What do you mean by "compute"? Do you want to graph it? Factor it? Calculate it's function given a set of points that lie on it? If you're looking to compute the function given three points that fall on the parabola, then I have just the code for you. If you're given three points, (x1, y1), (x2, y2) and (x3, y3), then you can compute the coefficients of your quadratic equation like this: a = (y1 * (x2 - x3) + y2 * (x3 - x1) + y3 * (x1 - x2)) / (x1 * x1 * (x2 - x3) + x2 * x2 * (x3 - x1) + x3 * x3 * (x1 - x2)) b = (y1 - y2) / (x1 - x2) - a * (x1 + x2); c = y1 - (x1 * x1) * a - x1 * b; You now can calculate the y co-ordinate of any point given it's x co-ordinate by saying: y = a * x * x + b * x + c;
The derivative of a function is another function that represents the slope of the first function, slope being the limit of delta y over delta x at any two points x1,y1 and x2,y2 on the graph of the function as delta x approaches zero.
In general, it is linear if it is of the form a1x1 + a2x2 + ... + anxn + a0 = 0where a1, a2, ... an and a0 are constants, and x1, x2, ... , xn are variable.If there are only two variables then usually x1 = x and x2 = y.
Suppose you have a function y = f(x) which has an inverse. Therefore there exists a function g(y) such that g(y) = x whenever y = f(x). Now suppose a line parallel to the x axis, y = k (some constant), intersects the graph of y = f(x) at more than one point: say x1 and x2. That means that k = f(x1) and k = f(x2). Now, in the context of the function g, this means that [from the first intersection] g(k) = x1 and [from the first intersection] g(k) = x2 But the function g cannot map k to two different points. That is the contradiction which precludes the possibility of a horizontal line intersecting an invertible function more than once.
i think its pretty much the same thing because matrix X1 X2 IS ACTUALLY X1 X2
the function (x),sory I can`t use the sign of the function because it is not available. the function of (x)=4x+4 is one to one function assume function(x1)= function(x2) then 4(x1)+4 =4(x2)+4 4(x1)=4(x2) (x1)=(x2) hence,the function is one to one
x1/5
=SUM(X1:X10)
Need two points. m = slope. (X1, Y1) and (X2, Y2) m = Y2 - Y1/X2 - X1 ==============Or, if function is in this form...... Y =mX + b ======== Read off of function, or get function is this form.
struct example { int fld1, fld2; } x1; printf ("fld1=%d, fld2=%d\n", x1.fld1, x1.fld2);
struct example {int fld1, fld2;};struct example x1;printf ("fld1=%d, fld2=%d\n", x1.fld1, x1.fld2);
The resistance when the function switch is set to x1 in a multimeter can vary depending on the specific model. Typically, when set to x1, the multimeter will measure resistance up to 200 ohms. Consult the user manual for your specific multimeter for more accurate information.
this is the increasing function theorem, hope it helps "If F'(x) >= 0 , and all x's are and element of [a,b], Then F is increasing on [a,b]" use Mean Value Theorem (M.V.T) Let F'(x)>=0 on some interval Let x1< x2 (points from that interval) by M.V.T there is a point C which is an element of [x1,x2] such that F(x2)-F(x1) / X2- X1 = F'(C) this implies: F(x2)-F(x1) = F'(C) X [x2-x1] F'(C)>=0 [x2-x1]>0 therefore: F(x2)>=F(x1) Therefore: F is increasing on that interval.
What do you mean by "compute"? Do you want to graph it? Factor it? Calculate it's function given a set of points that lie on it? If you're looking to compute the function given three points that fall on the parabola, then I have just the code for you. If you're given three points, (x1, y1), (x2, y2) and (x3, y3), then you can compute the coefficients of your quadratic equation like this: a = (y1 * (x2 - x3) + y2 * (x3 - x1) + y3 * (x1 - x2)) / (x1 * x1 * (x2 - x3) + x2 * x2 * (x3 - x1) + x3 * x3 * (x1 - x2)) b = (y1 - y2) / (x1 - x2) - a * (x1 + x2); c = y1 - (x1 * x1) * a - x1 * b; You now can calculate the y co-ordinate of any point given it's x co-ordinate by saying: y = a * x * x + b * x + c;
The proof of the Newton-Raphson iterative equation involves using calculus to show that the method converges to the root of a function when certain conditions are met. By using Taylor series expansion and iterating the equation, it can be shown that the method approaches the root quadratically, making it a fast and efficient algorithm for finding roots.
y=x2+3 x1=1 x2=2 y(x1) = 1*1+3 = 4 y(x2) = 2*2+3 = 7 x2/x1 = 2, While y2/y1 = 7/4 !=2, and thus the function is nonlinear.
The formula: distance=sqrt(((x1-x2)*(x1-x2))+((y1-y2)*(y1-y2))+((z1-z2)*(z1-z2))) In DarkBASIC it's: function distance3D(x1,y1,z1,x2,y2,z2) x=x1-x2 y=y1-y2 z=z1-z2 result=sqrt((x*x)+(y*y)+(z*z)) endfunction result In classic BASIC I think it's: FUNCTION distance3D(x1,y1,z1,x2,y2,z2) x=x1-x2 y=y1-y2 z=z1-z2 result=SQRT((x*x)+(y*y)+(z*z)) RETURN result END FUNCTION