Maths 1: Comprehensive Prerequisites Guide
IMPORTANT
Purpose: This guide is designed to teach you the background mathematics required for Maths 1. It assumes you have forgotten most high school math and builds up from the basics.
1. Number Systems (The Building Blocks)
Before we do math, we need to know what “numbers” we are allowed to use.
1.1 The Hierarchy of Numbers
Think of numbers like a set of nesting dolls. Each set contains the previous one.
- Natural Numbers (): The counting numbers.
- Note: Sometimes includes 0, but usually starts at 1.
- Integers (): Natural numbers plus 0 and negatives.
- Concept: Think of debt (negative) vs. asset (positive).
- Rational Numbers (): Any number that can be written as a fraction (where ).
- Examples: .
- Concept: “Ratio” - parts of a whole.
- Real Numbers (): All numbers on the continuous number line.
- Includes Rationals AND Irrationals (numbers that go on forever without repeating, like or ).
1.2 Intervals (Describing Chunks of Numbers)
Instead of listing numbers, we often want “everything between 2 and 5”.
- Closed Interval : Includes endpoints. .
- Notation: Square brackets .
- Example: includes 2, 3, 4, 5, 2.1, 4.999…
- Open Interval : Excludes endpoints. .
- Notation: Parentheses .
- Example: includes 2.0001, 4.9999, but NOT 2 or 5.
- Mixed: means .
2. Basic Algebra (The Language)
Algebra is just solving puzzles where is the missing piece.
2.1 Solving Linear Equations
Goal: Get by itself. Rule: Whatever you do to one side, do to the other.
Example: Solve .
- Subtract 5: .
- Divide by 3: .
2.2 Exponents (Powers)
Shorthand for repeated multiplication. .
Key Rules:
- Product: (Add powers).
- .
- Power of Power: (Multiply powers).
- .
- Negative Power: (Flip it).
- .
- Zero Power: (Always, except ).
2.3 Factoring Quadratics
Turning a sum () into a product . Method: Find two numbers that:
- Multiply to the last number (6).
- Add to the middle number (5).
- Numbers are 2 and 3.
- So .
3. Coordinate Geometry (The Map)
We draw math on a 2D plane (Cartesian Plane).
3.1 The Axes
- X-axis: Horizontal line (Left/Right).
- Y-axis: Vertical line (Up/Down).
- Origin: where they cross.
3.2 Slope (Steepness)
How fast does the line go up?
- Formula: .
- Positive Slope: Uphill ().
- Negative Slope: Downhill ().
- Zero Slope: Flat (Horizontal).
- Undefined Slope: Vertical cliff.
4. Functions (The Machines)
Think of a function as a machine.
- Input (): Raw material.
- Output ( or ): Finished product.
- Rule: The machine must be consistent. One input gives exactly one output.
4.1 Domain & Range
- Domain: What you are allowed to put IN.
- Constraint 1: No dividing by zero. (If , then ).
- Constraint 2: No square root of negatives. (If , then ).
- Range: What can possibly come OUT.
4.2 Composition ()
Chaining machines together.
- means: Put into , get result, put result into .
5. Logarithms (The Inverse of Powers)
If , how do we ask “2 to what power is 8?”
- We write: .
Key Properties:
- (Multiplication becomes Addition).
- (Division becomes Subtraction).
- (Power comes down).
6. Inequality Logic (Wavy Curve)
How to solve ?
- Find Roots: Where is it zero? ().
- Plot on Line: and .
- Test Regions:
- Pick : . (Right side is Positive).
- Cross 1 (Odd power): Sign flips to Negative.
- Cross -2 (Odd power): Sign flips to Positive.
- Select: We want , so regions .