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  2. Symbolab - Wikipedia

    en.wikipedia.org/wiki/Symbolab

    Symbolab is an answer engine [1] that provides step-by-step solutions to mathematical problems in a range of subjects. [2] It was originally developed by Israeli start-up company EqsQuest Ltd., under whom it was released for public use in 2011. In 2020, the company was acquired by American educational technology website Course Hero. [3] [4]

  3. Cubic equation - Wikipedia

    en.wikipedia.org/wiki/Cubic_equation

    For solving the cubic equation x 3 + m 2 x = n where n > 0, Omar Khayyám constructed the parabola y = x 2 /m, the circle that has as a diameter the line segment [0, n/m 2] on the positive x-axis, and a vertical line through the point where the circle and the parabola intersect above the x-axis.

  4. How to Solve It - Wikipedia

    en.wikipedia.org/wiki/How_to_Solve_It

    How to Solve It suggests the following steps when solving a mathematical problem: . First, you have to understand the problem. [2]After understanding, make a plan. [3]Carry out the plan.

  5. Equation solving - Wikipedia

    en.wikipedia.org/wiki/Equation_solving

    One particular solution is x = 0, y = 0, z = 0. Two other solutions are x = 3, y = 6, z = 1, and x = 8, y = 9, z = 2. There is a unique plane in three-dimensional space which passes through the three points with these coordinates, and this plane is the set of all points whose coordinates are solutions of the equation.

  6. Optimal solutions for the Rubik's Cube - Wikipedia

    en.wikipedia.org/wiki/Optimal_solutions_for_the...

    A randomly scrambled Rubik's Cube will most likely be optimally solvable in 18 moves (~ 67.0%), 17 moves (~ 26.7%), 19 moves (~ 3.4%) or 16 moves (~ 2.6%) in HTM. [4] By the same token, it is estimated that there is only 1 configuration which needs 20 moves to be solved optimally in almost 90×10 9, or 90 billion, random scrambles. The exact ...

  7. Horner's method - Wikipedia

    en.wikipedia.org/wiki/Horner's_method

    In binary (base-2) math, multiplication by a power of 2 is merely a register shift operation. Thus, multiplying by 2 is calculated in base-2 by an arithmetic shift. The factor (21) is a right arithmetic shift, a (0) results in no operation (since 2 0 = 1 is the multiplicative identity element), and a (2 1) results in a left arithmetic shift ...

  8. Rubik's Cube - Wikipedia

    en.wikipedia.org/wiki/Rubik's_Cube

    Rubik's Cube lends itself to the application of mathematical group theory, which has been helpful for deducing certain algorithms – in particular, those which have a commutator structure, namely XYX −1 Y −1 (where X and Y are specific moves or move-sequences and X1 and Y −1 are their respective inverses), or a conjugate structure ...

  9. Doubling the cube - Wikipedia

    en.wikipedia.org/wiki/Doubling_the_cube

    In algebraic terms, doubling a unit cube requires the construction of a line segment of length x, where x 3 = 2; in other words, x = , the cube root of two. This is because a cube of side length 1 has a volume of 1 3 = 1, and a cube of twice that volume (a volume of 2) has a side length of the cube root of 2.