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Fractions:

In fractions, we often use them in equations, so here are some tips.


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Multiplying: Divide:
1. Multiply the numerators. 1. Flipping the second fraction
2. Multiply the denominators. (AKA the reciprocal)
3. Simplify if possible. 2. Multiply and simplify if possible

Adding: Subtraction:
1. Depending on the question, 1. Same as adding for numbers 1
convert fractions into a and 2.
improper fraction/mixed. 2. Subtract the numerators.
number. (In highschool, 3. Simplify.
they almost never use
mixed numbers. Conversion:
2. Making the denominator the Factions to Decimal to Percent:
same by multiplying them or Numerator dividing by denominator
finding the LCM. (Decimal), times 100 (Percent).

=
3. Do “butterfly” or “cross” Percent to Fraction:
multiplication. Put a 100 under the percent, simplify
mult

4. Add the numerators, simplify


and if says so, convert into
mix number or improper fraction
Whole Numbers: If there is a whole number in an equation, simply
put a line and 1 underneath. 5
- 1 5= - 1
3 1 3
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Integers:
Integers are any whole numbers. They can be either positive, negative
or 0. Here's some tips on integers with operations.
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Addition and Subtraction:

+ and (+) = This graph shows what happens when 2 numbers


(+)
+ and (-) = (-) and operations are next to each other. The one
- and (+) = (-) without brackets is the operation and the ones with
- and (-) = (+)
brackets are the number’s state (Positive/Negative).

Here are some examples:

1 + 2 = 3 [ + and (+) ]
Simple adding.

5 + (-3) = 5 - 3 = 2 [ + and (-) ]


When adding a negative number, it's the same as subtracting.

6 - 2 = 4 [ - and (+) ]
Simple subtracting.

7 - (-8) = 7 + 8 = 15 [ - and (-) ]


If you subtract a negative, it's the same as adding

So if the operations and “state (Btw, this is just a name I made up, not
the official term)” of the next number are the same, add. But if they are
different, then subtract.

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Multiplying and Division:

In Multiplication and Division, the negative numbers are a little


different. They act like “switches''. Here's an example. You start off
with 1, then you multiply it by -1. The negative acts like a switch,
turning the 1 to -1. Because 1 x 1 = 1 and there's a negative number,
the answer is -1. Now if you multiply -1 by -1, the thing “switches''. It
goes from a negative to a positive, turning back into 1.

The amount of negatives there are in the equation while


determining what state the answer will be. If the amount of negative
numbers is even, then the answer will be a positive number. If the
amount of negative numbers is odd, then the answer will be a
negative number. But otherwise, it's the same as normal multiplication
and Division

E.g.

-1 x -1 x -1 x -1 x -1 = 5 (odd) negative numbers, so the answer is a


negative.

-1 x -1 x -1 x -1 x -1 x -1 x -1 x -1 x -1 x -1 = 10 (even) negative
numbers, so the answer is a positive.

-5 x 7 ÷ -6 x -3 ÷ 2 = 3 (odd) negative numbers, so the answer will be


a negative.

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Area, Circumference, & Volume:
Area and Volume are a huge part of geometry, so it's good to know
how to calculate them.
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Area:
The area of a shape is how much a shape covers. For every shape,
there is a formula for how to calculate their area.
Formulas:

Rectangle: Parallelogram: Square: Trapezoid:


l x w or b x h. bxh l x w or b2 (b1 + b2) x h ÷ 2
b1
h
l/h l
h
b w
w/b b2

Triangles: Triangles: Triangles: Circle:


bxh÷2 bxh÷2 bxh÷2 r2 x π

h r
h h
b b
b

These formulas are pretty simple to use. Put in whatever number you
get, and calculate.

What the letters stand for:


l = Length w = width h = height b = base r = radius
Circumference:
The Circumference is the length of the sides of a circle. To calculate it,
we would use the diameter(d) and pi(𝛑). The formula is d x 𝛑. If you're
only given a radius, then you can multiply it by 2 to get a radius.

Volume:
The volume of a 3D shape refers to the number of cubic units that can
fit inside it.

The formula for a 3D shape (usually a prism) is B x h. The capital B is


a different type of base though. It refers to one whole side of the 3D
shape, and the height is how “thick” the
Base Height shape is.

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Order of Operations:
The Order of Operations is known as Bedmas or Pedmas, But
Bedmas fits better (in Canada). You always have to use BEDMAS,
otherwise you will get a wrong answer. BEDMAS stands for:
Brackets
E When you do a equation, you do everything in a
D
Mxponents bracket, then you convert all the exponents into
A numbers, do the division and multiplication(do the
Sivision first one on the left and keep going) and then you
ultiplication end it off with addition and subtraction(also in the
order of left to right). If there's other things in the
ddition
bracket, still do it in Bedmas order.
ubtraction

E.g.

(23 + 43) + 9 x 4 ÷ 6 - 50 (48 - (32 + 9)) x 22 ÷ 4 + 7 - 1


= 66 + 9 x 4 ÷ 6 - 50 = (48 - 41) x 22 ÷ 4 + 7 - 1
= 66 + 36 ÷ 6 - 50 = 7 x 22 ÷ 4 + 7 - 1
= 66 + 6 - 50 =7x4÷4+7-1
= 72 - 50 = 28 ÷ 4 + 7 - 1
= 22 =7+7-1
= 14 - 1
= 13

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Powers:
Powers are exponents. There is always a base and an exponent. You
multiply the base by itself, how much times is depending on what the
exponent is.
5
3
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exponent
How to Calculate Exponents:
=3x3x3x3x3 In this example, 35 is equal to
base
3 x 3 x 3 x 3 x 3, not 3 x 5. It's a very
common mistake for beginners to assume
that powers mean multiplying them. But long story short, powers is the
base multiplied by itself the amount of times the number of the
exponent.

0 as an Exponent
There are some weird things about exponents though. Anything to the
power of 0 is always 1, regardless of if the base is negative, millions of
digitals long, or even infinity. The answer is always 1.

Negative bases:
Then, there are negative numbers as a base. One of the ways is (-3)6,
which is -3 x -3 x -3 x -3 x -3 x -3. However, -(3)6 is very different from
(-3)6. -(3)6 is -(3 x 3 x 3 x 3 x 3 x 3), the answer resulting in a negative,
whereas the even 6 in the (-3)6 makes it a positive. But for some
reason, if the exponents are odd, it stays negative.

Negative exponents:
It's actually pretty simple to do this. First, pretend the exponent is
positive and calculate like normal. Then put a line and 1 on top of it,
making it a fraction. E.g. 2-3 = 1/23 = ⅛. 2-3 can also mean 3√2.
Square roots & Other Symbols:
Square roots are also a form of exponents.
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How to Calculate Square Roots

The square root of something is what number multiplied by itself is equal to


the number. Here's an example. √16 is 4, because 4 x 4 = 16. √81 is 9,
because 9 x 9 = 81. √144 is 12, because 12 x 12 is 144. You get the idea.

The Other “Square Root”:


And now, there's the other “square root”. n√a, aka the nth root. It works
just like a square root, however instead of a number multiplying itself once to
get the a part, they have to multiply itself the amount of times n is. It's kinda
like a reverse power. Here’s an example. 4√81 is 3, because 3 x 3 x 3 x 3 =
81. 3√125 is 5 because 5 x 5 x 5 = 125. Don't worry about this that much
though. You're probably not going to use this until high school.

Other Symbols:

!: Factorial. Multiply the Number by itself and every number behind it.
E.g. 5! = 5 x 4 x 3 x 2 x 1 = 120.
π : Pi. It's used for calculating circles and such. It stands for
3.14159265. . . but we only use up to 3.14 (for now).
⋅ and *: Multiplication dot and asterisk. They are substitutes for x.
/: The computer version of the fraction line. Also used for division.

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Coordinate Plane:
The Plane and Quadrants:
The Coordinate Plane is split into 4 sections, quadrant I, II, III, and IV,
otherwise known as 1, 2, 3, and 4. There is also the Origin, at (0,0).

y On the coordinate
7 plane, there will always

II 6
5
4
I be some dots on it
called “coordinates.”
How you read it is like
this; the first number is
3
the one for the x axis,
-7 -6 -5 -4 -3 -2 2
-1 x and the second number
- 1 2 3 4 5 is for the y axis. If the

II
I
1
-
2
-
6 7
IV
coordinate is (3,2), then
first find 3 and stay on
3 that column. Then
- move up or down the
4
- column to go to 2.
5
- Usually a set of
6 coordinates is with a
letter, like A is at (3,2).

Transformations:
With the coordinates, you’ll usually make a shape. That shape will be
altered/changed through something called transformation. There are 4
types of transformations; Translation, Rotation, Reflection and
Dilation.

Some transformations:
Translation is when you “slide” a shape. The shape looks exactly the
same, but where the shape is, changes. E.g. Shape A moves 3
spaces up and 4 spaces left. The shape itself does not change, but its
position does.
Move point A 7 spaces to the
A left A’

B B’
C C’

Reflection is when you “flip” the shape. You either flip them across the
x axis, the y axis, or a line that is made, called the reflection line.
A A’

B B’
C C’

Reflect shape ABC


across the y axis

Rotation is when you turn the shape. Like in translation, nothing


happens to the shape itself, but where the shape is, changes. Usually
you would rotate it from one of the points of that shape or from the
Origin (0,0). And sometimes they will give you a random coordinate to
rotate around. They will give you an angle of how much you’re
supposed to turn the shape, usually 90°, 45°, 180° or so. They will
also state whether the turn is Clockwise aka CW, (the direction a
clock’s hands turn) or CounterClockWise aka CCW (the opposite
direction of a clock’s hands). P. S., A 180° turn, regardless of whether
CW or CCW, will just go diagonal to its original position.

A C’

C B B’ A

Rotate shape
ABC 90°
Clockwise from

C

A Rotate shape ABC 90°


Clockwise from point
A

B
’ B
C

Dilation is when you change the size of the shape, either through
enlarging or shrinking. First, you have to choose a point to start, the
center of dilation. Then you have to enlarge or shrink depending on
the scale factor, or the number that states how much you change the
shape.
B

A C

A’ C’
Enlarge the shape by 2
from point B

Primes:
Whenever there is a transformation, the original would be just that
letter, whereas the second version would have a ‘, otherwise known
as “prime”. E. g. A would be the original, then A’ (A prime), and then
A’’ (A prime prime) and A’’’ (A prime prime prime) and so on.

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Formulas for (Y = #X)


In the Coordinate Plane and Data management (when you graph the
information), The teacher might tell you to predict the something term.
And while a graph is a good way for small numbers, it's not as
practical for larger ones. For example:

Term Number Term Value


1 3
2 5
3 7

In this chart, you can see a pattern, and would be able to predict the
next 1-5 or so. But if I told you to find the 50th term, that would take a
super long time. This is where this formula is used. For this example,
the formula would be y = 2x + 1 (y = term value, x = term number).
You can double check the formula like this y = (2 x 1) + 1 = 3. THe
numbers match. Y = (2 x 2) + 1 = 5. The numbers also match.

How to get the formula:


There's no actual “real” way to get the formula, but one of the ways I
get the formula is by finding the number that it's increasing by, and
then multiplying that number by the term and see how much is left.

E.x: This chart show that it's adding 2 each time, so it would be y = 2x.
However, if we put the term number for the x, then the answer would
be 2, not three. Because of this, we add a + 1, making it y = 2x + 1.

Geometry:
In Geometry, there are a lot of things you need to use. Here are some:
Name: Symbol: Example:
Line Segment: A line A horizontal line A
that has endpoints. AB
above 2 letters: B

Line: A Line that goes A horizontal line with A


on forever in both arrows on the 2 sides
B
ways. over 2 letters
AB

Ray: A line with one A horizontal line with A


point. 1 arrow over 2 letters B
AB

Point: A dot used in A dot, usually with a A


everything above. letter to tell which dot
is which. A
Parallel Lines: 2 2 vertical bars above
vertical bars that will 2 letters. A
A B
never meet or
intersect. B

Angles: 2 rays that An acute angle next to a


share one endpoint letter. ∠A
A

Perpendicular lines: A B
2 lines that makes
B
right angles
A

Angles and Angel Theories:


Angle Theories:
Complementary Angle Theorem (CAT):
When there is a 90° (right angle), you can use one of the angles you
know to get the other one. Just do 90 - (whatever number you know).

Supplementary Angle Theorem (SAT):


Same thing with CAT, but with a 180 angle, a straight line, instead.

Opposite Angle Theorem (OAT):


If 2 lines cross and form a X, and you know one of the angles, the
angle right opposite to it has the same value (same angle).
Remember, across the crossed section of the X.

Parallel line theorems (only work when there's parallel lines involved):

Alternate Angle Theorem (AAT):


When 3 lines form a "Z", no matter forwards or backwards, the angle
at the 2 points of the z are the same.

Corresponding Angle Theorem (Corresponding CAT):


When 3 lines form a "F" the angles at the bottom of the top line and
the bottom of the bottom line are the same. The "F" can be in any
direction but sideways

Co-interior Angle Theorem (Co-interior CAT):


When 3 lines form a wonky looking "C", the angle at the top and the
bottom would add up to 180. So if you knew one of the angles, then
subtract that number from 180 to get the other angle

Triangle Theorems: SAAT (I think):


ALL 3 angles of the triangle must equal 180. If the triangle is
equilateral, all angles must be 60, if the triangle is a isosceles, 2 of the
angles are the same

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