

The rules of the game...
Let's begin this journey
together more or less at the beginning with a quick review of
numbers and arithmetic. Certain numbers are called
"real", which seems to mean that there are others,
possibly unreal. Real numbers may be thought of as lying along a
straight line with zero in the middle and extending as far as
imaginable to the right for positive numbers and as far as
imaginable to the left for negative numbers. Included are whole
numbers (integers), fractions (rational numbers) and decimals not
expressible as fractions (irrational numbers).
The image at the right illustrates a
short segment of the real number line, between 20 and +20. The
indicated example here is an irrational number. Click on the link for the
Real Number Line
interactive display from which this example was taken.
Real numbers may be added, subtracted, multiplied and divided
in the ordinary way. In this program we will use the following
symbols for mathematical operations. For addition +, for
subtraction  , for multiplication *, and for division /. Raising
numbers to powers, sometimes called exponentiation, we place the
exponent above the number and to the right, like 3^{4},
or we use the ^ symbol like 3^4. Both mean 3 multiplied by itself
4 times. Numbers may be raised to noninteger powers like
2.7^{0.5}. This is the square root of 2.7. Applying any
combination of addition, subtraction, multiplication and division
to real numbers results in another real number. Raising real
numbers to powers also gives a real result in many cases. We will
cover the interesting exception later.



Sometimes mathematicians like to make up rules that produce
one number from another, like take a real number and divide it by
two to get another real number. Or take a number, multiply it by
itself and add a second number to it to get another number. The
possibilities are nearly endless. In this program we will deal
with some of these rules for combining numbers which in
themselves are fairly simple but which under the conditions we
will explore, produce wonderfully complicated results. Don't
worry, the complications are wonderful but not fearful.
This making up of rules is more than a means of filling the
idle hours. It turns out that many physical phenomena may be
described by rules like this. Rules of the sort we cover here are
called "functions". The number produced is said to be a
function of the number "taken" at the beginning. In
particular these are called a single valued functions. Each
number in, gives one number out. The "taken" number is
called the "independent variable" the produced number
the "dependent variable". We talk about a function as
"returning" the dependent variable.
Frequently the independent variable is called "x"
and the dependent variable called "y". We will refer to
x and y in that in the rest of this discussion. Some functions
have restrictions on the allowed values of x. The set of all
values of x which are allowed for the function is called the
"domain" of the function. The set of all values of y
which the function returns is called the "range" of the
function. The word "set" as we will use it just means a
collection of related objects or numbers. The mathematical
definition is very close to ordinary usage.
Functions of the sort we are talking about may be written out in
mathematical terms as an equation or formula. For ease in reading
we will use a distinctive color for mathematical expressions. For
example
y=x+2
is such a function. This says that to get a value for y take any
x and add 2 to it. You can see that the function relates a y to
every x. The number 2 in the function is neither the independent
variable nor the dependent variable. Numbers like this in
functions are known as "parameters". If added in the
function the parameter is called a "constant", if
multiplied in the functions it is called a
"coefficient". You might imagine a function to be a
"black box" into which you put values of the
independent variable and out of which pop values of the dependent
variable. The
Function Black Box
display illustrates the idea for the function
y = x*(10x) .

In addition to the arithmetic operations of addition,
subtraction, multiplication, division and exponentiation; there
are other defined functions that operate on real numbers. In
particular there are two, which we will use in our examples later.
The sine function, symbolized as
y=sin(pi*x) ,
takes any real number and returns a number between 1 and 1. The
symbol pi (said pie) is the pi of "pie are square"
fame. The exponential function, symbolized as
y=exp(x) ,
takes any real number and returns a positive real number.
Specific use of these functions is covered later.
Sometimes it is useful to look at the way
that y depends on x by plotting the relationship on a graph. We
plot the x value along the horizontal direction, called the
"xaxis". For each value of x the corresponding value
of y is plotted over x in the vertical direction, called the
"yaxis". The series of y locations traces out a curve
which represents the function. Recognize that any graph
represents only a sampling of points covered by the function. It
is an accurate representation of the function only if the
function has no bizarre behavior between sample points.
On the
Graphing
display we will
demonstrate how a function may be represented by a graph.



For purposes of introducing the graphing concept, marking the
y values with the actual number was OK, but as a practical matter
we will not want our graphing illustrations peppered with
numbers. We could replace the y numbers with some more convenient
marker and move the values to the yaxis as we did with the x
values. If this were a paper graph that is what we would do. Then
to determine the x and y values called "coordinates" of
any point on our graph we would have to estimate the values from
the axis scale.
Fortunately we are going to work with
computer graphs rather than paper ones. On the computer screen we
will take advantage of the cursor provided to us by our operating
system. The coordinates of the point on our graph pointed to by
the cursor can be displayed and updated as the cursor is moved.
The x and y values are displayed in the bottom margin.
Run the
Cursor Action
display to see
the rudimentary graph produced in the Graphing display replaced
with a better version.
We draw graphs by selecting a few points along the xaxis,
calculate the corresponding y values, plot those points and then
connect the dots to fill in all the other uncalculated points
representing the function. What we assume in doing this is that
the function is fairly smooth and behaves on a small scale pretty
much the same way it does on the larger scale covered by the
points that were calculated. Sometimes we refer to functions for
which this is true as "well behaved". Functions which
represent actual physical systems tend to be well behaved.

We are going to need some graph paper on which to draw graphs and
other forms of program output. It will sometimes be convenient
for you to be able to control the boundaries of the region
displayed on the drawing area. Also the program output may
sometimes be animated and you will need some way to start and
stop the action. We will use a sort of generic graphing display
with controls on it to allow the functions we described. The image at the right is a screen shot of the graph paper applet. In cases
where there is no need to change the limits or start and stop the
action, the controls will be disabled. Run the Graph Paper display. An explanation of the
controls is attached.
This concludes this bit of background material. Use your
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came.





