Author: Andreas Brinken

Verschiebung in x-Richtung anzeigen

Verschiebung in y-Richtung anzeigen

Verschiebung in x- und y-Richtung anzeigen

Verschiebung in y-Richtung um:

h_2(x)=\sqrt x+b

h_1(x)=\sqrt{x-a}

g_1(x)=-0.5 \cdot (x-a)

p_2(x)=x^2+b

g_2(x)=-0.5 \cdot x + b

h_3(x)=\sqrt {x-a}+b

f_3(x)=-0.5 \cdot(x-a)+b

p_3(x)=(x-a)^2+b

Erklärung x-Richtung

Verschiebung in x-Richtung um:

  Die in x-Richtung verschobenen 
Schaubilder haben an der Stelle x 
den selben Funktionswert, wie die 
     nicht verschobenen an der 
                     Stelle x-a.

Erklärung y-Richtung

An jeder Stelle x wird zum alten 
Funktionswert b addiert.

Quadratfunktion

Lineare Funktion

Wurzelfunktion

a

b

Wähle einen Funktionstyp!

p_1(x)=(x-a)^2

a = 1.2 (slider from -5 to 5, step 0.1)
b = -2.6999999999999997 (slider from -5 to 2, step 0.1)
u = Vector((0.0, 0.0), (a, 0.0))
h(x) = sqrt(x)
h_1(x) = h(x - a)
g(x) = x^(2.0)
g_1(x) = g(x - a)
f(x) = -1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 0.5 * x
f_1(x) = f(x - a)
v = Vector((0.0, 0.0), (0.0, b))
g_2(x) = g(x) + b
g_3(x) = g(x - a) + b
h_2(x) = h(x) + b
h_3(x) = h(x - a) + b
f_2(x) = f(x) + b
f_3(x) = f(x - a) + b
c = false
d = false
e = false
F1: (a + 2.3, h_1(a + 2.3))
P_1: (a + 1.5, g_1(a + 1.5))
G1: (a + 1.0, f_1(a + 1.0))
G2: (-1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 2.0, f_2(-1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 2.0))
P2: (-1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.5, g_2(-1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.5))
F2: (1.0, h_2(1.0))
P3: (a - 1.0, g_3(a - 1.0))
G3: (a, f_3(a))
F3: (a + 1.0, h_3(a + 1.0))
A_x: (2.3 + a, 0.0)
w = Vector(A_x, F1)
i: 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 y = h_1(2.3 + a)
A = Intersect(h, i, (2.2999999999999994, 1.51657508881031))
E = (2.3, 0)
j = true
G_x: (2.3 + a, f_1(2.3 + a))
k = Vector(A_x, G_x)
l: 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 y = f_1(2.3 + a)
C = Intersect(f, l, 1.0)
m = Vector(G_x, C)
n = Vector(C, E)
q = Vector(F1, A)
r = Vector(A, E)
s: 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 y = g_1(2.3 + a)
D = Intersect(g, s, 2.0)
t = Vector(D, E)
o = false
v_1 = Vector((-1.0, 1.0), (-1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0, 1.0 + b))
w_1 = Vector((-0.5, 0.25), (-1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 0.5, 0.25 + b))
z_1 = Vector((0.5, 0.25), (0.5, 0.25 + b))
a_1 = Vector((1.0, 1.0), (1.0, 1.0 + b))
b_1 = Vector((0.75, 0.87), (0.75, sqrt(0.75) + b))
c_1 = Vector((1.5, 1.224744871391589), (1.5, sqrt(1.5) + b))
d_1 = Vector((2.25, 1.5), (2.25, sqrt(2.25) + b))
Ay: (-1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0 * 1.0, b / 2.0)
e_1 = false
h_4 = false
i_1 = false
H_a: 0.5 * u
H_b: 0.5 * v