#help-10

1 messages · Page 240 of 1

cosmic cliff
#

What’s the proof for the divisibility rule for 3?(that a number is divisible by 3 if the sum of its digits is divisible by 3)

elfin burrow
#

write the number in base 10 and see that 10 = 1 mod 3

cosmic cliff
#

“In base 10” means like, if the number is 1532=1000.1 + 100.5 + 10.3 + 2?

elfin burrow
#

yes

cosmic cliff
#

Oh so it’s like

#

10, 100, 1000 etc are always not divisible by 3(due to them always leaving a remainder), so what divisibility by 3 in this case relies on are the digits left?(in this case 1, 5, 3, 2)?

elfin burrow
cosmic cliff
#

Yes but why is that important?

#

As in, why do we care what the remainder is? Isn’t it enough that there is some remainder?

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*when divided by 3

#

Oh I think I kinda get it

#

And then when we’re left with just the digits, why exactly does adding them up give us the result?

cosmic cliff
#

Is it because it’d usually be 1000.1/3 + 100.5/3 + 10.3/3 + 2/3 but since we can now neglect the 10,100, 1000, we’re left with just 1/3 + 5/3 + 3/3 + 2/3 which equals (1+5+3+2)/3?

cosmic cliff
elfin burrow
#

$$N = a_k \cdot 10^k + a_{k-1} \cdot 10^{k-1} + \cdots + a_1 \cdot 10^1 + a_0 \cdot 10^0$$ Noting that $10 \equiv 1 \pmod 3 \implies 10^k \equiv 1^k \equiv 1 \pmod 3$, we get
\begin{align*}
N &\equiv a_k 1^k + a_{k-1} 1^{k-1} + \cdots + a_1 1^1 + a_0 \
&\equiv a_k + a_{k-1} + \cdots + a_1 + a_0 \pmod{3}
\end{align*}

cosmic cliff
#

Yeah thanks

elfin burrow
#

so adding up the digits gives you the residue of N modulo 3

warm shaleBOT
#

tushar

cosmic cliff
#

Oh okay nvm I got it

#

Thanks

obtuse pebbleBOT
#

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soft pond
#

hey, i need help

obtuse pebbleBOT
soft pond
#

It says that i have to rewrite the following expressions into a product of 2 2-led quantities.

#

The one on top is an example

polar fossil
#

do you understand that example?

soft pond
#

no

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I need someone to explain it

polar fossil
#

do you understand how to go the other way, from (x-3)(x+3) to x²-9?

soft pond
#

yes

polar fossil
#

okay. try changing that 3 for something else, like 4. What do you get?

#

so what happens if you do (x-4)(x+4)

soft pond
#

x²-16

polar fossil
#

yep, do you see the pattern? if not, try 5

soft pond
#

So from what I understand right now is that the answer to number 1) is (x-1)(x+1)?

polar fossil
#

yep!

#

this is called difference of perfect squares because you have something of the form a² - b²

soft pond
#

Thank you!

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smoky solar
#

not entirely sure how to divide this properly... anyone?

harsh remnant
#

Have you heard of long division

smoky solar
#

yeah

#

i learned that in like 3rd grade

harsh remnant
#

Then let's apply it here

nocturne minnow
undone quartz
#

synthetic division is much easier and simpler to use

nocturne minnow
# undone quartz

You understand that synthetic division is a shortcut to long division, right?

#

They should learn long division first, before getting into synthetic division

obtuse pebbleBOT
#

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torn nimbus
#

Hi

obtuse pebbleBOT
torn nimbus
#

I I want a help

teal turret
#

send ur question

errant lark
harsh remnant
#

Ask away

versed stratus
obtuse pebbleBOT
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@torn nimbus Has your question been resolved?

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vestal pawn
#

Soo i'm making a game and it has some six sided dice that two players roll. Each dice has 4 results of A and 2 results of B. Each result of B cancels one A and vice versa. Player One is trying to roll As and has a 4/6 chance to roll an A on each dice. Player Two is trying to roll Bs and has 2/6 change to roll a B. If all the dice would cancel out (2 As and 2 Bs) Player Two rolling Bs wins. How do you calculate the probability of player A winning with 4 (or n) amount of dice. With one or two dice it seem doable to calculate by hand. But the game rolls 4 dice and i have no idea how to do it...

obtuse pebbleBOT
#

@vestal pawn Has your question been resolved?

obtuse pebbleBOT
#

@vestal pawn Has your question been resolved?

gilded needle
warm shaleBOT
obtuse pebbleBOT
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@vestal pawn Has your question been resolved?

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obtuse pebbleBOT
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timid silo
#

can anyone solve this 1
11
1000
+
859
1000

2:
145
1000
+
170
1000

3:
1
56
1000
+
581
1000

4:
175
1000
+
806
1000

5:
316
1000
+
816
1000

6:
735
1000
+
958
1000

7:
860
1000
+
914
1000

8:
1
164
1000

  • 1
    239
    1000
    =

9:
232
1000

  • 1
    12
    1000
    =

10:
475
1000
+
107
1000

obtuse pebbleBOT
#

Please don't occupy multiple help channels.

frosty river
#

You can ask just one question at the same time.

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.close

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inland thicket
obtuse pebbleBOT
inland thicket
#

guys whot is this

#

mistake?

#

they put 6 instead of 4?

#

divide all by 6

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how is it possible they make such a enormous mistake?

tardy epoch
#

yea there's a mistake

inland thicket
#

😮

tardy epoch
#

either the first 4 should be a 6

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or all 6s should be 4s

inland thicket
#

oh just realised

#

ye

fossil crag
#

I think the correct final line is $L(y) = \Big( \frac{y}{4} \Big)⁶$

warm shaleBOT
#

rafilou2003

fossil crag
#

Based on what is above

obtuse pebbleBOT
#

@inland thicket Has your question been resolved?

inland thicket
#

‼️

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gleaming bolt
#

how to solve this: Find all functions f: R→R such that

f(x + y) + f(x − y) = f(x) + 6xy^2 + x^3

for any real x, y.

gleaming bolt
#

i tried an i find f(0) =0 replacing x and y for 0

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and f(x)=x^3

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but i dont know how to atack more the problem

tardy epoch
#

Did you do y = x

gleaming bolt
#

yes but i dont see clearly where that goes

thin mirage
#

a

warm canopy
gleaming bolt
#

yes?

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i really dont know where functional ecuations ends

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just whit that x i can say i find it for every x and y?

warm canopy
#

the only function that satisfies the y=0 equation is x^3, so thats the only function you need to check

gleaming bolt
#

so are the y's negligible for all real x's?

frosty river
#

What @warm canopy says is that the condition implies f(x)=x³. But you need to check if f(x)=x³ implies the condition.

gleaming bolt
#

oooh

warm canopy
#

yeah checking y=0 tells you that the only possible function is x^3

gleaming bolt
#

ok thanks

#

how i close this chanel

frosty river
#

. close together

gleaming bolt
#

thanks ❤️

#

.close

obtuse pebbleBOT
#
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kindred lily
#

Anyone need help with basic algebra?

obtuse pebbleBOT
forest sinew
#

just hang out

#

these channels are for askers, not helpers

#

.close

obtuse pebbleBOT
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kindred lily
#

,reopen

forest sinew
#

its with a period

kindred lily
#

.reopen

obtuse pebbleBOT
#

forest sinew
#

these channels are for people looking for help

#

just watch the channels if you wanna help ppl

kindred lily
#

?

forest sinew
#

were all trying to limit the number of open channels so please stop opening

frosty river
#

.close

obtuse pebbleBOT
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kindred lily
#

.close

forest sinew
obtuse pebbleBOT
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gleaming bolt
#

Find all functions f: R{0}→R such that
xf(x) + 2xf(− x) =− 1

for all reals x≠0.

gleaming bolt
#

im having some problems with the algebra i think

#

i tried replaceing x=x^2

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and then x^2 again for y or x

brave bramble
#

Consider instead subbing -x in for x

#

This will give you a second equation

gleaming bolt
#

ill try

#

wow that change feels like magic

#

jajajajajaj crazy

#

thankssssss

#

.close

obtuse pebbleBOT
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hollow magnet
#

hello how does this work?

obtuse pebbleBOT
nocturne minnow
hollow magnet
#

how did they get X=2

nocturne minnow
#

Do you see the steps that got there?

hollow magnet
#

I do but I don't understand

undone quartz
#

we want to isolate that x so that hes alone on the L.H.S (Left Hand Side)

nocturne minnow
undone quartz
hollow magnet
nocturne minnow
#

Have you heard of order of operations?

hollow magnet
#

I took it in high school but I dont remember much

hollow magnet
nocturne minnow
#

Then you should know PEMDAS/BODMAS
Parentheses, Exponents, Multiplication, Division, Addition, Subtraction

#

This algebra video explains how to solve linear equations. It contains plenty of examples and practice problems.

Get The Full 1 Hour Video on Patreon:
https://www.patreon.com/MathScienceTutor

Direct Link to The Full Video:
https://bit.ly/3jxdfbE

Algebra Review:
https://www.video-tutor.net/algebra-for-beginners-basic-introduction.html

Ful...

▶ Play video
undone quartz
hollow magnet
#

I never was a math person

undone quartz
nocturne minnow
#

I still suggest that video if you are having trouble understanding

hollow magnet
#

Im currently watching it

nocturne minnow
# hollow magnet I never was a math person

The reason why I brought up order of operations, is that when you are simplifying expressions, you apply PEMDAS, but if you were solving for a variable, you do the reverse of PEMDAS, in that case SADMEP

hollow magnet
#

is there a voice channel to talk about this?

nocturne minnow
#

No

hollow magnet
#

sad but okay

#

so how does my teacher get X=2?

nocturne minnow
#

Did you watch that video?

hollow magnet
#

It looks like she took the 6 and subtracted it from its self and the 12

#

then she moved th 3X down

hollow magnet
nocturne minnow
#

Don't skim it

#

Watch it all

hollow magnet
#

is it okay for me to take 20 minutes of your time?

nocturne minnow
#

Wdym

hollow magnet
#

the video is 20 minutes

nocturne minnow
#

Okay and?

#

There are other people on this server who can help too, you don't need specifically me

hollow magnet
#

okay sorry

nocturne minnow
hollow magnet
#

well thank you

#

have a good day

nocturne minnow
obtuse pebbleBOT
#

@hollow magnet Has your question been resolved?

obtuse pebbleBOT
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sage dagger
#

What does it mean when it asks for the equation of a tangent at ** insert x,y**

sage dagger
#

I forgot so I take the derivative

#

use y-y1=m(x-x1)

#

Then substitute my x and y points right

brazen viper
#

Yup, exactly.

#

It might be a bit tricky to find dy/dx (and hence m) if the equation is implicit, but that's how you approach the problem

sage dagger
#

Sweet thanks

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sick fulcrum
#

plz help

obtuse pebbleBOT
glacial obsidian
#

!status

obtuse pebbleBOT
#
What step are you on?
1. I don't know where to begin
2. I have begun but got stuck midway
3. I got an answer but I'm told it's wrong
4. I got an answer and would like my work checked
5. I have a question about someone else's worked solution
6. None of the above
sick fulcrum
#

1

#

just q2 sorry, ive done q1

glacial obsidian
timid silo
# sick fulcrum plz help

What is x
I believe Q2 is asking you to transform tan(x) in a way that you get the below graph

#

You do know how function transformations work right?

obtuse pebbleBOT
#

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viscid tulip
#

I was trying to calculate estimated progress possible to achieve in event in one game. Basically u gain some currency during event, and u can buy 3 different types of items with it. Lets call them **bronze **/ **silver **/ gold. Each type of item has 5 levels, and can be obtained by opening a container that costs 50 for bronze, 70 for silver and 100 for gold. Getting one of 26 combinations of items allows u to open the chest and get some reward. The thing is that container has items of 4 levels with following chances to get:
lvl | chance
1 | 58%
2 | 24%
3 | 12%
4 | 6%

  • U can merge two items of lvl-1 to get one item of lvl-2, or two items of lvl-2 to get one item of lvl-3 and so on, but u can not divide lvl N item into two lvl N-1 items.
  • lvl-5 can not be obtained from container, only by merging two lvl-4 items. So like lvl-4 is 8 lvl-1 merged, or 4 lvl-2 merged, or 2 lvl-3 merged.
  • Whenever u open the container and get an item, that's not the one u need for combination, it just stays on some board and can be used later for another combination.

I tried to calculate the cost of each item lvl and came up with this:
1x0.58 + 2x0.24 + 4x0.12 + 8x0.06 = 2.02 level 1 items each turn at a cost of 50 for bronze, so with an effective cost of 50/2.02 = 24.75 per lvl-1 item, with each higher level being double the effective cost of the previous level. But im not sure about it and think i missed something

obtuse pebbleBOT
#

@viscid tulip Has your question been resolved?

viscid tulip
#

<@&286206848099549185>

obtuse pebbleBOT
#

@viscid tulip Has your question been resolved?

obtuse pebbleBOT
#

@viscid tulip Has your question been resolved?

brazen viper
#

@viscid tulip as far as your analysis is concerned, as long as things actually are as presented it seems solid, I just have a question about the differences between the bronze silver and gold containers, which you mentioned briefly but then glossed over.

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upbeat valley
#

for this question im trying to apply extreme value theorem

upbeat valley
#

by defining a function $g$ with same rule as $f$ but different domain

warm shaleBOT
#

TheWhiteShadow

upbeat valley
#

so let $k>0$ such that $f(x) \geq f(0)$ for all $|x| > k$

warm shaleBOT
#

TheWhiteShadow

upbeat valley
#

where $g: [-k, k] \to \mathbb{R}, ; g(x) = f(x)$

#

is this rnbough?

warm shaleBOT
#

TheWhiteShadow

royal basin
upbeat valley
royal basin
#

ok yeah sure what you did works

#

you could have also written g : [-1,1] -> R given by g(x) = f(tanh^-1(x)) for x in (-1,1) and g(±1) = 0

#

also you want |f(x)| <= f(0) and to assume wlog that f(0)>0

upbeat valley
#

wait how does that work?

#

where did tanh come from?

#

also is that phrase "since $f$ converges to $0$ from both side" correct?

warm shaleBOT
#

TheWhiteShadow

upbeat valley
obtuse pebbleBOT
#

@upbeat valley Has your question been resolved?

obtuse pebbleBOT
#

@upbeat valley Has your question been resolved?

obtuse pebbleBOT
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@upbeat valley Has your question been resolved?

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upbeat valley
#

.reopen

obtuse pebbleBOT
#

upbeat valley
#

also

obtuse pebbleBOT
#

@upbeat valley Has your question been resolved?

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timid silo
obtuse pebbleBOT
royal basin
#

,rccw

warm shaleBOT
timid silo
#

Draw a graph line

#

Please

obtuse pebbleBOT
#

@timid silo Has your question been resolved?

timid silo
#

<@&286206848099549185>

wet moss
#

you want to graph y = sqrt(4-x^2)?

timid silo
#

Yeah

wet moss
#

try and rearrange to get the x and y on the same side

timid silo
#

Y^2 + X^2 - 4 = 0

wet moss
#

put the 4 onto the other side

timid silo
#

x^2 + y^2 = -4

#

Srry

#

4 i meant

wet moss
#

ok good

#

now do you notice anything about that equation?

timid silo
#

Ohhhh

#

Sqrt both side?

wet moss
#

you dont need to do that here

timid silo
#

Oh ok

wet moss
#

but that equation is in the form of some sort of shape

timid silo
#

Oh

#

X^2 + 2xy + y^2 = 4

#

Is that right?

wet moss
#

you added in a 2xy randomly

timid silo
#

Oh yeah

#

(X+y)(x-y)

wet moss
#

that would give x^2 - y^2 instead of x^2 + y^2

#

are you familiar with the standard equation of a circle?

timid silo
wet moss
#

that would be a circle, with radius 1

timid silo
#

I get that now

#

So is it a circle with r=2?

wet moss
#

yeah

#

but be careful

#

its not the full circle

timid silo
#

Oh

wet moss
#

at the beginning you squared both sides so it would give the full circle

#

remember that a square root is a function and only outputs positive values

timid silo
#

Ok

#

I think i get it now

#

Thank you very much

wet moss
#

np

timid silo
#

It helps me a lot

#

.close

obtuse pebbleBOT
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fossil spoke
obtuse pebbleBOT
#
What step are you on?
1. I don't know where to begin
2. I have begun but got stuck midway
3. I got an answer but I'm told it's wrong
4. I got an answer and would like my work checked
5. I have a question about someone else's worked solution
6. None of the above
fossil spoke
#

not sure how to expand a fractional binomial

nimble ledge
#

try multiplying by the conjugate of the second thing in the denominator

fossil spoke
#

whats the conjugate

nimble ledge
#

$\sqrt[4]{k}-\sqrt[4]{k+1}$

warm shaleBOT
#

Toblerone

fossil spoke
#

oh ok

#

ah got it

#

thanks

#

.close

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raw hinge
#

Hi, just wanna make sure, lets say I have $v = x^2 + 1$ and I want to get the speed at $x = 2m$ also I know that then $v = 5\frac{m}{s}$ so can I use it that accelaration is $\frac{\Delta v}{\Delta t}$ and that velocity is $\frac{\Delta x}{\Delta t}$ and like do two different deritives to get it?

warm shaleBOT
#

Shachar

raw hinge
#

something like $a = \frac{\Delta v}{\Delta t} \Rightarrow a = 2x\frac{\Delta x}{\Delta t} \Rightarrow a = 2xv$

warm shaleBOT
#

Shachar

night igloo
#

It's called the chain rule, but yes, it seems legit

obtuse pebbleBOT
#

@raw hinge Has your question been resolved?

raw hinge
#

Im not sure how it works

#

.close

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timber pine
#

A 10-m long industrial ladder is leaning against a wall on a building site. The top of the ladder starts to slip down the wall at a rate of 0.5ms^-1. Determine how fast the foot of the ladder is moving along the ground when it is 6m from the wall

timber pine
#

i got 0.375ms^-1, but the answer is 0.667

obtuse pebbleBOT
#

Show your work, and if possible, explain where you are stuck.

timber pine
trim portal
#

Did you plug in 6 to the dW/dL?

#

what expression did you even get for that

timber pine
trim portal
#

$\frac{dW}{dL}=\frac{L}{\sqrt{100-L^{2}}}$

warm shaleBOT
#

EmilyIsAlwaysRight

trim portal
#

is this what you had?

timber pine
#

nope

#

i divided 6 with 8

trim portal
#

why 6 and why 8?

timber pine
#

W = 6, L = 8

trim portal
#

How did you calculate dW/dL

timber pine
#

I put W over L

#

since at that moment L is 6

trim portal
#

you gotta calculate dW/dL first

#

find relation between W and L using pythagoras

#

and then calculate dW/dL

timber pine
#

ohhh

#

its better if i write the unknowns in terms of L or W?

trim portal
timber pine
#

oh

trim portal
#

so then you take d/dL of both sides and on the left side you will have dW/dL and on the right side you will just simply calculate derivative

timber pine
#

wait do i start with dW/dt = dW/dL * dL/dt?

trim portal
#

the issue is that you dont know dW/dL, so you need to calculate that

timber pine
#

yep

trim portal
#

to do that, note that W^2 + L^2 = 10^2

#

by pythagoras

timber pine
#

mhm

trim portal
#

now you can either use implicit differentiation

#

or rearrange it to have W on one side and everything else on the other

#

you can choose either of those options

timber pine
#

So idifferentiate sqrt(100-L^2)?

trim portal
#

yep

timber pine
#

OHH

trim portal
#

and that will give you dW/dL

timber pine
#

i get it now

#

thank you

trim portal
#

yw

timber pine
#

.close

obtuse pebbleBOT
#
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ornate stirrup
#

Can someone help me with b and c please?

obtuse pebbleBOT
steel parcel
#

(2,7) -> (4,7)
(1,4) -> (5,4) etc

#

what can you then say about f(7)?

ornate stirrup
#

It’s x by 3?

steel parcel
#

wdym?

ornate stirrup
#

You multiply 3 and 7?

steel parcel
#

no

ornate stirrup
#

Then what can I do?

steel parcel
#

visualise it like this

#

the vertical line is the line of symmetry

ornate stirrup
#

Okay…

steel parcel
#

(2,7) is part of one of the horizontal lines which maps to the other side

ornate stirrup
#

Okay…

steel parcel
#

if (2,7) reflected across x = 3 yields (4,7)

#

and (1,4) reflected across x = 3 yields (3,4)

#

what can you say about (0, -1) when it is reflected across x = 3?

ornate stirrup
#

(0,1)

steel parcel
#

so when we are reflecting across x = ?, only the x values get changed

#

lemme explain it another way

#

let’s go back to (2,7)
because we are reflecting across x = 3, we know that it takes 1 unit to get to x = 3 from x = 2 (x value of (2,7))

#

does that seem fine so far?

#

if we are reflecting across x = 3, we will add 1 to x = 3 to get to the other side, therefore (4,7)

#

1 unit both sides

#

now for (1,4), it will take 2 units to get to x = 3 from x = 1 (x value of (1,4))

#

if we add 2 units to x = 3, we get 5

#

therefore (5, 4)

ornate stirrup
#

So it would be 6,7

steel parcel
#

now let’s try doing (0, -1) again, if it takes ?? units to get to x = 3 from the x value of (0, -1) then
we therefore get (3 + ??, -1)

steel parcel
#

oh sorry i didn’t see that the question said f(7) i thought it said f(6)

#

to find f(7) you can find the equation of the parabola:
if the turning point is at (3,8)
we can do y = a(x-3)^2 + 8

#

now let’s sub in a point to find a

#

(0, -1) is the easiest

#

-1 = a(-3)^2 + 8

#

-9 = 9a

#

therefore a = -1

#

therefore y = -(x-3)^2 + 8

#

to find f(7), we can simply evaluate y(7)

#

@ornate stirrup do you want to have a go

ornate stirrup
#

I’m in class now I can’t

steel parcel
#

ok have a go when you are free

obtuse pebbleBOT
#

@ornate stirrup Has your question been resolved?

obtuse pebbleBOT
#
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gusty bobcat
#

can someone solve this please

obtuse pebbleBOT
glossy basalt
#

did you consider telescoping?

gusty bobcat
#

no i didnt try that yet

#

wait ill try that

#

yea i got correct answer now

#

thanks

obtuse pebbleBOT
#

@gusty bobcat Has your question been resolved?

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meager gale
#

im having trouble with this problem and problems of this type

meager gale
#

:o hi riku

harsh remnant
#

Named and unnamed..?

meager gale
#

yea idk what thats about

#

i mean it doesnt have to be this specific problem this is just the one given to me, how do i do combinatorics with constraints

#

like

hidden garnet
meager gale
#

damn u green

hidden garnet
#

yes

meager gale
#

pika did u forgive me yet

meager gale
#

i never learned them with constraints

hidden garnet
#

kinda

#

I don't exactly get what naned unnamed means here but if you number the people it's different than not naming people

#

I don't exactly get how naming groups affect this

meager gale
#

lemme see if i can find a better one i was working on that is similar

#

but not a vague problem

#

like this one

#

2^n - 1 is the number of nonempty subsets

#

ig

#

so

#

1/5

#

uh

#

;-;

compact shadow
# meager gale

$=\sum_{0 \leq a < b \leq 4}2^{2(b-a)-1}=\sum_{1 \leq r \leq 4}\sum_{0 \leq a,b \leq 4, b-a=r}2^{2(b-a)-1}=\sum_{1 \leq r \leq 4}(4-r+1)2^{2r-1}$

warm shaleBOT
#

Cogwheels of the mind

obtuse pebbleBOT
#

@meager gale Has your question been resolved?

meager gale
#

;-;

compact shadow
#

I don’t know which part you still don’t understand

#

And for your original question:

#

Named: 12!/(3!)^4

#

Unnamed: named/4!

compact shadow
warm shaleBOT
#

Cogwheels of the mind

compact shadow
#

Plug in n=4

compact shadow
#

You get it or not

#

If no reply which part you don’t understand

#

I’ve never seen anyone whose problem is resolved by doing nothing

#

$=\sum_{0 \leq a < b \leq 4}2^{2(b-a)-1}=\sum_{1 \leq r \leq 4}\sum_{0 \leq a,b \leq 4, b-a=r}2^{2(b-a)-1}=\sum_{1 \leq r \leq 4}(4-r+1)2^{2r-1}=[\frac{5}{2}(\frac{4^{n+1}-1}{4-1}-1)-\frac{4^{n}}{2(1-\frac{1}{4})}(n+1-\frac{1-(\frac{1}{4})^{n+1}}{1-\frac{1}{4}})]_{n=4}$

warm shaleBOT
#

Cogwheels of the mind

obtuse pebbleBOT
#

@meager gale Has your question been resolved?

#
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barren nest
obtuse pebbleBOT
barren nest
#

I need help with the second problem. I can't find the general pattern of this series

wet nebula
#

Very weird 😄

cinder lintel
#

Pythagorean triplets

#

Is the pattern

wet nebula
#

😮

cinder lintel
#

But its

#

Inconsistent

#

Lmao

#

Ok its triplrts and the fractions value is increasing

wet nebula
#

But why 15,17 is there and not 8,17 then?

#

Because if 3,5 and 4,5 are there, one could argue that 8,17 should be there too

barren nest
#

How do you write the general term

nimble ledge
#

is part a relevant?

barren nest
#

How can part a be related it's a completely different topic

nimble ledge
#

idk, you haven't shown it in your screenshot

barren nest
#

The main problem is "test the convergence of the series .." that i need help with

#

Only that

nimble ledge
#

I was just making sure that we arent missing any context

barren nest
#

We aren't missing any

hot sonnet
#

I've noticed that
den = num + 1
when num is even
den = num + 2
when num is odd

#

Anyway, we still don't know the sequence of numerators

fiery olive
#

Can you show just to make sure? This looks so weird that these two questions are part of the same letter (b)

hot sonnet
#

And probably it isn't enough with the info we have

nimble ledge
hot sonnet
#

Yes

#

There's not enough info

#

probably

#

Yeah it could be anything

#

I've seen at least 2 patterns now that make the sequence

barren nest
#

The whole question paper

#

See if you can find any correlation between that and another problems

hot sonnet
#

Xd

nimble ledge
#

$\sum\frac{n^2-1}{n^2+1} x^n$

warm shaleBOT
#

Toblerone

barren nest
#

Hmmmm this makes sensee

#

Ok now going further what test should i apply

#

Think i got it. Thanks for the help

#

.close

obtuse pebbleBOT
#
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heavy tulip
#

19x - 13x * 34x + 124x

obtuse pebbleBOT
shadow tangle
#

what are you supposed to do with that?

#

just simplify?

ripe terrace
#

Also don't use x for multiplication

shadow tangle
#

use " * " instead

harsh remnant
#

!status

obtuse pebbleBOT
#
What step are you on?
1. I don't know where to begin
2. I have begun but got stuck midway
3. I got an answer but I'm told it's wrong
4. I got an answer and would like my work checked
5. I have a question about someone else's worked solution
6. None of the above
heavy tulip
#

1

shadow tangle
#

im just going to go off of the basis that your simplifying, you can use the order of operations

heavy tulip
#

?

shadow tangle
#

do you know what the order of operations are?

heavy tulip
#

Sadly no.

shadow tangle
#

ok, the order of operations dictate in which order you do standard operations like +, -, *, and / ("/" means divide btw)

#

P-parenthesis
E-exponents
M-multiplication (multiplication and division should be done from left to right)
D-division
A-addition
S-subtraction

heavy tulip
#

So how can that help me in this problem?

shadow tangle
#

we'll what operation we do first

#

in this case we shall multiply first because multiplications comes before addition/subtraction

heavy tulip
#

Alright.

obtuse pebbleBOT
#

@heavy tulip Has your question been resolved?

obtuse pebbleBOT
#
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dire peak
#

hello ppl. i have a very tiny question; what kind of formulas is this? like the name of them so i can learn about them.

tardy epoch
# dire peak hello ppl. i have a very tiny question; what kind of formulas is this? like the ...

In mathematics, a norm is a function from a real or complex vector space to the non-negative real numbers that behaves in certain ways like the distance from the origin: it commutes with scaling, obeys a form of the triangle inequality, and is zero only at the origin. In particular, the Euclidean distance in a Euclidean space is defined by a nor...

dire peak
hollow dove
#

that's specifically the Euclidean norm, or L2 norm

tardy epoch
#

that's what the wiki says yes

hollow dove
#

but that's the type of function yes

dire peak
#

ookay

#

thank ya, that was pretty fast response 😂

solar trellis
dire peak
#

then the formula is when i fill the symbols with their values?

solar trellis
#

i would consider a formula something general you derive but it's just semantics

obtuse pebbleBOT
#
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deft sun
#

why does adding Aij(-1)^i+j times the Determinant of the matrix after taking out i and j, gives the Determinant?
like how does that align with the geometrical meaning of Determinants

(sry for bad english + terminolegy)

deft sun
#

I know how to use it I just wanna know why it works

#

no need for a proof just an simple explanation

tardy epoch
#

what does "taking out i and j" mean

deft sun
#

taking out row i and column j

#

removing

#

.close

obtuse pebbleBOT
#
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rotund monolith
#

How do you get the angle (in radians) of two points on the unit circle, and get the nearest compass direction?
Specifically, the first point (C) will always be (0,1); the East direction.

For context, this is being used in a program for calculating collision angles.
I used the following to get an angle, but it returns the same result (NW) for points A and B on the unit circle (because of asin's domain I think):
angle = 2 * arcsin(0.5 * |√((C.x² - A.x²)+(C.y² - A.y²))| / radius)

How would I change this formula around to get the angle for A (SW) instead of B (NW)?

spring trail
#

How do you get the angle (in radians) of two points on the unit circle || Wont simple trig be enough

#

you have constant hypotenuse just knowing the x or y coordinate should do it right?

rotund monolith
#

like adding pi if y is negative?

spring trail
#

might be a stupid question but im assuming this "compass direction" thing excludes the cardinal directions...

spring trail
rotund monolith
#

the direction is calculated from the angle, in radians
so I assume I could fix the result from arcsin with a conditional addition...
I'd much rather fix my trig though

spring trail
#

answer me first; compass direction = cardinal + intercardinals?

rotund monolith
#

yes

spring trail
#

i dont have a coding base but u can have something like an if function to compare and sort those out; probably what ur already doing right?

#

how abt u write a code to check ur outputs; ask it to compute arcsin(-1)

rotund monolith
#

I don't really understand,
are you saying that my inputs to arcsin aren't including the bottom hemispheres?

spring trail
#

idk what u r working with

#

i thought maybe ur code returns pi/4 for arcsin(-1)

#

if u r certain it doesnt we can check some other stuff

#

angle = 2 * arcsin(0.5 * |√((C.x² - A.x²)+(C.y² - A.y²))| / radius)

rotund monolith
#

the input can't be negative one based on that function line because distance is always positive, right?

spring trail
#

btw i might just understand ur formula if u like write it out and explain ur variables

spring trail
rotund monolith
#

euclidean distance is always positive, I thought

spring trail
spring trail
#

angle from origin right?

rotund monolith
#

I'm looking for the angle between a line pointing "East" and a line pointing towards "A"

spring trail
#

so the x-axis

rotund monolith
#

yeah, the angle starts from x = 1

spring trail
#

k

#

is 1,0 C

rotund monolith
#

yes

spring trail
#

wow thats so convenient now isnt it

rotund monolith
#

yes(?)

spring trail
#

first where are u getting that 2 from

#

and u are getting like only a magnitude(?) of that angle. if u know the standard convention for angles u'd know that u'll be adding pi to that. code it such that when the y coordinate of your point is negative or at (-1,0), it adds pi to the angle

rotund monolith
#

I'll have to map the origin to 0 then somehow to make that if statement, it's very much not (0,0) in practice

spring trail
#

now that i look at it your formula is just wrong; mind if i make one for u

rotund monolith
#

go for it

spring trail
#

this should work

#

hope its legible

#

tell me if not

rotund monolith
#

so change h from C.distance(A) to sqrt((x-1)^2 + y^2), and change asin(h/r) to atan(y/(1-h))?
let me know if I misread something

spring trail
#

yeah

#

except i ddint even use h

#

so just exclude it ig

rotund monolith
#

oh, so just atan(y/(1-x))
I'll try it out

spring trail
#

also

#

do u mind telling me where u got that 2 from before

#

in the last formual

rotund monolith
#

not sure, it wasn't working so I thought maybe it was only half the angle I needed
with the 2, it gave me the correct results for North, East, North-East, and North-West

spring trail
#

k checking it is all thats left

#

@rotund monolith im going to bed; ping and let me know if it works

rotund monolith
#

mkay
it's giving me a lot of weird behavior but I can't tell if it's the code or math, I'll return later if it's the latter

spring trail
#

the maths is extremely simple imo

storm spade
rotund monolith
spring trail
spring trail
#

for when the y is negative

#

thats y u need to add that pi

#

if y is positive

#

then that "scribbled angle" is directly given

#

by the formula

rotund monolith
#

oh, missed that
thanks

#

will have to map the position of the origin to (0,0) then

spring trail
#

idk what that is but try it out ig

rotund monolith
#

is it supposed to give me a value over 2pi?

spring trail
#

nope

#

what was the input?

#

did u set C to (0,0)?

rotund monolith
#

origin: (-36.6496,4.1300607), point: (-40,4)
(output here is angle=6.375190734863281)
(x and y might be flipped here because the game engine is weird)

spring trail
#

origin (where u measure the coordinates from)

#

should be 0,0

#

our C from where we measure the angle was set at 1,0

rotund monolith
#

that's where the weird mapping to 0,0 comes from yeah

spring trail
#

and the point -40,4 does not even lie on the unit circle(maybe it doesnt need to? i'll check)

#

yeah it doesnt

spring trail
#

and drowsy

rotund monolith
#

the points are translations from the true origin, but if you add the distance between the points to the x value, it creates a circle with both A (point) and C (origin's x + radius) on it

spring trail
#

yeah it does indeed

#

if they are translations

#

the part where angle is calculated is probably okay

#

u need to revise the part where u need to decide to add pi or not

#

the if y is negative thing no longer holds true

#

ahhh wait

#

the formula need to be redone as well

rotund monolith
#

yeah

#

wondering why it's y/(1-x) instead of h/x or something

spring trail
#

well those were the sides of our triangle but now idk what they are

#

u want me to redo it with a false origin at (a,b)?

rotund monolith
#

sure

spring trail
#

@rotund monolith

#

we still considering that unit circle?

#

or not

#

seems like u are considering it

#

origin: (-36.6496,4.1300607), point: (-40,4)

rotund monolith
spring trail
#

(a,b) is our false origin

#

thats a unit circle

#

and C is (a+1,b)

#

is that the angle you want

rotund monolith
#

well A won't be on the same circle as C if C is (a+1,b), right?

#

since the distance isn't guaranteed to be 1

spring trail
#

yeah it wont

#

okayyyyyy

#

now we want C to lie on the same circle as that A lies on

#

and it has to have its center at (a,b)

#

right?

rotund monolith
#

it makes the trig easier, doesn't it?

spring trail
#

idk

#

i'll do anything u want

#

just make the question clear

#

so yes?

#

Also the line joining the false origin and C

#

I'm assuming it parallel to the x-axis

#

tell me if thats a problem

rotund monolith
spring trail
#

so angle needed is anticlockwise from east

#

as positive

#

in radians

#

got it

rotund monolith
#

yep

spring trail
rotund monolith
#

cool, I'll try that
if it doesn't work I'll ask in the game engine's help server instead

#

thanks an g'night :>

spring trail
#

😮‍💨

#

gn

rotund monolith
#

.close

obtuse pebbleBOT
#
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spring trail
#

wow ive been ded in this server it seems

obtuse pebbleBOT
#
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spice chasm
#

does scalar have a magnitude and direction

obtuse pebbleBOT
cloud igloo
#

No

#

Only magnitude

#

@spice chasm

spice chasm
#

oh

spice chasm
cloud igloo
#

No

#

Speed is a scalar quantity

spice chasm
#

does velocity

spring trail
dire plinth
spring trail
spice chasm
#

oh ok

cloud igloo
spring trail
#

not someone who's trying to learn

scarlet gale
#

Velocity is a vector, so it has magnitude and direction. Speed is like velocity, but with no direction.

scarlet gale
spice chasm
#

that means that velocity= plus or minus speed tho

scarlet gale
#

They're not vectors.

spice chasm
#

oh

scarlet gale
#

That's why you can do scalar multiplication like 7(3, 5, 1) and you can multiply the scalar by all the components because it's the same sort of thing as the components.

#

So, you get (21, 35, 7) with that.

runic void
#

chai t rex, are you malayali or something?

#

sorry to interrupt the thread

scarlet gale
#

No.

runic void
#

nvm

#

Chai T rusk is a collequial thing here

#

continue with thread hff

obtuse pebbleBOT
#

@spice chasm Has your question been resolved?

#
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hidden compass
worn yoke
#

that can be used in 1-dimensional systems where the sign represents direction

hidden compass
#

Yes but that's a particular case

obtuse pebbleBOT
#

@hidden compass Has your question been resolved?

hidden compass
#

.close

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hallow thicket
#

So I'm not exactly the smartest with math, but basically, I was trying to explain to someone the other day how a decreasing multiplier that never hits exactly 1 could be used to make an infinitely growing number that grows more every time, but slower over time. The way my autistic brain thought of to explain it was that say you have A, B and C, and they are points on the road. You've driven 100 miles to arrive at A, so A is 100 miles in. B is at 250 miles, and C is at 500 miles. The difference between A and B is a 2.5x increase (100 to 250) but the increase from B to C is only 2x (250 to 500). So therefore, it will take longer to get to the next point than it took to get to the current point, but the amount it increases by will always be less. It's really difficult for me to explain so I came up with a slightly different solution.
I used the reciprocal function shown in the attached image to create a graph (also attached) that sharply decreases and slows down but never reaches exactly 1, only nears it infinitely. I used 16/x instead of 1/x to smooth it out a little more. But now, I believe I need to use this function as a multiplier for a second graph. So for example 1 on the X axis is 17 on the Y axis here, and 2 on the X is 9 on the Y, 3 is 6.3333... etc. I want to be able to take the Y value at each X point along the curve, and use it as a multiplier for another equation, so it resembles the same sort of result in my distance analogy from earlier. So the first time you drove, you'd drive 17x whatever you did before, and the next time you drove would be 9x the previous distance, than 6.333x, etc.
I hope this made sense, and how could I make that work?

hallow thicket
#

I do apolozie if my explanation is hard to understand, I am autistic so a lot of times I end up explaining something in a way that makes perfect sense to me, but everyone else is confused lol.

obtuse pebbleBOT
#

@hallow thicket Has your question been resolved?

grizzled shore
hallow thicket
#

Well see that's what I'm trying to figure out. I basically want to take a value, say Z, and multiply it by that function I created, and then loop that. So each successive time you run it, it takes the next value from the function I made, and uses it to multiply Z. So if Z is 100, then the first point on my function is 17, and that would be 1700. Then you'd take 1700, and the second value, which is 9, and you'd get 15,300, and it just keeps increasing to give you a curve

#

If that makes any sense

grizzled shore
#

Ok let’s call the function you have f

hallow thicket
#

I figure the function I need is likely quite simple, I just don't know enough to figure it out XD

#

Alright that works

grizzled shore
#

f takes an input and gives some output

#

f also keeps track of the current “iteration”

#

So we have some input x, i, and output f(x, i)

#

i representing the iteration we are on

hallow thicket
#

Okay that makes sense

grizzled shore
#

Let’s call the function on x as g

#

So we want f(x, 1) = g(x)*(1+16/x)
f(x, 2) = g(x)*(2+16/x)
f(x, 3) = g(x)*(3+16/x)

#

Like this?

#

Or did you want

#

f(x, 2) = f(x, 1)*(2+16/x)
f(x, 3) = f(x, 2)*(3+16/x)

hallow thicket
#

Tbh, I don't know enough mathematics to say what those do. I'm trying my best to learn this because I want to figure out how to actually make this work, but I don't really know what either of those will look like if I plotted them out

#

So if we take f, my function, and put a point at the Y axis value that's exactly in line with each whole number on the X axis. So X = 1 has a Y value of 17, then X = 2 has a Y value of 9, etc. Each time the whole function (that I have yet to create) runs, X is incremented one and the value there is pulled. So the first time you run it, it's 17. The next time is 9, etc. That is used as the multiple for a third value, to create an end result, which we then could plot on a graph. So running the entire equation one time, with the third value being say 10, would give us 170. Then if you simply run it again, you get 1530, etc

#

That might be an easier description of what I'm trying to make

#

If you just kept running that function you'd be able to plot it's output numbers to get a graph from it

#

So the first time you run that entire function, X = 1 would define the first run, therefore Y would equal 170. The second run, X = 2, would give you a Y value of 1530, and so on

#

I'm just trying to figure out what the equation that does that would look like so I can put it into like... idk Desmos or something to get a graph of it, if that's even possible

obtuse pebbleBOT
#

@hallow thicket Has your question been resolved?

obtuse pebbleBOT
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manic sorrel
#

Let A be a 4x4 matrix, and let vector b and vector c be two vectors in R4. We are told that the system A(vector)x = (vector)b has a unique solution. What can you say about the number of solutions of the system A(vector)x = (vector)c?

I know that for A(vector)x to have a solution, vector x must have 4 components otherwise the two vectors are incompatible. My line of thought is that if vector b, with 4 components, has 1 unique solution, then similarly vector c, having four components, would have one unique solution, but that seems too simple and I think I'm missing something

manic sorrel
#

Although I am assuming that R4 is just the notation for the plane the vector exists in, aka the vector has 4 components

#

since I'm not familiar with the notation

gilded needle
#

R^4 just means the set of 4-dimensional vectors with real entries

manic sorrel
#

okay, meaning the vector has 4 components?

gilded needle
#

you're somewhat on the right track

#

there are actually two possibilities for Ax = c

#

if there is a solution then it's unique

#

the other possibility is that there is no solution

manic sorrel
#

okay gotcha. so that's really it? no other fancy business?

#

i just don't feel satisfied with my explanation

#

or i guess, how to show work for this

#

@gilded needle sorry for pinging, but you seem to understand the content and I'm not too sure how to show work for this

obtuse pebbleBOT
#

@manic sorrel Has your question been resolved?

manic sorrel
#

.close

obtuse pebbleBOT
#
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plush quarry
#

anything wrong with this solution, I think they forgot minus sign

tardy epoch
#

Show the original problem

plush quarry
#

here

tardy epoch
#

I don't see where a - sign would come from

plush quarry
#

when I swap limits of integration, ought to add the minus sign

#

seem I got a mistake

tardy epoch
#

That's cancelled by the x' minus sign

plush quarry
#

I dont get the point, what do u mean which " x' minus sign" ?

#

@tardy epoch

tardy epoch
#

x' = dx/dy

#

When you switch dy to dx, you pick up a - sign

plush quarry
#

No, from here It does not have any - sign

#

@tardy epoch

tardy epoch
#

They just tacked on the integrand knowing which would be positive

#

Since surface area is a positive number

plush quarry
#

I also assumed that the surface area was positive from the start.
However, I still remember to use the minus sign mechanically haha

#

forget it

#

thank u @tardy epoch

#

.close

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crisp wren
#

A fair coin is flipped three times.
X= no of heads in each trial
All possible outcomes= 8

Find the probability of all the possible values of the random variable X.
X=0, X=1, X=2, etc

How do I solve this using permutations?

obtuse pebbleBOT
#

@crisp wren Has your question been resolved?

crisp wren
obtuse pebbleBOT
#

@crisp wren Has your question been resolved?

errant lark
# crisp wren A fair coin is flipped three times. X= no of heads in each trial All possible ou...

X = 0 means that no. of heads in that trial is zero. That is, you tossed a coin 3 times and it didn't land head any time.
Since basic definition of probability is just (number of favourable outcomes)/(total number of outcomes), you are supposed to find how many total different outcomes are possible when you toss a coin 3 times.
Then you should find that in how many of those ways, do you get head exactly zero times?
Then you have P(X=0). Similarly, go for others.

crisp wren
errant lark
tepid mountain
warm shaleBOT
#

Sherif Player

tepid mountain
#

Because here we don't care about the order of the coins we get
We just care about the ways we can get 'number' of heads

tepid mountain
obtuse pebbleBOT
#

@crisp wren Has your question been resolved?

obtuse pebbleBOT
#
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clear kraken
obtuse pebbleBOT
clear kraken
#

how do you prove this statement?

#

the inverse*

#

I am not familliar with the structure of a claim being "P => q1 OR q2 OR q3 OR ... OR qn"
do I do ... induction?
but I have a final case
n= m2-m1

restive pendant
#

I guess we can just think of it as m1k

#

k being an integer

#

well does m2| a-b+m1k? If m1|a-b

#

:)

obtuse pebbleBOT
#

@clear kraken Has your question been resolved?

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hoary kindle
#

is it possible to turn the equation below into the one above?

elfin burrow
#

get the terms with x over to one side and factor

hoary kindle
#

which side should i move over

elfin burrow
#

doesn’t matter

#

left is easier

proper kelp
#

There’s no point in doing that

hoary kindle
#

then it becomes xtan60-7/xtan30?

glossy basalt
#

looks like a fun question

#

xtan30°=xtan60°-7
first, we can minus both sides by "xtan60°" to get:
xtan30°-xtan60°=xtan60°-7-xtan60°

glossy basalt
#

you can treat this as a start

hoary kindle
glossy basalt
#

sure

#

e.g.

#

when we have
3x=2x-1
we can minus x on both sides to get
3x-2x=2x-1-2x

#

it's something like that

#

and the right hand side, the 2x will be cancelled out since
2x-2x = 0

#

so we get
3x-2x=-1

hoary kindle
#

so then its 1x = -1

#

ah i see

glossy basalt
#

yea

hoary kindle
#

im talking abt how to solve the xtan60-7/xtan30

#

into xtan30-xtan60 = -7

glossy basalt
hoary kindle
#

am i wrong then

glossy basalt
#

yea, it's wrong

hoary kindle
#

oh mb

glossy basalt
#

you can start again from
xtan30°=xtan60°-7

#

you may also try out my method on subtracting xtan60°

hoary kindle
#

i think i know how to solve this

#

once u subtract the xtan 60

#

u factor out x right

glossy basalt
#

yep

hoary kindle
#

then swap the -7 and x?

glossy basalt
#

nope

#

we have
x(tan30°-tan60°)=-7

hoary kindle
#

yep

glossy basalt
#

so we can divide both side by
(tan30°-tan60°)

#

to get

#

x=(-7)/(tan30°-tan60°)

hoary kindle
#

yepyep

glossy basalt
#

next, your turn

hoary kindle
#

im not sure

#

could u give me a hint

karmic shadow
#

factor out the minus

glossy basalt
#

or you can multiply both numerator and denominator by -1

#

either way works

hoary kindle
#

so then it's -(7/tan30 + tan60)?

glossy basalt
#

nah

glossy basalt
hoary kindle
#

wouldnt it be tan30 + tan60 cus negative root 3 multiplied by -1 = root 3

karmic shadow
#

-(tan30-tan60) = tan60 - tan30

hoary kindle
#

OH

#

i see now

#

whoopsies

glossy basalt
#

it's like e.g.
3-5 = -(5-3)
but not
-(3+5)

glossy basalt
karmic shadow
hoary kindle
#

thx guys

obtuse pebbleBOT
#

@hoary kindle Has your question been resolved?

#
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obtuse pebbleBOT
#
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obtuse pebbleBOT
harsh remnant
#

Should I put the number for "p" as negative or?

#

Obviously this is a quadratic formula and p should be negative originally

glossy basalt
#

it depends on your q and s, but yea, it can be negative

harsh remnant
#

So which is correct?

#

Looks like p is equal to -6, first glance

#

While s being 3

wet moss
#

not quite -6

harsh remnant
#

I didn't calculate fully, but according to your statement, I guess the numerator and denominator simplify?

#

I'll solve it first ig

#

.close

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crimson thistle
#

i have this eqaution i wanna make look like y=-2x

crimson thistle
#

but i cant

#

this is what i get

harsh remnant
#

?

hardy ginkgo
#

x is natural number

#

i assume

harsh remnant
#

Do you understand that any power to 1 equals 1

hardy ginkgo
#

which grade u in red

harsh remnant
#

Of course, you're going to get a straight line

harsh remnant
crimson thistle
crimson thistle
harsh remnant
#

Ontario curriculum I assume?

crimson thistle
#

yes

#

MHF4UE

#

thats course code

harsh remnant
#

Oh Jesus Ontario....

hardy ginkgo
#

oh jesus christ

#

that's the right phrase

harsh remnant
#

Don't apply to U of T

harsh remnant
#

I just don't like to add Christ

crimson thistle
#

i hate this assignment so much im tryna make bicycle in desmos using these function and im stuck for like hours

hardy ginkgo
#

so what's the problem with question

#

1 power natural number =1

harsh remnant
crimson thistle
#

could you please give me example

harsh remnant
#

$-2\left(1\right)^{x}x$

warm shaleBOT
#

LE SSERAFIM

harsh remnant
#

Like this

#

That would give the same function as f(x) = -2x

crimson thistle
#

ohh

#

i see

#

.close

obtuse pebbleBOT
#
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high furnace
#

i need help with similarity of triangles questions

high furnace
#

also how to rotate the images

rotund rune
#

,rccw

warm shaleBOT
harsh remnant
#

!status

obtuse pebbleBOT
#
What step are you on?
1. I don't know where to begin
2. I have begun but got stuck midway
3. I got an answer but I'm told it's wrong
4. I got an answer and would like my work checked
5. I have a question about someone else's worked solution
6. None of the above
harsh remnant
#

!show

obtuse pebbleBOT
#

Show your work, and if possible, explain where you are stuck.

harsh remnant
#

Draw out the diagram first, if that helps

high furnace
#

the diagram is right there alr