#help-26

1 messages Β· Page 138 of 1

dusk adder
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That is more fundamental

ocean pewter
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Yeah, I've heard it's needed for eigen-stuff

dusk adder
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It is also fundamental to making projection matrices

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And just projections in general as you are doing right now

urban grove
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wait, w1 = (1, 1, 0) and w2 = (0, 1, 1) though I thought?

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v - c1 w1 - c2 w2 = (2 - c1, 4 - c1 - c2, 3 - c2)

ocean pewter
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I thought w1 = <3, 3, 0> and w2 = <-2, 2, 4>

urban grove
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No, those were the projections we calculated using the previous method

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That method was wrong, my mistake

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Sorry

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This method should be faster and work correctly

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By w1 and w2, I mean the two vectors that span S in the original problem

ocean pewter
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Ohh, okay

ocean pewter
urban grove
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How'd you get that

ocean pewter
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I used dot product to get the system

2*c1 + c2 = 6
c1 + 2*c2 = 7

urban grove
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(for example 2*-11 + 8 = -14, not 6)

ocean pewter
#

c2 = 8/3

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c1 = 5/3 ?

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Let me check with substitution

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Yeah, I'm getting those solutions

ocean pewter
urban grove
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yup!

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and now just plug that in to find c1 w1 + c2 w2

ocean pewter
#

πŸ‘

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My final answer is <8/3, 13/3, 5/3>

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Does that look correct?

urban grove
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You mixed up c1 and c2, I think

ocean pewter
#

So c1 = 8/3?

urban grove
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No I mean

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c1 = 5/3 and c2 = 8/3

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But it looks like you accidentally did c1 = 8/3 and c2 = 5/3 in your calculation for the final answer

ocean pewter
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My bad

urban grove
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yea

ocean pewter
#

So I have a visualization of what I think the porjection is, but I don't really know waht it means or does

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I notice that the projection bector lies on the span of <1,1,0> and <0,1,1> but it isn't orthogonal to <2,4,3>

dusk adder
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Projection is the opposite of what you are thinking

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It is the closest point to (2,4,3)

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If (2,4,3) was in the span

ocean pewter
#

That makes sense now that I think about

dusk adder
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The projection would have just been (2,4,3)

ocean pewter
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So projection of a vector is the closest that a scalar multiple of the vector can be to another vector

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and the projection of a subspace is the closest that a vector in the span of the of the subspace can be to another vector

dusk adder
ocean pewter
#

My bad

dusk adder
#

You can actually see this

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Because the difference between vector and the it's projection is orthogonal to the span

ocean pewter
#

Let me try that

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The orthogonal is supposed to be perpendicular, right?

dusk adder
#

It was already used here

dusk adder
ocean pewter
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Like a normal line in calculus?

dusk adder
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No like a normal line to a plane

dusk adder
ocean pewter
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I haven't taken calc iii yet

dusk adder
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Just google

ocean pewter
dusk adder
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Yes same idea

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In more dimensions

urban grove
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(normal just means perpendicular)

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We're only working with linear stuff rn

ocean pewter
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Okay

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I just used the red curve to make the green and blue ones

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I was going to ask about the least squares regression problem, but it's getting a little late

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Thanks @dusk adder & @urban grove

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.close

dusk adder
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np

topaz sinewBOT
#
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urban grove
#

you're welcome!

ocean pewter
dusk adder
#

The blue line does look normal to that plane yes

ocean pewter
#

Cool, thanks again

topaz sinewBOT
#
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heady maple
#

ok ques time

topaz sinewBOT
heady maple
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for me

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im kinda confused here

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I wanted to practice some algebra

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and I found this on one site

boreal mulch
heady maple
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hmm

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lemme see

grave karma
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what is 2+2

heady maple
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im kinda stuck at the echelon form

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what to do after this one?

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@boreal mulch

boreal mulch
heady maple
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oh right yess

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i forgot

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thanks dude

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yes

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thanks bro

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.close

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#
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boreal mulch
topaz sinewBOT
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queen cloud
#

In a randomised controlled experiment are there no omitted variables

astral blaze
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you supposed not to or can assume that the expectation of that is zero

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There are omitted variables (I mean, randomization would not change the fact that I have a certain gene for example) but those should not influence the treatment (i.e., the distribution of people who have a certain gene should be randomized enough to not have effect on treatment effect)

queen cloud
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But then

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Isn't the definition of an omitted variable one that DOES influence the study

queen cloud
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So technically those variables are not "omitted variables"?

astral blaze
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I mean. Yes. For example, suppose we have a new drug to reduce blood pressure. We let the participants consume it and let them go home and come back to check. What patients eat at home can influence their blood pressure, but does that count as an omitted variable? RCE ensures that those are evenly distributed (hopefully) and mitigate those biases.

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Meal does influence blood pressure, but if we only care about the effect of the drug, RCE remove those effects

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(hopefully)

queen cloud
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So would you say that

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"There are no omitted variables in a randomised controlled experiment" is True?

astral blaze
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There should be no omitted variables bias in a randomised controlled experiment. The variables are still there (like meals) but the effects are even out from randomization.

queen cloud
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Oh ok yeah

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That makes more sense

topaz sinewBOT
#

@queen cloud Has your question been resolved?

topaz sinewBOT
#
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dense cosmos
topaz sinewBOT
dense cosmos
#

idk what k is referring to

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in part (a)

glacial cliff
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k is just the normal variable people use for growth rate

unreal kite
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$P(t)=60\cdot (2)^{(3t)} \to P'(t) = 60 \cdot 3 ln(2) \cdot 2^{(3t)}$\
or\
$P'(t)=3ln(2) \cdot P(t)$ \
giving by definition a relative growth rate of $3ln(2)$ (the amount $P(t)$ increases at a rate of $3ln(2)$ of its amount)

thorny flameBOT
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Crystopher

dense cosmos
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so 3ln2 is correct?

unreal kite
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if we assume that your function P(t) is correct, then it should be 3ln(2)

dense cosmos
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alr thanks

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what about this?

unreal kite
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how did you arrive at your results?

dense cosmos
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i just used average rate of change in the given interval πŸ’€

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i have no idea what it wants

unreal kite
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b) states basically that given two points $(1800,980)$ and $(1850,1260)$ find a function $P(t)=P_0e^{kt}$ with parameters $k$ and $P_0$ that goes through these points, then use it to find $P(1900)$.

thorny flameBOT
#

Crystopher

dense cosmos
#

would this work

unreal kite
#

that should work

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a bit different to what I had in mind but still seems to check out.

topaz sinewBOT
#

@dense cosmos Has your question been resolved?

#
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topaz sinewBOT
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glass root
#

.reopen

craggy lily
topaz sinewBOT
craggy lily
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wait is the one solution 0?

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I was confused for a second but I thinkk the only value that makes sense is 0

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.close

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tall quiver
#

Can someone explain to me why my solution sets are wrong?

tall quiver
#

<@&286206848099549185>

#

life is hard when youre stuck on a problem for hours 😦

topaz sinewBOT
#

Please don't repeatedly close and claim a new channel with the exact same question. This erases all previous progress made towards your problem and is confusing for helpers, making it more difficult to help you. Please be patient, even if your channel has not received much attention.

muted relic
#

you just fliped the sign

tall quiver
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i was told to flip the sign to get rid of the -1/5

muted relic
#

that means all values where f'x <0 are values where fx > 0

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so the answer is 5)

tall quiver
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so should i have not flipped the sign

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pretend im new to math

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i have been stuck on this problem for hours

muted relic
#
  1. and 1) is the correct answer
verbal hound
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Moo

tall quiver
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what is 5 and 1?

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like

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what

muted relic
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correct answers

tall quiver
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im not trying to find single points

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im trying to find ranges where x > 0

muted relic
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  1. is fifth, 2) is first i mean
tall quiver
#

(βˆ’2, 3) βˆͺ (4, ∞)
(βˆ’βˆž, βˆ’2) βˆͺ (4, ∞)
(βˆ’2, 4)
(βˆ’2, 3)
(βˆ’βˆž, βˆ’2) βˆͺ (3, 4)

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these are my options for the answers

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LOL

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your answer doesnt fit into any of these

muted relic
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  1. is (βˆ’βˆž, βˆ’2) βˆͺ (3, 4)
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and 2) is (-2, 3) βˆͺ (4, +∞)

tall quiver
#

ok

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can you circle on the problem where i did it wrong then?

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so i can learn and know for next time

muted relic
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if you don't divide both sides by -1/5 but 1/5, the answer is clear

tall quiver
#

ok can we take this step by step

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so

muted relic
#

okay

tall quiver
#

f(x) = -1/5 (x+2) (x-3) (x-4)

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original problem

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I want to find f(x) > 0

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so now its

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(-1/5) (x+2) (x-3) (x-4) > 0

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is that correct so far?

muted relic
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this one is wrong

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the fliped function isn't anymore f(x)

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let's assume that is f'(x)

tall quiver
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wait i dont want to confuse myself even more if i dont have to..

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so should i just have not fliped the sign

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my teacher didnt teach me inverses yet

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i was just told to divide both sides by -1/5 to get rid of it

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and because of that i flipped the sign

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can i do it without flipping the sign

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(-1/5) (x+2) (x-3) (x-4) > 0

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divide both sides by 1/5 correcct?

muted relic
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yes.

tall quiver
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ok

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so its now

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(-1) (x+2) (x-3) (x-4) > 0

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is that right?

muted relic
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okay

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if then the signs are like this

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right?

tall quiver
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ok one sec

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im going to rewrite (-1) (x+2) (x-3) (x-4) > 0

muted relic
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yeah,

tall quiver
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do we have to do anything with the -1?

muted relic
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of course

tall quiver
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ok

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so i now have the equation

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(-1) (x+2) (x-3)(x-4) > 0

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now i do the line with the points correct?

muted relic
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yeah,

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the crossing points are correct

tall quiver
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ok

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so i do it at

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-2 , 3 4

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correct?

muted relic
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yeah

tall quiver
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what about the -1

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do we just ignore it for now? πŸ™‚

muted relic
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result is 20 i think

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which is bigger that 0

tall quiver
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?

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what steps did u skip

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im only at the number line rn

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so now i have the number line

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-2 , 3 , 4

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do i do -1 too?

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or ignore that

muted relic
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if x=-1, (-1) (x+2) (x-3)(x-4) = 20

tall quiver
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um

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thats different from the method i did in the picture

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😭

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this is the part im confused on

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and have been for the past 2 hours

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bc no one explains it

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this is what i have so far

muted relic
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yes

tall quiver
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ok so now i plug in all my test values

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to check for + -

muted relic
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sorry

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if x=-1, (-1) (x+2) (x-3)(x-4) = -20

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-1 * 1 * -4 * -5 = -20

tall quiver
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so are we just not doing the number line?

muted relic
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i made an error cuz i'm tired too

tall quiver
#

whats the calculation for?

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im on the number line and i dont know what this calculation is for

muted relic
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let me explain this

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if x is bigger than 4,

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x+2 >0, x-3 >0, x-4 >0

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that means f(x)is smaller than 0

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right?

tall quiver
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wait

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can i ask you why my method didnt work?

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and why you chose this method instead

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my teacher told me once I graphed the numbers on the number line

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(-2 , 3 , 4)

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we have 4 intervals

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and then we choose a number within those intervals to test

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so i chose -3 for the first interval

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0 for the second interval

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3.5 for the third interval

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5 for the fourth interval

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then

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for each interval

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i input it into x

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so for first interval

muted relic
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when x = -3

tall quiver
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(-3 + 2) = -1

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(-3 -3) = -6

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(-3-4) = -7

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so that section is negative

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is it because i need to multiply eveyrthing by (-1)?

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because i got - + - +

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but since theres -1 do i just do the opposites?

muted relic
#

that's it

tall quiver
#

ok

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thats literally the part ive been stuck on for 2 hours

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i didnt know why it was opposite

muted relic
#

okay

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let me try to explain

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as the problem says fx = -1/5(x+2)(x-3)(x-4)

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then if we introduce a new function g(x) which is equal to -1/5 * f(x)

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g(x) = (x+2)(x-3)(x-4)

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right?

tall quiver
#

yea

muted relic
#

in this case, about a specific x if g(x) < 0,

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what about f(x)?

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f(x) = (-5) * g(x) > (-5) * 0 = 0

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right?

tall quiver
#

where is the -5 from?

muted relic
#

that means f(x) = (-5) * g(x)

tall quiver
#

thats the part that confuses me

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lol

muted relic
#

if we divide both sides with (-1/5)

tall quiver
#

i think if we were in vc it would make more sense to explain

muted relic
#

1/(-1/5) * g(x) = f(x)

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here 1/(-1/5) = - 1 * 5

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right?

tall quiver
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  1. fx = -1/5(x+2)(x-3)(x-4)
  2. g(x) which is equal to -1/5 * f(x)
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why are we multiplying f(x) by -1/5

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is it to get a coefficient of 1?

muted relic
#

the result is same.

tall quiver
#

ok

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well thx for clearing it up

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i have to go now but i appreciate it

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.close

topaz sinewBOT
#
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topaz sinewBOT
#
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ripe heron
#
  1. A wolf runs along a straight road that goes directly from her lair (W ) to Grandmother’s house
    (G). Some of this road is on flat ground and some is downhill or uphill. The wolf runs downhill
    at 20 km/h, on flat ground at 15 km/h, and uphill at 12 km/h. It takes the wolf 3 hours and
    27 minutes to run from W to G. It takes the wolf 2 hours and 33 minutes to run from G to W .
    Which of the following is closest to the distance between W and G?
    (A) 33 km (B) 36 km (C) 39 km (D) 42 km (E) 45 km
sly pasture
#

!status

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

hmm

#

1

topaz sinewBOT
#

@ripe heron Has your question been resolved?

sly pasture
ripe heron
#

huh

sly pasture
#

x is distance
v is speed
t is time

sly pasture
# ripe heron huh

if you still don't understand I will send an ss that creates the equation

ripe heron
#

i still dont understand

sly pasture
ripe heron
#

so after everything is the answer 45

sly pasture
#

yes

ripe heron
#

thx again

#

wanna help me with another question

sly pasture
#

I can try

ripe heron
#

What is the sum of the rightmost two digits of 106^2024?

#

chatgpt gave me 15 πŸ˜„

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idk if its right or wrong tho

sly pasture
#

i'm sure about I have to find a pattern or sth like that but I have no idea how can I find one but gonna try

ripe heron
#

k thanks

ripe heron
#

i think i got the answer so imma close this chat , cya.

#

.close

topaz sinewBOT
#
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topaz sinewBOT
#
Available help channel!

Send your question here to claim the channel.

Remember:
β€’ Ask your math question in a clear, concise manner.
β€’ Show your work, and if possible, explain where you are stuck.
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final hollow
#

hey

topaz sinewBOT
final hollow
#

can someone explain this to me

#

i don't get why they dont equal

shadow salmon
#

Pick for example theta_1 = theta_2 = pi/2

final hollow
#

mhm

shadow salmon
#

what happens?

final hollow
#

uhhh, im not sure? i don't understand what you are asking.

glass maple
#

substitute some random angles that arent 0

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and see what results u get

final hollow
#

ah ok

shadow salmon
#

Im asking you to simply try some values

shadow salmon
final hollow
#

oh yeah, i know they dont equal i just want to see some sort of proof.

shadow salmon
#

well that is a proof

leaden hatch
#

proof by contradiction?

glass maple
#

if u want a proof for more general case, have u been taught compound angles yet?

shadow salmon
#

nope, its a perfectly valid proof by counter example

final hollow
#

because my rational is they should be equal sine x(a) + x(b) = x(a+b)

shadow salmon
#

why?

keen raptor
#

sin is not being multiplied by a or b here

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it's not the distributive property because it's not multiplication

final hollow
#

oh yea, its a ratio...

keen raptor
#

it's a function application, which is different and just happens to use the same notation

final hollow
#

well. thanks yall! i just needed to know that because im confused about the cast law.

glass maple
#

ive never heard of cast law

shadow salmon
#

the thing you have to learn here is that linearity is a special property and not something that works for just about any function

glass maple
#

i feel like the term linearity wont mean much to them at the moment

final hollow
#

how could sin (180) =-0.801152635734, how can you have a triangle with negative length?

shadow salmon
#

im calling it by name, to make it more obvious it's a special property

keen raptor
#

well first you should probably switch to degree mode instead of radians

final hollow
#

oh.

#

yeah

#

i forgor desmos used raians

final hollow
#

radians

keen raptor
#

You can switch to degrees in settings (top right)

glass maple
#

Out of curiosity, has your teacher shown you the unit circle or are you familiar with it

shadow salmon
final hollow
#

but my point being, how can some trig values be equal to negative if you can't have a negative distance? no im just studying on my own.

keen raptor
#

sine is defined a little differently outside of 0-90 since you can't use right triangles

final hollow
#

yeah

keen raptor
#

so the definition is generalized

shadow salmon
#

it makes sense once you encounter the unit circle

glass maple
#

Courses on Khan Academy are always 100% free. Start practicingβ€”and saving your progressβ€”now: https://www.khanacademy.org/math/algebra2/x2ec2f6f830c9fb89:trig/x2ec2f6f830c9fb89:unit-circle/v/unit-circle-definition-of-trig-functions-1

Extending SOH CAH TOA so that we can define trig functions for a broader class of angles

Practice this lesson y...

β–Ά Play video
#

diagrams will probably help more than texts for this topic so i would consider just watching these videos

final hollow
#

i tried to look but i couldn't find any, they all used ref angles and i don't get why ref angle has to be the one adjacent to the x axis and why using the unit circle to get the trig values could translate to triangles.

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my first road block was sin (110), i thought that you could just get sin (90) then add sin (20) but i see thats wrong.

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so i was confused why you would need a ref angle

shadow salmon
#

infact distances aren't now negative, here the triangle is instead represented in a coordiante system, so the coordinates may be negative, but we still treat distances between points as non-negative

#

play around with this

#

notice how the triangle is still there

final hollow
#

yeah I was confused about that, how can a negative coordinate translate to a triangle which can't have negative distance. i was looking for some sort of geometric proof too.

shadow salmon
#

it's just a rather convenient generalization

#

if you tried to keep the coordinates positive, youd have ugly jumps

#

and again, the distances arent negative its the coordinates

#

we've changed represenation here

glass maple
#

The negative sign should be thought more of as direction than anything else

final hollow
#

so, what i am confused on, is why we would use a ref angle, and if there was any geometric proof to show that a triangle with a sin value would correspond to a coordinate that on the unit circle.

#

i can see that the unit circle is already a geometric proof of most trig functions, but i want to see if there was anyways to translate transformation in the unit circle into math steps, like how would you represent a turn of the radius to some angle theta on an equation.

#

well, thats all i guess. thanks for the clarifications.

shadow salmon
#

im not sure what you mean by ref angles, but for the latter imagine you're on the 1st quadrant and have a unit circle. Place a right angle triangle such that the hypotenuse is the radius of the unit circle, so it must be a distance of 1. (refer to the desmos link)

final hollow
#

yup

shadow salmon
#

now (again refer to the desmos link) given some angle a, which is between the adjacent side, origin and hypotenuse

final hollow
#

ok

#

so a complement angle?

shadow salmon
#

so like this

final hollow
#

oh ya

shadow salmon
#

again we know the hyp is 1, could you express the other sides in terms of sin and cos?

final hollow
#

yes you could repersent the adjacent side as cos and the opposite as sin

shadow salmon
#

cos of what?

#

and sin of what?

final hollow
#

cos (a) and sin(a)

shadow salmon
#

yeah and why?

final hollow
#

because both those functions equal to some number x over the hypotenuse which is 1

shadow salmon
#

Sorry, i cant quite follow; let me ask you the defintions of cos and sin instead

jaunty badge
#

What are we doing here?

final hollow
#

oh its opp/hyp for sin and adj/hyp for cos, we are doing trig.

jaunty badge
#

Question?

jaunty badge
#

What is the Question?

shadow salmon
#

okay cool, now since we're in a coordiante system

shadow salmon
#

just scroll up idk

final hollow
#

i just didn't understand how the sin values could be negative since that implys a negative ratio which means a triangle with negative distance. and how the unit circle is relevant to a triangle.

jaunty badge
shadow salmon
final hollow
#

but yes he is helping me.

#

ya

shadow salmon
#

notice how from the origin traversing a distane cos(a) to the right

#

we land on the coordiante (cos(a), 0)

jaunty badge
#

Ok, but if you guys still need help ping @jaunty badge

final hollow
#

yeah.

#

thanks.

shadow salmon
#

so if we imagine a line segment from (0,0) to (cos(a),0) what would that represent?

final hollow
#

a value of x

shadow salmon
#

Sorry, whats x?

final hollow
#

the distance from the origin to the x axis which is also equal to the cos(a) in this context.

shadow salmon
#

oh, you mean the x-coodinate or?

#

im more trying to relate the triangle right now

final hollow
#

yes the x- coodinate

shadow salmon
#

like if you had a line segment from (0,0) to (cos(a),0) what would that look like?

final hollow
#

a straight line across the x-axis

#

a triangle?

shadow salmon
#

yeah sure, but not all the way right?

#

yeah so think in relation to the triangle

final hollow
#

yes

shadow salmon
#

so what im trying to get at is that this line segment is just the adjacent side on our triangle

#

do you see that?

final hollow
#

ya

shadow salmon
#

and how the point (cos(a),0) would then be the right endpoint of that line or in other words the bottom right corner of the triangle

final hollow
#

yes

shadow salmon
#

so now imagine we're on the point (cos(a),0)

final hollow
#

mhm

shadow salmon
#

let's traverse upwards by sin(a)

final hollow
#

yes

shadow salmon
#

where would we land you reckon?

final hollow
#

cos(z),sin(a)

#

cos(a)

shadow salmon
#

yeah!

#

and in relation to the triangle, where is this?

final hollow
#

at the end point of the hypotenuse

shadow salmon
#

yup!

#

so if our right triangle lives in the 1st quadrant, we're able to use the definitions from geometry (since our coordinates will be positive) and the points on this triangle can be expressed with cos(a) and sin(a), and so we havent really done anything different yet apart from representing points of the triangle as points in a coodiante system

final hollow
#

yeah

shadow salmon
#

now notice, once we move the right triangle say to the 2nd quadrant, our triangle will be flipped horizontally if it must obey the same conditions as we said earlier, i.e hyp is the radius of the cirlce etc

#

but now our x coordinate for example will be negative if we talk about the corners of the points we talked about eariler

#

we'd like to keep using say the point (cos(a), 0) to describe that corner we mentioned before

#

or even (cos(a), sin(a))

final hollow
#

yes but, when we do that, a becomes the exterior angle though.

shadow salmon
#

the natual thing to do here is if our angle a is greather than 180, then the cos(a) should be negative, to account for this change in the coordiate sytem

#

Yeah sure

final hollow
#

and if that happens then the values of the trig functions would be respective the exterior angle not the interior one, and the exterior angle does not form a right angled triangle but an oblique triangle

shadow salmon
#

Yeah so that's perfectly valid if you want to keep the coordinates positive, but what we want here is be able to represent the same points the same way we moved it, i.e the x-coordinate of our corner will be negative. Also notice that the point (cos(a),sin(a)) will act as a rotation about the origin

#

if we let cos be negative, once in the 2nd quadrant, we can start rotating things rather nicley aswell, as you would in real life

final hollow
#

yeah but the interior angle is not equal to the exterior angle so how could you use the interior angle to represent the exterior angle.

shadow salmon
#

So youll have that the interior angle + exterior angle = 180 (if we treat the x-axis as our floor in this case)

#

just solve for whatever youre keen on knowing

final hollow
#

wait...

#

nvm, i am still confused, thanks for the help though - you cleared up most of the confusions i had

#

can i ask you a different algebra question?

shadow salmon
#

im glad i could help, sure!

final hollow
#

it one that i have been having trouble with

#

ok so...

#

can you solve this system of equation step by step, i have been having trouble with it. i think i do the steps correctly but the results never make sense

shadow salmon
#

Hm let's try

#

I should start by asking what progress you made, so i could focus on something in particular

final hollow
#

so, i can solve for x in the first equation, then i plug it into the third equation and solve for y

#

then i plug x again into the third equation

#

this yealds me some sort of quadratic equation with two variables instead

#

then i plug in y from the previous equation and plug it into the third equation

#

this only leaves z then i solve the quadratic and the results dont make sense

#

when i input the value of z in desmos, the graphs don't get a point where they all intersect

shadow salmon
#

Alright, let's try something different

final hollow
#

oks

shadow salmon
#

so let me just label these, so we have the system

$$\begin{cases}
x+2y-z=2&\quad (1)\
3x-y+2z=7&\quad (2)\
1/x+y-z=0&\quad (3)
\end{cases}$$

final hollow
#

ok

thorny flameBOT
shadow salmon
#

notice that if we multiply equation (1) with 2, we get 2x + 4y -2z = 4, right?

final hollow
#

yeah

shadow salmon
#

so by adding (1) and (2) we get 5x + 3y = 11, right?

final hollow
#

yup

shadow salmon
#

alright lets remember this one and instead notice something else

final hollow
#

ok ok

shadow salmon
#

if we say subtract (1) from (3), what do we get?

final hollow
#

we get, 1/x - y -x = 0

shadow salmon
#

almost!

final hollow
#

oh

#

wait , 1/x - x +3y -2z=0

shadow salmon
#

or no, nvm ignore that

final hollow
#

hm. i really cant fact check you rn so im just comming along until it clicks :d

shadow salmon
#

Oh, how come?

#

i want you to feel like youre following along

final hollow
#

because i have been focused on that equation for the past week and every where i search its always just a quadratic system with only two variables and rn im just desperate for some sort of mental ease, don't worry, im following along.

shadow salmon
#

alright!

final hollow
#

πŸ™‚

shadow salmon
final hollow
#

ok

shadow salmon
#

this was a bit more closer

#

you just forget the -2 on the RHS

#

do you see how?

final hollow
#

oh wait. wouldnt it be 0 though? because you substracted a negative by a negative so the negative becomes additon.

shadow salmon
#

so when you subtract or add equation, formally what we really mean is that we are subtracting or adding each side separately, if that was unclear

#

so on the RHS, we are doing 0 - (+2)

final hollow
#

oh so like x+y+z - ( x+Y+z) not each term substracted seperatly?

shadow salmon
#

Let me show it more explicitly maybe

final hollow
#

ah yeah i got it dont worry

shadow salmon
#

you sure?

#

Well, just to make sure we're on the same page. Say we have the equations w = 4 and k = 2, could you add these two for me?

final hollow
#

wait, is it 1/x + y -z - x + 2y-z or 1/x + y -z - ( x + 2y -z)

#

6

#

w + k

shadow salmon
#

yeah! so that would be the RHS and LHS resp. !

#

I.e we have that w+k = 6

#

makes sense?

final hollow
#

so is it the one with the brackets or the one without.

shadow salmon
shadow salmon
final hollow
#

yeah?

shadow salmon
#

could you subtract say w=4 from the eq. k=2?

final hollow
#

w - k = 2

shadow salmon
#

Thats correct, if i told you to subtract the eq. k=2 from the eq. w=4; but it seems youre on the same page atleast

shadow salmon
final hollow
#

yeah, so for the other equation it would equal 1/x -x -y = -2 oh yeah my bad i forgor about the rhs

shadow salmon
#

no worries!

#

good

#

alright so now, let's go back that that other equation we got

final hollow
#

yeah

shadow salmon
#

5x + 3y = 11

final hollow
#

mhm

shadow salmon
#

Let's solve for y here

final hollow
#

yeah

shadow salmon
#

What do we get?

final hollow
#

we get y = (11-5x)/3

shadow salmon
#

yup!

#

lets substitute this in the eq. 1/x -x -y = -2

final hollow
#

k

shadow salmon
#

we should now have an equation in one variable

final hollow
#

yeah

shadow salmon
#

could you write it for me?

final hollow
#

ah sure wait

#

$\frac{1}{x}-x\ -\left(\frac{11-5x}{3}\right)$

thorny flameBOT
#

element

shadow salmon
#

missing a RHS here!

final hollow
#

noice it worked

#

oh ait

#

$\frac{1}{x}-x\ -\left(\frac{11-5x}{3}\right)=-2$

thorny flameBOT
#

element

final hollow
#

: - )

shadow salmon
#

neat!

#

after a bit of algebra we have the equivalent equation (3+6x)/x = 11 - 2x

#

would you agree?

final hollow
#

wait

#

yes

#

it makes sense

shadow salmon
#

alright cool, you might see where this is going, now multiply the nonzero x to both sides to get a quadratic equation.

#

Namley 3+6x = 11x - 2x^2

final hollow
#

ya

shadow salmon
#

I suppose you can solve this one on your own?

final hollow
#

ah yes let me see

#

this is what i got

#

$x=\frac{5+7}{4},\ x=\frac{5-7}{4}$

thorny flameBOT
#

element

shadow salmon
#

I can provide atleast one solution, x=1

#

Check this by plugging it in

#

There’s one more however

final hollow
#

yeah i already knew the values of those varables, so this works. and yes there is the second value

#

but my one problem is

shadow salmon
final hollow
#

this worked but why didn't it worked when i didn't do elimination and dis substitution through out the entire system.

#

i mean why didnt it work when i did substitution through out

#

the entire system

shadow salmon
#

In theory it should of worked

final hollow
#

this time you used elemination and then substitution but when i used substitution through out the entire system it didn't work.

#

i don't know why that is, do you? or it was just a miscalculation on my part.

shadow salmon
#

It could be just due to a mistake, but in principle it should work too

#

I haven’t seen the explicit work for me to judge though

final hollow
#

because when you don't use elimination you get massive numbers like $54x^{2}-132x+46=0$

thorny flameBOT
#

element

final hollow
#

and when you solve it, it gets bigger

#

but anyways, thanks for your help, atleast now i know how to solve em.

#

i guess ill ask a teacher when i get back to school.

shadow salmon
#

If you’re getting different solutions to that quadratic, then you’ve made a mistake

final hollow
#

yeah, its when i solve the quadratic i get a different answer.

#

but its not the quadratic that i miscalculate, its at the steps before. because when i check my quadratic equation answers in a calcualtor they make sense.

shadow salmon
#

Like when solving the quadratic

final hollow
#

wait what was my answer?

shadow salmon
final hollow
#

isn't that the solution?

shadow salmon
#

As I said, one of the solutions is x = 1, but neither of them is that

final hollow
#

i used the completing the square method this time and it made sense through out, lemme do that again

topaz sinewBOT
#

@final hollow Has your question been resolved?

shadow salmon
#

@final hollow how’s the progress?

final hollow
#

ah i see, i messed up because i divided by -2 instead of 2

#

i just got that...

#

wait lemme send you wnat i got

#

$x=\frac{5-1}{4},x=\frac{5+1}{4}$

thorny flameBOT
#

element

final hollow
#

well thats all. thanks πŸ‘

shadow salmon
#

Great! Ur welcome happy

final hollow
#

ima close dis now, adios

#

.close

topaz sinewBOT
#
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#
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gaunt quartz
#

xΒ²+3x

6xΒ²+24x

can i cancel out the xΒ² numerator on top with the 6xΒ² on the bottom to make it 5xΒ²? and can i also just divide 24 and 3 individually?

deft holly
#

if you want to cancel things on fractions, it has to apply to every term. you cant do anything to individual terms

gaunt quartz
#

so how would i simplify this fraction?

deft holly
#

factorise so that the numerator and denominator has common factors and then cancel

gaunt quartz
#

yessirrr okay thanks thanks

#

.close

topaz sinewBOT
#
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topaz sinewBOT
#
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lyric cobalt
#

Need help with this stats question πŸ˜ƒ

astral blaze
#

what is percentile?

#

if you understand the definition, this should be more obvious to you

cinder sequoia
#

quite handy that you have exactly 10 observations ._.

#

ahem in increasing order

astral blaze
#

I will say that there are a lot of ways to answer this question, however. Many of them result in a slightly different answer.

#

but that depends on what is being taught in your class

lyric cobalt
cinder sequoia
astral blaze
#

I mean, you are not entirely wrong. 6.8 is lower bound for the 40th percentile

#

but I think you can do better

#

Hint:|| Think about the position. What does that decimal point tell you?||

lyric cobalt
#

Are you telling me I’m supposed to arrange them by the lowest to highest decimal point?

astral blaze
#

no

#

when you find the percentile, you need to find the position for that, correct?

#

what is that position?

lyric cobalt
#

Well I mean it would be the 4th box no? πŸ™‚β€β†•οΈ

astral blaze
#

no

#

well, it is at least at that point

#

but not exactly there

lyric cobalt
#

Okay

#

So how would I be able to find the actual position

astral blaze
#

use definition of percentile...

#

$\frac{k}{100} (N+1)$

thorny flameBOT
#

nobody

lyric cobalt
#

I mean I got a number

#

1.4

astral blaze
#

are you sure?

#

Anyway... if it is like .4, you know that it should be far off from 4 but not that far that it becomes 5.

#

you know that your 4th position is 6.8 and 5th position is 16.1

#

so your percentile should lie inbetween that

lyric cobalt
#

Ahhh Okay

#

So I would always use the position above the percentile?

astral blaze
#

not really

#

one of the way to approximate that is to think that if the length between 6.8 to 16.1 is one unit, what is the length of 0.4 of that unit?

#

like... if it is 4.5, you know that it should be in the middle between 6.8 and 16.1

lyric cobalt
#

Honestly dude I’m actually fried I don’t get this last part at all

astral blaze
lyric cobalt
#

Alr Alr I UNDERSTAND THAT

astral blaze
#

so you approximate that

lyric cobalt
#

Soo I would think 9.3 or 10.3

astral blaze
#

well... you know that it is 0.4 position more than 4th position. so if I know that one position around there is 16.1 - 6.8, then 0.4 of that is...

#

(like, you need 16.1 - 6.8 much to turn 6.8 [4th position] into 16.1 [5th position])

lyric cobalt
#

.close

topaz sinewBOT
#
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topaz sinewBOT
#
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brazen inlet
#

A ball weighs 0.3125 pounds. How many foot-pounds does it take to throw a ball 90mph.

brazen inlet
#

@cinder sequoia

#

Follow up question to the kinetic energy proof

ivory sorrel
#

what's that in SI

brazen inlet
ivory sorrel
#

ah

brazen inlet
#

Just imperial

#

Work

ivory sorrel
#

so work

brazen inlet
#

Yeah

ivory sorrel
#

ok, maybe I can help

brazen inlet
#

Seeet

#

Sweet

ivory sorrel
#

Power is Fv

#

or wait

brazen inlet
#

uh

ivory sorrel
#

find the change in KE

#

0-> KE at 90mph

#

,w 90mph to m/s

brazen inlet
#

1/2(mv_2^2)-1/2(mv_1^2)

ivory sorrel
#

yup

#

but v_1=0

#

no?

brazen inlet
#

Yh

#

And v_2 is 90

#

But I get it wrong

#

The answer is somehow 85😭

ivory sorrel
#

what units is the answer in

brazen inlet
#

Foot pounds

ivory sorrel
#

,w 0.3125 pounds to kg

ivory sorrel
#

,w 0.5(0.14175)(40.23)^2

ivory sorrel
#

,w 114.707 Newton meters to foot pounds

brazen inlet
#

Howew

#

Bro what 😭

ivory sorrel
#

must have made a calculation mistake

brazen inlet
#

How

ivory sorrel
#

maybe work in SI and then covert to imperial ?

brazen inlet
#

90^2x0.3125x0.5

ivory sorrel
#

90^2?

#

why

#

mph

brazen inlet
#

Because that’s the units we using

ivory sorrel
#

not feet per second

brazen inlet
#

Why not feet per hour

#

🀯

ivory sorrel
#

no, I mean convert the speed to feet per second

brazen inlet
#

Why not feet per hour though

#

Why seconds

ivory sorrel
#

I'm not familiar with calculations in imperial, so I can only guess

#

but because the standard unit of time in imperial is second

brazen inlet
#

Idk

#

I have transitioned to metric 😎

#

I can’t do imperial stuf

ivory sorrel
brazen inlet
#

Yeah I don’t need to know there’s 37393746.27384 feet in a mile

topaz sinewBOT
#

@brazen inlet Has your question been resolved?

#
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neon iron
#

question

topaz sinewBOT
neon iron
#

why is f(x)=2x^3-3 an even number?

dusk adder
#

That's a function and it is also odd for all integer x

neon iron
#

oh f I'm stupid πŸ’€πŸ’€πŸ’€...

#

i just realised

#

sorry for wasting your time idk what got into me

dusk adder
#

No worries

topaz sinewBOT
#

@neon iron Has your question been resolved?

#
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glass maple
#

It is more of a general question in techniques of evaluating power series

glass maple
#

context is highschool math and power series isnt a stand alone topic

#

Overall I find it quite hard to evaluate power series and idrk where to proceed with them

#

i haven't been taught any techniques or general guidance in how to evaluate these series so I was wondering if anyone here have readings or general suggestions in solving these

topaz sinewBOT
#

@glass maple Has your question been resolved?

ocean prairie
topaz sinewBOT
#

@glass maple Has your question been resolved?

#
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vast vector
#

Hi! I'm making a tower defense game and I want to calculate where the tower should shoot the bullet to hit the monster and the equation would look like this where everything is constant except for x,y :
x = monster.rect.centerx + (monster.direction[0]*sqrt((x^2) + (y^2))) - self.rect.centerx
y = monster.rect.centery + (monster.direction[1]*sqrt((x^2) + (y^2))) - self.rect.centery

vast vector
#

I want to somehow solve these equations to:
x = something
y = some other thing

odd pagoda
#

well are the monsters only moving in the same direction always?

#

otherwise your turret will definitely miss if they turn a corner

vast vector
#

please someone help me <@&286206848099549185>

topaz sinewBOT
#

@vast vector Has your question been resolved?

topaz sinewBOT
#

@vast vector Has your question been resolved?

topaz sinewBOT
#

@vast vector Has your question been resolved?

old cloak
#

Dist = sqrt((monster_pos_x + monster_vel_x * t - turret_pos_x) ^ 2 + (monster_pos_y + monster_vel_y * t - turret_pos_y) ^ 2) = t * proj_vel
solve for t

#

then
monster_pos_x' = monster_pos_x + monster_vel_x * t
aim turret at (monster_pos_x', monster_pos_y')

#

@vast vector

vast vector
#

hmm

old cloak
#

solving for t should just be a quadratic

vast vector
# old cloak Dist = sqrt((monster_pos_x + monster_vel_x * t - turret_pos_x) ^ 2 + (monster_po...

t = (-monster_pos_xmonster_vel_x - monster_pos_ymonster_vel_y + monster_vel_xturret_pos_x + monster_vel_yturret_pos_y - sqrt(-monster_pos_x**2monster_vel_y*2 + monster_pos_x**2proj_vel*2 + 2monster_pos_xmonster_pos_ymonster_vel_xmonster_vel_y - 2monster_pos_xmonster_vel_xmonster_vel_yturret_pos_y + 2monster_pos_xmonster_vel_y**2turret_pos_x - 2monster_pos_xproj_vel*2turret_pos_x - monster_pos_y*2monster_vel_x*2 + monster_pos_y**2proj_vel*2 + 2monster_pos_ymonster_vel_x**2turret_pos_y - 2monster_pos_ymonster_vel_xmonster_vel_yturret_pos_x - 2monster_pos_yproj_vel*2turret_pos_y - monster_vel_x*2turret_pos_y*2 + 2monster_vel_xmonster_vel_yturret_pos_xturret_pos_y - monster_vel_y**2turret_pos_x*2 + proj_vel**2turret_pos_x*2 + proj_vel**2turret_pos_y*2))/(monster_vel_x**2 + monster_vel_y**2 - proj_vel**2)
,
t = (-monster_pos_xmonster_vel_x - monster_pos_ymonster_vel_y + monster_vel_xturret_pos_x + monster_vel_yturret_pos_y + sqrt(-monster_pos_x**2monster_vel_y*2 + monster_pos_x**2proj_vel*2 + 2monster_pos_xmonster_pos_ymonster_vel_xmonster_vel_y - 2monster_pos_xmonster_vel_xmonster_vel_yturret_pos_y + 2monster_pos_xmonster_vel_y**2turret_pos_x - 2monster_pos_xproj_vel*2turret_pos_x - monster_pos_y*2monster_vel_x*2 + monster_pos_y**2proj_vel*2 + 2monster_pos_ymonster_vel_x**2turret_pos_y - 2monster_pos_ymonster_vel_xmonster_vel_yturret_pos_x - 2monster_pos_yproj_vel*2turret_pos_y - monster_vel_x*2turret_pos_y*2 + 2monster_vel_xmonster_vel_yturret_pos_xturret_pos_y - monster_vel_y**2turret_pos_x*2 + proj_vel**2turret_pos_x*2 + proj_vel**2turret_pos_y*2))/(monster_vel_x**2 + monster_vel_y**2 - proj_vel**2)

#

@old cloak how do I know which one to use for t?

old cloak
#

should just be the positive one

#

no solution if both are negative

#

t = max(t1, t2);
if (t < 0) {
return Null;
}

#

well no if both are positive then you should pick the smaller one

#

not sure if possible

vast vector
#

proj vel is the projectile's x or y?

old cloak
#

it is both combined

vast vector
#

in what way?

old cloak
#

pythagoras

vast vector
#

ooh

old cloak
#

velocity as a vector

#

but also you should go from proj_vel to proj_vel_x and y and not the other way around

#

it's a constant that you should decide

vast vector
#

okay I'll get back when I implemented this in my code

#

and what is the monster_pos_y'?

old cloak
#

' is used for changed / updated value, in this case it means future position

vast vector
#

oh I subsitute everything into a solved version for y of this?
y = monster.rect.centery + (monster.direction[1]sqrt((x^2) + (y^2))) - self.rect.centery

old cloak
#

what I wrote should do everything that you want, not sure what you were doing

vast vector
#

you never said what monster_pos_y' is did u?

vast vector
#

but what is the future value of the monster's y position?

old cloak
#

you aim to where the moster will be given its current velocities and position

vast vector
#

thx

#

I multiply both with the same t?

old cloak
#

yes, t is the time it takes for the projectile to go the distance to the future position of the monster

vast vector
#

hmm

#

for some reason it says no solution every time

#

there are math domain errors (negative numbers inside sqrt) in the sqrt

old cloak
#

should check for the discriminant first yes

vast vector
#

like both t1 and t2 fail always for some unholy reason

old cloak
#

the error tells you everything

#

discriminant = b ^ 2 - 4 * a * c
if (discriminant < 0) then error

#

a * t ^ 2 + b * t + c = 0

vast vector
#

?

old cloak
vast vector
#

yeah but this happens every time

old cloak
#

vary the starting conditions, check your variables

#

a = monster_vel_x ^ 2 + monster_vel_y ^ 2 - proj_vel ^ 2
b = 2 * (monster_vel_x * (monster_pos_x - turret_pos_x) + monster_vel_y * (monster_pos_y - turret_pos_y))
c = (monster_pos_x - turret_pos_x) ^ 2 + (monster_pos_y - turret_pos_y) ^ 2

#

simple case: it is impossible to hit if the monster is moving away at a speed faster than the projectile

vast vector
#

frick it I'll go with projectiles that follow the enemy until they hit it

#

I tried to do this in various ways, this one, an iterative one, one where I check the coords where the monster will be and if I shoot in that direction will I hit it

old cloak
#

this is just physics, it works if you implement it right

#

but up to u

vast vector
#

thanks anyways

topaz sinewBOT
#

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stray wave
topaz sinewBOT
cedar wagon
#

Hey

stray wave
#

I was wanting some clarification on the first 2 and I was wondering if someone could explain the last one

#

So for 1. Code 5
2. Code 3

stray wave
#

And for question 3 I'm stuck at the beginning I have no idea how to start

steep nebula
arctic igloo
#

find gradient of 5x-8y+12=0

stray wave
arctic igloo
stray wave
steep nebula
#

what does it give you?

arctic igloo
#

so arrange the equation in the form y=mx+c where y and x are variables whereas m and c are constants

stray wave
#

Oh so code 4

stray wave
steep nebula
#

yes it is

topaz sinewBOT
#

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topaz sinewBOT
#
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wicked burrow
topaz sinewBOT
wicked burrow
#

for the first matrix in the span

#

i get the 0101

#

and they get 1010

#

is it the same?

#

basically the answer i get has the columns switched

opal vault
#

so x_4 is supposed to be fixed and equal to 1

wicked burrow
#

yes

opal vault
#

so I doubt the x_4 coefficient would be in the span

wicked burrow
#

makes sense

#

then ill try and figure out what i did wrong

opal vault
#

!show

topaz sinewBOT
#

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

wicked burrow
#

its a bit messy but

#

x1 = a and x2 = c

#

but no matter how i calculate it, i get a = 0

#

when i chose b as 1 and c as 0

#

so basically x2 and x3 are free

#

so when calcualting the span, i chose x2 as 1 and x3 as 0

#

and i always get x1 = 0

#

but in the answers x1 = 1

#

nvm i goofed with the values

#

.close

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#
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topaz sinewBOT
cedar wagon
#

Factor lhs by x_1

#

And divide to isole it

#

p_1x_1 + p_22x_1 = m
x_1 ( p_1 + 2
p_2) = m
x_1 = m/( p_1 + 2*p_2)

hollow drum
#

You're suppose to factor out x1 first before dividing

#

It'll make it easier

#

Because if you divided by p1, you're dividing all the terms by that

topaz sinewBOT
#
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hollow drum
#

It'll be like this

#

If that makes sense

#

So if you divided by 2p2 then you'll have x1/p2 + x1/p1 on the left

topaz sinewBOT
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trim trench
#

is there something wrong with this process?

restive inlet
#

just a lot of bad notatiion

trim trench
#

whereabouts

icy sky
#

youre missing dx in your integrals

#

you have nice handwriting

restive inlet
#

and ambiguous fraction

trim trench
#

first one is my friends soln and this one is mine

#

integral calculator says his is right though

#

are they the same? or am i wrong somewhere

restive inlet
#

they're the same

trim trench
icy sky
#

you can use a change of base

#

,w -(ln(2))^3/(2(ln(x))^2)=-(ln(2))/(2(log_2(x)^2))

#

crap

#

anyway

#

you can do
$-\frac{\ln^3(2)}{2\ln^2(x)}=-\frac{\ln(2)}{2}\left(\frac{\ln(2)}{\ln(x)}\right)^2$

thorny flameBOT
#

Underfull \hbox (badness 10000)

icy sky
#

then you can use change of base on the fraction on the right

trim trench
#

oh so they are the same

#

that's weird

topaz sinewBOT
#

@trim trench Has your question been resolved?

trim trench
#

.close

topaz sinewBOT
#
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meager anchor
#

I've been having trouble with a question here

rigid cloak
#

Good

#

Imma help u

#

<@&286206848099549185>

rigid ivy
topaz sinewBOT
# rigid cloak <@&286206848099549185>

Please only use the <@&286206848099549185> ping once if your question has not been answered for 15 minutes. Please do not ping or DM individual users about your question.

rigid cloak
#

Bro answer his question

#

I am busy in my question

#

I k I am helper but seeking help myself

rigid ivy
rigid cloak
#

Just pinged one time bro

#

He is new bro does not know how help helpers work

rigid ivy
rigid cloak
#

Okok

rigid ivy
#

!noadvert

topaz sinewBOT
#

Please do not advertise your help channel or thread in other parts of the server. There are many people who need help, so advertising can quickly turn into spam.

rigid cloak
#

Okok

#

Sry

#

By mistake

rigid ivy
split cloak
topaz sinewBOT
#

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rancid forum
#

What are the steps to solve this trig identity?
I tried it and the answer was wrong

rancid forum
#

I began to solve the left side by turning the sin^2theta into 1-cos^2theta

rigid ivy
#

Let u=cos and maybe factoring will work

rancid forum
rigid ivy
torpid sparrow
#

Simplify and multiply by the conjugate

topaz sinewBOT
#

@rancid forum Has your question been resolved?

rancid forum
#

i think i got it

topaz sinewBOT
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rancid forum
#

thanks

topaz sinewBOT
#
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pearl patio
#

solve this Differential equation

topaz sinewBOT
#

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patent beacon
#

Hey

Can someone please explain how to multiply / divide exponents that have coefficients?
I couldn't understand it
Something like $(5x^3)(7x^4)$ or $\frac{8x^2}{4x^3}$

Thanks

thorny flameBOT
#

𝓣π“ͺ𝓼𝓴

reef fjord
#

note that $(bx)^n \ne bx^n$

thorny flameBOT
#

🫎 Moosey 🫎

patent beacon
#

Yeah

reef fjord
#

but otherwise you can multiply just like ordinary numbers, recall your expontent rules as well

#

,tex .exp rules

thorny flameBOT
#

🫎 Moosey 🫎

reef fjord
#

basically, as long as you don't have any addition attached, you can freely divide/multiply numbers just as you normally would

#

so you can just do 5*7 then apply product rule, or do product rule first, then mutliply the numbers

#

essentially you treat them separately

patent beacon
#

Ok I'll try

topaz sinewBOT
#

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#
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