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Petroff's Law - Bearing coefficient of friction

In the design of fluid bearings, the Sommerfeld number (S), or bearing characteristic number, is a dimensionless quantity used extensively in hydrodynamic ... more

Sersic profile (in terms of the half-light radius, Re)

The Sérsic profile (or Sérsic model or Sérsic’s law) is a mathematical function that describes how the intensity I of a galaxy varies with distance ... more

Nernst Equation - electrochemical half cell

In electrochemistry, the Nernst equation is an equation that relates the reduction potential of an electrochemical reaction (half-cell or full cell ... more

Klein bagel (4-D non-intersecting parameterization y- coordinate)

n mathematics, the Klein bottle is an example of a non-orientable surface, informally, it is a surface (a two-dimensional manifold) in which notions of ... more

Klein bagel (4-D non-intersecting parameterization x- coordinate)

n mathematics, the Klein bottle is an example of a non-orientable surface, informally, it is a surface (a two-dimensional manifold) in which notions of ... more

Herschel-Bulkley fluid (constitutive equation)

The Herschel–Bulkley fluid is a generalized model of a non-Newtonian fluid, in which the strain experienced by the fluid is related to the stress in a ... more

Cubic equation

Solves a univariate polynomial equation of the third degree.

... more

Worksheet 334

In a video game design, a map shows the location of other characters relative to the player, who is situated at the origin, and the direction they are facing. A character currently shows on the map at coordinates (-3, 5). If the player rotates counterclockwise by 20 degrees, then the objects in the map will correspondingly rotate 20 degrees clockwise. Find the new coordinates of the character.

To rotate the position of the character, we can imagine it as a point on a circle, and we will change the angle of the point by 20 degrees. To do so, we first need to find the radius of this circle and the original angle.

Drawing a right triangle inside the circle, we can find the radius using the Pythagorean Theorem:

Pythagorean theorem (right triangle)

To find the angle, we need to decide first if we are going to find the acute angle of the triangle, the reference angle, or if we are going to find the angle measured in standard position. While either approach will work, in this case we will do the latter. By applying the cosine function and using our given information we get

Cosine function
Subtraction

While there are two angles that have this cosine value, the angle of 120.964 degrees is in the second quadrant as desired, so it is the angle we were looking for.

Rotating the point clockwise by 20 degrees, the angle of the point will decrease to 100.964 degrees. We can then evaluate the coordinates of the rotated point

For x axis:

Cosine function

For y axis:

Sine function

The coordinates of the character on the rotated map will be (-1.109, 5.725)

Reference : PreCalculus: An Investigation of Functions,Edition 1.4 © 2014 David Lippman and Melonie Rasmussen
http://www.opentextbookstore.com/precalc/
Creative Commons License : http://creativecommons.org/licenses/by-sa/3.0/us/

Planet Formation Equation - "Clearing the neighbourhood"

“Clearing the neighbourhood around its orbit” is a criterion for a celestial body to be considered a planet in the Solar System. This was one ... more

Airy disk

In optics, the Airy disk (or Airy disc) and Airy pattern are descriptions of the best focused spot of light that a perfect lens with a circular aperture ... more

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