TR-12: Distance Between Points in Space (Trigonometry series by Dennis F. Davis)

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The general distance formula is extended to 3 dimensions to provide the last application of the Pythagorean Theorem: #6 Determining the distance between two points in 3D space.

Series introduction including complete video list:

International A level, Intl A Level, IAL, Edexcel, Pearson exam board, CIE, Cambridge exam board, P3, P2, Year 10, Class 11
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THIS CHANNEL IS HUGELY UNDERRATED
IM ONNA TRY TO INCREASE YOUR VIEWS BY RECOMMENDING THIS HANNEL TO EVERY FELLOW CLASSMATE I KNOW . ONLY A FEW PEOPLE CAN UNDERSTAND THE VALUE OF THIS TYPE OF CONTENT THAT GIVES SUCH CONCEPTUAL CLARITY . FROM THE BOTTOM OF MY HEAERT, THANK

perryperry
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Working my way through this. Will try to finish this series over my two week uni break to set up for trigonometric calculus. Very well presented and enjoyable. Thank you!

gpn
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no one ever mentions this version of the Pythagorean theorem. I constantly blow the minds of engineering students when they realize the magnitude of vectors is just Pythagorean.

SoloRenegade
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Your Amazing Sir.... Keep Making videos up... 🎉🎉🎉

kowshikhero
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Thank you so much. Your instructional videos are so interesting. I wished I had a teacher of your calibre, passion and creativity in teaching maths during my formative schooling years.

josephlai
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As usual, very clear an explanation. Thank you. Learnt something new today.

ienergytech
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Please continue like that you are amazing

muqtarjamaegal
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My feelings on these videos make sense to some people... In a world filled with meaningless drivvle, listening to your videos while I am working on my own projects enhances my life in ways nonquantifiable.

motoflyte
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I used something similar to define points on a sphere using Cinema 4D. Slight difference was y and z axis were reversed. IE, y axis was vertical and z was (negative) horizontal. IE, into plane.
Another ‘hitch’ was the way that C4D described angles in the plane >180°.
It measured FROM the Origin and described >180° as -((180 - (0~180)) This gave a negative value and caused ructions when trying to work out an ‘Expresso’ node module to describe a point on the sphere. I attributed it to be due to the Sin/Cos Flip in the quadrants with a negative co-ordinate.
It took me a long time to make an animation using an interactive C4D file to demonstrate the problem. What else could I have used? 😄
Using your method would have sped up my working but I would still have to make allowances for that Flip.
I had the basic grasp of maths from Secondary School in the 60’s drilled into me but if I had known the real life practical uses described instead of just the function then I would have been inspired to take a more advanced mathematical career. It is still nice to relearn and catch up on my missing maths knowledge now that I am retired and have a lot of time to fill.
PS, I use the Scottish maths plural as we don’t have a single mathematic over here. 😉

auldweegie