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but the main problem was before that, you didnt factor the top part ideally, it should be (x-8)(x+4)
Gotcha. How exactly did you factorize it to become (x-8)(x+4) ?
viete formulas
find 2 numbers that add up to -4, and multiply to -32
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ok, ehm. But what bothers me that it isnt just -4, but -4x. COuld you show me this example of your factorization?
the coefficient is -4
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Saw it now. Thanks mate!
....
The pulley is pulling object A inclined to an angle
Whenever a vector component is inclined to an angle you should resolve it into x and y
But it’s only moving in x direction right?
If you ask me I would solve for the A there, then find the velocity for the B from A
So it’s given that A is moving in x with v0
And how fast the string is moving on the left side = to how fast the string is moving on the right side
v0 is in the x direction, using the definition of trigonometry, you will find the velocity component in the direction of the string, and that should be equal to the velocity of the string falling
@uneven siren everything started from here
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In an arithmetic progression where the common difference is 1/2, given S_100 = 145, find S_99.
So what I first thought of doing was.
wait nvm
i wasovercomplicating everything
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it doesn't look like it's S_99 by the way
oh wait
it's just the odd terms, a_1, a_3, ...
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odd terms
haha
okay
i definitely didn't misread that...
so...
just make the common difference 1 and the number of terms is 50
okay
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just find a_1 and i'm done
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Greetings can someone help on this system equation have been stuck for 30 minute
why not find xy first?
x^2 + y^2 + xy = 75
x^2 + y^2 - xy = 25
2 xy = 50
xy = 25
@median mason
Oh so xy = 25 then replace?
but you still don't have any progress tho
you'll end up with
x^2 + y^2 = 50 on both equation
wait... is x and y integers?
No
Bro +xy-xy = 50 is invalid
it's not about us finding any solution
It's about you learning how to find every solution
you start by getting two different equations.
The first one is the sum of both equations:
2x^2 + 2y^2 = 100, which means that x^2 + y^2 = 50
The second one is the difference of both equations:
2xy = 50, which means that xy=25; That means that y=25/x
You substitute that in the previous equation:
x^2 + (25/x)^2 = 50
When solving these you will get a biquadratic equation, which means 4 solutions of x.
Each solution of x will get a unique solution of y.
Each (x,y) pair will give you one of the four solutions of the problem
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calculus is fun
do you know table of sign ?
?
nope
mhm
for a product of 2 factors to be positive we need either both factors to be positive or both be negative right
yeah
do you know how to solve inequalities
3
kind of-
since i mean usually we need to bring all values to one side
solve it as normal
ok if i have x-3>0 then where does x lie
get 2 values
in which interval
plot it on a number line
3?
nope
confused
cant we just find the values, put them on a sign diagram, and find out the answer?
what is a sign diagram
oh-
like, usually, we plot the values after factorising the equation
on a numberline
we sub in a value greater than the positive value, smaller than the negative value, or somewhere in between the two values
to find out which applies to the signs : < or > or equal and > <
something like this
YeAHH
what are the roots
and ?
since theres a x infront- of the brackets
roots are the zeros of the equation
isnt there just one tho
the values of x where the expression becomes 0
Oh
$x(x-3)\geq 0$
calculus is fun
so sqrt 3?
when does x(x-3) become 0
when?
at which values of x
or like a value greater than 3 and smaller than 3?
we have a product of 2 factors
yes
if one of them is 0 what happens to their product
oh so equate x to 0?
nice
and equate x-3 to 0
positive 3
ok so the roots are 0 and 3
these are values of x when the product is 0
but isnt this one equation
and if we equate it to 0 its o
0*
calculus is fun
now x(x-3) is a product of x and x-3
yeah-
if x=0 then x(x-3)=0(0-3)=0
and if x=3 then x(x-3)=3(3-3)=3(0)=0
so x(x-3) is 0 when x=0 or x=3
oh
i will tell you
$x(x-3)=0\implies x=0$ or $x-3=0\implies x=0$ or $x=3$
calculus is fun
do we just takr the answer from the brackets only
ok
we want z=0
ok
now xy is a product of x and y
ye
yeah
the factors of z are x and y
uh huh
so z=xy is 0 when at least one of its factors is 0 so x=0 or y=0
did you get the concept
ok
but where did the 3 come from
like i get that theres a 0
but
why did u take out the (x-3)
and equate it to 0
oh wait
nvm
ok
i got it
i understand now
so the x outside of the brackets is individual
correct?
so its -0
=*
and (x-3)=0 is positive 3
and then we have the values for the
exactly
okok
the factors here are x and x-3
niceee
i was confused at first since i thought they were a whole one
ok what abt the second one tho
np
x^2<4
we didnt solve the inequality yet
we still need to solve the inequality
now plot 0 and 3 on the number line
sub value less than 0 a value between 0 and 3 and a value greater than 3
yup
the answer is
x is greater or equal to 3
and x is smaller or equal to 0
yayy
ok
great
now for the second one
x^2<4
so x^2-4<0
now factor x^2-4 into product of 2 factors
u cant rly factor it tho
why cant you
what is sqrt(4)
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Any idea how to solve this
Solution does not exist in real numbers
It seems x is an irrational number
U do it by urself first
Letting 3^x as a
Then applying the quadratic equation
What?
?
Wdym?
it is actually 0 if you go trial and error
How do i get to that
No need of that tbh cuz x is the exponent of 3 in the ques
Also,
0 can't be the ans
yes

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i am struggling to see how this can be right
yet, here they are treating MP as if it was the hypotenuse
taking MP^2 - r^2
TP will always be larger as long as TMP is 90 degrees
i don't get it
more context :
THIS HAS TO BE WRONG
YET THEY MAKE ME SPEND HOURS ON THIS BUT THE QUESTION HAS TO BE WRONG
oh my god i am so mad
please someone tell me i'm wrong
okay i realized my mistake
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Only got the center correct other two are wrong, even tho a site says I'm right
@cedar shale Has your question been resolved?
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Hi there! I'm trying to figure out how to build a formula that explains a bunch of variables, but I'm very new to math... I'm passionate about video games and always get "lazy" about math.. I figure it's time to fix this problem... I never got a proper education in mathematics, but since I'm finding myself doing wiki pages for games I love, I'm now finding I can't run from this any more. is anyone willing to help me figure out how to write down a "Chance to hit" formula?
I know how it works logically, I just don't know how to explain it using mathematical symbols... it's the notation that's the problem here. Should be easy to answer for someone who's involved in this. 🙂
A chance to hit is a percentage often like 84% this means it's a ratio. You could think of it as 84 hits / (84 hits + 16 misses), or 84 hits out of 100 tries.
I'm not sure if you're asking how to design a more interesting formulation using more variables (attack level, evasion of enemy etc), if so you could mention them here
Ah ok I think I misread your question, you're asking for symbols so you can write a wiki page?
I think as long as the ratio is clear (It should have a numerator and denumerator) I think it makes sense
I don't think you need anything fancy symbols
Sure, so, here's the way this works.
the game is Final Fantasy XII: The Zodiac Age (The remaster)
Evasion comes from shields and weapons in this game, and if you're playing the original on PS2, there's an accessory that conditionally adds chance to avoid.
the game does a series of checks.
The game assumes from a starting point that chance to hit is 100.
there are 4 variables (I think that's what they're called? oop) that go against this
Mechanics of Damage Avoidance
Damage Avoidance has 4 checks as to whether the defender successfully avoids damage, in order:
- Shield Block
- Weapon Block
- Parry
- Miss
Yeah so you can represent conditional variables by setting some function that evaluates to 1 when true and 0 otherwise
so
20 + I_shield * 40 will give 60 if I_shield is true, 20 otherwise
Here's where it gets nasty... this engine doesn't behave like that does.
So, say it's between you and I, you're the attacker using a magic spell.
need to attend class will try to check later
Sure, I'll type it out and you can look when you can. 🙂
@worn forge Has your question been resolved?
The game has augments which are passive skills, and technicks and magicks which are actives (Abilities for shorthand), you have to DO those.
Game has two types of attacks, physical and magickal. (Spelling is old timey)
The attacker has 100% chance to hit unless:
- Windy/Heavy Rain/Snowstorm/Sandstorm and using a bow (x0.5) or crossbow (x0.8)
- Blinded (x0.5)
so, worst case, we're walking in with 25% accuracy, but not always.
the formula needs to reflect these as potential variables.
Outside of this, it's on the defender's side.
This is done in a series as follows:
- defender's shield block
- weapon block
- parry chance
- miss chance (unknown variable, honestly, always been a mystery, miss is pretty rare, though.)
Before the game does any math, though, it asks itself 3 conditionals
- Does the attacker have the Ignore Evade augment (Yes/No?) [if yes, skip shield block, weapon block and parry.]
- [If No] Can the ability be evaded? (abilities can be blocked or evaded, but they cannot miss. this is how you get around bad weather as a blind bowyer, but some abilities like the spell "dark/darkness" have an innate "Ignore Evasion" property as well, so it'll entirely ignore any chance to avoid. [so, it will ignore the defender's shield block, weapon block, parry, and it cannot miss.]
- [If Yes] What type of damage is the defender taking? (Physical or Magickal)
So say after all this, attacker doesn't have ignore evade, the ability doesn't have ignore evade, and we're taking magickal damage.
Conditionals:
- "Shield Block" augment for Defender. (can have up to 3) "adds a flat 5% chance to evade to a shield per stack" but ONLY in categories your shield has.
so if you have 3 SB Augments (+15/+15) and your shield has 15 Physical and 15 Magickal evasion, you'll have 30 of both evasion types from your shield.
- if it has 15 magick evade and 0 physical evade, you'll have 30 magick evade and 0 physical evade.
- if you have 15 and 1, you'll have 30 and 16... it only applies where the shield is positive.
so if we have a magickal attack (Always 100% accurate) and we have 10 Magick Evasion on the shield, and 2 Shield Block Augments, I have 20% chance to evade. which is 80% chance to hit.
THEN
If my weapon has 10% magickal evasion, it takes 10% off of OF 80%
THEN
You can't normally parry, it requires a specific item to be worn as your accessory, if you're wearing it, parry is always 30% chance.
THEN it rolls for a miss. (We don't know the chance of this to occur exactly)
So it then runs a probability chain, Accuracy - Shield's Chance to Avoid = 80%
did that hit? yes.
okay, 80 - Weapon's chance to avoid = 72%
Did that hit? yes
Okay 72 - Parry = 50.4
Did that hit? yes
Cannot Miss
HIT!
For clarity:
Evasion and Block are the same thing, evading is blocking, blocking is evading according to this game, so that's the same variable. (I think that's the name for it)
so, you can't "block" per se, you evade.
So you evade (block), parry, or the attack misses.
"Miss" is a random outlier, you can't modify the chance of it occurring. it basically only occurs as a last ditch before deciding whether you got hit or not.
If anyone has any questions regarding how this works, just ask! 😄
I'm just trying to come up with a formula I can put on the wiki, lmao.
@worn forge Has your question been resolved?
@worn forge Has your question been resolved?
No
@worn forge Has your question been resolved?
so assuming you want to write a wiki page for this game you could write it two ways. The first is very similar to how you wrote it here where you just explain the effects of each conditional, this is honestly probably preferred if you want the people to fully understand what's happening
if you want to write it in a single line of math it will be ugly. However, you can abuse the indicator functions that I mentioned earlier.
Ill just make an example here:
The attacker has 100% chance to hit unless:
Windy/Heavy Rain/Snowstorm/Sandstorm and using a bow (x0.5) or crossbow (x0.8) Blinded (x0.5)
Let the function Weather(X) = 1 when X = Windy, Heavy Rain, Snowstorm or Sandstorm and 0 otherwise. You can defined these function as piecewise (https://wikimedia.org/api/rest_v1/media/math/render/svg/e3977eccbf90d95798f9d4c30f04a8ad7ac45974)
Let the function Bow(Y) = 1 if a bow is used, 0 otherwise, same logic from crossbow and blinded.
Just to make sure I interpret this correctly its if the weather is BAD and you are using a bow OR crossbow you get a penalty, and you get blinded penalty regardless of weather.
We can also drop the X and Y for convenience
Chance to hit = (1 - Blinded * 0.5) * (1 - (Weather * ((Bow * 0.5) + (Crossbow * 0.3)))
assuming you cannot use both a bow and a crossbow at the same time
Weather bad, if you're using crossbow, lose 20% accuracy. if using bow, lose 50% accuracy. (This effect occurs AFTER blind)
So if you have the blind status effect, it's 50% reduced accuracy.
if you have bad weather and are blinded, and you're using a bow, you have 25% accuracy.
might have messed up some numbers but does this help
kind of? because I'm not even sure how indicators work, may I DM you for the purposes of this question and call this room closed?
It's okay if you say no! I'm trying to learn mathematics and I'm a bit of a scrub.
I'm a bit busy rn, but I wish some other person would check this
Poke em? kekw
ideally someone who actually does probability lol
let me check
Idk anyone I can ping but perhaps you could use the help forum (because those post stay up for longer) and copy paste what you wrote
alternatively you could post on reddit maybe
This doesn't mean anything to me, btw.
It references itself it so many places that it can't do anything.
how can X = -itself if it's less than zero
how can X= +itself if it's greater than or equal to zero?
I don't know what these symbols mean lmao.
|x| means the absolute value of x
if a number is less than 0, multiply it with -1, which give us an ans as the abs value
and if a number is greater than 0, the abs value is itself
-x which means to the ans of the duplication (x*-1), -x mustn't be considered as a negative integer
actually, it is meaningful if 'x*-1' is written instead of '-x', and 'x' instead of '+x'
The vertical line means absolute value which is just how big the number is, not caring about if it is positive or negative
The curly bracket thing { is the notation for a function with two(or more) different conditions. This is known as a piecewise function
The reason it is -x is because when you have |X| if X is negative that means you have a number like '-a' and in order to find the size of the number you add another - in order to just get a
The commas and text after that indicates that for any number X , if X is less than 0 aka negative then use -x
and the same for the bigger than or equal to 0
Where instead of adding a - in front you just take the number as it is
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is there any "steps to follow" to find the boundaries of a convex real function of single variable?
my notes just have all kinds of proof, but nothing on how to use them and such
given a function f(x) of the form ax^k, bx^(k-1) ... where a, b, ... are constant coefficients, and k is the an integer (that is the order? of the function, if i am using the term right), and no "funny" stuff like trigo for the moment,
i am told f(x) is convex in some interval [a,b] (unrelated to the a and b above), where a < b.
to find a+b
my thoughts are to twice differentiate it?
and then it must be greater than 0
yes
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can someone explain
I want to know how we got ln (1)
$\lim_{b \to -\infty} \frac{b-1}{b+1}=1$
Ann
I take the highest degree?
sure...
-infinity/-infinity = 1?
yes but you should never write it this way
u = sqrt(x) => x = u^2, and dx = 2u du = 2 sqrt(x) du
overthinking it
sorry?
ok let me write it in full
$\int_0^{\infty} \frac{\dd{x}}{(1+x)\sqrt{x}} \overset{x=u^2}{=} \int_0^{\infty} \frac{2u \dd{u}}{(1+u^2)u}$
Ann
agree or disagree?
yes
this was not a yes/no question
Are you mentally okay?
One of the definitions of exactly is “a reply used to confirm or agree with what someone has just said.” Like absolutely and definitely, you can also add “yes” to this I agree synonym.
"agree" is only two characters longer
I'm not here for english I'm here for math
well i've already told you the math you asked about, save for one (1) cancellation
wdym save for one(1) cancellation
i did not cancel out the u's from the top and bottom.
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stuck on this calculus question
calculate the total profit in terms of x
be careful; the cost is "per x blankets", while the market value is "per 1 blanket"
Yeah, that should work
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need to find det(2B^(−1))
i don't understand how to turn A matrix into B or something like that
that's what i got and don't know what to do next
probably better to try transforming B into A
rearrange columns of B, and then transpose
(modifying the sign of the determinant correspondingly)
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How do you simplify the denominator?
I can't make (tan^2(x)+1) to get to sec^2(x)
Or idk how
Oh wait a minute
.close
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Let A be a 3×3 matrix. Let B be a column vector such that $B^TAB$ is 0.
If I take transpose both sides, then $B^TA^TB$ is 0. I don't know what information I can extract from this. Does this imply A is symmetric?
- Miles12345
<@&286206848099549185>
@crimson sedge Has your question been resolved?
<@&286206848099549185>
without giving any more infos on B, then not necesarily. Take B zero vector. then B^TAB = 0 is true, but A can be anything.
@crimson sedge
What if B is non-zero
take any A with A11 = 0, take B=e1. Then again u have the equality but A can be anything up to the A11 entry
and B is not zero
Maybe give more context, is it a part of proof?
,rotate
Couldn't find an attached image in the last 10 messages.
Well it's this question
,rotate
Question 2
it literally says for EVERY vector B u have the equation 

Yea
But like
I don't even know how to proceed or what information to extract if I consider general case. So I thought to consider special cases and get to the answer
if B is a column vector aint a B^TAB just a number?
Yep
Here's my rough work. It may seem weird due to the assumptions I'm making
then why it says BTAB is a zero matrix
That's what confused me initially but I thought it's taking 0 as [0] (a 1×1 matrix) lol
ye technicaly correct but still weird. Anyway take B=ej for j=1,2,3 plug in into equation B^TAB = 0
what it says about A?
Well nothing except it's a 3×3 matrix, and some values of its elements
Oh wait
Lemme plug
ye u know the diagonal entries of A
Diagonal?
Wait wait
I did a big mistake
Ohh
B = e2 = [0,1,0]
My bad
a13 a23 a21 are given aswell for free
probably for the rest of unknowns entries, but atleast u know diagonal entries immediately if u plug e1,e2,e3 in
Perfect
oh ye try plugin [1,1,1] u will find a12 that way
Thanks a lot!
no problems
.close
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If......, calculate
I have done this, but I don't know if it's correct
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oh okay, I wanted to pin the question and put then my answer
this is why I opened another one
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Someone can help me
with mathemathic discrate
ok im going to read your mind and help you

Tell me too
.
.
We waited 2 mins for you, you have to too
Okay thx
Can you make
A universal set as a big box
And then three intertwining circles, name them set A B C
Then like
Keep the commons of set A and B between the common area of circle A and Circle B
Similarly for all
Thinsg that dont come in A B C circles, will be inside the box outside of all the circles
And things that come in all three sets A B C , will be in the commonplace of all the three circles
Whichever you understand the best 👍
@turbid spoke
Yep
can recommend me youtube channel
Ummm idk
yes i need solve word problem
with set theory
What grade are you in
university
This is the easy level medium or hard i mean
Do you know what the inclusion and exclusion property is?
Not by namw, show some example
And i cant find specific site for word problems on solvjng sets using venn diagrams
Does it always start with the intercept or are there exceptions?
The words you use go over my head but
Yes
Like youre given n sets
(Add all singletons) - (all intersection pairs) + (3 intersetions ones) - (4intersection ones) .... ±(n intersections)
A more precise but harder to undsrstand way for what i just said
@turbid spoke
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can someone help me with this
do you know soh cah toa
a little
o=opposite, h=hypotenuse, a=adjacent
sin=o/h
cos=a/h
tan=o/a
okay
what would sin(A) be
5/13
no not at all
it is indeed
looks good to me
yup, just from B rather than from A
so where would the adjacent and opposite be
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Why are these not equal
Ax^2-16Ax+64A+Bx-8B+C
1=A, 0=-16A+B, 64A+C=0 so A=1, B=16, C=-64
I just fingured it out a moment before you sent that
But you're right
I hate that little mistakes like that take up so much time
I'm going to write it differently and put it into the formulas while I expand it so that doesn't happen again
Thanks
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I need to find the co-ordinates of the point of intersection of CM (y + 3x = 14) and AD (x - 2y = -2)
<@&286206848099549185> it is such a simple part of the question, but i still just don't know how to do 😭
@hazy depot Has your question been resolved?
<@&286206848099549185> just to alert again
solve the system to get your point
but how
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find n
,rotate -90°
@floral condor Has your question been resolved?
Logarithms
ive not learnt that

<@&286206848099549185>
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Hi guys, I'm French btw
i want to make an equation of this text
International standards define the danger threshold as : 85 dB for 8 hours. This threshold increases by 3dB each time the exposure time is divided by 2.
It means u can resist 8hours hearing a 85dB sound without ur ears getting hurt.
it s like 85+n3 = ...
it s a basic thing, plz i need help
@buoyant hill Has your question been resolved?
<@&286206848099549185>
$85+3(3-log_2(t))$
chlamydia
thank u so much but whats log2
how to put in calculate
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Hey I dont need help with anything but I wanted to give a big shout out to all the helpers. Im pretty sure I got a solid mark on my calc test and I wouldnt have been able to if it wasnt for you guys and gals. Thank you all so much.
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!status
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
1
$x\to{\frac{\pi}2}^-$ know what this means?
chlamydia
No I know when it’s simpler numbers
I’m really confused
@onyx dove do you think you can help me?
@winter cairn Has your question been resolved?
did u go to class
I got it now
Noice
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I am solving something for my company and was wondering if anyone could help.
Basically, I need to write an algorithm to accurately get from an initial % composition by mass, to a desired % composition by mass. For example, if sample A was 100kg initially, and it was made up of 40% carbon and 60% iron, and I wanted it to become 45% carbon and 55% iron, how would I determine suitable amounts of either to obtain that composition. I CANNOT subtract anything that was initially in the sample, nor take away anything that I add. I can only add enough to dilute the sample to its desired % compositions respectively.
If I can get an algorithm for this, I will need to extrapolate a formula to work with, let's say, 12 different materials within the composition.
Here is an example of what a final wants list could look like, but I would like to start with a simpler example so I can understand the math behind it.
these % dont sum to 100
Typo, sorry.
Obviously, there are an infinite number of answers so what I'm finding difficult is finding the most efficient or first one.
If anyone is interested in doing a voice call for further clarifications that may be helpful
@upper elm Has your question been resolved?
@upper elm Has your question been resolved?
@upper elm Has your question been resolved?
this seems like a linear programming problem
set x to be the amount you add of each element
minimize c^T x, where c is the cost of each element
your constraint is a little harder, but you can actually write it as A(x_0 + x) = 0
for a suitable A
@upper elm Has your question been resolved?
I don't understand that exactly
@upper elm Has your question been resolved?
take any amount of final composition e.g. 1 kg
divide every part of the orginal by every part of final
if you take the largest quotient and multiply by
that 1kg every part becomes at least as large as the orginal so you can just add the difference
@upper elm
maybe that's nonsense somehow
can't see the problem if so
yeah I wonder if some greedy algorithm works here
the thing I'm worried about is if the elements cost different amounts
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What are typical good techniques of determining reasonable domain and range?
Other than the obvious figuring out what fits “reasonably”
Like if your range is distance a ball can be thrown, hundreds of miles are obviously out of the picture, but I have no idea what outliers could be at. Is there a certain number of standard deviations from a mean that is generally used?
What does standard deviation has to do with range
I don’t know that’s why I’m asking
Like are there any general conventions that are followed when determining “reasonable” domain and range?
Or is it just a situation of if I fits I sits
I would bound this by upper limits
You can do like rough approximations to bound your results
Like let’s say you probably can’t throw harder than a bat swing
What if a datum somehow does surpass that
And a bat swing hits a ball around a baseball court
I guess you’d just increase the reasonable range
So the size of a baseball court is probably a good upper limit on how far you can throw a ball
So essentially just what makes sense
I don’t like that lol math isn’t supposed to be subjective in my mind
Nothing about this has to do with math
I can’t even tell what topic you’re talking about
Determining “reasonable” domain and range of a function
The domain and range of a function has nothing to do with reasonability
I’m supposed to teach it with function domain and range and can’t wrap my head around how to effectively determine a “reasonable” domain or range
They are defined alongside the function with the notation f: A -> B
Then why is it in this curriculum lol
Well I don’t know the context you know
So like take a word problem that’s optimizing the area of a fence
classic problem
Obviously your area can’t be negative, so even if the area is modeled by a parabola then you’re not going to include negative intervals of the domain in a “reasonable” domain
It makes sense with cases where you can’t have negative area but I can’t figure out how one would consistently determine a reasonable range for something like throwing a ball
Like the length of a baseball field makes sense, but I’m sure there some outlying person who could yeet a home run
Would they be included in a “reasonable” range?
the concept of signed area is a pretty useful one
For high school sophomores?
yeah in some matters of practicality it is
What’s the point in ever bringing this up in a class then?
as an example, suppose you have two parcels of land that are currently separated by a property curve
there's a proposed redrawing of the property line
compute the amount of land you stand to lose/gain from this redrawing of the property line
you compute signed areas and add them up
I’m not trying to condemn “reasonable” domain and range though I’m trying to justify it
I'm not actually sure what you mean by domain and range here
like domain and range of a function?
A word problem that allows for signed area defeats the purpose of it in the first place
Yes
seems several things are getting conflated here
Domain and range of a function
functions are defined on whatever domain you wish them to be
A function that models typically a word problem where signed or extreme values would be, for lack of a better word, “unreasonable” to include in the domain or range
I think that's a little bit of a rigid way of looking at things
one is generally free to pick whatever mathematical tools they please to solve a real-life problem
for example, even though voltage and current are physically related to the flow of charges, and as such take on real values, people use complex numbers for them all the time
the same goes for things like complex frequencies, even though frequency is just counting the number of times something happens
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hello
what do u mean by calculate it?
like solve it
it is not possible to solve it, there are too many unknowns
maybe you want this?
thx
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is this the right way to proceed with this question or is there another way to do the integration
missing dx but yes this is correct so far
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Is this the correct inverse function of the problem?
It is, yes
Srsly?
Yeah, replace y with $h^{-1}(x)$
Because y= isn't a function
But you can use commutativity to rearrange $2-3x$ to $-3x + 2$
x+1 is correct though
Oh right my bad
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B^T means the transpose of B
what is the transpose of B?
It's swapping the rows for the columns
oh
So the rows become the columns and vice versa
is the determinant of a transposition of a square matrix always the same as the original?
Yes
but a non-square matrix would have to be calculated right?
Non-square matrices don't have determinants
they don't?
No, it's impossible for some of the properties of determinants to hold in that case
I guess that makes sense
strange that I haven't run into that question up until now
det(AB) = det(A)*det(B) = det(BA) wouldn't always be true
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-
A particle moves to the right along the curve y = x^3/3 with a constant speed of 4 feet per second. Find a_t and │a_n │as it passes through the point (1, 1/3).
-
A particle moves along the given curve r = 1 + sin^2 Ɵ with a constant angular velocity of 2 radians per second. Find the speed and acceleration at Ɵ = π/2.
-
A particle moves in accordance with the equations r = t^2 + t and Ɵ = t^3 /6 where t denotes the time. Find its position and speed when t = 2.
i really need help....it wasnt discussed yet but the teacher already gave us this math problems...
Can you picture them as there are some numbers that aren't understandable
Like
The first question
Is it
$$y = \frac{x^3}{3}$$
wait lemme fix it
Sherif Player
Or $$y = \frac{3x}{3}$$
Sherif Player
this is
Also what is $a_n$ and $a_t$?
Sherif Player
@stiff gyro ?
hold on i do not know about it maybe it is normal acceleration and tangential accelaration...
Normal acceleration mean you want the acceleration to the right or what ?
I checked it
i dont really know to be honest....
Oh so you didn't get it in class
Or you didn't study well to know it ?
huh?
i really need help....it wasnt discussed yet but the teacher already gave us this math problem - earlier message
kinda like i didnt know how to solve this yet because it wasnt discussed yet
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hey, sorry for bothering. can someone help me with this question?
at which step are you stuck?
this step right here, am i on the right track?
i conversed 1/x = a for example, so it changes from lim x to lim a->0
i have tried separating cot a/(1/a) and (2-3a)/(5-2a) but the result is still 0
oh sorry, please ping
oop, my bad
tbh I would simplify the function first by deleting irrelevant parts
in the nominator you have something like $2x\cdot a - 3 a$, so you know that towards infinity the left term escalates, meaning the right one is irrelevant
Jigglyproff
the same goes for the denominator, you have $5x^2-2x$, which basically is $5x^2$
Jigglyproff
there is a formal way, either big O notation or a play with division by x, whatever your prof/teacher used
oh wait okay, so the limit dont change first, but rather simplified it to algebra
then you end with\
$\frac{2x\cot{\frac{2}{x}}}{5x^2}$, where you can push out the $\frac{2}{5}$ in front of the limit to get\
$\frac{2}{5}\cdot$ limit of $\frac{\cot{\frac{2}{x}}}{x^2}$
Jigglyproff
limit as x approaches inf, forgor how to do that in LaTex
as a hint:
|| cot(x)=cos(x)/sin(x) ||
soo
lim $\frac{1\frac{cos\frac{2}{x}}{sin\frac{sin\frac{2}{x}}{x^2}$
mmmkay got it. thank youu
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Help me pls,I haven't found a solution to this exercise.
help meee
Help pls
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projection matrix for
the projection onto its column space, im actually confused what this means
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is every vector in R^3 orthogonal to the zero vector
can you recall the definition of orthogonal? two vectors v and w are orthogonal when ...?
and do you know how a dot product is computed?
in R^3 (1,0,0),(0,1,0),(0,0,1) these are the vectors where if you take the dot product of any, their result will be 0
say, vector v = (v1, v2, v3), and vector w = (w1, w2, w3), their dot product is..?
v1w1 + v2w2 + v3w3
yep, now what is the zero vector?
v1w1 + v2w2 + v3w3 = 0
(1,0,0),(0,1,0),(0,0,1) is this not the span where the dp = 0
gotcha
so to better phrase your question, if we have some vector w = (w1, w2, w3), is it perpendicular to the zero vector (0, 0, 0)?
is it not just a dot at origin?
then any line that goes through the origin will be perpendicular
right
I would say at this point it's just by the definition, w1 x 0 + w2 x 0 + w3 x 0 = 0, so yes, they are orthogonal
the intuition of perpendicular arrows breaks down here
i hate linear algebra
linear algebra loves you ❤️
fuck being a cs major
this shit suck
anyways
Describe S⊥ by finding a basis for it if --> S is the subspace of R3 containing only the zero vector --> all of R^3
since w1 x 0 + w2 x 0 + w3 x 0 = 0 holds for any vector
in r^3
yep
what if S is the subspace of R3 spanned by (1, 1, 1), how do i think about this
like is this meaning that 1, 1, 1 is the only linear combination?
S is a line through origin
S⊥ (usually called S complement) is a 2-D plane perpendicular to the line (also through the origin)
yep, that can be one of the basis vector spanning the plane
probably 1, -1, 0 too
and then like ... 1, 0, -1
and then -1, 0, 1
i need to find the entire basis ig
you just need two linearly independent ones
S is one dimensional, its complement will be two dimensional since we are working in R^3
i just looked up basis defn but in my notes there is nothing about being minimal
- linearly independent
- spanning
Alternatively you can say basis is the minimal set that spans the entire vector space, yes
but if spanning means all the possibilities, why are their just two?
because i just listed like more than 2
And 2 pairs of them are linearly dependent
The point is, you couldn't find a set of 3 vectors in a plane that is linearly independent
I.e., its (complement of S) basis consists of 2 vectors
oh wait i se