#help-23
1 messages · Page 435 of 1
Are you trying to write $x$ as a function of $y$?
flynger
and finding the domain and range of $x=f(y)$?
flynger
Okay
if this is what you are doing
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
The domain and range and graph are correct
It’s from the answer
But idk how they get that graph
(The direction)
$y = \sin t$
flynger
so it should go from 0 to -1 to 0 to 1 to 0
as t goes from -pi to -pi/2 to 0 to pi/2 to pi
But wouldn’t that be in one direction ?
also the graph doesn't show y crossing 0 more than once
And I don’t understand the bounds for t and how they relates to the graph
flynger
which is different than the original parametric graph
because the original graph crosses over
the same x/y values
multiple times
which is not a cartesian function
Uh what
It’s just the top part of a parabola
r(t) = cos(2t)i + sin(t)j ==> x = 1-2y^2
sorry bad wording
its more like
we can make this chart:
after graphing the parabola like you said
follow the path of the points
The "weirdness" is happening because you can have a path with any kind of movement when using parametric
unlike the left to right nature
of non parametric
But from the lowest point to the middle, up to the top is a valid path or no
You can have that path but the ts would be different
so it corresponds to a different parametric function
…
different t range
It’s the same thing 😭
its not
It looks the same
yes it does
thats because we are not graphing t
if you view t as time
then it makes sense why the two paths are different
the "cartesian graphs" are the same
so where the function can go is the same
but the actual pathing within that graph is different
Hmm ok
its like if you have a loop and someone can go clockwise or counterclockwise but its still a loop
Gotcha, guess I’ll have to practice it a bit
-# I’ve got to run btw
Thanks for the help
ok np
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How fo i find matrix D
Basically
The lamda values are -1 -4 5
The eigenvalues
Part c just asks for the eigen values
P is
That
well D should be a diagonal matrix with eigenvalues in the diagonal entries
(eigenvalues of A^-1)
D consists of your eigenvalues
Do you know your eigenvalues?
those are the eigenvalues of A
How do i found the eigenvalues of a-1
Yeah, so D is basically the eigenvalues placed across the diagonal
you need the eigenvalues of A^-1, those are the diagonal entries of D
use this
This is the result
Its what i wrote down
And the markscheme says so also
ok, therefore the eigenvalues of A^-1 are?
list them
-1 -1/4 1/5 ?
Yes
Yes
Remember that the positioning of your eigenvalues is based on the position of your eigenvectors
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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
hmmm wait
sinxcosx=sin2x/2
4/(sin2x)^2
sin2x^2 / (3sin2x^2+1)
now sin2x^2 = (1-cos4x)/2
(1-cos4x)/ (3-3cos4x+2) => 1-cos4x / 5-3cos4x
weierstrauss 🥀
could I just multiply with the conjugate: probably actually
oh wait that doesn't work
was it (1-z^2)/(1+z^2),
you could also let u=tan x
2u^4+3u^2+2
ain't nicely factorable hm
you get this
yeah true
maybe this calculator wasn't a good idea
oh right the ^4 thing
other dude some long time ago taught me that
quadrics make no sense smh smh
quartic
quartic polymials make no sense smh smh*
Solve definite and indefinite integrals (antiderivatives) using this free online calculator. Step-by-step solution and graphs included!
@ionic blaze Has your question been resolved?
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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?
@loud halo Has your question been resolved?
Why are you expecting a line if the expression literally does not contain x?
Your expression is basically "solve y, and then make a horizontal line at that solution"
Oh yeah, didn't think about that
But then shouldn't the entire lower half of the graph be the solution?
hmm, yeah. Probably because Desmos sees the equality sign and decides this has to be a curve.
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
I see now. Thanks Xwtek!
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@uneven agate HElp
Help me
what?
bruh the test time is over this is actually a question channel you're occupying
.close
There is an additional one available now, so I am not any rush to experiment
Let me try somethign
I am not associated with this don't ban me
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@untold yarrow do not occupy channels for no reason.
theres an inherent cooldown because of discord rate limits
so you put the channel out of commission for at least ~15 mins
My apologies, won't happen again
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how would this be done?
The solution set would be the intersection of the solution sets of 9-2/3x<5x-11 and 5x-11<17-x/4
nw mate
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for a cotangent function if the asymptotes occur at -2,2,6,10,14,18 how can I make a general “equation” for jt?
n(pi) would be the equation for a non transformed cot function so what would it be in my case
<@&286206848099549185>
so sorry for ping
so in general, you want a normal cotangent function but with asymptotes at 4n+2 for any integer n
or the new period would be 4
since the difference in that arithmetic sequence is 4
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Hey guys I really don't know how can I draw two different sizes of square with the same vertices
here are 2 ways
looks fine to me
How to get the length from just using the coordinates
which color square
squares have the property that the diagonal is sqrt(2) times its side
I still don't know the sides
do you know the distance from (1,1) to (3,5)?
No
You have the question there
I found this
Yeah
sqrt(20)
I still don't know how to draw the triangle
The side length will be 2sqrt(5)/sqrt(2)
How can I get the parameter though when I just have a diagonal
<@&286206848099549185>
@lean otter Has your question been resolved?
you found the length of the smaller square
I need it's parameters too
to get the perimeter, multiply it by 4
What..
How ?
perimeter is the sum of all sides' lengths
How can that even get us parameters
since a square has 4 equal sides, you just multiply its length by 4
I said parameters not perimeter
what parameter are you talking about?
I need the coordinates
Please look at the question
hm
The question is not easy.... its how difficult it is that makes it look easy
any clearer images?
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
and you found what's the side length for the smaller one: 2sqrt(5)/sqrt(2)
now just take both perimeters and get the difference between them
this will be the answer
How can you get the coordinates from just a diagonal
Here it is
the coordinates were given
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
but what kind of large was it talking about? is it perimeter or area
Ok how?
oh
Largest square
I think size
Area and perimeter
im pretty sure we can use the pythagorean theorem to calculate the size of the largest square
Not the size we need the parameters
How to get the parameters from just knowing the length
I still don't understand what parameters you are talking about
parameters are perimeters kek
we are calculating square parameteres right?
they said it's not
the coordinates were given
you don't need them
what
\sqrt
oh yeaah thank you
alephcomputer
which is sqrt(20)
How do you get the side of a square from diagonal again
you divide it by sqrt(2)
no no don't relate to any square diagonal here
what i am doing is using a right triangle
to calculate the longest side
which happens to be the side of the largest square
and from that calculate $4(\sqrt{20})$
alephcomputer
But he said I should do it
to get the perimeter of the largest square
How about the smallest one
for the smaller one, that sqrt(20) will be the diagonal
so you divide it by sqrt(2) to get the side length
now we are going to calculate B
and we already know diagonal side of the B square
so to calculate the side of the B square we have
$\sqrt{(\sqrt{20})/2}$
alephcomputer
I don't think that that's right
what im doing here is that to calculate the side length of B
Why
because sqrt(20) is the diagonal
and if a square has side x, the diagonal is equal to x . sqrt(2)
@lean otter do you want to know?
isn't that the sum of 2 side in B square
?
kinda confused
Kk
rearrange the 2 triangle in B square to A
How?
@weak shuttle
yes, i get what you are saying
countiue
I know how to get it
I think
First change sqrt(20) to 2sqrt(5)
Since that's a square if we draw both diagonals to get a 90° triangle beside each square both with sides sqrt5
Sqrt(Sqrt5+sqrt5) *4
yse
@lean otter Has your question been resolved?
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anyone know how to do this? I forgot
if divisible answer will be 0 right?
yes
and soo
u know that remainder theorem
actually idk if its called remainder theorem
but u can sub 2 and -3
in
all i know is if theres a remainder u just write it with the (x-2) below
factor theorem u mean?
idk what its called lol
but u can just sub 2 into the equation
and equate the equation to 0
so like f(2) = ...
and then once u sub 2 in for x then u can equate all of that to 0 so now: 0 = ...
you ll find them
when u sub the 2 and -3 in
as that will make 2 simul equations
which as we know when given 2 unknow variabesl we must have another equation to find them
i mean if u sub that in right then yes
and u can equate both of those to 0
2^4+p2^3+q2+36 = 0
-3^4-p3^3-q3+36 = 0
like this
then u can now solve
then do i solve them as simultaneous?
yess
my calculator usually solves simultaneous equations lol
loll nice
@smoky vortex Has your question been resolved?
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@sour frost do not hog multiple channels.
are you more familiar/comfortable with the shell method or the washer method
and this gives the volume?
the image?
yea shldnt it form a3d shape
oh, you want to see the actual shape made by this
...i don't have an image on hand, but it looks kind of like a disk with a spike sticking out from the bottom.
ah okay thank you isit possible to ask another qn
well i guess while we're still here and the channel's still occupied by you
go ahead
okay so these are solids of revolution again
one will require shell and the other will require washer
part iii is washer rite
no, it's the other way around afaict
part iii will require shell and part ii will require washer
assuming you integrate along the x axis
oh okay so what r the steps
look up "solids of revolution"
uh yes i just did
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
help pls?
...
sorry, i've run out of energy for the time being
you'll have to look things up yourself
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@sullen thunder Has your question been resolved?
@sullen thunder Has your question been resolved?
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
yes
sometimes it's easier to learn when actual ppl are talking to you than from google
this isn't one of those times
some questions can't be googled, like if you're stuck at a very particular point in a problem
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
this doesn't just apply to this server, this applies to any type of office hours
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
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.
JUST FUCKING HELP HIM
bruh
does anyone read the rules here
damn.
wiat kaisheng i think i saw u in my cs lecture at MIT yesterday
r u the asian kid with glasses
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troll banned
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theyre asking if they can be unbanned
can i ask a question here?
we dont tolerate intentional trolling and we especially dont tolerate false reports
they arent getting unbanned
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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 };
}
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
Is that the eye of sauron
yes
they mention the cross product to calculate the normals direction but not sure what they mean
cross product of the partial deriative
Cross product is just like getting a perpendicular vector
That should make sense conceptually
yeah i get that
And how the normal is perpendicular to the vector representing the derivative?
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
Thanks
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
shriller44
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
It's just like if you had a flat line
y=4 or something in 2d space
Then you added cosine*amplitude onto 4
It'd make a cosine wave at that height
4
but shouldnt they increase the y value to make it go up?
For my example?
This is a companion video to 3DF22. Bonus antics making the final demo scene. Multivariate vector calculus shenanigans ensue!
Tutorial wiki page:
http://wiki.planetchili.net/index.php?title=3D_Fundamentals_Tutorial_22
look here in this animation
each y pos is going up and down no?
unless ive got myself confused
Wait you said z was up and down right?
Hmm
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
Oh yeah probably
cause thats what 3d shit is
objects have there own perspective against the base canonical system
Useful but also confusing
Hi, the real numbers in between 1 and 2 are infinite right?
I am learning about open set
@dense igloo yes
Probably
@inland ivy probably?
@inland ivy yes anyway thank you a lot
Np
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
90
90
Yes
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
-sin(x) is the direction of cos(x)
is that just to do with the derivative
Ye
For vectors
It'd be just like he had it
(1, -sin(x)) normalized is the direction of cos(x)
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
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
If it weren't for the wavelength I'd say n is the derivative vector
Oh wait
I bet the wavelength comes out cause it's attached to the variable of differentiation
so the bottom is the axes btw
we are working on
z acc pointnig dowin
you saying we dont need the wavelength
i think the confusing thing is its creating a normal in the normal x y z location
but basing it off the rotated values
Ye maybe
But it's basically just this I think
With extra stuff to fix the problem specifically
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
I think cos is just the height of the wave
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
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
Yes
I imagine he didn't actually use cross product
But just flipped the x and y
And made it negative
Well the 1 should be positive
So he probably flipped it from
Slope = -sin x/1
To
Perp slope= -1/-sin x
yeah the code seems to work with just this]
Epic
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
but he multiplied this by the amp and wavelength to acc give this direction some length
i think
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)
the code is calculating the lighting correct is what i say, but maybe not perfect i dunno
It's -5sin(5x)
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
Ye
mine seems to be okay in that regards
why do u think he mentioned idea of cross product its confused tf out of me
I mean it shows that it's the perpendicular of the derivative
It's how he derived and defined it
I imagine
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
Well the multiplications is just how derivatives work
I don't think it has any specific meaning
I mean it's probably close
But not perfect
Especially for higher values of amplitude and wavelength
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
For wot?
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
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
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
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*
I mean rhe in this case is literally just swapping x and y and making it negative
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
I mean swapping x and z
Also I think it makes sense
He did in fact mislabel the wavelength
what me or him
It should be frequency like you said
nah that was mine that was wavelength
Oh
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
Ye
This is a companion video to 3DF22. Bonus antics making the final demo scene. Multivariate vector calculus shenanigans ensue!
Tutorial wiki page:
http://wiki.planetchili.net/index.php?title=3D_Fundamentals_Tutorial_22
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
so visually a higher freq would be closer normals?
Ye
as more ripples
Si
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
Wavelength must be the length of the wave in relation to time
Not of the cos wave itself
Like how it moves
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
i mean cos and sin become meanignless surely
That scale factor or almost speed is the variable wavelength
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
Ye
so yeah i think it all makes sense now cheers
Adios
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,rotate
Make it y so the 2 do not disturb
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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 ?
an arrow is fine -->
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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
Perhaps the modulus function would do?
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Goose on a Moose
This is for part (a)
with a mean of 69 and a standard deviation of 2.5, 74 would be two standard deviations from the mean
So two standard deviations means that we would be in the 95 area?
so it would be 5%?
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).
oh duh, you're right
You want the percent area of taller than 74 inches, so $$P(Z > \frac{x - \mu}{\sigma}) \implies 1 - P(Z)$$
dldh06
Perhaps it wants the "rougher" answer of 2.5?
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
I think this is most likely the solution. I haven't realized it was conveniently two standard deviations away. I just went straight to the z-score formula.
Z = 2 is not 0.02275
Yeah, should be
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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.
for the first one, you know two things
d= 3 * x
and
d = 2 * (x + 20)
(you also know d=d)
so 3x = 2(x+20)
from there you can distribute and solve for x
for the second one, you know 94500 = x + 2x + 4x +8x + 16x + 32x
on that one, remember you don't want x (the payment in the first year), you want the payment in the fifth year
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help
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nvm
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can someone explain what I'm looking at here? this thing doesn't look exactly look like what i've seen in class
for reference, what I see in class is something like:
@livid blaze Has your question been resolved?
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
The 1/p from your class picture inside the sum doesn't appear to be in the image for your question
I'm also kinda confused at the wording of the thing
We didn't explicitly go over what p means which is why I'm kinda lost
like I know what the number will affect as p gets large or small but idk what p represents
I'm guessing A_n is your like... list of data
And S is the optimal summary statistic, perhaps?
sounds right
sorry when you say summary statistic do you mean like the mean or mode?
or something else entirely
Well it could be those potentially
Like they say
In the limit that p goes to 0, apparently S is the mode
When considering the minimization problem
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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...
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uli
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thanks il take a look at it
I'm guessing that if p=2 then the S that minimizes E_p is the mean
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
To gain a bit more understanding before tackling the actual meat of the question
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
as p -> -infinity the pnorm becomes the minimum, i'm too lazy to prove it so here's some examples in python
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could someone help me with surds
wow, what a specific question and not at all vague
answer is yes.
bro hates me with a passion
No, just pointing out you wont get help for vague questions
Completely simply the following, giving your answers in the form pඥq where p and q
are positive integers, where possible.
sqrt(45) = sqrt(9*5) = sqrt(9) * sqrt(5) = 3 * sqrt(5)
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.
thanks
or in the case of the iii) sqrt(5) is a stop because 5 is prime.
and.... sqrt(108) = sqrt(9)sqrt(12) = sqrt(9) * sqrt(4)sqrt(3) = 32sqrt(3) = 6*sqrt(3)
my * dissapeared.
oh, i know
$sqrt(108) = sqrt(9) \cdot sqrt(12) = sqrt(9) \cdot sqrt(4) \cdot sqrt(3) = 3 \cdot 2 \cdot sqrt(3) = 6 \cdot sqrt(3)$
tensor
I need to work on my square root symbol
\sqrt[]{}
$sqrt{108} = 6 \cdot \sqrt(3)$
[3] gives cube root, [4] gives 4th root, etc
$\sqrt{108}=6\sqrt{3}$
Mosh
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Find the x-intercepts for
y=6x^3-18x^2+12x-20