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y=af(x)
stretch graph vertically by scale factor a
y=f(x)+a
translation in the y-axis of a
y=f(ax)
stretch graph horizontally by scale factor 1/a
y=f(x+a)
translation in the x-axis of -a
y=-f(x)
reflect over x-axis
y=f(-x)
reflection in y axis
y=(ax+b)
move -b horizontally, the horizontal stretch of 1/a
Given a centre (a, b) and radius r, the equation of a circle is
(x-a)^2+(y-b)^2=r^2
Given x^2+3x+y^2-4x+10=0. How do you find the centre and radius of the circle
Complete the square of the x terms, complete the square of the y terms
The angle between the radius and the tangent is
90 degrees
Midpoint between A and B
(average of x, average of ys)
Gradient of line between A and B
Difference between y's over difference between xs
Distance between A and B
Use Pythagaros
Equation of line between A and B
m(x-x_a)=(y-y_b)
kinematic equation without displacement
v=u + at
kinematic equation without final velocity
s= ut+at^2
kinematic equation without acceleration
s=(u+v)/t
kinematic equation without time
v^2=u^2+2as
The area under speed time graph is
the displacement
The gradient of a speed time graph is
acceleration
differentiate x^n
nx^(n-1)
Differentiate x
1
Differentiate 3
0
To find the gradient of a tangent a point P on the curve
Sub the x coordinate of into the gradient function
dy/dx is
the gradient function
Given the gradient (m) of a tangent at point P, find the point P
Set the gradient function to equal m, rearrange to find x. Stick x into the original function to find the y coordinate
The definition of differentiation is
limit as h tends to 0 of (f(x+h)-f(x))/h
To find the tangent at point P of a curve
Use m(x-x_1)=y-y_1. To find m stick x_1 into the gradient function, to find y_1 stick x_1 into the original function
To find the normal at point P of a curve
Use m(x-x_1)=y-y_1. To find m stick x_1 into the gradient function and then use the negative reciprocal, to find y_1 stick x_1 into the original function
To solve sinx=0.5
Draw y=sinx. Draw y=0.5. Use the calculator to find the initial solution. Use the symmetry of the diagram to find the other solutions
Sin^2(x)+cos^2(x)=
1
tanx=
sinx/cosx
To solve sin2x
Draw 2 sinx for double the boundary, then solve as normal
The first thing to do with a projectiles question is
break it into a vertical problem and a horizontal problem
The horizontal acceleration is
0
The vertical acceleration is
-9.8
You can often find the horizontal displacement by
Working with the vertical displacement
The highest point of the particle is when
the vertical vecocity is 0
The speed of the particle is
the combination of the horizontal and vertical velocity
To work out the speed of the particle you use
Pythagaros
To work out the angle of the speed at a certain time you use
Elementary Trig
P(A ∩ B)=
P(A)P(B|A)=P(B)P(A|B)
P(A∪B)=
P(A)+P(B)-P(A∩B)
Independence means in terms of the intersection
P(A∩B)=P(A)P(B)
Independence means in terms of a given event
P(A|B)=P(A)
P(A')=
1-P(A)
P(A'∩B) or similar requires
A venn diagram
Arc length is
rθ
Sector area is
1/2 θr^2
Sin rule is
a/sinA=b/sinB
Cosine rule is
a²=b²+c²-2bc cosA
Segment area is
Sector - triangle
Triangle area os
1/2 abSinC
A fish or a ball or a book etc. is represented by
a dot
A fish or a ball or a book etc. is modelled by
a particle
We use particles in models because
all of the weight is concentrated at one point
Inextensible means
Acceleration is constant throughout the model
Newtons first law is
A particle at rest or moving at constant speed will remain at rest or at constant speed unless a different force is applies
Newtons third law is
When one body exerts a force on a second body, the second body simultaneously exerts a force equal in magnitude and opposite in direction on the first body
Light means
No mass
Smooth means
No friction
Dave resolves forces by
Magnitude of the force x cosθ (Where θ is the angle between the original force and the direction you are resolving)
Secx
1/cosx
cosecx=
1/sinx
cotx=
cosx/sinx
1+tan^2(x)
sec^2(x)
1+cot^2(x)
cosec^2(x)
To solve (x-2)(x+3)>0
Draw the curve and define the points above the x axis
To solve (x-2)(x+3)<0
Draw the curve and define the points below the x axis
Why would you not draw a curve when solving a quadratic inequality
There is no fathomable reason
2 roots means
b^2-4ac>0
equal roots means
b^2-4ac=0
no real roots means
b^2-4ac<0
When a particle is in limiting equilibrium
Friction=µR
If a particle is moving friction acts
in the direction opposite to movement
If a particle is static friction acts
in the direction opposite to the potential movement
P=f(x)/(x-a)(x-b)
P=f(x)/(x-a)(x-b)^2
P=A/(x-a)+ B/(x-b)+C/(x-b)^2
P=f(x)/g(x), if f(x) is of the same of higher order then
Use algebraic division first
Log(xy)=
Log(x)+log(y)
Log(x/y)=
log(x) - log(y)
log(x^n)=
n log x
log1=
0
log_a(a^x)=
x
a^(log_a(y))
y
The definition of e is
if y=a^x=dy/dx, then a=e
The inverse of e^x is
ln(x)
if f(x) is a polynomial and f(a)=0 then
(x-a) is a factor of f(x)
Given that f(x) is a polynomial, and then when f(x) is divided by (x-a) there is a remainder B, this implies
f(a)=b
To find a stationary point
the first derivative =0
A stationary point is a maximum if
the second derivative <0
A stationary point is a minimum if
the second derivative >0
A function is increasing if
the first derivative ≥0
A function is decreasing if
the first derivative ≤0
A function is strictly increasing if
the first derivative >0
A point of inflection is
the second derivative =0 and a higher derivative exists
Concave is when
the second derivative <0
Convex is when
the second derivative >0
Concave looks like
a cave
Convex looks like
Not a cave