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ISTRUZIONI DEL cALCOLATORE GRAFICO PIANO (Il caricamento richiede un po' di tempo) |
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The above example displays the following calculator:
Move point a with the mouse to see how the amplitude and frequency of a sine wave can change.
| Graph definitions and mathematics |
This section contains a technical description of the calculator's graph. You can skip over many of the items in this section if you already understand the basic principles of complex numbers, vectors, their corresponding representation on the cartesian plane, and their standard graphical display conventions.
- Pixels, points, and zoom scale
The calculator's graph is a map that projects points in the cartesian plane onto screen pixels.
The zoom scale (z) is defined as the horizontal pixel displacement between the pixel that represents the cartesian point (0,0) and the pixel that represents the cartesian point (1,0).
If the screen location of the cartesian origin's pixel o is at ox (horizontal) oy (vertical), and the screen location of pixel p is at px (horizontal) py (vertical), then pixel p is the graphical representation of the cartesian point a with coordinates:Pixel p is also the graphical representation of the following set of cartesian points:
ax = (px - ox) / z
ay = (oy - py) / z.
Point a is called the center point for pixel p. If you select pixel p with the mouse, then the calculator interprets it as point a.
{ (x,y) | x in [ax - z/2 ... ax + z/2) and y in [ay - z/2 ... ay + z/2) }.
The calculator uses only positive integer values for z. This allows you to use the mouse for selecting integer-valued coordinates. If you choose an even value for z, then you can also use the mouse to select exact mid-points between integers.
Due to limitations in the calculator's graphing precision, it's best to limit your activities to the region of the cartesian plane where the following inequality holds true for each point a that you're using:
max(z|ax|, z|ay|) < 2147483647
- Background pixel color
If the background color of a pixel is black, then it represents a point a that has a coordinate value of either ax=0 or ay=0.
If the background color of a pixel is light gray, then it represents a point a that has a coordinate value such that either ax or ay is a non-zero integer -- however, at very low zoom scales, ax or ay is also restricted to be an integer multiple of 10.
The background color of all other pixels is white.
- Points: mathematical interpretation
Each point on the plane has two coordinates, a horizontal one for x, and a vertical one for y. The mathematical interpretation of these coordinates depends on which function is currently selected for the calculator. This interpretation is defined either by complex mathematics, vector mathematics, or real mathematics.
In complex mathematics, the point represents a complex number, where the point's x coordinate represents the number's real component, and the point's y coordinate represents the number's imaginary component. Specifically, the point a located at (ax,ay) represents the complex number ax+iay, where i2 = -1. (In some applications, the symbol j is used instead of i.)
In vector mathematics, the point represents a 2-dimensional vector, where the point's x coordinate represents the vector's first coordinate, and the point's y coordinate represents the vector's second coordinate. Specifically, the point a located at (ax,ay) represents the vector (ax,ay).
In real mathematics, the point represents either true or false with respect to a function f :, where the point's x coordinate represents a value in the domain of f, and the point's y coordinate represents a value in the range of f. Specifically, the point a located at (ax,ay) represents true if ay = f (ax), and represents false otherwise.
- Points: graphical display
A point is displayed as a small open square that's centered around the pixel that represents it. A point may also be accompanied by a gray line segment that connects it to the origin. The gray line segment is provided only to help you visualize the angle associated with the point, and is not a part of the mathematical object that the point represents.
Note that sometimes a point might lie outside of the display boundary of the graph. The Line checkbox is provided to help you locate a distant point.
- Root functions
The calculator's built-in function f = V¯a displays all the complex values of z that satisfy the equation z2 = a.
The calculator's built-in function f = 3V¯a displays all the complex values of z that satisfy the equation z3 = a.
Each of these equations has a principal root, which is displayed as the point labeled f. The principal root is the value of z that has the greatest real component (or the greatest imaginary component if the real components are equal). All other roots of the equation are displayed as unlabeled points.
See also:
- Shadow vector
The calculator has a special feature to help you understand the geometric interpretation of a · b (vector dot product) and a × b (vector cross product).
This feature is available when you select the built-in function f = a · b or f = a × b.
While you are moving a point with the mouse (or while the spin animation is running), an additional point is displayed that represents the shadow vector. The shadow vector is displayed in red, and describes the "shadow" that the moving vector casts on the stationary vector's line. This shadow comes from a light source that's positioned so its rays of light are always perpendicular to the stationary vector. The shadow is created when the moving vector blocks one ray of light. This blocked ray of light is displayed as a yellow line segment.
The shadow that a casts on b is the vector b(a·b)/|b|2. In this case, the red line has a length of |a·b|/|b|, and the yellow line has a length of |a×b|/|b|. If b remains constant (which is true while you are moving a), then the length of the red line is always proportional to |a·b|, and the length of the yellow line is always proportional to |a×b|. Observing these relationships can be useful for achieving a geometric understanding of these vector products.
See also:
- Shadow vectors for matrix multiplication
The calculator has a special feature to help you understand the geometric interpretation of 2×2 matrix multiplication with a vector.
This feature is available when you select the built-in function f = mat(a,b) · c.
For this function, the calculator computes the following:While you are moving point c with the mouse (or while the spin animation is running on c), two additional points are displayed that represent the shadow vectors. The shadow vectors are displayed in red, and describe each of the two "shadows" that c is simultaneously casting on the lines of a and b.
ax ay bx by c = (a · c , b · c)
These shadows come from two different light sources that are positioned so that the rays of light from one source are always perpendicular to a, and the rays of light from the other source are always perpendicular to b. The two shadows are created when c blocks one ray of light from each source. These two blocked rays of light are displayed as yellow line segments.
The two shadow vectors are labeled x and y, and are defined as:
x = a(a·c)/|a|2 |x| = |a·c|/|a| y = b(b·c)/|b|2 |y| = |b·c|/|b|
If a and b remain constant (which is true while you are moving c), then the lengths of the red shadows |x| and |y| are always proportional to |a·c| and |b·c|, respectively. Observing this relationship can help you to view the result vector (a·c, b·c) in geometric terms.
See also:
| Additional examples |
This section contains some additional examples of user-defined functions for the calculator.
- Cycloid
f = (|a|t + by sin(t), |a| + by cos(t)) - (0,|a|) g = |a|(cos t, sin t) Move a and b up and down the y axis. The radius of the circle is |a|, and by indicates where the pen is attached to the circle. The pen draws the cycloid as the circle rolls in the x direction.
- Projectile motion
f = bx|t|, by|t| + .5 ay|t|^2 Move b to specify the initial velocity vector of a projectile fired from the origin. Move ay to a negative value to specify the negative acceleration of gravity. The curve shows the resulting ballistic motion of the projectile.
- Normal distribution
f = (1/((dx-cx)sqrt(2pi))) e^(-((x-cx)^2)/(2(dx-cx)^2)) g = (cx, t) h = (dx, t) Move c to specify the mean, and move d to specify 1 standard deviation from the mean. The curve shows the normal distribution.
- 2×2 matrix exploration
f = (cos t, sin t) dot a, (cos t, sin t) dot b g = (1,1)i^(int t) dot a, (1,1)i^(int t) dot b Move a and b around to explore how multiplication by a 2×2 matrix transforms the geometry of the plane. The graph shows how the unit circle and a circumscribed square are transformed by multiplication with the following matrix:
ax ay bx by
- Regular polygon series
f = c + (a-c) i^((4 int t)/(s+3)) Move a and c to position the polygon. Click the Step button to advance to the next polygon. Click the Clear button to reset.
- Conic sections with focus and directrix
f = sqrt(ax+1) g = -f h = sqrt(ax*((x^2)-1)) k = -h m = (re(1/f), ax*im(1/f)) + i*t/f n = -m Move a left and right to explore the entire set of ellipses and hyperbolas.
- Chaos of the logistic equation
f = 4ax(1-ax) g = (s/z, f) Move a to random position between x=0 and x=1. Activate the Plot checkbox, and then click the Step button to advance through the iterations. Hit the > key to advance 100 steps. The resulting plot is chaotic. Click the Clear button to reset.
- Mandelbrot set
Move c to a fixed location. Move a to 0, and then