A Level Maths

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251 Terms

1
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y=af(x)

stretch graph vertically by scale factor a

2
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y=f(x)+a

translation in the y-axis of a

3
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y=f(ax)

stretch graph horizontally by scale factor 1/a

4
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y=f(x+a)

translation in the x-axis of -a

5
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y=-f(x)

reflect over x-axis

6
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y=f(-x)

reflection in y axis

7
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y=(ax+b)

move -b horizontally, the horizontal stretch of 1/a

8
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Given a centre (a, b) and radius r, the equation of a circle is

(x-a)^2+(y-b)^2=r^2

9
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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

10
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The angle between the radius and the tangent is

90 degrees

11
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Midpoint between A and B

(average of x, average of ys)

12
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Gradient of line between A and B

Difference between y's over difference between xs

13
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Distance between A and B

Use Pythagaros

14
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Equation of line between A and B

m(x-x_a)=(y-y_b)

15
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kinematic equation without displacement

v=u + at

16
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kinematic equation without final velocity

s= ut+at^2

17
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kinematic equation without acceleration

s=(u+v)/t

18
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kinematic equation without time

v^2=u^2+2as

19
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The area under speed time graph is

the displacement

20
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The gradient of a speed time graph is

acceleration

21
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differentiate x^n

nx^(n-1)

22
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Differentiate x

1

23
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Differentiate 3

0

24
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To find the gradient of a tangent a point P on the curve

Sub the x coordinate of into the gradient function

25
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dy/dx is

the gradient function

26
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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

27
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The definition of differentiation is

limit as h tends to 0 of (f(x+h)-f(x))/h

28
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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

29
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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

30
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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

31
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Sin^2(x)+cos^2(x)=

1

32
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tanx=

sinx/cosx

33
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To solve sin2x

Draw 2 sinx for double the boundary, then solve as normal

34
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The first thing to do with a projectiles question is

break it into a vertical problem and a horizontal problem

35
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The horizontal acceleration is

0

36
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The vertical acceleration is

-9.8

37
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You can often find the horizontal displacement by

Working with the vertical displacement

38
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The highest point of the particle is when

the vertical vecocity is 0

39
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The speed of the particle is

the combination of the horizontal and vertical velocity

40
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To work out the speed of the particle you use

Pythagaros

41
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To work out the angle of the speed at a certain time you use

Elementary Trig

42
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P(A ∩ B)=

P(A)P(B|A)=P(B)P(A|B)

43
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P(A∪B)=

P(A)+P(B)-P(A∩B)

44
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Independence means in terms of the intersection

P(A∩B)=P(A)P(B)

45
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Independence means in terms of a given event

P(A|B)=P(A)

46
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P(A')=

1-P(A)

47
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P(A'∩B) or similar requires

A venn diagram

48
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Arc length is

49
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Sector area is

1/2 θr^2

50
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Sin rule is

a/sinA=b/sinB

51
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Cosine rule is

a²=b²+c²-2bc cosA

52
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Segment area is

Sector - triangle

53
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Triangle area os

1/2 abSinC

54
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A fish or a ball or a book etc. is represented by

a dot

55
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A fish or a ball or a book etc. is modelled by

a particle

56
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We use particles in models because

all of the weight is concentrated at one point

57
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Inextensible means

Acceleration is constant throughout the model

58
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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

59
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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

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Light means

No mass

61
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Smooth means

No friction

62
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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)

63
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Secx

1/cosx

64
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cosecx=

1/sinx

65
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cotx=

cosx/sinx

66
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1+tan^2(x)

sec^2(x)

67
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1+cot^2(x)

cosec^2(x)

68
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To solve (x-2)(x+3)>0

Draw the curve and define the points above the x axis

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To solve (x-2)(x+3)<0

Draw the curve and define the points below the x axis

70
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Why would you not draw a curve when solving a quadratic inequality

There is no fathomable reason

71
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2 roots means

b^2-4ac>0

72
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equal roots means

b^2-4ac=0

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no real roots means

b^2-4ac<0

74
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When a particle is in limiting equilibrium

Friction=µR

75
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If a particle is moving friction acts

in the direction opposite to movement

76
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If a particle is static friction acts

in the direction opposite to the potential movement

77
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P=f(x)/(x-a)(x-b)

78
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P=f(x)/(x-a)(x-b)^2

P=A/(x-a)+ B/(x-b)+C/(x-b)^2

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P=f(x)/g(x), if f(x) is of the same of higher order then

Use algebraic division first

80
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Log(xy)=

Log(x)+log(y)

81
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Log(x/y)=

log(x) - log(y)

82
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log(x^n)=

n log x

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log1=

0

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log_a(a^x)=

x

85
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a^(log_a(y))

y

86
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The definition of e is

if y=a^x=dy/dx, then a=e

87
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The inverse of e^x is

ln(x)

88
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if f(x) is a polynomial and f(a)=0 then

(x-a) is a factor of f(x)

89
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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

90
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To find a stationary point

the first derivative =0

91
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A stationary point is a maximum if

the second derivative <0

92
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A stationary point is a minimum if

the second derivative >0

93
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A function is increasing if

the first derivative ≥0

94
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A function is decreasing if

the first derivative ≤0

95
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A function is strictly increasing if

the first derivative >0

96
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A point of inflection is

the second derivative =0 and a higher derivative exists

97
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Concave is when

the second derivative <0

98
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Convex is when

the second derivative >0

99
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Concave looks like

a cave

100
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Convex looks like

Not a cave