#help-27

1 messages · Page 64 of 1

unreal thunder
#

let's first square

#

$y'^2=\left(x^2-\frac{1}{4x^2}\right)^2$

jaunty gazelle
#

Okay.

woven radishBOT
#

Dubleyou

jaunty gazelle
#

I know we got x^4 because x^2 *x^2

unreal thunder
#

notice, that this is just the identity (a+b)^2

unreal thunder
#

so we can rewrite this as,$y'^2=(x^2)^2-2x^2\frac{1}{4x^2}+(\frac{1}{4x^2})^2$

woven radishBOT
#

Dubleyou

unreal thunder
#

all good?

jaunty gazelle
unreal thunder
#

can you expand (a+b)^2 ?

#

what is it?

#

$(a+b)^2=(a+b)*(a+b) = a(a+b) +b(a+b) = a^2 + ba+ba +b^2 = a^2+2ab+b^2$

woven radishBOT
#

Dubleyou

jaunty gazelle
#

When foiling I get this:

unreal thunder
#

when you foil, you have to use every terms

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ie multiply x^2 with other twos also -1/4x^2 with other twos

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it seems like you have only used x^2 with all others

#

my bad

#

looks correct

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but the multiplication sign is wrong

#

you have put paranthesis around (-1/4x^2 * x^2)

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that should be subtracted from x^4 not multiplied

jaunty gazelle
unreal thunder
#

same for others

#

the other foil will be

jaunty gazelle
#

So like this

unreal thunder
#

$x^4 -\frac{1}{4x^2}x^2 -\frac{1}{4x^2}x^2 + \frac{1}{4x^2} * \frac{1}{4x^2}$

unreal thunder
jaunty gazelle
#

oh

#

got it

woven radishBOT
#

Dubleyou

jaunty gazelle
#

oh

#

got it

unreal thunder
#

the simplification will be $x^4 -\frac{2}{4x^2} + (\frac{1}{4x^2} )^2= x^4 -\frac{1}{2x^2} + (\frac{1}{4x^2} )^2$

woven radishBOT
#

Dubleyou

jaunty gazelle
unreal thunder
jaunty gazelle
unreal thunder
#

no no

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they get factored out

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they are of same sign

#

think x^2 as some number and think

#

they are numbers when plugged in indeed

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does -2 -2 gets cancels out ?

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if $-23 + -26$

jaunty gazelle
woven radishBOT
#

Dubleyou

unreal thunder
#

can you cancel -2 ?

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nope, but can you factor out -2 ?

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the whole point of factoring is to make it look as multiplication

jaunty gazelle
unreal thunder
#

can you try factoring -2 from the above?

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this will help you see factoring x, for sure

jaunty gazelle
unreal thunder
#

you can factor $-23 + -26 = -2(3+6)$

woven radishBOT
#

Dubleyou

unreal thunder
jaunty gazelle
unreal thunder
#

recall that

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we usually factor out the gcf this way

jaunty gazelle
#

ok

unreal thunder
#

so notice in the other problem, when x is plugged it looks similar to one we just did

unreal thunder
jaunty gazelle
#

We leave x^4 the way it is, compute -1/4x^2-1/4x^2 and get -2/4x^2, and we combine 1/4x^2*1/4x^2 into (1/4x^2)^2...?

unreal thunder
#

let's see

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we are trying to simplify the middle two terms right?

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what is gcf of them or what's the common to both terms ?

jaunty gazelle
unreal thunder
#

can you instantly cancel the x^2 from numerator

jaunty gazelle
unreal thunder
#

what is -1/4 -1/4 ?

jaunty gazelle
unreal thunder
#

what is exactly the middle term

jaunty gazelle
unreal thunder
#

wait

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$-\frac{1}{4x^2} x^2 =-\frac{x^2}{4x^2} =-\frac{1}{4}$

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I hope this clicks

woven radishBOT
#

Dubleyou

unreal thunder
#

this applies to both the terms in middle

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which will later become -1/2

jaunty gazelle
unreal thunder
#

yes indeed

jaunty gazelle
#

Since this applies to both terms in the middle..we add them up and get -1/4-1/4 = -1/2..

unreal thunder
#

yes

#

Please find time to strengthen your algebra skills

jaunty gazelle
unreal thunder
#

people usually struggle in pre-calculus in calculus class

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calculus concepts are intuitive but pre-calculus takes the fun away

jaunty gazelle
unreal thunder
jaunty gazelle
#

yes

unreal thunder
#

you have to cancel it

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oh that's my mistake

jaunty gazelle
jaunty gazelle
unreal thunder
#

so we can rewrite this as,$y'^2=(x^2)^2-2x^2\frac{1}{4x^2}+(\frac{1}{4x^2})^2$

woven radishBOT
#

Dubleyou

unreal thunder
#

so we can rewrite this as,$y'^2=x^4-\frac{1}{2}+(\frac{1}{4x^2})^2$

woven radishBOT
#

Dubleyou

jaunty gazelle
#

There we go... 😃

#

I understand up to this part.

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so y'2 = x^4-1/2+(1/4x^2)^2..

unreal thunder
#

now add 1 to it

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$y'^2+1=x^4-\frac{1}{2}+(\frac{1}{4x^2})^2+1=x^4+\frac{1}{2}+(\frac{1}{4x^2})^2$

woven radishBOT
#

Dubleyou

jaunty gazelle
#

By adding one, aren't we just distributing the 1 to each term? so x^4 * 1, -1/2 * 1, and 1/4x^2 * 1..?

unreal thunder
#

just added -1/2 +1 = 1/2

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It seems like you have a lot of misconceptions

jaunty gazelle
#

I thought it was 1 * (y')^2...

unreal thunder
#

when adding 1 to $23+64$ do we distribute ?

woven radishBOT
#

Dubleyou

jaunty gazelle
#

No, we add.

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My mistake.

unreal thunder
#

np

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add it you get the desired step

jaunty gazelle
unreal thunder
#

add 1 to -1/2

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not 1/2

jaunty gazelle
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you get: x^4+1/2+1/16x^4...

unreal thunder
jaunty gazelle
unreal thunder
jaunty gazelle
jaunty gazelle
unreal thunder
#

$y'^2+1=x^4-\frac{1}{2}+(\frac{1}{4x^2})^2+1=x^4+\frac{1}{2}+(\frac{1}{4x^2})^2$

woven radishBOT
#

Dubleyou

jaunty gazelle
#

okay yeah I'm following then

unreal thunder
#

My bad, I can see how bad a typo hurts

unreal thunder
jaunty gazelle
#

Got it

unreal thunder
#

which will get your to your disred expression

jaunty gazelle
unreal thunder
#

yes

jaunty gazelle
unreal thunder
#

well, intuition in algebra comes from practice

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so it requires consistent handwork

jaunty gazelle
devout snowBOT
#

@jaunty gazelle Has your question been resolved?

devout snowBOT
#
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dreamy sky
#

I don’t know if I’m doing this right and if I’m going towards the right direction

dreamy sky
#

I'm not sure how to simplify the yellow part

vast rain
#

you can't really

dreamy sky
#

Are there any steps to continue simplifying?

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I entered it in but it's showing up as incorrect for me, so I'm thinking I might have gone wrong with my other steps in simplfying

vast rain
#

nah that yellow part doesn't simplify

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,w differentiate (x^9 - x^(1/3))*2^x

woven radishBOT
devout snowBOT
#

@dreamy sky Has your question been resolved?

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zenith stump
#

a curve C is defined by the equation x^2+xy^2-y^3=1. use implicit differentiation to compute the slope of the line tangent to the curve at the point (1,0)

devout snowBOT
#

Please don't occupy multiple help channels.

zenith stump
#

@vast rain I don't know of I'm doing this right

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@tall knoll can you help

long pasture
#

!help

devout snowBOT
zenith stump
long pasture
#

well, maybe it's because you said you dont know if you're doing right, but you didn't post anything so that none of us can check

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lets see

zenith stump
#

I dont have to simplify the answer

long pasture
#

looks good, except with those (

zenith stump
long pasture
#

this
2x ( cos(x)

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open bracket

zenith stump
#

ah, so it should be 2x[cos(x)-x^2(sin(x))]

long pasture
#

nah

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it should be
2xcos(x)-x²sin(x)

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without those open brackets

zenith stump
#

ahh

long pasture
#

glad that helps!

zenith stump
#

thanks man

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I have a few more though

long pasture
#

like?

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btw, close the other channel, we are out of channels lol

#

lets see

zenith stump
long pasture
#

well, if you wanna use f(x), you'll just have to define it

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just write something like
f(x)="that expression"

zenith stump
#

ahh I see

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like f(x)=d/dx(x^2*cosx)

long pasture
#

hmmm....

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without the d/dx

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yep

zenith stump
#

okay

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so back to the second question

long pasture
#

ok

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btw, if you just wanna check your answer (and not steps) you can just use Wolframalpha

zenith stump
#

do you have a link for that ir is it an app

long pasture
#

,w differentiate (x^5-4x^2+2)/(x^3+x)

woven radishBOT
long pasture
#

seems correct

long pasture
zenith stump
#

so it doesnt show the steps if i got it incorrect

long pasture
#

true

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so, that's mainly for answer checking

zenith stump
#

okay, next question

long pasture
#

yea?

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i see, that's the one you've typed out

zenith stump
#

yeah

long pasture
#

do you know what is implicit differentiation?

zenith stump
#

does it have something to do with seperating the equation in 2 halves

long pasture
#

nah

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here's an article for implicit differentiation

zenith stump
#

okay

long pasture
#

let's see if you can do it after reading it

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both works imo

zenith stump
#

first denominator is a little cleaner tho

long pasture
#

let's see

zenith stump
#

This is the original question I asked btw

long pasture
#

should be
2x+y²+ "2 x y dy/dx" -3y²dy/dx=0

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sorry, typo

zenith stump
#

Should the dy/dx be in parentheses

long pasture
#

yea

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my bad

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lazy

zenith stump
#

All good

zenith stump
long pasture
#

looks like it

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but it feels weird

zenith stump
long pasture
#

2x+y²+2xy(dy/dx)-3y²(dy/dx)=0

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2xy(dy/dx)-3y²(dy/dx)=-2x-y²

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(2xy-3y²)(dy/dx)=-2x-y²

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dy/dx=(-2x-y²)/(2xy-3y²)

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the weird thing here is that

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2xy-3y²=0 at (x,y)=(1,0)

zenith stump
#

hm

long pasture
#

looks like the slop is vertical, which is tends to infinity

zenith stump
#

oh really

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how can you tell the slope is vertical from the equations

long pasture
#

when you plug in (1,0)

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we get
1/0

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which tends to infinity

zenith stump
#

yeah

long pasture
#

and when slope tends to infinity, the slope is vertical

zenith stump
#

im getting -2

long pasture
#

how did you get -2?

long pasture
zenith stump
long pasture
#

i know. i mean do you have a photo that i can correct it?

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numerator is -2, but look carefully at the denominator

zenith stump
long pasture
#

nothing wrong up till here

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but for the last step

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the denominator is 0-0 which is 0

zenith stump
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lol my mind is messing something up

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can you show what I should do for the last step

long pasture
#

you can just state that since it's -2/0 which tends to infinity

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yea

zenith stump
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but im confused how you got 1,0 and i didnt

long pasture
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(1,0) from the question itself

zenith stump
#

ah I see, so you also got -2/0

zenith stump
long pasture
#

very good question

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it's depends on which side you are measuring

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so, just infinity will do

zenith stump
#

ah

long pasture
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yea... that's why i say it's weird

zenith stump
#

question is: suppose T(h) is the temperatire in degrees fahrenheit "h" hours after midnight on july 1, 2023.

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what are the units if T'(h)?

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I got degrees fahrenheit per hour

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part b is where they are asking is T'(8) likeley greater or less than 0?

long pasture
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hmmm T(h) is not given, right?

zenith stump
long pasture
#

it looks like a geography question lol

zenith stump
#

yeah lol

long pasture
#

i guess I can't help with that

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it really depends on the general knowledge of the place you are living in

zenith stump
#

okay, i got a different question

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Man this is a long homework packet lol

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@long pasture

long pasture
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good

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all done well

zenith stump
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alright, i have a question about d/dt

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is it the same as d/dx

long pasture
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good question

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like if you have

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f(x)=x²

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then df(x)/dx=2x

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you can change it to t

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like

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f(t)=t²

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and df(t)/dt=2t

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it really depends on which variable you are differentiating with respect to

zenith stump
#

like for example, how would I find the derivative of this one since it has d/dt

long pasture
#

you can't

zenith stump
#

what

long pasture
#

if you don't know if x and t have relationship

zenith stump
#

ahh, so its a no solution?

long pasture
#

let's say if you know x(t) = t²+t+1 something like that, you can find it

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but if you don't, you can't tell anything from that

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and usually, it's just a typo

zenith stump
#

oh

long pasture
#

teachers do have typos lol

zenith stump
#

you mean i should solve it with d/dx in case its a typo

long pasture
#

yep

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that's the best way i guess, or you can just report the question the your teacher

zenith stump
#

yeah

long pasture
#

and usually your teacher will just say, yea it's a typo and you'll have to calculate it

devout snowBOT
#

@zenith stump Has your question been resolved?

zenith stump
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restive river
#

wait would BE and BC be equla

devout snowBOT
rare mantle
#

show the full problem

restive river
#

@rare mantle

rare mantle
#

I actually don't know, sry

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restive river
devout snowBOT
#

Please don't occupy multiple help channels.

young hill
# restive river

since PQ is always required, so let it equal one speak called U, so find how many ways you can permute 4 speakers

restive river
#

but

young hill
#

4!

restive river
#

cant it

#

also be

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p r q

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like

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would that

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still count

young hill
#

oh

restive river
#

it dont say

young hill
#

very true

restive river
#

it gotta be beside it

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ik how to do it

wooden wraith
#

yeah I don't think it means P is immediately before Q

restive river
#

if its beside it

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but all it states

young hill
#

that would be too simple

restive river
#

is that its in front of it

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but it dont have to be just 1 in front

young hill
#

P(4!) + 3P(3!) would be the first two terms

buoyant coyote
#

so for each possibility either p goes before q or q goes before p

#

you can derive something from that

young hill
buoyant coyote
#

yeah

young hill
#

P(4!) + 3P(3!) + Permute(3,2)P(2!) + Permute(3,3)P(1!)

wooden wraith
young hill
#

where Permute(n,k) = n!/(n-k)!

young hill
#

4! + 3(3!) + (3!)(2!) + (3!)

#

24 + 18 + 12 + 6 = 60

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which equals 5!/2

young hill
young hill
wooden wraith
#

I gotcha now

devout snowBOT
#

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restive river
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devout snowBOT
zenith mist
#

Start by factoring by the (1/5) and after that you will have 10*(1/5), which is equal to 2

#

Maybe I misunderstood something, sorry but I can't help you

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frigid hatch
#

Will z limit start from 0?

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frank dew
#

can somebody explain the math here?

devout snowBOT
regal torrent
frank dew
#

i understand completing the square

#

but what did they do between line 2 and 3

regal torrent
#

Took 1/4 out

#

Common

frank dew
#

??

lusty sapphire
#

They factored a 1/2 out the square root

frank dew
#

wait how

regal torrent
frank dew
#

elaborate

regal torrent
#

(2x-1)/2

frank dew
#

you're not spelling it out

#

i don't understand..

regal torrent
#

Bro

#

U see the bracket

frank dew
#

mhm

regal torrent
#

Which is squared

frank dew
#

mhm

regal torrent
#

Take lcm

#

Of stuff inside bracket

regal torrent
#

@frank dew u know cross mutiolication ryt

frank dew
#

dear lord the spelling

#

yes

regal torrent
#

Lol

#

Do it

frank dew
#

no, i'm writing

regal torrent
frank dew
#

ofc you gave me answer

#

i'm trying to arrive there via paper

regal torrent
#

U square it and u have four in denominator

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U don't need paper

frank dew
#

its not making sense on text lmfao

#

thats why i'm writing it out

#

its like 4am

regal torrent
#

Oh damn

#

Pain in brain eh

#

Sleep sir

frank dew
#

nope, i have to do this now

regal torrent
#

Ok then did u write

frank dew
#

this exponent is confusing me

regal torrent
frank dew
#

doesn't it expand x-1/2??

regal torrent
#

The two of the denominator

regal torrent
#

Step by step

frank dew
#

isn't (x-1/2)^2 the same as (x-1/2)(x-1/2)?

regal torrent
#

Don't do that

#

It's more painful

#

Let the exponent wait

frank dew
#

i can't see the cross multiplication with this fraction

regal torrent
#

Deal with the bracket first!

#

Ok tell me... What's inside the bracket!?

frank dew
#

x-1/2

#

i'm trying to change that

regal torrent
#

How do u subtract simple fraction s

frank dew
#

if i knew, i'd write it out by now 😔

#

oh

regal torrent
#

What's 1-0.5

radiant dune
#

I wonder what school makes people learn calculus before making them learn fractions

frank dew
#

yeah the communication was just not clicking for me

frank dew
regal torrent
frank dew
#

i got the answer

#

2x-1

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1/(1/2) = 2

regal torrent
#

There's 2 in denominator

frank dew
#

x-1/2 = (2x-1)/2

#

double it and divide

regal torrent
#

Yess

frank dew
#

🧌

#

i just undid what i multiplied lmfao

#

dont think i did what you asked but it works

regal torrent
#

WHAT

frank dew
#

multiply the whole expression by 2

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and divide it

regal torrent
#

WHY

frank dew
#

because that made more sense to me in that moment

regal torrent
#

Dude look

regal torrent
frank dew
#

mhm

regal torrent
#

NOW SQUARE THE FRIKIN FRACTION

#

isn't that what the bloody exponent is supposed to do

#

Teh ' ^2'

#

@frank dew

frank dew
regal torrent
#

Simplify

#

Square

#

Sqyare eet

#

1/4 times (2x-1)^2

frank dew
#

i factored out a 1/4

#

why not 1/2?

regal torrent
#

Good

frank dew
#

oh wait

#

they applied the sqrt to 1/2

#

to get 1/4

regal torrent
#

Now theres another ROoT

radiant dune
#

Lmao

regal torrent
regal torrent
frank dew
regal torrent
frank dew
#

sqrt of 1/4 is 1/2

regal torrent
#

Yeassir!

frank dew
#

so that can be moved to the outside of the integral

#

oh i flopped the numbers

regal torrent
#

Mission accomplished

frank dew
#

i blame it almost being 5am

#

ok done

#

.close

devout snowBOT
#
Channel closed

Closed by @frank dew

Use .reopen if this was a mistake.

frank dew
#

ty for bearing w me btw

regal torrent
frank dew
#

damn

devout snowBOT
#
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frigid hatch
devout snowBOT
fathom thicket
# frigid hatch

that graph doesnt even make sense, how does x^2 + y^2 = 1 have a coordinate at (0,2)

frigid hatch
analog trellis
#

Could be a typo. If the book has a new edition check that online or think of something which seems reasonable in the context to fix the typo.

#

Maybe it was meant to be x^2 + y^2 = 4.

devout snowBOT
#

@frigid hatch Has your question been resolved?

devout snowBOT
#
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scenic frost
#

I can't seem to understand what I'm doing wrong for this question

scenic frost
#

I have my mean, and with the same data I am attempting to calculate s.d. , but it doesn't seem to be the right answer. could someone help please, thanks.

#

btw I know all the formulas etc. but I can't understand why I'm getting this wrong

#

.close

devout snowBOT
#
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winter bloom
#

yo i need help classifying angles

devout snowBOT
winter bloom
short shore
#

adjacent angles mean they're beside each other, sharing a common side and a vertex. While vertical angles, are usually opposite each other

#

while still sharing a vertex but not a side, because they are the result of two lines crossing each other

winter bloom
#

wait so number 2 would be M and L?

short shore
#

you usually name angles using the three letters

winter bloom
#

oh

short shore
#

with the middle letter being the vertex

winter bloom
#

so M, L, P

short shore
#

an example of an angle would be MPL

#

since the vertex is P

winter bloom
#

ohhhh

#

that makes more sense

short shore
#

and for 11 -14

#

acute angles are angles under 90 degrees

#

obtuse angles are those over 90 but less than 180

#

right angles are 90 degrees and obviously straight angles are 180

devout snowBOT
#

@winter bloom Has your question been resolved?

devout snowBOT
#
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#
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edgy sparrow
#

Linear algebra

length of vector u = 2, length of vector v = sqrt(3)
We know that the dot product dot(u,v) = 1
What is the length of the vector 2u-v?

edgy sparrow
#

I got this far but I'm not sure how to proceed

mellow panther
#

use the formula for ||a+b||^2

edgy sparrow
#

how do i calculate dot([2u-v],[2u-v], I don't think I have it in my material

devout snowBOT
#

@edgy sparrow Has your question been resolved?

edgy sparrow
#

Is this the correct answer?

stone stump
#

yes

edgy sparrow
#

OK, thanks bro

#

.close

devout snowBOT
#
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devout snowBOT
#
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umbral heath
#

Can someone check my work?

devout snowBOT
umbral heath
#

“Find Exact Values”

hybrid snow
#

It's ,rotate

umbral heath
#

ok thx

ancient furnace
#

Looks right

ancient furnace
# umbral heath

I think you should try to not convert into degrees though, try to think abt it only in radians. It can be kinda tough at first but overall makes it easier once you get it down. Not really a big deal but just something that helped me

umbral heath
#

Ok

hybrid snow
#

I tend to turn them into degrees. Nothing wrong with that, since I just memorize 30-60-90 and 45-45-90 theorems

warped relic
#

Mood

#

Degrees are easier than radians when it comes to triangles

#

But it's all preference

calm jolt
warped relic
#

However, when adding angles to numbers algebraically, you need to convert to radians

warped relic
ancient furnace
#

Yea nothing wrong with it I just find it easier to stay in rad rather than make mistakes when converting from degrees to rad

warped relic
#

Well getting used to the conversion is super simple

#

Just needs practice

ancient furnace
#

I go back and forth too but I think when first learning it, you kinda limiting yourself if you can only understand rad if you convert to degrees

umbral heath
#

I’m stuck

#

did I do the picture wrong ?

ancient furnace
#

Looks right

umbral heath
#

ok

#

WAIT NO

#

that’s wrong

#

would they be negative ?

#

like that picture ?

#

or positive

#

the long 1 is not negative

#

I think

#

yes

#

I think right

#

but which one do I pick for the opposite

#

-1 or 1

#

how do I know what to pick

#

Final answer

devout snowBOT
#

@umbral heath Has your question been resolved?

warped relic
#

Okay react to the bot first

umbral heath
#

Ok

#

I did

#

now answe me

#

I have a next question after u confirm that’s right

warped relic
#

Which?

umbral heath
warped relic
#

Okay

#

So like

#

7pi/4 is 315°

umbral heath
#

ok

warped relic
#

So it's a 45° triangle

fathom thicket
#

when you use trig in calculus

#

you can only use radians

umbral heath
warped relic
#

You drew it well

umbral heath
#

Ok

#

and then the math part ?

warped relic
#

Correct

umbral heath
#

ok

umbral heath
#

?

#

what do u mean by radian

#

Show

fathom thicket
#

i mean, its best if you can get to the point where you can completely think in radians

warped relic
#

Radian is in terms of pi and not degrees

#

Like you work only with radians

fathom thicket
#

and not have to rely on degrees

warped relic
#

No conversions

#

Like you draw a 45° triangle and label every angle as π/4

umbral heath
#

the top half is in radians right ??? Or am I not doing radian I’m comfused

warped relic
#

The angle inside the tan is in radians

umbral heath
#

yes

warped relic
#

What doctor means is that you write the 30° as π/6 and the 60° as π/3

#

And not ever depend on degrees

umbral heath
#

oh

#

like don’t do the

warped relic
#

But that depends on your preference of course

umbral heath
#

306090

#

454590

#

?

#

Don’t do that

warped relic
#

Yeah you do them as (π/6)(π/3)(π/2) and (π/4)(π/4)(π/2)

umbral heath
#

ok yea we’re not there yet

#

this is just the beginning of trigonometry

#

ok so netx question

#

,rotate

woven radishBOT
umbral heath
#

so bottom

#

so

#

what does it mean when

#

the b is raise to the 0 power

#

b^0 = 1?

warped relic
#

Yep

#

Btw the algebra seems kinda weird

umbral heath
#

how come?

#

I also agree lol

warped relic
#

163 = ab^0 +13 is good

umbral heath
#

my friend from North Carolina came to wisocnsin and was like wtf is this sh

#

NO

warped relic
#

Then the next step everything died

umbral heath
#

do t look at the rest

#

I was just organizing my

#

thing

warped relic
#

Hmm

umbral heath
#

I’ll show u when I’m done

warped relic
#

No like the 149 is not correct

umbral heath
#

I KNOW

warped relic
#

Okay

umbral heath
#

,rotate

woven radishBOT
umbral heath
#

so far so good ?

warped relic
#

Yeah

umbral heath
#

And then that’s A

warped relic
#

Wait you got b = 0.8?

warped relic
umbral heath
#

yes

warped relic
#

Hmm...

#

,w calculate cube root (0.51)

umbral heath
#

LOOK

#

It’s my calculator not me

woven radishBOT
umbral heath
#

SEE

warped relic
#

Ok yeah I missed the 3

#

You good

umbral heath
#

Ok

#

now the hard part

#

OF THE WOrksheet

warped relic
#

Sketching?

umbral heath
#

ya

warped relic
#

Okay

umbral heath
#

I gona. Do on my own first

#

also I changed it a little bit

warped relic
#

Oki

umbral heath
#

P is for period

warped relic
#

Okay

umbral heath
#

,rotate

woven radishBOT
umbral heath
#

IDK how to scale

#

but that’s my road

#

I have to go pick up my brother I’ll be back in 10-15 min

warped relic
#

Okay sure

umbral heath
#

Are u kiddi mg me

#

all these mom and dads come here 30 min early

#

and I can’t get a spot

warped relic
#

Worst feeling ever

devout snowBOT
#

@umbral heath Has your question been resolved?

umbral heath
#

ok

#

I’m back

warped relic
#

Bot please or else channel will be lost

#

Btw welcome back

umbral heath
#

what should I scale by?

#

thank u

#

idrk how the scaling works

warped relic
#

Your y-axis scale works just fine

umbral heath
#

my X axis tho

#

idk

#

bcuz we need pi/4 right

#

or somethign

warped relic
#

Well considering how repeated the angles will be, you will need to expand it a bit

umbral heath
#

WAIT I GOT IT

#

so

#

it would be

#

pi/4

#

3pi/4

#

5pi/4

#

right ??

#

and then 7pi/4

#

bcuz if we can do pi/2, pi, 3pi/2, 2pi we can do same with that one

warped relic
#

Hmm

#

I suggest doing π/8

#

2π/8

#

3π/8

#

4π/8

#

And so on

umbral heath
#

awh

#

why*

#

Bcuz

#

isn’t my starting point pi/4

#

btw I’m not arguing with u I just want to understand

warped relic
#

I can feel that don't worry

#

Okay so you know how the period works right?

umbral heath
#

no idk

warped relic
#

Okay

umbral heath
#

Yes

#

I know

#

but I forgot

#

it’s where like one length

#

idk

warped relic
#

2π = period * number of times in one period

#

Or 2π = p*b

umbral heath
#

what do that get u

warped relic
#

First you identified b right?

umbral heath
#

ya it’s

#

4

warped relic
#

Yep

umbral heath
#

ISNT TO FIND THE PERIOD 2pi/4 which would be pi/2

warped relic
#

Yep

umbral heath
#

then

warped relic
#

An entire period goes through 4 stages though.

umbral heath
#

oh ok

warped relic
#

So to get each stage, you need to have the angle for it

#

So in this case you will divide π/2 by 4

#

Which gives π/8

umbral heath
#

ohh

#

and that is the

#

what to score by ?

#

Scale

warped relic
#

Yeah

#

You will capture the peaks and troughs more easily with this scale

umbral heath
#

and u divided by 4 bcuz it go thru 4 stages?

warped relic
#

Yep

umbral heath
#

ok thx

#

scaling done

#

now

#

my teacher say

#

to find the starting point and the ending point

warped relic
#

Mhm yep

#

Also keep in mind that your wave will be negative so ye

umbral heath
#

how do I find the starting point tho bcuz pi/4 isn’t in the thing u know

warped relic
#

Well

#

If your x = π/4, what does the y value equal to?

umbral heath
#

Idk

warped relic
#

Plug in?

umbral heath
#

plug in what

warped relic
#

x as π/4

#

Into your function

#

Hint: you get -2(sin(0)) + 1

umbral heath
#

where did the 4 go

#

-2sin(4(0))+1

warped relic
#

Well 4*0 equals 0 in the end

umbral heath
#

ok

#

now what

warped relic
#

You got 1 right?

umbral heath
#

no I got

#

-2sin+1

warped relic
#

sin of what?

#

Should be sin(0)

umbral heath
#

0

#

yes

warped relic
#

Yep

umbral heath
#

OMG THIS IS SO CONFUSING

#

now what to do after

warped relic
#

You got sin(0), which should equal 0

umbral heath
#

yes then

#

-1

warped relic
#

-2*0 + 1

#

= 1

#

Right?

umbral heath
#

-2sin(0)+ 1
-2+0+1

#

bcuz

#

sin0

#

=0

warped relic
#

Wait wait

#

The -2 is multiplied by the sin(0)

#

And sin(0) is the same as 0

#

So -2 multiplied by 0

umbral heath
#

=0

warped relic
#

So like

#

At x=π/4, y = 1

#

Which is your dashed line

umbral heath
#

1

#

WE WERE

#

FINDING THE DADJ LINE THIS WHO TIME

#

WHOLE

warped relic
#

Nooooo I didn't mean it to be disappointing

#

Problem was because of the sin(0) thingy

#

Anyways we found the starting point of your graph

umbral heath
#

NONWE DIDNT

warped relic
#

Put a point at x=π/4 and y=1

umbral heath
#

I can’t

#

bcuz

#

we don’t have pi/4

warped relic
#

π/4 = 2π/8

#

If that's what you mean by no π/4

umbral heath
#

Omfg I’m gonna kill u

#

now the end point

warped relic
#

Hmm

umbral heath
#

U KNOWNwr didn’t even have to find the mid line

#

bcuz it’s alredy given

warped relic
#

So like here's where I don't understand the "endpoint"

umbral heath
#

one cycles

#

so

#

it would prob be at

warped relic
#

Okay we found the period

#

As add π/2 to π/4

umbral heath
#

what

#

2pi/6

#

?

warped relic
#

1/2 + 1/4 = 2/4 + 1/4 = 3/4

#

So like 6π/8

umbral heath
#

ok

#

is that the end point

warped relic
#

Yea

#

Then do the stages in between

umbral heath
#

K

#

,rotate

woven radishBOT
warped relic
#

Yepp

umbral heath
#

that was so confusing

warped relic
#

Can I tell you some corrections to make or are you aware of them?

umbral heath
#

what is it

warped relic
warped relic
# umbral heath what is it

Okay so that 4 under the 2π. You can keep it as 4 by erasing the 2 next to π or you change the 4 to an 8

#

Also I think you know that the lines should behave more like waves

warped relic
#

No it's π/4

#

You can keep the 4 by just erasing the 2

#

Or you change it to 8 without erasing the 2

#

Also I think it will be easier for you rn to check with a graphing calculator

umbral heath
#

k

#

well thanks

#

Bye.

#

.close

devout snowBOT
#
Channel closed

Closed by @umbral heath

Use .reopen if this was a mistake.

devout snowBOT
#
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After 15 minutes, feel free to ping <@&286206848099549185>.
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inner sedge
#

having a hard time with this question

devout snowBOT
winter patrol
#

where did you get stuck?

inner sedge
#

I've substituted u in and taken 2 out of the integral leaving 2 /int_{1}^{2} 1/u^2 dx

#

but I don't think that's right

#

and I'm not sure what is

winter patrol
#

can you take a pic of what you did?

inner sedge
#

Not at the moment, my roommate is sleeping. But I can type it lol

#

<@&286206848099549185>

devout snowBOT
#

@inner sedge Has your question been resolved?

#
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devout snowBOT
#
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tepid maple
#

How would I solve this?

devout snowBOT
gentle mantle
#

look up disks and shells by organic chemistry teacher

tepid maple
gentle mantle
#

idk how to do it myself, I just know thats how youre supposed to do it

#

you gotta wait 15 min to ping helpers, so not on here no

devout snowBOT
#

@tepid maple Has your question been resolved?

devout snowBOT
#
Channel closed

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#
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woven raft
devout snowBOT
hidden charm
#

angle SVT = angle TWU

#

yknow why?

#

@woven raft

#

@woven raft

#

i am going to close this forum

woven raft
#

why

#

sorry was in a class

hidden charm
#

ahh i understand

#

r u out of class now

woven raft
hidden charm
#

ok i hope u r sitting down

#

without distractions

#

i will begin when u confirm

woven raft
#

I am

hidden charm
#

@woven raft

woven raft
#

I am siting down

hidden charm
#

angle svt = angle vtw because of alternate angles

#

Usually i ask for a photo

#

but i will take ur word for it

#

and angle vtw = angle twu because of alternate angles again!

#

r u following?

#

please confirm

woven raft
#

yea

#

not relly

#

SV

TW
. Prove that △STV≅△TUW.

#

thats what it wants not sure how this proves it

hidden charm
#

OK

#

so you have an angle!

woven raft
#

yea

hidden charm
#

we need more stuff to be equal!

#

vst = wtu by correpsonding angles

#

thats two angles!

woven raft
hidden charm
#

VS = WT

#

so we have two angles

#

AAS

#

im going next

#

hope this solves it!

#

sorry

#

does that symbol

#

that u hv there

#

mean similarity or congruency

#

if its simialrity we are done

#

cos we have two angles and its equiangular

#

@woven raft

devout snowBOT
#

@woven raft Has your question been resolved?

#
Channel closed

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odd elbow
#

Hi

devout snowBOT
odd elbow
#

I'm given a triangular based pyramid Smth like this:

#

Is it possible to find all three slant height of the pyramid

devout snowBOT
#

@odd elbow Has your question been resolved?

#
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#
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west salmon
#

I have been recently pondering about probability.

Let's consider a toy example of a gacha game where you want to get a particular roll. I always thought that the probability of getting what you want in the next three rolls does not depend on the past. Lets assume that you stop rolling as soon as you get the "item".

Going over my probability notes I was thinking about the case where we want to calculate the proability of a machine to break down in the next time instant, given that it has already lived for a time t.

P(t < X < t+ dt | X >t) = P(t < X <t+ dt and x >t)/P(x>t) = P(t < X <t+ dt)/P(x>t).

Wouldn't it be possible to consider the gacha game where X is, instead of the life expectancy, the number of rolls needed to get the item? And would the calculation be different from the above and why?

west salmon
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I believe the core of the issue is when we say that P(t < X <t+ dt and x >t) = P(t < X <t+ dt).

but even so, why wouldn't this hold for the toy example of the gacha game?

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TL DR, if X is an independent variable why is P(y < X < z and X > y) = P(y < X < z)P(X > y) and not simply = P(y<X<z)?

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glass tusk
#

okay you got a bet with these rules:

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glass tusk
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50/50 chance to win, double money on win

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if you got 2000€ and you bet 1000€ does that give you more than 50% chance to success? if you lose you can retry to win with another 1000€

hybrid snow
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Still 50/50

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The money you gain or lose has nothing to do with the chances

glass tusk
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My friend argued that since you basically got two tries it has to be more than 50% chance

hybrid snow
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Each try is 50/50

#

Your friend fell for the gambler's trap

glass tusk
#

Thanks for helping

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edgy sparrow
#

Linear algebra

I have to prove that polarization identity exists for all {u, v = R}

edgy sparrow
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I'm not really sure if I follow, isn't this proof enough?

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stone stump
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yes that is enough

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ashen ledge
#

Hey! Can anyone help me with this problem?

let f(x) = 1/2ln((1+x)/(1-x)) for every xE(-1,1). Find a,bER such that f(a^2 + b^2) + f(a-b+1/2) = 0