#help-28

1 messages · Page 195 of 1

torn jolt
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Precisely

stiff axle
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yes

torn jolt
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Nah im making is even more confusjng anyways

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There cannot be a cube w/ 4 shaded sides.

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Because to have 4 shaded sides, it MUST be the cube itself

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It cannot be covered

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So there can be a maximum of 3 shaded sides.

stiff axle
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i see

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aight ty

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i think i get it now

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primal trail
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I need help. So let's say P= -½ + 2 × |⅓-⅚| and Q= 2,5 × 4,8 : (-1,5).
What is P/Q?

primal trail
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The correct answer is supposed to be -16, but I got -1/16

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dusky canopy
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idk where to start with this question. Would appreciate some help 🙏

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gritty rose
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try finding a pattern for n=2,3,4

dusky canopy
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oh yea, forgot to mention. The teacher did say "attempt" to find the general solution to this without finding a pattern

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*he said this for the whole assignment overall, not just this one question. So, I assume he doesn't want us to solve it by finding a pattern ._.

gritty rose
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what a stupid thing to suggest

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do it anyway

dusky canopy
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yea i don't really see a pattern ngl

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plus the expansion even for n = 2 is stupidly long

gritty rose
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show it for n=2 and 3

dusky canopy
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the only reference he gave was this:
which i didn't really figure out how to manipulate it into this form

gritty rose
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wot

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this is all you need for n=2 case

dusky canopy
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ye

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but

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it's damn long

gritty rose
dusky canopy
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I ain’t expanding this man -_-

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I ain’t seeing a pattern

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And ma teacher says this is one of the normal difficulty questions on the mid term exam, I’m like so done for wth

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And we’re just three weeks in into year 1 linear algebra monkey

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yea let's just call it here. ima wake up later and try to do this thing again from scratch by looking at his ppt lecture

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what a cancer unit 1 introduction to linear algebra

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lethal aurora
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can someone teach me how to graph in 3d cordiniate system? for calc 3?

lethal aurora
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<@&286206848099549185> DIRE NEED OF HELP PLZ

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on paper, not on geogebra or desmos

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Like i can graph (0,0,1)
Or (0,0,6)

stiff summit
tame cradle
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What

lethal aurora
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but idk how to graph the point (5,3,2)

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Yeee

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Like look

stiff summit
lethal aurora
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ill give u an exampple

tame cradle
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First draw a 3d coordinate system

lethal aurora
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Nono just regular paper

tame cradle
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Represent x y and z clearly

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Then we proceed

lethal aurora
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Like this

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See the verticies

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I needa be able to point those and connect dots to draw a tetrahedra

stiff summit
lethal aurora
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I need to be able to plot them

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and draw the tetrahedra

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like a rough sketch

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Like (0,0,0) = super EZ

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(3,0,0) = Ezzz

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(0,4,0) = ezz

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(0,0,5) = ezz

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But sumtimes he be giving sum hard points like (6,5,3)

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how would I graph that point?

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on a 3d coordinate?

stiff summit
stiff summit
lethal aurora
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During exams he requires it

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this one doesnt require it because its homework

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he asks us to use geogebra

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manic heart
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doing either composites or functions and just lost how to find the domain honeysenpaisad

jolly horizon
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Alright have you found the composite function yet

manic heart
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I don't even know what that means 😭 My class started 3 days ago and its been confusing

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Like I’ve been trying to do it off of the help video but I’m lost because of the +3 next to the x and idk why the all real numbers on the help is 0

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because if I do the times x on everything idk if its still 2/3 -1x or if I combine the 2 and 3?

dusk dust
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what r u having difficulty with exactly

manic heart
dusk dust
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the input of a function

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is another function

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like for example f(x) is a function

manic heart
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Ohh

dusk dust
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here input is x right

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now take another g(x) = x^2

manic heart
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Then I think I know them? The teacher legit just started teacher about them yesterday

dusk dust
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so basically a composite function is f(x^2)

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like before inputting x in the function

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u first substitute in g(x) and use That output as an inpur for f(x)

dusk dust
manic heart
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Uhm I might just take a pic of my paper cuz I’m doing this on paper but the assignment is online

dusk dust
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anything is fine

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i just want to see ur method

manic heart
dusk dust
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what did u do in the 3rd line?

manic heart
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the one that has the 1 on top or the x times by the stuff?

dusk dust
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yes

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the standard way to simplify it is take x+3 as LCM and make the denominator as one fraction

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and then bring it up

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but when finding domain u usually should not simplify

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take the 2nd line for example

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u have just written f(g(x))

manic heart
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thats how it was written in the video and how to put them together so I've been just going it like that

dusk dust
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now we just have to check the points where f(g(x))

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is undefined

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take that small 2/x+3

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for a function to be defined every single term has to be defined right

manic heart
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ok

dusk dust
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x+3 not equal to 0

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x not equal to -3

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we have found one point where x not defined

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now for the other point

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we have 1/(2/x+3) -1

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the denominator of this fraction must be defined right

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so we can say

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(2/x+3) -1 not equal to 0

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= 2 is not equal to x + 3

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x is not equal to -1

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so domain will be all real numbers except -1 and 3

manic heart
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ok lemme try that

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omfg the question online changed

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wait i think im slowly getting them tho

dusk dust
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tell where ur getting stuck

manic heart
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its just hard to do it because i suck with word descriptions 😭

dusk dust
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ur going in the write direction

manic heart
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klojhds

dusk dust
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u start analysing from there

manic heart
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it still says I've been getting them wrong

dusk dust
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the domain ir R-{3,-1} not {3,-1}

manic heart
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it gives me a answer key that shows me the right answer but it remakes me do the question with new numbers but it doesnt give the thought process

manic heart
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idk what i did wrong this time 😭

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this is what it gives when I press for answer

dusk dust
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oh im so sorry

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it is -3

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i didnt see the question properly

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because if x + 3 needs to b 0

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x must be -3

manic heart
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ok

dusk dust
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mb

manic heart
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so for this one x must equal 4?

dusk dust
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because the denomintor of the f(x) must also not be 0 right

manic heart
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would I -2?

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Finally got it right 😭

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this isn't the same thing but idk why this got wrong when they look the same

void nova
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What's 3x2? 😉

manic heart
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oh wait nvm I forgot the make the 2 on 3x2 a square symbol nvm

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😭

manic heart
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clever dawn
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i need help on all of this

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clever dawn
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thx chat, alot of help

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sly parrot
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i dont even know where to start

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sly parrot
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.close

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torn jolt
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so basically they're just integrating the differential of u(x, y) if I understand correctly

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so they're integrating wrt x and y

leaden ermine
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you cannot integrate wrt two variables simultaneously

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if you look closely you can notice this is the total differential

hasty violet
leaden ermine
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so you can see u_x and u_y

hasty violet
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jk

leaden ermine
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If you integrate one wrt to one variable you got u(x,y) + constant function

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clear rampart
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clear rampart
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For B

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Our teacher want us to compute this with geometric series, anyone know how to start?..

naive monolith
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First, find your rate and write the first 3 terms

clear rampart
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0,005

naive monolith
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This is an investment, so the rate would be 1+0.005

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But ye

clear rampart
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Yes

naive monolith
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So what would your first term be

clear rampart
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I understood the first question, we solve for future value

naive monolith
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Oh lmao sorry

clear rampart
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Np, its the b question that is mindf me

naive monolith
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The investment continues, but every month we draw out a certain amount

clear rampart
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yes

naive monolith
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So from out last term, imma just call it Tn

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We create a new Gp

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With Tn as the principle

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There will be a certain amount withdrawn each month, so use a pronumeral to represent it

clear rampart
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This will be our first term right

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The investment continuous

naive monolith
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Yep

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But were withdrowing an amount

clear rampart
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We want to withdraw something a

naive monolith
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We assume it’s after it compounds

clear rampart
naive monolith
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Uhhh

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Sum of gp terms?

clear rampart
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?

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Gp?

naive monolith
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Geometric progression

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Its the uhhh

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Hang on a sec

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$S_n = a \frac{1 - r^n}{1 - r}$

glossy valveBOT
naive monolith
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this thing

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do you know it?

clear rampart
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Yes

naive monolith
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yep

clear rampart
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I have solved for A but it’s not correct

naive monolith
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ok

clear rampart
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Already tested it

naive monolith
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did you use this for a?

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can I see your A?

clear rampart
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in the first question or?

naive monolith
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Wait

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Uh

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Yea

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Part A

clear rampart
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its 200

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This is part a

naive monolith
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O

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This is correct?

clear rampart
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yes

naive monolith
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Ah

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Icic

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Wait a sec

clear rampart
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We need our yearly 6% interest rate to be monthly

naive monolith
naive monolith
clear rampart
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Well

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I dont know

naive monolith
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Yea

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If youre confused

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Write the first 3 terms

clear rampart
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of what?

naive monolith
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Of your part B

naive monolith
clear rampart
naive monolith
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Oh

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Yea

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That

clear rampart
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If I were to solve for A now

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we multyple by the denominator

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right

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to the future value

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and then devide by the top to get A alone

naive monolith
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I would just put the thing in the calculator but yea sure

clear rampart
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its wrong method

naive monolith
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Hang on a sec

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Oh lmao

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Wait

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Your rate is still goong

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Its not just your tn

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Tn

clear rampart
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Tn?

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It is

naive monolith
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Your ans from A

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Tn(1.005)^180

clear rampart
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Well now its 15 years not 40 years as in part a

naive monolith
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You forgot it still compunds

clear rampart
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hmm

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I dont understand

naive monolith
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So

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I have X amount still in the bank

clear rampart
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The 398298 still compounds?

naive monolith
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Yea

clear rampart
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Yes i know

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but the thing is that the

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If i were to use the formula u said

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Ohhhhhhhhhhh

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Like that???

naive monolith
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Thats a minus there

clear rampart
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ye plus i mean

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in the left side right?

naive monolith
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Yep

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Should work

clear rampart
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really

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then i multyple by the denominator and devide?

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although im wondering if it should not be 179 in the right hand side as N

naive monolith
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The final withdraw is still a term

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So 180

clear rampart
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so this should be correct?

naive monolith
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If its not, idk what happened

clear rampart
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Ok i will check, thanks so much

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if i multyple the (1-(6/1200) to the (1+(6/1200))^180

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it will be (1+(6/1200)^179

naive monolith
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Different symbols, doesnt work

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Is the ans 3361 or smth

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Around?

clear rampart
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no

naive monolith
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LmAo wtf

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Can I see the answers?

clear rampart
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3344,34

naive monolith
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Bro

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Im ngl

clear rampart
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This is how she did it

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I’m just trying to understand

naive monolith
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This is the craziest way ive seen it done

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Like

clear rampart
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Me too I don’t understand a shit

naive monolith
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Ill

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Do it

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Hang on a sec

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Ok

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I see

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I honestly hate this q cause its not specific enough

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Part A is weird cause this basically says that you compund before you put 200 in

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This is saying it withdraws and then you compound it

clear rampart
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Yes i know

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its really weird

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im starting to wonder if she have done something wrong

naive monolith
naive monolith
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Doesnt make sense to me but meh

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Part b, i thought shed keep it that way

clear rampart
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waaaait

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the compounding

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in the left hand side

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should be 179

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then it should be right?

naive monolith
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Let me write it

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This

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I disagree with it, but its the answer

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Technically this is the correct one

naive monolith
clear rampart
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i dont understand man

naive monolith
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T1 is the first month

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T2 is second month

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We keep going until at T180, the balance is 0

clear rampart
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yes

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I understand that

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We will then + over the aR

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and then revide everything by R(R^180-1)/R-1

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so what i forgot was a 1,005

naive monolith
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Yea

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But thats not your fault

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Its the teachers ngl

clear rampart
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okeyy

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but do you know why?

naive monolith
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Cause

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I thought it would compound

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And then you withdraw

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But it withdraws and then compounds

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You should ask your teacher to clarify these things so you know which is which

naive monolith
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Not aR

clear rampart
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Okok

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Me too

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That whas why i kept getting wrong

naive monolith
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Nice

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Anything else

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?

clear rampart
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Not really

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for C

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or wait

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for c

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its the same thing?

naive monolith
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Man

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The wording

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Or like

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English

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Of this q is bad

clear rampart
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Yes I KNOW

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Its so fucking weird

naive monolith
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Im guessing it just wants the yearly deposits if it was 20 years?

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Yea same thing

clear rampart
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Okay

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Thank you so much

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Weird question huh

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whole class is i denial

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in

naive monolith
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Yea

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Just maybe ask your teacher to clarify when it compounds

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Then youll be fine

clear rampart
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Yes

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Thank you so much

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woeful anvil
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Can someone explain to me how the “Objective Function” for d was found?

woeful anvil
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This is a optimization problem

umbral dome
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pythagorean theorem

woeful anvil
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Oh I forgot

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woeful anvil
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Thanks

leaden ermine
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glad hound
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Working with limits... I'm not entirely sure what to do with some of these symbols

glad hound
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But for δ it's simply defined as the "delta function" - that's... not helpful.

umbral dome
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well it's not the delta function in this instance anyway

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basically ε represents a small distance between the output of a function and the limit, and δ represents a small distance between the input of a function and the point it is approaching

glad hound
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... but if the input is a variable...

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I mean... x doesn't approach anything, really..

umbral dome
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we read [ \lim_{(x,y) \to (0,0)} ] as ``the limit as $(x,y)$ approaches $(0,0)$''

glossy valveBOT
glad hound
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Sure

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So it doesn't matter if the function is undefined at that point?

umbral dome
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as long as it is defined in the neighborhood of that point then it's fine

glad hound
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Ok, so...

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... what can I actually do with that information?

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Like, in the example..

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δ is essentially > 0, but < then..... sqrt(ε/5) is essentially 0, so...

umbral dome
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basically we want to establish that, if (x,y) is very close to (0,0) (we call that distance δ) then f(x,y) will be very close to 0 (we call that distance ε). we want to show that for any desired output distance ε, we can choose an input distance δ that will make it true

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i will note that the ε-δ definition of two-variable limits is a bit more complicated but has a very similar meaning to the ε-δ definition of one-variable limits. so you may want to look into that first

glad hound
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The explanations there are just as devoid of meaning

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"Here's a symbol.. we're not going to define it or explain it... moving on."

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English is not my instructor's first language, either...

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So... where does |f(x,y) - 0| come from? Why are we considering it?

gritty rose
glad hound
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along any line y = mx, the lim is 0?

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So.. why "consider" it, and then in the very next step, drop it out of the equation?

gritty rose
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Because y=mx is not sufficient for a proof

glad hound
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Right, because the limit would have to be 0 everywhere

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Do you know of a better resource that explains why the chosen steps are taken? My text and my instructor don't explain why things happen in these examples

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There's too much I don't understand in the text.. I'd be asking "why this, why that" for hours

gritty rose
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just a technique you memorize and repeat elsewhere

#

or work backwards from epsilon to find what delta has to be in sqrt(x^2 + y^2) < delta

glad hound
#

Ok, but if I don't know "why" I'm doing something, that makes it extraordinarily difficult to apply it to an equation that takes a different form

gritty rose
#

then work backwards

#

should be easier once you understand the one-dimensional case first

glad hound
#

thanks

#

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#
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frigid phoenix
#

if i have z= xy and i want to take the partials i would get
dz/dx = y
dz/dy = x
but here x and y becomes constants.
i'm not sure how to use this result. what does it means graphically?

umbral dome
#

x and y are not constants, we just "treat them as constants" for the purposes of differentiation. so dz/dx is a function of x and y (although it depends only on y)

frigid phoenix
#

ok this was my next question indeed. ok thanks, i'll think more about it

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slow ermine
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slow ermine
#

Im really close to replicating this effect but my calculations are still off, I'm not sure if this is the type of math I can get help with here but I'm giving it a shot.

My goal is to apply rotation to texture Gui's on each individual face so the green side of the gradient is always facing the dot.

This is done in two ways:

  1. Get the direction of the cube relative to the reference point (or the dot in this scenario

  2. Get the angle to rotate each face's texture based off their local direction relative to the reference point

  3. Calculate how much the face is facing the direction of the reference point within a value of -1 to 1 ("1" meaning the face is facing directly at the point, "0" meaning the face is directly perpendicular, and "-1" where the face is facing the direct opposite direction)

  4. Using the face direction calculation, offset of the gradient texture taking the angle the texture is rotating into account.

#

What's wrong with my calculations?

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#

@slow ermine Has your question been resolved?

full forumBOT
#

@slow ermine Has your question been resolved?

full forumBOT
#

@slow ermine Has your question been resolved?

full forumBOT
#

@slow ermine Has your question been resolved?

full forumBOT
#

@slow ermine Has your question been resolved?

buoyant raptor
#

Like the dot is a light source and the faces / portion of faces that face the source are coloured green

slow ermine
buoyant raptor
buoyant raptor
#

Essentially the green parts are illuminated whereas the red isn’t

slow ermine
frigid phoenix
#

what software are you using?

#

i know i'm not helping solving your problem, but the way i would do this would be in a shader, if i had access to the position of each point on the surface, would be to map the gradient onto the distance from surface point to the light.

buoyant raptor
# slow ermine

Maybe if you explained how the coordinate system is setup, someone will be able to help

#

I'm not entirely familiar with roblox scripting

#

What's CFrame?

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#

@slow ermine Has your question been resolved?

slow ermine
#

Something likes this?

slow ermine
# buoyant raptor What's CFrame?

CFrame is just the combination of two vectors in a 3D space. The first tells its position and the 2nd tells its orientation relative to the world axis

frigid phoenix
slow ermine
frigid phoenix
#

No, in a shader you would just have access to the world position of each point on the surface that is being shaded, means you get the coordinate of the intersection between camera ray and surface.
Once you have that, for every point on screen, calculate the distance from your object and map a gradient on it. This normally is parallelized so you can do this with many many points. It's a computer job.

#

It works with any object of any polygon count.

#

What you are trying to do is certainly interesting anyway, but I can't help you there.

slow ermine
#

The idea now is for each face with at least 2 points, get the midpoint between them to calculate the gradient offset

#

But I need to figure out how to choose the right point for each plane to get the right rotation, I haven't figured this part out yet unfortunately.

frigid phoenix
#

@slow ermine do you know blender?

frigid phoenix
#

I can show you how how to do the gradiend thing in shader if you want. but it's not your method.

full forumBOT
#

@slow ermine Has your question been resolved?

slow ermine
#

Yeah please

#

Who knows it might help

eternal stone
#

So basically you have a 2d plane of a 3d space and you want to assign one color to all points in one semi-space, and another color to all points in the opposite semi-space. Is that right?

#

Are you looking for a solution for cube specifically, or do you want the most generalised version?

eternal stone
#

@slow ermine Anyways, here's an idea that might help with rotation of Gui. Let's say the normal of a given face is $q \in \mathbb{R}^3$. Let's say that the normal of separating plane is $p \in \mathbb{R}^3$. In order to calculate the vector parallel to the intersection of the face and the plane, consider the vector product of $p$ and $q$: $v=[p,q]$. The angle between $v$ and an appropriate edge of the face is the angle of rotation of your GUI.

glossy valveBOT
#

EQUENOS

eternal stone
#

So yeah the angle between v and w will be the angle of rotation of your GUI

#

Offsetting the gui should be easy

slow ermine
eternal stone
#

It depends on which edge the GUI sees as the bottom line

#

Attach a surface GUI, add a black frame with scale coords {0, 0} and you'll see the "upper left corner of the face"

#

The lower edge would be the w vector of that face

slow ermine
#

Alright and after figuring out which edge is the bottom, how would I define it exactly?

eternal stone
#

After that the dege between say vertices 1 and 2 would be v_2 - v_1

slow ermine
eternal stone
#

You don't need that point

#

The angle between v and w is equal to $arccos\frac{(w, v)}{|w|\cdot|v|}$

slow ermine
#

Oh I must've misunderstood then sorry

glossy valveBOT
#

EQUENOS

eternal stone
#

Or any other formula you find convenient

slow ermine
#

Would v be the angle of the 2 intersecting points on the face?

eternal stone
#

v would be the vector such that if you draw it at one intersection point on the edge, it will point to another such intersection point

slow ermine
#

Oh okay I understand what you mean now

slow ermine
#

The function I use doesn't seem to work as I intended:

function getPointsOnFace(cube, point)
local cubeCFrame = cube.CFrame
local cubeSize = cube.Size
local localPoint = cubeCFrame:PointToObjectSpace(point)

local halfSizeX = cubeSize.X / 2
local halfSizeY = cubeSize.Y / 2
local halfSizeZ = cubeSize.Z / 2

if localPoint.Z >= halfSizeZ then
    return "Front"
elseif localPoint.Z <= -halfSizeZ then
    return "Back"
elseif localPoint.X <= -halfSizeX then
    return "Left"
elseif localPoint.X >= halfSizeX then
    return "Right"
elseif localPoint.Y >= halfSizeY then
    return "Top"
elseif localPoint.Y <= -halfSizeY then
    return "Bottom"
else
    return nil
end

end

eternal stone
#

In other words, v = (p.y q.z - p.z q.y, q.z p.x - q.x p.z, p.x q.y - p.y q.x)

slow ermine
eternal stone
hybrid jay
#

hey guys!

#

don't wanna disturb, but just wanna say something

eternal stone
#

Okay

hybrid jay
#

currently in the 7th grade, but according to standardized tests my math level was that of a college student

#

so can i try to tackle one of your problems?

#

in extremely good at algebra

eternal stone
#

Of course, you can select any channel with a problem that you find hard enough

hybrid jay
#

i know ur more knowledgeable than me

#

sorry to disturb

#

bye

eternal stone
#

Feel free to help other people here, there're plenty of channels :)

hybrid jay
#

but can i help him too, or only one person can?

slow ermine
eternal stone
hybrid jay
#

ah okay

#

what is you working on exactly lol

#

i just wanna know

eternal stone
#

Blue vector and teal vector are normals to the given planes

#

Orange vector is their × product

#

It happens to perfectly align with the red line (intersection of planes)

#

A face of the cube is a plane. The other plane in our case is the separator plane

#

(The plane that cuts the cube into red and green parts)

hybrid jay
# slow ermine The function I use doesn't seem to work as I intended: function getPointsOnFace...

yo here is a more modified version of your function, given that you already have cube's dimensions and its position, you can just simply check local coordinates of point relative to cube function getPointsOnFace(cube, point)
local localPoint = cube.CFrame:pointToObjectSpace(point)

local halfSizeX = cube.Size.X / 2
local halfSizeY = cube.Size.Y / 2
local halfSizeZ = cube.Size.Z / 2

if math.abs(localPoint.Z) >= halfSizeZ then
    return localPoint.Z > 0 and "Front" or "Back"
elseif math.abs(localPoint.X) >= halfSizeX then
    return localPoint.X > 0 and "Right" or "Left"
elseif math.abs(localPoint.Y) >= halfSizeY then
    return localPoint.Y > 0 and "Top" or "Bottom"
end

return nil -- Point is inside the cube

end

#

seems like ur working with a function to determine which face of a cube a point is on?

#

or am i tripping

#

im so clueless 😭

#

you guys there?

slow ermine
#

Its possibly because I only understand normals in a specific programming language

#

It was able to successfully separate the points from any face I decide to select. The blue shows the points touching the bottom face.

slow ermine
slow ermine
#

@eternal stone

local function convertPointVectorsToRotation(faceName, point1, point2)

local halfSize = Cube.Size / 2

-- Define the bottom edge vector based on the face name
local bottomEdgeVector

-- Determine the bottom edge vector based on the specified face
if faceName == "Front" then
    bottomEdgeVector = Vector3.new(halfSize.X * 2, 0, 0)
elseif faceName == "Back" then
    bottomEdgeVector = Vector3.new(halfSize.X * 2, 0, 0)
elseif faceName == "Left" then
    bottomEdgeVector = Vector3.new(0, 0, halfSize.Z * 2)
elseif faceName == "Right" then
    bottomEdgeVector = Vector3.new(0, 0, halfSize.Z * 2)
elseif faceName == "Top" then
    bottomEdgeVector = Vector3.new(halfSize.X * 2, 0, 0)
elseif faceName == "Bottom" then
    bottomEdgeVector = Vector3.new(halfSize.X * 2, 0, 0)
end

-- Calculate the vector from point1 to point2
local vectorAB = point2 - point1

-- Calculate the angle between the two vectors using the dot product
local dotProduct = vectorAB.Unit:Dot(bottomEdgeVector.Unit)
local angleRadians = math.acos(dotProduct) -- Get the angle in radians
local angleDegrees = math.deg(angleRadians) -- Convert to degrees

return angleDegrees

end

eternal stone
#

Nice, it almost worked

#

It probably misses some checks but that's it

crude prawn
#

can somwone. help me

slow ermine
eternal stone
azure plank
#

Please may someone help me

sour marsh
#

!original

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#

Please show the original problem, exactly as it was stated to you, with the entire original context. A picture or screenshot is best. If the original problem is not in English, then post it anyway! The additional context might still be helpful. Do your best to provide a translation.

sour marsh
#

!occupied

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#

Someone else is already using this help channel. If you need help with a question, please open your own help channel/thread (see #❓how-to-get-help for instructions).

slow ermine
slow ermine
#

Thank you

eternal stone
#

So perhaps atan2 would be a more suitable function

#

Actually, roblox studio provides the :Angle() method for Vector3 objects

#

So I guess we want bottomEdgeVector:Angle(vectorAB, q), where q is the normal of the face we're working with

slow ermine
# eternal stone So I guess we want `bottomEdgeVector:Angle(vectorAB, q)`, where `q` is the norma...

Alright, I implemented it. And the speed at which the angle is adjusting seems equal to how much I rotate the cube which is good. However, there's 2 problems:

  1. The angle does a 180 degree rotation when one of the points of VectorAB reaches the bottom right point of the bottomEdgeVector (the purple line)

  2. The rotation of the gradient was not quite lined up with the rotation of VectorAB still.

#

I was, however able to keep the rotation perpendicular to VectorAB by changing:

"bottomEdgeVector:Angle(vectorAB, q)" calculation so that the result is negative:

"-(bottomEdgeVector:Angle(vectorAB, q))"
Which gave me this result,

#

I think its very close, but here is the new function. It defines the bottom edge vector differently by first getting the bottom left point and the bottom right point. Idk if there's a better way?

#

I think the rotation flipping has to do with the vector calculation

#

Because flipping VectorAB
From: (point2 - point1)
To: (point1 - point2)
flips the gradient as well, as you see from the video

#

So basically flipping the points changes the direction of VectorAB

eternal stone
#

Are you sure point1 and point2 are always in correct order?

slow ermine
#

But why?

eternal stone
slow ermine
# eternal stone It depends on your implementation

Well the script is 400 lines long currently, so its a bit difficult to decipher where exactly it does wrong. But I debugged to make sure the points being sent were always the same instances and it was true. So I believe the problem is this block of code where my intersect calculations is for some reason swapping the existing positions of the points when the cube orientation reaches a certain point
https://pastebin.com/XQVVTpc5

eternal stone
#

oof

#

I assume pairs(edges) messes up the order?

#

Maybe ipairs(edges) could do the trick

slow ermine
#

Didn't fix :/

eternal stone
full forumBOT
#

@slow ermine Has your question been resolved?

slow ermine
# eternal stone <:blobsweat:584506239661113371>

I figured out why they were flipping. I had set the function to loop through the edges of the face in a specific order, which was causing the index of the points to change positions making them swap orders

#

Just need to figure out why the vector angle calculation is off now... any ideas?

torn jolt
#

What do you mean the vector angle calculation is wrong?

slow ermine
torn jolt
slow ermine
#

.close

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#
Channel closed

Closed by @slow ermine

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slow ermine
#

Did so much worrying about that for nothing

#

Anyways I appreciate the help 👍

boreal briar
#

4.5

#

is the answer

empty viper
#

I need help

#

I need help with no. 1

humble gulch
#

And apply quadratic formula

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#
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#

@silk swift Has your question been resolved?

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grizzled basin
#

3-96(b)

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grizzled basin
#

I do not understand the notation of Z sub 6 or [n] sub 6 and cant find it anywhere else in the book

rare dock
#

Z_6 is the set {[0], [1], …, [5]}

#

[k] is the set of numbers of form 6a + k for some integer a (they have k remainder when divided by 6)

#

i.e. the numbers that are k mod 6

grizzled basin
#

oh so [0] = {0, 6, 12, 18, ...}?

rare dock
#

yea

grizzled basin
#

ok what is [n]_6

#

is it just some element of Z_6

rare dock
#

oh by [k] i meant [k]_6

grizzled basin
#

ok

#

is [n]_6 just an element of Z_6

rare dock
#

yea

grizzled basin
#

i dont really understand what the functio nis doing, then

#

what would [4]_6 [n]_6 look like?

#

or does it not matter for the sake of the problem to show it isn't injective

rare dock
#

well it’s just [4n]_6

grizzled basin
#

i see

#

sorry im still stuck on how to show a situation where [n]_6 is not equal to [m]_6 but f([n]_6) = f([m]_6)

#

ohh [0]_6 is not equal to [3]_6 but f([0]_6) = f([3]_6) 😁

#

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azure marlin
#

Hello could I get some help with this question?

azure marlin
stable nest
#

find the parts that look like parts of circles

green merlin
#

break the shape into semicircle arcs

azure marlin
#

and then what

stable nest
#

find the arclength

green merlin
#

do you know how to find the perimeter of an arc

azure marlin
#

no clue

green merlin
#

oh

#

do you know how to find the perimeter of a circle

azure marlin
#

yes

#

wait u mean circumference

green merlin
#

yes

azure marlin
#

yeah

#

I do

#

kinda

green merlin
#

do you know how to find the perimeter of a semicircle then

azure marlin
#

no

green merlin
#

like the arc part (not including the diameter)

azure marlin
#

I have no clue 😭

green merlin
#

It's the circumference / 2

#

because the semicircle is half of a circle

azure marlin
#

ok

torn jolt
# azure marlin

What are the measures of all those smol squares tho? Is it mentioned?

azure marlin
#

No

#

thats the entire question

#

@torn jolt

torn jolt
#

I have solved a similar question in the past so i thought i could solve this one too but the length is not mentioned so ig it's gonna be too hard for me

#

Like this, if measures were given it would have been possible for me 🫠

azure marlin
#

What grade are you in?

#

@torn jolt

torn jolt
azure marlin
#

So abt to gradute highschool?

azure marlin
torn jolt
# azure marlin

Umm just a guess but can't we just "assume" each square is 1 unit tho like cm or m 🫠 and then solve?

azure marlin
#

yes

torn jolt
#

Like we do in a unit circle thing

azure marlin
#

Ig so

#

ig

torn jolt
torn jolt
azure marlin
torn jolt
#

Yeah i was just drawing the damn figure, i solved 1/4 i would say

azure marlin
#

alr

#

Its ok

torn jolt
azure marlin
#

You don't have to do it

torn jolt
azure marlin
#

but

#

this question is easier

#

but too hard for me

#

Any clue?

torn jolt
#

Lemme try, just a min

azure marlin
#

ok

torn jolt
#

Done

#

It should be 14π

torn jolt
azure marlin
#

ok

#

ITS CORREcT

#

UR A GENIUS

#

oML

azure marlin
torn jolt
# azure marlin

See there are 4 "semi circles" in it of 12 units, 6 units, 2 units and 8 units. So you just use the circumference formula on each of them "separately" and divide each of them with 2 as well (because they are all semicircles yk)

azure marlin
#

ok

torn jolt
# azure marlin

Wait what grade are you in btw? Coz this is really easy, lemme do it in one sec

azure marlin
#

Ehm

#

Middleschool

torn jolt
azure marlin
#

mhm

torn jolt
#

So put that in our main equation i.e. y = 1.5x + 2

#

So that gives us
Y = 1.5 * 0 + 2
Y = 0 + 2 = 2

torn jolt
#

In the second row we got Y's value instead of X. So just put Y's value in our main equation

azure marlin
#

wait so

#

for

#

this what do I put

torn jolt
#

5 = 1.5x + 2
Subtract 2 from both sides
3 = 1.5x
Divide both sides by 1.5
2 = x

torn jolt
azure marlin
#

what tbat the next one

#

5 y

torn jolt
#

(i make silly mistakes sometimes so i can be wrong but nah i am sure this is correct

azure marlin
#

wait so what are the next 3?

azure marlin
#

what

#

Im so conufsed

#

whats the number
💀

torn jolt
#

2

azure marlin
#

ther both 2?

#

@torn jolt

torn jolt
#

First one is 2
Second one is 2
Third is 6.5
4th is 1

azure marlin
#

ty

#

does this look correct

torn jolt
azure marlin
#

except for the bottom one

#

I changed it

#

I mixed up the y and x

#

right?

torn jolt
azure marlin
#

Thats legit what I put

#

💀

torn jolt
#

Yeah it should be correct 🙂

azure marlin
#

YEAHHH

#

W

#

I CAN SLEEP NOW

torn jolt
#

Oh it was

torn jolt
azure marlin
#

ty

#

gn

full forumBOT
#

@azure marlin Has your question been resolved?

#
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#
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split heath
#

Please help how does this make sense

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stable nest
split heath
#

bro what

#

all i need to do is find how many points the slope is zero

#

and the solution isnt explaining how that came to fruition

#

it draws a line with 3 points on it and it says the answer is two?

stable nest
#

yes

#

the interval is [b, 1]

#

we know the point b must lie on the same y as the point (1, f(x))

#

so just draw a line

split heath
#

I don't know how that answers the question though

#

nevermind

#

.close

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#
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stable nest
split heath
#

.close

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quiet jungle
#

help someone has chegg premium? cause i really need the answer for this one or If you can solve this that would be great

low sail
#

Second of all use kirchoffs loop rule

quiet jungle
#

i tried and i get -277.5 its not close to the actual final asnwer

quiet jungle
low sail
#

Show your working

quiet jungle
quiet jungle
low sail
#

Which loop did you use?

hybrid zephyr
#

Use source transformation

#

Uk how to do that?

#

@quiet jungle

quiet jungle
#

plss

#

solve it

#

im so desperate right now

hybrid zephyr
#

We should be helping not solving

#

Ok si

#

So*

#

Source transformation

#

Let me explain

#

If u can find a current source parallel to resistor

#

Then u can use source transformation

#

To convert it into voltage source with resistor in series

#

In here u see

#

5 uA and 2Mohm in parallel

#

Use this

#

v=ir

quiet jungle
hybrid zephyr
#

Yes

#

So now

#

Remove those two

#

And put 10V and 5Mohm in series

quiet jungle
#

hmm??

hybrid zephyr
#

Remove the 2Mohm resistor and 5uA current source

#

Add them in the circuit in series

quiet jungle
#

10 x 5?

#

sorry

hybrid zephyr
#

10*5?

#

Wait a sec

#

I'll draw and send

quiet jungle
#

okok thank you

hybrid zephyr
#

Mhm

#

@quiet jungle

quiet jungle
#

ok so the 5 becomes 10 after transformation

hybrid zephyr
#

?

#

Yes

quiet jungle
#

next?

hybrid zephyr
#

Now it's simple enough right

#

Simple circuit

#

Add all voltages

#

Add all resistors

#

Solve

quiet jungle
#

-5/18?

#

=

hybrid zephyr
#

Idk I didn't solve

quiet jungle
#

real

#

wrong

hybrid zephyr
#

Adding doesn't mean summing up

#

U have to check

#

Sign convention

#

U missed there maybe

quiet jungle
quiet jungle
#

then divide both sides

hybrid zephyr
#

Send process once

quiet jungle
#

well i might miss the signs

hybrid zephyr
#

Well no

#

Sorry I messed up

#

I sent the wrong figure

#

Like this sry

#

@quiet jungle

quiet jungle
#

add all v and r?

hybrid zephyr
#

No

#

They not in series

#

Kirchoff laws

quiet jungle
hybrid zephyr
#

Yes

#

KCL also works

quiet jungle
#

well well

#

look at this bwahah

hybrid zephyr
#

What happnd

quiet jungle
#

did i do it right?

#

sorry

#

@hybrid zephyr

hybrid zephyr
#

I don't understand anything u wrote

#

Cuz I don't see the equations

quiet jungle
#

its KVL

hybrid zephyr
#

U need 3 loop equations

#

How did u just have numbers only

quiet jungle
#

all the 12 7 10 is V and the rest are i

hybrid zephyr
#

U cannot add like that

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I told you

quiet jungle
#

sorry

hybrid zephyr
#

Voltages are not in series

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Not the resistors

quiet jungle
#

lets do a white board thing

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pleasee

#

😭

hybrid zephyr
#

Dude

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Bruhh

#

Wait

quiet jungle
hybrid zephyr
#

I'm not able to find the thing u need to solve

#

U are not able to solve cuz u r not familiar with basics

#

Idk how to explain

quiet jungle
#

.close

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#
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white smelt
#

You are given two coordinate system in three dimensional space. You are also given the general matrix of transformation of them (a column of a1, a2 and a3, then with b and with c). Under which conditions the second coordinate system will also be Cartesian system, if we know that the first one is the Cartesian system?
I know how to do that for the 2d space, by I can't prove it for the 3d space

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white smelt
#

.reopen

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white smelt
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@white smelt Has your question been resolved?

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fossil wedge
#

how to compute this quickly?

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fossil wedge
#

it says that we can ignore the terms of degree >5, but why?

left bone
#

its a good enough approx without them

fossil wedge
austere cove
#

Essentially the o(x^5) captures the rest of the terms in the series.

fossil wedge
#

yeah

austere cove
#

Because the actual series is infinite

fossil wedge
#

so o(x^5) represents a polynomial that for x-->0 is "smaller" than x^5

#

so any polynomial with degree >5

#

i think i understand but i need the steps...

tender tapir
#

You actually know exactly what the polynomial is, since it's actually just the Taylor series of sin(x) at x=0 inside ()^3

fossil wedge
#

so we'd have to ignore the terms with degree >7, not >5...

tender tapir
#

I think if you move the little o out of the power, the lowest degree that doesn't get fully accounted for is x^9, since the lowest degree that doesn't get included from the Taylor series is x^7. And the lowest combination with it would be x*x*x^7=x^9

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@fossil wedge Has your question been resolved?

tender tapir
# fossil wedge sorry i dont understand

Tbh. I'm not really familiar with the little O notation, only big O, but if I understand it correctly, x^9 being not fully accounted for would make o(x^7) as you suggested.

tender tapir
#

The difference is only that you expanded o(x^5), while I expanded the lowest degree of the residual series of o(x^5)

torn jolt
#

it is good also to fisrst put x^3 in factor of all

fossil wedge
#

that becomes x^3 - x^5/2 + o(x^5)

fossil wedge
tender tapir
#

Which is the lowest degree that you want fully accounted for?

#

x^5?

fossil wedge
#

i dont know how far i have to expand it

tender tapir
#

This screams L'Hopital, doesn't it? 😅

fossil wedge
#

anyway i think i solved it

fossil wedge
#

.close

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red frost
#

Please help

#

So

#

I've been kinda stuck on this question for a bit

torn jolt
#

Ping a helper not me

red frost
#

I thought you helped some else

#

oh ok

olive saffron
#

What have you done so far

#

where have you got

red frost
#

I haven't got anywhere

#

@olive saffron

olive saffron
#

ok

red frost
#

so i've done 3700x1.05

#

= 3885

#

2x12=24

#

24+11 = 35

#

and it says it's compound intrest each month