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Why can't you calculate the intersections? Is it too computationally intensive?
Mathematically, it's easy. Say you have two lines in point-slope form,
y = y1 + m(x - x1)
y = y2 + n(x - x2)
...that you know intersect. The intersection happens when both equations produce the same coordinates, so you can set the two variables equal to each other and solve the system by substitution:
y2 + nx - nx2 = y1 + mx - mx1
nx - mx = y1 - y2 + nx2 - mx1
x(n - m) = (y1 - y2) + (nx2 - mx1)
x = [ (y1 - y2) + (nx2 - mx1) ] / (n - m)
This is a general formula for the x coordinate of intersection. Sub back to get a formula for the y:
y = y1 - mx1 + {[ m(y1 - y2) + m(nx2 - mx1) ] / (n - m)}
There are many cases, and you'll have to define them all. In all cases, triangles allow you to find the area of the intersection. I suggest you sketch them all in order to work it out.
Good luck...
The trouble with these is that the sample size isn't large enough to give a definite answer; there are a number of patterns that might fit the bill. For example:
9 11 _ _ 14 8
8 is one less than 9. 11 is 2+9 and 3 less than 14. If we continue this alternating pattern inward, then the middle numbers would be 13 and 8.
6 4 2 5 _ _
This one counts down by twos from 6 until it hits zero, then bounces back to 6-1=5. So, the next two numbers could be 3, 1.
3 7 4 1 8 _
3+4 = 7, so 1+7=8. The missing number may be 7.
18 _ 8 _ 48 15
These really do look chosen at random. I notice that all the odd numbered places have a last digit of 8, and you're given one even place that has a last digit of 15. So, maybe the even spots should be something like 5 and 35.
I don't know, sam. My patterns fit, sort of. They just didn't give you enough numbers to know for sure. Let's hope your teacher is of the reasonable type that listens to reason.
Who's cost is this? Is that the price a store pays for something? If so, then you just have to divide the regular price by 1.7.
To see why, remember that to mark it up 70%, the store multiplied the cost by 1.7. Algebraically,
P = 1.7*C
So, to go back to the cost from the price, just do the opposite: divide by 1.7. Algebraically, you solve for C:
C = P/1.7
Hey mikau - did you ever get the rotation working? To be honest, I pretty much just worked out all that stuff I told you, and I haven't tested it (meaning I don't know if it works). I'd be interested to see if it has worked for you.
I think that, on the second question, he means "log base 3 of 3 + log base 9 of 1".
If so, it's easy. 3¹ = 3, and 9^0 = 1. So, 1 + 0 = 1.
If so, then the additive and multiplicitve property of equality should apply and we can multiply or divide an equation by infinity. Add or subtract infinity from both sides. Also we should be able to multiply or divide any fraction by infinity over infinity without changing its value.
I tried that once, and the grader docked me points.
See my post, "What's a dx?". I'm still not 100% clear on that one, even after they explained it to me.
Sorry - I didn't take the time to be clear, I mostly just thought out loud until I came to a conclusion. And I busted out a lot of symbols, but they're mostly just arbitrary (except for ω, which really is the symbol they use to denote angular velocity).
I think radii of the circle are an easier quantity to work with than distances from the endpoints.
That ω thing - angular velocity - is just how many radians the point moves along the circle per unit time. It can be any arbitrary angle over any arbitrary timeslice. Or, you could just give it a static value.
The direction of rotation is given by the sign of ω. Positive means it's rotating counter-clockwise WRT its axis of rotation, and negative the opposite. I don't think you have to worry about it too much; the math should just take care of it for you.
So, the point moves along an arc of length ω. What is the linear distance between the starting and ending points? Well, this motion divides the circle into a number n of--wait, I think I need to tweak this part. The formula I gave you was for a circle divided into n equal parts, but we don't necessarily have that here.
The two radii from the start and end points of motion form a triangle with angle ω at the top. Bisect the angle to get two right triangles with top angles of ω/2. You can then use trig to find the length of the distance the point traveled:
2r sin (ω/2) = L
Now we have that length. This line is a vector, meaning a quantity with both magnitude (length) and direction (angle). We can use this fact to find the offset that we must add to the coordinates of thepoint in order to rotate it one step.
Every vector has components. A component is just a vector that is directed along one of the axes. Take three of these and add them (using vector arithmetic), and you produce a 3d vector. But you don't need to add them, you just need to find them. My second post described that process.
Once you have Lx, Ly, and Lz (remembering the axes I've defined; yours may be different--you may have to swap y and z, for example), you can just add them to the x, y, and z coordinates of your first point, and you've rotated it. The signs of the numbers should have been properly preserved and produce the correct motion regardless of where your object is. I think.
I don't know if this is a very computationally efficient way to do it (matrices are probably better, but I know almost nothing about them ).
Some more thoughts.
You can calculate the angle that your line makes with the horizontal from the slope. Say D is the distance between point1 and point2. Dy = rise of slope, Dx = run of slope. So,
∠β = arcsin (Dy / D).
The plane of rotation is perpendicular to this angle. So, to get the angle that the plane of rotation makes with the x/y plane, you just add π/2: ∠Z = β + π/2
This lets you find the z component: Lz = L sin ∠Z
For Lx and Ly, we need to drop a perpendicular from the high end of L. The top angle here is (π/2 - ∠Z) = ∠θ. This forms a triangle on the "ground", with hypotenuse given by H = sqrt( L² - Lz² ).
Now, Lx = H sin θ
and Ly = H cos θ
We're done! In summary,
r = 3d distance formula
ω = angular velocity of point (rate of rotation, radians/sec)
n = 2π / ω
L = 2πr sin (π/n)
And the rest, from this post. (Man, I'm lazy. Too lazy to summarize.)
Do we need to separate them with spaces?
ΔγΦ
Awesome, that was really quick!
∀ ∠ ∃ θ
It didn't change mine. I thought it was an Ok story. The primary focus of the book was the ideas and history, and not the story, which really watered it down for me since it seems based less on history and more on myth. (How big is the difference?)
Angles and Demons (the book he wrote first but no one had heard of until after) was way better. Highly suspenseful, with tons of interesting places and info about them. The only one of his where I didn't guess the ending.
I'm going to type out loud here.
You want the point to travel in a circle, so my intuition tells me to use the circular functions.
Define the rate of rotation as radians per unit time. Let ω = rate of rotation.
Let n = number of ω's per circle = 2pi/ω
r = radius of circle = found by distance formula (sorry I'm too lazy to do this for you )
R1 = radius from center to original point
R2 = radius to translated point
Length L that point travels per unit time: L = 2*r*pi * sin (pi/n)
R1, L, and R2 form a triangle.
L is a vector quantity, so you can find its components using vector arithmetic. To do this, I'll first define my axes. I'll put x and y on the horizontal plane, and z on the vertical (altitude). I'll also call the components of the vector Lx, Ly, and Lz.
Imagine viewing the system from directly overhead, so the z component is entirely suppressed. Now, vectors can be freely repositioned as long as their magnitude and direction are not altered. So, we'll put the corner of R1 and L at the origin.
Drop a perpendicular to the x-axis, and you have a right triangle, the legs of which are Lx and Ly. We know all of the angles of the triangle (R1 L R2) -- one is ω, and the other two are (π/2 - ω). All we need is the angle that L makes with the x (or y) axis, and the problem is solved.
But, I can't think of a way to find it right now, and I need to go to bed. Later maybe, or someone else can find it. Or you
Ah yes...LaTeX...that's on my to learn list.
Couldn't you just zap the & literalizer? What I mean is, when I type Δ, the forum software converts it to Δ.
Well, there must be some benefit to the & literalizer. Maybe you could just check for a ; within 10 chars or so to decide whither to literalize or not.
Air resistance is a tough nut to crack, because it can behave in complex ways. My physics textbook gives only two:
R = bv
where R is the resistive force, a vector quantity directed opposite the direction of motion; v is the velocity of the object; and b is a constant (you know, one of those "constants" that varies in every situation) that represents the properties of the medium and shape/size of the object.
R = (1/2) DpAv²
where D is the "drag coefficient", p (should be a rho) is the density of air, A is the cross-sectional area of the object, and v is again the velocity. This formula is for objects moving at high speeds, such as planes, cars, and meteors.
Guess not. Also a good suggestion.
Hmm...guess not. But, I think it would be much easier, or at least faster (for me, anyway) to use these than to copy and paste from the top.
Do we have [sup]sup[/sup] and [sub]sub[/sub] tags?
I've wished for this a time or two. Let's see: > < ⇒ Δ π Σ ≅ ∠∫ ≥ ≤
Here are some thoughts to get you started. I don't have time right now for a full and proper solution, but this is the direction I think you'll need to go to get one. And since time is not on your side, I might not get to the solution before you need it...so here we are.
The points A, B, and C form one of the four triangles of the tetrahedron. (Kinda cool that adding one point creates three triangles...) Imagine that triangle with the sphere touching one face. The diameter of the sphere is 2 (note that ?5 is about 2.24). Now, in order for all three points to be able to connect to point D (on the opposite side of the sphere) with a straight line, there is some lower limit on how close the points can be to S.
To simplify the problem, I would let (SA = SB = SC) = minimum possible distance from S. That also makes ABC an equilateral triangle and ABCD a regular tetrahedron. (I'm not 100% sure that's true, but that's what my intuition says.) It also makes the triangles SAD, SAB, SAC, SBC, etc. not only similar but identical.
Now, consider the triangle SAD (don't let the name fool you, it's happy to be alive). Since SA = SD, you can calculate how long SA must be in order for the line AD to pass outside of the sphere. Just drop a perpendicular from S to the point where AD touches the wall of the sphere. This will give you right triangles with the length of one side and all of the angles known, which is enough information to find the lengths of all the other side.
Armed with this information, you should be able to solve the problem.
(And check to make sure my unproven intuitions are valid--I typed this rather quickly.)
I liked "scarism". Much more descriptive.
That problem statement is greek to me. Is that how they gave it to you? I'm sorry.
I should have known better than to make fun of Math in a Math forum.
Because it might not be the batteries, but the buttons.
To motivate you not to overdraw.
Laziness. Paint is easier to check.
Vapor pressure and quick exhaustion of oxygen.
Habit.
Must be Mayan.
Reflexes. You can't see a bullet (well, maybe Superman could).
A linguist with a sense of irony.
They didn't.
The color isn't involved with bubbles.
I won't do it and you can't make me.
The second two graphs on the page you linked are subtly different. One begins concave-upward, the other downward. I'm betting you could guess it from the slope of a tangent line near 0.
Again, I know nothing about bessel functions.
This one doesn't need A's and C's. You can just break it up, like so:
2x² x 1
------------- - -------------- + ---------------
(x+1)(x-1)² (x+1)(x-1)² (x+1)(x-1)²
Expand the denominator:
2x² x 1
------------------ - ------------------- + ---------------
x³ - 3x² - x + 1 x³ - 3x² - x + 1 (x+1)(x-1)²
2x²
------------------------------------------
2x²[ (x/2) - (3/2) - (1/2x) + (1/2x²) ]
x
--------------------------
x[ x² - 3x + (1/x) - 1 ]
1 1 1
------------------------------------ - ---------------------- + ---------------
(x/2) - (3/2) - (1/2x) + (1/2x²) x² - 3x + (1/x) - 1 (x+1)(x-1)²
Ugly but true.