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#51 Re: Help Me ! » more differentiation » 2009-04-15 23:51:38

1.


so the two lines are:


finding the constants

sub x = x_0, y = ax^2

similarly

so the two lines are:




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2.


so L is




since L is a tangent, two of the solutions to this cubic must be x = x0, dividing by (x-x0)^2 we get

so L will intersect the graph a second time at x = -2x_0

-----------------------------------------------------
3.Show that the segment of the tangent line to the graph of y=1/x that is cut off by the coordinate axes is bisected by the point of tangency.



y = 0

so the tangent runs between x = 0, and x = 2x0, the midpoint of which is x = x_0, the tangency point

#52 Re: Help Me ! » need help urgently... » 2009-04-10 01:32:06

----



----



which gives stationary points of (0,0) (2,1) (-2,1)

----

forming the hessian matrix:

----  first stationary points (0,0)


-> non degenerate


both eigenvalues are positive, so (0,0) is a local minimum

---- second stationary point (2,1)


-> non degenerate





one eigenvalue is negative, one is positive, so (2,1) is a saddle point

---- third stationary points (-2,1)


-> non degenerate


same eigenvalues as previous stationary point, so (-2,1) is also a saddle point:

--------


(0,0) is a local minimum
(2,1), (-2,1) are saddle points

#53 Re: Help Me ! » Attempting to understand my 16 year old friend.. » 2009-04-08 19:43:54

He is inccorect:

the probablity is 1/3

He is misinterpreting/misquoting the Monty Hall / 3 Prisoners Problem of which his question is more related to the Monty Hall problem:

http://en.wikipedia.org/wiki/Monty_Hall_problem

In the Monty Hall problem, the player picks a door, and the host of the game, then picks one of the other two doors that ISN'T the prize, the probability of winning if you switch your door to the other available one is then increased from 1/3 to 2/3 as a result of the host's actions:

if the host does not give the player any information, or open one of the loosing doors, then the probablity is still 1/3 no matter which door you pick

#54 Re: Help Me ! » velocity » 2009-04-07 02:22:15

you can use both constant acceleration formula and conservation of energy:

or

#55 Re: This is Cool » projectile motion with air resistance and a constant external force » 2009-04-06 07:26:06

each dimension is independant of the others in all but one calculation which calculates the length of the vector:

you have a vector representing the displacement of the body in 'n' dimensions, it's velocity in 'n' dimensons, you have a wind term, a vector in 'n' dimensions, and the gravity in 'n' dimensions, a force accumulator in 'n' dimensions etc, all of the operations are just addition and scaling by a scalar

the only calculation that is not independant of the dimension is the magnitude calculation, which is just sqrt(x^2 + y^2 + z^2 + w^2) etc.

#56 Re: This is Cool » projectile motion with air resistance and a constant external force » 2009-04-06 05:19:04

in terms of the kinematics, it is perfectly straight forward, rendering is up to you tongue

#57 Re: This is Cool » projectile motion with air resistance and a constant external force » 2009-04-06 03:50:52

Unless accuracy is absolutely needed, you can just simulate the missiles rather than using exact equations which would allow for much more varied scenarios, like wind that changes over time without any need for complex calculations:

You could simulate the missile simply as a particle, each frame you would calculate the forces being exerted on it, and the resultant acceleration to modify the velocity, and calculate the next position of the missile. something along the lines of:

Obviously, in application you wouldn't have wind etc stored as constants inside each missile, but in a singleton perhaps for the world variables.

package
{
   import flash.display.MovieClip;

   //treating missile as a straight line segement of length 'length'
   
   public class Missile extends MovieClip
   {
      private var px:Number, py:Number; //reason for using these rather than inherited x,y is for accuracy as x,y are rounded
      private var vx:Number, vy:Number; //velocity
      private var mass:Number, imass:Number; //mass, reciprocal of mass

      //assumes the missile graphic is centred, and horizontal at 0 rotation
      public function init(x:Number, y:Number, xv:Number, yv:Number, m:Number)
      {
          px = x; py = y;
          vx = xv; vy = yv;
          mass = m; imass = 1/m;
      }

      //h is the timestep in your simulation, at 60fps, it should be 1/60 etc.
      public function advance(h:Number):void
      {
         //force accumulators
         var fx:Number, fy:Number = fx = 0;
         //---compute forces
         //wind:
         fx -= 75;
         //gravity:
         fy += 220*mass;
         //air resistance:
         //relative velocity of missile with respect to the air
         var rvx:Number = vx+75;
         var rvy:Number = vy;
         if(rvx!=0||rvy!=0)
         {
	         var rvl:Number = 0.02*Math.sqrt(rvx*rvx+rvy*rvy); // 0.02 varied
	         fx -= rvx*rvl;
	         fy -= rvy*rvl;
		 }
         //---compute acceleration
         var ax:Number = fx*imass;
         var ay:Number = fy*imass;
         //---numerically integrate for new velocity and displacement
         vx += ax*h;
         vy += ay*h;
         px += vx*h;
         py += vy*h;
         //---update x,y,rotation based on these values
         x = px;
         y = py;
         //set rotation so that it faces direction of motion
         rotation = Math.atan2(vy,vx)*180/Math.PI;
      }
   }
}

the code in the .fla is then:

import Missile;

var missiles:Array = new Array();
function mdown(ev:MouseEvent):void
{
	var m:MissileClip = new MissileClip();
	m.init(0,400,mouseX*3,(mouseY-400)*3,5);
	
	addChild(m);
	missiles.push(m);
}
stage.addEventListener(MouseEvent.MOUSE_DOWN,mdown);

const h:Number = 1/60;
function main(ev:Event):void
{
	for(var i:int = 0; i<missiles.length; i++)
	{
		var m:MissileClip = missiles[i];
		m.advance(h);
		if(m.y>450)
		{
			removeChild(m);
			missiles.splice(i--,1);
		}
	}
}
stage.addEventListener(Event.ENTER_FRAME,main);

where MissileClip is the class name of the missile graphic clip, who's base class is Missile

Note how with the left wind of 45Newtons, when missiles begin to fall vertically, they actually fall a little to the left.
With the constant force of gravity and wind, the missiles reach a terminal velocity controlled by the drag constant, in this case 0.02 and their mass, and the values of gravity and wind.

http://spamtheweb.com/ul/upload/060409/ … issile.php

#58 Re: Help Me ! » BODMAS Help me please » 2009-04-03 10:22:54

BODMAS

Brackets
Order
Division
Multiplication
Addition
Subtraction

so do brackets first:  (3/4 + 3/8)
do divisions first
0.75 + 0.375

addition
1.125

so you now have
1.125 x 2 - 7/8

again, division first:
1.125 x 2 - 0.875

then multiplication
2.25 - 0.875

then the subtraction
1.375

(3/4 + 3/8)x2 - 7/8 = 1.375

#59 Re: Help Me ! » Definite Integrals and Area » 2009-04-03 08:18:33

John + Core2Student, when computing the area between two curves, it matters not whether the curves themselves cross the x-axis, the only thing you have to worry about is that the area you are computing is such that one curve is always above the other one, if the intersect eachother within the area you are computing, then you have to split it into two integrals as you would if you were computing the area under a single curve that crossed the x-axis.

The trick, is rather than computing the areas of the two curves and the x-axis seperately, and then subtracting, you instead compute the area between the difference of the two curves themselves, and the x-axis, aka.


the fact that the value is negative simply means that the graph of y = 5-x is above the graph of y = x^2-9x+20 between x = 3 and x = 5

the area is then the absolute value of this:

#60 Re: Help Me ! » Asymptotes help » 2009-03-31 20:45:33

An asymptote is a function that approximates another function as either x or y tends to infinity (y = f(x))

linear quadratic and cubic functions to not really have asymptotes then, if you were to give them an asymptote; it would simply be the graph itself:

you can for example see in the following graph that y = 1, x = -3, x = 3 are asymptotes as at each relevent area of the graph, the graph will get closer and closer to these values, but never reach it, and as they get closer to it they start to resemble the asymptote more and more closely

http://www.mathsisfun.com/graph/function-grapher.php?func1=(x^2)/((x-3)(x+3))&func2=1&xmin=-12&xmax=12&ymin=-8&ymax=8

the asymptote need not be a straight line, for example in the following graph, the asymptotes are x = 4, x = -4 and y = 0.1x²
http://www.mathsisfun.com/graph/function-grapher.php?func1=(0.1x^2(x-4)(x+4)+1)/((x-4)(x+4))-5&func2=0.1x^2-5&xmin=-12&xmax=12&ymin=-8&ymax=8

#61 Re: Help Me ! » arccsc arcsec arccot derivatives » 2009-03-31 08:26:30

you are correct; you just need to manipulate your equations a little further

#62 Re: Help Me ! » splines » 2009-03-31 04:28:51

You can very easily get a spline which will not effect any of the rest of the spline when adding a new point, but it is nigh impossible to get it form a continous smooth curve that would be acceptible.

However, if you allow for two extra control points around the spline, it is very simple using the catmull-rom or a generalisation of it, wherein adding an extra control point will draw one more segment with the rest of it being untouched

#63 Re: Help Me ! » Find perimeter using vectors » 2009-03-29 10:09:46

i'd argue against your terminology 'calculating magnitude of OA and OB' as OA and OB refer to the vector between two points A, B and the origin, whereas A and B given are already vectors, and thus OA and OB don't make any sense.

But yes, you are correct; you would find the perimeter by calculating the magnitude of A and B, this is the length of the two sides, and thus the perimeter would be 2(|A| + |B|)

#64 Re: Help Me ! » need help Urgently.. Time till tommorow :( » 2009-03-29 02:35:34

The chain rule lets you differentiation an equation in one variable, with respect to a different one differentiable in that variable. by that i mean for example:

Since you have no equation with y in x, you will end up with equations in dy/dx and dx/dy respectively:

starting off with the sub-functions, and applying product rule:

then to the full function:







#65 Re: This is Cool » HAHAHAHAHA circles galore » 2009-03-26 11:16:03

Actually, upon further investigation, mine is not quite the same as yours, in yours to form the cardioid you need to have the second circle having a speed 2x greater, whereas in mine it needs to have the same speed:

In yours the circles rotate in themselves, and it is the position of the circle that is rotating with the previous circle.

In mine, the circle itself rotates, but it is the entire circle (and all it's children) that is rotating with the previous circle.

#66 Re: This is Cool » HAHAHAHAHA circles galore » 2009-03-26 03:25:29

Yes, that is precisely what i'm doing; only here i'm finding the position of those little circles at a time t, and also the velocity of any of those circles at time t tongue

#67 Re: This is Cool » HAHAHAHAHA circles galore » 2009-03-25 20:09:09

Also the following code:

Matrix2x2 An(int n)
{
   Real tn = t[n];
   return Matrix2x2(cos(tn),-sin(tn),sin(tn),cos(tn));
}
Matrix2x2 Bn(int n)
{
   Real tn = t[n];
   return Matrix2x2(-sin(tn),-cos(tn),cos(tn),-sin(tn))*w[n];
}
Vector2 sn(int n)
{
   Real tn = t[n];
   return Vector2(cos(tn),sin(tn))*r[n];
}
Vector2 vn(int n)
{
   Real tn = t[n];
   return Vector2(-sin(tn),cos(tn))*r[n]*w[n];
}

//iterative methods:
Vector2 snr(int n, int k)
{
   if(n==k) return Vector2(0,0);
   return sn(k+1) + An(k+1)*snr(n,k+1);
}
Vector2 vnr(int n, int k)
{
   if(n==k) return Vector2(0,0);
   return vn(k+1) + An(k+1)*vnr(a,k+1) + Vn(k+1)*snr(a,k+1);
}
Vector2 sn0(int n)
{
   return snr(n,0);
}
Vector2 vn0(int n)
{
   return vnr(n,0);
}

//formula methods
Vector2 sn0eq(int n)
{
   if(n==0) return Vector2(0,0);
   
   Vector ret (0,0);
   for(int i = 1; i<=n; i++)
   {
      Matrix2x2 mat (1,0,0,1);
      for(int j = 0; j<=i-1; j++)
         mat *= An(j);
      ret += mat*sn(i);
   }
   
   return ret;
}
Vector2 vn0eq(int n)
{
   if(n==0) return Vector2(0,0);
   
   Vector ret (0,0);
   for(int i = 1; i<=n; i++)
   {
      Matrix2x2 mat (1,0,0,1);
      for(int j = 0; j<=i-1; j++)
         mat *= An(j);
      ret += mat*vn(i);
   }

   for(int i = 2; i<=n; i++)
   {
      Matrix2x2 mat (0,0,0,0);
      for(int j = 1; j<=i-1; j++)
      {
         Matrix2x2 matsub (1,0,0,1);
         for(int k = 1; k<=j-1; k++)
            matsub *= An(k);
         matsub *= Bn(j);
         for(int k = j+1; k<=i-1; k++)
            matsub *= An(k);
         
         mat += matsub;
      }
      ret += mat*sn(i);
   }
   
   return ret;
}

#68 This is Cool » HAHAHAHAHA circles galore » 2009-03-25 14:14:47

luca-deltodesco
Replies: 6


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#69 Re: This is Cool » 0.9999....(recurring) = 1? » 2009-03-24 23:29:34

And once more, you insist on this 'growing' idea, which none of us have said, the 9's aren't growing, they are already there; we don't have to claim we can get them all, because we don't have anything to get; they already exist.

#70 Re: Help Me ! » Matrices » 2009-03-24 09:44:14

ah ok then tongue I thought i was going crazy

#71 Re: Help Me ! » Matrices » 2009-03-24 09:14:25

Wait, have I done something wrong here?

?

#72 Re: Help Me ! » Matrices » 2009-03-24 08:54:46







which does infact give it's determinent as 0.

hmmm tongue

#74 Re: Help Me ! » integration » 2009-03-24 00:30:32

Note:

Hint: Flip the equation for dx/dy, split the RHS into partial fractions and integrate.

#75 Re: Help Me ! » line intersection » 2009-03-23 21:13:23

kuadratic wrote:

the best tutorials i've ever read about finding the intersections of vectors is here  http://www.tonypa.pri.ee/vectors/start.html . Also, these were written with the idea of coding vectors and collisions in games. enjoy

The method they present is the same as my own

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