#A04 · Algebra & Number Theory · Lv.2View in 3D Mind-Map

Quadratic Formula & Discriminant

Brahmagupta & Al-Khwarizmi · 628 CE

x=−b±b2−4ac2ax = \frac{-b \pm \sqrt{b^2 - 4ac}}{2a}
ax2+bx+c=0(D=b2−4ac)ax^2 + bx + c = 0 \quad (D = b^2 - 4ac)

Solves any quadratic equation directly from its coefficients via completing the square, while the discriminant D = b² - 4ac classifies real, repeated, or complex roots.

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Coeff a
Coeff b
Constant c
D=(−3)2−4(1)(−4)=25.00D = (-3)^2 - 4(1)(-4) = 25.00
Roots x₁, x₂
4.00, -1.00
Discriminant D
25.00 (실근 2)
Vertex
(1.50, -6.25)

Prerequisite Path (4 STEP)

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Geometric & Intuitive Insight

이차함수 포물선 y = ax² + bx + c 의 대칭축 x = -b/(2a) 로부터 좌우로 ±√(b²-4ac)/(2a) 만큼 떨어진 두 점이 바로 x축과 만나는 두 근입니다.

Step-by-Step Derivation

  1. Step 1.1단계: ax² + bx + c = 0 의 양변을 a로 나눕니다 → x² + (b/a)x = -c/a
  2. Step 2.2단계: 완전제곱식을 만들기 위해 양변에 (b/2a)² 을 더합니다 → (x + b/2a)² = (b² - 4ac) / 4a²
  3. Step 3.3단계: 제곱근을 취하고 x에 대해 정리하면 x = (-b ± √(b² - 4ac)) / 2a 가 유도됩니다.

AI & Coding Real-World Use

3D Ray-Sphere intersection in ray tracing shaders and projectile trajectory impact time calculation

#3D Ray Tracing#Physics Collision#Optimization Parabola
const D = b*b - 4*a*c; const x1 = (-b + Math.sqrt(D)) / (2*a);

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