Path: Math :

Math My math file...

This file describes my understanding of math.

Math as I understand it consits of three different ways of an understanding the math of things.

In math there is the graphical, the algebraic and the numeric ways to understand the math.

The graphical way be used to understand the math of something using a picture.

The algebraic uses numbers, identifiers and operators to produce a writing that
explains the math of something in an exact way.

The numeric is a table of numbers used to understand the math of something.

[ALGEBRA]


ADDITIVE INVERSE

a + b = b + a


MULTIPLICATIVE INVERSE

a * b = b * a


ACTIONS USED TO SOLVE EQUATIONS

a - b = x
x + b = a

a + b = y
y - a = b
y - b = a


root = N-th root (like square root with N = 2)...

xy = z
root(xy, y) = root(z, y)
x = root(z, y)


x2 = y
root(x2, 2) = root(y, 2)
x = root(y, 2)


root(x, 2) = y
root(x, 2)2 = y2
x = y2


x2 + 1 / x = y
x3 + x * (1 / x) = x * y
x3 + 1 = x * y
x3 + 1 = y * x
x3 = y * x - 1
x2 = y - 1
square_root(x2) = square_root(y - 1)
x = square_root(y - 1)


a * a = a2


x3 * x2 = x5


x + 3 * x = y
4 * x = y
x = y / 4


a * b = c
a = c / b


a / b = c
a * (1 / b) = c
(1 / b) = c / a
(1 / b)1/2 = (c / a)1/2
b = a / c


1/a = b
(1/a)(1/2) = (b)(1/2)
a = b(1/2)
a = 1/b


x + y = z + w
x = z + w - y


x2 = y
square_root(x2) = square_root(y)
x = square_root(y)


square_root(x) = y
square_root(x)2 = y2
x = y2


(a + b) / (c + d) = (x + y) / (z + v)
a / (c + d) + b / (c + d) = x / (z + v) + y / (z + v)
a * 1 / (c + b) + b * 1 / (c + d) = x * (1 / (z + v)) + y * (1 / (z + v))
a * 1 / (c + b) = x * (1 / (z + v)) + y * (1 / (z + v)) - b * (1 / (c + d))
a = (x * (1 / (z + v)) + y * (1 / (z + v)) - b * (1 / (c + d))) / (1 / (c + b)))

z = (1 / (a / b))
z = (b / a)


2 + a = b
a = b - 2


2 * a = b
a = b / 2


y = Ak
ln Ak = ln y
k * ln A = ln y
k = ln y / ln A


log x * y = log x + log y
log x / y = log x - log y
log xy = y * log x
log square_root(x) = log x1/y = (1/y) * log x


ln x * y = ln x + ln y
ln x / y = ln x - ln y
ln xy = y * ln x
ln square_root(x) = ln x1/y = (1/y) * ln x


FACTORIAL

10! = 10 * 9 * 8 * 7 * 6 * 5 * 4 * 3 * 2 * 1



[PROBABILITY AND STATISTICS]

COUNTING PROBLEMS

n = a number of choices possable
r = the number of choices made
n = 10
r = 5

4 counting problems
  1. order does count with replacement = rn
  2. order does count without replacement = n * (n - 1) * (n - 2) * (n - 3) * (n - 4)
  3. order does not count with replacement = nCr = n! / (r! * (n - r)!)
  4. order does not count without replacement = ((n - 1 + r)!) / ((n-1)! * r!)



PROBLABLILITY FUNCTION

number between (0 and 1.0) used like percentage value (0% and 100%)
educated guess (find probability value)
counting equasions used to find a probability value
a probability function that returns a value between 0 and 1.0


[INEQUALITY]

== a is equal to b
/= a is not equal to b
< a is less then b
<= a is less then or equal to b
> a is grater then b
>= a is grater then or equal to b

a + b < c + d
a < c + d - b

a * b < c * d
a < (c * d) / b

(a / b) < (c / d)
(a * (1 / b)) < (c / d)
a < ((c / d) / (1 / b))

[BASIC FUNCTIONS]

f(x) = a function

C = a constant value

f(x) = C
f(x) = x
f(x) = xC
f(x) = Cx
f(x) = xx
f(x) = square_root(x)
f(x) = root(x,n)
f(x) = sin(x)
f(x) = cos(x)
f(x) = tan(x)
f(x) = ln x
f(x) = ex
f(x) = x / C
f(x) = 1 / x
f(x) = C * x
f(x) = C + x
f(x) = logC x
f(x) =


[COMPOSITE FUNCTION]

A composit function is a composed of a function that
gets passed another function as a parameter to the function.

Another way to view this is as a substitution that expands to
a more complex function.

C = a constant value
p(x) = a function
q(x) = a function
f(p(x), q(x)) = a composite function made from the functions p(x) and q(x)

f(p(x), q(x)) = p(x) * q(x)
f(p(x), q(x)) = p(x) / q(x)
f(p(x), q(x)) = p(x) + q(x)
f(p(x), q(x)) = p(x) - q(x)
f(p(x)) = p(x) * C
f(p(x)) = p(x) / C
f(p(x)) = p(x) + C
f(p(x)) = p(x) - C
f(p(x)) = C / p(x)
f(p(x)) = C - p(x)
f(p(x)) = square_root(p(x))
f(p(x)) = root(p(x), C)
f(p(x)) = log(p(x))
f(p(x)) = ln(p(x))
f(p(x)) = sin(p(x))
f(p(x)) = cos(p(x))
f(p(x)) = xp(x)
f(p(x)) = p(x)C
f(p(x), y) = p(x)y
f(p(x), y) = yp(x)
f(p(x), y) = p(x) * y
f(p(x), y) = p(x) / y
f(p(x), y) = p(x) - y
f(p(x), y) = p(x) + y
f(p(x), y) = root(p(x), y)



[INFINITY]

C = a constant value

C + INFINITY = INFINITY
C - INFINITY = - INFINITY
C * INFINITY = INFINITY
C / INFINITY = INFINITY
INFINITY / C = INFINITY
INFINITY - C = INFINITY
-1 * INFINITY = - INFINITY
INFINITY + INFINITY = INFINITY
INFINITY - INFINITY = 0
INFINITY * INFINITY = INFINITY
INFINITY / INFINITY = 1
(1/2) * INFINITY = INFINITY
1 / INFINITY = 0


[BOOLEAN ALGEBRA]

AND

TRUE AND TRUE = TRUE
FALSE AND FALSE = FALSE
TRUE AND FALSE = FALSE
FALSE AND TRUE = FALSE


OR

TRUE OR TRUE = TRUE
TRUE OR FALSE = TRUE
FALSE OR TRUE = TRUE
FALSE OR FALSE = TRUE


NOT

NOT TRUE = FALSE
NOT FALSE = TRUE
NOT NOT TRUE = TRUE
NOT NOT FALSE = FALSE


EXCLUSIVE OR

TRUE XOR TRUE = FALSE
TRUE XOR FALSE = TRUE
FALSE XOR TRUE = TRUE
FALSE XOR FALSE = FALSE


[2D GEOMETRY]

2D CARTESIAN PLOT

SQUARE

RECTANGLE

PARALLELOGRAM

CIRCLE

ELLIPSE

POLYGON

LINES THAT ARE PERPONDICULAR

LINES THAT ARE PARALLEL

RISE / RUN = SLOPE OF A LINE

TRIANGLES

a2 + b2 = c2

EQUILATERAL TRIANGLE

RIGHT TRIANGLE

ISOSCELES TRIANGLE



[3D GEOMETRY]

3D CARTESIAN PLOT

SPHEAR

CUBE

BOX

CYLINDER

CONE

PYRAMID



[TRIGONOMETRY]

TRIGONOMETRY FUNCTIONS

sin(x) = sin.c
cos(x) = sin(x + (1/2 * PI))
tan(x) = tan.c
asin(x) = asin.c
acos(x) = acos.c
atan(x) = atan.c
cosh(x) = cosh.c
sinh(x) = sinh.c
tanh(x) = tanh.c
acosh(x) =
asinh(x) =
atanh(x) =

TRIGONOMETRY IDENTITIES


[SOUND]

5000 cycles per second cps (Hz)

q(t) = A0 + sum(Ai * sin(t * wi + pi), i, 0, N-1)

t = time
A0 = air pressure
Ai = amplitude
pi = phase shift
wi = period

[CALCULOUS]

The calculous is defined as a table for making computations.

SUMMATION

sum(2x, x, a, b) = 2a + 2a+1 + ... + 2b

This is the summation of each term with a and b as the begining and ending values for

LIMIT

lim(f(x), x, INFINITY) = the value of the function f(x) as x approaches INFINITY

THE Nth TERM

f(x) = 1*x1 + 2*x2 + 3*x3

The Nth term of f(x) is = N * xN

FUNDAMENTAL THERUM OF CALCULOUS

f(x) = a function
F(x) = the derivative of the function f(x)
integral(f(x), a, b) = (F(b) - F(a))


THE DERIVATIVE

derivative(xn) = n * xn - 1
derivative(ln x) = 1 / x
derivative(sin x) = cos x
derivative(cos x) = -sin x
derivative(tan x) = -ln(|cos(x)|)
derivative(square_root(x)) = ((2 * (x(3/2))) / 3)
derivative(C * f(x)) = C * F(x)
derivative(C) = C * x
derivative(f(x) + g(x)) = F(x) + G(x)
derivative(f(x) - g(x)) = F(x) - G(x)
derivative(f(x) * g(x)) = f(x) * G(x) + F(x) * g(x)
derivative(f(x) / g(x)) = (g(x) * F(x) - f(x) * G(x)) / (g(x))2


THE ANTI-DERIVATIVE

antiderivative(1 / x) = ln x
antiderivative(cos(x)) = sin(x)
antiderivative(sin(x)) = cos(x)
antiderivative(tan(x)) = (tan(x))2 + 1
antiderivative(x2) = 2 * x
antiderivative(root(x)) = 1 / (2 * square_root(x))
antiderivative(ln(x)) = 1 / x
antiderivative(log(x)) = 1 / (ln(10) * x)
antiderivative(F(x) + G(x)) = f(x) + g(x)
antiderivative(F(x) - G(x)) = f(x) - g(x)
antiderivative(C * F(x)) = C * f(x)
antiderivative(C * x) = C


AREA UNDER A CURVE

The area under a curve is the integral of the curve function.

f(t) = speed traveling given time
d = integral(f(t), t, a, b)
F(t) = is the derivative of f(t)
d = F(b) - F(a)
d = the distance travled if f(t) is the speed you are taveling from time point a to time point b on the t-axis.


SLOPE LINE OF ANOTHER LINE IS ...


DIFFERNETIAL EQUASIONS

dy/dx = 20mph / 10mph
this is acceleration
change in x over a change in y

MULTI-VARIABLE FUNCTIONS

z = f(x, y) = x * y
z = f(x, y) = x / y
z = f(x, y) = x + y
z = f(x, y) = x - y
z = f(x, y) = xy
z = f(x, y) = C1 * x + C2 * y
z = f(x, y) = C1 * xC2 + C3 * yC4


[LINEAR ALGEBRA OR MATRIX ALGEBRA]

A matrix is a rectagular array of numbers or math expressions.

MATRIX MULTIPLY

A * B /= B * A


A =
a b
c d

B =
f g
p q

A * B =
a*f + b*p a*g + a*q
c*f + d*p c*g + d*q



MATRIX INVERSE

A =
a b
c d

B =
d -b
-c a

A-1 = the inverse of the matix A
A-1 = (1 / det(A)) * B

UNDO A LINEAR TRANSFORMATION WITH AN INVERSE MATRIX

A * v = c
A-1 * c = v


DETERMINENT OF A MTRIX A FOR R2

A =
a b
c d

det(A) = a * d - b * c


DETERMINENT OF A MTRIX A FOR R3

A =
a11 a12 a13
a21 a22 a23
a31 a32 a33

det(A) = a11*a22*a33 + a12*a23*a31 + a13*a21*a32 - a13*a22*a31 - a12*a21*a33 - a11*a23*a32


IF THE DETERMINENT OF A MATRIX LARGER THEN 3 * 3 IS NEEDED

  1. Find the determinents of 2 * 2 or 3 * 3 matrices that fit into the larger matrix
    with no overlaping and no matrix values left out of the computation.
  2. Make a new matrix with the small matrix determinent values as the values of the matrix.
  3. Do this action until you are left with one value in a 1 * 1 matrix.
  4. This value of this computation is the determenent of the original matrix




TRANSPOSE OF A MATRIX

A =
1 2 3
4 5 6
7 8 9

AT =
9 8 7
4 5 6
1 2 3


GOUS JORDAN ROW REDUCTION ALGORITHM FOR SOLVING A SYSTEM OF LINEAR EQUATIONS

To solve, a linear system of equations with 3 equations and 3 unknowns

c1 = c4 * x + c5 * y + c6 * z
c2 = c7 * x + c8 * y + c9 * z
c3 = c10 * x + c11 * y + c12 * z

Use the coefficients to the equisons as a matrix.

A =
x y z intersection
c4 c5 c6 c1
c7 c8 c9 c2
c10 c11 c12 c3


To solve, the system of equasions you can:
  • Add or subtract a value to a row
  • Multiply or divide a value by a row
  • Add or subtract a multiple of a row with a row
  • Multiply or divide a multiple of a row by a row
  • Swap two rows

Repeat the above until the matrix of coefficients are in reduced row echelon format.


The result is a matrix in the form:

B =
x y z intersection
1 0 0 a
0 1 0 b
0 0 1 c

Where the vector (a, b, c) is the solution to the intersection of the lines in the system
of lenear equison.

The result is a vector or vector space
v =
a
b
c

If and only if the columns x, y, z are ones and in echelon form.
Some of the compents of the vector can be a variable yelding a vector space for intersection.

rref(A) = v
rref stands for row reduced echelon form.
3 linear equisons with 3 variables (lines) can intersect at a point, a line or a plane.



THE ADJUNCT OF A MATRIX

A =
a b
c d

adjunct(A) =
0 b
c 0



VECTOR

A vector is a line from origin to a point denoting distance and direction.
v = a vector
v = (1, 2, 3)

VECTOR SPACE

A vector space is a set of infinitely meny vectors.
A vector space is offten represented by the variable s.
The numbers in each vector are called the components.
A vector space is can be an algebraic expression for the vector componenents.
s = (x, y, z)

VECTOR SET

A vector set is a finite number of vectors.
A table of values could be used to represent a vector set.
s = ((1, 2, 3), (4, 5, 6) ... (N1, N2, N3))

MATRICES AND VECOTR SPACES

A matrix can be used as an operator on a vector space.

A * s = s2

The basic operation on a vector space using matrix multiply are:
tralations, rotations, scaleing and projections.

To multiply, a matrix by a vector space you convert a vector
to a collum matrix with the first value the top value of the collum matrix and the last value
the bottom value of the collum matrix. The inbetween values are in order as they are found
in the vector from left to right. Then the n * m matrix is multiplyed by the n * 1 matrix.


ROTATION OPERATOR

ROTATION MATRIX FOR R2 =

cos(angle) -sin(angle)
sin(angle) cos(angle)


ROTATION MATRIX FOR R3 COUNTERCLOCKWISE ABOUT THE X-AXIS =

1 0 0
0 cos(angle) -sin(angle)
0 sin(angle) cos(angle)


ROTATION MATRIX FOR R3 COUNTERCLOCKWISE ABOUT THE Y-AXIS =

cos(angle) 0 sin(angle)
0 1 0
-sin(angle) 0 cos(angle)


ROTATION MATRIX FOR R3 COUNTERCLOCKWISE ABOUT THE Z-AXIS =

cos(angle) -sin(angle) 0
sin(angle) cos(angle) 0
0 0 1


TRANSLATE A VECTOR

translate vector v2 x offset it's current value resulting in vector v3
v1 =
x
0
0


v2 =
a
b
c


v3 =
x+a
0+b
0+c


v1 + v2 = v3


SCALE A VECTOR

scale vector v by a factor of 2 using matrix A

v =
a
b


A =
2 0
0 2


A * v =
2*a + 0*b
0*a + 2*b


PROJECT A VECTOR

v = a vector in R3

v =
a
b
c


A =
1 0 0
0 1 0
0 0 0


vproj = A * v = c

c = the projection of vector v

c =
a
b
0


TRACE OF A MATRIX

A =
a b
c d


trace(A) =
0 b
c 0


LINEAR TRANSFORMATION

A matrix that is an operator on a vector space


THE KERNEL

A * s = c
A = a linear transformation matrix
s = a vector space
c = a vector space as the result of the linear transformation

All the vectors in vector space s that map onto the zero vector
are the kernel of the linear transformation A on the vector space s.

The kernel is written as:
kern(A*s)


EQULIDEAN N SPACE RN

The number of vector componenets in a vector for a given vector space..


THE UNIT VECTORS FOR R3

u1 = (1, 0, 0)
u2 = (0, 1, 0)
u3 = (0, 0, 1)


VECTOR CROSS PRODUCT

how to find a vector that is perpendicual to two give vectors

u = a vector in R3
v = a vector in R3
u = (u1, u2, u3)
v = (v1, v2, v3)
u x v = ( u2*v3 - u3*v2, u3*v1 - u1*v3, u1*v2 - u2*v1 )

VECTOR DOT PRODUCT

how to find the angle between two vectors u and v

u = a vector
v = a vector
angle = angle between the two vectors u and v

u . v = ||u|| * ||v|| * cos(angle)
if u /= 0 and v /= 0
u . v = 0
if u = 0 or v = 0


DISTANCE FORMULA FROM THE ORIGIN TO A VECTOR

distance(x,y,z) = (1 / (square_root(x2 + y2 + z2)))


EIGENVECTORS


EIGENVALUES


ORTHOGONAL

In the context of matrix algebra a matrix row and collum corradenets match up to yeld a value
in a matrix making a matrix orthogonal.

[APPLICATIONS]

CALCULOUS OPTIMIZATION PROBLEMS

INSTANTANEOUS COMPOUNDING INTREST COMPUTATION

PROBABILITY FUNCTION EDUCATED GUESS

3D VIDEO GAMES

Matrix.java - my matrix object written in the java programming language.

3D Java Applet - this is my 3D box animation as a Java Applet.

Progject6.java - this is Java source code.


DTMF DETECT AND GENERATE

FAST FOURIER TRANSFER

LEAST SQUARES ERROR REDUCTION

TAYLOR POLYNOMIAL LINE APPROXIMATION



[CRYPTOGRAPHY]

p = plain text message
c = cypher text of the plain text message

MATIX MULTIPLY TO ENCRYPT

A * p = c
A-1 * c = p

ADD A TRUE RANDOM NUMBER TO ENCRYPT

p + k = c
c - k = p

MULITIPLY AND THEN ADD TO ENCRYPT

p * k1 + k2 = c
(c - k2) / k1 = p

[PERFECT NUMBERS]


[COMPLEX NUMBERS]


[SET MATH AND LOGIC]

A = a set
A = (1, 2, 3)

B = a set
B = (3, 4, 5)

SET UNION

A OR B = (1, 2, 3, 4, 5)


SET INTERSECTION

A AND B = (3)


SET DIFFERENCE

A - B = (1, 2)


MAP ONE SET ONTO ANOTHER SET

A = a set
B = a set

A -> B

ONE TO ONE MAPING

Each element of a set B is maped onto by one value in set A

ONE TO MENY MAPING

Each element of a set A is maped onto meny values in set B

MENY TO ONE MAPING

Meny element of a set B are maped onto by meny values in set A

MENY TO MENY MAPING

Meny elements of a set A map onto a value or values in set B

ONTO MAPING

Every element of a set A map onto a value or values in set B

NO MAPING

No maping form A to B


CONDITIONAL

a if b

If a is exists then we learn that b exists.
If b is exists then we learn that a exists.

BICONDITIONAL

a if and only if b

a exists only if b already exists.


SYLLOGISM

if <condition>
therefore <statement>

If the <condition> is meet you learn the <statement>.

Where <condition> and <statement> are logic statements.

Statements about a broad set offten do not hold.


FALCES ARE LOGIC STATEMENTS THAT REJECT OTHER STATEMENTS
  • BROKEN LOGIC
  • ILL CONTRARY
  • OVERLY NEGATIVE IN A SENTENCE
  • HASTY JUDGEMENT
  • OVERLY COMPLEX STATEMENT
  • UN-JEWISH OR UN-CHRISTIAN ARGUMENT
  • AMBIGUOUS STATEMENT
  • UNCLEAR STATEMENT
  • UN-STOIC ARUGUMENT
  • UN-LOGOS ARUGUMENT
  • ETHNOCENTRIC ARUGUMENT
  • ANTISEMITIC ARUGUMENT