The general equation for a linear approximation is f(x) ≈ f(x0) + f'(x0)(x-x0) where f(x0) is the value of the function at x0 and f'(x0) is the derivative at x0. This describes a tangent line used to approximate the function. In higher order functions, the same concept can be applied. f(x,y) ≈ f(x0,y0) + fx(x0,y0)(x-x0) + fy(x0,y0)(y-y0) where f(x0,y0) is the value of the function at (x0,y0), fx(x0,y0) is the partial derivative with respect to x at (x0,y0), and fy(x0,y0) is the partial derivative with respect to y at (x0,y0). This describes a tangent plane used to approximate a surface.
x0 and y0 usually denote the original condition or value for the variables x and y or may represent the first values in an array of values. Some final condition my be represented by x1 or y1 or x12 or y12 depending on how many conditions you want the values of x and y for.
Both. If you look at it like this: y=41-x you say x is independent and y is dependent of x (i.e. y is a function of x) For x=41-y you say y is independent and x is dependent of y (i.e. x is a function of y)
The [ 2x + 1 ] represents a function of 'y' .
No, this is not a function. The graph would have a vertical line at x=-14. Since there are more than one y value for every given x value, the equation does not represent a function. The slope of the equation also does not exist.
The general equation for a linear approximation is f(x) ≈ f(x0) + f'(x0)(x-x0) where f(x0) is the value of the function at x0 and f'(x0) is the derivative at x0. This describes a tangent line used to approximate the function. In higher order functions, the same concept can be applied. f(x,y) ≈ f(x0,y0) + fx(x0,y0)(x-x0) + fy(x0,y0)(y-y0) where f(x0,y0) is the value of the function at (x0,y0), fx(x0,y0) is the partial derivative with respect to x at (x0,y0), and fy(x0,y0) is the partial derivative with respect to y at (x0,y0). This describes a tangent plane used to approximate a surface.
It is simply y0/y.
X - Y^2 = 1 - Y^2 = - X + 1 Y^2 = X - 1 Y = (+/-) sqrt(X - 1) now, X is represented as a function of Y. Function values are generally Y values.
The equation of a sphere with radius r, centered at (x0 ,y0 ,z0 ) is (x-x0 )+(y-y0 )+(z-z0 )=r2
x0 and y0 aren't lines. Do you mean x=0 and y=0? If so, they are the y axis and the x axis, respectively, and the answer is 90 degrees as noted above.
x0 and y0 usually denote the original condition or value for the variables x and y or may represent the first values in an array of values. Some final condition my be represented by x1 or y1 or x12 or y12 depending on how many conditions you want the values of x and y for.
If you mean: x -y = 0 and 7x -3y = 24 then they are simultaneous equations whose solutions are x = 6 and y = 6
Slope-intercept is: y = mx + c where m = slope; and c = intercept. Example y = 3x + 5 slope = 3 intercept = 5 Point-slope is: y - y0 = m(x - x0) where m = slope; point (x0, y0) is a point on the line. Example y - 8 = 3(x - 1) slope = 3 point (1, 8) is on the line. The two are interchangeable: y - y0 = m(x - x0) → y - y0 = mx - mx0 → y = mx + (y0 - mx0) Which means that y0 - mx0 = c, the intercept. Example: y - 8 = 3(x - 1) → y = 3x + (8 - 3×1) → y = 3x + 5 → the two examples above are the same line in different forms.
// macros for simplicity #define MAX(x,y) (x>y?x:y) #define MIN(x,y) (x<y?x:y) /* ** drawLine ** ** Draw a line from vertex (x0,y0) to vertex (x1,y1) using ** the midpoint line algorithm, implemented using OpenGL. ** */ void drawLine( GLint x0, GLint y0, GLint x1, GLint y1 ) {GLint dE, dNE, x, y, d, dx, dy; // check if we need to switch the points if( x0 > x1 ) { x0 = x0 + x1; x1 = x0 - x1; x0 = x0 - x1; y0 = y0 + y1; y1 = y0 - y1; y0 = y0 - y1;} // calculate deltas dy = y1 - y0; dx = x1 - x0; // special cases if( dx -1 - diag down-right glBegin(GL_POINTS); for( x = x0, y = y0; x <= x1; x++, y-- ) { glVertex2i(x,y);} glEnd();}else { // general cases // midpoint algorithm if( abs(dy) < dx ) { // small slope dE = 2 * abs(dy); dNE = 2 * (abs(dy) - dx); d = dE - dx; glBegin(GL_POINTS); for( x = x0, y = y0; x <= x1; x++ ) { glVertex2i(x,y); if( d <= 0 ) { d+= dE;}else { y += (dy>0?1:-1); d += dNE;}}// for x = x0 to x1 glEnd();}else { // large slope dE = 2 * dx; dNE = 2 * (dx - abs(dy)); d = dE - abs(dy); glBegin(GL_POINTS); for( x = x0, y = y0; (y0 < y1 && y <= y1) (y0 > y1 && y >= y1); y+=(y0 < y1?1:-1) ) { glVertex2i(x,y); if( d <= 0) { x ++; d+= dE; }else { d += dNE; }}// for y = y0 to y1 glEnd();}} }// drawLine()
Circles that lie completely within the fourth quadrant of the Cartesian plane have their centers in the fourth quadrant and have a radius smaller than the distance from the center to the x-axis and y-axis. In other words, the circle's center coordinates (x, y) must both be positive, and the radius r must be less than both x and y. This ensures that the entire circle falls within the boundaries of the fourth quadrant.
The general equation of a line through point (x0, y0) with gradient m is given by: y - y0 = m(x - x0) The gradient m between two points (x0, y0) and (yx1, y1) is given by: m = change_in_y/change_in_x = (y1 - y0)/(x1 - x0) → line through points (1, 5) and (3, 17) is given by: y - 5 = ((17 - 5)/(3 - 1))(x - 1) → y - 5 = (12/2)(x - 1) → y - 5 = 6(x - 1) → y - 5 = 6x - 6 → y = 6x - 1
The inverse of the function y = x is denoted as y = x. The inverse function essentially swaps the roles of x and y, so the inverse of y = x is x = y. In other words, the inverse function of y = x is the function x = y.