#help-23

1 messages · Page 287 of 1

wise hill
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But evidently Im wrong so I may as well try -1, 0, -5

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Where did you get -1 and 0 from? @sleek plank

sleek plank
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instead of moving x over to the right side by adding, i subtracted 5 over to the right

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giving me
-x+5=0 -> -x = -5

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which when converted into row form was -1, 0, -5

wise hill
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Where is there a 0 on the side of the constants?

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Or -1

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Im confused

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Is there a better way you can show me?

sleek plank
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-x = -5 -> -1x + 0y = -5

wise hill
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I agree

sleek plank
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the 0 in the row is just the constant for y

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which is why it goes in the y column

wise hill
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Aren't there two 4's on the side of the constants?

sleek plank
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ok, and?

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those rows dont affect this row when we're making our matrix

wise hill
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Thank you!

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That was correct

sleek plank
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np!

wise hill
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Why was mine wrong?

sleek plank
#

it probably was just being stingy about the way you solved it

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technically yours isnt wrong

safe radishBOT
#

@wise hill Has your question been resolved?

safe radishBOT
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mossy shuttle
#

$\log_{x} (x - \frac{1}{x}) = \log_{\frac{1}{x}} (x + \frac{1}{x})$

flat frigateBOT
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Golden

red delta
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Change of base on the right to base x

hard crest
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or just change them both to base e and be done with it

mossy shuttle
lean otter
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lmao

mossy shuttle
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do you mean the one on the right

red delta
gritty umbra
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i sent that 10 mins ago 😭

mossy shuttle
red delta
mossy shuttle
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yeah i did that

hard crest
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,tex .log rules

flat frigateBOT
red delta
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I have been switching left for right since today

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😔

mossy shuttle
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then what

plucky elk
mossy shuttle
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@plucky elk is this correct?

marble mulch
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this is my solution

mossy shuttle
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so is where im up to correct

marble mulch
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yea

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i think you already cleard the harder parts, everything after is just quadratics

mossy shuttle
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ok cool thanks

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.close

safe radishBOT
#
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magic quiver
#

Hello, I'm having trouble with the last question in this series of questions. Help with finding the answer would be much appriciated! Thanks!

plucky elk
magic quiver
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im also confused on the notation

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is it asking me for the (-1, 1)U(2, 3) type of notation or the -1<x<1 typr of notation?

thin bridge
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the first type, interval notation

magic quiver
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thank you

safe radishBOT
#

@magic quiver Has your question been resolved?

safe radishBOT
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weary umbra
safe radishBOT
weary umbra
#

I’m not sure how to do 23

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Or 24

safe radishBOT
#

@weary umbra Has your question been resolved?

weary umbra
#

<@&286206848099549185>

#

<@&286206848099549185>

foggy ridge
# weary umbra <@&286206848099549185>

a. Determine the other x-intercept.
The other x-intercept is x=0.
b. Find the equation of the circle.
The standard form of the equation of a circle is:
(x — h)^2 + (y —h)^ 2 = r^2
where (h, k) is the center and 'r' is the radius.

  1. The center is (3, 3) and the radius is 3.
  2. Plugging in these values:
    (x - 3)^2 + (y - 3)^2 = 3^2
    (x - 3)^2 + (y - 3)^2 = 9
    The equation of the circle is(x - 3)^2 + (y - 3)^2 = 9
weary umbra
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How did you find the other x intercepts

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@foggy ridge

safe radishBOT
#

@weary umbra Has your question been resolved?

safe radishBOT
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merry sphinx
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imma keep this channel for now i have to talk too much so

merry sphinx
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okay

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i have been trying to make smoothing

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in simple terms

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it just wants this :

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  1. get the distance between current rotation and max rotation
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  1. do stuff to either speed up the rotation the further away it is or slow down the more near it is
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so me and my friend

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figured out this formula (which i bet you 300 dollars wont work)

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rot += Math.sqrt( 1 - 4 * ( ( 1 - 1 / gadget.maxRotationSmoothing ) * rot / gadget.maxRotation ) ** 2 ) / 3000

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in visualization

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here is how it looks like

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am i doomed or can someone help me achive a formula

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that would do the job

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imma ping helpers in 15 mins so i apologize before i even do so

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lol

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just to add a couple of information

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rot means current rotation

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max rotation smoothing is the value of smoothing

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10 should smooth that it goes slow like extremely

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and 1 should do some simple slowing

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we need this for a game we have been working on lol

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it lets people edit their stuff and its just the last part of the update imma push

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(now gonna go finish max rot)

umbral swan
merry sphinx
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there is this feature called smoothing

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it gets the distance

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between the current rotation (rot)

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and the max rotation

umbral swan
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You have a current rotation, max rotation and the desired behavior is that the rotation strictly approaches the max rotation, but with a decrease in its rotation change?

merry sphinx
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the rotation speed

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varies

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if its close to max rotation

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then it slows down

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if its far away from max rotation

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it speeds up

umbral swan
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k, if the current rotation is 0 and max is 1, then it'll start swiftly and gradually get slower in rotation change as it approaches 1

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so you want one-sided interpolation

merry sphinx
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has no limits

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so it goes from negative 360

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to postive 360

umbral swan
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ok, I'll assume it's not an angle since -360 to 360 wouldn't make sense, does it have recursive behavior? such that if the rotation is 360 and it increases by 1, it become -360/-359?

merry sphinx
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is just 1

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waaaaaait

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i forgot

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lmfao

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the angle is in radian i forgot that

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the max is math.pi * 2

umbral swan
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it's recursive by 360 but its interval is 720 long?

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if it's meant to be an angle then 361 = 1 = -359

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meaning having negative angles is redundant

merry sphinx
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ignore the 360 part

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the max is math.pi * 2

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and the lowest it can get is 0

umbral swan
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k, just to get the variables clear, your boundaries are always 0 to 2𝜋, and your current rotation & desired rotation are within that interval right

umbral swan
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not sure if a desired rotation exists, but it sounded like that when you phrased the problem

merry sphinx
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by keeping it in range of 0 to pi * 2

umbral swan
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ok and if, let me put it in angles, the current rotation is 1 and the desired rotation is 359, the rotation change shall be negative

merry sphinx
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it would not crash the server

umbral swan
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since it'd be the fastest way to reach the angle 359

merry sphinx
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when it gets to 2 billion-ish~

merry sphinx
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and because it increases every tick

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it goes up til it hits pi * 2

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then resets back to 0

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desired rotation is max rotation

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its where the rotation should start going slower

umbral swan
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so it shall reach 2pi, decreasing in speed and after the value is reached it resets and repeats

umbral swan
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ok, now you options for onesided interpolation are many, linear, quadratic, exponential etc

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do you intend to have a formula for the rotation or rotation speed

merry sphinx
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can be changed tho

umbral swan
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well if the rotation is meant to "first quickly but then slowly" approach the max rotation, the rotation speed alters

merry sphinx
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gadget.rotationspeed

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is the rotation speed

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if i want to alter it i can just do const speedchange and do gadget.rotationspeed = speedchange

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or push the change instantly

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by doing gadget.rotationspeed =

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you can do anything with the gadget.rotationspeed

umbral swan
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kk

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your current interpolation would be this

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constant rotation speed

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=> linear rotation graph

merry sphinx
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yep

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its alright

umbral swan
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with quadratic behavior you'll probably already get a visually pleasing result

merry sphinx
umbral swan
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why'd that be

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from a coding perspective any other form of interpolation (except for hacky ones) are most cost-expensive

merry sphinx
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no ignore it i can code it

umbral swan
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you can dissect a function of course into linear segments, much more barebones will be difficult

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you can achieve some interpolations with bit manipulations too, but I doubt that's what you intend to get

merry sphinx
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anyway

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so

umbral swan
merry sphinx
umbral swan
# umbral swan

k but is this interpolation something you want? and what requirements does it have to meet?

merry sphinx
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can you give me the formula

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(to see what i can try w it if the game likes it or not)

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since what we figured out looked like this

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^^ these are multiple formulas we tried

umbral swan
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sure, if you tell me within which timeframe it has to meet

merry sphinx
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it

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see

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rotation

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is in milliseconds

umbral swan
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is there a fixed interval like 10ms for it to hit max?

merry sphinx
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like performance.now()

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gives you an answer in milliseconds

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here is the code i had before

umbral swan
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I meant do you know which interval it has to fulfill

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or is it arbitrary

merry sphinx
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arbitrary

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it will go round and round til my brain dies

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or my game dies

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there is no fixed ms that it needs to hit max

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@umbral swan this is the normal rotation formula

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rot += Math.PI * 2 + ((performanceNow() * speedMultiplier) / 3000) * gadget.rotationSpeed;```
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performance.now is the current time

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and its in milliseconds

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speed multi is 1.2 always

umbral swan
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k, you'd have this for a fixed interval

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if it were to hit max rotation in T = 1s for instance

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and x is the current time

merry sphinx
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ok

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so x is rot

umbral swan
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oops time, x = time

merry sphinx
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t doesnt exist

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as i cannot get the exact time its supposed to be hit in

merry sphinx
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then x means performance.now()

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kk

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make sure its in milliseconds tho

umbral swan
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what confuses me is that you want time-independent smoothing

merry sphinx
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the angle

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gets constantly changed

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there is no specific time

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its supposed to hit max rot in

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it just keeps rotating til its into max rotation

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if it is

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then it just stops

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that behavior was coded

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but smoothing

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wants it so it slows down the more its near to max rot

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til it hits max rot and it does not go to 0 rotation speed

umbral swan
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sure, so from the start you wanted a function which doesn't take time, but only the current rotation and spits the next rotation?

umbral swan
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k, a sec

umbral swan
# merry sphinx yeah

I'll just recommend using sigmoid as it's one of the best interpolations and you can control the gradient easily

umbral swan
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only difference is that it approaches the desired value in infinity, but this can be corrected by rescaling

merry sphinx
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oh just so you know

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the current rotation goes thru this formula first

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rot = rot % math.pi * 2

umbral swan
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here the rescaled versions

merry sphinx
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which just makes sure it doesn't go after math.pi * 2

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or before it

umbral swan
umbral swan
merry sphinx
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but if it goes over max rot

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then what would it do?

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normally this is not a thing i fear

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because i made it so max rot has stuff to do

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like if reached it either stops at it

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or reverses

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or goes and sets rot to negative the current rot

umbral swan
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and due to the mod 2pi operation

merry sphinx
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but we have it so if the max rot is 0

umbral swan
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it becomes 0.0001

merry sphinx
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it just goes all way around

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without stopping

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reversing

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or setting rot to negative

merry sphinx
umbral swan
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if max rot is 0 then rot goes from 0 to 0

merry sphinx
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ah

umbral swan
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how shall that work

merry sphinx
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if max rot is 0 then just ignore it completely

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that is for our code

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if its 1 or more

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then it would be counted

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as existing

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and would do something

umbral swan
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ok

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and if max rot = -pi for instance

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which sense would that make

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nywys at least for positive angles, here are the formulas

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NewRot yields the new rotation value

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by inserting the current rotation x

merry sphinx
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ok

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sigmoid is not a provided function within the math. set so imma probably have to use sigmoid.js

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but its all alright

umbral swan
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actually one correction, it'll make it even better

merry sphinx
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or i could use a simple function

const k = 2;
function sigmoid(z) {
  return 1 / (1 + Math.exp(-z/k));
}```
merry sphinx
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what is x here

umbral swan
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x is current rotation

merry sphinx
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what newrot(x) does tho

umbral swan
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everything in the formulas are constants except for x

umbral swan
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given the current rotation

merry sphinx
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let me try to code dat

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lmfao

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1 sec

umbral swan
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SmoothingConst lets you alter the smoothing behavior

merry sphinx
umbral swan
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for instance this would be set with MaxRot = 360° and SmoothingConst = 5:

merry sphinx
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ok

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let me try the formula

umbral swan
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if you want a simpler formula I'll briefly make another one

merry sphinx
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hmm

merry sphinx
merry sphinx
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..

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ok

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i might have done something that made it mad lmfao

umbral swan
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I primarily code in c,c#,py

merry sphinx
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but rn using js

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1 sec

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okay

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@umbral swan the sigmoid function i used was this 1 / (1 + Math.exp(-z/k));

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k is 2

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is it not valid?

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i could use (x) => 1 / (1 + Math.exp(-x));

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yeah @umbral swan it did not work

umbral swan
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k but as said I can't fix the java issues :/

umbral swan
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I've made an easier one:

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which uses two smoothing constants

merry sphinx
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nvm nvm

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nvm

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it does

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speed up

umbral swan
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ok

merry sphinx
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but it slows down

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by literally

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0.00000001

merry sphinx
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😭

umbral swan
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it becomes too slow

merry sphinx
umbral swan
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or what is the problem

merry sphinx
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but no slow down

umbral swan
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k, well the function does mimic a slowdown

umbral swan
# umbral swan

then try this function instead and attempt the former sigmoid later

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bc I'll have to go in a sec

merry sphinx
umbral swan
# umbral swan

And choose SmoothingPerc = 0.1 and SmoothingCutoff = 0.01 to start with

umbral swan
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how much you want to smooth

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but as percentage

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so 0% no smoothing

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100% max smoothing

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the cutoff tells when the infinite smoothing process should stop

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in this case on a change of 0.01

merry sphinx
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hmm

umbral swan
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do you get the desired result?

merry sphinx
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i choose to stick with the older one

umbral swan
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sure you can pick the former one, I just wanted you to try the other to see whether it works

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or if some context is missing

merry sphinx
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actually i have to leave now thank you tho your formula helped alot

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like a hell ton alot

umbral swan
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kk np

merry sphinx
#

as we couldn't get speed up before

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.close

safe radishBOT
#
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candid ocean
#

How do you evaluate:

d) |10-12| - | 3 - | 2-5| |

candid ocean
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ik its absolute function and yeah it comes out as always positive but im confusedby the double brackets

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so like |-2| - | 3 - | -3 | |

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what do i do now

round mango
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Yeah the annoying thing with || notation is it's not always clear which the left and right is

candid ocean
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ya for this one its the - | 3 - | 2-5| |

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so | 10 - 12 | is seperate

candid ocean
round mango
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It is |( 3 - |( 2-5 )|)|

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If that makes it easier to read

candid ocean
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ya but what do i do after

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im confused abt after

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like | 3 - | -3 | |

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is it | 6 |

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and then 2 - | 6 |
= -4

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🥲

round mango
tight void
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and you are doing okay dw

round mango
#

Ignore the outside brackets for a moment, look at 3 - | -3|

candid ocean
#

ohh so i gotta make the -3 positive right away?

tight void
#

exactly

candid ocean
#

soo the answer is just 2?

tight void
candid ocean
#

ahh ok i see

tight void
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congrats

round mango
#

Yes.

candid ocean
#

thank uuu lol

tight void
#

that was annoying

#

enjoy the rest of your day

candid ocean
tight void
#

".close" when ur done

candid ocean
#

.close

safe radishBOT
#
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desert pasture
safe radishBOT
desert pasture
#

so I subbed -2 into the numerator, and assumed it;s a root

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so 3(4)-a+3=0

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so a=15?

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and the lim is -1/3

magic junco
#

Looks aight

safe radishBOT
#

@desert pasture Has your question been resolved?

safe radishBOT
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lean otter
#

Hello

safe radishBOT
lean otter
#

Just a quick question, my teacher was telling me i was wrong here

magic junco
#

Alr, show your question

haughty coral
#

Hello?

#

I need help

lean otter
#

so we got a basic problem which was to find the slope and intercept of
1/2x -3y + 1/3 = 0

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so i just said okay i'll put it in y = mx + b form and then state m and c

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so my final answer was y = -1/6x - 1/9

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m = -1/6 and c being -1/9

loud osprey
#

Should be positive

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Cause ur moving the 3y to the right

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By adding

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1/2x + 1/3 = 3y

lean otter
#

i just randomly changed the signs of 1/2x and 1/3 to (-) then multiplied it by 3

#

mb

#

Thanks

#

.close

safe radishBOT
#
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quartz bloom
#

we have this function and we had to calculate f' and f'', i calculated them correctly but i left the >= sign in the f' but the correct answer (as shown below) has only the > sign why is that?

quartz bloom
#

f' has a solution at 0 thats why i dont understand why 0 gets omitted

torn star
#

it probably is a cusp

quartz bloom
#

so

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f'(0)=0

torn star
#

although f(0) is defined there, f'(0) would not be defined

quartz bloom
#

and how should i know thats the case

torn star
#

like how on y=|x|, dy/dx at zero is undefined

torn star
#

oh its a jump mb

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but its the same idea

quartz bloom
#

wait isnt it still =0

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for both sides

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0+ and 0-

torn star
#

wait it is

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what does "si note che f e derivabile in zero e f'(0)=0" translate to

quartz bloom
#

he underneath wrote (note that f is differentiable at 0 and f'(0)=0)

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ye tahts it

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"f is derivable at 0" is this english

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it means like that a solution exist

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f''(0) doesnt exist thats why he put only x>0 there

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but shouldnt be the case for f'(x)

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waht do you think

median vigil
#

as a note, the usual english word is "differentiable"

quartz bloom
#

oh ye thx

torn star
#

yeah i dont understand why they wouldnt include the equals sign bc the functions are equivalent and their slopes are the same at that point

quartz bloom
#

ok great thx

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he must have made a mistake or soemthing

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or he just decided to do it this way

torn star
#

if they say f is differentiable at zero then that is the case

quartz bloom
#

maths is an opinion to him as i saw on other exercises

quartz bloom
#

alr thx

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i have another question tho

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then they ask to establish if f ∈ C^n(R) for n = 0, 1, 2

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im not sure how should i do that

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im not even sure what that is

torn star
#

do you have a sc of the original?

quartz bloom
#

this is the entire thiing

#

im asking about (ii) now

torn star
#

ok yeah that's beyond my understanding of calc and theoretical notation, i would ask someone else

quartz bloom
#

uhh ok yeah thanks for your help

#

i will wait for someone else to join in

safe radishBOT
#

@quartz bloom Has your question been resolved?

safe radishBOT
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upbeat ridge
#

Hello

safe radishBOT
upbeat ridge
#

Not sure how to start

soft prism
#

What do you know about compositions

safe radishBOT
#

@upbeat ridge Has your question been resolved?

upbeat ridge
terse lichen
upbeat ridge
#

f(x) = f(-x)

terse lichen
#

cool

#

so g is even

#

so g(x) = g(-x)

soft prism
terse lichen
#

now h(x) = f(g(x))

#

if you plug x and -x what do u get

upbeat ridge
#

f(g(x)) & f(g(-x))

terse lichen
#

and since g(x) = g(-x) they're the same thing correct

#

what does this tell you about h

upbeat ridge
#

They are even?

terse lichen
#

because?

terse lichen
#

ik

upbeat ridge
#

Also, what if f is odd

terse lichen
#

wanted you to say h(x) = h(-x) but whatever

upbeat ridge
terse lichen
#

lemme think

terse lichen
upbeat ridge
terse lichen
#

if f is odd then f(-x) = -f(x)

terse lichen
terse lichen
#

then h is still even

upbeat ridge
#

Okay

#

Thanks

#

.close

safe radishBOT
#
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minor notch
#

@Helpe

safe radishBOT
minor notch
#

<@&286206848099549185>

#

need help w this one

random cobalt
#

Alr

river oriole
random cobalt
#

Do u know the dst triangle

minor notch
#

no

#

what’s that

random cobalt
#

So

#

Here

#

D
ST

minor notch
#

distance = speed + time

random cobalt
#

Worst possible illustration for it

#

Not +

#

But yeah

minor notch
#

x

random cobalt
#

So

#

The best way to do these

#

Is

#

What do we know

#

Vs what do we not know

#

We know the times for both

minor notch
#

f1 + f2 is 3124 miles

random cobalt
#

Yeah

#

So we know the timings for each and we also know

#

That the Boston one is 48 slower

#

So

minor notch
#

yes

random cobalt
#

If we can get both distances

#

And equal it to 3124

#

Then we good

#

So

#

What is distance equal to

minor notch
#

3124

random cobalt
#

No I meant in general

minor notch
#

=

random cobalt
#

Speed times time remember

minor notch
#

speed x time

random cobalt
#

Yeah good

#

So

#

If we use X

#

For speed

#

To

#

Seattle

minor notch
#

3124= x+2.6h

random cobalt
#

And use X-48 for speed to Boston

random cobalt
minor notch
#

yes

random cobalt
#

2.6x + 2(X-48) = ?

#

Do u know what the ? would be

minor notch
#

3124

random cobalt
#

Yea

#

So we have

minor notch
#

why are u multiplicating 2.6 by x

random cobalt
#

2.6x + 2(X-48) = 3124

random cobalt
#

And 2.6 was the time to get there

#

So u multiply to get distance

#

Likewise

#

X-48 is the speed to Boston

#

And 2 hours was the time it took to get there

minor notch
#

ohh

#

got it

random cobalt
#

So u get distance to Seattle + distance to Boston = 3124(total distance)

random cobalt
#

Do u think you can do the rest on your own

#

Or do u want some help with the rest of it

minor notch
#

i think

#

wait

random cobalt
#

Alr ping when u need me

minor notch
#

i did it

#

thx

random cobalt
#

Np

#

Congrats

#

Anyways be sure to close the channel

minor notch
#

thx but there’s another problem i’ll ping u if i need

#

hold on

random cobalt
#

Oh ok

#

Can u send the problem so I have an idea of what it will be like

minor notch
#

is this looking good

#

@random cobalt

random cobalt
#

U have the right idea

#

I like the way u approached it it

#

One thing

minor notch
#

yes

random cobalt
#

I think a better way to approach it

#

Is to have 1 big formula

#

Rather than like 2 smaller individual ones to manage

#

I encourage you to limit the # of variable

#

And have one equation mapping the whole system

#

Kinda like before where we have a sum of 2 speed times time

minor notch
#

i did that

random cobalt
#

Oh Alr

#

Nvm

#

Remember btw

#

The sum of those two should equal the total interest

minor notch
#

it’s not working

random cobalt
#

Not the total principals

#

And also

minor notch
#

how do i get total principals

random cobalt
#

It’s given

#

It’s just X+Y

minor notch
#

but for each lone

random cobalt
#

Which is another thing

minor notch
#

loan

random cobalt
#

But they are diff

#

So u need to use a system

#

Use the equation u made

#

To have

#

110 = everything else

#

And use X and Y

#

Not just X

minor notch
#

huh

#

instead of 4000 i do 110

random cobalt
#

110 = x(0.03)(1) + y(0.025)(1)

#

4000 = x + y

#

Solve the system

#

Maybe ur teacher lets u have a graphing calc

#

So u could just graph both lines

random cobalt
minor notch
#

got what

#

how do i find them seper’ate

#

if they’re in the same equation

#

@random cobalt

random cobalt
minor notch
#

yes

#

i do

random cobalt
minor notch
#

i just don’t know how to get x and y seperate

random cobalt
#

And get x and y

minor notch
#

wdym

random cobalt
#

Those r ur answers

random cobalt
#

Do u know how to solve a linear system of equations

#

For example

#

If I gave u

#

2x+4y=8
3x+2y=5

#

Smth like that

#

Do you know how to get x and t

#

Y*

minor notch
#

no

#

how

random cobalt
#

It’s kinda difficult to explain bc this is like an entire chapter ur teacher forgot to teach lmao

#

But

#

Can I recommend a short video to watch?

lusty forum
#

i will solve

#

on one condition

minor notch
random cobalt
#

Alr

#

Here

lusty forum
#

through a math question u need help with

random cobalt
#

This algebra video tutorial explains how to solve systems of equations by elimination and how to solve systems of equations by substitution with 2 variables.

Systems of Linear Equations - 2 Variables: https://www.youtube.com/watch?v=oKqtgz2eo-Y

Systems of Equations - Fractions & Decimals:
https://www.youtube.com/watch?v=jlddJQ1qYDU

...

▶ Play video
#

U don’t have to watch all of it

#

Bc it shows diff ways to solve

#

The part u need is like about 3-5 mins

minor notch
#

@random cobalt i don’t have equations so i can’t cancel out

random cobalt
#

I gave them to u

random cobalt
random cobalt
minor notch
#

so do i also do 4000-110

random cobalt
#

No bc that won’t cancel out a variable

#

U should watch the rest bc that will teach u how to solve it faster and simpler

minor notch
#

u gotta do it on both sides

random cobalt
#

Does ur teacher let u use a graphing calc

minor notch
#

so what do i do with the 4000

#

?

minor notch
#

idk

#

class just started

random cobalt
#

What math class is this

safe radishBOT
#

@minor notch Has your question been resolved?

minor notch
random cobalt
#

So my advice would be to research how to solve systems of linear equations

#

And use it to solve this problem

#

Bc u need it

#

There are tons of tutorials online on yt and khan that can explain it better than I can

#

But once u do that

#

Try to apply it to this system

#

And u can ping me if you need help with that step

safe radishBOT
#
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cobalt sorrel
#

Won’t this keep turning into an indeterminate form/

safe radishBOT
#

Please don't occupy multiple help channels.

cobalt sorrel
#

<@&286206848099549185>

plucky elk
#

Use algebra to simplify the last expression

safe radishBOT
#

@cobalt sorrel Has your question been resolved?

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delicate axle
#

Is there a better way to say that if all of the coefficients are either constants or independent or dependent variables, it is said to be linear

delicate axle
#

Dependent on at most 1 variable? Ordinary?

#

Found a better way to put it

#

but I've tried re-wording this a few times so still, how would you put this in simpler terms?

safe radishBOT
#

@delicate axle Has your question been resolved?

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distant monolith
#

Let I be sqrt(-1)

Will i^(4n+1 ) + i^(4n+3)=0 always?

frozen marlin
#

work it out for yourself and see

#

try expanding the exponents

distant monolith
frozen marlin
#

okay good lol

#

why were u doubting yourself

distant monolith
frozen marlin
#

it's correct

frozen marlin
distant monolith
frozen marlin
#

that is assuming n is an integer

lean otter
#

a^(n+m) = a^ n * a^ m

safe radishBOT
#

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frail stag
safe radishBOT
frail stag
#

can someone please help me how to figure out to calculate antilog of a negative number

#

and don't tell me to use a calculator for the love of god

#

tell me how to solve it

safe radishBOT
#

@frail stag Has your question been resolved?

versed wave
#

judging by your tone i assume this is not the first time you have asked this and every single person who replied just tells you to use a calculator

#

and i am going to agree with them, use a calculator

#

orrr, you can manually calculate it

#

is the antilog here base 10 or e?

frail stag
#

this was the original question

#

i made an error it should be -1.565 instead of -1.2435

frail stag
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#
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frail stag
#

.reopen

safe radishBOT
#

versed wave
#

my condolences if you are required to numerically compute log

frail stag
versed wave
frail stag
#

the good ol' log book

frail stag
#

my b didnt see that

frail stag
# versed wave well?

yes this is correct, but im yet to know how to calculate antilog of a negative number on paper

versed wave
#

antilog x base 10 is just $10^x$

flat frigateBOT
versed wave
#

can you clarify for me that what $\overline1.2435$ means

flat frigateBOT
versed wave
#

in + and - please

frail stag
#

input -1.565

#

instead of -1.2435

versed wave
#

-1.1565, not -1.565

#

honestly i dont know enough about log table, so i cant really help you with this

frail stag
frail stag
#

thanks for atleast trying :> 🦑

mossy lotus
#

Arent you the same guy from yesterday? You saw the -2 + 0.8435 calculations

mossy lotus
frail stag
#

LETS FUCKING GO

#

I GOT IT

#

OUAHSDOUASHDOUAHSDOUAHSDOUASHDWA

#

EUREKA MOMENT

#

I GOT IT MAN

#

.close

safe radishBOT
#
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limber grove
#

Help

ABC is an equilateral triangle
EF cuts halves (not sure how to translate it)
Prove that: BF is perpendicular to ED
And that FCD is an equilateral triangle

Apologies if any of my translations are wrong

safe radishBOT
#

@limber grove Has your question been resolved?

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#

@limber grove Has your question been resolved?

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dim nimbus
#

integrate sqrt(v/(v-1)) with respect to v

safe radishBOT
stable flint
#

you mean this, just to confirm

#

just substitiute v-1 = t^2

safe radishBOT
#

@dim nimbus Has your question been resolved?

safe radishBOT
#

@dim nimbus Has your question been resolved?

dim nimbus
stable flint
safe radishBOT
#

@dim nimbus Has your question been resolved?

safe radishBOT
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full hazel
safe radishBOT
full hazel
#

Did i get these answers right?

safe radishBOT
#

@full hazel Has your question been resolved?

full hazel
#

<@&286206848099549185>

plucky elk
#

1c is wrong

#

if the individual terms converges to a nonzero constant, then it diverges by the divergence test

full hazel
#

Shouldve been obvious to me

#

.close

safe radishBOT
#
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umbral solar
safe radishBOT
umbral solar
#

guys why when solving integrals

#

put like this 40 behind the integral sign

#

I find it like useless action

#

because it end up the same?

#

is there hardcore reason to do so?

median vigil
#

not particularly, it just lets you focus on the function being integrated rather than the constants

umbral solar
#

but i can focus if i put 40*t^(-21)

brave wolf
#

If you can integrate it without factoring out the 40, then you can do it without it

safe radishBOT
#

@umbral solar Has your question been resolved?

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safe radishBOT
lean otter
#

height wrt which base?

cedar copper
#

mb

#

wait

#

2sec

lean otter
#

okie

cedar copper
#

AB

#

height relative tO AB

lean otter
#

so 1/2 AB * height = area?

cedar copper
#

yes

lean otter
#

calculate the area and the distance between A and B then use this relation to find the perpendicular distance of the line segment AB from C.

#

Which is the height.

cedar copper
#

okay bro, thank you !

#

🫶

#

i keep getting the 14 sqrt 17/17

#

but the answer actually is 53/15

#

idk waht im doing wRong

#

.close

safe radishBOT
#
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idle bobcat
safe radishBOT
safe radishBOT
idle bobcat
#

for the bottom one: how ddo i make a paralellogram with only the dots

#

i dont get the top one at all

fickle monolith
#

,rotate

flat frigateBOT
fickle monolith
#

dammit

flat frigateBOT
idle bobcat
hot crane
#

Is this mathematics for highschool and/or college? Or basic math studies also for pre teens like middle schoolers accelerated?

daring crescent
hot crane
idle bobcat
#

how do I do the first conjecture thing? I just need an example then I think I can do it for the rest

daring crescent
#

,rotate

flat frigateBOT
daring crescent
idle bobcat
#

yes ofc i just wasnt sure if i had to use math or js logic

daring crescent
#

I wouldn't assume so?

idle bobcat
#

yeah i was js checking thanks

#

dumb question sorry

daring crescent
# daring crescent

The line going from top right to bottom left, cuts the square in half, then the other line appears to be cutting that line around a quarter mark

daring crescent
daring crescent
idle bobcat
daring crescent
#

Little hint, the outside corner dots, you won't need to use, but the dots on the outside lines you will (there are only two there, find the other two, you should be thinking how can you create two parallel equal length lines using those two out dots (they may or may not connect to eachother))

idle bobcat
daring crescent
#

yep

idle bobcat
#

thanks

daring crescent
# daring crescent

For this one, try and find a way the lines divide up the square, which line should you use to divide the square first? (once figuring out how the first line divides the square write the fractional area of the square on each side of that line)

idle bobcat
#

1/2?

#

or the other line

daring crescent
#

yep, do you mind sending a photo of just the square again?

daring crescent
idle bobcat
daring crescent
#

,rotate ccw

flat frigateBOT
daring crescent
#

You can see this much is true, right?

idle bobcat
#

yes

#

then divide the 1/2 by 1/3?

daring crescent
#

That would give 3/2 which cannot be true, your numbers are correct but your operation is not

#

(well relatively correct, is it 1/3 of the 1/2 triangle that is shaded or 2/3?)

idle bobcat
#

whoops thanks

#

so 1/3 total of the square is shaded?

daring crescent
#

I believe so

idle bobcat
#

thanks

#

so to answer the prompt i would write "the shaded area represents 1/3 of a square" and what else

#

then just the procedure?

daring crescent
#

The process we just did

idle bobcat
#

alr thanks

#

.close

safe radishBOT
#
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idle bobcat
#

.reopen

safe radishBOT
#

idle bobcat
#

bye have a good day

#

.close

safe radishBOT
#
Channel closed

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daring crescent
#

There is a brief intermittent before it resets, you as well, no problem

idle bobcat
#

ty

safe radishBOT
#
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wispy flint
#

why does y=vx for homogenous differential equations i'm having trouble understanding

wispy flint
#

so u divide out the 2xy then u use substitution but i dont understand how to do/understand the substitution part at all

patent flame
#

yes, first divide out the 2xy, then we get y' = (x^2+2y^2)/2xy = x^2/2xy + 2y^2/2xy, which simplifies to y' = x/2y + y/x. Maybe carry on from here?

wispy flint
patent flame
#

remember to use the product rule on the LHS to find an expression for y'

wispy flint
#

but the left hand side is just dy/dx?

patent flame
#

yes, but after the substitution dy/dx = d(vx)/dx, which motivates the product rule

#

right now its y' = 1/(2v) + v, but we cant solve it yet, we need to change our LHS expression in terms of v and x

wispy flint
#

so does it just go vx = integral (x/2v +v) dx ?

patent flame
#

no, first we have to use the product rule on the LHS, as it doesnt just cancel out. also on the RHS its 1/(2v) + v. once you find the correct expression for the LHS you will notice certain cancellations, and the diff eq will become separable. in essence that is the point of the substitution

wispy flint
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or v'x + v?

patent flame
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yes, we should get y' = dy/dx = x dv/dx + v

wispy flint
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alright

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then can u subtract v and get x dv/dx = 1/2v?

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then div out x to get dv/dx = 1/(2vx)

patent flame
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yes, now just separate and integrate - remember to include the integration constant, and then substitute back v as y/x as a last step

wispy flint
patent flame
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dv/dx = 1/(2vx), separate to get 2v dv = 1/x dx, and now integrate both sides

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what would the LHS give us

wispy flint
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v^2 = ln|x| + C

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so y^2/x^2 = ln|x| + C

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y^2=x^2ln|x| + C

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thank u for helping me understand how to solve these kind of problems i finally get it now

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.close

safe radishBOT
#
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balmy forge
#

could anyone show how to prove by mathematical induction ?

safe radishBOT
#

Please don't occupy multiple help channels.

balmy forge
obsidian oracle
#

well induction has two parts:
Base case and recursion

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For example if you want to show an <= 14 for all n

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You start with the base case, n=1

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(Here It's obvious that a1 <= 14)

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Then recursion : suppose an <= 14 for some n

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You now have to prove a(n+1) <= 14

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You know a(n+1) = sqrt(2+an)

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Which is smaller than sqrt(2+14) by induction hypothesis

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So a(n+1) <= 4 <= 14

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Which proves recursion

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Thus induction has been proved and the statement is true for all n

balmy forge
#

ohh i see, yea i understand it now, thank @obsidian oracle

#

.close

safe radishBOT
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safe radishBOT
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fiery junco
safe radishBOT
fiery junco
#

I’ve tried this equation times and for some reason it’s like not mathing?? Like I keep doing one thing wrong each time which makes no sense because it seems easy enough

median vigil
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what did you try?

fiery junco
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well to find x i tried finding the derivative then setting it equal to 0

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is that wrong?

median vigil
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but it asks for "slope 2", not slope 0

fiery junco
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ohhh

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i have to set it equal to the slope then

median vigil
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the derivative is the slope of the tangent line

fiery junco
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yeah

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so

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i should do 4x-2=2?

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or

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idk

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right

fiery junco
median vigil
fiery junco
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so x=1

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then i can plug that into the original equation and get my y value

median vigil
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yes