#help-10

1 messages · Page 8 of 1

low cipher
#

So to formulate a proper question,
if i have played 157 cards, how can i calculate how many decks are still left in play

flat rune
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you just want to know how many cards are left, you're not concerned with which cards have been played or if there even is any full deck (all distinct 52 cards) left?

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after youve played 8 cards , there is a possibility you have no more full decks

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otherwise you just take 416 - 157 , divide it by 52 and round down

low cipher
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it doesnt matter what cards have been played

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just how many

flat rune
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okay then you take (416 - X)/52 and round it down to the nearest whole number

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where X is the number of cards you've played

low cipher
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okay

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ill try that

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thank you

obtuse pebbleBOT
#

@low cipher Has your question been resolved?

obtuse pebbleBOT
#
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final sonnet
obtuse pebbleBOT
final sonnet
#

Not sure how to approach this

high lily
#

consider the period of cot

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add/subtract integer multiples of that from the argument until you get something more recognisable

final sonnet
#

The first thought i had was to simpliyfy it to 5pi/3 + 5pi/3 but that obviously doesnt work

high lily
#

The first thought i had was to simpliyfy it to 5pi/3 + 5pi/3 but that obviously doesnt work
that's not representative of what i described

#

nor is 25pi/6 equal to what you wrote

final sonnet
#

Yeah got that but what would be an alternative

high lily
#

what i wrote...

high lily
#

that combined with the line above it

final sonnet
#

Could you go in a little more in depth ?

high lily
#

do you know the period of the cot function

final sonnet
#

What do you mean by period?

flat rune
#

Periodic function is a function that repeats itself at regular intervals. A function y = f(x), which is a periodic function and has period P, can be referred as f(X + P) = f(X). Let us learn more about the formula, graph, properties of a periodic function.

final sonnet
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so its period is pi?

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if so how does that help me ?

flat rune
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yes the period is pi, that means that for any x, cot(x) = cot(x + pi) = cot(x + 2*pi) = cot(x - pi)

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you can just add or subtract pi as many times as you want

final sonnet
#

ngl my mind just exploded

final sonnet
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But i dont see how this helps me tho ?

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Like it gives me context but how do i apply it ?

flat rune
#

what ramonov was saying was that you can change 25pi/6 to something else which might be more recognisable

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but i guess it depends if youve ever dealt with the cot function

final sonnet
#

yeah

final sonnet
#

I got that part

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trying to simplify it to a fraction more recognizable

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But i dont even know what that would be

flat rune
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are there any values of x where you know what cot(x) is?

final sonnet
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i have this resource to help

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So thats like

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What im trying to turn 25pi/6 to ?

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to a fraction recognizable from there?

flat rune
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yes, exactly

final sonnet
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the problem is im not sure how i can modify 25pi/6

flat rune
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is it the fraction sign that confuses you?

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like do you generally have trouble with fractions?

final sonnet
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no its the fact i cant seem to simplify the fraction

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say i have cos(7pi/12)

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I could turn that into cos(3pi/12 + 4pi/12) ?

dusk quail
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Isnt thats a radian value?

final sonnet
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and then pi/4 and pi/3

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yes im working with radian

dusk quail
final sonnet
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yeah but i dont know how to repeat the process with 25/6?

flat rune
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anyway 7pi/12 is a bad example i think

dusk quail
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Bro like thats a very shit number

flat rune
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because it doesnt appear in that chart of yours. nothing there is divided by 12

dusk quail
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25×30>360

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U can find some values but i dont think it makes sense :/(by breaking it ofc)

final sonnet
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so then i would have my chart?

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i think

flat rune
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how does 7pi/12 turn into pi/4 and pi/3? do you mean pi/4+pi/3?

dusk quail
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💀

final sonnet
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yes

flat rune
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oh right

dusk quail
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It is

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Bro is sleeepy

flat rune
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but this isnt the same as ramonov was talking about at all

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youre not using the period of the function

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youre just rewriting a fraction

dusk quail
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Btw dont u guys think that doesnt make sense?

dusk quail
final sonnet
flat rune
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now im lost as well

final sonnet
#

not well enough

flat rune
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for any x, that is true

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so put in the x from your problem

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what do you get

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write it out!

final sonnet
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theres no x?

final sonnet
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i make it = to x?

flat rune
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theres an x in what i wrote

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now you put in something instead of x

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for example

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the thing from your problem

flat rune
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since what i wrote is true FOR ALL x, it will also be true for the number in your problem

flat rune
final sonnet
flat rune
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it's very simple

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take what i wrote. the equation i wrote

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replace x with something

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lets try 24pi/6? or maybe 23pi/6?

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no lets try 25pi/6

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that seems reasonable

final sonnet
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one sec

flat rune
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what i mean is.. i wrote cot(x) = cot(x + pi) = cot(x + 2*pi) = cot(x - pi)

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you write that now, here, while i watch

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but instead of 'x' you write '25pi/6'

final sonnet
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cot(25pi/6) = cot(25pi/6 + pi) = cot(25pi/6 + 2*pi) = cot(25pi/6 - pi)?

flat rune
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right right

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the point is that these are all the same

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as well as... cot(25pi/6 - 2*pi)

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cot(25pi/6 - 3*pi)

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cot(25pi/6 - 4*pi)

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cot(25pi/6 - 5*pi)

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etc etc

final sonnet
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right

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which means?

flat rune
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can you rewrite one of those?

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like simplify it

final sonnet
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what like make it -25pi?

flat rune
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for example what is 25pi/6 + pi

final sonnet
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26pi/6?

flat rune
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write it as one fraction

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nope

final sonnet
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25pi/6 + pi/1 so 31pi/6?

flat rune
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yeah!

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31pi/6

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but thats not any easier to work with

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its even worse

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what if we do minus instead of plus

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25pi/6 - pi?

final sonnet
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19pi/6?

flat rune
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yes

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do it again

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19pi/6 - pi

final sonnet
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13pi/6

flat rune
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keep going

final sonnet
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7pi/6 then 1pi/6

flat rune
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yeah

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pi/6

flat rune
final sonnet
#

ok and then cot means we are looking for what in here

flat rune
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so cot(25pi/6) = cot(pi/6)

final sonnet
flat rune
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since we can just subtracted pi (or add pi) as many times as we want in cot

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and then maybe you can take it from there?

final sonnet
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like

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what am i even looking for as an answer?

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like

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what it wants the angle ?

flat rune
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do you know the definition of cot?

final sonnet
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no

flat rune
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why are you trying to solve this problem again?

final sonnet
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part of the class im in

flat rune
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have they taught you about cot before?

final sonnet
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its online so yeah without further explanation but the explanation given didnt suffice so i tried to learn it onm y own

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but never actually understood it

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its the same with all the other ones

flat rune
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what about

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sin? or cos?

final sonnet
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arcsec csc sec sin cos tan arctan arcsin

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arccos

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like

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why so many freaking words

flat rune
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so youre basically no longer asking how to solve cot(25pi/6)

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youre asking "tell me about trigonometry"

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which is kinda beyond what i can do here :v

final sonnet
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wish my teacher gave us more than a 7 minute video but yeah thats fine

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Ill read more about it tommorow

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see what i can come up with

flat rune
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i'll just tell you that cot(x) = cos(x)/sin(x)

final sonnet
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ok

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so for instance here

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cos is x sin is y ?

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so then

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it would be

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divided by 0.5

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so sqr3 divided by 1 ?

flat rune
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you like to divide things by 1

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but yeah

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just say sqrt3 :p

final sonnet
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yeah it helps me visualize it

flat rune
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why dont you test it

final sonnet
#

?

flat rune
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thats a good theory

final sonnet
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test it ?

flat rune
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like simply go to google and type cot(pi/6)

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,cot(pi/6)

final sonnet
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well i need to understand it tho

flat rune
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,,cot(pi/6)

final sonnet
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then answer wont make me pass the exam

flat rune
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oh i thought you could use it here

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yeah yeah you have understood a bunch of things now (hopefully)

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but this is just to test your answer

final sonnet
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yeah

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Well i understand that not the rest but ill check that out on my own obviously

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thank you very much

flat rune
#

see it is sqrt(3)!

flat rune
final sonnet
#

yeah i got that part from the 7 min video he gave

flat rune
#

at 0 degrees, or radians, you get cos is 1 and sin is 0

final sonnet
#

basically the only thing i fully understood

flat rune
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i also always forget what cot/csc etc etc means

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so i have to look it up

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theyre all based on sin and cos though

final sonnet
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1/sin

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is csc

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arc means the opposite from what i understood?

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So arcsin is sin^-1

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same for the others

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sec idk what it is yet

flat rune
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yeah so arcsin(1/2) will get you pi/6

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since sin(pi/6) = 1/2

final sonnet
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arcsin 1/2 is -1/2?

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Like

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if i go with my chart

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the opposit of sin1/2

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is basically what its asking

flat rune
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huh wait

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where do you look at for sin(1/2)

final sonnet
#

if you ask me sin(1/2) = ?

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ill answer

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pi/6

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because this

flat rune
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no you read it the wrong way

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the pi/6 is what goes inside sin

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and 1/2 comes out

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sin(pi/6) = 1/2

final sonnet
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oh right okay

flat rune
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however with arcsin, its the other way

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arcsin(1/2) = pi/6

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thats all

final sonnet
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right

flat rune
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so actually answering sin(1/2) is hard. its not on the chart

final sonnet
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then calculator wise its just sin-1

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well id just do calculator then i think

flat rune
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yeah its sometimes written sin^(-1)

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$sin^{-1}$

warm shaleBOT
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reking

final sonnet
#

one more question

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if sec is = to 1/cos

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Then arcsec = cos/1?

flat rune
#

ohh

final sonnet
flat rune
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youre writing is equal to

final sonnet
#

yeah that

flat rune
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okay lol

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yes?

final sonnet
#

since its the opposite

flat rune
#

you mean arcsec x = cos x?

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thats not true

fierce lagoon
warm shaleBOT
#

Umbraleviathan

final sonnet
#

is what i mean

cedar lichen
#

arcsecx ≠ 1/secx

fierce lagoon
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No that's not what it works

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arcsec(x) is the inverse of sec(x)

final sonnet
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yeah

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and sec is the thing at the top so 1/cosx

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so the inverse is the -cos?

fierce lagoon
#

Inverses are not just flopping the fraction and then multiplying by -1

flat rune
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inverse doesnt mean that you flip the fraction

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or put a minus sign in front

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exactly :.p

final sonnet
#

What does it mean then ?

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-cosx?

fierce lagoon
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It means you flip the function across y=x

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That's what inverses are

flat rune
cedar lichen
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If secx = y then x = arcsec y

fierce lagoon
#

You take a function, flip it cross y=x

cedar lichen
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If you're asking about a relation relating arcsec and arccos, there's arcsec(x) = arccos(1/x)

final sonnet
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i just want like formula type thing

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i understand more like like

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like sec is fine right

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iget that 100%

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1/cosx is simple

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But then how would i wirte the function of arcsec

final sonnet
#

1/cosy?

cedar lichen
#

You can't write arcsec in terms of cos as far as I'm aware

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Just arccos

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Idk maybe you can, but it wouldn't be nice

final sonnet
flat rune
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not exactly

fierce lagoon
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Idk what you're trying to do

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Arcsec is arcsec

final sonnet
#

but what does it mean ?

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It means

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the opposite of sec

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and sec is 1/cosx?

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so what is the oppositie of 1/cosx?

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well

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yeah

fierce lagoon
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If you wanna find the inverse using 1/cos

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It's arccos(1/x))

final sonnet
#

if i dont want to do that it would be ?

fierce lagoon
#

$\arcsec{(x)} = \arccos{\left(\frac{1}{x}\right)}$

warm shaleBOT
#

Umbraleviathan

flat rune
#

but thats what arcsec is

final sonnet
#

ok

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yeah ill try to look more into it tommorow

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thank for you help ill close room now

#

.close

obtuse pebbleBOT
#
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delicate lion
obtuse pebbleBOT
#

@delicate lion Has your question been resolved?

obtuse pebbleBOT
#

@delicate lion Has your question been resolved?

obtuse pebbleBOT
#

@delicate lion Has your question been resolved?

obtuse pebbleBOT
#

@delicate lion Has your question been resolved?

delicate lion
#

Hello guys, anyone knows?

void pelican
delicate lion
void pelican
#

F

delicate lion
#

Hello guys, anyone knows?

obtuse pebbleBOT
#

@delicate lion Has your question been resolved?

obtuse pebbleBOT
#
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lost fulcrum
#

I am working on an excel sheet to calculate damage done but certain weapons in a video game. I want to know the real rounds used per hour for a turret. One of these does 300 rounds per minute with a magazine size of 10 rounds and has a reload time of 2.5 seconds. I worked this out the long ways to figure out what the answer should be for this particular weapon but I need a formula I can put in an excel cell so I can calculate the value of many more weapons in this game.

trail musk
#

Does the 300 rounds per minute account for the reload time already

lost fulcrum
#

no

trail musk
#

And you reload after every 10 rounds fired?

lost fulcrum
#

thats what I am trying to figure out. that is just continious firing

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yes

grizzled shore
#

So how long does it take for fire 1 bullet

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If it can do 300 continuously in a minute

lost fulcrum
#

I figured at 300 rpm I could fire 10 rounds in 2 secs

trail musk
#

,calc 300/60

warm shaleBOT
#

Result:

5
grizzled shore
#

So 5 rounds a second

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So every 2 seconds it needs to reload

trail musk
#

5 rounds a sec, which means 5 rounds every 4.5 sec with reload time

grizzled shore
#

So each set of 10 rounds + reload takes 2s + 2.5s

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No no there’s 10 in a magazine

trail musk
#

Yeah you're right

grizzled shore
#

So it takes 4.5s to fire 10 rounds

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How many 4.5s are there in an hour?

lost fulcrum
#

14 in 60 seconds

grizzled shore
#

,calc 60/4.5

warm shaleBOT
#

Result:

13.333333333333
grizzled shore
#

Sus

lost fulcrum
#

So in my excel sheet RPM is cell U2 Magazine size is X2 reload time is Y2 and the formula I am putting in AA2 which is Rounds Consumed per Hour

#

those cells all have variables for the different weapons

grizzled shore
#

Well how did we find the 4.5s

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We took rounds per minute

lost fulcrum
grizzled shore
#

Divided it by the minute to see how much time per round

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In this case it is 0.2

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0.2s per round

lost fulcrum
#

thats how I came up with the answer the long way

grizzled shore
#

Then we multiplied it by the number of rounds in a magazine

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So 0.2*10 = 2s

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Then we added the reload time

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Then we divide the number of seconds in an hour to the time we just got (2s + 2.5s)

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To find the number of rounds shot over 1 hour

lost fulcrum
#

yeah thats not working out to match my other results

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I should be at around 8400 rounds per hour

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what I am getting is 300rpm/60=5 Then mag size of 10/5=2 then adding the two together is 2+2.5=4.5 then the total seconds in an hour is 3600/4.5=800

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In this screenshot I am starting with 60 seconds then I minus 2 seconds to fire 5 10 rounds which takes me to 58 seconds then I reload with takes 2.5 seconds which takes me to 55.5 seconds and so on

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every 2 in the screen shot represents 10 rounds and there are 14 2's

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14 * 10 bullets is 140 bullets per minute * 60 minutes = 8400

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ahh wait....

lost fulcrum
#

so 8000

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I guess thats close enough

#

.close

obtuse pebbleBOT
#
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rough dirge
#

how would i set this up, im not a big word problem guy

obsidian isle
#

Have you tried drawing a picture?

proven zephyr
#

"how would i set this up"

#

i think he dont know how to

rough dirge
#

ya im confused on how to set it up

#

ill probably be able to figure it out with it setup just confused on that step

high lily
#

start by drawing the ground

#

and then a pole

#

label that pole with a length of 19ft etc

#

try and represent all the given info on the diagram

rough dirge
#

alright

#

.close

obtuse pebbleBOT
#
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obtuse pebbleBOT
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haughty shore
#

For calc

obtuse pebbleBOT
haughty shore
#

how do you know what kind of region it is

#

between type 1 and 2

tardy epoch
#

Can you be more specific with an example of each or precise definitions

#

@haughty shore

haughty shore
#

1<=x^2+y^2<=9

#

i think thats both

#

would i be right

tardy epoch
#

What is the difference between type 1 and 2

haughty shore
#

uh type 1 is dydx type 2 is dxdy

#

right

tardy epoch
#

Every book is different

#

Find the definition in your book

haughty shore
haughty shore
obtuse pebbleBOT
#

@haughty shore Has your question been resolved?

haughty shore
#

<@&286206848099549185>

#

.clos

#

.close

obtuse pebbleBOT
#
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brittle warren
#

hey can anyone teach me integration

obtuse pebbleBOT
tardy epoch
#

Google Khan academy videos on integrals @brittle warren

obsidian isle
#

Add tiny rectangles

#

That's all there is to it

tardy epoch
#

Only tiny in width.

obsidian isle
#

You can also use trapezoids if you feel like it

obtuse pebbleBOT
#

@brittle warren Has your question been resolved?

obtuse pebbleBOT
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obtuse pebbleBOT
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quiet ruin
#

could someone please teach me how to do (c)

obtuse pebbleBOT
spiral ether
#

now just apply the formula arc length = $r \theta$ (which isn't the same as $R$ or $\theta$ in the diagram)

warm shaleBOT
#

findingsouth

spiral ether
#

and then you can solve using your GDC, most likely

obtuse pebbleBOT
#

@quiet ruin Has your question been resolved?

quiet ruin
spiral ether
quiet ruin
#

let me try attempt it again, brb

obtuse pebbleBOT
#
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obtuse pebbleBOT
#
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mellow frost
#

Can anyone help me in question no. 2?

obtuse pebbleBOT
mellow frost
#

Mention me if someone come

midnight pumice
#

i try

mellow frost
#

Ok

obtuse pebbleBOT
#

@mellow frost Has your question been resolved?

kindred oasis
mellow frost
#

I just don’t know how to solve these

#

I solved basic questions

#

Like this

#

Can you explain me from basic?

kindred oasis
#

Do you need help with 2a, 2b or 2c?

mellow frost
#

I searched on YouTube but didn’t find any good tutorial

kindred oasis
mellow frost
#

2b

#

I know how to solve 2a

#

Help me with 2b(i,ii,iii)

kindred oasis
kindred oasis
kindred oasis
native ginkgo
#

Well

#

There is another way to tackle this

mellow frost
#

How

kindred oasis
#

You should be able to solve 2c without limits @mellow frost

#

Then for the others you can follow the graph I sent you before

mellow frost
#

Can you tell me how to solve this?

kindred oasis
kindred oasis
native ginkgo
#

Yeah I agree just there are formulas online about mathematics intergovernmental it could help you a lot in the journey. I use this for my codes to solve local proximity distance so you could use powers of the 10s then dividing making a graphical chart and start adding up the math then search up the basic formula for the question then BOOM.

kindred oasis
#

What

mellow frost
#

Everything is going above my head lol

woeful crane
kindred oasis
native ginkgo
#

So my professor thought us there way

kindred oasis
native ginkgo
#

Basically like kung fu

kindred oasis
solar dune
#

Well you can always manipulate by the asymptote if you want to you can even formulate the limiting factor using the conjugates in distributing the identifier in trig

solar dune
#

Sometimes you just have to extrapolate your ping in such a way that it makes the mathematical equation appear earlier and it allows you to parry easier

native ginkgo
#

How about warry ?

#

@cedar dirge

kindred oasis
native ginkgo
#

Yeah ik

solar dune
#

Warry is harder than parry but you can always industrialize the Ford Focus

kindred oasis
#

@mellow frost have you tried to solve the problem with the chart I sent you? What did you get?

mellow frost
#

Im trying

native ginkgo
#

You mean a graphical chart is way better

solar dune
#

In calculus, the Leibniz integral rule for differentiation under the integral sign, named after Gottfried Leibniz, states that for an integral of the form

where



<
a
(
x
)
,
b
(
x
)
<

kindred oasis
obtuse pebbleBOT
#

@mellow frost Has your question been resolved?

obtuse pebbleBOT
#

@mellow frost Has your question been resolved?

obtuse pebbleBOT
#
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obtuse pebbleBOT
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feral sentinel
obtuse pebbleBOT
feral sentinel
#

hi can someone tell me how this works
im trying to use the maclaurin series to solve this
but i dont get the working here

timid silo
#

You don't understand how mclaurin series work?

feral sentinel
#

i know that we need (1 + ...)^n for us to use the formula

#

but im not sure how did we get (2 + x)^-2

#

like the working xD

timid silo
#

Did you do that working

feral sentinel
#

oh no not me

#

found it online

royal basin
#

then whoever did that work is lying to you

#

raising something to the power of 1/2 is not the same as raising it to the power of -2

feral sentinel
#

ohhh

timid silo
#

We could derive the mclaurin series ourselves

feral sentinel
#

hmm so would it be like

#

3 + (1 + x)^1/2

#

then we expand (1+x)^1/2

timid silo
#

???

feral sentinel
#

omg wait

#

nvm we cant just take out 3

timid silo
#

$$\sqrt{4+x} \neq 3 + \sqrt{1+x}$$

warm shaleBOT
#

Legolas

feral sentinel
#

ahh yes sry

timid silo
#

well we know the mclaurin series is

#

$$\sum_{n=0}^{\infty} \frac{f^{(n)}(0)}{n!}x^n$$

warm shaleBOT
#

Legolas

feral sentinel
#

yes

#

do i have to memorise that formula

#

or can i always refer to it

timid silo
#

well it comes from the formula of taylor series

#

$$\sum_{n=0}^{\infty} \frac{f^{(n)}(a)}{n!}(x-a)^n$$

warm shaleBOT
#

Legolas

timid silo
#

You should try to have it in the back of your mind yk

feral sentinel
#

ohh okay i will try

timid silo
#

so we only want to expand until the x^3 term

feral sentinel
#

is this equivalent to what u wrote

timid silo
#

$$\sum_{n=0}^{3} \frac{f^{(n)}(0)}{n!}x^n$$

warm shaleBOT
#

Legolas

feral sentinel
feral sentinel
timid silo
#

so we have the function sqrt(x+4) right

feral sentinel
#

yes

timid silo
#

we want to keep evaluating it's derivatives at zero

feral sentinel
#

we differentiate it 3 times

#

wait wat

timid silo
#

yes

feral sentinel
#

oh

#

yes

#

then we find

#

f(x) and f'(x) and f''(x)

#

and f'''(x)

feral sentinel
timid silo
#

$$\frac{f(0)}{0!}x^0+\frac{f^{1}(0)}{1}x^1+\frac{f^{2}(0)}{2!}x^2+\frac{f^{3}(0)}{3!}x^3$$

warm shaleBOT
#

Legolas

timid silo
#

pretend that those represent derivatives plz

feral sentinel
#

ohhhh

#

yessir

#

i understand

#

thank u

#

wait actually can i ask one more

timid silo
#

this is just f, first derivative, second derivative, third derivative

timid silo
feral sentinel
#

for this small angle approximation thingy

#

why can we do this

#

is it because since the mac series expands infinitely the x becomes insignificant or somethin

#

yes

timid silo
#

for small values of x, only the x term matters

#

because the -x^3/3!+x^5/5! .... terms will all be really small

#

if x is small, like less than 1, then x^3 will be even smaller

feral sentinel
#

oh rightt

timid silo
#

and then we divide it by 6, so it will be even smaller

#

so x^3/6 will be neglebible

feral sentinel
#

ohhh i see

timid silo
#

and so will all the other terms

feral sentinel
#

so a) we can just convert sin2x to sinx

#

yessir so it will become so small that we can jut ignore it

timid silo
#

sin 2x would be 2x

feral sentinel
#

wait wut

#

OH

timid silo
#

Look at the graph

#

sin 2x is really close to y=2x for small values of x

feral sentinel
#

oh so if we remove sin

#

there wont be much difference

timid silo
#

only for small values of x of course

feral sentinel
#

then when we add all the other expressions the difference will get even smaller

timid silo
#

yes

feral sentinel
#

ohhhh

#

can i see an example for tan pls

timid silo
#

tan(x) is sin(x)/cos(x) right

#

what is the first term of the mclaurin of sin and cos

#

we know the first term of sin(x) is x

#

what about cos(x)

feral sentinel
#

1

#

i think

timid silo
#

so tan(x) is sin(x)/cos(x)

feral sentinel
#

OH

#

okay me get

#

wait but why is cos(x) approximation so much different

#

from sin and tan

timid silo
#

the graph of tan x is close to the graph of y=x for small vals of x

feral sentinel
#

hmm

#

wait so cos(x)'s approximation

#

is the first two terms

#

of the mac series

timid silo
#

well for really small values of x

#

they are almost one

#

,wolf cos(0.001)

timid silo
#

,wolf cos(-0.001)

timid silo
#

so yeah technically 1

#

,wolf cos(-0.000000000000000000001)

feral sentinel
#

ohh wait so the "-x^2/2" is just to show that the value is really really close to 1, but not 1

timid silo
#

so we could just say cos(x) approximately 1 for** really **small values of x

feral sentinel
#

oh wooot

feral sentinel
#

ohh i see

timid silo
#

every term we add to the mclaurin series adds extra precision to our answer

feral sentinel
#

ah okei, but the reason why we didnt add 1 more term to the tan and sin one

#

is because the value is literally x?

timid silo
#

well we could've, but we are dealing with small values

timid silo
#

so that's why

feral sentinel
#

hmm okay i understand

#

wait then what about part c

#

would it be

#

would it be x sec x?

#

oh wait no

timid silo
#

Sin(x/2) becomes x/2

feral sentinel
#

oh yea

timid silo
#

Sec x is 1/cosx which is approximately 1 for small values of x

#

So it’s just x/2

feral sentinel
#

ahhhh

#

okay

#

then for part d

#

its uh

#

pi/4 cant be ignored right

#

its a biig number

#

so itll just be x + pi/4?

timid silo
#

Yes

feral sentinel
#

OH

#

okay tysm sir

timid silo
#

Well we said tan(x)~x

#

So tan(x+π/4) approximately equal to x + π/4

#

Same thing

feral sentinel
#

ohh i see

#

oh wait LASTTTT

#

question

#

all these expansions

#

are just the maclaurin series right

#

like for sin(x) = x - x^3/3! + ...

#

its as if we differentiated it and subbed the values into the maclaurin series

#

its just an easier way to go about it

timid silo
#

I don’t get what you mean

feral sentinel
#

oh um like all these terms are derived from the maclaurin series formula

timid silo
#

Yes

feral sentinel
#

ohhh

#

okay

#

i get it now

#

thank u xD

#

.close

obtuse pebbleBOT
#
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onyx sentinel
#

need help in proving that the given number is irrational

onyx sentinel
#

(2 - root 2) / (5 - root 5)

#

Need to prove here that the given number is irrational

#

already proved that root 2 is irrational

#

can someone tell what to do next?

devout sable
#

Do you know rationalisation

onyx sentinel
#

yes

devout sable
#

$\frac{ (2-\sqrt 2) \cdot ( 5 + \sqrt 5)} {(5 - \sqrt 5) \cdot (5 + \sqrt 5)}$

onyx sentinel
#

yes

#

then?

kind hawk
#

brackets please

devout sable
#

Sry for that i’m on phone bearlain

onyx sentinel
#

i do know that we need to compare them with rational numbers and then arrive at a contradiction

warm shaleBOT
devout sable
#

Yes

devout sable
onyx sentinel
#

yea

#

gimme a min

#

yea

#

so

#

i am getting

#

( 10 + 2 root 5 - 5 root 2 - root 10) / 20

devout sable
onyx sentinel
#

yea

#

so

#

can i tell you what i did before this

#

so

#

what i was planning to do is

#

that i prove root 2 is irrational

#

and then simplify and transpose terms in such a way that i get root 2 on one side and rational numbers on the other

#

and then arrive at a contradication

timid silo
#

(irrational numbers arent closed under addition though)

onyx sentinel
#

hmm

#

ok

#

then what do i do

obtuse pebbleBOT
#

@onyx sentinel Has your question been resolved?

onyx sentinel
#

.close

obtuse pebbleBOT
#
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velvet ibex
#

Given a point E(k^2, k, 2) lies on the plane

velvet ibex
#

find the value of k such that k < 0

#

I have equated i, j and k so

#

k^2 = 7 + 8s - 3t
k = 2 + 5s - t
2 = 3 + s + 4t

#

I've been trying to solve these three simultaneous equations for the past hour or so

royal basin
#

sounds a little overkill

#

but also may i suggest an alternative

velvet ibex
#

sure, go ahead

royal basin
#
  1. find the normal of the plane
  2. find the equation of the plane in point-normal form
  3. plug in your point (k^2, k, 2) into it
velvet ibex
#

normal of the plane through the vector product?

#

or cross product

#

whichever you call it

#

and by point-normal form, Cartesian form? like ax + by + cz = d?

royal basin
#

close enough

#

either way you get an implicit equation

forest yacht
#

if you want some visualization

velvet ibex
#

not sure whether or not I am even doing it correctly @royal basin @forest yacht

#

I think I found the cross product

royal basin
#

,w (8,5,1) × (-3,-1,4)

royal basin
#

looks like you made a sign error somewhere

velvet ibex
#

the last bit

#

ah I see

royal basin
#

you can shorten this by a factor of 7

#

and take (3, -5, 1) as your normal

#

3x - 5y + z = d

#

find d from knowing that the point (7,2,3) lies in your plane

velvet ibex
#

I haven't fully learnt the cross product yet

#

is the cross product the normal vector I get

#

like what's seen on @forest yacht's diagram

forest yacht
#

yes it is

velvet ibex
#

d is the dot product between the position vector 7, 2, 3 and the normal

#

right?

royal basin
#

nyeh if you wanna put it that way sure

forest yacht
#

a vector produced by cross product of 2 vectors is perpendicular to them

velvet ibex
#

I've been learning this myself so I haven't really had anyone to give me a proper explanation

#

my syllabus says r dot n is equal to p

royal basin
#

your syllabus probably says something else rather than Just That as if it were gospel

velvet ibex
forest yacht
velvet ibex
#

I've arrived here

forest yacht
#

seems legit

velvet ibex
#

then I just substitute in what the question originally told me to find

#

to find k

velvet ibex
#

and my original vector was where the coefficients in s were all negative

#

because that's how I found that direction vector

#

if the coefficients of s were all negative would have it made a difference?

forest yacht
#

a plane is generated by the all scalars of the 2 direction vectors (linear combination)

velvet ibex
#

ah

#

with scalars there's no direction so it wouldn't have mattered right

#

and there's the answer

#

is what my worked solutions said to do

velvet ibex
forest yacht
velvet ibex
#

that's what I have been doing for the past 10 or so questions

#

last question I just summed everything up

royal basin
#

cbf rn

#

sorry

velvet ibex
#

and the working looks like

#

@forest yacht would the cross product have been more efficient?

#

I think that took several attempts for me to get correct

#

question was to find p given a point B that lies on the plane

forest yacht
velvet ibex
#

yeah

#

the next exercise is all about the cross product

#

in future, should I stick to the vector product for planes

#

and the dot product for lines

#

in general

#

or is it not as clear cut as use this or this

forest yacht
#

stick to the definition, that's math

#

and a plane is defined by normal vector

velvet ibex
#

if a vector is (a1,a2,a3) then a1x + a2y + a3z = d

#

I'll keep this in mind

forest yacht
velvet ibex
#

I don't know

#

nevermind the question

#

the dot product is useful for both

#

but next time I won't think of doing simultaneous equations

#

for this type of problem again

forest yacht
#

you want some derivation of vector form and normal form of the plane?

#

might help memorizing

velvet ibex
#

my one looks something like this so far

#

that's how much I know about the vector product

#

I know how the scalar one is derived

velvet ibex
#

if you have to make them then just give me some things I should go find resources for

#

I made this one quickly last night I think so

forest yacht
#

given a plane $\vec{r}=\vec{r_0}+s\vec{u}+t\vec{v}$, the normal vector $\hat n$ is perpendicular to directional vectors $\vec{u},\vec{v}$. so the dot product $\vec{r}\cdot\hat n=(\vec{r_0}+s\vec{u}+t\vec{v})\cdot\hat n=\vec{r_0}\cdot\hat n$

warm shaleBOT
#

JellyShark

forest yacht
#

let $\hat n=(a,b,c), \vec{r}=(x,y,z)$. compared to the normal form $ax+by+cz=d$, $d=\vec{r}\cdot\hat n=\vec{r_0}\cdot\hat n$.

warm shaleBOT
#

JellyShark

forest yacht
#

or ask somebody else or internet how to do it. knowing how a formula comes from help comprehension a lot.

velvet ibex
#

alright

#

I'll set some time myself to derive the cross product

#

I think I have a video or two that derives it

#

I just haven't had time to watch it yet

#

thanks for the help today @forest yacht and @royal basin

#

.close

obtuse pebbleBOT
#
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rocky kite
obtuse pebbleBOT
rocky kite
#

how do you do this im so stuck

timid silo
#

Look

#

Notice that DB is the altitude of the equilateral triangle

#

And it is the diameter of the circle

#

So by trig you can find AC in terms of the radius

rocky kite
#

ok

timid silo
#

Like focus on ADB and try to find AD

#

If you know that DB is 2r where r is the radius

rocky kite
#

i found AC in terms of the radius but how would i use the radius to find FE

timid silo
#

OFB is isosceles

#

You could draw an altitude on FB from O

#

Then it would be a right triangle with 30 60 90 as well

rocky kite
#

oh i got it

#

i forgot OF was the radius as well lol

obtuse pebbleBOT
#

@rocky kite Has your question been resolved?

#
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tribal beacon
#

The answer should be 2 no ? the computer says I'm wrong

timid silo
#

It should be 2

tribal beacon
#

No but ?

reef grotto
#

no

#

dude

#

just subtract number 1 from number 2

#

lol

timid silo
#

Subtract second equation from first

reef grotto
#

no need for sub

timid silo
tribal beacon
#

Ty

#

.close

obtuse pebbleBOT
#
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Closed by @tribal beacon

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Ask your math question in a clear, concise manner.
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eternal gulch
#

Determine the value for the number “a” so that lim x—>2 [ (3x^2 + ax + a + 3) / (x^2 + x - 6) ] will exist.

eternal gulch
#

That’s how it looks

#

I’m not@sure how to solve this

novel knoll
#

What does denominator approach?

harsh remnant
#

Factor the denominator first

eternal gulch
#

Oops right sorry forgot to show that

#

I got (x-2)(x+3)

#

But I’m still not sure what to do

#

Sorry calculus is like super complex for me I’m rlly dumb at it

eternal gulch
novel knoll
#

I mean what I said?

#

What does it approach

eternal gulch
#

Ohhh oops

#

It approaches 2 sorry

novel knoll
#

Really?

#

2^2+2-6=2?

eternal gulch
#

Ohhh my bad I thought you meant the limit

#

Sorry

#

It’s 0

#

That’s what I don’t get thooo

#

I thought maybe factoring might help

#

But it didn’t I still get a denominator of 0

novel knoll
#

So only way limit can exist is if numerator also approaches 0 to cancel that out

eternal gulch
#

So if it’s a 0/0, that means the limit can exist ?

#

Can I make the numerator = 0, and then get the value for a theough that?

eternal gulch
#

Sorry if this is dumb

#

But wouldn’t that be undefined ?

novel knoll
#

Indeterminate

eternal gulch
#

I thought anything divided by 0 is undefined

novel knoll
#

Not undefined

eternal gulch
#

Ohhhh

#

Okok

#

Thanks sorry

novel knoll
#

lim x->0 of x/x

#

Is not undefined

#

For example

eternal gulch
#

Ohhhhh

#

Wait yeah ur right that makes sense

#

Thank u

uneven flicker
novel knoll
#

What?

eternal gulch
uneven flicker
#

x^2 + x -6

#

what are the factors for this

eternal gulch
#

Yeah

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X-2

novel knoll
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Yes what?

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We already went over this

uneven flicker
#

oh

novel knoll
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What?

eternal gulch
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And x+3

uneven flicker
#

(x+3) (x-2)

eternal gulch
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Yeah

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No he explained it

uneven flicker
#

no but like

eternal gulch
#

A 0/0 is still a limit

uneven flicker
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if x -> 2

uneven flicker
eternal gulch
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I thought it was undefined

uneven flicker
#

but does the upper part reach 0

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oh you got a

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you can make it reach it

eternal gulch
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Yeahhh

novel knoll
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????

uneven flicker
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my bad

eternal gulch
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Yeah nw

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Thanks guys

uneven flicker
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thank him

eternal gulch
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I get it now imma try solving

uneven flicker
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i didnt do shit

eternal gulch
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Yeah thanks sm scrapeprof

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I actually get the concept too now tysm

uneven flicker
#

to like say 0/0 can be a limit

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?

novel knoll
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Why

novel knoll
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Hopefully one can compute this limit without L’H

obtuse pebbleBOT
#

@eternal gulch Has your question been resolved?

eternal gulch
#

How would I find the limit

eternal gulch
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@novel knoll @uneven flicker

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Nvm

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Mb for the @

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.close

obtuse pebbleBOT
#
Channel closed

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distant ravine
#

Linear Algebra
The video shows how to find the image of a transformation. So he takes all the vectors in B, does the transformation on them and says that the span of those vectors is the Image of T. But first, he checks that they're all linearly independant, by putting them in a matrix and ...(idk what the term for what he does is).
Anyways, what I don't understand is: Why does he put the vectors in the matrix horizontally and not vertically?

distant ravine
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In which situations do you think "I need to put the vectors vertically / horizontally into a matrix"?

warm canopy
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When it comes to images, it's always columns

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The column span of a matrix is its image

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You "put vectors in horizontally" when you're solving a system of equations by representing it as a matrix

distant ravine
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Okay, but this is about images, and it's rows, not columns.

warm canopy
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In the picture you sent, he's put them in as columns no?

distant ravine
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Nope. Rows.

warm canopy
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Ah, you can do either

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So what he's done there is put them in as rows so that he can put that matrix into REF to see if they're linearly independent

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You can do the same thing by putting them in as columns and doing column operations instead i believe

distant ravine
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Column operations?

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Like, same as usual but like, adding them horizontally and stuff?

warm canopy
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Yeah

distant ravine
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I just don't understand why he'd decide to do that instead of vertical

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What the motivation for doing either is

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Wait a minute, he does row operations

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He says so in the video

warm canopy
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Okay so in that case

distant ravine
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oh wait I'm getting confused

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nvm lol I'm tired

warm canopy
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What's also true is that because of the nature of those vectors, they're both the columns and rows lol

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Look at the matrix

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Both columns and rows happen to be those 3 vectors

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So it can look like he's put them in as columns or rows

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He's put them in as rows and doing row ops

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You could pit them in as cols and do column ops

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Works the same way

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But if you actuslly want the mateix representation of T, you need to put them as columns

distant ravine
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Can I always put vectors into a matrix either like this or like that?

warm canopy
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If you jusy want tl see if they're LI, then yes

distant ravine
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So it has to be columns, not rows

warm canopy
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If you just want to see if vectors are LI, you can make them rows or columns and do row or column ops respectively