

#

so with the list $ x_1,x_ 2, x_3, x_4, x_5$, the average is $\frac{x_1+x_2+x_3+x_4+x_5}{5}$

ocean sealBOT
#

vehnil

small stag
#

We can find the sum of all the variables $x_1+x_2+x_3+x_4+x_5$ by just multiplying the average by the number of numbers (in our case 5)

ocean sealBOT
#

vehnil

small stag
#

x_1+x_2+x_3+x_4+x_5 = 5*5 = 25

#

then when we want to find the average when one of the numbers change, we can just subtract what that number used to be and add what it is now

#

x_1+x_2+x_3+x_4 = 25 - 5 = 20

#

x_1+x_2+x_3+x_4 + 10 = 20 + 10 = 30

#

so the new average is 30/5 = 6

frozen jasper
#

ahh I see. because we know that our sum must be 25

small stag
#

exactly

#

the second way I was talking about isn't really necessary but it can be a good way to view the problem

#

Instead of worrying about the actual sum you can just think about how much the average changes proportionally

#

Say $y_5$ is the new last number and we know that $y_5 = x_5 + 5$

ocean sealBOT
#

vehnil

small stag
#

this is just me writing 10 = 5 + 5 where y_5 = 10 (new last number) and x_5 = 5 (old last number)

#

does that make sense

frozen jasper
#

yes that does make sense 👍

small stag
#

now we know the new average is $\frac{x_1+x_2+x_3+x_4+y_5}{5}$

ocean sealBOT
#

vehnil

small stag
#

$\frac{x_1+x_2+x_3+x_4+(x_5 + 5)}{5}$

ocean sealBOT
#

vehnil

frozen jasper
#

ohhhhh!!! and 5*5+5=3-

#

30

#

making the average 6

small stag
#

if we split some stuff up we get $\frac{x_1+x_2+x_3+x_4+x_5}{5} + \frac{5}{5} = 5 + 1$

ocean sealBOT
#

vehnil

small stag
#

Exactly

#

So all of this is just the algebraic way of a much simple concept

#

Basically if you increase/decrease one of the numbers in a set of n numbers by some amount K

#

the average will increase/decrease proportionally by K/n

#

because the average is just a scaled down sum

frozen jasper
#

incredibly well put @small stag

small stag
#

Sometimes it can make problems like these solvable in like 5 seconds

#

you just need to compute the change and in which direction

frozen jasper
#

yes. And i need it. This is a prior ACT question

#

and I struggle with my timing

small stag
#

but its not necessary, you can always do it the old fashioned and its always going to work

#

i see i see

frozen jasper
#

I have one last question that I am currently struggling with. I think the word questions confuse me slightly. Do you know how to solve this problem?

small stag
#

since the living room and the tiles are measured in different units, to make this easier for yourself you will have to convert one of those units into the other

#

either make the tiles into feet or the floor dimensions into inches

#

I would do the latter but whichever seems easier to oyu

frozen jasper
#

2.77 feet per carpet tile. 8 1/3 * 10 = 83.33

#

83.33/2.77 = 30.08

#

Which will give me D

#

thank you for the tip of converting. I think I figured it out!

small stag
#

how many inches in a foot

frozen jasper
#

12

small stag
#

oh I see what you did

#

yeah that does work

frozen jasper
#

20/12 = 1.66

small stag
#

I meant more like

frozen jasper
#

1.66^2

#

= carpet tile

small stag
#

so the room is 8 1/3 by 10 feet, make those into inches and its (96 + 4) by 120 inches

#

or 100 by 120 inches

#

and that way you can see its 5 tiles by 6 tiles

#

like you can fit 5 tiles on one edge and 6 on another

#

the thing with these problems is that sometimes it won't be even

#

Like you'll have some excess on the sides

#

so you round up

#

so say it was like 5.75 by 6.75 tiles

#

you round up to 6 * 7 = 42

#

but if you purely divide by area you would get like

#

38 or 39

frozen jasper
#

Ah so do you think that my method is taking some liberties?

small stag
#

But I don't think they will make you do that on the act tbh

#

slightly but it probably doesn't matter

frozen jasper
#

have you taken it before?

small stag
#

its kinda like assuming you will use the scraps of some material you are using

#

say there was a 2 inch excess, no one is really gonna fill in the edges with 2 inch wide carpet

#

No I took the SAT 2 years ago but I did do some ACT practice

frozen jasper
small stag
#

I think speed is important but don't obsess over it

#

Technically its like what 1-2 minutes per question but thats an average

#

its designed so that some questions take 10 seconds so that others take much longer

#

I would say that certain books do cover the chapters well

#

I didn't ever study for math but I did use the SAT black book for english and I heard its math section is good too

#

There is an ACT version too

#

very good book and you can download it online too

#

But if there was any book I would recommend paying for, its this one

#

and I really don't like books so that means something

frozen jasper
#

wow. Im not the greatest fan of books myself, however I struggle heavly on the math section vs the english and science portions

#

so I am 100 precent willing to study with any material LOL

small stag
#

yeah I get it

frozen jasper
#

I have a greater understanding of those questions though, I appreciate it man.

small stag
#

when are you taking it

#

and is it gonna be your first or last time

#

or both

frozen jasper
#

Well, im taking it tomorrow (I know, yikes) and then im taking it again in september, and one more time in october.

small stag
#

You'll do great

#

Sleep is more important at this point than studying imo its a long test

#

how long is act

frozen jasper
#

right. 4 hours

small stag
#

yeah you can't get by with not enough sleep

frozen jasper
#

2 breaks

small stag
#

Eat a good meal tonight, sleep early, wake up early and maybe a quick snack in the morning

#

No screens for at least an hour before bed, I even went as far as leaving them outside of my room

#

And if it seems like a lot, just remember its just one night in the grand scheme of things doing all this isn't a big deal

#

so you should do them

#

If you really want, do like 10-15 practice problems on the drive to your testing center to prime your mind

frozen jasper
#

yes. Anything to optimize my chances

small stag
#

are you applying to college this year or next

frozen jasper
#

this year

#

are you currently attending uni?

small stag
#

home stretch

frozen jasper
#

yes

small stag
#

yeah

frozen jasper
#

I am in it

#

i havbe a 1450 on SAT

#

though

#

I want a slightly better score

small stag
#

you got it

frozen jasper
#

so im attempting act

#

my math is terrible though

#

but ive got a little time

#

im going to work for a little more tonight

#

and fix it

small stag
#

I would recommend the black book for the next two tests if you do plan on taking them

#

but not for tonight its too much volume

#

you can dm me for questions if you want, I can explain the way I think about them

#

I turn of notis for this server so just dm actually

frozen jasper
#

absolutely. There are some quadtratic trig questions that kill me

#

I will DM you

#

thank you again @small stag

small stag
#

of course!

lone heartBOT
#

@frozen jasper Has your question been resolved?

lone heartBOT
#
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silent slate
#

How do I put 0+ in a TI-84 plus calculator without an error message showing

silent slate
small stag
#

what do you mean

#

0+ for what

#

@silent slate

ebon sparrow
silent slate
ebon sparrow
#

what is the purpose of adding 0+ here?

#

why not just 0

silent slate
ebon sparrow
#

do you mind showing us the problem

#

I feel like there's something missing here

silent slate
#

I think typing it out helped though, thank you both

mental finch
silent slate
#

I did that just the question before so it had me confused

lone heartBOT
#

@silent slate Has your question been resolved?

#
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frozen jasper
lone heartBOT
frozen jasper
#

Is there anyway I could have help with thsi question?

tawdry urchin
#

multiply the numerator and denominator of each fraction by an expression to make the denominators the same

frozen jasper
#

So like mutply them each by (x+y)

tawdry urchin
#

explain more

#

what do you mean by "them" and "each"

frozen jasper
#

do I mutiply the fraction x/x+y by (x-y) in the numerator and denominator?

#

and multiplyu the fractoin y/x-y by (x+y) in the numerator and denominator?

small stag
#

yeah

lone heartBOT
#

@frozen jasper Has your question been resolved?

lone heartBOT
#
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spark tartan
#

If my book says to round using significant figures, but it doesn't tell me which significant figure to round to, how do I know what to do? Also if all the zeros after a decimal point after the other numbers are significant, wouldn't there be an infinite number of significant figures?

versed birch
spark tartan
versed birch
#

yeah if it doesn't really specify you can't really tell

spark tartan
#

It just says use proper significant figures

half imp
#

it is based on the numbers in the problem

lone heartBOT
#

@spark tartan Has your question been resolved?

fresh yarrow
#

sometimes books do weird things like 300.0 and want you to read it as 4 sig figs, but its not super common ime

spark tartan
#

And I got super confused

fresh yarrow
spark tartan
fresh yarrow
spark tartan
#

Can you vc in a few minutes

half imp
#

the calculator will not tell you how many sig figs you have

#

you need to learn the rules yourself

fresh yarrow
spark tartan
fresh yarrow
spark tartan
spark tartan
fresh yarrow
spark tartan
fresh yarrow
#

ye

spark tartan
#

Significant figures
Whenever you communicate scientific calculations, you need to ensure that you use proper significant figures (which are sometimes called significant digits).

A significant digit (also called a significant figure) is one that is actually measured. The number of significant digits in a measurement depends on the measuring device and the magnitude of its smallest graduation (for example, on most rulers, the smallest graduation is a millimetre).

Determining the number of significant figures in a measured quantity requires a few rules. The difficulty occurs primarily when there are zeros. Explore the following chart to know the rules.

Rule applied Examples
All digits 1-9 (non-zeros) are significant. 193 has 3 significant figures.
Zeros between significant digits are significant. 6003 has 4 significant figures.
Leading zeros (those with no significant digits to the left) are not significant. 0.00345 has only 3 significant figures.
Trailing zeros (those to the right of all other significant digits) are significant only if a decimal point is present. 0.000000980 has 3 significant figures.
0.14000 has 5 significant figures.

#

It is important to be accurate in both the taking and reporting of your measurements. The accuracy of a measurement/numerical value/number can be determined by the number of significant figures it comprises.

When performing calculations, after calculating a final answer, you must use significant figures to report your conclusion. In general for this course, your final answer should have the same number of significant figures as the smallest number of significant figures used in the calculation. This limitation only affects the communication of your value. If you use that same number for future calculations, you should use the full un-rounded value, then round again when reporting the next answer.

#

just realize I have perms

fresh yarrow
#

which part are you stuck on?

spark tartan
#

none of these questions specify

fresh yarrow
spark tartan
#

any why are all those zeros significant

fresh yarrow
#

and thats again just the book being pedantic, the book gives you some values, you do the math, and then when youre turning in your answer you round your final values to whichever lowest sig fig was used from the original problem

spark tartan
#

when a number is 0.0045 why aren't those zeros significant?

fresh yarrow
fresh yarrow
#

0.0045 = 4.5 *10^-3

#

but 0.00450 = 4.50 *10^-3

spark tartan
fresh yarrow
#

but yeah

spark tartan
#

isn't 98 and 98.0 the exact same number

fresh yarrow
#

in pure math, sure
in science and stuff, not really

spark tartan
#

whats the difference in science

fresh yarrow
#

if i have a scale that can measure accurately only to 1/10th of a lbs, and i weigh something thats 12.34lbs my scale will only read 12.3lbs. i cant be certain that the last digit is any number, so the last siginificant digit (the ones i can read) would be the .3

spark tartan
#

I randomly panic when im doing math so sorry if I take 5 seconds or start saying stuff that are incoherent

fresh yarrow
#

its chill, man, no worries

#

but the scale thing is why 0.005 has sig figs that are zero, im saying i can accurately measure the 5/1000ths so i can confirm the 100ths and 10s places are truly zero

spark tartan
spark tartan
fresh yarrow
#

i meant if my scale reads 5.000 i know those are all zeros but there could be some stuff after

#

so like 98.0 could be 98.0112354 but i cant read it so only the first 3 are significant

#

the main thing i want to say is if your book writes a number weird (like saying 98.0 instead of 98) theyre doing it because that 0 is significant and should be included

spark tartan
#

if they put that

#

for the whole question?

fresh yarrow
#

if theres no other values given, then yes

spark tartan
#

okay but what if there are more than one value given

#

im completely lost on this

#

everything else is fine up to this simple point in the first unit that I skipped over

fresh yarrow
spark tartan
#

all the numbers seem significant

fresh yarrow
#

is that given to you by the book?

spark tartan
#

it was one of my calculations

fresh yarrow
#

then its sigfigs are not relevant

spark tartan
#

why not

#

it says to do this for calculations

#

im going back into panic, idk if I should even be saying this on here

fresh yarrow
#

but significant figures are only important for reporting data. the book reports data to you, you then report something back, so the two times we need to care about sig figs is how many we get = how many we send back

spark tartan
fresh yarrow
fresh yarrow
#

what do you think you should round this 404.95867768595 to?

spark tartan
#

404.96

fresh yarrow
#

and the question had no values with less than 5 sig figs right?

#

can you send the question maybe?

spark tartan
fresh yarrow
# spark tartan

so we have two values, 98.0 and 0.00242
they have sigfigs of 3 and 3
so we need to round our answers to 3 sigfigs

spark tartan
#

like the number 404.9587

#

wouldn't the 3rd sig figure be 4

#

that makes no sense

fresh yarrow
spark tartan
#

So far in the answer keys they only round the number on the other side of the decimal

#

The after the decimal

fresh yarrow
#

so they round to 405.0?

spark tartan
#

No no no

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I don't know I might have to take a break

#

Will it close the ticket

#

I want it open for while

fresh yarrow
#

if theres no activity for a while it does time out eventually

spark tartan
fresh yarrow
lone heartBOT
#

@spark tartan Has your question been resolved?

lone heartBOT
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lone heartBOT
#

@spark tartan Has your question been resolved?

lone heartBOT
#

@spark tartan Has your question been resolved?

lone heartBOT
#

@spark tartan Has your question been resolved?

limpid turret
spark tartan
twin nimbus
#

@spark tartan

How to figure out the number of significant figures to use:

During a multiplication or division: use the smallest number of available significant figures. So if you are multiplying a number with 6 significant figures with a number with 3, then you use 3 significant figures for your result. This doesn't include exact values. (i.e. if you have exactly 2 of an item that each weighs 4.56 g you report the answer as 9.12 g not 9 g.)

When adding or subtracting, use the level of significant figure corresponding to whichever least significant figure has the higher exponent. A little bit confusing, but if you have:

43.2 - 39.8374 you report only 3.4 because the least significant placement of digits is the tenths. Note this means that adding can actually produce additional significant figures, and subtraction can destroy them.

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hearty badge
#

Maybe say that e.g. $E_{ij}$ denotes the Matrix of the desired dimension with zeros in every slot but the ij one

#

And write the values of i,j for which each E is in the basis

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thick lynx
lone heartBOT
thick lynx
#

Does this look fine?

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(K is a field)

keen plinth
#

this is not literally what U_1 + U_2 + U_3 is

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,align U_1 + U_2 + U_3 & = \set {\mat {x \ y \ 0} + \mat {0 \ 0 \ z} + \mat {0 \ w \ w} \where x, y, z, w \in K} \ & = \set {\mat {x \ y + w \ z + w} \where x, y, z, w \in K}

#

this would be more appropriate

ocean sealBOT
thick lynx
keen plinth
#

in its span, it's just the canonical basis of K^3
what?

#

if (1, 0, 0), (0, 1, 0), (0, 0, 1) are contained in U_1 + U_2 + U_3, then U_1 + U_2 + U_3 will be K^3

thick lynx
keen plinth
#

well its sufficient

thick lynx
#

Ok, thanks!

thick lynx
ocean sealBOT
keen plinth
#

,, \left(\int\middle|\int\right)

ocean sealBOT
thick lynx
#

Alright thanks

#

.close

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worldly surge
#

For a given positive integer m, you have a round table of 2m seats, and m couples attending this party (all 2m people are distinct). Given an odd integer
1 < n < m, you want to seat everyone such that the two people in each couple
are exactly n seats apart (as in there are n−1 seats between them). How many
distinct ways are there to achieve this?

#

help with this please

worldly surge
#

can you help with this

raw jetty
#

no :3

#

uh

#

yea :shrug:

worldly surge
#

thnx cutiepie 😭😂

thick lynx
#

.reopen

lone heartBOT
#

worldly surge
thick lynx
# keen plinth ,, \left(\int\middle|\int\right)

\begin{align*}
U_1 + U_2 + U_3 &= \l{\mrm{x \ y \ 0} + \mrm{0 \ 0 \ z} + \mrm{0 \ w \ w} \mid x, y, z, w \in K\r}
\end{align*}
Now $\mrm{1 \ 0 \ 0} \in U_1 + U_2 + U_3$ with $x = 1$ and $y = z = w = 0$. $\mrm{0 \ 1 \ 0} \in U_1 + U_2 + U_3$ with $y = 1$, $x = z = w = 0$ and $\mrm{0 \ 0 \ 1} \in U_1 + U_2 + U_3$ mit $x = y = w = 0$ und $z = 1$. Because of $\l \langle \mrm{1 \ 0 \ 0}, \mrm{0 \ 1 \ 0}, \mrm{0 \ 0 \ 1} \r \rangle = K^3$ ist $K^3 \subseteq U_1 + U_2 + U_3$, but also $U_1 + U_2 + U_3 \subseteq K^3$ since $U_i$ are subspaces of $K^3$; thus $K^3 = U_1 + U_2 + U_3$.

#

Does it look fine like this?

worldly surge
#

yea

keen plinth
thick lynx
#

Thank you!

worldly surge
thick lynx
keen plinth
#

well dim U_1 = 2, dim U_2 = 1, dim U_3 = 1, so it cant be a direct sum

thick lynx
#

This already fulfills the first requirement, K^3 = U_1 + U_2 + U_3

#

If every v in V can be uniquely written as v = u1 + u2 + u3 we are done and this is actually U_1 oplus U_2 oplus U_3

#

You argue differently?

keen plinth
#

,, \dim (U \oplus V \oplus W) = \dim U + \dim V + \dim W

ocean sealBOT
thick lynx
#

Oh

keen plinth
#

but if you want to argue your way

#

you can see that $U_1 + U_2 \supsete U_3$ in your example

ocean sealBOT
thick lynx
#

Thank you!

keen plinth
#

👍

thick lynx
# keen plinth 👍

For a) it's fine if I just say e.g. (x, y, 0) = (0, 0, z) iff z = 0 and x = 0, y = 0 thus the only element is 0_3, etc.

#

Right?

#

Comparing the components

keen plinth
#

yeah

thick lynx
#

Thanks

#

.close

lone heartBOT
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lone heartBOT
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uncut tide
#

hey i need help with part ii)

lone heartBOT
uncut tide
#

this is what i am thinking of doing

#

but i dont know where to go from here

#

does it maybe want me to sketch a graph?

mental finch
#

So if possible do that, I would also try and see if a cheap trick like seeing if the LHS is strictly increasing for certain k is possible here

#

And if you can show that the LHS exhibits both positive and negative values, then you know there’s always a unique root for those k where it is strictly increasing

uncut tide
#

,rotate

ocean sealBOT
uncut tide
#

here are some rough notes, i think i kind of getting it

#

if we add 1 to the karctan(phi) it will move it up 1

#

and then the e^phi and the karctan(phi)+1 will intersect

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#

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alpine sable
#

Consider the arithmetic sequence 2 ,12 , 22 ,....... . .
a) What is the algebraic form of this sequence ?
anyone

alpine sable
#

<@&286206848099549185>

small lance
#

2, 2+10, 2+10+10…

#

Do you have any idea?

lone heartBOT
#

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thick lynx
#

\begin{problem} Let $V$ be a $K$-vector space and $U_1, U_2, W \subseteq V$ subspaces. Is the following proposition true or false: $V=U_1\oplus W=U_2\oplus W \implies U_1=U_2$. (proof or counterexample.)
\end{problem} I feel like this is true, am I missing a counterexample or is it actually true?

ocean sealBOT
marsh rapids
#

think in R² to simplify things

#

do you think it holds in R²?

thick lynx
#

Hm

thick lynx
ocean sealBOT
thick lynx
#

So this should be false..

marsh rapids
#

yes, addition is commutative

thick lynx
#

Ah nvm

thick lynx
marsh rapids
#

when a plane is generated by 2 lines
Is that a direct sum?

thick lynx
marsh rapids
#

it is

#

so any 2 non parralel lines in the plane give a direct sum that generates R², right?

thick lynx
#

Yes

#

Oh

marsh rapids
thick lynx
#

So this is false

#

any two non-parallel lines

#

So they don't have to be equal

thick lynx
# marsh rapids so?

So for a counterexample I guess I'd just pick R^2 like in the example above, right

marsh rapids
#

that's not a full counter-example

thick lynx
#

And then pick some two distinct, non-parallel lines and represent them as subspaces

#

Yep that should be it

#

Thank you!

#

.close

lone heartBOT
#
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marsh rapids
#

so what encouraged you to think it's true?

thick lynx
#

.reopen

lone heartBOT
#

marsh rapids
#

because you wanna consider the standard basis

#

and you reject every other one

thick lynx
marsh rapids
marsh rapids
#

you'll be much more time efficient that way, I think

#

rather than alternating

marsh rapids
#

that somehow, the standard basis is to be preferred

thick lynx
marsh rapids
#

but you felt that way

#

if you're asked to picture a U and W whose direct sum is R², you pick the standard basis right

thick lynx
#

Well yeah, that's how our standard coordinate system is built; with the standard basis

marsh rapids
#

why is standard?

#

why not (1, 2), (2, 1)?

thick lynx
#

One unit along the y-axis is (0, 1), one unit along the x-axis is (1, 0)

thick lynx
marsh rapids
#

it respects the natural cartesian product nature of R²

marsh rapids
thick lynx
marsh rapids
#

the dot product is a bilinear form, you don't need to do that

#

(au + bv) . (cu + dv) = acu² + bdv² + (ad+bc)u.v

#

why do we prefer our standard basis?

marsh rapids
thick lynx
# marsh rapids also there's no "convert back"

Generally $\beta_A(v, w) = v^{\tr} \cdot A \cdot w$ and $A$ has the columns that represent our basis; when we're in our standard basis, then $A = I_n$ and so $\beta_A(v, w) = v^{\tr} \cdot w$, that's much easier and what we know as multiplying entry-wise

ocean sealBOT
marsh rapids
#

yes
A = In is optimally simple

#

because the standard basis is orthonormal

#

that makes it extra nice

marsh rapids
thick lynx
#

Imagining it in R^2 again; you have two lines that are L-shaped

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One of those lines is W and so fixed

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The other line is thus uniquely defined

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So it holds there

marsh rapids
#

and surely, the chapter on orthogonality contained statements about orthogonal complements, such as their uniqueness, right?

marsh rapids
#

,w translate nicht-ausgeartet

#

non degenerate right

thick lynx
#

Ah

thick lynx
#

Yes

marsh rapids
#

U subspace V
U's orthogonal is {v in V | for all u in U, u.v = 0}

thick lynx
#

There was this

marsh rapids
#

it is unique
And it's a complement of U

thick lynx
#

Other than that, nothing else really

marsh rapids
#

oh beta is your dot product as a bilinear form

thick lynx
#

Yeah

marsh rapids
thick lynx
#

Yeah because if beta is non-degenerate, then det(A) is not 0

#

Thus invertible

marsh rapids
marsh rapids
#

anything else?

thick lynx
#

That one is always one, I guess

marsh rapids
#

yeah

thick lynx
#

Also phi: x -> -x

marsh rapids
#

anything else?

pallid scarab
#

(hint : you won't get them all by looking by hand. So give yourself an arbitrary endomorphism of R^2 in matrix form a,b,c,d and find conditions on coefficients for it to be orthogonal)

thick lynx
#

Holding the same angle but rotating both vectors

pallid scarab
#

yes any rotation of vectors of R^2 is an orthogonal endomorphism

#

but we're still missing one type

thick lynx
marsh rapids
#

mirroring wrt a line?

pallid scarab
marsh rapids
#

is that really a rotation, when some vectors remain fixed?

thick lynx
#

Oh true, then it's not

#

So yeah mirroring is the last type

thick lynx
#

So that one of them stays fixed

marsh rapids
#

so "mirroring rotations" also count

#

right?

#

now Rafilou claimed that's it

thick lynx
marsh rapids
#

this is a set of functions

thick lynx
marsh rapids
#

the composition of two such functions is still in this set

thick lynx
#

So it's a subspace?

marsh rapids
marsh rapids
#

return to sender

#

you can do it

thick lynx
#
  1. We can compose these and it's still in this set
#
  1. The zero-mapping is uh
marsh rapids
thick lynx
#

The zero mapping is not in this set?

marsh rapids
#

it's not

thick lynx
#

So it's not a subspace

marsh rapids
#

2 id quadruples the dot product

thick lynx
#

Oh

marsh rapids
zinc ocean
#

W

thick lynx
marsh rapids
#

then I let you check that with what we've said, we've almost proven it's a group

thick lynx
#
  1. associative w.r.t. some operation
#
  1. there is a neutral element w.r.t. to that operation
#
  1. there exists an inverse element w.r.t. that operation
#

For 2) that's just id

#

For 3) that's just the inverse of that operation; each of these operations will have an inverse because uh

#

We need to use $\beta(\varphi(v), \varphi(w)) = \beta(v, w)$ somehow

ocean sealBOT
thick lynx
#

To show that $\varphi$ has an inverse

ocean sealBOT
marsh rapids
#

that will work

thick lynx
# marsh rapids that will work

I think we can also go the adjunct route, for $\beta(\varphi(v), \varphi(w))$ there exists a $\varphi^$ s.t. $\beta(\varphi(v), \varphi(w)) = \beta(v, \varphi^(\varphi(w)))$

marsh rapids
#

(also, beta is just the regular dot product here)

ocean sealBOT
thick lynx
#

And this adjunct has the property that $\varphi \circ \varphi^* = \id$

ocean sealBOT
thick lynx
#

So 3) is fulfilled

marsh rapids
#

under what conditions?

thick lynx
#

That beta is non-degenerate

thick lynx
#

for any endomorphism phi

marsh rapids
#

what's 0* ?

thick lynx
#

id..?

#

Nvm

marsh rapids
#

yeah

#

0* = 0
proof: the adjunct operator is linear

marsh rapids
#

among other things because it must be that phi is invertible for that to have a chance of holding
And then you basically notice that phi* = phi^-1

#

and that's not true in general

#

so no

marsh rapids
thick lynx
ocean sealBOT
marsh rapids
#

it exists

thick lynx
#

Now by this theorem

marsh rapids
#

oh so you had things on that topic

thick lynx
#

if phi is orthogonal, then phi* circ phi = id

#

And we know our phi is orthogonal

marsh rapids
#

so it's a remark, it doesn't provide a proof?

thick lynx
marsh rapids
#

so you have no excuse

#

so it's a group

thick lynx
#

So this is just exactly that

thick lynx
marsh rapids
#

we call it On(K) (in our example O2(R))

#

what else did you have on it?

#

actually I can look myself

thick lynx
marsh rapids
#

this is page 52, you should know that

#

ok it doesn't seem to dive much deeper

#

I need to think about whether there's an accessible proof before I ask the question

#

let phi(v) = Av
find what the matrix A* that represents phi* is

#

the question was in general, not just orthogonal matrices