Software used to program video games often uses an origin at the top left of the display canvas. The positive x -axis is to the right and the positive y -axis is downward. Suppose that a player moves on a direct path from the origin to a point P with pixel location 135 , 200 . Then the player moves directly to point Q at a pixel location of 420 , 150 . a. Find the player's bearing from the origin to point P . Round to one-hundredth of a degree. b. Find the player's bearing from point P to point Q . Round to one-hundredth of a degree.
Software used to program video games often uses an origin at the top left of the display canvas. The positive x -axis is to the right and the positive y -axis is downward. Suppose that a player moves on a direct path from the origin to a point P with pixel location 135 , 200 . Then the player moves directly to point Q at a pixel location of 420 , 150 . a. Find the player's bearing from the origin to point P . Round to one-hundredth of a degree. b. Find the player's bearing from point P to point Q . Round to one-hundredth of a degree.
Solution Summary: The author calculates the bearing of the player at point P if the software that is used to program video game often uses an origin at the top left
Software used to program video games often uses an origin at the top left of the display canvas. The positive
x
-axis
is to the right and the positive
y
-axis
is downward. Suppose that a player moves on a direct path from the origin to a point
P
with pixel location
135
,
200
. Then the player moves directly to point
Q
at a pixel location of
420
,
150
.
a. Find the player's bearing from the origin to point
P
. Round to one-hundredth of a degree.
b. Find the player's bearing from point
P
to point
Q
. Round to one-hundredth of a degree.
Use the information to find and compare Δy and dy. (Round your answers to four decimal places.)
y = x4 + 7 x = −3 Δx = dx = 0.01
Δy =
dy =
4. A car travels in a straight line for one hour. Its velocity, v, in miles per hour at six minute intervals is shown
in the table. For each problem, approximate the distance the car traveled (in miles) using the given method,
on the provided interval, and with the given number of rectangles or trapezoids, n.
Time (min) 0 6 12 18|24|30|36|42|48|54|60
Speed (mph) 0 10 20 40 60 50 40 30 40 40 65
a.) Left Rectangles, [0, 30] n=5
b.) Right Rectangles, [24, 42] n=3
c.) Midpoint Rectangles, [24, 60] n=3
d.) Trapezoids, [0, 24] n=4
The bracket BCD is hinged at C and attached to a control cable at B. Let F₁ = 275 N and F2 = 275 N.
F1
B
a=0.18 m
C
A
0.4 m
-0.4 m-
0.24 m
Determine the reaction at C.
The reaction at C
N Z
F2
D
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