#help-28

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coarse tulip
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yucky

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welp i'll figure it out ig

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unreal minnow
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my teach said to use a thing like this
(f(x+h) - f(x))/h

unreal minnow
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im right here rn

tribal steppe
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$\frac{\frac{(x+3)-(x+h+3)}{(x+h+3)(x+3)} }{h}$

glossy valveBOT
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pubuyun

tribal steppe
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=$\frac{\frac{-h}{(x+h+3)(x+3)} }{h}$

glossy valveBOT
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pubuyun

tribal steppe
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=$\frac{-1}{(x+h+3)(x+3)}$

glossy valveBOT
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pubuyun

tribal steppe
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so f'(x) = $\lim_{h \to 0} \frac{-1}{(x+h+3)(x+3)}$

glossy valveBOT
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pubuyun

unreal minnow
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oh i forgot the -1 on top

tribal steppe
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=$\frac{-1}{(x+3)^2}$

glossy valveBOT
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pubuyun

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# tribal steppe =$\frac{-1}{(x+3)^2}$

As a helper, please do not give out answers that could be copied as a homework solution. Have the student work through the problem themselves and guide them along the way.

unreal minnow
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thx

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also wb this

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median remnant
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@median remnant Has your question been resolved?

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torn jolt
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Please don't occupy multiple help channels.

glacial pasture
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go to your original channel

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pseudo notch
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I need help with an ixl

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pseudo notch
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first question

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ive been on this for 1 hr+

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i really need help

ripe horizon
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what have you tried

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you should be starting by graphing line j using the two points provided

pseudo notch
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yes but i just dont know how to plot the second point for line k

ripe horizon
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i see

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when 2 lines are said to be perpendicular, their slopes will be negative reciprocals of each other

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for example, if you a line with a slope of 8/5

pseudo notch
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-5/8

ripe horizon
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the slope of a line perpendicular to that line will be -5/8

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yea

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now, what do you think is the slope of line j

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just remember rise/run

pseudo notch
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sorry my dc crashed

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3/4

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i think

ripe horizon
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are you sure

pseudo notch
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wait let me write it down

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4/3

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is what i got

ripe horizon
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yea thats right

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now whats the slope of line k

pseudo notch
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-3/4

ripe horizon
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yep

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now focus on the point (-4,1)

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you wanna rise -3 units, and run 4 units

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how would you do that

pseudo notch
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like that im pretty sure

ripe horizon
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yea

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thats correct

pseudo notch
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i got it right thank you

ripe horizon
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this is what is looks like when you graph them together

pseudo notch
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so this is basically the same thing right?

ripe horizon
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yep

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what do you think is the slope of the y-axis

pseudo notch
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parallel is the same slope

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and i dont think u can get a slope with only one point

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so 0 i think

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or undefined

ripe horizon
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if you have a straight vertical line

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then its an undefined slope

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so meaning, line q must be undefined

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so we check 2

pseudo notch
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1 is wrong since it only goes through -3

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so would that mean 3 is right?

ripe horizon
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y=3 is a zero slope

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while line q has an undefined slope

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but remember

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a line with a zero slope is a horizontal line,
while a line with an undefined slope is a vertical line

pseudo notch
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oh ok i get it

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y=3 is a zero slope

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so its horizontal and the original one is vertical

ripe horizon
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yea

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meaning they are?

pseudo notch
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so their perpendiculatr

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if line y=-3 the slope would be zero right

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so it would be wrong

ripe horizon
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yep

ripe horizon
ripe horizon
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now whats x=-3

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what type of slope is that

pseudo notch
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undefined i think since its x

ripe horizon
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yes

pseudo notch
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so it would be a vertical line right

ripe horizon
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and line q also has what?

ripe horizon
pseudo notch
ripe horizon
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therefore they are ?

pseudo notch
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parallel

ripe horizon
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meaning 4 is true too

pseudo notch
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i got it thankyou

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i think i can try to solve this one myself

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do i show you what i got or just submit

ripe horizon
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sure ill check if you got the right answer

pseudo notch
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alright thanks

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this is what i got

ripe horizon
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correct

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did you transformed 4x-3y=15 into y=mx+b?

pseudo notch
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yes

ripe horizon
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then yea the slipe will be 4/3

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its right

pseudo notch
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i think i can do this one too

ripe horizon
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go ahead

pseudo notch
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ok im a little stuck

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i make the equation for line d into slope intercept form

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y=5/3x+7

ripe horizon
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thats right

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whats the slope of line e then

pseudo notch
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and i got the slope for lin e -3/5

ripe horizon
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knowing theyre perpendicular

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yea

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but do we know the y-intercept?

pseudo notch
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thats what im kinda stuck on

ripe horizon
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yea

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we dont know the y-intercept yet

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so lets represent it as b

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the equation of line e will be y=-5/3 x + b

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now, what point does line e pass through

pseudo notch
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10,-8

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so we would plug in 10 i think

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for x and -8 for y

ripe horizon
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yea

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you will get the value of b

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which is the y-intercept

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which is exactly what we need

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hold on i need to feed dogs

pseudo notch
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ok lol

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i got -24 2/3

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gotta use the bathroom one sec

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back

ripe horizon
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thats not right

ripe horizon
pseudo notch
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oh ok

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let me try again

ripe horizon
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-8 = (-3/5)(10)+b

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like that

pseudo notch
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i got -2

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it was right

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i can do this one too im pretty sure

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i got y=5/3x-1

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@ripe horizon you there?

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median remnant
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7x+5<10x−7<7x+8 how would you solve this

median remnant
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i added the 7 to both sides

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i got

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7x+12<10x<7x+15

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i dont know what to do now

ripe horizon
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try eliminating the x term on the leftmost and rightmost part

median remnant
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how would i do that

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would i dived by 7 on both sides?

ripe horizon
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not really

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you can subtract 7x tho

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thatll remove 7x from 7x+12 and 7x+15

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,,(7x+12)-7x<10x-7x<(7x+15)-7x

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like that

median remnant
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ok

glossy valveBOT
median remnant
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but how would i get the answer after

ripe horizon
median remnant
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12<10x<15

ripe horizon
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the middle is 10x-7x btw

median remnant
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ok

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i think i got it

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thank you

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torn jolt
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how does the given part become 0 + 0?

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umbral dome
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the determinant is 0 if there are linearly dependent rows or columns

torn jolt
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same goes for second and third rows of the second det

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but how doe that make it 0?

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i assum it's referring to this property

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oh can you take R1 --> R1 + R3

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oh damn it

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i'm stupid

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it's just

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R2 --> R2 - R1

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and then first and second rows become the same

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so det of that is 0

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marsh haven
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marsh haven
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Bianglala berputar satu putaran dalam waktu … menit.

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does anyone know this?

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@marsh haven Has your question been resolved?

weak iron
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@marsh haven Has your question been resolved?

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tulip badge
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what is kernel in linear algebra

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tulip badge
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im learning abt linear mapping and copies

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so if someone can explain it in simple or like

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explain to me what is mapping and copies and what is kernel

torn jolt
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The kernel of a linear map, also known as the null space, is the subset of the domain mapped to the zero vector. denoted ker(T)

tulip badge
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so its a subspace as u r saying

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its a subspace but for the T:E->F

torn jolt
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yea

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T: E-->F is indeed a subspace of E

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To put in simpler terms, the kernel of a linear map T is the set of all verctors in E that T mapps to the zero vector in F

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This means it satisfies all the properties kinda like a closure under addition and sclar multiplication

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So when u say that a “subspace for T:E->F”, it means the kernel is a subspace of the domain E of the linear map T.

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does that help?

tulip badge
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ok i got it but

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the mapping part

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i didnt understand much what is mapping exactly

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is it like a span ?

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or a subspace

torn jolt
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i mean

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Mapping is a generalconcept

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it can be applied alot so

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in linear algebra mapping refers to a spcial kind of association

fast peak
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mapping is a different word for function

torn jolt
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yea, to put it simpily :/

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A linear mapping stretches, shrinks, or slips vectors according to a set of rules

tulip badge
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the set of rules that r in summing and in multiplying right

torn jolt
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in linear maps there aretwo key rules

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addivity

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and homogeneity

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which mean to take two vectors and add them together or multiply is by a scalar respectively

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does that help?

tulip badge
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ye

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so if those 2 rules

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can occur

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its a linear map for sure

torn jolt
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If a mapping follows those two rules, additivity and homogeneity, then it qualifies as a linear map.

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These rules are elementary to how linear maps behave and what makes them distinct from other kinds of mappings.

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why am i speaking like a college professer lol "those rules are elementary" 🤣

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but all jokes aside, those rules are the basics into understanding how linear maps behave

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A mapping follows those two specific rules, additivity and homogeneity, if so then it is guaranteed to be a linear map.

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well i gtg, i hope i helped

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clever turret
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clever turret
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how to calculate the domain of the denominator

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pls help

torn jolt
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whats after 2x

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?

clever turret
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+1

tribal steppe
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it's defined when x>=-2 and 2x+1-sqrt(x+2)>0

clever turret
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Ok

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I try

torn jolt
clever turret
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????

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To square , you don't need to create the system √f(x)>g(x)

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I get x>1

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Its wrong

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😭

tribal steppe
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you can easily find that 2x+1-sqrt(x+2) always increases, so just solve for 2x+1=sqrt(x+2)

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x=1/4

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for all x>1/4, 2x+1-sqrt(x+2)>0

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that's faster than column inequality

clever turret
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How

tribal steppe
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2x+1 grows faster than x+2, and sqrt actually makes x+2 grows slower

clever turret
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I don't know where wrong

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😭

tribal steppe
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how did you get that

clever turret
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I didn't square the right....

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It should be on the right

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(2x+1)^2

tribal steppe
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yes, solve that and you will get it

clever turret
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👍

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Thank you

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x>1/4

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👍

tribal steppe
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👍

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tawny radish
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anyone can help me with integral question

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fathom swift
tawny radish
tulip oriole
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use u = lnx

tawny radish
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i mean i get it but what happens to X in denominator

tulip oriole
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it cancels out with the derivative of lnx which is 1/x

celest pewter
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$du = \frac 1 x dx$

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celest pewter
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and again your integral is $\int \ln x (\frac 1 x dx)$

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tawny radish
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ow thanks i got it now

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granite holly
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granite holly
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hi

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if n is the normal to the plane

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wouldnt d always be 0?

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and r is any vector in the plane

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O is (0,0,0)

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this is the line

glacial pasture
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d isnt necessarily always 0, no
the plane also contains the point (1,2, -2)

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and the normal to the plane is perpendicular to (-3, -1, 4)

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such a dot product wouldnt return 0 in all cases

ashen crescent
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d would be the distance from the origin in the direction of the normal

granite holly
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Ohhh okay ty so its the

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positing vector for the normal vector

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wait no its the magnitude of the position vector?

granite holly
glacial pasture
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its the position vectors of points in the plane

ashen crescent
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The normal to a plane doesn’t necessarily have to be linked to a position vector, since the normal to a plane is the same everywhere on the plane

granite holly
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ohh

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ok ok i see, thank you

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So if i wanted to find d and had both r and n

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sorry just n

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I could take any point on the plane*, and write it as r

glacial pasture
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(1 2 -2) and (-3 -1 4) are two vectors in the plane, you can get the normal by a cross product

granite holly
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and find the dot product to get d

ashen crescent
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Although, since you know the plane goes through the origin, then d will in fact be 0

granite holly
ashen crescent
ashen crescent
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Recall that the dot product is |x| |y| cos theya

granite holly
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AHhh I get it, didnt relise that would account for it

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Tysm

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Couldnt I have solved this with just the line formula?

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ohh nvm yeah

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Ok ty ty

ashen crescent
granite holly
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Yeah but if we didnt know that it went through the oirigin

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just the line would not be enough correct?

ashen crescent
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Then you would just have to do one more step: compute the dot product of the normal you just found and a point on the plane

granite holly
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okay understood

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thank you very much

ashen crescent
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In general

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You want 3 points on the plane, then find the normal by computing the cross product of 2 vectors given by the 3 points

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So for points p1, p2, p3, you make one of the points the tail of the 2 vectors

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And the other two points will be the heads

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You will have something like
v1 = p2 - p1, v2 = p3 - p1

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Then n = v1 x v2

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@granite holly Has your question been resolved?

granite holly
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ohh yeah

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thank you

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will close the channel now

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.close

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urban plume
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I solve the difference quotient for both velocity value thingy's (question 5) but I'm not actually sure what I'm solving. Do I just add the two calculated values together and then divide by 2, like normal averages ?

urban plume
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I just got a simplified formula (-16x^2+8x+24)

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for 5, I plugged both values into the equation, and got -4.16 and -79.04

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not sure if that part is right tho @~@

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and if it is, what to do after

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elder monolith
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Supposing I have a circle and a point on the coordinate plane, how can I know the lines for the 2 tangents from that point to the circle?

wide sundial
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What have you tried

elder monolith
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uhh

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using the dot product

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say the point 3,4 is A

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and the tangent goes through the circle at M

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I have the dot product vecOM.vecMA = 0

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lyric mantle
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actually guys

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lyric mantle
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i had a question

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when do we do direct proportion

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and when do we use unitary method

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i dont have the exact questions

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im just asking in general

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like theres specific patterns to questions right

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when do u guys usually use direct proportion and when unitary

regal shuttle
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u use the unitary method if u wanna get the proportionality constant, ie y=kx, u find k

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u use direct proportions when information is not given about the exact relation (hence the proportionality constant) but the relation like a is proportional to the square of r is given

lyric mantle
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oh

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wait

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so unitary method

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is just direct proportion then right

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we just use it as a name

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@regal shuttle

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outer dust
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outer dust
#

why is it not [2,1]

#

where did they get the 2 in 2* 1* a

#

is it not 1* a + -2 *b?

devout valley
#

Sorry what's the "inner product of Example 7.2"?

#

Assumedly $\ip{u}{v} = 2 u_1 v_1 + 3 u_2 v_2$ right?

glossy valveBOT
#

@devout valley

outer dust
#

oh

#

okay, that makes sense

#

gracias

#

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trail dome
#

im kinda confused..

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trail dome
#

i need to make x the subject

grave elm
#

what's this in terms of y?

#

(kinda weird question tho, infinitely nested square root isnt something that's usually well-defined)

trail dome
grave elm
#

You need to make one key realization here

#

$y=\sqrt{x+\sqrt{x+\sqrt{x+\sqrt{x \dots}}}}$

glossy valveBOT
#

MethIsAlwaysRight

grave elm
#

$y=\sqrt{x+\sqrt{x+\sqrt{x \dots}}}$

glossy valveBOT
#

MethIsAlwaysRight

grave elm
#

both of these are true, right?

trail dome
#

yes

grave elm
trail dome
#

yeah now i can

#

so is it just y= square root x+y

grave elm
#

yep

trail dome
#

that makes it easier

grave elm
#

by quite a lot, indeed

trail dome
#

yeah

#

thank you so much

grave elm
#

you are welcome

pseudo cape
# trail dome im kinda confused..

This problem is also often given as \begin{problem} Find the value of [\sqrt{1 + \sqrt{1 + \sqrt{1 + \cdots}}}]\end{problem} or \begin{problem} Find the value of [\sqrt{2 + \sqrt{2 + \sqrt{2 + \cdots}}}]\end{problem}

grave elm
#

or something like $1+\frac{1}{1+\frac{1}{1+\frac{1}{1+\frac{1}{1+\dots}}}}$

glossy valveBOT
#

MethIsAlwaysRight

pseudo cape
grave elm
#

all use the same strategy

trail dome
#

ohhhhhh alright

#

thanks so much

#

im gonna close the channel now

#

tysm

#

.close

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tall glen
#

would somebody be able to explain these two problems ? i don't really understand the whole e part

tall glen
limber carbon
tall glen
limber carbon
#

derivative of e^x is e^x

tall glen
#

so it's just the same thing ? for the first one i got 15e^3x+2

#

im not sure if that's right tho

limber carbon
#

nope

#

when youre derivating it, you should derivate the power of e and multiply it with the result

tall glen
#

im not sure i understand

limber carbon
#

i didnt see the 15

#

you got it right!

tall glen
#

ok cool thank you! and for the second one you're doing product rule right

limber carbon
#

mmhmm

#

exactly

#

dont forget to derivate the power of e

tall glen
#

so 3e^2x * secxtanx + secx * 3e^2x ? or is it 6e^2x

limber carbon
#

it would be 6

#

you need to derivate the power as well

tall glen
#

i thought deriviative of e you just kept it

limber carbon
#

it only works for e^x since derivative of x is 1

#

but if it is not just x, like here, you gotta derivate it

tall glen
#

so is this just e^2

#

6e^2

limber carbon
#

no, you keep the power intact

#

you only multiply with the derivative

#

thats it

#

basically this!

tall glen
#

i dont really understand

limber carbon
#

what part

tall glen
#

i understand the multiplying 3 by the power to get 6 but i dont understand what goes next

#

by the derivative of the power *

limber carbon
tall glen
#

oh so i had it right the first time with 6e^2x ? and then after that just do number part letter part etc and make it look straight ?

limber carbon
#

i dont understand what you mean by the letter part

tall glen
#

oh that's just how i was told by my professor to organize my final answer, with number part coming first , then letter part then trig part

limber carbon
#

ohhh

#

yea i suppose so

tall glen
#

thank you i get it now

limber carbon
#

ofc!

tall glen
#

have a great rest of your day

limber carbon
#

you too

tall glen
#

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warm solstice
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#

@warm solstice Has your question been resolved?

warm solstice
#

<@&286206848099549185>

warm solstice
#

<@&286206848099549185>

torn jolt
#

Yes?

warm solstice
#

I have been working on them I need explaining why they were wrong/right

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@warm solstice Has your question been resolved?

warm solstice
#

This is link to the questions

warm solstice
#

<@&286206848099549185>

torn jolt
#

Hey

warm solstice
torn jolt
#

sorry didn't help you earlier

warm solstice
#

No worries I figured you were busy

torn jolt
#

I am helping three people at once

#

that's why

warm solstice
#

I understand that is alot

torn jolt
#

Thank you for waiting

#

Can you show me the questions?

warm solstice
#

Yes 🙂

#

You're busy I understand I was trying to reach someone else who can help I really appreciate you helping me and letting me know

torn jolt
#

<@&286206848099549185> Someone help here

torn jolt
#

I can't help you much

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@warm solstice Has your question been resolved?

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@warm solstice Has your question been resolved?

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limpid glen
#

hello, quick question

full forumBOT
limpid glen
#

how does $$e^{\ln 3}$$ for example cancel out the ln?

glossy valveBOT
#

Maladroit

manic jacinth
#

ok

#

so

#

what does ln really mean?

limpid glen
#

natural logs?

manic jacinth
#

its basically asking "e to what power is 3?"

#

right?

limpid glen
#

yea

#

yupyup

manic jacinth
#

get it now?

#

e to power of the number that when raised to this number makes it 3

limpid glen
#

i still dont get how its canceled

limpid glen
manic jacinth
#

i get it man

#

used to have the same problem

limpid glen
#

does it have something to do with

#

the ln’s base being e asw?

manic jacinth
#

yes

#

so

#

think about it

#

again

#

ok nvm

#

so whats the natural log of e?

limpid glen
#

1

manic jacinth
#

basically, e to the what power is e?

#

yep there we go

limpid glen
#

1

#

OHHHH

#

I SEE

#

$$e^{\ln_{e}} = \ln_{e} e$$

glossy valveBOT
#

Maladroit

limpid glen
#

right right?

manic jacinth
#

uh

#

ln base e?

#

or is that supposed to be ln e

limpid glen
#

i mean i just added the base of e

#

but i mean

#

ln’s base is usually e right

#

just for demmo

#

demo

manic jacinth
#

i mean in e^ln_e

limpid glen
manic jacinth
#

how about i explain it this way

limpid glen
#

mhm mhm

manic jacinth
#

ln (x) is asking "e^what power is x"

limpid glen
manic jacinth
#

lets call "what power" y.

#

so y=ln(x)

limpid glen
#

mhm

manic jacinth
#

so e^y is x

#

because, again, its asking "e^what power is x"

#

but wait

#

if y=ln(x)

manic jacinth
#

and e^y=x

#

what have we done here to the left side?

#

we raised e to that number

#

and so, we raised e to the other side as well

#

and thus, e^lnx=x

#

so the e and ln cancel out

limpid glen
#

i see

manic jacinth
#

gtg

#

hope that helped

limpid glen
#

alralr

#

im gnna try to digest

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drowsy axle
#

For 18A. Does 9(4 to the power of 1-X) become 36 to the power of 1-X?

torn jolt
#

it has to stay as 9(4^1-x)

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drowsy axle
#

.reopen

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drowsy axle
manic jacinth
#

ok

manic jacinth
#

just a reminder just in case

#

parenthesis, exponents, multiplication/division, addition/subtraction

drowsy axle
#

Yah. I was taught bedmas but they are pretty much the same

manic jacinth
#

well here, we do parenthesis first

#

so no, we cannot just combine them

drowsy axle
#

What do I do instead tho?

manic jacinth
#

so, look at the other questions, and see the logarithms

#

thats a big hint

drowsy axle
#

I add log to all of them?

manic jacinth
#

so, we can take log_4 on both sides, right?

drowsy axle
manic jacinth
#

that makes it 2x+1=log_4(9(4^1-x))

#

no more exponent on one side makes it easier

drowsy axle
#

Yah. The way I was taught was to do log base 10 and then use power rule to get rid of exponent and then use algebra to solve the rest.

#

Or not get rid of exponent but move it in front of log

#

If that makes sense

manic jacinth
#

yes

#

ik my log properties

#

actually, change of plan

#

nvm that changges absolutely nothing

drowsy axle
#

I’m just letting you know because the way you were telling me before in not really sure how to do and I want to do everything in a similar way

#

@manic jacinth this is what I did and I got it wrong. Ik it was because I combined the 9 and 4

#

But I’m not really sure what to do instead

manic jacinth
#

divide by 9 on both sides, then take log 4

#

see where that gets you

#

ping me btw

drowsy axle
#

Oh, so would It be 4/9 to the power of 2x+1?

manic jacinth
#

no (4^2x+1)/9

drowsy axle
#

Alr

drowsy axle
manic jacinth
#

you can ping me

#

you know what sure

drowsy axle
#

Alr ty for the help. I’ll be sure to ping you when I get a chance to fix it

manic jacinth
#

just i'm probably gonna be asleep

#

timezones you know

drowsy axle
#

Yah

#

Alr i gtg now but I’ll ping you later

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@drowsy axle Has your question been resolved?

drowsy axle
#

@manic jacinth I still got it wrong

#

@manic jacinth

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@drowsy axle Has your question been resolved?

drowsy axle
#

Nvm I figured it out. Thanks for the help tho

#

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wide sundial
#

i must be missing somthing simple here

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wide sundial
#

it says the otherwise f(t) would be infinite

#

but about about the negatives

#

couldn't t be negative then 1 - a_i t would be 1+ a_1 * positive side of t

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timber wadi
#

I don't know how to get the rejection regionT_T

timber wadi
#

plz help

barren onyx
#

define the null and alternative hypothesis, choose a significance level α, select a suitable test statistic, calculate critical values based on distribution

#

what kind of question is that anyway

#

you are too vague

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plain fox
#

the integral of this would be $$\int_{-1} ^9 (x^3+1) dx$$?

glossy valveBOT
#

JustToPro

plain fox
#

find the area enclosed by the curve y = x^3 + 1 , line x = 2 and x axis

inland moth
plain fox
#

yeah the curve crosses / intersect the x axis at -1

#

or should i be 0?

inland moth
#

-1 is good

#

but why 9

plain fox
#

because area enclosed by curve and x = 2

#

so i thought its point of intersection should be the top limit

inland moth
#

you should only be integrating from -1 to 2

plain fox
#

oh

#

so only x axis counts as bounds?

inland moth
#

you're integrating with respect to x yeah?

plain fox
#

yes

inland moth
#

then consider your lower and upper limits on the x axis

plain fox
#

oh so if i were to integrate with respect to y

#

it would be 0 to 9 ?

inland moth
#

yeah

plain fox
#

oh ok

#

so $$\int_{-1} ^2 (x^3+1) dx$$?

glossy valveBOT
#

JustToPro

inland moth
#

yeah

plain fox
#

ok ty for the help

#

.close

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hushed spruce
#

is there a formula to the find nth term or is this done by intuition?

inland moth
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amber totem
#

The numbers 1 to 10 are arranged in a line (uniformly at random). What is the probability that the first number is odd and the last number is even?

rapid rain
#

how many ways can you arrange 1 to 10 in a line in total?

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@amber totem Has your question been resolved?

rapid rain
#

how many ways are there to arrange 10 elements in a line?

amber totem
rapid rain
#

and r = ?

rapid rain
#

Say you want to arrange 10 elements in a line

#

how many choices do you have for the 1st number (on the left)?

rapid rain
amber totem
rapid rain
#

Why would a number not be allowed to be in first position?

amber totem
#

well then it would have 10 choices

rapid rain
#

yes

#

how many choices for the 2nd number after that?

amber totem
#

either 10 or 9 choices

#

so 10! ?

rapid rain
#

yes 10! in total

#

10 times 9 times...

amber totem
#

yes i got that

#

but how do i work with the answer

rapid rain
#

well now that we have the amount of ways we can arrange 1 to 10 in a line

amber totem
#

yupp

rapid rain
#

so out of all those ways

#

how many of those ways have the first number even and the last number odd?

#

(this is the exact same type of reasoning as we did above)

amber totem
rapid rain
#

and why 5!?

amber totem
#

because 1,3,5,7,9?

#

and 2,4,6,8,10?

amber totem
rapid rain
#

so you're fixing the positions of ALL even numbers andd all odd numbers?

rapid rain
#

ok

#

Suppose you have such an arrangement

#

How many choices for the first number?

amber totem
#

10

rapid rain
#

nuh uh

#

don't forget our condition

amber totem
#

ok so first number to be even there are 5 even numbers

rapid rain
amber totem
#

and for last to be odd there are 5 odd numbers

#

ok so

rapid rain
#

doesn't change anything

amber totem
#

it can start from 1,3,5,7,9

#

any of those numbers

rapid rain
#

yes

#

so 5 choices for first number, 5 choices for last number

amber totem
#

yes

rapid rain
#

suppose you've chosen both of them

#

how many choices for 2nd number?

amber totem
#

4

#

or 8

#

because it can be any number

#

as long as first and last is odd n even respectfully

rapid rain
#

yes 8

#

how many choices for 3rd number?

amber totem
#

7,6,5….

#

it goes on

rapid rain
#

yep

#

so how many choices in total?

amber totem
#

1+8+7+6+5+4+3+2+1

rapid rain
#

oof why addition?

amber totem
#

because total

#

😭💀

rapid rain
#

no

#

you add choices when they're DISJOINT

amber totem
#

then multiply?

rapid rain
#

here the choices are IN A ROW

#

so we multiply

amber totem
#

ok so 1 to 10 multiply each number?

#

1x8x7x6x5x4x3x2x1

rapid rain
#

weird, I don't remember there being 1 choice for first number

#

and last number

amber totem
#

umm

#

omg

#

sorry

#

5x8x7x6x5x4x3x2x5

amber totem
rapid rain
#

?

#

well it's just a 5

#

doesn't hold anything to it

#

so there are 5^2 * 8! choices in total

rapid rain
amber totem
#

so 1008000 is the final answer??

amber totem
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hybrid mist
#

Hello

full forumBOT
hybrid mist
#

Circumference is (2)(pi)(r)

ancient folio
#

Whats the question then? Checking ur answer?

hybrid mist
#

yes

#

the question is a and b

#

I checked them and it was wrong

ancient folio
#

Show your work

hybrid mist
#

deadass have no clue

#

where do I go form here

#

I don't have r

#

I only have r of earth

#

not the radius of topic of cancer

#

<@&286206848099549185>

ancient folio
#

Bruh

#

Wrong triangle

#

Make the right triangle upside down

hybrid mist
ancient folio
#

23.5 deg is the angle on the down side bruh

hybrid mist
#

yea yea mb

#

oh wait

#

I'm so dumb

ancient folio
#

Look at the earth model

hybrid mist
#

its the radius

#

but doesn't the upper line also the radius

#

cuz it goes to the edge of the circle

ancient folio
#

Oh right

#

Mb

#

Yeah

#

Use trigonometry to find the radius of the Cancer thing

hybrid mist
#

so we js use sin

ancient folio
#

Then 2 pi × r

#

Thats it

hybrid mist
#

for r

ancient folio
#

Not sure I dont have my calculator here but I assume u knkw how to deal with it

hybrid mist
#

yea

#

how do u find the distance

#

of 2 points

#

we are not expected to use the distance formula btw

#

is it js the radius * 2

#

cuz it the diamete

#

.close

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vague fulcrum
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How to do 4

full forumBOT
vague fulcrum
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This mich done

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THIS IS 3 SET PROBLEM

reef viper
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!status

full forumBOT
#
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
vague fulcrum
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2

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4 c

reef viper
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All of 4c?

vague fulcrum
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Also can u check my notations if they r correct or not

vague fulcrum
reef viper
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[ \frac{{\text{pupils who do both jogging and cycling }}}{{\text{Total number of pupils}}} \times 100% ]

glossy valveBOT
reef viper
#

You can find that set from your Venn diagram if you’ve done it nicely

full forumBOT
#

@vague fulcrum Has your question been resolved?

full forumBOT
#
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#
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vestal verge
full forumBOT
vestal verge
#

Solve with u sub?

craggy tapir
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seems like so

vestal verge
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Yeah but how

hot herald
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have you done integeration with sub before

slate violet
# vestal verge

Honestly you might as well expand everything and integrate term by term

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I don't see a nice way to use u-sub here

vestal verge
slate violet
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Hopefully you have copied the question correctly

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Oh wait

vestal verge
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I did

slate violet
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Yeah it's just u = 1 - x

torn jolt
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Expanding a 5th root is pain tho

slate violet
torn jolt
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U can just put the other expression in terms of u

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Shouldn’t be too hard

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And then expand the binomial

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And distribute the u^5

vestal verge
slate violet
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Yeah the key here is to transform the x + 1 into a function of u

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Cause it's much easier to expand a power of 2 than a power of 5

vestal verge
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That makes x+1 = -u+2

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Right?

slate violet
vestal verge
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du/dx is -1

slate violet
vestal verge
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So we need to multiply it by -1

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And then we get

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(-u+2)^2 (u)^5 du

torn jolt
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Where is the negative

slate violet
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Yes you missed a negative

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Anyways

vestal verge
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The negative became du

torn jolt
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No

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That’s not how that works

vestal verge
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Why

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-1 is du/dx

slate violet
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du = -dx
So -du = dx

vestal verge
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what

torn jolt
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ok

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du/dx =- 1

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Right

vestal verge
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Yep

torn jolt
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We want to isolate dx

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So how do you do that

vestal verge
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Wdym

torn jolt
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Treat it as a fraction

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du/dx = -1

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And solve for dx

vestal verge
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we do du/dx *dx and we get du

torn jolt
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But du/dx = -1

vestal verge
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Yeah

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-dx =du

torn jolt
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So you need to multiply both sides of the equation

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Right

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-dx =du

vestal verge
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Yeah the other guy said the opposite

torn jolt
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So dx = - du

vestal verge
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He said -du=dx

torn jolt
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Yes

vestal verge
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How

torn jolt
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Algebra

vestal verge
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Why

torn jolt
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Not even algebra

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Arithmetic

vestal verge
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Why do we need to

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We have du

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That’s it

torn jolt
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Take du = -dx and multiply both sides by -1

vestal verge
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Yeah but why

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du=-dx

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We are done

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We found du

slate violet
vestal verge
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I just did

torn jolt
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no

vestal verge
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We take out the -1*dx and replace it with du

slate violet
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Well there isn't a -dx in the original integral
Unless you do -1 * (-dx)

torn jolt
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there wasn’t a -1 dx in your original expression

vestal verge
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I did that in the very beginning

slate violet
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If you did that

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Then you should be integrating (-1) * (-u+2)^2 (u)^5 du

vestal verge
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What??

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The -1 went into the dx to make du

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The -1 is gone

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It’s just a negative integral

torn jolt
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yes

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That doesn’t mean it’s gone

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You make the integral negative

vestal verge
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Yeah

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I did

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Now what

torn jolt
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Now what is your new integral

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Do you know your bounds

vestal verge
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It’s not bounded

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It’s indefinite

slate violet
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Yeah there are no bounds

vestal verge
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So what’s next

torn jolt
vestal verge
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This is where we are