#help-0

1 messages · Page 548 of 1

knotty trail
velvet pelican
#

mb, I looked at the wrong domain

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Why have you taken the absolute value for the second integral

knotty trail
#

Huh?

rich basin
#

$\int_0^{\pi/4} \cos\left(x + \frac{\pi}{4}\right) - \int_{\pi/4}^\pi \cos\left(x + \frac{\pi}{4}\right)$

ocean sealBOT
#

Roenbaeck

velvet pelican
#

If you take the absolute value then you don't need to subtract them

knotty trail
#

That's what I don't get

rich basin
#

To reverse the sign.

knotty trail
#

Shouldnt you add the two areas?

rich basin
#

The integral for the area below the x-axis will be negative.

knotty trail
#

Oh

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No wonder

#

I get it

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Thanks @rich basin and @velvet pelican for the help!

velvet pelican
#

yw

runic horizon
#

Handwriting too good

ripe bough
#

Latex question. How can i get this aligned correctly?

\begin{align*}
    F_{\triangle MAB}&\leq F_{\text{Sektor}MAB}&\leq F_{\triangle MAC}\\
    \iff\frac{\sin{x}}{2}&\leq\frac{x}{2}&\leq\frac{\tan{x}}{2}
\end{align*}
ocean sealBOT
#

LYNIX

elfin relic
#

How do I solve this

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Idk how to solve

glass lichen
elfin relic
rich basin
#

,,

\begin{alignat*}{3}
    F_{\triangle MAB}&\leq F_{\text{Sektor}MAB}&&\leq F_{\triangle MAC}\\
    \iff\frac{\sin{x}}{2}&\leq\frac{x}{2}&&\leq\frac{\tan{x}}{2}
\end{alignat*}
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@ripe bough ^

glass lichen
#

yes, so what x values (horizontal axis values) can the graph take on?

ripe bough
#

@rich basin thanks. What exactly is alignat and what does the 3 mean?

ocean sealBOT
#

Roenbaeck

rich basin
#

The extra 3 shouldn't have been there 🙂

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alignat tells latex how many "columns" you have, and makes the output more "compact"

elfin relic
glass lichen
#

where does the function start and end horizontally?

elfin relic
#

Starts at 1950 and ends at 2000

glass lichen
#

so what's the domain?

ripe bough
#

@rich basin Is there a way to write the calculation | * 2/sinx a bit nicer? i just used a lot of spaces and |

rich basin
#

Hmm... you could have an additional column and let it be empty on the other rows?

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You need the extra & at the end of every row though, to indicate that empty column.

ripe bough
#
    \begin{alignat*}{4}
        F_{\triangle MAB}&\leq F_{\text{Sektor}MAB}&&\leq F_{\triangle MAC}&&&\\
        \iff\frac{\sin{x}}{2}&\leq\frac{x}{2}&&\leq\frac{\tan{x}}{2} &&&|\cdot\frac{2}{\sin{x}}\\
            \iff 1&\leq\frac{x}{\sin{x}}&&\leq\frac{1}{\cos{x}} &&&\\
                \iff 1&\geq\frac{\sin{x}}{x}&&\geq\cos{x}&&&
    \end{alignat*}
ocean sealBOT
#

LYNIX

ripe bough
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it looks the same but with lass spamming spaces

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i think it's fine

elfin relic
#

@glass lichen -0.5 and 0.4 I think

glass lichen
#

no

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the allowed horizontal values are from 1950 to 2000. Domain is the set of allowed horizontal values

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so what's the domain?

elfin relic
#

-0.5 and -0.1 I think or idk

glass lichen
#

what are the x values allowed?

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no clue why you keep saying decimals when you already told me the horizontal values are 1950 to 2000

pale cargo
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Hello

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I'm trying to evaluate this integral

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Using the definition of the integral

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I got it wrong tho

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Its supposed to be a/3

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And I got a/6

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Why?

shell widget
#

,w sum i^2 from i = 1 to i = n

shell widget
#

you've written n(n+1)(n+2)

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@pale cargo

tiny lodge
#

Ok so I’m learning trig rn or something and I get how to put it in the calculator but what I don’t get is if I use sin cos or tan

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Like when I use it

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Can someone plz explain to me

pale cargo
#

Thanks alot

alpine sable
#

Is there any way to find arc length (ds) in any given co-ordinate system using Jacobian?
($ds=\sqrt{{dx^2}+{dy^2}}$)
I can find in Cartesian, polar,cylindrical and spherical but how to find it in any given coordinate system?

ocean sealBOT
#

Riyango

mellow oriole
#

anyone knows add maths its geometry btw 😪 been stuck on the question

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i only could find the gradient 🥲

glass lichen
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,rotate

ocean sealBOT
glass lichen
#

which question...?

mellow oriole
#

8a 💀

mellow oriole
uncut briar
#

ok so can someone teach me the entire 11th syllabus of indian mathematics?

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💀

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i have an exam in a few days

trim hull
rich basin
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@trim hull We do not help with test questions.

trim hull
#

its not a test

uncut briar
tired creek
#

lol

green quartz
#

@trim hull that looks like a test lol

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it legit says "testcenter"

torpid estuary
#

yeah we cant help with tests

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@trim hull

trim hull
#

didn't need you guys anyways

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got it myself

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just wanted to make sure it was correctr

sand lion
#

Can anybody help right now.

torpid estuary
#

we cant help with quizzes

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sorry

#

@sand lion

tall wing
#

rules and all

slow scaffold
#

How do I solve this?

balmy light
#

do you know logarithm rules?

slow scaffold
#

I think so

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Oh wait would it be 78= xlog23

balmy light
#

uhm, are you allowed calculators?

slow scaffold
#

Yeah

balmy light
slow scaffold
#

Oh m g

balmy light
slow scaffold
#

Bruhhhhhh

balmy light
slow scaffold
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I’m stupid

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Lollll

balmy light
#

lol dw

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its normal

slow scaffold
#

But it does say use special properties

balmy light
#

ayt

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@slow scaffold i got it

slow scaffold
#

Okay

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How would I do it?

balmy light
ocean sealBOT
#

A*
Compile Error! Click the errors reaction for more information.
(You may edit your message to recompile.)

slow scaffold
#

Okay

balmy light
#

you know that rule?

slow scaffold
#

I think so

balmy light
#

well if you see i took ln on both sides which is the same as log 10

slow scaffold
#

Okay

balmy light
#

so i made no difference to the equation

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then just applied the power property and took the x down

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from where you probably know it

slow scaffold
#

Okay

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Ty

balmy light
#

and the answer is correct

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i checked

slow scaffold
#

Yeah it is

balmy light
celest gorge
#

someone help <@&286206848099549185>

coral pagoda
#

Are you familiar enough with trigonometry? Like do you know what sine is?

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If so, we don't need to consider 3 cases. We can do this pretty nicely

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Let me know when you're here

lucid quiver
#

Bob Ross pfp good

west tiger
alpine sable
#
$V_{\triangle\text{Prism}}=\frac{1}{4}h\sqrt{-a^4+2\left(ab\right)^2+2\left(ac\right)^2-b^4+2\left(bc\right)^2-c^4}$
ocean sealBOT
#

Tasmav

rapid nova
# west tiger

The base area is 1/2 * 12.8 * 4.8, then multiply it by the height. The volume then is 344.064.

jovial talon
#

Is this channel open

alpine sable
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I believe so

jovial talon
#

Can we solve for C using the midpoint of a line segment formula

glass lichen
#

I mean.. my guess is no since C isnt a midpoint?

alpine sable
#

@west tiger Channel taken clearly

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don't multipost also

west tiger
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ok

alpine sable
#

told you not to multipost

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and yet you post at Q9

jovial talon
#

How are we supposed to find c

rapid nova
glass lichen
jovial talon
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Ohhhh you are saying that the midpoint of db is also for ac?

rapid nova
#

Exactly

jovial talon
#

Ohhhhh thank you so much

alpine sable
#

hi any channels not in use?

manic quail
alpine sable
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its mixed number one

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😅

manic quail
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Sure, let's go prealg

jovial talon
#

Is it same for rectangle btw

rapid nova
vagrant zenith
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Does find the sum mean simplify or factor

jovial talon
#

I have another issue

glass lichen
jovial talon
#

Can i quickly ask

vagrant zenith
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What would I do

glass lichen
#

collect like terms

vagrant zenith
#

That’s all?

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And then calculate

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Right

glass lichen
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yes

vagrant zenith
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Is the answer for the first one

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6d-3

glass lichen
#

yes

vagrant zenith
#

Ok ty

jovial talon
glass lichen
# jovial talon

k and y are obvious, then the slope for OA is the same as the slope for CB

nocturne gazelle
#

anyone know bigO notation for computer science

knotty mason
#

Example 1
Use the given triangle to fill in each blank.
sin B= __
tan B= __
__ B=ac
__ A=bc

alpine sable
#

what's this for

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Where the questions

glass lichen
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what ratio?

knotty mason
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yes

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its about the ratios i think im sorry im confused idek what the question is

glass lichen
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do you know the ratios?

knotty mason
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ahh its fine i dont even know what im asking but ty anywayyy

surreal sinew
#

@alpine sable here

alpine sable
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Here

surreal sinew
#

so first we have to do $\log_{25}9$ right

ocean sealBOT
#

αρη

alpine sable
#

Um, yes but am I supposed to react to an emote?

surreal sinew
#

no

alpine sable
#

Oh okay. Yes.

surreal sinew
#

and we know $\log_{25} 9 = \frac{\log_{10} 9}{\log_{10} 25}.$ right

alpine sable
#

Yes

ocean sealBOT
#

αρη

surreal sinew
#

so we will use a claculator

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$5^(\log_{25} 9) = 5^(\frac{\log9}{\log25})$

ocean sealBOT
#

αρη

alpine sable
#

Ok

surreal sinew
#

so do that with a calcualtro

alpine sable
#

On it

surreal sinew
#

good

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what did you get?

alpine sable
#

3.4130309724?

surreal sinew
#

i got 3

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hmm

alpine sable
#

Er, it's wrong?

surreal sinew
#

let me see...

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,query 5^(log9/log25)

surreal sinew
#

@alpine sable

alpine sable
#

I'll try with a dif calculator if you would wait a sec

surreal sinew
#

sure

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send a picture of your calculator

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i tried it on my calculator, wolfrom alpha, and google calculator

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i got 3 everywhere

alpine sable
#

Maybe I'm entering the equation incorrectly

surreal sinew
#

send me a picture of what you have on your calculator

alpine sable
surreal sinew
#

its 5 raised to the power of log9/log25

alpine sable
#

Ah

surreal sinew
#

you did 5 multiplied by log9/log25

surreal sinew
alpine sable
#

Got it!

surreal sinew
#

awesome!

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so you understand that 5^(log25^9) is 3 right?

alpine sable
#

Yes

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An 8 meter long ladder is erected up a wall. The distance along the ground to the wall is 3 meters.
How high up on the wall does the ladder reach?

At the same time, the same ladder reaches 6.5 meters up the wall.
Calculate the angle that the ladder forms with the ground.

surreal sinew
#

now we can do the second part

alpine sable
#

oh thought u guys were done, sorry

surreal sinew
#

now we have to do $3^(log_3 2)$

ocean sealBOT
#

αρη

alpine sable
#

On it

surreal sinew
#

so $log_3 2 = \frac{log_2}{log_3}.$

ocean sealBOT
#

αρη

surreal sinew
#

@alpine sable

#

because of change of base formula

alpine sable
#

Yes

surreal sinew
#

so $3^(log_3 2) = 3^( \frac{log_2}{log_3})$

ocean sealBOT
#

αρη

surreal sinew
#

understand?

alpine sable
#

Yes

surreal sinew
#

what did you get?

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i got 2

alpine sable
#

Same

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Got 2

surreal sinew
#

awesome

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so the answer is 3-2 = 1

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understand?

alpine sable
#

Yes!

surreal sinew
#

Or do you need help with anything else

alpine sable
#

Not right now, I'll do similar questions then move up to next type of questions

surreal sinew
alpine sable
#

Thank you! You helped me a lot!

surreal sinew
#

No problem !

ocean sealBOT
#

Thunder7

frigid hatch
#

I should get

ocean sealBOT
#

Thunder7

alpine sable
#

can someone explain how u can easily get the two numbers that will add and multipy?

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cuz i honestly cant just guess the numbers im slow

stoic hound
alpine sable
stoic hound
alpine sable
stoic hound
#

M, N, P being aligned means vector MN+ vector NP=vector MP. And keep in mind that AB + BC=AC. Hope this helps

frigid hatch
#

it also means that they are a 180 angle

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ye

#

I mean if I do won't it become

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,,a(ax - a - 4) -3(ax - 7)

ocean sealBOT
#

Thunder7

frigid hatch
#

I just can't do anything with it

junior osprey
#

how do i calculate spearman’s coefficient on demos

dry plover
#

can someone help me?

frigid hatch
# ocean seal **Thunder7**

I got it, the second, third and last terms can be written as -(a+7)(a-3) then you group the first and fourth terms by ax and you get
-(a+7)(a-3)+ax(a-3) so (a-3)(-a-7+ax)

alpine sable
#

Number 3. I really can't grasp consecutive numbers when it evolves problems like these...anyone can help or guide me to some videos or explain to me this and another related question? I really tried looking this up but other than the general method of consecutive numbers and what they are I couldn't find anything related to this. All the best, luo

stoic hound
#

Let the first number be x. Then the next number is x+1. Now the sum of their squares is x²+(x+1)²=221. This leads to the quadratic equation, 2x²+2x-220=0. Now just solve for x

alpine sable
#

🤦‍♂️

#

Is there an algebraic structure like Monoid, but instead of (or in addition to) a neutral element, an element e where e*x = e for all x

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like 0 for number multiplication or false for boolean and

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I literally dunno where to begin

#

If it's a hole, there can't be any dirt in it. That's probably the trick question.

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Yeah I just don't know what to do with the pizza problem

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combinations without repetition:

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cumulate with k 0 through 10

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What do those letters mean for this problem

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What goes where

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n being the number of toppings available, and k being the number of different toppings used for a given pizza

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if you use n = 10 and k = 3 for example, you will get the different pizzas you can make when using 3 toppings, with 10 available

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So can I just throw that into like mathway with 10 and 3 put in

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i suppose. you have to add up the results with k 0-10 because you want all numbers of toppings.

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I don't understand I'm so sorry

#

you put in that formula with n=10 and k=1. thats how many different pizzas with 1 topping there are. then put in n=10 and k=2, thats how many different pizzas with 2 toppings there are. add the two results. then do k=3 and add that too. and so forth until k= 10

#

and k=0 too

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thats when you take no toppings, aka a cheese pizza.

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and the exclamation mark is a factorial. i dont know how you would punch that into mathway

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I can't do the math in my head or written down so I'm trying to figure out how I can do it

#

it's not meant to be done in your head, so no worries

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Yeah I don't know how I'm supposed to do it if I don't like

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Use a calculator or something

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you can punch this into wolframalpha: "with k = 0 to 10, sum 10!/(k! * (10-k)!)" without the quotes

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hold on a second, there is an easier way. since you have 10 toppings and for each its a binary operation whether its on the pizza or not. you can also do 2^10. should be the same result

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i apologize for making it more complicated than neccessary

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Wait what

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That's only 1024

woeful summit
#

Hello there :) I'm not sure if this question fits the server, but it's linear alg so why not.
I'm doing 3d graphics programming and am trying to convert 3d world coordinates to screen coordinates, i.e. project the world onto the screen.
Available parameters are the camera angle in degrees, the camera position in world space, the fov, the viewport (width, height) and obviously the position of the point in worldspace I want to project onto the screen.
x and y are horizontal, z is vertical.
angle_x represents up and down movement of the camera (pitch), where moving down increases the angle -> rotation around the y axis
angle_y left/right movement (yaw), where moving left increases the angle -> rotation around the z axis
angle_z roll -> rotation around the x axis
I'm not so sure how I can express this in more mathematical terms, I guess then I would get more help as this is a pure math discord, but I hope someone still understands what I'm trying to do.

rich basin
#

@woeful summit I thought modern game engines took care of stuff like that?

woeful summit
#

if i would use a modern game engine, yes. but where is the fun in that?

rich basin
#

Well, I wrote code for that in 1998, which I am looking at right now.

novel spruce
#

@woeful summit do you know any linear algebra?

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like matrix multiplication dot products or projection?

woeful summit
#

yeah a little i guess. this is what i tried (glm is a math / graphics library for cpp, not sure if you know how to code)

glm::vec3 world_to_screen(glm::vec3 pos,
                          glm::vec3 cam_pos,
                          glm::vec3 cam_angle) {
    glm::mat4 projection = glm::perspective(
        glm::radians(FOV), (float)SCREEN_W / (float)SCREEN_H, NEAR, FAR);

    glm::mat4 model(1.0);

    model = glm::translate(model, cam_pos);

    model = glm::rotate(model, glm::radians(cam_angle.x),
                        glm::vec3(1.0f, 0.0f, 0.0f));

    model = glm::rotate(model, glm::radians(cam_angle.y),
                        glm::vec3(0.0f, 1.0f, 0.0f));

    model = glm::rotate(model, glm::radians(cam_angle.z),
                        glm::vec3(0.0f, 0.0f, 1.0f));

    glm::mat4 view = glm::inverse(model);

    return glm::project(pos, view, projection,
                        glm::vec4(0, 0, SCREEN_W, SCREEN_H));
}
novel spruce
#

idk what the project function does

woeful summit
#

it should project it correctly, modelview matrix and projection matrix.

#

and as model should be identity (i guess) in this case i can just pass view mat

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i suspect that something with my rotation is wrong

novel spruce
#

idk computer graphics but i hope someone else can help you

rich basin
#

Well, I seem to have neglected to comment any of my code, unfortunately.

#

It's an example rotating a cube.

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In Java...

woeful summit
#

you could send it to me anyway (or at least the relevant part)

#

but i guess my problem is constructing the view matrix, not projecting as that's something glm does for me

small helm
#

If a direction vector is lets say t(1,2,3), then would be able to find the slope of the line?

#

cause if it was in 2D we could just do y/x to get the slope

rich basin
#

I have an older one from 1993, in C, also rotating a cube but using only integer math and precalculated trig tables.

woeful summit
#

thanks a lot but honestly i don't think that helps me. it's cool to look at (i wasn't even born in 1996) but not really something i can adapt in my code

rich basin
#

Nah, that code looks better commented though.

#

Anyway, the java code has a function "perspectivize" that I believe calculates a projection from an intended set of eyes onto the screen coords.

#

Looks like my "world" is expressed in terms of an orthonormal base, and rotation is done by rotating that base, and everything else falls into place.

novel spruce
#

||that ryme fell into place||

woeful summit
#

||opencry||

#

yeah i'm currently looking into your world renderer class so thanks already

#

maybe someone spots a trivial mistake in my code though. it's kinda working btw. if the camera and the object don't move, only the angle changes, it works.

rich basin
#

What does inverse(model) do?

#

So, glm already has methods for translation, projection, etc?

woeful summit
#

inverse does what it sounds like

#

calculating the inverse of the mat

faint flame
#

Hello

#

Can I get help for my math practice

woeful summit
#

so that:
mat * inverse(mat) == identity

#

(except of floating point inaccuracies)

woeful summit
#

everything simd optimized etc. so makes really no sense to do it myself

alpine sable
#

I need to make an answer key for this can someone help?

#

(Study guide)

oak chasm
#

@alpine sable Exactly how much of a circle is the part inside the lines from the center?

alpine sable
#

A quarter

#

1/4

oak chasm
#

OK, so what's the area of the circle?

alpine sable
#

5pi cm squared

oak chasm
#

Right, so what's a quarter of that?

alpine sable
#

Divide it by 4?

oak chasm
#

Yep.

alpine sable
#

1.25

oak chasm
#

Oh, I was wrong. It's not 5pi cm^2.

#

It's pi r^2, so you need to square the radius.

alpine sable
#

25

#

So 25 pi squared?

oak chasm
#

25 pi cm^2 (units are cm^2 for area).

#

Then you quarter it.

alpine sable
#

6.25

oak chasm
#

Right.

#

So, you have the area of the quarter circle.

#

Now you need to subtract the unshaded part of that. What is the unshaded part?

alpine sable
#

How do I get the shaded part?

oak chasm
#

It's the quarter circle minus the unshaded part of the quarter circle, right?

alpine sable
#

Ummm

#

I don’t understand how to get the shade

oak chasm
#

You want the shaded part of the quarter circle.

alpine sable
#

OH

#

5x5/2

oak chasm
#

The shaded part of the quarter circle plus the unshaded part of the quarter circle is the entire quarter circle.

#

Right.

#

So, simplify.

alpine sable
#

12.5

oak chasm
#

OK, what units?

alpine sable
#

Cm

oak chasm
#

Almost.

alpine sable
#

Squared

oak chasm
#

Right.

alpine sable
#

So 6.25 minus 12.5

#

Huh...

oak chasm
#

So, what's 6.25 pi cm^2 - 12.5 cm^2?

#

No, be precise here.

#

It wasn't 6.25, it was 6.25 pi cm^2.

alpine sable
#

-6.25 cm squared

#

Right?

oak chasm
#

No, if you get a negative area, something went wrong.

#

What went wrong was it's not 6.25 cm^2 for the quarter circle.

#

Go back to what you answered for that part.

alpine sable
#

6.25

#

Cm

oak chasm
#

[7:14 PM] .Asante: So 25 pi squared?
[7:14 PM] Chai T. Rex: 25 pi cm^2 (units are cm^2 for area).
[7:14 PM] Chai T. Rex: Then you quarter it.
[7:15 PM] .Asante: 6.25

#

You answered 25 pi cm^2, then you quartered that, which is what?

alpine sable
#

6.25 pi cm ^2

oak chasm
#

Right, now subtract the answer you got for the triangle's area.

alpine sable
#

12.5 cm squared

#

Is the tri

oak chasm
#

Yes, that's right.

#

So, what's 6.25 pi cm^2 - 12.5 cm^2?

alpine sable
#

Do I solve 6.25 time pi

oak chasm
#

Yep.

alpine sable
#

So 20-12.5

#

And the units

#

She said round to whole

oak chasm
#

Yeah, but when they ask for that, round only at the very end.

#

We're not quite at the end yet.

alpine sable
#

19.62

oak chasm
#

OK, what's 19.62 - 12.5?

alpine sable
#

7.12

oak chasm
#

OK, and don't forget the units.

alpine sable
#

,w 19.62 - 12.5

alpine sable
#

no need to thank me

#

So 7.12 cm ^2

oak chasm
#

@alpine sable Yes, and now we're at the end, so round.

alpine sable
#

7

#

Cm squared

oak chasm
#

Right.

alpine sable
#

Thanks

oak chasm
#

No problem.

alpine sable
#

from 2nd to third step, why wouldnt that be right?

oak chasm
#

@alpine sable There's no rule that deals with a subtraction inside a log.

novel spruce
#

? its just division lol

#

he just did it wrong

alpine sable
#

it would be

#

$y=ln(e^x-x+c)$

ocean sealBOT
#

square

alpine sable
#

oh, so would it be e to the x over lnx?

novel spruce
#

wait hang on

alpine sable
#

oh, i forgot to mention, im doing diff. equations

novel spruce
#

it would be

#

howd you get x - ln(x) from ln(e^x - x)

#

woulden't it be x/ln(x)

alpine sable
#

i just tried multiplying it out to each term

#

but i forgot that it works diff. with logs

#

yea

#

it would be

#

$\sqrt{test}$

#

thx

ember stream
#

Im pretty stuck on this, any hints?

jovial talon
#

Any help on this

errant tangle
#

what are you trying to solve here

limpid spade
#

x and y

errant tangle
#

oh ok sorry

limpid spade
#

Does that square thing at A mean it's a right angle?

errant tangle
#

@stray salmon can you stop pinging

#

i'll only give you hints but i wont give u the full answer

#

ok

#

why are you so desperate to know the answer

#

use y = mx + b

limpid spade
#

Use Thales

errant tangle
#

that's not good

#

that's the only hint ure getting sorry

#

use the form y = mx + b

limpid spade
#

Thales' theorem, did u learn it

jovial talon
limpid spade
#

Search Thales' theorem

errant tangle
limpid spade
jovial talon
#

Yea and how are supposed to find x

limpid spade
#

I know the answer

#

U can get a banhammer

#

We don't give answers right away

errant tangle
#

bro this channel is absolute chaos

#

yo calm down

limpid spade
#

<@&268886789983436800> 2 ppl to banhammer

chilly hatch
#

@stray salmon stop spamming

glass lichen
#

who's the 2nd person?

limpid spade
#

I think he already got banned

#

Cyber multi posted and then started spamming

chilly hatch
#

yeah, they did

limpid spade
#

Cuber*

errant tangle
#

the question he was asking was pre simple

#

i told him to use y = mx + b

errant tangle
jovial talon
#

We are supposed to find the area

errant tangle
#

oh

errant tangle
#

anything about the length AB?

limpid spade
#

Well u can find the area of the left triangle

#

Does the square on A mean it's a right angle?

errant tangle
#

i think so

#

you can infer that the length CB is x-4

limpid spade
#

It doesn't look like a right angle to me

errant tangle
#

most math diagrams aren't to scale

jovial talon
#

Okay lemme try

errant tangle
#

i dont think simultaneous equations would be useful here

#

but you could try that

jovial talon
#

We cant solve for x right?

errant tangle
#

yeah maybe it's because you don't stop spamming and are impatient

#

how about you try solve the problem urself

#

because you keep spamming

#

im trying to help someone right now

#

with a problem

#

i gave you a pretty good hint actually

limpid spade
#

Please do a favor and leave this server

errant tangle
#

can someone ban him?

#

oh my godddd

limpid spade
errant tangle
fringe trout
limpid spade
#

Dunno if angle A of the right triangle is 45

errant tangle
fringe trout
#

and pythagorean triple

#

10, 24, 26

#

where 10 is the shorter leg

limpid spade
#

<@&268886789983436800> pls ban cuber

fringe trout
#

lmfao

chilly hatch
#

thanks again!

fringe trout
#

np

limpid spade
#

Np

errant tangle
fringe trout
limpid spade
#

So there was an easy way to do it while we were doing a hard way lol

fringe trout
#

16 + 64

#

wait.....

#

nono i am wrong

errant tangle
#

oh lmao

#

length OA is sqrt80

fringe trout
#

yeah

errant tangle
#

ok so we do have to do it the hard way

#

hm

fringe trout
#

yh

limpid spade
#

To find the base of the right triangle we can use tan45=x/8

errant tangle
#

8*1?

limpid spade
#

U calculated?

errant tangle
#

tan45 is an absolute value

#

which equals to 1

limpid spade
#

Mh 8 then

errant tangle
#

if we rearrange x=(tan45)*8

#

yea

#

but that's assuming angle CAB is 45 tho

#

the question didn't state it

limpid spade
#

Now just Pythagoras or cos45=8/x

errant tangle
#

x= 8sqrt2

#

?????? that's weird

#

wait hold on i think it's wrong

limpid spade
#

If you split a right angle in 2 angles perpendicurarly won't the 2 angles be 45

errant tangle
#

the length CB is x - 4

#

oh true

oak chasm
#

@limpid spade What is perpendicular to what?

errant tangle
#

soooo x = 8/(tan45) + 4

#

therefore x = 12

limpid spade
#

Well we didn't need to find the hypothemuse of the right triangle

errant tangle
#

it wanted the x and y coordinates didn't it?

limpid spade
#

(12x8)/2

#

Area

errant tangle
#

oh

oak chasm
#

No, only in a 45-45-90 triangle will a line perpendicular to the hypotenuse split the 90 degree angle into two equal portions, but it doesn't appear that that's been decided yet.

#

For example, draw a right triangle where the left leg is much, much shorter than the other. If you draw a line perpendicular to the hypotenuse up into the right angle, the left portion of the right angle will be much less than the right portion.

errant tangle
#

true

limpid spade
#

Mhhh then how is it possible to find the area

errant tangle
#

not all instances of a line bisecting a right angle will always end up with two perfect halves (i dont think that made any sense but u get the point)

#

we can solve the length AB in terms of x

#

and then find the area in terms of x

#

it never said we had to find the numerical value of AB

#

or the area for that matter

limpid spade
#

He said he needs to find the area

errant tangle
#

we can find the area in terms of x

#

or did they want a numerical value?

limpid spade
#

That would be ((4-x)8))/2

errant tangle
#

oh

tardy sluice
#

can someone help me with permutation functions?

thorn kindle
#

o

#

do you know what that means

tardy sluice
#

does that mean f:A>A?

#

actually not really 😦

#

i do understand how cycle permutation works but that doesn't apply to the question right?

naive parrot
#

anyone know how to prove that 3^500+5 is divisible by 14? I'm confused to how this whole mod thing works...

alpine sable
#

wait is that divisilbe by 14

#

i think u would get a remainder

#

,w (3^(500)+5)/14

tired axle
#

show that rational and use basic proof techniques for example thats its an integer and its divisible by 14 LOL

#

@alpine sable not like literaly lol

#

in proofs

#

hahah

alpine sable
#

i mean

naive parrot
#

@alpine sable it is divisible

alpine sable
#

isnt every number divisile by 14 then

naive parrot
#

well no

tight locust
#

ok

tired axle
tight locust
#

$3^{500} + 5 = 0 (mod 14)$

alpine sable
#

ok just igno

#

re me

naive parrot
#

i've gotten given an example to work with but its confusing me

ocean sealBOT
#

EndTimes

tight locust
#

what can you do with this congruence

naive parrot
#

so

#

if you wanted to prove

alpine sable
#

$3^{500} + 5 = 0 (\mod 14)$

ocean sealBOT
#

square

naive parrot
#

That 5^100 − 5 is divisible by 19.

#

the steps

#

are as follows:

tight locust
#

$3^{500} = -5 (\mod 14)$

ocean sealBOT
#

EndTimes

tight locust
#

$3^{500} = 9 (\mod 14)$

ocean sealBOT
#

EndTimes

tight locust
#

that should be very simple now

naive parrot
#

This is how to prove 5^100 − 5 is divisible by 19. I just don't lnow how to use this to prove that 3^500 + 5

#

*know

tight locust
#

look at what i just did

naive parrot
#

okay one sec

#

i'm so confused

#

sorry man

#

i'm new to this aha

alpine sable
#

YO END TIMES

#

are you

#

protestant

tight locust
#

no

#

Mormon

swift shore
#

Find the angle between the lines given by $$2x^2 + 2y^2 = 5xy.$$

ocean sealBOT
swift shore
#

Can anyone help me with this?

#

(no calculator)

wild shard
#

use tangent and the slopes of the lines to find the angle

vast lance
#

would part c be 0<x<50 or 0≤x≤50? but if its 0≤x≤50 i wouldnt have rectangle no more because there is no width..

#

^ping me pls

solar cradle
#

@vast lance Yes, the width would be 0 < x < 50, for exactly the reason you stated. A little more precise would be to note that if x= 50, length = 0, and A(x) = 0 and vice versa.

hollow flare
#

@solar cradle can you help me with a question

vast lance
#

alright

solar cradle
#

maybe lol @hollow flare

#

whatchu got

hollow flare
#

number 22

solar cradle
#

@hollow flare what exactly are you studying, you can do this with a Riemann sum

hollow flare
#

integrals

#

areas and distances

#

this is the definition 2

solar cradle
#

perfect, that is literally the definition of Riemann sum without sigma notation lol

#

Just use $$\lim_{n \rightarrow \infty} f(x) \Delta x + f(x+ \Delta x) \Delta x + \cdots + f(x+ n \Delta x) \Delta x$$ where $\Delta x \rightarrow 0$.

hollow flare
#

u see i have to use definition 2

ocean sealBOT
#

Billy Clintorus

solar cradle
#

Just define $x = 4$ and $x + n \Delta x = 7$

ocean sealBOT
#

Billy Clintorus

hollow flare
#

?

#

where delta x = (b-a)/n

solar cradle
#

yeah, its exactly the same thing

hollow flare
#

so i got 3/n

#

with b-a/n

#

then i plug into xi which is a + i delta x?

solar cradle
#

Yeah exactly!

#

Some early calc exercises are shallow like this, just try not to overthink it

hollow flare
#

do u know logic proofs too?

#

comp sci related lol not really relevant to what we talking ab but jw

solar cradle
#

I've never taken a logic course and a bit rusy on the notation so I probs can't help you on that lol

hollow flare
#

ah its fine lets try to finish this problem tho haha

#

@solar cradle would this be the final answer without evaluating?

solar cradle
#

yep looks good

hollow flare
#

thank you

alpine sable
#

how would i put this into an augmented matrix to solve for x, y, and z in terms if a0, a1, and a2?

daring chasm
#

well that's only one equation

#

you'd need 3

alpine sable
#

wouldnt i still be able to put it into a matrix in terms of the rows equating to the t^2 coefficient, t coefficient, and constant?

#

example from yesterday

#

my professor found a way to get x and y and z in terms of a0 a1 and a2 but im so confused on how he did it

#

ahh wait nvm i think i got it

errant tangle
#

have u tried solving it

#

what did u do

#

oooo ummm

#

that's not

#

how u do it

#

have u learnt factorisation

#

what is this for

#

like what class and stuff

#

is this hw?

#

a test?

#

just random

#

?

#

i got the answer btw

#

ok

#

have you learnt completing the square?

#

for quadratic equations

#

what lvl of maths r u doing rn

#

i have no idea how to explain this

#

well i can't just give you the answer you won't learn

#

no there is definitely a solution

#

i already have the answer

#

are u australian wtf?

#

ohhh ok

#

are u like yr 10 rn?

#

oh

#

13 and you're completing the square for non monic trinomials?!

#

what the hell

#

thas weird

#

no just doesn't sync with the nsw syllabus

#

or the vic or qld one

#

alr fine i'll give u the solution

#

basically rearrange the equation so that it equals to y

#

how-

#

wdym you dont know how???

#

that's not the answer

#

but you need it in this form

#

then you factor the -6 out from -6x^2-12x

#

?????

#

bro are u sure youre not messing with me

#

well that's what i mean

#

when i said factor the -6 out

#

-6 times 2 is -12

#

because i factored out the -6 from the -12

#

so the result is 2

#

see how it's in brackets?

#

yes

#

oh god how am i gonna explain completing the square?

#

you complete the square for what's in the brackets

#

istg you're trolling

#

there's no way you could be doing this lvl of maths and not know what completing the square is or even brackets

#

what do you mean this year

#

we've only started school 2 months ago!

#

you-

#

oh

#

i though you lived

#

nvm

#

im dumb

#

anyway

#

fine i'll give you the solutions

#

hold on im writing it down

#

here

#

the solution is the bottom red box

#

yw

thorn kindle
#

what is u

errant tangle
#

but please pay attention

#

in school

#

this is rlly important stuff

thorn kindle
#

!

#

😎

errant tangle
#

:)))

alpine sable
thorn kindle
alpine sable
#

@viscid tangle this might help: https://www.youtube.com/watch?v=pwITxyUghV0

👉 Learn how to graph quadratic equations by completing the square. A quadratic equation is an equation of the form y = ax^2 + bx + c, where a, b and c are constants. The graph of a quadratic equation is in the shape of a parabola which can either face up or down (if x is squared in the equation) or face left or right (if y is squared).

To grap...

▶ Play video
errant tangle
#

it's the same method as before

#

the one that i showed u above

thorn kindle
#

$ax^2 + bx + c = a(x+\frac{b}{2a})^2 + c - \frac{b^2}{4a}$

ocean sealBOT
thorn kindle
#

exactly what it looks like it means

#

that's the formula

#

just plug in the numbers

errant tangle
#

i'll help you out a little more

thorn kindle
#

it's just a formula. plug in for a, b and c

errant tangle
#

a = -1 b = 12 c = -40

#

the formula will help you dw

#

it works

#

you plug numbers into the formula to get the equation

thorn kindle
#

if i tell you that 2+2 = 4, then that means that any time you see a 2+2 in an equation, you can replace it with 4

#

now if i tell you that

#

$ax^2 + bx + c = a(x+\frac{b}{2a})^2 + c - \frac{b^2}{4a}$

ocean sealBOT
thorn kindle
#

that means any time you see "ax^2+bx+c" you can replace it with "a(x+b/2a)^2+c-b^2/4a"

errant tangle
#

because it gives you the answer

thorn kindle
#

stop freaking out lol

#

this is a basic rule of arithmetic

#

called the "transitive property"

#

you should know what that means

#

if a=b, and b=c, then a=c

#

doesn't it?

#

if 2+2 = 4 and 4 = 3+1

errant tangle
#

bro

thorn kindle
#

then doesn't 2+2 = 3+1 ?

#

both sides of the equations are just numbers

#

every expression is just a number

#

that can be evaluated for a certain value of x or whatever variable you have

#

what is (2+2) + 3?

#

hint: there's a formula for what 2+2 is

#

that i just gave you

#

right

#

ok

#

standard form of a quadratic:

#

y = ax^2 + bx + c

#

it's a polynomial of degree 2

#

sums of powers multiplied by coefficients

#

i literally gave it to you

#

multiple times lol

#

if you have an equation in standard form:

#

y = ax^2 + bx + c

#

then the vertex form of that equation is y = a(x+b/2a)^2+c-b^2/4a

#

so just take the a, b, and c values and evaluate

#

can you make this equation look like y = ax^2 + bx + c

#

it will

errant tangle
#

why are you so adamant on getting the answer

#

it's very simple if you just powered through the formula

stoic hound
#

Dragon :)

thorn kindle
#

here's the answer. good luck on your test

#

i tried

#

but i guess this isn't something i can teach you

#

write this down line for line:

#

y = ax^2 + bx + c

#

y = a(x + b/2a)^2 + c - b^2/4a

#

y = -(x-6)^2 - 4

#

there

copper prawn
#

In a row echelon form, should the pivot point row never be swapped?

#

Need this to avoid my algorithim utterly evaporating the determinant

thorn kindle
#

can you just use the wolfram alpha api?

#

i mean it requires an internet connection

#

but mathematica is way better at this sort of stuff

copper prawn
#

never heard of those

#

im using c++

#

and its more of a learning experience than anything

#

ive been stuck with this determinant thing for 2 days now

#

just gotta know this and im good

thorn kindle
#

you've never heard of wolfram alpha

#

do you live under a literal rock with no internet

copper prawn
#

just don't care is all

thorn kindle
#

lmao

#

it's google for nerds

#

pretty useful actually

tight locust
#

@copper prawn you can just google that question lol

ionic jewel
#

just look up a correct implementation for RREF in your choice of programming languages

#

or at least pseudocode and implement it into your own

copper prawn
#

but thats booooooring

ionic jewel
#

if its for learning rref, really just do it by hand, if its for hard matrices use an existing implementation thats faster

copper prawn
#

its fun figuring the algorithims out yourself

#

oh well

#

best thing to do is just run the program

ionic jewel
#

sure

#

its just not useful from a practical standpoint

copper prawn
#

if i was working for a tech company

#

yeah

#

id be fired and kicked out the door by the ceo personally

#

but its just for fun

ionic jewel
#

yea fair

fair fossil
#

hello, I was wanting to be pointed in the right direction. I have a question about statistics but I'm not exactly sure how to google it (and then watch videos to learn about it.

Pretty much pretend I'm hitting x bricks with a sledgehammer at the same force, and my hypothesis is that 10% of them will break. When can I be certain that I've broken enough bricks that my 10% claim is either correct or incorrect?

#

does this make sense, I can explain further if I worded it weird

thorn kindle
#

ideally the number of bricks you break should be infinite

#

because as you break more and more bricks you get a more and more precise experimental probability

#

so just a reasonably large number should work

fair fossil
#

I'd want to be able to specify what p value i'd want, normally the cut off is 5% right?

thorn kindle
#

yeah

fair fossil
# thorn kindle so just a reasonably large number should work

Yes, I was wanting to figure out how to calculate how much that would exactly be. For instance, let's say these bricks are expensive. I'd just want to break as little as possible while still reaching the 5% threshold, or any threshold i'd set

#

if that makes sense

brittle drift
#

help

fair fossil
alpine sable
#

so I don't get how to do it

winter bay
#

ah this is a pretty fun problem

#

i may not know how to do it tho but ill give it a shot

#

first i think we should find the length of the arc that is over the shaded region

alpine sable
#

it's just the radius I'm trying to find

brittle drift
#

help

thorn kindle
#

Dilate

#

Lmao

winter bay
#

just multiply each coord by the dilation factor'

upper ember
alpine sable
winter bay
#

i think thats what hes wondering buncho

alpine sable
winter bay
#

oh for lavishes thing

alpine sable
#

I'm in grade 6 so I don't know what u mean...

#

well in grade 7 but failed grade 6

#

so back in grade 6.

fair fossil
#

o

upper ember
# alpine sable idk...?

oh, lol, well what i did was,
See the equilateral triangle? It is divided in 3 equal parts, now area of an inscribed equilateral triangle is (3*sqrt3)/4 *r^2, so i calculated that, and then, calculated the area of the segment and then added them both

fair fossil
#

square root

upper ember
#

sqrt=square root

winter bay
#

how do u just know the area of an inscribed equilateral triangle

upper ember
#

i studied it for olympiads

alpine sable
#

...

#

so do you guys know how to do this simply...?

upper ember
#

idk of any way simpler than this

alpine sable
upper ember
#

like anything else would be more complex, with trignometry, or some wacky geometry properties

#

ig

alpine sable
#

;-;

#

well ig u guys are too big brain for the problem

upper ember
#

big brain? and me? didnt know that was a thing

#

lol

alpine sable
#

lmao

#

oh @upper ember is there a way to find the area of a triangle without the base?

upper ember
#

well, there can be

#

like there is a formula, area of triangle=1/2 ab(sIn(C))

#

but u will need to know one of the lengths

#

then u can use some neat tricks to find the area

upper ember
forest wasp
# alpine sable

Not sure if this is correct but I feel like you can prolly just find the area of the circle and then divide by 3

#

Because if you look at the image the unshaded area is actually just the same as two of the shaded area

forest wasp
#

why not?

alpine sable
#

cause it'd be like 3 pieces of a pie then

#

I could find the area of the circle then triangle then subtract them and divide the answer by 3 tho

forest wasp
#

But isn't a part of the triangle also shaded in?

alpine sable
forest wasp
#

ok

stoic hound
#

The question doesn't actually say anything about symmetry

forest wasp
#

I think that it's pretty safe to assume that the diagram provided is at least accurate if not to scale

alpine sable
#

do i set the determinant to 0 for this?

stoic hound
#

For repeated eigenvalues you'd probably set the discriminant of the caharcetrsistic equation to 0

alpine sable
#

i mean discriminant not determinant sorry

stoic hound
#

Oh lol

#

Yeah

alpine sable
#

k well that answer is wrong

stoic hound
#

One possibility is how you're entering the answer.. These autograders can be really eccentric

alpine sable
#

nah it entered correctly

stoic hound
#

Well, that was my last idea.. Sorry

alpine sable
#

sorry its my bad

#

i messed up the sign

#

it should be +8

fading shadow
#

I have a question

alpine sable
#

what

fading shadow
#

d/dx lnax is just 1/x right

alpine sable
#

yes

fading shadow
#

So it doesn't matter what the coefficient is

alpine sable
#

i assumed it was a typo

#

but yah

alpine sable
#

it would be a/x

stoic hound
#

d/dx ln(ax) = 1/ax * a right?

fading shadow
#

Wait hold on yea by chain rule

stoic hound
#

Because after all, ln(ax) =ln(a) +ln(x)

alpine sable
stoic hound
#

And ln(a) disappears

alpine sable
#

fuck

stoic hound
#

Lmao

fading shadow
#

dln(ax)/d(ax) × d(ax)/dx

robust palm
#

How to find area of paralelogram (for my friend)

flat gust
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Base times height

round hawk
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can someone pls help me with this

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Just part(b)

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It’s about differential equation

jagged imp
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well if u=2x+y, du/dx=2+dy/dx, so dy/dx=du/dx-2. then, du/dx-2=u after subbing everything in. The resulting diffeq in u is seperable

round hawk
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Ohh got it! Thanks a lot!

small helm
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Can I get some help with question 12

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Since I have the symmetric equation of the line it's parallel to, I know what the direction vector is

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But not sure how I would find x_0, y_0, z_0

serene jacinth
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hey, could somone help me out with these equation ? Whats the reason or definition of multiplying the transpose x with x and the inverse of it ?

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i also would appreciate if you suggest somethin that i can study that on

fading zephyr
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that's the solution to a least squares problem @serene jacinth , you can find it from $\min_{\theta}\Vert X \theta - y \Vert_2^2$ by taking the gradient and setting it equal to 0

ocean sealBOT
fading zephyr
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you can look at multivariable calculus, linear algebra, optimization, signal processing, and/or machine learning to read about it

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the "reason", from the linalg perspective, is to project the vector y onto the row space of the matrix X, since that bunch of matrix operations yields an orthogonal projection matrix

green marsh
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hi

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how do i find the derivative of x^2+3x
ik the answer is 2x+3 but how

stoic hound
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Do you know how the derivative is defined

green marsh
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i dont understand what youre asking

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ik how to find the derivative of like

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2x^2 or something like that

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but not when its like 1+ 2x^2

fading zephyr
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but do you know what the derivative means

green marsh
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yes

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nx^n-1

alpine sable
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well through the definition you can find certain rules

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yeah exactly

green marsh
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yes

alpine sable
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the derivative of a number is just 0

green marsh
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ik the derivative of a constant

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is 0

alpine sable
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then what's the problem

green marsh
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idk how to do the problem