#help-23

1 messages · Page 435 of 1

small sandal
#

I’m having a hard time finding the correct domain and range for these types of questions, but what’s confusing in this question is the direction of the arrows, why are they going in opposite directions?

errant rapids
#

Are you trying to write $x$ as a function of $y$?

flat frigateBOT
#

flynger

errant rapids
#

and finding the domain and range of $x=f(y)$?

flat frigateBOT
#

flynger

small sandal
#

Uh, the Cartesian representation

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Of the vector equation

errant rapids
#

Okay

errant rapids
#

then the domain is correct

#

You can solve the domain here by checking what values of y you can get for your domain for t

small sandal
#

Yea, the confusing part is the direction of my line

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Like… how can it go both ways

errant rapids
#

you should double check your range though

#

wait nvm

#

its correct i guess

small sandal
#

The domain and range and graph are correct

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It’s from the answer

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But idk how they get that graph

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(The direction)

errant rapids
#

$y = \sin t$

flat frigateBOT
#

flynger

errant rapids
#

so it should go from 0 to -1 to 0 to 1 to 0

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as t goes from -pi to -pi/2 to 0 to pi/2 to pi

small sandal
#

But wouldn’t that be in one direction ?

errant rapids
#

also the graph doesn't show y crossing 0 more than once

small sandal
#

And I don’t understand the bounds for t and how they relates to the graph

errant rapids
#

oh wait

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the graph is of the new function $x=f(y)$

flat frigateBOT
#

flynger

errant rapids
#

which is different than the original parametric graph

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because the original graph crosses over

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the same x/y values

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multiple times

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which is not a cartesian function

small sandal
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Uh what

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It’s just the top part of a parabola

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r(t) = cos(2t)i + sin(t)j ==> x = 1-2y^2

errant rapids
#

sorry bad wording

#

its more like

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we can make this chart:

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after graphing the parabola like you said

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follow the path of the points

small sandal
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Yea that makes sense

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Goes left to right and back to left while going up

errant rapids
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The "weirdness" is happening because you can have a path with any kind of movement when using parametric

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unlike the left to right nature

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of non parametric

small sandal
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But from the lowest point to the middle, up to the top is a valid path or no

errant rapids
#

You can have that path but the ts would be different

#

so it corresponds to a different parametric function

small sandal
#

errant rapids
#

different t range

small sandal
#

It’s the same thing 😭

errant rapids
#

its not

small sandal
#

It looks the same

errant rapids
#

yes it does

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thats because we are not graphing t

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if you view t as time

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then it makes sense why the two paths are different

#

the "cartesian graphs" are the same

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so where the function can go is the same

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but the actual pathing within that graph is different

small sandal
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Hmm ok

errant rapids
#

its like if you have a loop and someone can go clockwise or counterclockwise but its still a loop

small sandal
#

Gotcha, guess I’ll have to practice it a bit

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-# I’ve got to run btw

#

Thanks for the help

errant rapids
#

ok np

small sandal
#

.close

safe radishBOT
#
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safe radishBOT
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rich dune
safe radishBOT
rich dune
#

How fo i find matrix D

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Basically

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The lamda values are -1 -4 5

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The eigenvalues

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Part c just asks for the eigen values

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P is

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That

light shoal
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well D should be a diagonal matrix with eigenvalues in the diagonal entries
(eigenvalues of A^-1)

hollow dock
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D consists of your eigenvalues

light shoal
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P should be a matrix with corresponding eigenvectors

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in the columns

rich dune
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Ye

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It is

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Wait so

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How do i find D

hollow dock
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Do you know your eigenvalues?

rich dune
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Ye

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-1 -4 5

light shoal
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those are the eigenvalues of A

rich dune
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How do i found the eigenvalues of a-1

hollow dock
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Yeah, so D is basically the eigenvalues placed across the diagonal

light shoal
#

you need the eigenvalues of A^-1, those are the diagonal entries of D

light shoal
rich dune
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eλ^-1=A^-1e

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Thats what i did for that one

light shoal
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i mean, use the result

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you know the values of lambda for A

rich dune
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Its what i wrote down

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And the markscheme says so also

light shoal
#

ok, therefore the eigenvalues of A^-1 are?

rich dune
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λ^-1;

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?

light shoal
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list them

hollow dock
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And lambda is?

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What values?

rich dune
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-1 -1/4 1/5 ?

hollow dock
#

Yes

rich dune
#

So D would be

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On a diagonal

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-1
. -1/4
. . 1/5

hollow dock
#

Yes

rich dune
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With 0s in the surrounding

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Ahhh

hollow dock
#

Remember that the positioning of your eigenvalues is based on the position of your eigenvectors

rich dune
#

Yea that makes sense lol

#

Thank you guys

#

.close

safe radishBOT
#
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ionic blaze
#

I''ve evaluated this as integral of dx/(3+1/(sinxcosx)^2) and is there like an easier way to do this bc I don't wanna do weierstrauss

ionic blaze
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hmmm wait

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sinxcosx=sin2x/2

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4/(sin2x)^2

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sin2x^2 / (3sin2x^2+1)

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now sin2x^2 = (1-cos4x)/2

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(1-cos4x)/ (3-3cos4x+2) => 1-cos4x / 5-3cos4x
weierstrauss 🥀

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could I just multiply with the conjugate: probably actually

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oh wait that doesn't work

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was it (1-z^2)/(1+z^2),

ionic blaze
#

doesn't look like it wants to be done

simple galleon
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you could also let u=tan x

ionic blaze
#

2u^4+3u^2+2
ain't nicely factorable hm

simple galleon
#

you get this

simple galleon
#

maybe this calculator wasn't a good idea

ionic blaze
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other dude some long time ago taught me that

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quadrics make no sense smh smh

#

quartic

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quartic polymials make no sense smh smh*

simple galleon
safe radishBOT
#

@ionic blaze Has your question been resolved?

safe radishBOT
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loud halo
#

When I enter the equation y + |y| = 0 in desmos, I expect a line coinciding with the x-axis AND a line coinciding with the negative y-axis. This is because for all values of y < 0:

-y + |-y| = -y + y = 0

The same is not true for positive values of y:

y + |y| = y + y = 2y = 0 => y = 0

But the graph I get includes only a line coinciding with the x-axis. What am I doing wrong?

safe radishBOT
#

@loud halo Has your question been resolved?

wild copper
#

Why are you expecting a line if the expression literally does not contain x?

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Your expression is basically "solve y, and then make a horizontal line at that solution"

loud halo
#

But then shouldn't the entire lower half of the graph be the solution?

wild copper
#

hmm, yeah. Probably because Desmos sees the equality sign and decides this has to be a curve.

golden nebula
#

I think its due to the fact that when y is less than 0, the equation simplifies to 0=0. I dont think desmos can plot that

loud halo
#

I see now. Thanks Xwtek!

safe radishBOT
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untold yarrow
#

@uneven agate HElp

safe radishBOT
untold yarrow
#

Help me

uneven agate
#

what?

untold yarrow
#

Oh this thing is pretty nice

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it shows my name upo there

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and everything

uneven agate
#

.close it

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smh

untold yarrow
#

what if someohne has

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a name with strange characters

uneven agate
#

bruh the test time is over this is actually a question channel you're occupying

#

.close

untold yarrow
#

There is an additional one available now, so I am not any rush to experiment

#

Let me try somethign

uneven agate
#

I am not associated with this don't ban me

untold yarrow
#

If I am banned because of curiosity, then so be it

#

.open

#

.pin

#

.close

safe radishBOT
#
Channel closed

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warped roost
#

@untold yarrow do not occupy channels for no reason.

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theres an inherent cooldown because of discord rate limits

untold yarrow
#

I didn't realize

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Noted

warped roost
#

so you put the channel out of commission for at least ~15 mins

fringe thicket
untold yarrow
#

My apologies, won't happen again

safe radishBOT
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crude merlin
safe radishBOT
crude merlin
#

how would this be done?

merry swift
#

The solution set would be the intersection of the solution sets of 9-2/3x<5x-11 and 5x-11<17-x/4

crude merlin
#

ah alright

#

oh I understood now

#

thanks!

merry swift
#

nw mate

crude merlin
#

.close

safe radishBOT
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bronze rivet
#

for a cotangent function if the asymptotes occur at -2,2,6,10,14,18 how can I make a general “equation” for jt?

bronze rivet
#

n(pi) would be the equation for a non transformed cot function so what would it be in my case

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<@&286206848099549185>

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so sorry for ping

frosty kestrel
#

or the new period would be 4

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since the difference in that arithmetic sequence is 4

flat frigateBOT
bronze rivet
#

okay thanks

#

.close

safe radishBOT
#
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lean otter
safe radishBOT
lean otter
#

Hey guys I really don't know how can I draw two different sizes of square with the same vertices

steel stag
#

here are 2 ways

lean otter
#

U can't do that with these parameters

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Cause it is gonna make a rectangle

steel stag
#

looks fine to me

lean otter
#

Yeah

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Alright wait a minute lemme see

lean otter
steel stag
#

which color square

lean otter
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Red

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We don't know the length of the sides though

steel stag
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squares have the property that the diagonal is sqrt(2) times its side

lean otter
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I still don't know the sides

steel stag
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do you know the distance from (1,1) to (3,5)?

lean otter
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No

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You have the question there

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I found this

steel stag
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right that's how do get the distance

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since this is a right triangle, just use pythag

lean otter
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Yeah

steel stag
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sqrt(20)

lean otter
#

I still don't know how to draw the triangle

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The side length will be 2sqrt(5)/sqrt(2)

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How can I get the parameter though when I just have a diagonal

lean otter
safe radishBOT
#

@lean otter Has your question been resolved?

lean otter
#

Guys anyone can help with that

#

?

weak shuttle
lean otter
#

I need it's parameters too

weak shuttle
#

to get the perimeter, multiply it by 4

lean otter
#

What..
How ?

weak shuttle
#

perimeter is the sum of all sides' lengths

lean otter
#

How can that even get us parameters

weak shuttle
#

since a square has 4 equal sides, you just multiply its length by 4

lean otter
weak shuttle
#

what parameter are you talking about?

lean otter
#

I need the coordinates

lean otter
weak shuttle
#

(1,1) and (3,5)

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for both

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squares

lean otter
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Having those vertices

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Smallest and largest possible squares

pure pendant
lean otter
#

The question is not easy.... its how difficult it is that makes it look easy

pure pendant
#

any clearer images?

weak shuttle
#

the distance between (1,1) and (3,5) is 2sqrt(5). For the bigger square, this distance is already the side length. And for the smaller square, it is the diagonal

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and you found what's the side length for the smaller one: 2sqrt(5)/sqrt(2)

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now just take both perimeters and get the difference between them

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this will be the answer

lean otter
lean otter
lean otter
weak shuttle
#

the coordinates were given

pure pendant
# lean otter

i assume the largest is 1, 5 and smallest is 3, 5 but without any explaination that will be hard

#

for the side of the square

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but what kind of large was it talking about? is it perimeter or area

lean otter
#

Ok how?

pure pendant
#

oh

lean otter
#

I think size

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Area and perimeter

pure pendant
#

im pretty sure we can use the pythagorean theorem to calculate the size of the largest square

lean otter
#

Not the size we need the parameters

pure pendant
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i mean

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not the size

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i mean the length of the side

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sorry

lean otter
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How to get the parameters from just knowing the length

weak shuttle
#

I still don't understand what parameters you are talking about

pure pendant
pure pendant
weak shuttle
#

they said it's not

lean otter
#

I need to know the coordinates guys

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The coordinates of other vertices

weak shuttle
#

the coordinates were given

weak shuttle
pure pendant
lean otter
#

Oh I read it wrongly... sorry

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Oh that makes things much easier

pure pendant
#

@lean otter

#

so its $\sqrt{(2^2+4^2)}$

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bleak wtf how do i do this again

weak shuttle
#

\sqrt

pure pendant
#

oh yeaah thank you

flat frigateBOT
#

alephcomputer

pure pendant
#

which is sqrt(20)

lean otter
weak shuttle
#

you divide it by sqrt(2)

pure pendant
#

what i am doing is using a right triangle

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to calculate the longest side

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which happens to be the side of the largest square

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and from that calculate $4(\sqrt{20})$

flat frigateBOT
#

alephcomputer

lean otter
weak shuttle
#

i think he asked already for the smaller square

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yeah

pure pendant
#

to get the perimeter of the largest square

lean otter
#

How about the smallest one

pure pendant
#

ok

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so

weak shuttle
#

for the smaller one, that sqrt(20) will be the diagonal

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so you divide it by sqrt(2) to get the side length

pure pendant
#

now we are going to calculate B

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and we already know diagonal side of the B square

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so to calculate the side of the B square we have

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$\sqrt{(\sqrt{20})/2}$

flat frigateBOT
#

alephcomputer

pure pendant
#

is that?

#

@weak shuttle @lean otter

weak shuttle
#

no

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should be sqrt(20)/sqrt(2)

lean otter
#

I don't think that that's right

pure pendant
#

what im doing here is that to calculate the side length of B

lean otter
weak shuttle
#

because sqrt(20) is the diagonal

pure pendant
#

divide by sqrt(2)?

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tbh i have a way to do this really simple

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and visiually

weak shuttle
#

and if a square has side x, the diagonal is equal to x . sqrt(2)

pure pendant
#

@lean otter do you want to know?

weak shuttle
#

so x . sqrt(2) = sqrt(20)

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x = sqrt(20)/sqrt(2)

pure pendant
weak shuttle
#

?

pure pendant
#

kinda confused

pure pendant
#

rearrange the 2 triangle in B square to A

lean otter
#

How?

pure pendant
#

told you its visual

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well

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anyhow

pure pendant
#

yes, i get what you are saying

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countiue

lean otter
#

I know how to get it

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I think

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First change sqrt(20) to 2sqrt(5)

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Since that's a square if we draw both diagonals to get a 90° triangle beside each square both with sides sqrt5

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Sqrt(Sqrt5+sqrt5) *4

pure pendant
#

yse

safe radishBOT
#

@lean otter Has your question been resolved?

lean otter
#

.Close

#

. Close

#

.close

safe radishBOT
#
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lean otter
#

@pure pendant @weak shuttle thanks guys

#

.close

safe radishBOT
#
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smoky vortex
#

anyone know how to do this? I forgot

oblique trench
smoky vortex
#

yes

oblique trench
#

and soo

#

u know that remainder theorem

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actually idk if its called remainder theorem

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but u can sub 2 and -3

#

in

smoky vortex
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all i know is if theres a remainder u just write it with the (x-2) below

oblique trench
#

and they ll will equate to 0

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so like

smoky vortex
#

factor theorem u mean?

oblique trench
#

idk what its called lol

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but u can just sub 2 into the equation

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and equate the equation to 0

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so like f(2) = ...

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and then once u sub 2 in for x then u can equate all of that to 0 so now: 0 = ...

smoky vortex
#

what do indo with the p and q values

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idh their values

oblique trench
#

you ll find them

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when u sub the 2 and -3 in

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as that will make 2 simul equations

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which as we know when given 2 unknow variabesl we must have another equation to find them

smoky vortex
#

okay so i have

#

2^4+p2^3+q2+36
-3^4-p3^3-q3+36

oblique trench
#

i mean if u sub that in right then yes

#

and u can equate both of those to 0

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2^4+p2^3+q2+36 = 0
-3^4-p3^3-q3+36 = 0

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like this

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then u can now solve

smoky vortex
#

then do i solve them as simultaneous?

oblique trench
#

yess

smoky vortex
#

lol idh my classwiz on me snh

#

1src

#

sec

oblique trench
#

huh

#

ookk

smoky vortex
#

my calculator usually solves simultaneous equations lol

oblique trench
#

loll nice

safe radishBOT
#

@smoky vortex Has your question been resolved?

#
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sour frost
safe radishBOT
sour frost
#

i managed to get part i which is 8/3

#

but im not sure how to rotate about x axis

quasi bison
#

@sour frost do not hog multiple channels.

sour frost
#

okay sorry

#

i have removed it

quasi bison
#

ok

#

have you done solids of revolution before

sour frost
#

yes but ik the formula too

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but im not sure how to approach it

#

This is my part i

quasi bison
#

are you more familiar/comfortable with the shell method or the washer method

sour frost
#

i think shell

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im okay with both tbh

quasi bison
#

okay then shell it is

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you will be integrating 2πx(3 - (sqrt(x) + 1))dx from 0 to 4

sour frost
#

oh

#

so its a semisphere?

sour frost
quasi bison
#

no it's not a hemisphere

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but yes that integral i gave you will yield the volume

sour frost
#

i cant seem to visualize the image tbh

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whats the image may i know

quasi bison
#

the image?

sour frost
#

yea shldnt it form a3d shape

quasi bison
#

oh, you want to see the actual shape made by this

sour frost
#

yes

#

i cant seem to visualize how it will look like

quasi bison
#

...i don't have an image on hand, but it looks kind of like a disk with a spike sticking out from the bottom.

sour frost
#

ah okay thank you isit possible to ask another qn

quasi bison
#

well i guess while we're still here and the channel's still occupied by you

#

go ahead

sour frost
#

for part ii and iii also

quasi bison
#

okay so these are solids of revolution again

#

one will require shell and the other will require washer

sour frost
#

part iii is washer rite

quasi bison
#

no, it's the other way around afaict

#

part iii will require shell and part ii will require washer

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assuming you integrate along the x axis

sour frost
#

oh okay so what r the steps

quasi bison
#

look up "solids of revolution"

sour frost
#

uh yes i just did

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but how do i form the eqn

#

i get how to form the earlier qn now

#

because its just 1

#

but theres 3 eqns now

sour frost
quasi bison
#

...

#

sorry, i've run out of energy for the time being

#

you'll have to look things up yourself

sour frost
#

can someone else help instead?

#

.close

safe radishBOT
#
Channel closed

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#
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#

@sullen thunder Has your question been resolved?

safe radishBOT
#

@sullen thunder Has your question been resolved?

lean otter
#

every question you've asked after 3:50 am pst has been something that could be googled so I'm not really sure how I can offer any type of substantial help

tame raft
#

yes

#

sometimes it's easier to learn when actual ppl are talking to you than from google

#

this isn't one of those times

lean otter
#

some questions can't be googled, like if you're stuck at a very particular point in a problem

tame raft
#

no one can be bothered to teach you entire topics when you can just google online videos

#

if you have specific queries that aren't basic or easy to find on google

#

we'd be more inclined to help

#

but if it's too big, ppl won't want to help

lean otter
#

this doesn't just apply to this server, this applies to any type of office hours

tame raft
#

videos, have fun

#

no one can be bothered to teach you entire topics when you can just google online videos
if you have specific queries that aren't basic or easy to find on google
we'd be more inclined to help
but if it's too big, ppl won't want to help

lean otter
#

your definition of "help" is tell me how to do this problem

#

for us to do that, we'd basically have to write an entire essay's worth of writing to explain everything, which would be the same amount of time spent reading a Wikipedia article, reading someone's webpage about the concept, reading a pdf resource on the topic of a university resource, or watching a video on it. And at that point, just skip the middle man (us) and look it up yourself. If it wasn't a basic "how" or "what", but instead a "why" question, we'd be happy to help.

past cypress
#

bro just help him

#

its not that hard

lean otter
#

JUST FUCKING HELP HIM

tame raft
#

bruh

lean otter
#

i got to go

#

rio

tame raft
#

you all feel so entitled

#

you feel like you're entitled to help

#

but you're not

lean otter
#

does anyone read the rules here

tame raft
#

a certain type of help

#

this is dumb

past cypress
#

damn.

#

wiat kaisheng i think i saw u in my cs lecture at MIT yesterday

#

r u the asian kid with glasses

warped roost
#

.close

safe radishBOT
#
Channel closed

Closed by @warped roost

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warped roost
#

troll banned

safe radishBOT
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past cypress
#

theyre asking if they can be unbanned

safe radishBOT
past cypress
#

they wanna apologize bw

#

i think

warped roost
#

lmao

#

no

past cypress
#

its up to yall ofc tho

#

idrc

lean otter
#

can i ask a question here?

warped roost
#

we dont tolerate intentional trolling and we especially dont tolerate false reports

#

they arent getting unbanned

warped roost
lean otter
#

it says i dont have permission to text

#

oh i found the others

#

.close

safe radishBOT
#
Channel closed

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safe radishBOT
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gloomy thicket
#
typename BaseVertexShader::Output operator()( const Vertex& v ) const
        {
            // calculate some triggy bois
            const auto angle = wrap_angle( v.pos.x * freq + t * wavelength );
            const auto cosx = std::cos( angle );
            const auto sinx = std::sin( angle );
            // sine wave amplitude from position w/ time variant phase animation
            const auto dz = amplitude * cosx;
            const auto pos = Vec4{ v.pos.x,v.pos.y,v.pos.z + dz,1.0f };
            // normal derived base on cross product of partial dx x dy
            auto n = Vec4{
                -freq * amplitude * sinx,
                0.0f,
                -1.0f,
                0.0f
            };
            n.Normalize();

            return { pos * worldViewProj,n * worldView,pos * worldView,v.t };
        }
gloomy thicket
#

Ay so basically im confused as to how they are calculating the normal direction based on the partial derivative

#

this code basically turns a plane into a wiggling surface

#

and they are calculating the normals that move up and down on it but im not exactly sure how

#

freq = 45.0f, wavelength = pi, amp = 0.02

#

so they get the normals mapped out here on this surface which changes with time

inland ivy
#

Is that the eye of sauronbleak

gloomy thicket
#

yes

#

they mention the cross product to calculate the normals direction but not sure what they mean

#

cross product of the partial deriative

inland ivy
#

Cross product is just like getting a perpendicular vector

#

That should make sense conceptually

gloomy thicket
#

yeah i get that

inland ivy
#

And how the normal is perpendicular to the vector representing the derivative?

gloomy thicket
#

yeah its more to do with how the code is portraying that process tbf

#

it takes in some vertex in a 3D space as input

#

then takes the cos (x_pos * wl + t *freq) and sin of same thing

#

the coordinates of my world are right handed i believe

inland ivy
#

Discord formatting for code on phones is so bad

#

What language is that C++?

gloomy thicket
#

yeah

inland ivy
#

Thanks

gloomy thicket
#

im just confused with overall logic of whats going on here to make this plane has surface normals

#

i understand the concept though

#

wrap angle keeps the angle between 0 and 2pi also

#

$cos(45x + (freq \cdot time))$

#

so we do this for sin also ofc

#

my idea is that this moves the x coordinate 45 units every time shift based on frequency yeah

#

then they calculate dz being this multiplied by the amplitude?

#

why is that

flat frigateBOT
#

shriller44

inland ivy
#

z is up right?

#

In your progrma

gloomy thicket
#

yeah so its a right handed space

#

so actually z is into the screen

inland ivy
#

Well I mean that makes sense

#

Cause you're taking a flat plane

#

And making it go up and down based on a cosine wave

gloomy thicket
#

but it makes the y go up by dz?

#

z*

#

that doesnt make sense conceptually

inland ivy
#

It's just like if you had a flat line

gloomy thicket
inland ivy
#

y=4 or something in 2d space

#

Then you added cosine*amplitude onto 4

#

It'd make a cosine wave at that height

#

4

gloomy thicket
#

but shouldnt they increase the y value to make it go up?

inland ivy
#

For my example?

gloomy thicket
#

look here in this animation

#

each y pos is going up and down no?

#

unless ive got myself confused

inland ivy
#

Wait you said z was up and down right?

gloomy thicket
#

well z should be into the screen technically

#

y is up and down

inland ivy
#

Hmm

gloomy thicket
#

acc i think whats happened is

#

this object of the surface

#

started initially as a square right

#

facing like on the screen

#

i think ive been dumb as he has rotated it downards

#

so its local coordinate system is actually different

#

so z is the pulsating up and down now

inland ivy
#

Oh yeah probably

gloomy thicket
#

cause thats what 3d shit is

#

objects have there own perspective against the base canonical system

inland ivy
#

Useful but also confusing

gloomy thicket
#

so we technically have as that frame i think

#

y forwards, x, right and z upwards

dense igloo
#

Hi, the real numbers in between 1 and 2 are infinite right?

#

I am learning about open set

gloomy thicket
#

@dense igloo yes

inland ivy
#

Probably

dense igloo
#

@inland ivy probably?

inland ivy
#

I mean if you think about it

#

You can have infinite decimals after a number

dense igloo
#

@inland ivy yes anyway thank you a lot

inland ivy
#

Np

gloomy thicket
#

yeah why is it amplitude times cos(45x + ft ) again

#

for change in the z

#

cos is the direction of the x axis i gues

#

so in the cross product part of the normal derivation

#

they first multiply the wavelength to move the normal along the ripple

#

and then multiply this by amp * sin(x) as to scale the size of the normal relative to upwards direction

#

thats my logic on it

#

so yeah you see saurons object has been rotaed by pi /2

#

which is 180 ??

#

wait is it no

inland ivy
#

90

gloomy thicket
#

90

inland ivy
#

Yes

gloomy thicket
#

so yeah its rotated from facing up to being plopped down as its rotated on X axis by 90 degrees

#

what is the signifance of cos(x) and sin(x) for directions again

#

of the same angle

#

sin i just see as up and cos right

inland ivy
#

-sin(x) is the direction of cos(x)

gloomy thicket
#

is that just to do with the derivative

inland ivy
#

Ye

#

For vectors

#

It'd be just like he had it

#

(1, -sin(x)) normalized is the direction of cos(x)

gloomy thicket
#

why is he mentioning cross product when they are all scalar values ?

#

acc wait

#

the cross is liek

#

is that what the sin in the code means then

#

a = wavelength and b = amplitude

inland ivy
#

I don't think so

#

It could be

gloomy thicket
#

mult by sin

#

well - sin as you said as its deriative

#

so in the z it has one as we want our normals to be one siez

#

im just trying to visualise specifically whats going on it does add confusion with teh shifted axis

inland ivy
#

If it weren't for the wavelength I'd say n is the derivative vector

gloomy thicket
#

thats the purpose of it

#

its supposed to the derivative vector

inland ivy
#

Oh wait

gloomy thicket
#

in same direction

inland ivy
#

I bet the wavelength comes out cause it's attached to the variable of differentiation

gloomy thicket
#

so the bottom is the axes btw

#

we are working on

#

z acc pointnig dowin

#

you saying we dont need the wavelength

inland ivy
#

I think it just comes out because that's the derivative

#

So that makes sense

gloomy thicket
#

i think the confusing thing is its creating a normal in the normal x y z location

#

but basing it off the rotated values

inland ivy
#

Ye maybe

inland ivy
#

With extra stuff to fix the problem specifically

gloomy thicket
#

so going through the code , the logic is we

#

first find what angle we have from 0 to 2pi

#

we then evaluate at sin and cos

#

where cos is the direction of the wave in the right direction, and sin the upwards direction

inland ivy
#

I think cos is just the height of the wave

gloomy thicket
#

huh

#

cos is used as the offset to increase and decrease the z ripple amplitude acc thinking about it

#

to create the wave of course over time

inland ivy
#

Yes

#

Well over x

#

Modified by time

gloomy thicket
#

yeah each time unit + wavelength mult by whatever x coordinate we are looking at butt

#

so we have this ripple now and we want the surface normals at each point

#

and the derivative of cos is -sin

#

so this becomes the direction of the surface normal vector right

inland ivy
#

Yes

#

I imagine he didn't actually use cross product

#

But just flipped the x and y

#

And made it negative

gloomy thicket
#

yeah im trying to think bout that

#

it doesnt seem like he did

inland ivy
#

Well the 1 should be positive

#

So he probably flipped it from

#

Slope = -sin x/1

#

To

#

Perp slope= -1/-sin x

gloomy thicket
#

yeah the code seems to work with just this]

inland ivy
#

Epic

gloomy thicket
inland ivy
#

Cause yeah z is up

#

So sin if it was the normal slope

#

Would be in the z

#

So yeah that's 100% what he did

gloomy thicket
#

but he multiplied this by the amp and wavelength to acc give this direction some length

#

i think

inland ivy
#

He just did that because the derivative I think

#

Because chain rule

#

When you have the derivative of let's say

#

cos(5x)

#

It's not just -sin(5x)

gloomy thicket
#

the code is calculating the lighting correct is what i say, but maybe not perfect i dunno

inland ivy
#

It's -5sin(5x)

gloomy thicket
#

cause lighting is based on the surface normals

#

the idea of the demo is to show how the plane sort of has a shadow move across it as the normal direction changes

#

meaning light hits it differently

inland ivy
#

Ye

gloomy thicket
#

mine seems to be okay in that regards

#

why do u think he mentioned idea of cross product its confused tf out of me

inland ivy
#

I mean it shows that it's the perpendicular of the derivative

#

It's how he derived and defined it

#

I imagine

gloomy thicket
#

yeah so he got the derivative -sinx as the direction

#

from this single direction you can get cross product by finding something else to multiply it with

#

which is not collinear or something

#

so if its pointing upwards and we multiply by wavelength * amp this is kinda whats going on

inland ivy
#

Well the multiplications is just how derivatives work

#

I don't think it has any specific meaning

gloomy thicket
#

yeahh

#

but why does it work without amp / wl

#

well at least i think its doing it

inland ivy
#

I mean it's probably close

#

But not perfect

#

Especially for higher values of amplitude and wavelength

gloomy thicket
#

yeah true its precise on it

#

right so amp part is just to push the normal up and down

#

but in the direction of the surfce normal

#

and wavelength is just to push it along right

#

like not push it acc

#

cause it constant

inland ivy
#

For wot?

gloomy thicket
#

well his formulae is -sin(x) * wl * amp

#

-sin and amp makes sense as its just pushing it up and down

#

then he multiplies by wavelength

#

becausss

inland ivy
#

I mean it's a true statement so there's prob many ways to prove it

#

And I'm sure that should make sense

#

Not necessarily for the upwards normal but to scale up and down based on the amplitude

#

Yeah that makes sense

gloomy thicket
#

what

#

yeah i get that part im just trying to make sense of wavelength part

#

unless my variable names are wrong and its supposed to mean frequency

#

oh his code tehcnicall it does but he said to switch

inland ivy
#

Shrug

#

I'm sure it makes sense in some aspect

gloomy thicket
#

cross product think comes into paly surely

#

as we have rippling wave

#

the direction determined by sin but thats one part of the value we need

#

-sin*

inland ivy
#

I mean rhe in this case is literally just swapping x and y and making it negative

gloomy thicket
#

swapping?

#

how has he swapped x and y

#

the third is value is z

#

acc technically you could say its y

#

its y pointing into the screen the third value

#

the top value is x pointing to the right which is where the calculated normal is placed

#

in that n = vec4 bit

inland ivy
#

I mean swapping x and z

#

Also I think it makes sense

#

He did in fact mislabel the wavelength

gloomy thicket
#

what me or him

inland ivy
#

It should be frequency like you said

gloomy thicket
#

nah that was mine that was wavelength

inland ivy
#

Oh

gloomy thicket
#

this is what he has

#

t starts at 0 and is incremented somewhere else

#

so the idea is to push the calculated direction left

#

thats what it does in the video

#

its just weird his labels as he does t * wavelength

#

time * wavelength

#

it does make sense surely

#

hes definitely sure about using the cross prodcut

inland ivy
#

Ye

gloomy thicket
inland ivy
#

He def does use cross product

#

He just doesn't show his work in the code

gloomy thicket
#

nah its not fully explained

#

i get it all apart from the mult by frequency

inland ivy
#

Well if there's a higher frequency the derivative would go up and down more often

#

Lower frequency the derivative would go up and down less often

gloomy thicket
#

so visually a higher freq would be closer normals?

inland ivy
#

Ye

gloomy thicket
#

as more ripples

inland ivy
#

Si

gloomy thicket
#

i guess that does make sense like its an extra offset

#

to move it right a certain degree to match the frequency of the original wave

#

and then multiply by the -sin and amplittude to obtain the direction in the right place

#

angle calculation using x * freq is less intuitive but it makes sense i guess

#

like hes using timestep * wavelength rather than freq

#

seems a bit weird to me

#

like look at this

#

oh shitt its his values i think

#

like

#

look at what values he used

#

oh wait thats my ones one sec

inland ivy
#

Wavelength must be the length of the wave in relation to time

#

Not of the cos wave itself

gloomy thicket
#

what ?

#

wavelength is the length of a full cycle

inland ivy
#

Like how it moves

gloomy thicket
#

so time i assume is scaling that between 0 and 1 to get where you are on the wave no?

#

i mean not acc 0 and 1 but

#

cos(x * freq + time * wavelength))

#

so our point x which is actually z technically

#

we first multiply by the frequency as to get the spacing right

#

like 45x in this case shifts x 45 units along every coordinate

#

so after that we translatea it the correct bit into this section of teh wave

#

which is the time we are on multiplied by how big a single wave is based on one timeframe

#

like multiply points are gonna be in the same sort of 'cycle

#

so each x incrementally pushes into its own wave with different angles from 0 to 2pi

#

thats how i am seeing it

#

freq determines how far they get pushed scaled by what exact point it is

#

im overthingking it a bit but yeah

inland ivy
#

Maybe

#

It's just a cosine wave that moves with time by some scale factor

gloomy thicket
#

i mean cos and sin become meanignless surely

inland ivy
#

That scale factor or almost speed is the variable wavelength

gloomy thicket
#

acc no its cos as we chose it to be tbf

#

nvm

#

we can switch cos and sin and adjust derivative a bit to cretae antoher wave ofc

#

essentially wrap angle takes all points, maps them to between 0 and 2pi and this mapping is constructed on specific wavelengths and frequency

#

wrap angle idea is as x gets bigger its just gonna get larger

#

as its periodic we just mod it to wrap around

inland ivy
#

Ye

gloomy thicket
#

so yeah i think it all makes sense now cheers

inland ivy
#

Adios

gloomy thicket
#

.close

safe radishBOT
#
Channel closed

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hexed fog
safe radishBOT
hexed fog
#

Help

worthy hemlock
#

,rotate

flat frigateBOT
hexed fog
#

I replaced 2-x with Z

#

Then replaced every x

#

So ?

hexed fog
safe radishBOT
#

@hexed fog Has your question been resolved?

safe radishBOT
#
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short rover
#

I'm row-reducing a matrix, what symbol should I put between each step ? I don't think it's valid to put an equal sign since the matrices are different ?

steel stag
#

an arrow is fine -->

safe radishBOT
#

@short rover Has your question been resolved?

short rover
#

okay thank you!

#

.close

safe radishBOT
#
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hard prairie
#

How would you turn any number to an unique number between two numbers. Like 290378487 would be turned to a number between 0-15. And if the input number is any different its going to turned into a different number between the 0-15? Its for a program but maybe there's like an equation for it

median kestrel
safe radishBOT
#

@hard prairie Has your question been resolved?

hard prairie
#

.close

safe radishBOT
#
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frosty ridge
safe radishBOT
flat frigateBOT
#

Goose on a Moose

frosty ridge
#

This is for part (a)

stiff inlet
#

with a mean of 69 and a standard deviation of 2.5, 74 would be two standard deviations from the mean

frosty ridge
#

so it would be 5%?

stiff inlet
#

~4.55

#

so your answer was divided by two for some reason

frosty ridge
#

but why dont we divide by two? In your diagram, we only want to find the probability of the green area on the right (and not the one on the left).

stiff inlet
#

oh duh, you're right

worthy hemlock
# frosty ridge

You want the percent area of taller than 74 inches, so $$P(Z > \frac{x - \mu}{\sigma}) \implies 1 - P(Z)$$

flat frigateBOT
#

dldh06

stiff inlet
#

Perhaps it wants the "rougher" answer of 2.5?

worthy hemlock
#

So P(Z > 2) is about 0.9972, so 1 - 0.9972

#

Which is 0.0028

#

Or 0.28%

stiff inlet
#

if it means 68-95-99.7 strictly (and not 68.27-95.45-99.73), perhaps the answer key is using 5% outside of 2 standard deviations instead of 4.45

#

and therefore 2.5 instead of 2.275

frosty ridge
worthy hemlock
#

Z = 2 is not 0.02275

frosty ridge
worthy hemlock
#

Negative

#

2

#

Sorry

#

Can't read

frosty ridge
#

okay but negative would just be 1-0.97725

#

so it would be 0.02275 right?

stiff inlet
worthy hemlock
frosty ridge
#

okay thanks.

#

.done

#

.close

safe radishBOT
#
Channel closed

Closed by @frosty ridge

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#
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atomic bane
#

,help

safe radishBOT
flat frigateBOT
#

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atomic bane
#

.close

safe radishBOT
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naive comet
#

Hi, I need help with these two questions. I really don't know how to go over through them. Like what do I plug in and how? I'm really in the dark here. I've been stuck on these for the past 30 mins and I can't get past it.

stiff inlet
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for the first one, you know two things

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d= 3 * x

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and

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d = 2 * (x + 20)

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(you also know d=d)

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so 3x = 2(x+20)

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from there you can distribute and solve for x

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for the second one, you know 94500 = x + 2x + 4x +8x + 16x + 32x

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on that one, remember you don't want x (the payment in the first year), you want the payment in the fifth year

lyric sable
#

Hey I would like to know what exponent property causes the 4^2 and 9^-1 to be there

worthy hemlock
safe radishBOT
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@naive comet Has your question been resolved?

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zenith socket
#

help

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zenith socket
#

.close

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zenith socket
#

nvm

safe radishBOT
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livid blaze
safe radishBOT
livid blaze
#

can someone explain what I'm looking at here? this thing doesn't look exactly look like what i've seen in class

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for reference, what I see in class is something like:

safe radishBOT
#

@livid blaze Has your question been resolved?

short falcon
#

Just to notice a couple things here, the superscript p in what you see in class is in fact an exponent, in case it wasn't clear

So E_p from class is equal to the pth root of the righthand side

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The 1/p from your class picture inside the sum doesn't appear to be in the image for your question

livid blaze
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I'm also kinda confused at the wording of the thing

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We didn't explicitly go over what p means which is why I'm kinda lost

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like I know what the number will affect as p gets large or small but idk what p represents

short falcon
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I'm guessing A_n is your like... list of data

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And S is the optimal summary statistic, perhaps?

livid blaze
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sounds right

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sorry when you say summary statistic do you mean like the mean or mode?

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or something else entirely

short falcon
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Well it could be those potentially

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Like they say

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In the limit that p goes to 0, apparently S is the mode

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When considering the minimization problem

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faint lotus
#

I'm not sure what a summary statistic is, but
$$
E_p = \left{\sum_{n=1}^N |A_n - S|^p\right}^{1/p}
$$
is a pnorm https://en.wikipedia.org/wiki/Norm_(mathematics)#p-norm
which converges to max as p -> infinity @livid blaze

In mathematics, a norm is a function from a real or complex vector space to the nonnegative real numbers that behaves in certain ways like the distance from the origin: it commutes with scaling, obeys a form of the triangle inequality, and is zero only at the origin. In particular, the Euclidean distance of a vector from the origin is a norm, ca...

safe radishBOT
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flat frigateBOT
#

uli
Compile Error! Click the errors reaction for more information.
(You may edit your message to recompile.)

safe radishBOT
short falcon
#

I'm guessing that if p=2 then the S that minimizes E_p is the mean

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I'd try to play around with minimizing E_p with respect to S and try to see why the S that minimizes E_p is the mode for p approaching 0, and (probably) is the mean for p=2

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To gain a bit more understanding before tackling the actual meat of the question

faint lotus
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intuitively the reason the pnorm approaches max as p->infinity is because the differences blow up when you raise them to large exponents (eg. if |A_1 - S| = 0.3 and |A_1 - S| = 0.9 then 0.3^p is exponentially smaller then 0.9^p) then taking the pth root with (1/p) brings you to the maximum. I'd expect similar logic to apply in the p -> negative infinity case

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as p -> -infinity the pnorm becomes the minimum, i'm too lazy to prove it so here's some examples in python

livid blaze
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oh

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thx for example lol makes things a lot easier to read

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#

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frigid canopy
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could someone help me with surds

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pulsar condor
#

answer is yes.

frigid canopy
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bro hates me with a passion

pulsar condor
#

No, just pointing out you wont get help for vague questions

frigid canopy
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could you help me with this or no

pulsar condor
#

help with what?

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you posted numbers with no actual question

frigid canopy
#

Completely simply the following, giving your answers in the form pඥq where p and q
are positive integers, where possible.

visual crater
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sqrt(45) = sqrt(9*5) = sqrt(9) * sqrt(5) = 3 * sqrt(5)

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you have to factor the number under the radical into numbers you can find the sqrt's of. and when you can't go any further, you stick with the sqrt e.g. sqrt(7) is a stop.

frigid canopy
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thanks

visual crater
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or in the case of the iii) sqrt(5) is a stop because 5 is prime.

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and.... sqrt(108) = sqrt(9)sqrt(12) = sqrt(9) * sqrt(4)sqrt(3) = 32sqrt(3) = 6*sqrt(3)

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my * dissapeared.

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oh, i know

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$sqrt(108) = sqrt(9) \cdot sqrt(12) = sqrt(9) \cdot sqrt(4) \cdot sqrt(3) = 3 \cdot 2 \cdot sqrt(3) = 6 \cdot sqrt(3)$

flat frigateBOT
#

tensor

visual crater
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I need to work on my square root symbol

pulsar condor
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\sqrt[]{}

visual crater
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$sqrt{108} = 6 \cdot \sqrt(3)$

pulsar condor
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[3] gives cube root, [4] gives 4th root, etc

visual crater
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ooof!! 😦

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I give up.

pulsar condor
#

$\sqrt{108}=6\sqrt{3}$

flat frigateBOT
safe radishBOT
#

@frigid canopy Has your question been resolved?

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cobalt plinth
#

Find the x-intercepts for
y=6x^3-18x^2+12x-20