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Rapportera problem med översättningen
It even gives you a step-by-step solution, and plots a graph.
wolframalpha.com
(1/2)arccos (2x − 1) = arcsin (√x) - π/2
From here, keep in mind that arccos and arcsin are inverse trigonometric functions, and that means the result of the function is an angle, so π/2 has something to do with it.
Presumably it has to do with how a cosine wave is just a sine wave shifted by π/2 radians.
Unfortunately this is the point where I no longer know what to do, because I don't know enough about the inverse trig functions. I could suggest looking into it from the perspective of the exp function, and e^(iθ).
It's actually really simple to answer. Plug in values from 0 - 1 see if the result is equal to pi / 2
The expression is also around the wrong way. ∀x ∈]0, 1[, (1/2)arccos (2x − 1) + arcsin (√x) = π/2
∀x ∈ (0,1) 0 to 1 being a set. this can include ALL numbers in this set unless there a limiting parameters such as ∀x ∈ is the set of rational numbers (numbers that can be expressed as a ratio of two numbers)
∀x ∈ (0,1) Prove that.
(1/2)arccos (2x − 1) + arcsin (√x) = pi / 2 (Prove the left is equal to the right) simple as that.
And you might think it sounds a bit petty to make sure every single value is π/2, but that's just how it is. Plus, if instead of just solving it with a calculator you go through the process and reason why it's true, it's going to give you a lot more insight into the topic.
Math isn't always about the result. More often than not it's about figuring out how to get there.
Oh, and after seeing the edit, just a tip, (0,1) implies that it's only the values between the two, whereas [0,1] implies it's all the values from 0 to 1.
Not even close. I'm the process of teaching mysefl, high school to university mathematics off my own back. We've done basic mathematical induction at university but I wasn't satisfied with my level of understanding. What he is doing is called mathematical induction, he simple needs to do some manipulation using rules he should have learned at university / college if he hasn't he needs to go back to review that, it's that simple.
Good percentage of mathematics is just rules. When you get into Differential equations is when you can get mathematically creative.
From my vague understanding those arccos functions are simple cos^-1 = theta because thats what happens when you take the inverse of your cosine ratio you get an angle. rerpresented by the corner of a set of sides which is SOHCAHTOA - Sine(Opposite over hypotenuse), Cosine(Adjacent over hypotenuse), Tangent(Opposite over adjacent). Cosine(something) is going to return an angle)
In this case it's related to the unit circle not necessarily triangles.
If you are struggling with the basic mathematics you won't be able to try to even solve that equation. You must know the rules off by heart and know how to manipulate them. Looking at your previous posts, if you want to get into OpenGL you will require a lot of linear algebra.
Cross-products, Dot products, Scalar manipulations etc, without them 3D graphics will be but a dream.