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Throwing this to wolfram's mathematica integrator shows this to be a ridiculously difficult integration, perhaps there is a simple way but i have no idea to be honest
http://integrals.wolfram.com/index.jsp?expr=(u+%2B+ax)+*+(cos(bx%2F(u%2Bax)))&random=false
it makes no difference whether it's in binary, decimal, octal, hexadecimal or whatever other base you want to use, the methods are exactly the same
the figure is representing a 3d cartesian space, and the squares represent a section of each axial plane, the yellow square representing part of the xy plane, red the yz plane, and green the xz plane.
As far as i am aware there is no name for that exact shape.
let what he ate be 'x'
then 99 is 37% more than x, so 99 is 137% of x,
99 = 1.37x, x = 99/1.37 = 72.263... = 72 to the nearest whole number
bobbym, surely that only holds for cubic equations of real coeffecients, surely the cubic (x-i)^3 has no real roots for example?
(of real coeffecients)
finding solutions to problems like these usually tend to come from natural intuition and experimentation, thinking about the problem; thinking of a possible solution, and seeing if you can improve it, or come up with an even totally different solution etc.
if the fence posts were 8 feet apart, then the total length that the fence covered would be 8(n-1) where n is the number of posts (n-1 because you have an extra post at the end to finish it off)
if there are 5 less posts, and they are seperate by 10, then the total length covered would be 10(n-6)
since they both cover the same distance you have
8(n-1) = 10(n-6)
8n - 8 = 10n - 60
2n = 52
n = 26
there were 26 fence posts at the start
let the centre stone be 'x'
either side of the centre stone you will 7 stones, with values of:
x - 7×50, x - 6×50 ... x - 50, x, x - 25 ... x - 6×25, x - 7×25 etc for the rest
the ones on the left can be written as x - n×50, and ones on the right as x - n×25, with n from 1 to 7
you can then write the sum of all stones as being:
which simplified is:
you can evaluate that by hand if you do not know the formula for the sum, otherwise it is:
since the total sum is given as 4650, 15x - 2100 = 4650, 15x = 6750, x = 450
so the centre stone is worth $450
if you have sin(x^5) then wolfram integrator tells me that you need to do quite a complex integration involving the gamma function.
if instead you mean sin(x)^5 then things are a lot simpler and it involves writing it as a series of a.sin(2n+1)
i 'could' but it wouldn't run very fast at all
Adapting an octree to be split 3 ways along each axis so that it fits perfectly with the structure of a menger sponge, then specialised for traversal through a menger sponge for better optimisation still.
http://www.gamedev.net/community/forums/topic.asp?topic_id=534415
I'd post pictures + source here, but it's easier for me to link to the thread over at gamedev for bigger pictures and better source tags.
As of posting this, my post with my two big screenshots and sourcecode is the last post at bottom of the page.
thankyou very much.
is there an equation for (a+b)^n without the coeffecients, aka for example.
please do not suggest
i want something without summations/products etc
since we have 2 2D vectors a quick and simple method to show they are linearly dependant is to check that
this method of using determinants of course only works if you have 'n' number of n'th dimensional vectors
greatest possible value is going to be given for the largest x (largest meaning furthest from 0), and smallest y (smallest meaning closest to 0)
3 <= x <= 7, so x = 7 is largest x
-5 <= y <= 2, so y = 0 is the smallest y
greatest value of x^2 - y^2 is then 49
Or to explain how it works:
The normal to a curve always has a gradient of -1/m from the tangent, it is calculating the tangent normal that is the complex part.
Method 1 is the standard approach that you would be taught in school, method 2 is a much simpler way of doing it that relies on a different kind of differentiation that usually isn't taught at high-school level, atleast not at this stage.
----------------------------
Method 1:
Remembering the chain rule:
in this case, we need to be able to differentiate a function of y, in terms of x
so wherever there is a function of y, differentiate with respect to y, and multiply by dy/dx
when you have as above, a function of x multiplied with a function of y, you must then use the product rule:
----------------------------
Method 2:
without an explanation of why this is, it is immediately apparent that it is true with the worked example above, if you are not familiar with partial derivatives, they are found by differentiating with respect to one variable, whilst assuming that all other variables are true, (as oposed to implicit where we allow that all variables can vary)
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either way, once you have the derivitive, plug in your values of x and y, and find the negative reciprocal -1/m for the gradient of the normal
---
Another interesting result of partial differentiation, is that the vector formed with the partial derivitives as the components gives you a direct equation for the normal to a curve (as a vector, not a line), in which case the normal to the curve in my worked example would be (non normalised)
you could also turn this around, and use it as an argument for why the gradient of the curve is given by:
that's because it cannot be solved analytically
which could also be seen as an argument for why the 3 medians MUST all intersect at a common point, because the triangle must have a single centre of mass
If the roots of the equation ax^2+bx+c=0 are α , β and if the roots of the equation a′x^2+b′x+c′=0 are (α +γ) , (β+γ) , prove that :
a′^2(b^2-4ac)=a^2+(b′^2-4a′c′)dunno
since the roots of the second equation can be written as a function of the first roots, you can represent the second equation as a transformation of the first (or as i do it, the other way round)
pretty much yeh, only that is it also multipled by the distance from the point being rotated by
evaluating that 'determinant' as you call it (whilst true, shouldn't really be calling it that) the 'perp-dot product' follows the same rules as the cross product in 3d: namely that:
thus evaluating the perp-dot gives you the distance from the axis of rotation, multiplied by the magnitude of the force, and the sine of the angle between the two vectors, which gives you the magnitude of the force perpendicular to the radial vector, multiplied by the distance from the axis
a force F, applied at a point P on a body which forms the radial vector R from the centre of rotation, to the point P, will have a moment of:
M = R×F
this is in 3D, in 2D it degeneralises to:
m = RyFx - RxFy
since you are asking the moment about the origin, the radial vector R is simply P
in your example this is:
m = 5*3 + 2*1 = 15 + 2 = 17
you should be able to get an expression for the nth derivitive:
the bottom of the fraction is simple, the top follows the pattern:
1 -> 2 x 1
2 -> 2x2 x 1
3 -> 2x2x2 x 1x2
4 -> 2x2x2x2 x 1x2x3
5 -> 2x2x2x2x2 x 1x2x3x4
6 -> 2x2x2x2x2x2 x 1x2x3x4x5
n -> 2^n(n-1)!
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if you are instead allowed to use the mclaurin series for ln(1-x) then you have:
then:
which gives you:
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in either case (using windows calculator)
the one with the horrible haircut
neither can cut his own hair, therefore the one with the horrible haircut had to cut the one with the good haircut, therefore he is the good hairdresser.
luca-deltodesco wrote:Wrong.
oops ^^, (fixed it)