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Plot of f(x) = 30x^9 + 2x^8 + 300x^7 - (17/2)x^6 - x^5 + 3x^4 +973x^3 - 200x^2 + x + 1
Note the scale on the axes.
Discuss the monotonicity of f(x) = 30x^9 + 2x^8 + 300x^7 - (17/2)x^6 - x^5 + 3x^4 +973x^3 - 200x^2 + x + 1 .
Answer: We will expand the polynomial into longhand form:
30xxxxxxxxx+2xxxxxxxx+300xxxxxxx-(17/2)xxxxxx-xxxxx+3xxxx+973xxx-200xx+x+1.
As you can see, f(x) is highly monotonous. Even the best of orators would be hard pressed to read it without slipping into a monotone. Note also that the monotonicity of f decreases as it goes along; the monotonous x's are broken up more frequently by other stuff, making it far more...polytonous?
Thanks, you're a lifesaver. I had forgotten that you need at least as many equations as unknowns, and didn't think to use the derivatives.
I know nothing about Bessel functions, but I went to the address you gave, and the three graphs shown there all look different--they all intersect the y-axis in different spots. Are they all different orders? Perhaps you could tell them apart in this way - by their y intercept.
All of yours look right to me.
B.4 is 2n - 1, so the missing number is 9.
B.5 alternates between adding 2 and subtracting 1, so the missing number is 5.
Find a cubic function of the form f(x) = ax^3 + bx^2 + cx which has a local maximum at f(1) = 0 and a local minimum at f(3) = -2.
I'm stumped out of my mind. I'm pretty sure that both b and c must be negative, but beyond that, no matter how I munge and funge that function, I can't get it to behave. Is there some voodoo calculus trick that I'm missing here?
(I've tried solving the coefficients as a system of equations, but that didn't work. Every time I got it down to one variable with substitutions, the variable would cancel out, leaving me with something stupid like -2=-2. But, maybe I did it wrong.)
Thanks guys.
Thanks kylekaturn. After reading it about 10 times, I think I understand.
MathsIsFun, a page on dx would be great. I would say that, instead of following odd rules, it just sort of breaks them sometimes. Though offensive to mathematicians, it's accurate.
4 + 4y / x = 1 / -4x -> multiply by x
4x + 4y = -1/4
4y = -4x - 1/4
y = -x - 1/16
x^2 + 7xy = 19x -> divide by x
x + 7y = 19
x = 19 - 7y
I would use the substitution method to solve the system:
y = -(19 - 7y) - 1/16
y = 7y - 19 - 1/16
-6y = -305 / 16
y = 305 / 96
speed = distance / time
Average speed also = distance / time
Assume two chunks of time: t1 spent driving at 97 km/hr and t2=26.4min spend driving at 0 km/hr
Convert break to hours: 26.4/60 = 0.44 hr
Average the speeds: (s1 + s2) / (t1 + 0.44)
(97 + 0) / (t1 + 0.44) = 64
t1 = 97/64 - 0.44 = 1.075625
Or, total time = 1.515625 hr and total distance = 64 km/hr * 1.075625 hr = 68.84 km.
But, I may have done it wrong. It's late and I haven't checked for mistakes...
I got stuck on puzzle 3. I tried averaging the colors (based on individual squares), and it came out purple, but that didn't work...That's a tough one.
Looks good.
A few questions remain, however. Like, how do you translate a square from english to spanish? You move it, of course! s->c q->u u->a a->d r->r e->o. Repitan juntos conmigo. Cuadro!
Ok, so I know that it's a differential--a change in the function input value--and that it can be used in approximating the function value at that change by dy = f'(x)dx. So far so good.
Then, my book goes on to give the rules of derivatives in differential notation. An example of this is the power rule: d(u^n) = nu^(n-1)du
I've emphasized the du because it seems to have no business being there. You have (nu^(n-1)), which is the rule to find the exact derivative of a power function, and then we stupidly approximate it by multiplying by an arbitrary du. And if the derivative we've found really is exact, then wouldn't du=0, thus invalidating our results entirely?
It gets worse in integrals. They insist on a meaningless dx in ALL of them. They tell you to put it on there and then ignore it while you happily integrate, leaving it out of your solution entirely. What?
I'm sorry for ranting. I know I shouldn't be so condescending towards dx, since it's me who doesn't understand, but it makes me angry because I can't find a proper explanation anywhere, so it's something that obviously everyone should just understand, but I don't.
It's a conspiracy of mathematicians! Lol, I'm better now. Or I will be, once I understand dx.
I'm not sure if I understand what you're asking, but here goes.
I think here:
(1+a1)(a1+a2)
You meant to say: (1+a1)(1+a2)
...as that would make a lot more sense.
n >=2, so let's start with the minimum case: n=2.
(1+a1)(1+a2) = 1 + a1 + a2 + a1a2
1+(a1+a2) = 1 + a1 + a2
The first expression > the second, because there's that extra a1a2 term in there.
This will be true for any n >= 2! This is because the expanded multiplication will always have all the terms of the simple addition, plus some additionals that are combinations of the a's.
That proof probably wouldn't satisfy a mathematician, but it sure works for me.
As for "academic price," many companies offer discounts to students, so we can afford (though still just barely) to use their software and hopefully get hooked for life. Creation Engine is a retailer that sells loads of student-priced software.
I think the "visual" is for the way the development works. Though I don't know exactly either, it definitely doesn't have to do with display capabilities.
And, a program to plot and animate coordinates is not hard to write. If you can figure all that 3D junk out, you can figure out plotting.
At least, it's not bad in Java . If you're working in Win32, it would probably be significantly harder.
Hey, wait, I was wrong--radians will not always be positive in the important physical sense of direction of motion...
Yeah, I doubt that, with screen resolution being what it is, you'd have much of a problem.
It occurs to me that you might try writing it to the precision storable by an unsigned double. That's the ceiling on the precision of your program, right? So that should make it come out zero? I may not understand the issues but it seems reasonable to me.
Hey ganesh, I was trying to learn from you , and I found a calculation error:
V = 1/3*pi*(5/12 *h)²*h
V = 1/3*pi*5/12*h³
You forgot to square the 5/12.
Also, dh/dt should have units of ft/min. I have no idea what, if anything, went wrong.
Heh, I took too long, ganesh beat me to it.
I also didn't check for calculation errors. And ganesh's expression for r is a lot simpler than mine. Did I mention that I drag at trig? It's pretty much my least favorite part of math.
He's right, of course. tan(some angle) = O / A, so tan[sin-¹(5/12)]h = (5/12)h. Neat!
The formula for the volume of a cone is V = (1/3) * (pi * r²) * h.
The volume of water in the tank is a function of time:
V(t) = 10 (ft³ / min) * t (min).
As the water flows into the tank, it fills a smaller cone in the tip of the larger one, the volume of which is the volume of water that has entered the tank so far. The radius also varies with time, and this will give us trouble unless we do something about it now.
You can think of a cone as a right triangle that has been spun about its height. This triangle will let us find r as a function of h, so we can eliminate r altogether in our original formula.
For the cone given in this problem, r = h * tan[sin-¹(5/12)]. You should probably draw the triangle to convince yourself that this is true.
Ok, now plug that in for radius in our original formula:
V = (1/3) pi * h * {h * tan[sin-¹(5/12)] }²
We need h as a function of time, so start by solving for h:
h = (3V / (pi * tan[sin-¹(5/12)]² ))^(1/3)
Oof.
Remember that V is a function of time, so we can substitute that to get h as a function of time:
h(t) = (30t / (pi * tan[sin-¹(5/12)]² ))^(1/3)
Differentiate this function you must. I don't want to .
Too bad they didn't just give you a time. Instead, you have to find the rate of change of h when h = 8. You can find the time at which this happens by setting h = 8 and solving for t. Plug that t into h'(t), and you should be set.
"I was in my laboratory, creating what I thought would be--well--something great for the world. A two-headed cat! You could pet one kitty's head, then pet the other kitty's head!"
-The Aquabats
Oh, I just read the whole discussion. Your imprecision is probably coming from the conversion to radians, since you only use 5 decimal places of pi. And, it looks like your imprecision starts where your precision of pi ends, which makes sense if you've had the misfortune of having to work with significant figures.
If C++ doesn't have a ready-made function for that (it really should), here's a half-baked algorthm for rounding.
First, I can't remember how C++ handles rounding when you assign a float to an integer; I think it truncates rather than rounds. If so, the algorithm (in psuedocode) looks something like this:
float number; //The number to be rounded
p = 5; //The precision to round to
float bumper = number * 10^p;
int chopper = (int) bumper;
int tester = (int) (bumper + 0.5);
if (tester > chopper) { float roundedNumber = tester * (1/10^p); }
else { float roundedNumber = chopper * (1/10^p); }
Again, my idea of C++'s rounding behaviour may be off, but I think you get the idea.
It's probably possible to do the same thing using bitwise wizardry, and such an approach may be simpler. But it would be a lot harder to implement and understand. Take your pick.
And this triangle is only half a screen pixel...
Oh! Why didn't you say so? If you know that your triangle is exactly half of a screen pixel, then you're talking about a very specific thing: a 45-45-90 triangle.
Two of these make a square. Now, let me ask a stupid question. Why are you even bothering with triangles, when squares are so much easier to work with given a square texture tile?
Here's a simple suggestion that should help a little. I bet it could be developed further.
Precompute and store the average color of the entire array. Then, if you can figure out how many arrays are completely enclosed by the triangle, you've greatly reduced the amount of calculations you have to do.
Ok, I was writing the sequences out wrong. Let's try a few and see what happens:
1 2 3
2
1 2 3 4
2 4
4
1 2 3 4 5
2 4
2
1 2 3 4 5 6
2 4 6
4
1 2 3 4 5 6 7
2 4 6
2 6
6
1 2 3 4 5 6 7 8
2 4 6 8
4 8
8
1 2 3 4 5 6 7 8 9
2 4 6 8
2 6
2
1 2 3 4 5 6 7 8 9 10
2 4 6 8 10
4 8
4
1 2 3 4 5 6 7 8 9 10 11
2 4 6 8 10
2 6 10
6
1 2 3 4 5 6 7 8 9 10 11 12
2 4 6 8 10 12
4 8 12
8
1 2 3 4 5 6 7 8 9 10 11 12 13
2 4 6 8 10 12
2 6 10
2 10
10
1 2 3 4 5 6 7 8 9 10 11 12 13 14
2 4 6 8 10 12 14
4 8 12
4 12
12
The pattern I see in the last cards is that they increase by 2 cyclically with each successively greater number of cards. In other numbers,
3 (2)
4 (4)
5 (2)
6 (4)
7 (6)
8 (8)
9 (2)
10 (4)
11 (6)
12 (8)
13 (10)
14 (12)
If this pattern holds, we should be able to predict the next numbers:
15 (14)
16 (16)
17 (2)
18 (4)
19 (6)
20 (8)
21 (10)
22 (12)
23 (14)
24 (16)
25 (18)
26 (20)
27 (22)
28 (24)
29 (26)
30 (28)
31 (30)
32 (32)
33 (2)
etc. The cycle "resets" when the next even in line is greater than the total number of cards in the stack.
Fortunately, it seems that the resetting follows another pattern; the cycle resets at every power of two! We now have enough info gleaned from patterns to write a general relationship between the number of cards and the last card standing!
First, some definitions to improve readability:
Last card standing = L
Number of cards to start with = n
L = 2 * [ n - (Largest power of 2 < n) ]
This just tells us how many steps we are above the last point the pattern was reset, and multiplies by 2 to convert from that to the last card standing.
Does it work? Let's try it on 6:
L = 2 * [6 - 4] = 4
Well, it worked for six. Whew! *pants*
I have no idea if this formula, which is just based off of observed patterns, actually works all the time, or is provable. I'll let somebody else figure that one out...;)