#help-13

428200 messages · Page 526 of 429

cedar kilnBOT
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@wide light Has your question been resolved?

cedar kilnBOT
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@wide light Has your question been resolved?

cedar kilnBOT
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@wide light Has your question been resolved?

wide light
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look at this

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wth?!?!?!?!?

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im soooo confused

cedar kilnBOT
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@wide light Has your question been resolved?

wide light
#

<@&286206848099549185>

cedar kilnBOT
#

@wide light Has your question been resolved?

wide light
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ill close it if nobody can help soon

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if someone reads this and thinks something like - this is just unclear - do let me know

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or maybe this is just a really niche topic

odd seal
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damn you've been waiting longer than me

vast isle
odd seal
wide light
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what the hell

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@vague moth

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i dont think pinging modmail does naything

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<@&268886789983436800>

odd seal
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oh yeah and I bet the moderators would be furious

rustic coyote
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banned

wide light
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i think im gonna give up on my question

odd seal
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noo always believe in yourself

wide light
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ive even tried asking my teacher but she ghosted me for weeks lol

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i saw her at schoool today, i went for a diff exam

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she said oh i saw ur email in my junk folder i will reply today

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today ended 10 minutes ago

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exam is on wednesday (aka tomorrow)

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screwed

odd seal
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what math are you taking?

versed bone
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@wide light you good?

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somehow this channel is still open

wide light
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But it's closing time :

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.close

cedar kilnBOT
#
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cedar kilnBOT
crimson sedge
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what exactly do you need help with?

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It appears that this algorithm is traversing an array of numbers and assigning the product of a_{i} and a{j} to a max() function/method

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which returns the maximum value between m and a_{i}*a_{j}

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alright, so, for the outer loop's iteration, i starts from one and ends at n

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so that's always n iterations

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but j starts from i+1

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so, at value i = 1 j will be 2

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or rather, will start at 2

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so, it skips the number one

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but it stops at n

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you with me so far?

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i = [1, 2, 3, 4, ..., n]
j = [-, 2, 3, 4, ..., n]

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so, i iterates n times

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but j iterates n-1 times

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j iterates n-1 times on EACH iteration of i

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meaning: for every iteration of i, j iterates n-1 times

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and there are n iterations of i

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so the TOTAL number of iterations is: $$iterations_{i} \cross iterations_{j}$$

wraith daggerBOT
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Emran & Knuckles

crimson sedge
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which is why it's n(n-1)

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does that make sense, @plain bridge ?

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read my replies and tell me if you have any questions

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sorry for the ping

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goes into?

cedar kilnBOT
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@plain bridge Has your question been resolved?

crimson sedge
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yeah?

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that's not the way to think about it

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the amount of iterations the second loop will do is always going to be $$iterations_{i} - 1$$

wraith daggerBOT
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Emran & Knuckles

crimson sedge
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in reality the n from O(n) and the n from i := 1 to n aren't dependent on each other

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it just so happens that the amount of iterations i will make (the n from O(n)) is equal to n ( the n from the loop range)

crimson sedge
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i = [1, 2, 3, 4, ..., n]
j = [-, 2, 3, 4, ..., n]

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j will always start at i + 1

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so when i = 1, j = 2

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and on the second iteration, when i = 2, j = 3

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suppose n = 5

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the iterations would be as follows:
when i = 1 : j = 2, 3, 4, 5 (because it stops at n = 5)
when i = 2 : j = 3, 4, 5
when i = 3 : j = 4, 5
when i = 4 : j = 5
when i = 5 : j = 6 (do nothing because we ordered it to stop at 5)

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for each iteration of i the number of iterations of j is iterations of i - 1

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so the number of multiplications that take place (a_{i} * a_{j}) is n(n-1)

cedar kilnBOT
#
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crimson sedge
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and the number of comparisons that take place (max(a_{i} * a_{j}, m)) is also n(n-1)

cedar kilnBOT
#
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tawdry mist
cedar kilnBOT
tawdry mist
#

i'm fairly new to calc

sage forge
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You can integrate the function sqrt(r^2-x^2) and do trig-sub

tawdry mist
sage forge
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You know the equality of a circle? x^2 + y^2 = r^2 ?

tawdry mist
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never heard of it sorry

bitter reef
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perhaps x^2 + y^2 = 1

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unit circle

tawdry mist
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hm a unit circle?

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is y^2 the curvature

bitter reef
tawdry mist
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oh

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okkk i see

sage forge
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Then solve for y

tawdry mist
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once you have it, it's y^2 = r^2 - x^2 right

sage forge
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Yes

tawdry mist
sage forge
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r is the radius. You should treat it like a constant

tawdry mist
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i see

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once we solve for y, what do we do with it?

sage forge
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Integrate it with respect to x

tawdry mist
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i seeee

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ok i think, i get it now

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thanks!

cedar kilnBOT
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@tawdry mist Has your question been resolved?

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crimson sedge
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hi

cedar kilnBOT
crimson sedge
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did i solve this right?

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<@&286206848099549185>

sage forge
crimson sedge
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?

rotund vine
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,rotate

wraith daggerBOT
rotund vine
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I think just find the dot product of the two forces

crimson sedge
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i tried to find it

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is it right?

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ig this is physics question?

rotund vine
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looks good to me for the first step

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I mean like mechanics

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cause some countries put mechanics in maths

bitter reef
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$\text{Work} = Fx$ right?

wraith daggerBOT
crimson sedge
rotund vine
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yes but dot product for vectors

crimson sedge
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well if this is maths then it should be fine

rotund vine
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well tbh
math -> physics -> chemistry -> biology lmao

bitter reef
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bi 🤮 logy

crimson sedge
rotund vine
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yeah I mean everything is closely related to each other

crimson sedge
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physics is almost entirely math tho

rotund vine
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right @bitter reef did we solve your problem

bitter reef
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I didn't open the channel

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I just wanted to make sure I knew the formula right

rotund vine
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wait sorry

rotund vine
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$$ W = \vec{F} \cdot \vec{S}$$

wraith daggerBOT
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||𝓚𝓪𝓼𝓹𝓮𝓻||

crimson sedge
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answer is correct?

bitter reef
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this seems correct

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didn't plug it in calculator myself

cedar kilnBOT
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@crimson sedge Has your question been resolved?

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tulip storm
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Can someone help me understand the difference between the solutions

cedar kilnBOT
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@tulip storm Has your question been resolved?

cedar kilnBOT
#

@tulip storm Has your question been resolved?

warped gull
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Hello, to understand the difference between the 2 solutions, you have to manipulate the first one in order to get an expression alike the second one, then see what happens when Ω gets closer to ω

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To do so, the first step would be to use the following identity with Ωt and ωt

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manic acorn
cedar kilnBOT
manic acorn
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what is the answer to no. 4?

dire geode
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What do you get when you Google "arcsin domain"

manic acorn
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would it be subset of the range ?

cedar kilnBOT
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@manic acorn Has your question been resolved?

manic acorn
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the domain they were talking abt in the activity for the sin function is [-pi/2,pi/2]

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which becomes the range of sin inv

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but for any other domain that is also one one and onto like [pi/2, 3pi/2]

manic acorn
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Okay so what i think is that the output of this domain when input in the sin function is the domain of the sin inverse function, but idk if theyre asking this or not

iron berry
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the domain of arcsin(x) is the range of sin(x)

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if that's what you're asking

manic acorn
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It was like an activity where they used the domain of the sin function from [-pi/2, pi/2], now theyre asking what would the other domains of sin function, for which the function is bijective, will give

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These other domains when input into the sin function, they give the domain of sin inverse

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So maybe that is the ans?

cedar kilnBOT
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@manic acorn Has your question been resolved?

manic acorn
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ok so

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if i take the codomain to be [0,1]

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then the domain [0,pi/2] for the sin function

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is one one and onto

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so then if my prev logic was correct

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it wud be the subset of the domain of sin inverse?

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<@&286206848099549185>

cedar kilnBOT
#

@manic acorn Has your question been resolved?

manic acorn
# manic acorn

also for question 2 is it more appropriate to use negative or non positive?

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seeing as how they have used non negative for question 1

crimson sedge
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either one should work but just go with negative

manic acorn
crimson sedge
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uhhh arc sine is sine inverse
defined [-pi/2, pi/2] as range so range

manic acorn
cedar kilnBOT
#

@manic acorn Has your question been resolved?

cedar kilnBOT
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idle loom
#

Hi all, I am very well versed in sketching the graphs of functions, but I am wondering if there are any established analytical methods (I.e not substituting random points to see where they lie) for sketching implicit curves.

The only thing I can think of other than finding intersects with the coordinate axes is implicit differentiation to find the stationary points. Are there any other useful methods available?

cerulean onyx
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the gradient helps if its + or -

foggy merlin
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studying the variations of the functions by seeing the intervals where the function increases or decreases

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the sign of the derivative of a function gives us information about its variations

cedar kilnBOT
#

@idle loom Has your question been resolved?

cedar kilnBOT
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cedar kilnBOT
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arctic bluff
#

Wait

cedar kilnBOT
arctic bluff
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If I wanted to find the area of the curve x^3 from x= -(sqrt2) till x=0

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Could someone please sketch and shade the area it would be

crimson sedge
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u really can't

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find the area

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or wait

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u can

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u cannot exactly shade it and show it I will approx sqrt(2) as 1.41

upper abyss
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,w integral of x^3 between -sqrt(2) and 0

upper abyss
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x^3 is a pretty easy curve. If you can graph it, you can shade the area, right? I'm stuck on where you might be stuck.

crimson sedge
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the area would be |-1|=1

cosmic steppe
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I mean

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Depends on the context

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Generally it would be -1 but unless you want absolute area, it's 1

cedar kilnBOT
#

@arctic bluff Has your question been resolved?

crimson sedge
#

integral can be negative

cedar kilnBOT
#
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harsh shadow
cedar kilnBOT
harsh shadow
#

Don’t know how to do this

cedar kilnBOT
#

@harsh shadow Has your question been resolved?

muted bear
#

This forms a sinusoidal wave
Since the car starts at the bottom of tbe wheel we would use a negative cosine function of the form
-acos(bt)+c

We know the amplitude since it has a radius of 8 so a=8
We know the horizontal shrink because it needs to complete a full rotation in 40 seconds so b=pi/20
And we know the vertical shift because the wheel is 12 off the ground so c=12

Bringing it all together you get
-8cos(pi/40×t)+12

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b should be easier when you have the formula

cedar kilnBOT
#
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bold vine
#

<@&268886789983436800>

odd seal
#

Write out your question and steps

cedar kilnBOT
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cedar kilnBOT
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quartz yarrow
#

curious what the right answer for this question would be

quartz yarrow
#

.close

cedar kilnBOT
#
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crimson sedge
cedar kilnBOT
crimson sedge
#

how did the first function become the second function

dire geode
crimson sedge
#

ohhh

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why use quadratic formula

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bc its a polynomial?

crimson sedge
dire geode
#
#

Review that

crimson sedge
#

and quadratic formula

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is not like

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always needed

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sometimes u can factor

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but in this case u can't

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it rather provides a general formula

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ohh ok

cedar kilnBOT
#

@crimson sedge Has your question been resolved?

cedar kilnBOT
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hardy crag
#

Hi ok so I know this is supposed to be an easy question and stuff but I'm really dumb. How do I know what base to put my log as when I'm log-ing 2 sides of an equation? I'll be focusing on part (a) here.

hardy crag
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So I tried with bases x and e but it doesn't do anything

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(And even base 10 for that matter)

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Thanks for any help

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(And for future questions like (b) how will I determine what base when I log both sides, because I don't want to keep asking for help lol)

cedar kilnBOT
#

@hardy crag Has your question been resolved?

hardy crag
#

<@&286206848099549185>

#

Ty

cedar kilnBOT
#

@hardy crag Has your question been resolved?

cedar kilnBOT
#

@hardy crag Has your question been resolved?

twilit citrus
#

you can try using logarithmic properties

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and you can take log base e on both sides

twilit citrus
#

you can try solving now

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idk you got that already or not but this is what you need to do

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@hardy crag

hardy crag
#

So log base e

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Then idk what to do from here though

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The question wants me to arrange it into x = a^2 + b

twilit citrus
#

ln x^4 = ? (use property)

hardy crag
#

So rearrange the ln into the exponent form?

twilit citrus
hardy crag
#

Oh yeahh

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But still, if I arrange it in exponent form I get the original question

twilit citrus
#

ln x^4 = 4 ln x no?

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this is the property i was trying to say that you need to use

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similarly for other side

hardy crag
#

So 4ln x = (5x+1)ln e

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Ln e is one so I just put 5x +1

twilit citrus
#

correct

hardy crag
#

Ah tyty

#

.close

cedar kilnBOT
#
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cinder mason
#

hi

cedar kilnBOT
cinder mason
#

Find the legs of a right triangle when given the hypotenuse which is 7√2

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With the angle of 45°

elder pewter
#

draw it out

cinder mason
elder pewter
#

,rotate

wraith daggerBOT
elder pewter
#

label sides hypotenuse, opposite and adjacent

cinder mason
#

Alr wait

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,rotate

wraith daggerBOT
elder pewter
#

so first find opposite

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you know sohcahtoa

#

?

cinder mason
#

No im sorry

elder pewter
#

search it up

cinder mason
#

Ok ok

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This was in my previous lesson

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hi

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@elder pewter

elder pewter
#

I said search it up

cinder mason
#

i did

#

.close

cedar kilnBOT
#
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cedar kilnBOT
#
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crimson sedge
#

i need help on this pls

cedar kilnBOT
balmy apex
#

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

crimson sedge
#

for the first one i got <-10,20>

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second answer i got 22.36

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i have no clue for the thrid one

iron berry
#

well you seem to know how to get the norm of a vector

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so what's the issue with calculating it for each vector instead of doing it for the added one

crimson sedge
#

the first one and second is correct? in the last attempt i only got the first answer right

crimson sedge
iron berry
#

the first 2 seem correct

crimson sedge
#

sqrt -10^2 + 20^2

iron berry
#

yes

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so why not do the same for <-7,24> and <-3,-4>

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and then add those values together

crimson sedge
#

25 + 5?

iron berry
#

seems correct

#

but my mental maths is terrible so better check it again sqrt((-7)^2+24^2) + sqrt((-3)^2+(-4)^2)

crimson sedge
#

30

iron berry
#

yup

#

do you get how we got to this result?

crimson sedge
#

yeah we just did what we did in question two, but did it twice plus addition

#

thank you smm

crimson sedge
#

can you also help me with this pls

#

is it <7, -40> for the first question?

iron berry
#

seems correct, you multiply numbers on vectors by just multiplying every entry

#

and then you have the addition as usual

crimson sedge
#

<-0.2, 5> for the second

iron berry
#

you're really testing my mental maths here

crimson sedge
#

nah it okay

iron berry
#

but seems correct

crimson sedge
#

it correct, i submited

#

and got it right

iron berry
#

nice

crimson sedge
#

anyways thank youu

iron berry
#

you're welcome catthumbsup

crimson sedge
#

.close

cedar kilnBOT
#
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charred zodiac
#

Is limit of this sequence 1?

cedar kilnBOT
cosmic steppe
#

Lemme check

#

It's 0

#

If you simplify the general term you get $\frac{1}{x(x-2)!}+\frac{1}{(x+1)(x-1)!}$. Evaluating the limit of that gets you $0+0 = 0$

wraith daggerBOT
#

Umbraleviathan

cosmic steppe
#

But like

#

That's the limit of the nth term

#

Not the sum itself

#

@charred zodiac

#

The infinite series itself will equal to 1

charred zodiac
#

Thank you!

#

.close

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#
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light dock
cedar kilnBOT
light dock
#

I know I already answered this but I don’t actually know how to solve it

#

I swear these questions were never taught to me

hot bison
# light dock

sorry, since english is not my mother language can i ask you what the question is asking is you need to find AC in term of x?

crimson sedge
light dock
#

Yeah I’m also a little confused with the question

crimson sedge
#

@light dock lets say the other one dot is gonna be D

light dock
#

It’s asking me to length of one leg

crimson sedge
hot bison
crimson sedge
#

and the other one is gonna be called D

light dock
crimson sedge
#

degree BAD is 45 right?

light dock
#

D is gonna be when the altitude touches the hypotenuse

light dock
crimson sedge
#

yup

crimson sedge
#

right?

light dock
#

Yes, I see

crimson sedge
#

i believe you know how pifagor thing works

light dock
#

I do know the formula for it yes

crimson sedge
#

so let's do pifagor with 🔺 BAD

#

actually

#

let me just write them all in one message

#

would it be ok for u

light dock
#

Of course

#

Sorry I was drawing the triangle so I won’t have to scroll up every time

crimson sedge
#

We're going along with this picture, and other one is gonna be called D.
$$\text{Triangle BAD} ∡BDA = 90* ∡DAB = 45* -> ∡DBA = 180-90-45=45*$$
Which means Triangle BAD is equalatiral triangle meaning AD = DB. Since AD = x, DB = x too.
$$\text{Triangle CAD} Everything is gonna be same as the one on top, so CD would be x too.$$
So CB = BD + DB = 2x. It is given that CA = AB
$$\text{Triangle ABC} Let's do pifagor on Triangle ABC. AC^2 + AB^2 = CB^2. AC = AB, CB = 2x -> AC^2 + AC^2 = 4 * x^2 -> 2 * AC^2 = 4 * x^2 -> AC^2 = 2 * x^2 - > AC = sqrt(2) * x$$

light dock
#

Did the bot mess something up?

crimson sedge
#

there

wraith daggerBOT
cold briar
#

it's cut off

#

the right side

crimson sedge
#

im having trouble here kek

cold briar
#
latex
We're going along with this picture, and other one is gonna be called D.
$$\text{Triangle BAD} ∡BDA = 90* ∡DAB = 45* -> ∡DBA = 180-90-45=45$$
Which means Triangle BAD is equalatiral triangle meaning AD = DB. Since AD = x, DB = x too.
$$\text{Triangle CAD} Everything is gonna be same as the one on top, so CD would be x too.$$
So CB = BD + DB = 2x. It is given that CA = AB
$$\text{Triangle ABC} Let's do pifagor on Triangle ABC. AC^2 + AB^2 = CB^2. AC = AB, CB = 2x -> AC^2 + AC^2 = 4 x^2 -> 2 * AC^2 = 4 * x^2 -> AC^2 = 2 * x^2 - > AC = sqrt(2) * x$$
#

ok doesnt work

crimson sedge
#

We're going along with this picture, and other one is gonna be called D.

{Triangle BAD} ∡BDA = 90* ∡DAB = 45* -> ∡DBA = 180-90-45=45*
Which means 🔺BAD is equalatiral triangle meaning AD = DB. Since AD = x, DB = x too.

{Triangle CAD} Everything is gonna be same as the one on top, so CD would be x too.
So CB = BD + DB = 2x. It is given that CA = AB

{Triangle ABC} Let's do pifagor on 🔺ABC. AC^2 + AB^2 = CB^2. AC = AB, CB = 2x -> AC^2 + AC^2 = 4 * x^2 -> 2 * AC^2 = 4 * x^2 -> AC^2 = 2 * x^2 - > AC = sqrt(2) * x

#

@light dock

cold briar
#

you might want to memorize the 45 45 90 triangle

crimson sedge
#

thats exactly what we're trying to prove here xd

light dock
#

Alright so in a right triangle with the other two sides being 45 degrees, the hypotenuse is x times the square root of 2 every time

light dock
#

I’m still gonna read your explanation in order to fully understand this masterpiece

crimson sedge
light dock
#

Ah sorry I’m still reading it

#

Since CB = 2x, why did CB turn onto 4 * x^2?

#

Nvm it all makes sense now

#

Thank you @crimson sedge you helped me understand this masterpiece

crimson sedge
#

yup no worries

crimson sedge
light dock
#

Yeah I figured that out

#

I looked at a lot of brain.ly explanations but none of them were as clear as yours

crimson sedge
#

you can always ask for help if it's geometry

#

especially considering that this level of geometry is easy for people who know goemetry

light dock
#

Of course, have a great day

#

.close

cedar kilnBOT
#
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desert lotus
#

hi, someone could help me out with this limit?

desert lotus
#

i tried to assume t=x-2

#

And it should goes like this right?

#

Then like this I think

#

but i dont know how to go on

#

the result must be 1/16

#

ok i actually solved it lol

#

.close

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#
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crimson sedge
#

How do i find the volume here?

cedar kilnBOT
cold briar
#

ok so

#

have you tried using the equation given

crimson sedge
#

yes

#

its more that i dont understand how to do the work?

cosmic steppe
#

What's your r and what's your h

crimson sedge
#

3.14 is my r and h is par^2?

cosmic steppe
#

No

#

r is radius
h is height

crimson sedge
#

Oh wait my bad

#

mk r is 18.8 ft and 24 is height?

cosmic steppe
#

Yeah

crimson sedge
#

Now I dont understand how to find the volume with those numbers?

cosmic steppe
#

You just plug it in

#

Replace r with 18.8 and h with 24

crimson sedge
#

this is a new topic for me im sorry lmao

cosmic steppe
#

$$V = πr^2h$$
$$\=π(18.8)^2(24)$$

wraith daggerBOT
#

Umbraleviathan

cosmic steppe
#

Note how the 18.8 replaced the r, and the 24 replaced the h

crimson sedge
#

yes

cosmic steppe
#

So it's just evaluating that number

lilac totem
#

yeah

crimson sedge
#

So evaluate the number like?

lilac totem
#

you could just keep pi like a variable or substitute the value of pi

crimson sedge
#

like sub

#

ohh

cosmic steppe
#

Well π is a number

#

$$π ≈ 3.14$$

wraith daggerBOT
#

Umbraleviathan

cosmic steppe
#

We just rounded it

lilac totem
#

but yeah, you treat pi like a variable

crimson sedge
#

so i just add 3.14 to the equation?

lilac totem
crimson sedge
#

I don't get this stuff man

lilac totem
#

you mean substitute $\pi = 3.14$?

wraith daggerBOT
#

ThickduckPlayz

crimson sedge
#

yes?

lilac totem
#

oh yeah you could do that

#

else, you could just pi as it is to reduce calculations

#

you had $\pi(18.8)^2(24)$

wraith daggerBOT
#

ThickduckPlayz

crimson sedge
#

ehm

lilac totem
#

nvm

cosmic steppe
#

Which is dumb lol

lilac totem
#

oh

#

i didnt note that.

#

substitute $\pi = 3.14$ and calculate

wraith daggerBOT
#

ThickduckPlayz

crimson sedge
#

is that final?

lilac totem
#

yes.

crimson sedge
#

okay

lilac totem
#

in final, you will have a number

#

if you substitute $\pi = 3.14$, you will get :
\newline $(3.14)(18.8)^2(24)$

wraith daggerBOT
#

ThickduckPlayz

crimson sedge
#

Wait okay so is there an easier way to calculate this?

#

As in is there an easier way to get the answer?

#

.close

cedar kilnBOT
#
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ashen stone
#

I'm looking for equation(s) that would return an X,Y,Z point on a Circle in 3D space, given theta, radius, and a rotation of one specific axis (let's call it spin)

I believe the axis I need to spin the circle around is Z, (so that I could spin the circle as a coin would spin on a table, see pic)

So Given:
theta (radians)
spin (radians)
radius
centerpoint can be assumed to be 0,0,0

Return:
X,Y,Z

https://math.stackexchange.com/questions/73237/parametric-equation-of-a-circle-in-3d-space
This top answer here feels really close to what I want. Though I'm confused about how to implement a and b to respect the rotation ("spin") I am looking for (and whether or not that's even feasible)

Thanks

undone ore
#

wtf r u serious

ashen stone
undone ore
#

pls help me with ass 2

#

pls

ashen stone
undone ore
#

ok

cedar kilnBOT
#

@ashen stone Has your question been resolved?

vernal shell
ashen stone
vernal shell
#

If you want to rotate the circle in different ways, you can start with the regular parametric equation of a circle, and then apply the rotations matrices as you wish

vernal shell
ashen stone
vernal shell
#

These are the rotation matrices in case you haven't seen them before

#

So you can start with

#

$(x,y,z)=(R\cos\theta, R\sin\theta, 0)$

wraith daggerBOT
#

leonardogtf

vernal shell
#

This is flat on XY plane

#

Then use the rotation matrices to rotate around the axis you want through matrix-vector multiplication

#

If you want the circle's orientation to depend on the axis v just like in the math stackexchange answer, you can take a = (1,0,0). Then b = v x a, just make sure v is an unit vector

ashen stone
#

I'm a game developer with unfortunately very little math background. Very new to matrices.

The third image describes the rotation I seek

Question...

Does theta in the image you sent represent the "spin" that I described

While theta in the equation represents where on the circle I'm getting the point from?

vernal shell
#

Yes, it represents the spin you described. If you want it to spin around the z axis, then use the matrix related to this axis which is Pz. Also what you said about the theta in the equation is correct

vernal shell
ashen stone
#

Ok nice. So it's just a matter of multiplying that Pz Matrix with the Equation. I will need to go learn Matrix-Vector multiplication then

#

One more Q, what exactly is that equation you sent?

vernal shell
ashen stone
#

Ohh. Because I feel like Z shouldn't always be 0?

vernal shell
#

If you want it to initially be flat on a different plane like YZ, just change the position of the components:

#

$(x,y,z)=(0,R\cos\theta, R\sin\theta)$

wraith daggerBOT
#

leonardogtf

ashen stone
#

Riiiight. Okay that clears things up. Great explaining thank you so much.

#

.close

cedar kilnBOT
#
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cedar kilnBOT
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prisma ether
#

Considering the following quadratic function f(x) = -x²+7x-18
For what values of d, the range of the quadratic function g(x) = f(x+d) is [-20, +∞)

prisma ether
#

So I tried replacing x+d in f(x) and I got this

x² + 2xd + 7x + 7d - 18

#

And I think what I did is useless lol

cedar adder
#

Chuti please show your work as then I can see what went wrong.

prisma ether
#

1 sec

dawn junco
#

think about it, what does transforming f(x) into f(x+d) do to the graph of your function ?

prisma ether
#

uh

#

it moves d in Y

#

?

#

sorry idk

dawn junco
#

nah

prisma ether
dawn junco
#

there's not a lot of other choices

prisma ether
#

moves in X ?

#

😄

dawn junco
#

yeah

#

if you shift your function horizontally, the range doesn't change

prisma ether
#

ooooh

#

loool

#

haha

dawn junco
#

so you just have to look at f(x)

prisma ether
#

how are you guys so smart 😄

#

so basically

#

for all values of D

dawn junco
#

well depends on what happens with f(x)

#

if the range of f(x) is [-20, +inf) then any value of d will do

prisma ether
#

right so I just need to get that for f(x)

#

no need of adding x+d

dawn junco
#

if it's not, then no d will work

prisma ether
#

thats what you mean right?

dawn junco
#

yeah

prisma ether
#

amazing!

dawn junco
prisma ether
#

checking something b4 closing 😛

dawn junco
#

okok

#

i mean also your f(x) faces downwards

prisma ether
#

so its a decreasing function

#

plus

dawn junco
#

the coefficient of x² is negative

prisma ether
#

yyyup

#

Xv 3,5
Yv 3

#

So its not possible to go above 3 in the range

dawn junco
#

yeah

#

image is ok also lol

prisma ether
#

haha okok

#

so the range is (-∞, 3]

dawn junco
#

yah

#

(very weird question but whatever)

prisma ether
#

meaning its impossible to have that range [−20, +∞)

#

so no value of D

dawn junco
#

yup

prisma ether
#

😮

#

you are very smart

#

tysm

#

💙

#

.close

cedar kilnBOT
#
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cedar adder
cedar kilnBOT
cedar adder
#

last one i swear @crimson sedge

#

lmao im sorry

#

anyone can reply

crimson sedge
#

notice IC and HD are parallel

cedar adder
#

yeah?

crimson sedge
#

and JF intersects them

cedar adder
#

yes.

crimson sedge
#

wait what's the problem asking

cedar adder
#

the intersection of eg and ij is

#

......

crimson sedge
#

oh uhhhh look at the line that EG is on

#

and look at the line IJ is on

cedar adder
#

yeah?

crimson sedge
#

when does the two lines intersect

cedar adder
#

on line f?

crimson sedge
#

nope

cedar adder
#

then where

crimson sedge
#

line IJ is part of B and C right

#

so IJBC is all on one line

cedar adder
#

yes

#

i see that

crimson sedge
#

EG is part of A and B so EGAB are all on the same line

cedar adder
#

yeah

crimson sedge
#

however there is only one point that IJBC and EGAB intersect at

cedar adder
#

OH

#

point b

crimson sedge
#

yup

cedar adder
#

alright thanks man

#

ur the best

cedar kilnBOT
#

@cedar adder Has your question been resolved?

cedar kilnBOT
#
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coral garden
cedar kilnBOT
coral garden
#

what is the variance of T?

#

given that n = 6

#

i tryied e[T^2] - e[T]^2, but got stuck calculating E[T^2]

cedar kilnBOT
#

@coral garden Has your question been resolved?

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amber plover
#

Hey can anyone solve this?
Determine the plane in which the lines are contained:
l:{ x=5+3t, y=-1-2t, z=3-5t and k: { x=2-4t, y=-1-t, z=3+2t

Determine the equation of the plane defined by points A, B, C, and verify that point D is contained in the plane. A(0, -2, 3), B(2, -7, 3), C(-1, 4, 4) and D(-1, 2, 9)

long arrow
#

ye

amber plover
#

can't solve the first one at all, in the second task I determined the equation (don't know if right) but I don't know to to check if D is contained in the plane

long arrow
#

for the 1st one firstly find directional vectors of the lines

#

then take their cross product to get normal vector of the plane

#

then use formula (choose some point on some line)

amber plover
#

so for l: (5,-1,3) and for k (2, -1,3)?

long arrow
#

coords stand next to the parameter t, u know?

amber plover
#

oh sorry my bad, thought it was the first one (im really bad)

long arrow
#

np.

amber plover
#

so it's gonna be (3, -2, -5) and (-4, -1, 2)

long arrow
#

yep

#

do cross product

amber plover
#

ok sec

#

(-1, 26, -11) if i did it right 🤔

#

nvm did it wrong

long arrow
#

do u know the method?

amber plover
#

yea

long arrow
#

I guess u use matrix

amber plover
#

im using this one

#

but i wrote it wrong in my notebook

long arrow
#

aa

#

ok

amber plover
#

(-9, 14, -11)

#

this one should be right

#

if i can count

#

yep it's right

amber plover
#

like im supposed to choose a random point?

long arrow
#

Now I look at these lines and they don't form the plane cuz they don't intersect, can u check if you rewrite their equations correctly?

amber plover
#

I think I wrote it good, I had some trouble with reading the last z but i think it's written good

#

(and it's in Polish so sorry for that)

long arrow
#

it seems that plane you're looking for doesn't exist, if you have answer u can check if it's possible lmao

amber plover
#

unfortunately I dont have it, but now at least I know how to solve a task like this

#

but I still don't get how im supposed to use a random point

long arrow
#

if plane contains the line it means it contains every point which lies on that line also

#

Equation of the plane which is perpendicular to the vector $\vec{u}=[A,B,C]$ and passes through the point $P=(x_{0},y_{0},z_{0})$ is:
$$\pi : A(x-x_{0})+B(y-y_{0})+C(z-z_{0})=0$$

#

The easiest way it so plug t = 0 and get some point

#

from l or k

#

it doesn't matter

amber plover
#

so I could choose like a=(0, 2, 3)

#

and than just use those coordinates for xo, yo, zo?

wraith daggerBOT
amber plover
#

and for A, B, C i have to use the normal vector plane

long arrow
#

(in this case)

amber plover
#

and how im supposed to know if it belongs?

#

it has to equal 0?

#

0=0?

long arrow
#

you have the equation, plug t = 0 or any t, then take x,y,z

#

l:{ x=5+3t, y=-1-2t, z=3-5t
t = 0:
P = (5, -1, 3)

amber plover
#

oh yeah right...

#

forgot about that and was thinking from where im supposed to take the t lol

amber plover
#

I got the equation, but don't know if i did it right, and I dont know how to check if the D is contained in the plane

long arrow
#

what's your equation?

amber plover
#

first of all I did AB, BC than I got the normal vector from AB x BC and then i used it in the equation while using xo, yo, zo from the A point and i got something like this:
67(x-0)+37(y+2)-43(z-3)=0

long arrow
#

strategy is good

#

you can check calculations

amber plover
#

so i calculated it wrong? fck

#

bruh im dumb lol

long arrow
#

I've got

#

-5x - 2y + 7z - 25 = 0

amber plover
#

yeah i already see what i did wrong

#

but i dont know how i did that lol

#

like what was in my mind

long arrow
#

I generally would recommend you use another method of finding cross product

#

it's hard to memorize that formula

amber plover
#

this?

long arrow
#

yes

amber plover
#

the good part is that i dont have to memorize it

#

i can have it on paper

long arrow
#

aa

#

then it's fine np

amber plover
#

but the bad part is my brain lol

#

give me a sec im calculating once again

long arrow
#

AB = [2, -5, 0]

amber plover
#

yep

long arrow
#

BC = [-3, 11, 1]

amber plover
#

yep

long arrow
#

and AB x BC should equal [-5, -2, 7]

amber plover
#

yep it equals

#

i dont know how i did that but i got AB=[7,-15,-2] and BC=[-8,11,-3] on the first try 😭

amber plover
#

D=25 i mean

#

from the equation

long arrow
#

if point lies on the plane = it means its coords satisfies plane's equation

#

so you can plug D = (x,y,z) = (-1, 2, 9) into plane's equation and check

amber plover
#

but from where did u get 25?

long arrow
#

after simplification

amber plover
#

which point did u use for xo, yo, zo?

#

cause I don't fully understand the simplification

long arrow
#

doesn't matter, let's say we take A as you did

amber plover
#

like we got -5, -2, 7 as the normal vector and we have to use it in the equation so it will be -5(x-x0)-2(y-y0)+7(z-z0)

long arrow
#

u = [-5, -2, 7]
A = (0, -2, 3)

#

-5(x - 0) - 2(y + 2) + 7(z - 3) = 0

#

-5x - 2y - 4 + 7z - 21 = 0

#

-5x - 2y + 7z - 25 = 0

amber plover
#

yep

amber plover
#

got it

long arrow
#

so now

#

check D

amber plover
#

but I have to use D coordinates for x, y,z?

long arrow
#

sure

#

it's like checking if point lies on the line in R2 (Cartesian plane)

#

you can imagine it to better understanding

amber plover
#

i dont think 39=0

#

so D isnt in the plane

long arrow
#

exactly

#

gj

amber plover
#

ok now i get it

#

but i still have one question to the first task

long arrow
#

ye?

amber plover
#

let me think about it for a sec

#

how to form it

#

we do the normal vector, write it in the equation for the A, B, C and than we have to use something for the x0, y0, z0 and you wrote that we can use it from one of the lines

long arrow
#

yes

amber plover
#

l:{ x=5+3t, y=-1-2t, z=3-5t
t = 0:
P = (5, -1, 3)

#

like this

#

and than we just use the (5, -1, 3) for x0, y0, z0?

long arrow
#

yee

#

maybe I've messed something up, but you know - if the lines don't intersect and aren't parallel (skew lines) then they don't form a plane

amber plover
#

and that's literally all?

long arrow
#

it's easier than you think it is, the fundamental thing is to associate the line with the directional vector and the plane with the normal

#

then it's just illustrating it in the space

amber plover
#

yea it seems pretty easy now after you told me how to do it

#

i've got one more task, but I dont know if you have the time

long arrow
#

np., if I can help I'll

amber plover
#

Find the equation of the line which is the common part of the two planes of pi1: -x-2y+5z-3=0 and pi2: x+3y-z3=0

#

and I did it

#

i can take a picture

long arrow
#

not needed, strategy can be:
find directional vectors
take cross product
find some point
use equation of the line

amber plover
#

looks like this

long arrow
#

I'll check

amber plover
#

i was trying to do it with normal vector, got almost the same stuff but it was -13t, 4t, -1t

long arrow
#

wait

#

you've assumed z = t?

#

or why is it t

amber plover
#

yea

#

they teached us like this

long arrow
#

😮

#

ah

#

it's z + 3

#

wait, pi1: -x-2y+5z-3=0 and pi2: x+3y-z + 3=0 *

amber plover
#

yea

long arrow
#

then it's ok

amber plover
#

great

#

i've been siting on this for the past 6 hours

long arrow
#

sorry, I thought it was 3z

#

😄

amber plover
#

haven't spent so much time for math or any thing else like for the past 7 months 😭

amber plover
long arrow
#

np, all the best tommorow

amber plover
#

i really appreciate your help

#

thanks once again

#

.close

cedar kilnBOT
#
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cedar kilnBOT
#
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gray blade
cedar kilnBOT
muted bear
#

This is the classic problem

#

Lemme explain rq

gray blade
#

alr yeah I'm just confused

muted bear
#

The intersection of two sets (M for mustache, B for beard) can be represent as the sum of the cardinality of the two sets minus the union

Do you want that explained more simply?

#

In other words
|M|+|B|-|M U B|= |M intersect B|

gray blade
#

uhh yeah those are some confusing words..

gray blade
#

wdym intersect

muted bear
#

Oh ok

#

If you dont mind me asking are you above or below college level

gray blade
#

below, I've finished precalculus

#

this is an sat practice problem btw

muted bear
#

Ah ok

#

Then im using crazy af words

#

Lemme make a lil diagram rq

gray blade
#

Lol

#

alright

muted bear
#

I have something like this

#

Does that make sense

gray blade
#

ohh yes

#

wait so that means you can take 5 away from both?

#

maybe

muted bear
#

Youre close

#

So youre trying to find the overlap

gray blade
#

ohh okay so I think 5 beard men are actually in the "both" section which leaves 10 with only beards?

#

or no.. 10 are in the both section

#

hm

muted bear
#

Yes 10 are in the both section

gray blade
#

ohh okay

#

so 5 have only beards

muted bear
#

Yes

gray blade
#

thanks

#

.close

cedar kilnBOT
#
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crude scroll
cedar kilnBOT
crude scroll
#

Is this correct

dawn junco
#

otherwise it's alright

#

you didn't necessarily have to introduce y for your last point (stability by inverses)

crude scroll
#

make sense..

#

thanks

#

.close

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sharp vine
#

Hello, I'm having trouble with this expression; the answer that I got was 8x^7/4y^6, and the answer was 32x^7/y^6

The topic that I'm dealing with has something to do with properties of exponents; which I'm sort of familiar with.

sharp vine
#

^^^ the expression I'm talking about is the bottom one.

rugged palm
#

can you show your work?

sharp vine
#

Could I detail it in steps, instead

rugged palm
#

of course

sharp vine
#

What I did was I flipped the numerator and denominator,

#

thus, removing the negative signs ( i think)

#

then, I got 2^2 (4), y^6/ 8, x^7

#

Sorry, I'm not too familiar with properties of exponents lol

rugged palm
#

thonk if you can, use parenthesis to to type fractions, by "," do you mean multiplication?

sharp vine
#

could you go into detail

#

im confused, sorry

#

I switched the positions of the numerator and denominator, and from there, I removed the negative signs, and simplified the integers

#

Is there anything extra that I should of done?

rugged palm
#

wait, let's do it step by step

sharp vine
#

ok sure

rugged palm
#

$\frac{4y^{-6}}{8^{-1}z^0x^{-7}}$

wraith daggerBOT
sharp vine
#

ok so you simplified 2^2,
is that all that changed?

rugged palm
#

yes

#

z^0 = 1

sharp vine
#

ok 👍

rugged palm
#

$\frac{4y^{-6}}{8^{-1}x^{-7}}$

wraith daggerBOT
sharp vine
#

wait what happened to the 1?

#

whyd it disappear

rugged palm
#

1 * n = n

#

we are multiplicating

sharp vine
#

what is n?

rugged palm
#

whatever number you want (not 0)

#

if you elevate something by 0 you always get one (if the base is not 0)

sharp vine
#

ok yeah z^0 = 1 (assuming z doesnt equal 0)

rugged palm
#

yes

sharp vine
#

i still dont get how 1 disappeared

rugged palm
#

Oh I'm sorry

#

I misunderstood what you meant

#

You can multiply what you want by 1, you will get what you started with

sharp vine
#

ohhh so we're multiplying 1 to the denominator?

rugged palm
#

Yes

sharp vine
#

are there invisible multiplication signs?

rugged palm
#

there's no reason to leave it

sharp vine
#

oh ok

rugged palm
sharp vine
#

i think i get it lol

#

.close

cedar kilnBOT
#
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rugged palm
#

$\frac{4y^{-6}}{8^{-1}\cdot z^0 \cdot x^{-7}}$

wraith daggerBOT
rugged palm
#

oh ok

cedar kilnBOT
#
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proper plaza
#

Where did I go wrong? I think it was in my distribution of the exponent 2.

proper plaza
#

Ignore 16+6i, I mistakenly put that in there

livid hound
#

how are you getting from
(1+3i)^2 to (1^2 +4i^2)

proper plaza
#

@livid hound it is 9i^2

#

Distribution of the 2 exponent

livid hound
#

$\fdream$

wraith daggerBOT
#

ℝamonov

proper plaza
#

How does it work?

livid hound
#

(1+3i)^2 = (1+3i)(1+3i)

proper plaza
#

Oh shit lol

#

I remember

#

Sorry

#

Thank you very much for your help

cedar kilnBOT
#

@proper plaza Has your question been resolved?

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distant delta
cedar kilnBOT
distant delta
#

why isnt -7 =x?

ocean badger
#

Try to cross multiply in the beginning, then distribute, then get all the terms to one side so that you end up with a quadratic equation.

#

Also if x = -7, in your original question you would get 3/0 on the right side which is undefined and not equal to 7/-8

dusty hazel
#

And (x-1)(x+7) is the denominator.

ocean badger
#

If x = -7 then (x-1)(x+7) = (-8)(0)

#

Which is 0 in the denominator still

#

What you did was somewhat correct except you only look at the numerator for zeroes, not the denominatoror.

#

So leave out -7 and you’re fine.

distant delta
#

oh

#

you take the denominator for restrictions

#

i mixed it up

ocean badger
#

Yes.

distant delta
#

ok thanks

#

.close

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sand shore
#

Hello, I've missed out in the discussion and idk how to solve the whole thing.

cedar kilnBOT
#

@sand shore Has your question been resolved?

sand shore
#

<@&286206848099549185>

cosmic steppe
#

The formatting of your homework is dogshit

#

What am I supposed to do?

#

The only thing you can do is find the other angle

glossy canopy
cedar kilnBOT
#

@sand shore Has your question been resolved?

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cedar kilnBOT
#

@crimson sedge Has your question been resolved?

hexed ocean
#

Do you know what it means for a point to be the local min of a function?

cedar kilnBOT
#

@crimson sedge Has your question been resolved?

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craggy anchor
#

how do i prove similarity or am i assuming

leaden snow
#

@craggy anchor There's a common angle. Now you just have to show the side ratios match. But I guess you could also assume it in such a case

craggy anchor
#

(1) Angle CAB is common (2) AE/AC = 6/11, AD/AB = 6/11 (3) Therefore Triangle AED is congruent to Triangle ABC (SAS)?

#

is that the proof?

leaden snow
#

Yes

craggy anchor
#

tysm for your help

#

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tall dome
#

would #1 be angle Y? pretty sure im right but am debating a friend abt it