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quick flume
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?

dire geode
quick flume
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But a=x no?

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Holy shit

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.close

cedar kilnBOT
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tall eagle
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I am trying to solve the following vector problem:

A pilot is flying a Cessna airplane at 180 mph (airspeed). He would like to fly in the direction N45โ—ฆW, but there is a 32 mph wind in the S60โ—ฆW direction. What direction should the pilot set his course for in order to fly along his desired track? What will his speed relative to the ground be?

I know that I need to break things up in components and solve a system of equations but am struggling to create the system and then solving it.

cedar kilnBOT
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@tall eagle Has your question been resolved?

tall eagle
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<@&286206848099549185>

slate plover
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Oh that is a simple Galileo's transformation $\vec V_trans = \vec V_ref + \vec V_obs $

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$$\vec{ V_trans} = \vec{ V_ref} + \vec{ V_obs} $

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the wind vector is your reference vector while the fly direction is your desired transformed vector

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the vector you are looking for ( the pilot vector is then $ \b V_pilot = \b V_wind - \b V_fly $

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the speed relative to the ground is the same exceot that now the v_ref is now zero, so V_pilot = - V_fly

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Correction V_pilot = V_fly - V_wind

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and V_ground = V_fly

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I messed up with the signs earlier

cedar kilnBOT
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@tall eagle Has your question been resolved?

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hexed vortex
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A rocket has an initial velocity vi =(-27.2 m/s)i+(12.8 m/s) j. The thrusters are fired, and the rocket undergoes constant acceleration for 21.6 s resulting in a final velocity of ve =(353 m/s)i + (34.4 m/s) j.

It's asking for the magnitude of the acceleration

crimson sedge
hexed vortex
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I did v - vi / t

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But got it wrong somehow

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I got .890m/s^2

tepid sail
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is this your channel?

hexed vortex
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Yes it says my name on it

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I think the other guy posted right after I posted

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Posted at the same time

tepid sail
wraith daggerBOT
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nosqldb

tepid sail
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and then calculate the magnitude of a

hexed vortex
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That's what I did yeah but I got the wrong answer somehow

tepid sail
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โˆš(((34.4-12.8)/21.6)^2 + ((353+27.2)/21.6)^2)

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I got sm like this

hexed vortex
tepid sail
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if I did my paranthesis correctly

hexed vortex
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Wait

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How come you divide by t inside parenthesis and not the whole thing by t

tepid sail
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again

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calculate $a = \frac{v_f-v_i}{t}$

wraith daggerBOT
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nosqldb

tepid sail
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THEN calculate magnitude of a

hexed vortex
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Not sure if I'm understanding, are you getting the components of a and then finding the magnitude

hexed vortex
tepid sail
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and calculate the magnitude of $(v_f-v_i)$

wraith daggerBOT
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nosqldb

hexed vortex
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Hmm I don't still don't quite understand what is wrong with

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$\frac{sqrt({35.3}^2 + {34.4}^2) - sqrt({-27.7}^2 + {12.8}^2)}{21.6}$

tepid sail
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alr

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hmm

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let's just consider a diff situation to see why

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there are two drunk people on like frat row and

wraith daggerBOT
tepid sail
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if you use ur method

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the acceleration has magnitude 0

hexed vortex
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How could we get the acceleration for one person from two people

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What does [-1,0] mean I haven't encountered that notation before

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-1 x direction and 0 y direction?

crimson sedge
tepid sail
hexed vortex
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I am confused still lol

tepid sail
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let's say you have two vectors in space

hexed vortex
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Hmm the finding accerlation components make sense but why the other method doesn't work doesn't make sense

tepid sail
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$x_1, x_2$

wraith daggerBOT
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nosqldb

hexed vortex
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Ok

cedar kilnBOT
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@hexed vortex Has your question been resolved?

cedar kilnBOT
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wraith trellis
cedar kilnBOT
wraith trellis
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Is this proof valid

cedar kilnBOT
ornate hearth
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I don't think so

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you need to define 6 is congruent to 4

cedar kilnBOT
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@wraith trellis Has your question been resolved?

wraith trellis
ornate hearth
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oops I missed that

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it seems correct otherwise

wraith trellis
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.close

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native lion
cedar kilnBOT
native lion
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hello I need someeone to check this for me

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can someone let mee know if this is right or not?

cedar kilnBOT
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@native lion Has your question been resolved?

spring rivet
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It looks correct to me

native lion
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ok

cedar kilnBOT
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royal loom
cedar kilnBOT
royal loom
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Would anyone know any resources that do a good job with this? I'm not really following the book

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Or if anyone is able to explain

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I don't understand the first approximation why it is any good, or why we can justify that it becomes "better and better" as r->0

tepid sail
royal loom
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MIT OCW goat

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@tepid sail I just scrolled through that a bit, I'm not seeing the limit described above, are you sure it is in there?

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I'm less asking about the divergence theorem and more so just about this specific corollary of it

flint plinth
royal loom
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Well why is the first approximation true?

flint plinth
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if div F is continuous at a, then when you're within a small radius of a, div F approximately equals its value at a

flint plinth
royal loom
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I don't see how it is saying that though

royal loom
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the integral is giving the average divergence over that ball

flint plinth
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yep

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the scale factor is just 1/vol(ball)

royal loom
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and as the ball gets smaller then the average approaches the value at the center supposedly by continuity

flint plinth
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yep

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similar to the argument in your other problem last night

royal loom
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using the integral mean value theorem?

flint plinth
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yea, or just that abs(integral(blahblah) - divF(a)) <= delta
like we argued last night
here we assume that r is small enough that |divF(x) - divF(a)| < delta holds for all |x-a| < r

royal loom
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So would something like this be good reasoning

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$$\lim_{r\to 0}\frac{3}{4\pi r^3}\iint_{|x-a|=r} F\cdot n dA$$
By the integral MVT there is an $\vec{a}\in |x-a|=r$ such that
$$\lim_{r\to 0}\frac{3}{4\pi r^3} \text{div }(\vec{a})\cdot \iint_{|x-a|=r}1dA$$
$$\lim_{r\to 0} \text{div }(\vec{a})=\text{div }(\vec{a})$$

wraith daggerBOT
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Austin

royal loom
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and this a becomes the a at the center of the ball in order for it to be in all of these intervals as r->0

flint plinth
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probably you want to apply the integral MVT to the volume integral, not the flux integral

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also i'm not sure what the distinction is between your arrow-a and ordinary a

royal loom
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they should all be arrowed I guess

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book had a bolded

flint plinth
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well a is not in |x - a| = r, the latter is a circle around a, and does not include a

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(or sphere or whatever)

royal loom
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I see

flint plinth
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i think you can just argue like before...
since F is C1, its divergence is continuous, hence given delta > 0 we have for sufficiently small r that |divF(x) - divF(a)| < delta for all |x - a| < r

royal loom
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yes it makes more sense to do it to the volume integral

flint plinth
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now use that estimate in the vol integral

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(or you can use MVT if you prefer)

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both ways you'll need to use continuity of divF at a

royal loom
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$$\frac{3}{4\pi r^3}\iiint_{B_r} \text{div }\vec{F} dV$$
by the IMVT there is an $\vec{a}\in B_{r}$ for all $r$ such that $$=\text{div }(\vec{a})$$
So,
$$\lim_{r\to 0} \frac{3}{4\pi r^3} \iiint_{B_r} \text{div }\vec{F} dv= \lim_{r\to 0} \text{div }\vec{F}(\vec{a})$$

wraith daggerBOT
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Austin

royal loom
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Where $\vec{a}$ is in $B_r$

wraith daggerBOT
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Austin

royal loom
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so as r->0 by continuity then, this is going to be just the center of the ball

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and we get our proof

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?

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I don't know if I am wording the last part good enough

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but I get the idea

flint plinth
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the point a is already in use, i don't think it's a good idea to reuse it

royal loom
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Right

flint plinth
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the point you're getting from the MVT might not be the center of the ball

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(which is the a in the text)

royal loom
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but it's always in the ball

flint plinth
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yea

royal loom
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and as we limit the balls radius to 0

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it is the center

flint plinth
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and by continuity, divF at your a is close to the divF at the center

flint plinth
royal loom
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yes

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thanks again Bungo

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idk why this one trips me up a bit

flint plinth
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the kind of limit is actually a derivative in disguise

royal loom
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oh god

flint plinth
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or maybe i guess you'd call it a generalization of a derivative

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but that's not really relevant to understand this part of the textbook haha

royal loom
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I have another smaller thing you might know about

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is this unit normal

flint plinth
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yes

royal loom
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are you sure

flint plinth
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100%

royal loom
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I didn't think it had to be

flint plinth
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well if you scale n you're gonna scale the result

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they can't all be right

royal loom
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but

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given a parametrization of S

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there will be one normal vector

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now the question is do you scale that down to unit

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or not

flint plinth
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dA is the "magnitude"
n is the direction

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together they give you the surface area of a small patch, along with the orientation

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if you scale either one of them by say 2, then you're inflating the area by 2

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dA is supposed to be the one that captures the area

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so leave n's magnitude alone as 1

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right there in folland

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unit normal vector

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that's at the top of page 233

royal loom
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that is for a different theorem

flint plinth
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doesn't matter

royal loom
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that's for greens

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right?

flint plinth
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all the surface integrals use the same convention

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i thought green's was the 2d version

royal loom
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it is

flint plinth
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i'm in the same chapter as you, surface area and surface integrals

royal loom
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chapter 5.5

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is stokes

flint plinth
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sure but it's using surface integrals

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which are used throughtout this chatper

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and they all have n dA

royal loom
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isn't this a non-unit normal?

final crag
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I will note that when using parametrizations (and not the explicit one), the n finds a way of cancelling out often in that it feels like you didn't use a unit normal

royal loom
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just a random example of stokes theorem I found

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yes and also here this one is from my class

flint plinth
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yea that vector is n dA
not just n

royal loom
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the normal is (0,r,r)

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which will have non-unit magnitude

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not trying to like be picky I just don't think it is the unit normal, although now I feel less sure

royal loom
final crag
# final crag I will note that when using parametrizations (and not the explicit one), the n f...

just to add to this as a side note but I don't think this is the issue here exactly, if you look at the lines leading up to equation 16.6.5 it kinda shows you how the unit normal tends to cancel out https://math.libretexts.org/Bookshelves/Calculus/Calculus_(OpenStax)/16%3A_Vector_Calculus/16.06%3A_Surface_Integrals#mjx-eqn-equation_5
just a plug to use differential forms so you don't even have to worry about it ๐Ÿ˜‰

flint plinth
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check here

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see how the n has a denominator

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but it cancels with the factor next to it

royal loom
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what is that formula

flint plinth
royal loom
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so

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if something is cancelling

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then what is going on in this example

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where n=(0,r,r)

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here's the rest of it

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" Let C be the curve of intersection of y+z = 0 and x^+y^2=a^2 oriented in the counterclockwise direction when viewed from a point high on the z-axis"

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so it's like we parametrize S which is the graph parametrization in polar

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take r partial, cross theta partial

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to get the normal

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(0,r,r)

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which points up so it's orientation preserving (but not unit)

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and we dot it with the curl and the answer is still fine

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if we normalized it our answer would be wrong

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so I'm confused

final crag
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this is a line integral so far

royal loom
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yeah because it's stokes theorem

final crag
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yes

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I understand

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but if you show the work for the surface integral, you'll see that when you do it

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if you did the unit normal

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and then you figured out dS
you'll get dS = ||(0,r,r)|| dr dtheta

royal loom
final crag
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no

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oh I see

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sorry Im misreading

royal loom
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No worries

final crag
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Okay, so let's do it the "correct" way
You have G_r x G_t= (0, r, r), |G_r x G_t| = โˆš2r right? So n = (0, 1/โˆš2, 1/โˆš2) so far so good
now what is dS? dS = |G_r x G_t| dr dtheta
so your integrand is (-r sin t, r cos t, 2)*(0, 1/โˆš2, 1/โˆš2) โˆš2r dr dt

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which ends up giving be (-r sin t, r cos t, 2)*(0, r, r) dr dt all over again

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the idea is that when you normalize the normal, you divide by G_r x G_t coming from the parametrization, by the surface area element dS = |G_r x G_t| dr dt so this normalization cancels out

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that's what the like I put above and the equation stuff that Bungo sent both show

royal loom
#

I think that I understand now

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thank you @final crag and @flint plinth

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okay but actually maybe that was a little preemptive I have one final clarifying question

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in practice for stokes theorem, we don't have to actually normalize it right?

final crag
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if you want to make this all better I would highly suggest differential forms instead, it unifies it all and makes it much easier! at the cost of some work up front for sure

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in practice for flux integrals you don't have to normalize

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yes

royal loom
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Amazing

final crag
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stokes has flux integralss so yes in that case too!

royal loom
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but this is for my class right now so I can't pick the way I learn it XD

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Ty very much

final crag
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hahah I know! but just some side reading that helps you gain fluency and actually shows you that Stokes, Green, Divergence theorem are all actually the same thing

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no worries!!

royal loom
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we went over the statement of generalized stokes but it uses lots of differntial forms like you're saying

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so it kind of flys over my head

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i don't know multi linear algebra

final crag
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totally fair!

royal loom
#

.close

cedar kilnBOT
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thick portal
#

What am i doing wrong?

cedar kilnBOT
surreal cave
#

Have you drawn a picture or the triangle?

upper abyss
#

What you've put in is not an exact value. That's a decimal approximation.

thick portal
upper abyss
#

Oh but you can't put in exact values, can you

thick portal
#

might be because it should be -3?

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since its in 3rd quadrant

upper abyss
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Basically, make sure to check your signs. The method you've shown above doesn't always capture the signs.

thick portal
#

ah i see

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it was -sqr(5)/3 while i was putting sqr(5)/3

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.close

cedar kilnBOT
#
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loud ibex
#

what is the equation i need to use to solve this

loud ibex
flint plinth
#

!status

cedar kilnBOT
#
What step are you on?
1. I don't know where to begin.
2. I have begun but got stuck midway.
3. I got an answer but I was told that it's wrong.
4. I got an answer and would like my work checked.
5. I have a question about someone else's work/solution.
6. I have completed the problem and don't need help anymore. Thank you.
7. None of the above
loud ibex
#

2

flint plinth
#

can you show where you're stuck?

loud ibex
#

i know how to find slope but im not sure what numbers im suppossed to plug in

flint plinth
#

well you want (change in y) / (change in x)
between the given points P and Q

#

P is (5, -4)
and Q is given by that formula, where you have to plug in the given value of x for each part

cedar kilnBOT
#

@loud ibex Has your question been resolved?

cedar kilnBOT
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pseudo trellis
#

Is there a mistake on the answer key? I got 35, but the answer key says 45?

pseudo trellis
#

I got:

wraith daggerBOT
#

Someone

raven shard
#

10(2) not 10(3)

tepid sail
#

^^

pseudo trellis
#

oh my goodness

#

my bad

tepid sail
raven shard
#

the boy

pseudo trellis
#

thank you ๐Ÿ˜‚

raven shard
#

๐Ÿ™‚ welc

pseudo trellis
#

.solved

cedar kilnBOT
#
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crimson sedge
cedar kilnBOT
crimson sedge
#

i got (-x-7) log 16 = -7x log 11

#

then whats next?

drifting marlin
#

log16 and log11 are just numbers, so treat them as such

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they're just gonna be constants like that -7

crimson sedge
#

so log -16x - log-112?

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that doesnt make sense

clear umbra
#

-(log (16))x

crimson sedge
#

how so?

#

im confused

clear umbra
#

like the person above said, log 16 is just a number

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maybe if you dont like looking at it we'll just call it A for now

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so now on the left you have (-x-7)A

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do you know how to expand that?

crimson sedge
#

-Ax -7A

crimson sedge
clear umbra
#

yes

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same thing on the right side

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if you dont like looking at log(11), just call it B for now

crimson sedge
#

okay

#

now what?

clear umbra
#

rearrange

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solve for x

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put back A and B

crimson sedge
#

-Ax-7A = B

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take out A

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A(-x-7) = B-7x

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A = (B)/(-x-7)

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right?

clear umbra
crimson sedge
#

A(-x-7) = B-7x

#

?

#

im so lost ngl

clear umbra
#

whats log(11^-7x)

crimson sedge
#

-7x log 11

clear umbra
crimson sedge
#

A(-x-7) = -7x + B

clear umbra
#

no...

crimson sedge
#

log 11?

clear umbra
#

B = log 11

crimson sedge
#

A(-x-7) = -7xB

clear umbra
#

ok good

#

now expand and rearrange everything

crimson sedge
#

log 16(-x-7) = -7x log 11

#

im so lost lmaoo

clear umbra
#

what will you get

crimson sedge
#

log -16x - 112

clear umbra
#

did you mean log(-16x) or?

crimson sedge
#

yes

#

sorry

clear umbra
#

no..

crimson sedge
#

whaaa

clear umbra
#

you dont put that -x into the log

crimson sedge
#

then what is it lol

clear umbra
#

its just -log(16)x

crimson sedge
#

ahh i see

#

okay so -log(16)x - 112 = -7x log 11

clear umbra
#

-112?

#

where did that come from

crimson sedge
#

16x - 7

clear umbra
#

again

#

you dont put that 7 inside the log

crimson sedge
#

oh

clear umbra
#

its just simply -7log(16)

crimson sedge
#

but doesnt thjat mean log 16^-7

clear umbra
#

yes

#

but we dont need to do that

#

just leave it as it is

crimson sedge
#

-log(16)x -7log (16) = -7x log 11

clear umbra
#

ok good

crimson sedge
#

add -7log(16)?

#

to both sides

clear umbra
#

yep

crimson sedge
#

-log(16)x = -7x log 11 + 7log(16)

clear umbra
#

then what do we do

crimson sedge
#

i have no idea :/

clear umbra
#

you have x on the left and x on the right

crimson sedge
#

add

clear umbra
#

ok good

crimson sedge
#

-7xlog 11

#

-log(16)x + 7xlog 11 = 7log 16

clear umbra
#

7x*

crimson sedge
#

yes

clear umbra
#

ok now both terms have an x

#

what do we do with it

crimson sedge
#

7xlog 11/ log 16x?

#

i have no idea

clear umbra
#

no..

crimson sedge
#

i appreciate your patience, im teaching myself this as of rn

clear umbra
#

since both terms have an x

crimson sedge
#

take out x

clear umbra
#

ok good

crimson sedge
#

but idk how

clear umbra
#

what happens if you take an x out of -log(16)x

crimson sedge
#

x( -log16)

clear umbra
#

and what about 7xlog(11)

crimson sedge
#

x(7log(11)

clear umbra
#

ok good

#

so what are you left with after taking x out on both terms on the left

crimson sedge
#

x(-log16)+(7log11)

clear umbra
#

no..

crimson sedge
#

๐Ÿ˜ฆ

clear umbra
#

both of those things are added together

crimson sedge
clear umbra
#
  • should be inside the brackets
crimson sedge
#

how so?

clear umbra
#

remove the brackets in the middle

crimson sedge
#

x(-log16+7log11)

clear umbra
#

ok good

#

now one last step

#

what do you do now

crimson sedge
#

divide the right by (-log16+7log11)

clear umbra
#

ok good

crimson sedge
#

x = (7log16)/(-log16+7log11)?

clear umbra
#

yes

crimson sedge
#

how do u compute this on a calculator

clear umbra
#

just type it like how it is

crimson sedge
#

can you do it for me i dont have a calculator like that

#

i dont have a calculator option

#

on the hw

clear umbra
#

didnt the question ask for answer in logs

#

so you dont need to type it in a calculator

#

just leave it like that for your answer

crimson sedge
#

okay thank you ๐Ÿ™‚

#

arigato

#

mucho arigato

#

.close

cedar kilnBOT
#
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royal loom
cedar kilnBOT
royal loom
#

I'm really not considering the proof sketch for this theorem at all

#

it references the proof of the last theorem, which made a lot of sense, but I don't see how it's applicable (I can send if anyone wants to see )

#

actually nvm, I see i misread and never saw the part that says "and satisfies *"

#

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cedar kilnBOT
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upper laurel
#

no idea what that means but at the very least you need to show that this happens for every not-divisible-by-3 p - 1 instead of just p = 3

#

by default a proof applies for anything and everything that fits

forest flame
#

hey

#

oh

upper laurel
#

really could see the order you read those messages in

forest flame
#

wym

forest flame
#

what approach should i be taking here?

upper laurel
#

sorry though I have no idea what any of that means so youll have to ask someone else

forest flame
#

instead of mod 3 i have to do all mod p where p -1 is not divisible by 3

#

oh ok

cedar kilnBOT
#

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split crest
#

A) If the derivative of f at 0 exists in R, does it imply that there exists some delta > 0 such that f is bounded on the interval (-delta, delta)?

B) If the derivative of f at 0 exists in R* (with +-infinity), does it imply that there exists some delta > 0 such that f is bounded on the interval (-delta, delta)?

split crest
#

<@&286206848099549185>

wraith daggerBOT
#

spq_64_t

cedar kilnBOT
#

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sharp sequoia
#

ummmmmm

cedar kilnBOT
sharp sequoia
#

is this vector projection?

wraith daggerBOT
#

spq_64_t

sharp sequoia
#

what does the brackets mean?

#

is the u time v?

keen nest
#

Brackets are a dot product

sharp sequoia
#

is this formula wrong?

keen nest
#

What does the hat mean above a?

sharp sequoia
#

unit vector i believe

keen nest
#

Ah, if a is a unit vector, then it is true, I believe, the formula would simplify to $proj_a(b) = (a,b)a$ indeed

wraith daggerBOT
#

spq_64_t

sharp sequoia
#

am just having an issue understanding this

#

what is it conveying

#

like i need a picture in my head

#

thats why i tried using desmo

keen nest
#

Are you confused why proj_a(b) is defined as it is in general, or how do you get a formula with a^hat from it?

sharp sequoia
#

no am confused as to what is its use

#

like what is it giving me

#

whats the meaning of the asnwer

#

like projab

keen nest
#

I mean pictorially you kinda draw a perpendicular from b to a if that helps

sharp sequoia
#

and that perpendicular line

#

is the projection?

keen nest
#

No, where it intersects the line in the direction of a would be the projection

sharp sequoia
#

so the green thing here?

keen nest
#

The green one is collinear with u, not v

#

It should be (3, 1, 0) times some factor

#

Well, the factor is (u,v)/(v,v)

sharp sequoia
#

so the first one?

keen nest
#

Yeah, just the scale isn't right

#

the projection is (18/5, 6/5, 0) -- try drawing this one

#

Then you may notice that u - proj_v(u) is orthogonal to v -- hopefully, this helps with the intuition

sharp sequoia
#

the projection is longer than

keen nest
#

Yeah, that's alright

sharp sequoia
#

so what does this mean

#

is that how much of the red vector lies on the orange ?

#

or what

#

like this is so abstract whats the significance

keen nest
sharp sequoia
keen nest
#

Yeah

sharp sequoia
#

okay thanks for everything and thanks for having the patience dealing with my stupidity

#

.close

cedar kilnBOT
#
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finite raven
#

If A,B have measure zero, then A X B has measure zero.

finite raven
#

A,B are subsets of R^n and R^m

#

.close

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unborn pond
cedar kilnBOT
unborn pond
#

i can try it and then ill lyk if im capable of doing it

#

packaged food =32 hourly

#

frozen food = 6

#

32:6

#

which is 16:3

#

is that right

crimson sedge
#

@unborn pond your answer to the other question was incomplete

#

just as an fyi

unborn pond
#

huh

crimson sedge
#

you werent finished yet lmao

unborn pond
#

OH LOL

#

MY BAD

crimson sedge
#

my yes wasnt a yes towards that being the answer

unborn pond
#

hahahaha

#

ok lets continue that

crimson sedge
#

yeah so the net increase is 4%

unborn pond
#

ys

#

yes

crimson sedge
#

but now you have to find the percentage of the increase

#

so like

#

% Increase=Amount of increase/Original Whole amount

unborn pond
#

where'd you get that equation from

crimson sedge
#

idk uh, that's just how percentages work

unborn pond
#

oh ok!

#

so 4/33?

#

oh wait

#

no

crimson sedge
#

it was 29% originally so

unborn pond
#

ok!

#

so 4/29?

crimson sedge
#

yes but multiply by 100

unborn pond
#

which is 14%

crimson sedge
#

yeah

unborn pond
#

okay i see!

crimson sedge
#

thats it

unborn pond
#

tysm

#

wait so whats the difference of % net increase and percentage of increase

unborn pond
crimson sedge
#

idk how to explain it. Like the 4% isn't weighted it's just how much the difference was

unborn pond
#

like the 4% is essentially the difference but not truly the percentage from 29 to 33???

crimson sedge
#

yes

unborn pond
#

ok

#

thats a little confusing

#

ok can we do my next set of questions ๐Ÿ™‚

crimson sedge
#

i gotta go but just post them again someone else will come

unborn pond
#

ok!

#

.close

cedar kilnBOT
#
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cobalt plover
#

Let ABC be the isosceles triangle, with base BC s, and the inscribed circle ฮฉ. The center of the circle ฮฉ is I again the tangent points of ฮฉ with the sides BC, AB, respectively AC are X, Y, respectively Z. The circumscribed circle of the triangle XZC is denoted ฮ“ and the tangent in Z to the circle ฮ“ intersects XY in T. Prove that the points C, I, T are collinear.

cobalt plover
#

I really think I need to use Menalaus' Theorem but I'm not sure where...

#

Any help please?

cedar kilnBOT
#

@cobalt plover Has your question been resolved?

cobalt plover
#

<@&286206848099549185>

cedar kilnBOT
#

@cobalt plover Has your question been resolved?

cobalt plover
#

<@&286206848099549185>

cedar kilnBOT
#

@cobalt plover Has your question been resolved?

cobalt plover
#

<@&286206848099549185>

cedar kilnBOT
#

@cobalt plover Has your question been resolved?

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mighty rune
#

are there any good rules of thumbs for determining what a decent order of integration is for 3 axes in triple integration?

cedar kilnBOT
#

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severe elm
cedar kilnBOT
severe elm
#

dont i not have enough information to answer?

stable edge
#

is it known that LN is a diameter?

severe elm
#

it wasnt mentioned but that might b true

stable edge
#

it looks like one but idk if that's just the diagram

severe elm
#

it was

#

they just never mentioned it

#

.close

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#
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grizzled shale
#

hi can i get help with a problem

cedar kilnBOT
grizzled shale
#

i want to see the work for how these trig identities are equal

grizzled shale
#

i dont know where to start

lyric galleon
#

hahah me neither

rapid elk
grizzled shale
#

yeah

#

hard

clear umbra
grizzled shale
#

33 and 34 and 36 specifically

clear umbra
#

for 33 have you tried expanding the right side

grizzled shale
#

yes and i got tan theta/2 squared

cedar kilnBOT
#

@grizzled shale Has your question been resolved?

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#
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cinder shard
#

Hello, I am looking with some help understanding the following:

Distance from point to plane
Distance from origin to plane
Distance between planes
Intersection of lines and planes
Intersection of three planes
Angle between planes

cinder shard
#

Could anyone please assist?

cedar kilnBOT
#

@cinder shard Has your question been resolved?

flint plinth
cinder shard
flint plinth
#

sure, pls focus on one question at a time tho

#

the above list is the content of like a full lecture or more

cinder shard
flint plinth
#

ok

cinder shard
#

Do you mind if I DM you?

flint plinth
#

do you know which two are parallel?

#

why, let's just use the channel

cinder shard
#

ok

#

i can guess

#

but i dont really know why

#

2/3 are

flint plinth
#

do you know about normal vectors to planes

cinder shard
#

ahaha

#

ok

#

lets move on

#

i see

flint plinth
#

ok

cinder shard
#

i can tell that their normal vectors are parallel, and since they are both orthogonal to each plane, then each plane is parallel to each other

#

thank you!

flint plinth
#

ok, any thoughts on how to do that one?

cinder shard
#

previous one has given me an idea, thought I am not certain how to resolve it yet

flint plinth
#

yea, think about normal vectors

cinder shard
#

i am thinking that the "step" vectors must be dot product 0

#

so yeah

#

n dot step = 0

#

e.g. i-2j for line 1

flint plinth
#

step = direction vector of the line?

cinder shard
#

yeah

flint plinth
#

yes that's true

cinder shard
#

i dont know the terms cuz im picking this stuff back up

flint plinth
#

if you're given two vectors (the direction vectors for the two lines in this case), do you know how to find a third vector that is orthogonal to both?

cinder shard
#

is that the easiest way to prove it though? I feel like if i had more planes/lines it would be a HUGE question manually testing each

#

cross product

flint plinth
#

yep

cinder shard
#

gotchu

flint plinth
#

that's what you want here

cinder shard
#

thats much better

#

cross product parallel to a normal

#

cheers

#

legend

flint plinth
#

and they want the plane itself

#

so you need two things

#

normal vector

#

which you get from the cross product

#

and a point on the plane

#

which you can get using any point on either line

#

since both lines are contained in the plane

cinder shard
#

got you, cheers

#

i have done it before with intersecting lines (rather than lines in the plane)

#

it was just the cross product idea i didnt immediately see

#

which is quite easy to use

#

Do you mind if we keep going?

flint plinth
#

sure

cinder shard
#

smashing these out so quick

#

thank you!

#

okay so, for F

#

is it

#

just a simultaneous application?

#

gaussian?

#

or similar

#

just throwing out ideas can't really see it quite yet

flint plinth
#

well that line is in both planes

#

so its' orthogonal to both of their normal vectors

#

so...

cinder shard
#

right

#

cross

flint plinth
#

yep

cinder shard
#

then

#

point

#

to start the line position

#

using a position vector

flint plinth
#

yea you just need a point in both planes

cinder shard
#

in the new line eqn

flint plinth
#

do you know how to get such a point?

cinder shard
#

just trying to think of a way rn, one sec if thats okay

flint plinth
#

sure

cinder shard
#

going through these ideas super quick, which I love, but I gotta contain it all haha. Thanks again

#

All I can see

#

is that if I apply a simultaneous approach I can eliminnate one variable

#

and then i have a bi-variate equation which describes a line in cartesian form

flint plinth
#

yea

cinder shard
#

but i feel like that is not the way

#

lol

flint plinth
#

you have one degree of freedom (since the intersection is a line)

#

you can freely choose one of the coordinates

#

say take z = 0

cinder shard
#

GOTCHU

#

right

#

thats really cool

flint plinth
#

then the plane equations become 2 eq, 2 vars

cinder shard
#

yeah got ya

#

just not used to finishing with a solution like that

#

effectively i have a line equation

#

in 2 dimensions

#

which i take at face value

#

sub anything i want

flint plinth
#

there are probably other equivalent ways, that's just the first that occurred to me

cinder shard
#

get the other

#

use that with one of the original equations

#

and then i have the full 3 coord

#

plus the direction vector from before

flint plinth
#

yes

cinder shard
#

amazing

#

okay cool

flint plinth
#

distance from a point to a plane

#

is along a line in what direction?

cinder shard
#

i have done the point to a plane now

#

specifically origin

#

i have a textbook in front of me with a method i dont quite understand but it appears to be a shortcut so i am trying to get my head around it

flint plinth
#

my first thought would be, take the normal vector to the plane

#

the shortest line between the origin and the plane is in that direction

#

the origin is a point on the line

#

find the equation for the line using those two pieces of info

#

and find where the line intersects the plane

#

but there's probably a shorter way

cinder shard
#

okay do you mind trying to work out this alternate way with me if I post a screenshot?

flint plinth
#

sure

cinder shard
#

its a short explanation/proof im just not seeing it

#

legend thanks, one sec

flint plinth
#

,rotate

wraith daggerBOT
cinder shard
#

so let me clarify here

#

i can see the process

#

if i have ax+by+cz = constant
I can do n given by ai+bj+ck

#

Divide the constant by the magnitude of n i mean

#

and that apparently gives distance

#

I can't picture the connection to the distance

flint plinth
#

yea that's valid, did you work through the logic involving the dot product?

cinder shard
#

i tried to but i just couldnt see it

flint plinth
#

what's the first statement that you don't get

cinder shard
#

(m x unit-n) dot n = k

flint plinth
#

you agree that (m n_unit) is the point in the plane that is closest to the origin?

cinder shard
#

yeah

#

i think fundamentally

#

i dont understand the meaning of k

#

in a vector plane eqn

flint plinth
#

that's just a measure of how much the plane is "shifted"

cinder shard
#

so

#

if its 0

#

it crosses the origin?

#

yeah

flint plinth
#

if k is zero then (0,0,0) is in the plane, right?

cinder shard
#

it must okay

#

yeah so like

flint plinth
#

and otherwise it's not

cinder shard
#

if k is 2

#

does that mean there is a distance of 2

#

no because there are coefficients

#

so its related but not direct...

flint plinth
#

yea it depends on the coefficients

#

you can scale the whole equation by some constant and that will change the coefficients and k by the same factor

cinder shard
#

okay so like is there a conceptual way to picture k exactly or because of tri-variate coefficients its hard

flint plinth
#

so in some sense only their "ratio" matters

#

well one way to view it is this

#

suppose we normalize the plane equation so that the coefficients (which are a normal vector) correspond to a unit normal vector

#

then the equation (in vector form) is:
n . (x,y,z) = k

#

now recall that hte dot product can be expressed in terms of lengths and cosine of angle:

#

n . (x,y,z) = |n| |(x,y,z)| cos(theta)

#

= |(x,y,z)| cos(theta)
since |n| = 1

#

and this all equals k

#

rearrange this:

#

cos(theta) = k / |(x,y,z)|

cinder shard
#

where is that theta

flint plinth
#

it's the angle between the (x,y,z) vector and the normal vector

#

now recall cos = adj/hyp

#

so viewing |(x,y,z)| as the hypotenuse of a triangle

#

then k is the adjacent

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which is the distance (in the normal direction) to the plane

cinder shard
#

oh okay

flint plinth
#

so basically a geometric explanation of what your book says

cinder shard
#

so i think i was struggling because of not having a concrete picture of that

#

but i may be there

flint plinth
#

now i assumed that n was unit length

#

if not then you have to scale by |n|

#

hence your book's formula

cinder shard
#

so for any arbitrary point in the plane

flint plinth
#

k/|n|

cinder shard
#

x,y,z

#

i can basically see the magnitude of the position vector to x,y,z

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as the hypotenuse of a triangle

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where the base of the triangle is the shortest distance

#

vector/line

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from origin to the plane

flint plinth
#

yes

#

right

cinder shard
#

ok let me just re-wrap my head around that

#

and connect it to process

flint plinth
#

oh just one small technicality

#

k may be negative

#

so the distance is actually |k|

cinder shard
#

got u

flint plinth
#

(the plane could be on either "side" of the origin)

cinder shard
#

right so

#

correct me if i am wrong here

#

my understand seems to be a little different to the form that the book has it in. It seems to relate to the idea of a normalised plane

#

I am effectively finding the distance by simply "normalising" k in isolation

#

using k/mag(n)

flint plinth
#

yea

#

think of it as normalizing the whole plane equation

#

by dividing by |n|

#

then the coefficients are just the unit normal

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and by my argument above,

cinder shard
#

right

flint plinth
#

the new constant, which is k/|n|

cinder shard
#

100%

flint plinth
#

is the distance

cinder shard
#

you are incredible

#

cheers so much

flint plinth
#

sure, glad it helped!

cinder shard
#

do you mind looking at the last 3 or gtg?

flint plinth
#

gtg, gonna have dinner now

#

but you got this

cinder shard
#

all good, i really appreciate the help

flint plinth
#

sure, gl

cinder shard
#

dm me if you want a tip tbh

#

idk if allowed haha

flint plinth
#

haha nw

#

cheers

cinder shard
#

thank you again

#

.close

cedar kilnBOT
#
Channel closed

Closed by @cinder shard

Use .reopen if this was a mistake.

cedar kilnBOT
#
Available help channel!

Send your question here to claim the channel.

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โ€ข After 15 minutes, feel free to ping <@&286206848099549185>.
โ€ข Type the command .close to free the channel when you're done.
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severe elm
cedar kilnBOT
cinder shard
#

hey

severe elm
#

i got to (x-4)^2 + (y-3)^2 = 13

cinder shard
#

okay

severe elm
#

but r needs to be a whole number

cinder shard
#

why does R need to be a whole number?

#

ill check the working to there, one sec

formal prism
severe elm
#

ohhhh

cinder shard
#

yeah

#

thats it

severe elm
cinder shard
#

haha

severe elm
#

ok ty

#

.close

cedar kilnBOT
#
Channel closed

Closed by @severe elm

Use .reopen if this was a mistake.

cedar kilnBOT
#
Available help channel!

Send your question here to claim the channel.

Remember:
โ€ข Ask your math question in a clear, concise manner.
โ€ข Show your work, and if possible, explain where you are stuck.
โ€ข After 15 minutes, feel free to ping <@&286206848099549185>.
โ€ข Type the command .close to free the channel when you're done.
โ€ข Be polite and have a nice day!

Read #โ“how-to-get-help for further information on how to ask a good question, and about conduct in the question channels.

remote lantern
cedar kilnBOT
remote lantern
#

for this question, shouldnt there be 3 critical points

#

in the given interval?

abstract lotus
#

i believe it is only 2

remote lantern
#

hm

#

because this is how i see it

#

because thats still less than 2pi correct

#

5pi / 3 = 5.23

#

which is less than 6.28 = 2pi

brazen wigeon
#

i dont think youre doing this right

remote lantern
#

hm

brazen wigeon
#

can you please explain $$\pi - \frac{\pi}{3} = \frac{2\pi}{3} = 2.09$$

wraith daggerBOT
#

@brazen wigeon

brazen wigeon
#

like how did you get these numbers

remote lantern
#

im finding the critical points right

brazen wigeon
remote lantern
#

so pi/3 is my xra which the reference angle

brazen wigeon
#

do you know about derivatives

remote lantern
#

ik those 2 are right because my teacher got it too

#

im following her example for it

brazen wigeon
#

wait just checking

#

are you in USA?

remote lantern
#

canada

brazen wigeon
#

ok what math class are you in

remote lantern
#

so the given interval is 0 - 2pi

#

this is calc

brazen wigeon
#

ok

#

then i think you should use derivatives

remote lantern
#

i did

#

i used the first derivative and made it equal 0 and solved for x

#

because its a trig funciton u need to find the acute reference angle

abstract lotus
#

d/dx = 1 + 2cosx = 0 : x = cos^-1(-1/2) :x = 2pi/3, 4pi/3

remote lantern
#

and that reference angl is pi/3

brazen wigeon
#

,tex $$\frac{\dd }{\dd x} = 1 + 2 \cos(x) = 0$$

wraith daggerBOT
#

@brazen wigeon

remote lantern
#

yes

brazen wigeon
#

so that means:

remote lantern
#

cosx = -1/2 now

brazen wigeon
abstract lotus
#

find where x is -1/2

brazen wigeon
#

ohhh i think i see

#

i think i kind of understand what you're saying

remote lantern
#

yea

#

then u do

#

cos^-1 (1/2) = pi/3

#

cos inv(1/2)

#

its negative but u make the ref always postive right

brazen wigeon
#

,tex $$\text{Wrong: }\arccos(\frac{1}{2}) = \frac{\pi}{3}$$
$$\text{Correct: }\arccos(-\frac{1}{2}) = \frac{\pi}{3}$$

remote lantern
#

so thats why

brazen wigeon
#

i think that is your mistake

remote lantern
#

but shouldnt there be a thiurd

brazen wigeon
remote lantern
#

no

#

it has to be positive

abstract lotus
#

look at unit circle

wraith daggerBOT
#

@brazen wigeon

brazen wigeon
remote lantern
#

im following the teachers video atm as wel

#

she stated that when finding the ref angle it has to be postive

#

when u arc cos or arc sin it

#

no matter what

#

i get how to get the first two

#

and that it fits between the interval of 0 - 2pi

#

but i thought there would be another crtical point which is 2pi - p/3 becaue if u do that it still fits in that given interval

#

we were taught to use the CAST rule to find the CP

abstract lotus
#

look at unit circle of 5pi/3

#

the x is 1/2 and u are looking for -1/2

remote lantern
#

hm im confused

abstract lotus
#

im not sure why u think there is a third

remote lantern
#

5pi /3 = 5.23?

#

thats less than 6.28

#

because the 5.23 is still less than than the given interval

abstract lotus
#

but cos(5pi/3)=1/2 ur looking for where cosx = -1/2

remote lantern
#

it cant go beyond 2pi which is 6.28 right

brazen wigeon
brazen wigeon
wraith daggerBOT
#

@brazen wigeon

remote lantern
#

hm

#

i thought we would keep going around the cast rule in the quadrants

#

until we hit a point where it extends the interval

abstract lotus
#

im not sure what you are referring to

remote lantern
#

like im using the cast rule to find the CP

#

here

brazen wigeon
remote lantern
#

ok

#

thaks

#

are u familar witht eh cast rule tuna

abstract lotus
#

ive never heard of that

#

plug in 5pi/3 to derivative - 1+2cosx=0

brazen wigeon
remote lantern
#

because our value for cos x = -1/2 we have to draw the lines in quadrant S and T because thats where Cos is negative

#

so 2 and 4^

#

like I have

brazen wigeon
#

but 5pi/3 is in quadrant 4

remote lantern
#

yes

#

because half a circle is pi

brazen wigeon
#

and in quadrant 4, cosine is positive

remote lantern
#

so from quadrant 1 to 2 is pi

abstract lotus
#

ur looking for angles in 2 and 3 not 2 and 4

remote lantern
#

il draw it out