#help-36

1 messages · Page 246 of 1

sacred night
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0/0

odd seal
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you dont have to

sacred night
#

wow this is confusing

sacred night
odd seal
#

like I said, 0=0 is already an equality

sacred night
#

i can just factorise

odd seal
#

you dont have to do anything at all

sacred night
#

o

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aell

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well

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how can i do the next q please:)?

odd seal
#

if its 0, then you check if it satisfies the equation, and if it does, then its a solution

odd seal
sacred night
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i tried

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part b

odd seal
#

yea

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say the foot of the perpendicular is H

sacred night
#

isnt that y

odd seal
#

then you have split the big triangle into two smaller ones, BCH and ACH

odd seal
sacred night
#

oh the FOOT

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okay

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got it

sacred night
#

1/2aysinalpha?

odd seal
#

you can calculate the area for the two small triangles, which are as you might realize, right angled at H

sick pine
#

hi

odd seal
#

so 1/2 * base * height

sick pine
#

i am new here

odd seal
final saddleBOT
sacred night
#

wait

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i have this

sick pine
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so can anybody explain me vectors

sacred night
final saddleBOT
sick pine
#

i really am struglling on that thing

odd seal
sacred night
#

,, , A_{ABC} = \frac12ab\sin(\alpha+\beta) \ \frac12 ay \sin\alpha + \frac12by \sin \beta = \frac 12 ab \sin(\alpha + \beta)

soft zealotBOT
#

1.732050807568877293527446341505

sacred night
#

from [A = \frac12ab\sin C]

odd seal
timber scroll
#

Put y = bcos(beta) and y = a cos(alpha)

soft zealotBOT
#

1.732050807568877293527446341505

sacred night
#

like there are two y’s

odd seal
sacred night
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do i plug in both

timber scroll
odd seal
#

choose wisely

sacred night
#

guys

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i reached this before

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but i plugged each one wrong

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so i ended up with a^2 and b^2

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.close

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#
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rain sentinel
final saddleBOT
rain sentinel
#

can someone explain the bit in red

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becus they've taken a quarter out

lilac moat
#

partial fractions

spark swan
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partial fractions

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wow

lilac moat
#

although you don't need to setup partial fractions and do the long way

spark swan
lilac moat
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$\frac{1}{4-x^{2}}=\frac{1}{4}\frac{\left(2-x\right)+\left(2+x\right)}{\left(2-x\right)\left(2+x\right)}=\frac{1}{4}\left(\frac{1}{2+x}+\frac{1}{2-x}\right)$

soft zealotBOT
lilac moat
#

you can do something similar to $\frac{1}{\left(x+a\right)\left(x+b\right)}$
$$=\frac{1}{b-a}\frac{b-a}{\left(x+a\right)\left(x+b\right)}$$
$$=\frac{1}{b-a}\frac{\left(x+b\right)-\left(x+a\right)}{\left(x+a\right)\left(x+b\right)}$$
$$=\frac{1}{b-a}\left(\frac{1}{x+a}-\frac{1}{x-b}\right)$$

soft zealotBOT
rain sentinel
#

why are we doing partial fractions here and not..

spark swan
rain sentinel
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oh

severe canyon
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(and that's not about integration)

rain sentinel
#

thanks

#

.close

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#
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ivory salmon
#

How can I make a function $f(x, y)$ for $x, y \in \mathbb{R}$ that is equivalent to $\max{x, y}$, but \textbf{only} using the following functions:
\begin{enumerate}
\item Standard binary operations: $+$, $-$, $\div$, $\times$
\item Roots and exponentiation $\sqrt[n]{}$, $a^n$
\item Trigonometric functions: $\sin$, $\cos$, $\tan$
\item Inverse trigonometric functions: $\sin^{-1}$, $\cos^{-1}$, $\tan^{-1}$
\item Absolute value: $|a|$
\item Factorial (defined only for positive integers): $!$
\item The constants $e$ and $\pi$ may also be used.
\end{enumerate}
For example, $f(-1, -2) = -1, f(4, 2) = 4, f(1, 1) = 1$

Is this even possible? If not, why?

soft zealotBOT
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polished andesite

desert mantle
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you in fact only need +,-,/2 and absolute value

spark swan
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think about the midpoint of x and y

ivory salmon
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okay

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oh wait

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do you add the distance to the midpoint of x and y to both x and y and take the average again?

barren hound
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does that work? try it

ivory salmon
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i dont think it works for x, y < 0

barren hound
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try finding it for an easier case. what if x and y were in {-1, 1}?

final saddleBOT
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@ivory salmon Has your question been resolved?

final saddleBOT
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@ivory salmon Has your question been resolved?

ivory salmon
#

it's just $\frac{x+y}{2} + \frac{|x - y|}{2}$ isn't it?

soft zealotBOT
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polished andesite

ivory salmon
#

.close

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subtle path
#

how to solve 2.b)

final saddleBOT
worldly spruce
#

!status

final saddleBOT
#
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
subtle path
#

I can send you what I've done

worldly spruce
subtle path
#

@worldly spruce

worldly spruce
#

I can't help you with this sorry 🥰

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someone else will

subtle path
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<@&286206848099549185>

orchid osprey
#

Sorry I don’t understand the language

molten oak
#

i really have no idea about any of this it looks like some transformation of the gamma function though lmao

muted olive
# subtle path

The derivative of $(1-x)^n$ is $-n(1-x)^n-1$, not $+n(1-x)^n-1$

soft zealotBOT
#

techspresso

charred comet
#

Pour tout x appartenant à l’intervalle zéro un,
on a un moins x puissance n supérieur ou égal à zéro,
e puissance x est strictement positif
et n factorielle est strictement positif.

Donc, pour tout x de zéro à un,
l’expression
un moins x puissance n sur n factorielle multipliée par e puissance x
est positive.

Par conséquent,
I n est supérieur ou égal à zéro.

De plus, pour tout x appartenant à l’intervalle zéro un,
on a e puissance x inférieur ou égal à e.

Ainsi,

I n est égal à l’intégrale de zéro à un de
un moins x puissance n sur n factorielle multipliée par e puissance x dx
et est inférieur ou égal à
l’intégrale de zéro à un de
un moins x puissance n sur n factorielle multipliée par e dx.

On obtient alors

I n inférieur ou égal à
e sur n factorielle multiplié par l’intégrale de zéro à un de
un moins x puissance n dx.

Or, d’après la question deux a,
l’intégrale de zéro à un de un moins x puissance n dx
est égale à un sur n plus un.

Donc,

I n est inférieur ou égal à
e sur n factorielle multiplié par n plus un
c’est à dire
e sur n plus un factorielle.

Ainsi,

zéro est inférieur ou égal à I n
et I n est inférieur ou égal à e sur n plus un.

i hope it works, i mean i used google translate to convert english to french. ignore the grammer

subtle path
#

hmm

muted olive
# subtle path

h'(x) is incorrect.
Applying product rule to h(x) gives you: $h'(x)=e^x/n![-n(1-x)^n-1 + (1-x)^n] = e^x(1-x)^n-1/n! (1-n-x)$
For n>=1, this is -ve on [0,1] = h is decreasing. You did get the monotonicity correct somehow, but your upper bound of 1/n! derived from h(0) isn't what question is asking (I suppose- IDK french but I know math, and I think I know what the question is asking).

soft zealotBOT
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techspresso

subtle path
muted olive
subtle path
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then i use the mean value theorem

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but i get stuck when I use the mean value theorem cause the superior terminal is then e/n! and not e/n+1

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is my reasoning understandable @muted olive

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like with the mean value inequality

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cause when I integrate the ineaquality it's just mulitplied by (1-0) which is 1 and doesnt help

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the question is proving that for all n >=0, 0<=In<=e/n+1

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2.b)

muted olive
# subtle path is my reasoning understandable <@1451652004144353396>

I think you're being too generous with your approximations. By replacing the entire function with its max on [0,1]- you're essentially treating the area under the curve as a simple rectangle, which neglects the diminishing nature of the (1-x)^n term.

I'd suggest you first isolate the variable term. I'll need to solve it thoroughly to get you the next steps...

subtle path
#

am i supposed to find a smaller upper terminal ?

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if so, how ?

muted olive
subtle path
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I mean it isnt a constant right ?

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ohhh mb

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wait

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sigma

muted olive
subtle path
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and I can say 1/(n+1)! < 1/n+1 with ease

muted olive
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Yep!

subtle path
# muted olive Yep!

so like when I integrate the inequality in this case I got to integrate the function right ?

subtle path
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like i dont just multibly by (b-a) (1-0 in this case)

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alrighttt I see

subtle path
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because I stumbled across another exercice where I found the similar problem

soft zealotBOT
subtle path
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the 2, where you have to prove the inequality

muted olive
subtle path
#

bound the integrant ?

subtle path
# soft zealot

where it would keep the functions on the two terminals like this :
1/2x < f(x) < sqrt(3)/2x then integrated the two functions

muted olive
# subtle path bound the integrant ?

For all x belongs to [0,1]; we know that $1 <=e^x<=e$. Since $(1-x)^n/n! >=0$ on this interval, we can write $0 <= (1-x)^n/n! . e^x <=(1-x)^n/n!$

soft zealotBOT
#

techspresso

subtle path
#

instead of using max and min

subtle path
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(well on the other exercice I sent it is on both)

muted olive
# soft zealot

So here, cos x would be bound and 1/x will be the function you integrate. You'll integrate over [pi/6, pi/3]

subtle path
#

is it a common practice to keep a function instead of using max and min then ?

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for the terminals

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and then integrating the functions

muted olive
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IDK...I would say no, but then again I can't help you with knowing what's commonly used.

subtle path
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okok

muted olive
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But certainly, not the method I'll use when I first see such a question

subtle path
#

well you do use it on both the exercices I sent right ?

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or I understood wrong

muted olive
muted olive
subtle path
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ok yeah

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but I'm curious how would you solve it in another way ?

muted olive
soft zealotBOT
#

techspresso

subtle path
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mhmmm ok ok I see

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that's much simpler

muted olive
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Yep...

subtle path
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well I thank you very very much for taking your time for helping me, I appreciate it !

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very nice of you thanks

muted olive
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Anytime 😄

subtle path
#

.close

final saddleBOT
#
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wraith glen
#

is sin(theta + pi/2) = cos(theta)

final saddleBOT
worldly spruce
loud sundial
#

google is your friend

worldly spruce
#

Helper in Need!

loud sundial
final saddleBOT
wraith glen
#

naw sorry

#

u see the -2root(2) sin ((pi)t/3 - 3(pi)/4) term

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i thought since sin(theta + pi/2) = cos, I could add pi/2 in the paranthesis to get -2root(2) cos(pi(t)/3 - pi/4)

#

nvm

#

.solved

final saddleBOT
#
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unreal scaffold
#

How do you find a non linear function if you have two sets of coordinates?

steep nest
#

"sets of coordinates"?

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like (2,3)?

unreal scaffold
#

Yes

final saddleBOT
severe canyon
# unreal scaffold Yes

That's not a "set of coordinates". It's just one single point (with two coordinates, of course)

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And there are infinite functions going through one given point

steep nest
#

well do you realy wanna find "a" non linear function

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as there are infinite

severe canyon
#

And also the linear ones would be, actually

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Unless you have other points given

unreal scaffold
severe canyon
#

Lol

unreal scaffold
#

This was the original question (redrawn)

severe canyon
#

That's totally different information

unreal scaffold
#

In this example, how do I find the slope of the tangent?

severe canyon
#

Without some written information we can't do anything, you should realize this...

unreal scaffold
vital crag
unreal scaffold
#

Specifically: “find the slope at point 0,p”

bronze void
#

is there any extra info on what kind of function/shape it is?

severe canyon
unreal scaffold
vital crag
#

Amazing

severe canyon
#

Never drop off brackets

severe canyon
vital crag
bronze void
unreal scaffold
#

Ok

severe canyon
#

Besides helpers, we always have to be detectives as well monkey

bronze void
#

cut them a bit of slack, you guys have to deal with a bunch of people doing it but for this user it's only been this one time

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and with the context of the type of problem, it might not be immediately clear to them what all is essential to the problem

severe canyon
bronze void
#

just sayin for this one user

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also i dont remember algebra much so i cant help any

vital crag
unreal scaffold
#

Bruh it was like 10 seconds

bronze void
#

i doubt that they would knowingly choose to self-sabotage from getting help with the problem

ornate spade
unreal scaffold
#

I apologize 1 million times

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I’d appreciate some help with the problem?

severe canyon
#

Do you know what's the geometric (a.k.a. graphical) meaning of the derivative at some point?

Let's say you have the function f(x).
What is f'(a)? It is the .... of the .... line to the function at the point x = f(...)

unreal scaffold
#

Well, you typically replace a with x

severe canyon
#

Don't try to change the question, and don't overthink please

unreal scaffold
#

So f’(a) would be the derivative of x, ie the slope at a specific point

severe canyon
#

But yes, you have it correct

unreal scaffold
#

Yes

severe canyon
#

Have you already found the equation of that parabola?

unreal scaffold
#

No, and I am unsure how to do so

severe canyon
#

This should be something you've covered way before doing derivatives

unreal scaffold
#

Ok

#

The issue specifically being the equation, even in part, is not given, and i have an incomplete set of coordinates given j only have (0,p)

worldly spruce
#

In high school already

severe canyon
#

By the way, I gotta go now
If nobody helps you within 15 mins, you can tag helpers if you want

unreal scaffold
#

Ok

bronze void
#

a parabola with roots $r_1$ and $r_2$ is defined by the function $f(x)=a(x-r_1)(x-r_2)$ where $a$ determines width and direction. if you know a point on the parabola, like $(x,y),$ plug in $y=a(x-r_1)(x-r_2)$ and solve for $a$ to find the general equation of the parabola

soft zealotBOT
#

JamR_71111

bronze void
#

then if you're familiar with standard derivative rules, it shouldn't be too bad to go from there

unreal scaffold
#

The r wording is confusing to me

bronze void
#

for example, the roots of this parabola would be $r_1=2, r_2=4$ and solve for $a$ in $1=a(0-2)(0-4)$

soft zealotBOT
#

JamR_71111

unreal scaffold
#

Ok, that’s what r is

bronze void
#

the r's just represent the x-values at which the parabola crosses the x-axis

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yeah

unreal scaffold
#

Hang on

bronze void
#

can you solve for $a$ and find the equation of the parabola?

soft zealotBOT
#

JamR_71111

bronze void
#

sent that before i saw "hang on"

unreal scaffold
worldly spruce
#

that's p, not 1

bronze void
#

ah my bad

steep nest
#

could I say my way of thinking about it

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or do you got this

bronze void
#

you can go for it if you want

unreal scaffold
#

Surely there is only one way of finding the equation of a parabola?

steep nest
#

well so we have this right

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so we want a line which crosses through the x-axis twice and twice ONLY right?

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is the question Im guessing

unreal scaffold
#

We want the slope of the tangent

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It is also a quadratic function

bronze void
#

given roots (2,0), (4,0), and the point (0,p) of a parabola

steep nest
#

well then we must have that if the parabola crosses the x-axis, the y coordinate must be 0 right

unreal scaffold
#

Yes, that’s obvious

steep nest
#

we know it crosses the x-axis at (2,0) and (4,0). so we must have a function such that at those points of x, the y value is 0

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we get this by doing the following f(x) = (x-2)(x-4)

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notice how at x = 2 and 4 the y value is 0?

unreal scaffold
#

Ok

steep nest
#

and we want to find p im guessing?

bronze void
#

they want the slope at (0,p)

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with derivatives

unreal scaffold
#

So if it’s (x-2)(x-4)

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It’s 8

worldly spruce
#

ScarlettRose

#

!xy

final saddleBOT
#

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.

unreal scaffold
#

P=8

unreal scaffold
steep nest
#

is that all that was given?

bronze void
#

they gave all info earlier; roots, that y-intercept, it's quadratic, and want slope

steep nest
#

well then we have an infinite amount of p's

worldly spruce
unreal scaffold
#

So the slope is -4

worldly spruce
#

Your answer will result on the slope being dependant on p

unreal scaffold
steep nest
#

true

worldly spruce
# unreal scaffold .

I seriously doubt this was written in the book, or whever you got this problem from.

bronze void
#

scarlettrose this question ticket is cursed apparently

steep nest
#

we have the parabola f(x) = a(x-2)(x-4)

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where a is some number

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this keeps our roots of 2 and 4 right?

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y = 0 at x = 2 or 4

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now we solve for y when x = 0

steep nest
#

there are infinitely many different tangent lines scarlettrose

worldly spruce
#

"die, especially in a violent or sudden way."

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thanks 👍

steep nest
#

as we can change a as much as we want

steep nest
unreal scaffold
worldly spruce
bronze void
#

you can find $a$ by plugging in the point (0, p): $p = a(0 - 2)(0 - 4)$ then solving for $a$

soft zealotBOT
#

JamR_71111

unreal scaffold
#

So we get -8a?

bronze void
#

there are two negatives there, so $p = 8a$ or $a=\frac{p}{8}$

soft zealotBOT
#

JamR_71111

unreal scaffold
#

Oh, right, double negative

#

8

bronze void
#

then the parabola function becomes $f(x)=\frac{p}{8}(x-2)(x-4)$

soft zealotBOT
#

JamR_71111

unreal scaffold
bronze void
#

so, depending on p and our roots, we get that function. treat p like a constant and you can take the derivative

#

it might be easier to multiply it all out IMO

unreal scaffold
#

Right so we replace a with p/8

bronze void
#

ye

#

have you learned the derivative tricks yet or is it still using the limit definition?

unreal scaffold
#

The limit definition? You mean h->0 and the like? That is what I’ve been taught

bronze void
#

yeah that limit thing. is that what you guys are still using to compute derivatives?

unreal scaffold
#

Yes

bronze void
unreal scaffold
#

p/8 * (2x - 6)?

bronze void
#

exactly

unreal scaffold
#

p/8 = 1/8 * p also

bronze void
#

right

#

since we want the derivative at point (0, p), just plug in x = 0 into that derivative and see what you get

unreal scaffold
#

p/8(-6)

bronze void
#

what does that simplify to

unreal scaffold
#

-6p/8?

bronze void
#

ye it can be reduced just a bit more

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$\frac{-6p}{8}=\frac{-3p}{4}$

soft zealotBOT
#

JamR_71111

unreal scaffold
#

-3p/4

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Ye that

bronze void
#

I dont know how much your teachers focus on that, but usually they want most simplified

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and that's the derivative at the point (0, p) of the parabola with roots (2, 0) and (4, 0)

unreal scaffold
#

Ok

bronze void
#

just using the $f(x)=a(x-r_1)(x-r_2)$ method and derivatives

soft zealotBOT
#

JamR_71111

bronze void
#

hope that helped

unreal scaffold
#

Uh

#

I still don’t know the slope?

bronze void
#

it's exactly -3p/4

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it's based on whatever p is

unreal scaffold
#

But p isn’t defined?

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So it’s a trick question ig?

bronze void
#

here, p is just an unknown variable kinda

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yeah

#

so it remains a function of p

unreal scaffold
#

That’s dumb but thanks for the help

bronze void
#

np 😁

final saddleBOT
#

@unreal scaffold Has your question been resolved?

#
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Use .reopen if this was a mistake.

#
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green olive
#

..

finite sinew
#

Hello

final saddleBOT
formal trail
#

Hello @finite sinew, do you have a math question?

finite sinew
#

I have to start first

formal trail
finite sinew
#

ok

formal trail
#

if you don't have any further questions, close the channel by typing .close

final saddleBOT
#

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stable viper
final saddleBOT
stable viper
#

ive went through this like 4 times and i swear everythings clean

tawny barn
#

what are we looking for

stable viper
#

Answers say this

#

so im like lost

tired walrus
#

!xy

final saddleBOT
#

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.

stable viper
#

b)

#

the method in q3 is just

#

(a^2 - b^2) + 2abi = 24 + 7i

#

so then u equate

#

1.. (a^2 - b^2)= 24

#

2.. 2ab = 7

tired walrus
#

ok the problem is now clear, let me look through the thing

#

u = 2a^2

odd seal
tired walrus
#

so 2a^2=49, not a^2=49

stable viper
#

ohhh no way

tired walrus
#

also your handwriting has some issues:

  • 7 looks like 1
  • a and 9 are mildly confusable
stable viper
#

this the first tmie i use 2a^2 = u

#

damn

stable viper
#

thanks

#

ill try improe on that

#

.close

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#
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final saddleBOT
#
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uncut topaz
#

Help

final saddleBOT
final saddleBOT
# uncut topaz Help

Asking the actual question right away is more likely to get responses.

Asking "Can I ask...?" or "Does anyone know about...?" doesn't give people enough information to decide whether they can help, and answering can feel like a promise to help with the actual question, which they might find themselves unable to.

uncut topaz
#

Help me with the eggs

#

How should j analyze this?

tired walrus
#

write out a table of how many eggs she had left before and after every sale

final saddleBOT
#

@uncut topaz Has your question been resolved?

meager fiber
# uncut topaz

if you're struggling to get started, try calculating how many eggs she must have had left before the third sale (in order for the third sale to leave her with 3 eggs)

alternatively, you can try every starting value that is given as a possible answer and find which one leaves you with 3 eggs at the end (though this only works because this is a multiple choice question)

uncut topaz
#

I've got it now

#

I just did back solve

final saddleBOT
#
Channel closed

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#
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onyx peak
#

Prove that the red tangents are parallel to the sides of the yellow triangle

What I know is that the centers of orange circle lie on the the circmucircle of yellow triangle and they lie exact in the middle of the relevant arcs

That implies that they also lie on the angle bisectors of the yellow triangle

final saddleBOT
#

@onyx peak Has your question been resolved?

final saddleBOT
#

@onyx peak Has your question been resolved?

slender basin
#

hint: in my image you can prove that DG || AC

onyx peak
#

What I see is that AD is an angle bisector and so E is in the middle of arc BC

slender basin
#

on how to prove this or how its useful?

onyx peak
#

how to prove it

#

should i try some angle chasing on it maybe?

slender basin
#

you can find eq triangles

#

dont forget about incenter-excenter lemma

onyx peak
#

oh

onyx peak
#

oh there is one more cyclic quadrilateral

#

nvm there isnt

#

if i dont add it manually

#

oh shit that orange is a bisector

#

if i can prove that it bisects DEC, im done (B D orange E will be cyclic and thus GDE will be alpha, proving parallellity)

#

rn i know that i bisects FEG

#

Clearly, DEF = 2beta + 2gamma - (180 - 2alpha) = 0 (sounds like sth went wrong..)

#

oh yeah, my 2gamma is wrong

#

ig im lost

#

@slender basin can I get another hint?

#

I just need some angle near the tangent

#

I know that that B D orange E will be cyclic but idk how to prove it

#

it would suffice to know sth about the angle FEG

#

or about angles around that point

slender basin
#

look angle chasing is good, sometimes you just need to check from another end, it can help

for example in this case its enough to prove that EDG = alpha
and since BFE=DGE=90 you have candidates for eq triangles

onyx peak
#

wait equilateral triangles?

#

I only found 4 isosceles

slender basin
#

equal

onyx peak
#

oh

#

congruent?

slender basin
#

in this case they are actually equal

onyx peak
#

yeah, BFE and EFC are congruent

#

ohh

slender basin
#

no i mean to prove EDG = alpha there is one more trianle

onyx peak
#

and i think ur point is that DGE is also gonna be congruent

slender basin
#

yes

slender basin
onyx peak
#

EF = EG is obvious

#

90° is also obvious

#

then I know BE = ED

#

oh damn

#

That was quite simple

#

im blind

#

now that I look at, i just see it

onyx peak
slender basin
#

np

onyx peak
#

so last step is proving that the common tangents do pass through the incenter ig

slender basin
#

you can just make proof using incenter (proving that tangents from incenter to said two circles are actually one line and actually common tangent)

#

in this case using incenter is just simplier than trying to do it straightforward because fact that we proved involves only one of the circles

onyx peak
#

Oh, both are parallel to the same line and both pass through the same point

#

so they are equal

#

Nice, thanks again!

#

.close

final saddleBOT
#
Channel closed

Closed by @onyx peak

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signal mica
#

My case looks so similar

uncut topaz
#

Yep

signal mica
#

twinssss

final saddleBOT
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velvet pivot
#

How do I find the midpoint of triangle ABC?

brisk lion
#

midpoint of a triangle?

#

do you mean one of its centers?

severe canyon
#

!xyp

final saddleBOT
#

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.

velvet pivot
narrow dirge
#

no, that was orthogonal point iirc

velvet pivot
# severe canyon !xyp

Sorry this isn't a homework problem or anything, I was playing around with the desmos geometry tool and I got curious.

severe canyon
#

Alright don't worry 👍

brisk lion
#

so you are looking for the circumcenter of the triangle?

narrow dirge
#

there's a huge ass formula for that or you find equations of perpendicular lins and find poiny of intersection

brisk lion
#

then yes, the three perpendicular bisectors from each vertex to its opposite side will always coincide at a single point.

#

this point is known as the circumcenter of the triangle.

velvet pivot
thin jasper
#

wdym bisector from a vertex,
the median from a vertex is not always perpendicular to the opposite side

brisk lion
#

right, I think I mistook that part. I'll cross that part out.

#

though you could have said it just once and I'll change it anyway.

velvet pivot
#

Using the tool highlighted in red, I find the angle to be 90 degrees

brisk lion
thin jasper
brisk lion
#

the circumcenter of a right triangle is always the midpoint of its hypotenuse.

velvet pivot
#

Also, this is how I constructed the unknown point, it's not very clear how I did this but I hope you can somehow see. You can ask me a lot if you'd like

#

the unknown point as in the midpoint of AB

brisk lion
#

but that aside, do you have any other questions?

velvet pivot
#

Or at least I think it's supposed to be the midpoint based on the construction

velvet pivot
brisk lion
#

which midpoint?

velvet pivot
#

of the whole triangle

brisk lion
#

the circumcircle of a triangle is the circle that passes through each vertex and has a center on the circumcenter of the triangle.

#

so the way you can do it by hand is to use a pair of compasses, with the sharp tip on the circumcenter and the drawing end on a vertex, and then draw the circle.

#

whereas with software, plot the circumcenter, find its radius (distance to one of the vertices), and use the software's circle command to draw a circle of that radius and center.

velvet pivot
#

Like this? I made a circle for every vertex i think?

brisk lion
#

I'm not sure what you're trying to do with a circle for every vertex here?

velvet pivot
brisk lion
#

then first, draw all perpendicular bisectors.

severe canyon
brisk lion
#

the point at which they meet is the circumcenter.

severe canyon
brisk lion
#

see that intersection on the hypotenuse? that's the circumcenter of the triangle.

velvet pivot
brisk lion
#

um... I mentioned perpendicular bisectors.

thin jasper
velvet pivot
brisk lion
#

if you use angle bisectors, you are getting the incenter of the triangle.

#

not the circumcenter.

brisk lion
thin jasper
brisk lion
#

then plot a circle with that radius centered at the circumcenter.

velvet pivot
brisk lion
#

I did not do any calculation, but if you want, you can share your working here and I'll check it for you.

thin jasper
velvet pivot
brisk lion
#

correct.

thin jasper
velvet pivot
# brisk lion correct.

sorry i think i confused you then, this doesn't look like what i was hoping to find, i wanted to see the midpoint of ABC inside of the triangle

brisk lion
#

a triangle does not have a midpoint.

#

do you mean a center?

velvet pivot
brisk lion
#

and if you meant a center, which center?

velvet pivot
brisk lion
#

a triangle has four different centers. please pick the one that you want to find.

severe canyon
# velvet pivot Yes

Ohhh so that's indeed the intersection point of the medians
It's called barycentre or centroid

brisk lion
velvet pivot
#

i like all of those

severe canyon
brisk lion
#

well, the sheet shows you how to construct each center.

velvet pivot
#

I think i meant the circumcenter because it's the perpendicular to the midpoints of each side

brisk lion
velvet pivot
#

Is this a special triangle?

#

I know it is but

brisk lion
#

in a way, yes.

velvet pivot
#

in this case for circumcenters?

thin jasper
#

a right angle triangle, yes

brisk lion
#

there are three different cases for circumcenters and their relative position to the triangle.

velvet pivot
#

the special right triangles are 30-60-90 and 45-45-90 (which is this one)

velvet pivot
brisk lion
#

if the triangle is:

  • an acute triangle - circumcenter lies within the triangle.
  • a right triangle (ANY right triangle) - circumcenter lies on the midpoint of the hypotenuse.
  • an obtuse triangle - circumcenter lies outside the triangle.
velvet pivot
#

Tysmmm for helping me everyone catlove

brisk lion
#

anything else you would like to ask?

velvet pivot
#

that's why i was opening the desmos geometry tool because i'm learning the distance formula

brisk lion
#

well, that would depend on their y-coordinates, wouldn't it?

velvet pivot
#

my initial question didn't have much to do with this but i was wondering it because i was curious

brisk lion
#

if the y-coordinates are also the same, then you really have two coincident points and their distance is also 0

brisk lion
#

but if not, then this turns into a 1D distance problem, and the distance between them = |y_1 - y_2|.

velvet pivot
#

what's directed distance called?

brisk lion
#

directed distance is called a vector.

velvet pivot
brisk lion
#

but do note that vectors have more use than being quantities with distance.

brisk lion
velvet pivot
#

but

brisk lion
#

vectors are prominent in linear algebra and vector calculus but you'll start seeing vectors in a lot of other places as well.

velvet pivot
#

its slope is y2-y1/x2-x1 right? and if delta x or the change in x is 0 then it's undefined right?

brisk lion
brisk lion
#

in that case, the slope is undefined and you get a vertical line, yes.

velvet pivot
#

so the distance between the y's if they're not coincided is a constant

brisk lion
#

what do you mean, constant?

velvet pivot
velvet pivot
brisk lion
#

well yeah, distance is always a number.

velvet pivot
#

Tysmmmmmmmmmmmm ❤️

brisk lion
#

no problem! anything else?

velvet pivot
#

that's all! catlove

#

i'm very joyful and thankful!

brisk lion
#

alright, have a nice one!

velvet pivot
#

Bye have a goodday everyone! im gonna close this then

#

.close

final saddleBOT
#
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final saddleBOT
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small stump
#

this is the correction of an exercice
im trying to understand why they chose to keep sqrt(x) instead of x^5

this is the explanation i came up with:
for a good upper bound, you want it to be as small as possible
so the upper bounded function should be bigger then the original function, but the least possible bigger
so the denominator of the upper bounded function sould be smaller, but the least smaller possible
x^5 makes it smaller more than sqrt(x), so we chose to keep sqrt(x)

is that basically it?

onyx peak
#

Yeah, thats basically it

#

x^5 wouldn'tve worked, because it would be too small already

small stump
#

but it would still be a valid upper bound right? just not the best one

onyx peak
#

integral of 1/x^5 wouldnt converge around 0

small stump
#

ah yeah that makes sense

#

youre basically saying it's smaller than a divergent function

onyx peak
#

Yeah, which is useless

#

we need the upper bound to result in something that'll converge

small stump
#

perfect thanks

onyx peak
small stump
#

.close

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#
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orchid crystal
#

in the third part, I was hoping for a map with kernel = U_2 so something like log|x| but then this has a kernel which contains U_2 but is not U_2 itself, any clues?

orchid crystal
#

I mean if it were something like R* I can show they're isomorphic but idk how to show its isomorphism with this

scarlet sequoia
#

I also think it should be R*

#

the quotient is easily group-isomorphic to (R*, x)

#

and (R*,x) and (R,+) are not group-isomorphic

orchid crystal
#

makes sense

#

thanks!

#

.close

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celest marsh
#

Hello if anyone is avaliable i would really love it if someone could help me understand algebra on a deeper level I have a 35 in the class i understand basic concepts like pre-algebra and variables but when it comes to trying to build on those concepts I tend to struggle. If anyone could help I would really appreciate,, it .

celest marsh
#

<@&286206848099549185>

crystal pawn
#

This math video tutorial provides a basic overview of concepts covered in a typical high school algebra 1 & 2 course or a college algebra course. This video contains plenty of lessons, notes, examples, and practice problems for you to get a good foundation in algebra.

How to Pass Difficult Math and Science Classes:
https://www.video-tutor.net/...

▶ Play video
celest marsh
#

oh im sorry

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#

@celest marsh Has your question been resolved?

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peak tapir
#

Whats the direction of this vector im confused

final saddleBOT
charred comet
#

well, the thing you did wrong is that

#

You drew delta v as if both components were positive.
But the x component must be negative, because velocity changed from east to zero, not the other way around.

peak tapir
#

What

#

Its to the east tho

charred comet
#

ur asking for the direction of vector, i cant tell you direct answer but the steps towards it

peak tapir
#

Ye ik

charred comet
peak tapir
#

Wait is vf supposed to be the opposite direction

charred comet
#

yep

peak tapir
#

O right

charred comet
#

god i hate it sometimes

#

$delta_v = v_f − v_i = (0,11) − (14,0) = (−14,11)$

soft zealotBOT
#

V

$delta_v = v_f − v_i = (0,11) − (14,0) = (−14,11)$
```Compilation error:```! LaTeX Error: Unicode character − (U+2212)
               not set up for use with LaTeX.

See the LaTeX manual or LaTeX Companion for explanation.
Type  H <return>  for immediate help.
 ...                                              
                                                  
l.49 $delta_v = v_f −
                        v_i = (0,11) − (14,0) = (−14,11)$
You may provide a definition with
\DeclareUnicodeCharacter```
peak tapir
#

Huh

charred comet
peak tapir
#

11

charred comet
#

ahh

#

okk

#

gotta tell u the 11th way

peak tapir
#

Its the grade where u learn kinematic equations or smth

charred comet
#

i know, but you wont be understanding delta.

peak tapir
#

Delta is change of?

#

Is that right or am i dumb

charred comet
#

here, like if say according the question delta would be , final velo - initial velo.

peak tapir
#

Ohhh

#

Wait i get it

#

Oops

charred comet
#

not corect

#

i mean you are close just, If you redraw Δv from the end of vᵢ to the end of v𝒇, your diagram will be fully correct

peak tapir
#

Wait delta is vf - vi

#

Which is vf+ (-vi)

#

So u flip the direction of vi?

charred comet
#

yea that's what i told you earlier

#

godd im handling 5 channels at once

#

ouchh my brain

peak tapir
#

Pls tell me this right

final saddleBOT
#

@peak tapir Has your question been resolved?

#
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fresh bobcat
#

could someone explain why they have written 2x * dx ?

fresh bobcat
#

dy = 2x * dx
dy/dx = 2x ?

arctic plank
fresh bobcat
#

yep
but why do they write it with the dx there

arctic plank
#

Basically the same thing ,but this is called a differential change i think rather than a derivative

fresh bobcat
#

mm ok

#

cus they were calling it a derivative hence the confusion

arctic plank
fresh bobcat
#

yh

#

same story here right

arctic plank
fresh bobcat
#

my bad, a is the initial point. the thing we are "solving for"
and then dx is the slight nudge away from a

arctic plank
fresh bobcat
arctic plank
# fresh bobcat yeah

It's the same concept as the earlier one, we are finding out the derivative at the point a

#

Instead of a general point x

fresh bobcat
#

yeah i mean i just don't really understand this specific part

#

why is it written as that

#

"the value of f at that point, is approximately its derivative, df/dx evaluated at a times dx"

#

df/dx evaluated at a ✅ ok fine with that
but why times dx

arctic plank
#

Which is df

fresh bobcat
#

$$dy = \frac{df}{dx}\left(a\right)\cdot dx$$
$$\frac{dy}{dx} = \frac{df}{dx}\left(a\right)?$$

soft zealotBOT
#

SimpleGamer14

fresh bobcat
#

is it just this again

#

but he writes it in this form just to.... cancel them in the next step

#

them = dx

arctic plank
#

Yes

#

That is what it is

#

The change in a function is approximately the derivative of the function times it dx

fresh bobcat
#

yeah, aka change in y aka dy for this case. okay thank you for clearing it up

arctic plank
#

Yup

fresh bobcat
#

❤️

#

.close

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#
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rustic wedge
#

consider two ellipse E1 and E2 as follows: $x^2 + 5y^2 = 8$, $x^2 + 3y^2 = 4$. If a tangent at E2 intersects E1 in two points P and Q, what is the angle between the tangents at P and Q to E1?

rustic wedge
#

eg figure

#

whats the best approach here?

#

note: i changed the data so that i could understand a general approach

#

in the original question the locus of the point of intersection of the tangents is the director circle of the outer ellipse

#

hence the answer is pi/2

soft zealotBOT
#

rak³en

rustic wedge
#

wait ok

#

o

#

i see

#

.close

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#
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rain sentinel
final saddleBOT
rain sentinel
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Can someone explain why we do -P[1-P(z<-1.5)

tiny gorge
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!original

final saddleBOT
#

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.

tiny gorge
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this notation makes no sense

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probability of a probability?

lyric obsidian
tiny gorge
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even if you remove it, it's still wrong

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should be 1 - P(Z >= -1.5)

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which by symmetry of the unit normal distribution equals 1 - P(Z <= 1.5)

final saddleBOT
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@rain sentinel Has your question been resolved?

rain sentinel
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I see

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here is the original question

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part c

final saddleBOT
#

@rain sentinel Has your question been resolved?

#
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#
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lucid nymph
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!da2a

final saddleBOT
#

Asking the actual question right away is more likely to get responses.

Asking "Can I ask...?" or "Does anyone know about...?" doesn't give people enough information to decide whether they can help, and answering can feel like a promise to help with the actual question, which they might find themselves unable to.

severe canyon
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Are you doing a test?

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😂

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<@&268886789983436800>

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Yes, no comment!!! But because you shouldn't be here!!!!!!!!!

opal plinth
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No comment apart from the date opencry

tulip coyote
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Why exactly do you need answers asap thonk2

quasi rapids
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british maths olympiad?

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yeah mate youre dead

severe canyon
lucid nymph
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you joined the server like just now

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to get answers

tiny gorge
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accurate statement, cheating is not smart

tulip coyote
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Yeah, no SCsadkittyNO

vital crag
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Can't be bothered to do math but wants answers anyway

tulip coyote
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.close

final saddleBOT
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severe canyon
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Do you know what happens when someone enters here trying to cheat in exams/tests? @fleet bough We call the ...

opaque ember
charred trail
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ghostbusters!

lucid nymph
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dammit i should have screenshotted so i could try it lol

opaque ember
#

looks like an established math contest. they ded

severe canyon
tiny gorge
lucid nymph
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WAIT YES I DID SCREENSHOT IT i wanted this moment saved

final saddleBOT
#
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sage zenith
#

I started this problem by figuring out where sqrt(x) and e^-3x meet (via desmos graphing calculator, but I could have done it with a different one) and got 0.239 (rounded), so I took the integral from 0.239 to 1 of the top line (sqrt(x)) minus the bottom line (e^-3x) and got my answer of 0.443
this is good and all for part A, but I have no clue how to get part B done. How does one solve a problem like this?
I am new to this server and if there's any more information I can provide or something else I should say, please direct me to do so. I read the rules and tried my best to make a good question.

green ibex
# sage zenith I started this problem by figuring out where sqrt(x) and e^-3x meet (via desmos ...
sage zenith
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thank you, i'll read these and see if I can figure it out

green ibex
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they're structured very nicely and even have some examples :3

final saddleBOT
#

@sage zenith Has your question been resolved?

final saddleBOT
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final saddleBOT
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final saddleBOT
loud sundial
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<@&268886789983436800>

final saddleBOT
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final saddleBOT
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crimson ermine
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how to prove the triangle inequality

final saddleBOT
muted prairie
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For what?

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Actual triangles?

crimson ermine
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yes

muted prairie
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ah ok

plucky rover
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Oh god I don't even remember the geometric proof of this anymore

muted prairie
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well we could prove it from the distance formula

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idek how you can have a geometric proof of this

crimson ermine
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😭 i only know about the law of sines proof and distance formula proof

muted prairie
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maybe project the two legs onto the third

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then use Pythagorean theorem?

hidden marlin
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wait I think out book has this in a cut section

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di you want me to check?

crimson ermine
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is there a more classical proof?

crimson ermine
hidden marlin
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like I meant my book

muted prairie
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I'm getting deja vu

crimson ermine
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oh

crimson ermine
hidden marlin
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it's like in a cut section so lemme double check

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Ok so uh

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in a triangle ABC. Produce the line AB to D such that AD = AC. Then,

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angle ACD = angle ADC

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b isosceles

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which means that Angle BCD > angle BDC.

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which means that BD > BC

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(side opposite to the largest angle is bigger)

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BD = AB + AD and AD = AC (by construction)

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you can do this for all three sides

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@crimson ermine

crimson ermine
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is it an axiom

hidden marlin
hidden marlin
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wait wait no I do remember

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I DONT HAVE TIME

muted prairie
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law of sines

hidden marlin
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sorry

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😭

crimson ermine
muted prairie
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maybe you can draw an isosceles triangle inside your triangle

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by shortening the biggest angle

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here blue is my big triangle

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i want to show the base is longer than g

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so i draw an isosceles triangle like so

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now we see that part of the base is equal to g

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so the base is longer than g

crimson ermine
muted prairie
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its a sketch

crimson ermine
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i saw a video proof which made sense

muted prairie
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maybe we start with a circle centered at one vertex passing through the closer vertex

crimson ermine
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.close

final saddleBOT
#
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muted prairie
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then we mark the point where it intersects the other side

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that's our isosceles triangle

final saddleBOT
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ivory vessel
final saddleBOT
ivory vessel
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why is P(C) wrong here?

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why should it be this instead?
[
\binom32(P(A)P(B\mid A)^2P(\overline B\mid A) + P(\overline A)P(B\mid \overline A)^2P(\overline B\mid\overline A))
]

soft zealotBOT
final saddleBOT
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@ivory vessel Has your question been resolved?

final saddleBOT
#

@ivory vessel Has your question been resolved?

thick depot
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hii

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DAMN.. IM A DUMBASS AND I DECIDED TO JOIN THIS

plucky rover
thick depot
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nahh its fine

plucky rover
#

Suit yourself ¯_(ツ)_/¯

final saddleBOT
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wraith glen
final saddleBOT
wraith glen
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i get that the limit is 1/4 and how to show work to get there

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but how would you describe the limit in words? for example in calc 1, you just say the left limit = right limit and this is the limit. what would you say here?

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lmk if the question doesn't make sense

brisk lion
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f(x, y) approaches the limit from all possible directions? that's the closest I can think of at the moment.

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but you may want to get a second opinion.

supple jolt
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yes

wraith glen
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ok so f(x,y) approaches (2,0) goes to 1/4 with all paths

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ok

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is there a good graph showing where a limit at a point DNE?

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i can't picutre it in my head

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professor said the limit at (0,0) DNE

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but im confused, it looks like at 0,0 it all meets up at one point on the z axis

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<@&286206848099549185>

supple jolt
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so f(x)= x^2 / x^2 + y^2

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?

wraith glen
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f(x,y)

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yes

supple jolt
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yeah ok

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yeah it shoudn't exist

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at (0,0)

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if you approach from f(x,0)

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you get x^2/x^2 =1

wraith glen
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ah

supple jolt
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if you approach along x=0

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you get something else

wraith glen
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thank you bro

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so is the graph messed up or something

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wait

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yes

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why does it look like that then, it looks like it meets at a point

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is it because x wants to stay at 1, and y wants to stay at 0? that's making it messed up

opal plinth
final saddleBOT
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@wraith glen Has your question been resolved?

wraith glen
opal plinth
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Increase the x and y samples

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You'll see it doesn't actually look like that

wraith glen
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i see thank u bro

wraith glen
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looked way better

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.solved

final saddleBOT
#
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candid pulsar
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wait a min how are any of these correct

final saddleBOT
candid pulsar
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given answer is a, d

tired walrus
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this is the graph of f

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its range is a medium-ugliness subset of R

scarlet sequoia
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Since A is made up of a whole lot of intervals, each isolated from the others

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To show f^-1 is continuous, all is needed is to show that it's continuous on each interval making up A

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$A = \bigcup_{k\in \bZ}[2k,2k+1)$

soft zealotBOT
#

Rafilouyear2026

candid pulsar
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what the helly

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how does that work

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is there a definition for continuity in a set

scarlet sequoia
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A is a subset of R like any other

candid pulsar
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mhm

scarlet sequoia
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it's just that when you look at delta small enough

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when you take $x\in A\cap (x_0-\delta,x_0+\delta)$

soft zealotBOT
#

Rafilouyear2026

scarlet sequoia
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the only values of x that really matter are the ones in the same interval as x_0

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otherwise it's so far away that we can just pick delta small enough

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like delta < 1 is enough here

candid pulsar
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ok nvm makes sense

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but the points in the domain are still in ascending order

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and y = x is just chopped and spread in this new set of numbers

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in the inverse

scarlet sequoia
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that's a weird way to interpret f^-1 but ok

candid pulsar
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i think thats it yeah

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just a moment

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ah yeah was about to ask if there was any other civil way to find this limit other than inhumane lhopital abuse

scarlet sequoia
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what was your way of doing it?

scarlet sequoia
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that and ln(x+1) ~ x

tranquil pine
candid pulsar
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actually it doesn't look that bad nvm

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ill just check if theres any weird sums left

old quarry
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(ik its wrong)

scarlet sequoia
old quarry
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🫠

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if it works it works

tranquil pine
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which mostly works

scarlet sequoia
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getting rid of my gif, but "right answer with wrong method" isn't gonna work anywhere 💀

old quarry
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:(

candid pulsar
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ok i dont think theres any prickly qns for now

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thank yo ufor the halp