<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Learn on ChickenFryBytes Studios</title><link>https://chickenfrybytes.com/learn/</link><description>Recent content in Learn on ChickenFryBytes Studios</description><generator>Hugo</generator><language>en</language><lastBuildDate>Wed, 08 Apr 2026 11:02:56 -0400</lastBuildDate><atom:link href="https://chickenfrybytes.com/learn/index.xml" rel="self" type="application/rss+xml"/><item><title>Potential Dividers</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-10/potential-dividers/</link><pubDate>Sat, 28 Feb 2026 15:50:31 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-10/potential-dividers/</guid><description>&lt;p&gt;A potential divider is used to divide an input voltage into a smaller output voltage. Consider a circuit where the input voltage, $V$ is applied across two resistors, $R_1$ and $R_2$ in series:&lt;/p&gt;



&lt;p&gt;The current flowing from the battery depends on the input voltage and the total resistance:
$$
\begin{equation}\begin{aligned}






I&amp;amp;=\frac{V}{R_T}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Because the resistors are in series, the same current flows through $R_1$, with a potential difference of $V_1$ across its ends:
$$
\begin{equation}\begin{aligned}






I&amp;amp;=\frac{V_1}{R_1}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Volume of Revolution</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/volume-of-revolution/</link><pubDate>Thu, 19 Feb 2026 06:22:45 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/volume-of-revolution/</guid><description>&lt;p&gt;Recall that the area bounded by a curve, the x-axis, and the two lines $x=a$ and $x=b$, is given by:&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






A=\int_a^bf(x)dx\\




\end{aligned}\end{equation}
$$

&lt;p&gt;If we were to take this area and rotate $360\degree$, the volume of the solid shape generated by this rotation would be given by:&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






V=\pi\int_a^b[f(x)]^2dx\\




\end{aligned}\end{equation}
$$

&lt;p&gt;Note the two changes:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;We multiply by pi (&lt;em&gt;$\pi$&lt;/em&gt;)&lt;/li&gt;
&lt;li&gt;We integrate &lt;em&gt;the square of the function&lt;/em&gt; instead of just the function&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="example"&gt;
 &lt;a href="#example" onclick="copyHeadingToClipboard(&amp;#34;example&amp;#34;)"

 &gt;
 Example
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;FInd the volume of revolution when the area bounded by the curve $y=x+3$, and the lines $x=1$ and $x=3$, and the x-axis, is rotated about the x-axis.&lt;/p&gt;</description></item><item><title>Definite Integrals and Area Bounded by a Curve</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/definite-integrals-and-area-bounded-by-a-curve/</link><pubDate>Thu, 19 Feb 2026 06:22:33 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/definite-integrals-and-area-bounded-by-a-curve/</guid><description>&lt;p&gt;Consider the area that is bounded vertically by a curve $y=f(x)$ and the x-axis, and horizontally by the lines $x=a$ and $x=b$:


&lt;/p&gt;
&lt;p&gt;This enclosed area is given by the &lt;em&gt;definite integral&lt;/em&gt;:
$$
\begin{equation}\begin{aligned}






A=\int_a^bf(x)dx\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The definite integral is the result of evaluation the integral considering two boundaries, in this case the lines $x=a$ and $x=b$.&lt;/p&gt;
&lt;h2 id="area-trapped-between-two-curves"&gt;
 &lt;a href="#area-trapped-between-two-curves" onclick="copyHeadingToClipboard(&amp;#34;area-trapped-between-two-curves&amp;#34;)"

 &gt;
 Area trapped between two curves
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;In order to find the area, we need to determine the boundaries by finding the intersection of the curves. We then find, in the case of area relative to the x-axis, the integral of the difference between the upper curve and the lower curve.&lt;/p&gt;</description></item><item><title>Integration</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/integration/</link><pubDate>Thu, 19 Feb 2026 06:21:45 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/integration/</guid><description>&lt;p&gt;Whereas differentiation is used to find the rate of change of one variable with respect to another, integration does the opposite. When we integrate, we find the area under the graph. That is, we find the product of the function on the y-axis and infinitely thin sections of the x-axis variable.&lt;/p&gt;
&lt;h2 id="the-anti-derivative"&gt;
 &lt;a href="#the-anti-derivative" onclick="copyHeadingToClipboard(&amp;#34;the-anti-derivative&amp;#34;)"

 &gt;
 The anti-derivative
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is the opposite of the derivative of a function. It is not the same as the integral as it does not include the &lt;em&gt;constant of integration&lt;/em&gt;. The constant of integration represents the &lt;strong&gt;information lost&lt;/strong&gt; when differentiation occurs.&lt;/p&gt;</description></item><item><title>Kirchhoff's Laws</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-10/kirchhoff-laws/</link><pubDate>Sat, 14 Feb 2026 08:35:21 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-10/kirchhoff-laws/</guid><description>&lt;p&gt;These laws govern the general behaviour of current ($I$) and voltage ($V$) in circuits.&lt;/p&gt;
&lt;h2 id="kirchhoffs-current-law"&gt;
 &lt;a href="#kirchhoffs-current-law" onclick="copyHeadingToClipboard(&amp;#34;kirchhoffs-current-law&amp;#34;)"

 &gt;
 Kirchhoff&amp;rsquo;s Current Law
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The algebraic sum of currents entering and leaving a node is zero:



$$
\begin{equation}\begin{aligned}






I_T&amp;amp;=I_1&amp;#43;I_2&amp;#43;I_3\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h2 id="kirchhoffs-voltage-law"&gt;
 &lt;a href="#kirchhoffs-voltage-law" onclick="copyHeadingToClipboard(&amp;#34;kirchhoffs-voltage-law&amp;#34;)"

 &gt;
 Kirchhoff&amp;rsquo;s Voltage Law
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The algebraic sum of e.m.f.&amp;rsquo;s and p.d.&amp;rsquo;s in a loop is zero:



$$
\begin{equation}\begin{aligned}






E-(V_1&amp;#43;V_2&amp;#43;V_3)&amp;amp;=0\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Note that there does not have to be any source of power for a loop to be analyzed in a circuit. We simply consider the total e.m.f. to be zero ($0$).&lt;/p&gt;</description></item><item><title>Internal Resistance</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-10/internal-resistance/</link><pubDate>Sat, 14 Feb 2026 08:34:54 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-10/internal-resistance/</guid><description/></item><item><title>Rates of Change</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/rates-of-change/</link><pubDate>Mon, 09 Feb 2026 06:31:04 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/rates-of-change/</guid><description>&lt;p&gt;We must acknowledge that so far we have always been working with the rate of change. By differentiating $y$ with respect to $x$, we get the derivative of $y$ with respect to $x$:
$$
\begin{equation}\begin{aligned}






\frac{d}{dx}(y)&amp;amp;=\frac{dy}{dx}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;This is also referred to as &lt;em&gt;the rate of change of $y$ with respect to $x$&lt;/em&gt;. Read the following rates of change:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;$\frac{du}{d\theta}$&lt;/li&gt;
&lt;li&gt;$\frac{dv}{dx}$&lt;/li&gt;
&lt;li&gt;$\frac{d\theta}{dx}$&lt;/li&gt;
&lt;li&gt;$\frac{du}{dt}$&lt;/li&gt;
&lt;li&gt;$\frac{ds}{dt}$&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;p&gt;When the rate of change of a variable is with respect to time, we do not have to mention that it is with respect to time e.g. $\frac{du}{dt}$ can be simply read as the &lt;em&gt;rate of change of $u$&lt;/em&gt;.&lt;/p&gt;</description></item><item><title>Resistance</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-9/resistance/</link><pubDate>Sat, 07 Feb 2026 09:02:16 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-9/resistance/</guid><description>&lt;p&gt;Electric resistance, $R$ is the tendency of a material to resist the flow of an electric current, $I$. The SI unit of resistance is the Ohm ($\Omega$).&lt;/p&gt;
&lt;h2 id="ohms-law"&gt;
 &lt;a href="#ohms-law" onclick="copyHeadingToClipboard(&amp;#34;ohms-law&amp;#34;)"

 &gt;
 Ohm&amp;rsquo;s Law
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The current flowing through a conductor is directly proportional to the voltage across its end, given that temperature is constant:
$$
\begin{equation}\begin{aligned}






V&amp;amp;=IR\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Electric resistance is thus the ratio of the voltage applied to a conductor to the electric current that results from this voltage:&lt;/p&gt;</description></item><item><title>Electric Current</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-9/electric-current/</link><pubDate>Sat, 07 Feb 2026 08:29:32 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-9/electric-current/</guid><description>&lt;p&gt;Electricity is the presence or flow of charged particles. There are two ($2$) types of electricity:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Static electricity - this is associated with an excess or lack of charged particles e.g. too many electrons or missing electrons&lt;/li&gt;
&lt;li&gt;Current electricity - this is associated with the movement of charged particles&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="current"&gt;
 &lt;a href="#current" onclick="copyHeadingToClipboard(&amp;#34;current&amp;#34;)"

 &gt;
 Current
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is the charge transferred per unit time:
$$
\begin{equation}\begin{aligned}






I&amp;amp;=\frac{Q}{t}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Thus charge is the product of current and time:
$$
\begin{equation}\begin{aligned}






Q&amp;amp;=It\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Waves</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-7/waves/</link><pubDate>Sat, 31 Jan 2026 09:02:42 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-7/waves/</guid><description>&lt;p&gt;A wave is a &lt;em&gt;disturbance&lt;/em&gt; that &lt;strong&gt;transfers energy&lt;/strong&gt; from one point to another, without the net displacement of matter. There are three ($3$) types of waves:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Mechanical waves&lt;/li&gt;
&lt;li&gt;Electromagnetic waves&lt;/li&gt;
&lt;li&gt;Matter waves&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;p&gt;Matter waves are associated with wave-particle duality. We know that light can sometimes behave as a wave and other times as a particle. By that logic, it is thus possible that other particles of matter can behave as waves.&lt;/p&gt;</description></item><item><title>Young's Modulus</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-6/young-modulus/</link><pubDate>Sat, 24 Jan 2026 10:13:44 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-6/young-modulus/</guid><description>&lt;p&gt;It is important that we have means for determining the strength of a material. &lt;em&gt;Young&amp;rsquo;s Modulus&lt;/em&gt; is the ratio of the tensile stress ($\sigma$) to the tensile strain ($\epsilon$):
$$
\begin{equation}\begin{aligned}






E&amp;amp;=\frac{\sigma}{\epsilon}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The stress is the force per unit area and the strain is the percentage change in length:
$$
\begin{equation}\begin{aligned}






&amp;amp;=\frac{F/A}{\Delta l/l}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The SI unit for stress is the $Pa$:
$$
\begin{equation}\begin{aligned}






\sigma&amp;amp;=\frac{F}{A}\\



&amp;amp;\rightarrow\frac{N}{m^2}\\



&amp;amp;=Pa\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Deformation</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-6/deformation/</link><pubDate>Sat, 24 Jan 2026 08:40:13 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-6/deformation/</guid><description>&lt;p&gt;We know that forces can cause changes in motion, size and shape. When we consider the shape/size changing aspect of forces, we are talking about deformation. Deformation is a change in the size or shape of a body or system e.g. stretching a rubber band, hitting a nail into a wooden board or having something hit your car and dent it.&lt;/p&gt;
&lt;h2 id="types-of-deformation"&gt;
 &lt;a href="#types-of-deformation" onclick="copyHeadingToClipboard(&amp;#34;types-of-deformation&amp;#34;)"

 &gt;
 Types of deformation
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;There are two ($2$) types of deformation:&lt;/p&gt;</description></item><item><title>Discrete Random Variables</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/discrete-random-variables/</link><pubDate>Fri, 23 Jan 2026 06:50:13 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/discrete-random-variables/</guid><description>&lt;p&gt;These are variables that can take on a countable set of discrete values. &lt;em&gt;The sum of the probabilities&lt;/em&gt; of each possible outcome is &lt;em&gt;always $1$&lt;/em&gt;.&lt;/p&gt;
&lt;h2 id="expected-value"&gt;
 &lt;a href="#expected-value" onclick="copyHeadingToClipboard(&amp;#34;expected-value&amp;#34;)"

 &gt;
 Expected value
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The expected value (the mean) of a discrete random variable is given by the formula
$$
\begin{equation}\begin{aligned}






E(X)&amp;amp;=\sum{xP(X=x)}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;where $X$ is the variable e.g. the face obtained from rolling a fair die and $x$ is a particular outcome e.g. $1$, $2$, etc.&lt;/p&gt;</description></item><item><title>Creating a Main Menu</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/internal-assessment/creating-a-main-menu/</link><pubDate>Thu, 22 Jan 2026 12:00:11 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/internal-assessment/creating-a-main-menu/</guid><description>&lt;p&gt;The &lt;em&gt;main()&lt;/em&gt; function is the entry point to our program. As such, we try our best not to clutter this function with much code. Instead, it is better to place the main menu here and &lt;strong&gt;call other functions&lt;/strong&gt; from this main menu. Here is a possible implementation for the main menu:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-2"&gt;#include &amp;lt;stdio.h&amp;gt;
#include &amp;lt;stdlib.h&amp;gt;

void clear_stdin() {
 int ch;
 while ((ch = getchar()) != &amp;#39;\n&amp;#39; &amp;amp;&amp;amp; ch != EOF)
 ;
}

void feature_1() { printf(&amp;#34;Using feature 1...\n&amp;#34;); }

void feature_2() { printf(&amp;#34;Using feature 2...\n&amp;#34;); }

void feature_3() { printf(&amp;#34;Using feature 3...\n&amp;#34;); }

int main() {
 int choice;

 // label to be used with &amp;#39;goto&amp;#39; statement
present_choice:
 printf(&amp;#34;\n📝 MAIN MENU 📝\n&amp;#34;);
 printf(&amp;#34;------------------------\n&amp;#34;);
 printf(&amp;#34;📌 1 - Use feature 1\n&amp;#34;);
 printf(&amp;#34;📌 2 - Use feature 2\n&amp;#34;);
 printf(&amp;#34;📌 3 - Use feature 3\n\n&amp;#34;);

 printf(&amp;#34;Please enter a choice: &amp;#34;);
 scanf(&amp;#34;%d&amp;#34;, &amp;amp;choice);

 switch (choice) {
 case 1:
 feature_1();
 break;
 case 2:
 feature_2();
 break;
 case 3:
 feature_3();
 break;
 default:
 printf(&amp;#34;\n❌ Option does not exist! Please enter a valid option!\n&amp;#34;);
 }

 // remove any characters left in stdin
 clear_stdin();
 goto present_choice;
 return 0;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 menu.c
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-2' onclick='copyToClipboard("code-snippet-2","menu.c")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;h2 id="clearing-standard-input"&gt;
 &lt;a href="#clearing-standard-input" onclick="copyHeadingToClipboard(&amp;#34;clearing-standard-input&amp;#34;)"

 &gt;
 Clearing standard input
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The standard input (&lt;em&gt;stdin&lt;/em&gt;) buffer will contain extra characters not handled by &lt;strong&gt;scanf&lt;/strong&gt;. Leaving these characters in buffer will cause future calls to &lt;strong&gt;scanf&lt;/strong&gt; to use the characters as if the user had input them into these newer calls. Thus we write a function to clear this buffer:&lt;/p&gt;</description></item><item><title>Stationary Points</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/stationary-points/</link><pubDate>Thu, 22 Jan 2026 06:57:41 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/stationary-points/</guid><description>&lt;p&gt;A stationary point is a point on a curve where the gradient is zero ($0$). This means that the derivative will be $0$:
$$
\begin{equation}\begin{aligned}






\frac{dy}{dx}=0\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;To find the stationary points, we simply find $dy/dx$ and equate it to $0$. We then solve this equation to get the $x$ value(s) that satisfy it. The $y$ values can be found by substituting these $x$ values into the original equation of the curve.&lt;/p&gt;</description></item><item><title>Searching Algorithms</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/searching-algorithms/</link><pubDate>Tue, 20 Jan 2026 13:18:03 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/searching-algorithms/</guid><description>&lt;p&gt;The purpose of sorting is to reorder data whereas the purpose of search is to find the desired data. Sorting thus serves to prepare a dataset for more efficient searching. Two basic search algorithms are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Linear or sequential search&lt;/li&gt;
&lt;li&gt;Binary&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="linearsequential-search"&gt;
 &lt;a href="#linearsequential-search" onclick="copyHeadingToClipboard(&amp;#34;linearsequential-search&amp;#34;)"

 &gt;
 Linear/sequential search
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This algorithm iterates through the entire list of items one by one until the data is found. It is a very naive searching algorithm as finding an element could require searching the entire list.









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;#include &amp;lt;stdio.h&amp;gt;

int linear_search(int *list, int key, int n) {
 for (int i = 0; i &amp;lt; n; i&amp;#43;&amp;#43;) {
 if (list[i] == key) {
 return i;
 }
 }
 return -1;
}

int main() {
 int list[] = {1, 2, 45, -2, 13, 12};
 int key = 45;
 int n = sizeof(list) / sizeof(list[0]);
 int i = linear_search(list, key, n);
 if (i == -1) {
 printf(&amp;#34;Did not find element\n&amp;#34;);
 return -1;
 }
 printf(&amp;#34;Found element %d at index %d\n&amp;#34;, key, i);
 return 0;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 linear-search.c
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","linear-search.c")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
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&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;

&lt;/p&gt;</description></item><item><title>Sorting Algorithms</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/sorting-algorithms/</link><pubDate>Tue, 20 Jan 2026 13:17:55 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/sorting-algorithms/</guid><description>&lt;p&gt;Sorting is used to reorder data in a structure. For example, we may want to reorder the books on a desk by order of the dates they were published, in chronological order. Some common sorting algorithms are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Bubble sort&lt;/li&gt;
&lt;li&gt;Selection sort&lt;/li&gt;
&lt;li&gt;Insertion sort&lt;/li&gt;
&lt;li&gt;Merge sort&lt;/li&gt;
&lt;li&gt;Quick sort&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;p&gt;Sorting is not limited to alphabetical order or chronological order. Some languages designers provide an interface by which we can specify the condition to be used to determine if two elements should be swapped e.g. swap two persons if the first person&amp;rsquo;s height and the second person&amp;rsquo;s weight is greater than that of the other person.&lt;/p&gt;</description></item><item><title>Sorting and Searching</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/sorting-and-searching/</link><pubDate>Tue, 20 Jan 2026 13:17:40 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/sorting-and-searching/</guid><description/></item><item><title>Queues</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/queues/</link><pubDate>Tue, 20 Jan 2026 13:17:00 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/queues/</guid><description/></item><item><title>Stacks</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/stacks/</link><pubDate>Tue, 20 Jan 2026 13:16:53 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/stacks/</guid><description/></item><item><title>Tangents and Normals</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/tangents-and-normals/</link><pubDate>Tue, 20 Jan 2026 06:24:11 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/tangents-and-normals/</guid><description>&lt;p&gt;Recall that the gradient function tells us the gradient of a curve at any point, given the $x$ value (or any other required inputs).&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;The gradient at a point on the curve is the same as the gradient of the tangent to the curve at that point. Therefore the gradient function is used to find the gradient of the tangent at any given point on a curve.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h2 id="example"&gt;
 &lt;a href="#example" onclick="copyHeadingToClipboard(&amp;#34;example&amp;#34;)"

 &gt;
 Example
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Find the equation of the tangent to the curve $y=x^2+5x+6$ at the point $(1,12)$.&lt;/p&gt;</description></item><item><title>Higher Order Derivatives</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/higher-order-derivatives/</link><pubDate>Mon, 19 Jan 2026 06:33:45 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/higher-order-derivatives/</guid><description>&lt;p&gt;We can differentiate a function many times. The &lt;em&gt;$nth$&lt;/em&gt; derivative is represented by the notation:
$$
\begin{equation}\begin{aligned}






\frac{d^ny}{dx^n} \text{ OR }f^{(n)}(x)\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;For example, the second derivative is written as
$$
\begin{equation}\begin{aligned}






\frac{d^2y}{dx^2}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Example&lt;/strong&gt; Find the third derivative of the function $y=\cos{3x}$&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Solution&lt;/strong&gt; The first derivative is
$$
\begin{equation}\begin{aligned}






\frac{dy}{dx}&amp;amp;=-\sin{3x}\times 3\\



&amp;amp;=-3\sin{3x}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The second derivative is
$$
\begin{equation}\begin{aligned}






\frac{d^2y}{dx^2}&amp;amp;=-3\cos{3x}\times 3\\



&amp;amp;=-9\cos{3x}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The third order derivative is
$$
\begin{equation}\begin{aligned}






\frac{d^3y}{dx^3}&amp;amp;=9\sin{3x}\times 3\\



&amp;amp;=27\sin{3x}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Rules for Differentiation</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/rules-for-differentiation/</link><pubDate>Tue, 13 Jan 2026 06:03:32 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/rules-for-differentiation/</guid><description>&lt;p&gt;We now know how to differentiate basic algebraic and trigonometric functions but how we differentiate the compositions, products and quotients of these functions?&lt;/p&gt;
&lt;h2 id="chain-rule"&gt;
 &lt;a href="#chain-rule" onclick="copyHeadingToClipboard(&amp;#34;chain-rule&amp;#34;)"

 &gt;
 Chain rule
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Given the composition of two functions,
$$
\begin{equation}\begin{aligned}






y=f(u)\text{ where } u=g(x)\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The derivative will be
$$
\begin{equation}\begin{aligned}






\frac{dy}{dx}=\frac{dy}{du}\times \frac{du}{dx}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h3 id="example-1"&gt;
 &lt;a href="#example-1" onclick="copyHeadingToClipboard(&amp;#34;example-1&amp;#34;)"

 &gt;
 Example 1
 &lt;/a&gt;
&lt;/h3&gt;
&lt;p&gt;For example, consider the function
$$
\begin{equation}\begin{aligned}






y=\sin(x&amp;#43;1)\\




\end{aligned}\end{equation}
$$

This function can be achieved by substituting $x+1$ into $\sin{x}$. Thus, it is a composition of two functions. We can let the inner function $x+1$ be $u$:
$$
\begin{equation}\begin{aligned}






u&amp;amp;=x&amp;#43;1\\



\therefore y&amp;amp;=\sin{u}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Differentiation</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/differentiation/</link><pubDate>Mon, 12 Jan 2026 06:11:08 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/differentiation/</guid><description>&lt;p&gt;Consider the formula for gradient:
$$
\begin{equation}\begin{aligned}






m&amp;amp;=\frac{y_2-y_1}{x_2-x_1}\\



&amp;amp;=\frac{\Delta y}{\Delta x}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;This formula caters for an &lt;em&gt;average rate of change&lt;/em&gt; from one point, $(x_1,y_1)$ to another, $(x_2,y_2)$. For differentiation, we find the &lt;strong&gt;instantaneous rate of change&lt;/strong&gt;:
$$
\begin{equation}\begin{aligned}






m=\frac{dy}{dx}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;This is referred to as the &lt;em&gt;gradient function&lt;/em&gt; because it produces the gradient of the curve when provided with the $x$ value.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;$\Delta$ means an &lt;strong&gt;average change&lt;/strong&gt; whereas $d$ represents an &lt;em&gt;infinitesimally small change&lt;/em&gt; - a change so small it is virtually zero ($0$).&lt;/p&gt;</description></item><item><title>Power</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-5/power/</link><pubDate>Sat, 10 Jan 2026 12:39:47 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-5/power/</guid><description>&lt;p&gt;Power is the &lt;em&gt;rate of transfer/conversion of energy&lt;/em&gt;. Due to energy being the ability to do work, power can also be defined as the &lt;strong&gt;work done per unit time&lt;/strong&gt;:
$$
\begin{equation}\begin{aligned}






P=\frac{E}{t}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The SI unit is the Watt ($W$), equivalent to a &lt;strong&gt;Joule per second&lt;/strong&gt;:
$$
\begin{equation}\begin{aligned}






P&amp;amp;=\frac{E}{t}\\



&amp;amp;\rightarrow \frac{J}{s}\\



&amp;amp;=W\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h2 id="the-kilowatt-hour"&gt;
 &lt;a href="#the-kilowatt-hour" onclick="copyHeadingToClipboard(&amp;#34;the-kilowatt-hour&amp;#34;)"

 &gt;
 The kilowatt-hour
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Because energy is the product of power and time, the kilowatt-hour is a unit of energy:
$$
\begin{equation}\begin{aligned}






E&amp;amp;=Pt\\



&amp;amp;=1 kW\times h\\



1kWh&amp;amp;=1000 W\times 3600 s\\



&amp;amp;=3,600,000 J\\



&amp;amp;=3.6MJ\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Energy Conservation</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-5/energy-conservation/</link><pubDate>Sat, 10 Jan 2026 08:50:52 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-5/energy-conservation/</guid><description>&lt;p&gt;Energy is the ability to do work. The SI unit of energy is the Joule ($J$).&lt;/p&gt;
&lt;h2 id="work"&gt;
 &lt;a href="#work" onclick="copyHeadingToClipboard(&amp;#34;work&amp;#34;)"

 &gt;
 Work
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Work is given by the dot product of the force and the displacement:
$$
\begin{equation}\begin{aligned}






Work=\vec{F}\cdot \vec{s}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Recall that the dot product of two vectors is the sum of the products of the corresponding components. Given the vectors $\vec{a}$ and $\vec{b}$:
$$
\begin{equation}\begin{aligned}






\vec{a}&amp;amp;=\begin{pmatrix}x_1\\



y_1\\



\end{pmatrix}\\



\vec{b}&amp;amp;=\begin{pmatrix}x_2\\



y_2\\



\end{pmatrix}\\




\end{aligned}\end{equation}
$$

The dot product is
$$\vec{a}\cdot \vec{b}=x_1x_2+y_1y_2$$&lt;/p&gt;</description></item><item><title>Channels</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/channels/</link><pubDate>Fri, 19 Dec 2025 20:29:13 -0500</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/channels/</guid><description>&lt;p&gt;We can use channels in order to send information among concurrent goroutines. They can be thought of as pipes in which we pass data around. A new channel is created using the syntax:&lt;/p&gt;




&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1" class="inline-code go"&gt;
make(chan &amp;lt;dataType&amp;gt;)
// e.g. a channel for passing strings
myChannel := make(chan string)
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;div class="hpad"&gt;&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","{0xc0003bb500 go make(chan \u003cdataType\u003e)\r\n\/\/ e.g. a channel for passing strings\r\nmyChannel := make(chan string) 0xc0014ff800}")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;We can then send values through the channel using the syntax:&lt;/p&gt;</description></item><item><title>Permutations</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/permutations/</link><pubDate>Thu, 27 Nov 2025 06:16:50 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/permutations/</guid><description>&lt;p&gt;These are also called &lt;em&gt;arrangements&lt;/em&gt; because the &lt;strong&gt;order&lt;/strong&gt; in which the elements are selected &lt;strong&gt;matters&lt;/strong&gt;.&lt;/p&gt;
&lt;h2 id="permute-r-out-of-n-objects"&gt;
 &lt;a href="#permute-r-out-of-n-objects" onclick="copyHeadingToClipboard(&amp;#34;permute-r-out-of-n-objects&amp;#34;)"

 &gt;
 Permute $r$ out of $n$ objects
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Given $n$ objects, the number of arrangements of $r$ objects is:
$$
\begin{equation}\begin{aligned}






{}^n P_r =\frac{n!}{(n-r)!}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt; Your mom bought $6$ toys for you but you only have $3$ boxes. How many ways can you arrange the toys into the $3$ boxes?&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Solution:&lt;/strong&gt;
$$
\begin{equation}\begin{aligned}






{}^6 P_3&amp;amp;=\frac{6!}{(6-3)!}\\



&amp;amp;=\frac{6!}{3!}\\



&amp;amp;=120\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Geometric Progressions</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/geometric-progressions/</link><pubDate>Tue, 25 Nov 2025 07:16:00 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/geometric-progressions/</guid><description>&lt;p&gt;A geometric progression is a series in which each successive term is generated by &lt;em&gt;multiplying&lt;/em&gt; the term before it &lt;em&gt;by a fixed value&lt;/em&gt; called the &lt;strong&gt;common ratio&lt;/strong&gt;. Given that the first term is $a$ and the common ratio is $r$, the $nth$ term of a GP is:
$$
\begin{equation}\begin{aligned}






u_n=ar^{n-1}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The sum up to the $nth$ term is:
$$
\begin{equation}\begin{aligned}






S_n&amp;amp;=\frac{a(r^{n}-1)}{r-1},r&amp;gt;1\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;For fractional and negative values of $r$, we use a variation of this formula:
$$
\begin{equation}\begin{aligned}






S_n&amp;amp;=\frac{a(1-r^{n})}{1-r},r&amp;lt;1\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Arithmetic Progressions</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/arithmetic-progressions/</link><pubDate>Tue, 25 Nov 2025 06:22:37 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/arithmetic-progressions/</guid><description>&lt;p&gt;An arithmetic progression is a series in which each successive term is generated by &lt;em&gt;adding&lt;/em&gt; the term before it &lt;em&gt;to a fixed value&lt;/em&gt; called the &lt;strong&gt;common difference&lt;/strong&gt;. Given the first term of an arithmetic progression $a$, and a common difference (the difference between each consecutive term) $d$, the $nth$ term is:&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






u_n=a&amp;#43;(n-1)d\\




\end{aligned}\end{equation}
$$

&lt;p&gt;The sum up to the $nth$ term is:
$$
\begin{equation}\begin{aligned}






S_n=\frac{n}{2}[2a&amp;#43;(n-1)d]\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h2 id="deriving-the-formula-for-the-sum-of-the-first-n-terms-in-an-ap"&gt;
 &lt;a href="#deriving-the-formula-for-the-sum-of-the-first-n-terms-in-an-ap" onclick="copyHeadingToClipboard(&amp;#34;deriving-the-formula-for-the-sum-of-the-first-n-terms-in-an-ap&amp;#34;)"

 &gt;
 Deriving the formula for the sum of the first $n$ terms in an AP
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Consider that the sum up to the $nth$ term is:
$$
\begin{equation}\begin{aligned}






S_n&amp;amp;=u_1&amp;#43;u_2&amp;#43;...&amp;#43;u_{n-1}&amp;#43;u_n\\



&amp;amp;=[a]&amp;#43;[a&amp;#43;d]&amp;#43;...&amp;#43;[a&amp;#43;(n-2)d]&amp;#43;[a&amp;#43;(n-1)d]\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Pressure</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-4/pressure/</link><pubDate>Sat, 22 Nov 2025 10:40:04 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-4/pressure/</guid><description>&lt;p&gt;Pressure ($P$) is the force ($F$) per unit area ($A$):
$$
\begin{equation}\begin{aligned}






P=\frac{F}{A}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The SI unit is:
$$
\begin{equation}\begin{aligned}






P&amp;amp;=\frac{F}{A}\\



&amp;amp;\rightarrow \frac{N}{m^2}\\



&amp;amp;=Nm^{-2}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt; Find the pressure exerted by a $5kg$ block placed on a surface. The area of the block in contact with the surface is $2m^2$.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Solution:&lt;/strong&gt;
$$
\begin{equation}\begin{aligned}






P&amp;amp;=\frac{F}{A}\\



&amp;amp;=\frac{5kg\times 9.81 ms^{-2}}{2m^2}\\



&amp;amp;=24.5Nm^{-2}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h2 id="fluid-pressure"&gt;
 &lt;a href="#fluid-pressure" onclick="copyHeadingToClipboard(&amp;#34;fluid-pressure&amp;#34;)"

 &gt;
 Fluid pressure
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Given a fluid of density $\rho$ and an object submerged at a depth of $h$, the pressure exerted by the fluid on the object is:
$$
\begin{equation}\begin{aligned}






P=\rho gh\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Density</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-4/density/</link><pubDate>Sat, 22 Nov 2025 10:19:23 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-4/density/</guid><description>&lt;p&gt;Density ($\rho$) is the mass per unit volume:&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






\rho&amp;amp;=\frac{mass}{volume}\\



&amp;amp;=\frac{m}{V}\\




\end{aligned}\end{equation}
$$

&lt;p&gt;Thus the SI unit is:&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






\rho&amp;amp;=\frac{m}{V}\\



&amp;amp;\rightarrow \frac{kg}{m^3}\\



&amp;amp;=kgm^{-3}\\




\end{aligned}\end{equation}
$$

&lt;p&gt;&lt;strong&gt;Example:&lt;/strong&gt; Find the density of a material whose volume is $4m^3$ and mass is $7kg$.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Solution:&lt;/strong&gt;
$$
\begin{equation}\begin{aligned}






\rho &amp;amp;= \frac{m}{V}\\



&amp;amp;=\frac{7kg}{4m^3}\\



&amp;amp;=1.75kgm^{-3}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h2 id="relative-density"&gt;
 &lt;a href="#relative-density" onclick="copyHeadingToClipboard(&amp;#34;relative-density&amp;#34;)"

 &gt;
 Relative density
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is the ratio of the density of a substance relative to the density of a &lt;em&gt;standard&lt;/em&gt;, usually water:
$$
\begin{equation}\begin{aligned}






\rho_{rel}&amp;amp;=\frac{\rho_{substance}}{\rho_{standard}}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Moments</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-4/moments/</link><pubDate>Sat, 22 Nov 2025 08:27:53 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-4/moments/</guid><description>&lt;p&gt;The moment is the turning effect of a force. It is the product of the force ($F$) and the perpendicular distance between the pivot and the line of action of the force ($d$):&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






\text{moment} =F\times d\\




\end{aligned}\end{equation}
$$










 
















&lt;div class="frame" style="min-height: 145"&gt;



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&lt;div class="frame-credits"&gt;
 &lt;p&gt;Image Credits: &lt;a href="https://physicsican.blogspot.com/2019/07/moment-of-force.html"&gt;Physics - I Can&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Business and Funding</title><link>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-1/module-1/business-and-funding/</link><pubDate>Mon, 17 Nov 2025 19:27:54 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-1/module-1/business-and-funding/</guid><description>&lt;p&gt;It is a fatal flaw of many technical persons within the animation and game industries to focus solely on their craft instead of nurturing the business aspects of the company. This is the advantage of working for a larger company where there is &lt;strong&gt;dedicated staff&lt;/strong&gt; to &lt;strong&gt;handle sales and marketing&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;The benefits of a smaller team, be in the production of an indie game or an animation passion will always be &lt;em&gt;high velocity&lt;/em&gt;. Information exchange and decision-making are often slow in larger organizations so a small team can avoid the &lt;strong&gt;&amp;ldquo;middle men&amp;rdquo;&lt;/strong&gt; and make the important decisions quickly.&lt;/p&gt;</description></item><item><title>Drag Force</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-3/drag-force/</link><pubDate>Sat, 15 Nov 2025 09:17:21 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-3/drag-force/</guid><description>&lt;p&gt;The drag force ($F_d$) on an object in a fluid is given by:
$$
\begin{equation}\begin{aligned}






F_d=\frac12 \rho v^2 C_d A\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Where $\rho$ is the density of the fluid, $v^2$ is the flow velocity relative to the object, $A$ is the reference area and $C_d$ is the drag coefficient.&lt;/p&gt;
&lt;p&gt;A simpler format for this is:
$$
\begin{equation}\begin{aligned}






F_d=kv^2\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Where $k$ is a placeholder for the other factors.&lt;/p&gt;</description></item><item><title>Energy and Work</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-4/energy-and-work/</link><pubDate>Sat, 15 Nov 2025 07:48:13 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-4/energy-and-work/</guid><description>&lt;p&gt;Energy is the ability to do work. The SI unit for energy is the Joule ($J$).&lt;/p&gt;
&lt;h2 id="types-of-energy"&gt;
 &lt;a href="#types-of-energy" onclick="copyHeadingToClipboard(&amp;#34;types-of-energy&amp;#34;)"

 &gt;
 Types of energy
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;There are many types of energy:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Light (electromagnetic) energy&lt;/li&gt;
&lt;li&gt;Sound energy&lt;/li&gt;
&lt;li&gt;Thermal (heat) energy&lt;/li&gt;
&lt;li&gt;Mechanical energy (potential and kinetic energy)&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="kinetic-energy"&gt;
 &lt;a href="#kinetic-energy" onclick="copyHeadingToClipboard(&amp;#34;kinetic-energy&amp;#34;)"

 &gt;
 Kinetic energy
 &lt;/a&gt;
&lt;/h3&gt;
&lt;p&gt;This is the energy a body possesses by virtue of its motion. The kinetic energy of a body with mass $m$ and velocity $v$ is given as:
$$
\begin{equation}\begin{aligned}






KE=\frac12 mv^2\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Connected Particles</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-4/connected-particles/</link><pubDate>Sat, 15 Nov 2025 07:47:52 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-4/connected-particles/</guid><description/></item><item><title>Points of Intersection</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/points-of-intersection/</link><pubDate>Fri, 14 Nov 2025 09:38:35 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/points-of-intersection/</guid><description>&lt;p&gt;In order to find the points of intersection of two curves/lines, it is necessary to solve the equations of the curves/lines simultaneously.&lt;/p&gt;
&lt;h2 id="the-discriminant"&gt;
 &lt;a href="#the-discriminant" onclick="copyHeadingToClipboard(&amp;#34;the-discriminant&amp;#34;)"

 &gt;
 The discriminant
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Whenever we use the equations of two curves/lines to generate a quadratic equation, the discriminant of this quadratic equation tells us the nature of the intersection:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;$b^2-4ac=0$ means that the two graphs intersect at exactly one point&lt;/li&gt;
&lt;li&gt;$b^2-4ac&amp;gt;0$ means that the two graphs intersect at more than one points&lt;/li&gt;
&lt;li&gt;$b^2-4ac&amp;lt;0$ means that the two graphs do not intersect&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Many times we do have sufficient information to narrow down the solution to get the exact points but we can get a range of values for which the discriminant has a certain value.&lt;/p&gt;</description></item><item><title>Normal Distribution</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/normal-distribution/</link><pubDate>Thu, 13 Nov 2025 06:12:20 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/normal-distribution/</guid><description>&lt;p&gt;A normal distribution is a distribution whereby the mean, mode and median are all the same. We represent a normal distribution with mean $\mu$ and standard deviation $\sigma$ as:
$$
\begin{equation}\begin{aligned}






X\sim N(\mu,\sigma^2)\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The graph is &lt;em&gt;symmetric about the mean&lt;/em&gt; and the total area under the graph is $1$.&lt;/p&gt;
&lt;p&gt;For example, if the masses of cows is normally distributed, with a mean of $55kg$, and a standard deviation of $3kg$, the distribution of the masses is represented as:
$$
\begin{equation}\begin{aligned}






X\sim N(55kg,9kg^2)\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Friction</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-3/friction/</link><pubDate>Sat, 08 Nov 2025 09:58:51 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-3/friction/</guid><description>&lt;p&gt;Friction is a resistive force. It opposes the motion of objects. There are two kinds of friction:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Static friction - the friction that resists any force serving to move any object from rest&lt;/li&gt;
&lt;li&gt;Kinetic friction - the friction that causes any object already in motion to slow down&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The maximum force of friction is dependent on the force pressing the two surfaces together and a coefficient of friction, unique to the pair of surfaces:&lt;/p&gt;</description></item><item><title>Colour Theory</title><link>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-2/module-1/colour-theory/</link><pubDate>Tue, 04 Nov 2025 18:01:33 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-2/module-1/colour-theory/</guid><description/></item><item><title>Visual Design</title><link>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-2/module-1/visual-design/</link><pubDate>Tue, 04 Nov 2025 18:00:50 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-2/module-1/visual-design/</guid><description>&lt;h2 id="principles-for-creating-a-visual-design"&gt;
 &lt;a href="#principles-for-creating-a-visual-design" onclick="copyHeadingToClipboard(&amp;#34;principles-for-creating-a-visual-design&amp;#34;)"

 &gt;
 Principles for creating a visual design
 &lt;/a&gt;
&lt;/h2&gt;</description></item><item><title>Designing Interactions for Games and Animations</title><link>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-2/module-1/designing-interactions-for-games-and-animations/</link><pubDate>Tue, 04 Nov 2025 18:00:27 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-2/module-1/designing-interactions-for-games-and-animations/</guid><description/></item><item><title>Interactive Design</title><link>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-2/module-1/interactive-design/</link><pubDate>Tue, 04 Nov 2025 17:57:41 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-2/module-1/interactive-design/</guid><description>&lt;p&gt;Interactive design (&lt;strong&gt;IxD&lt;/strong&gt;) is a field of study that focuses on creating products and services that &lt;em&gt;facilitate meaningful communication&lt;/em&gt; between people and technology. It is very &lt;strong&gt;user-focused&lt;/strong&gt; (a.k.a. user-centric). It addresses both the physical and emotional aspects of the dialogue between person and machine.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Interactive design might be a &lt;em&gt;misnomer&lt;/em&gt; as it deals with the design of interactions between user and product/service. The term could be mistakenly interpreted as a design which involves interaction. The term &lt;strong&gt;interaction design&lt;/strong&gt; is more fitting and is actually used as a synonym.&lt;/p&gt;</description></item><item><title>Game Genres</title><link>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-2/module-1/game-genres/</link><pubDate>Tue, 04 Nov 2025 17:55:41 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-2/module-1/game-genres/</guid><description>&lt;p&gt;There are many genres of games. The primary way in which we may classify games is by the game mechanics they involve and the various genres corresponding to the dominant mechanics observed in each game.&lt;/p&gt;
&lt;h2 id="arcade"&gt;
 &lt;a href="#arcade" onclick="copyHeadingToClipboard(&amp;#34;arcade&amp;#34;)"

 &gt;
 Arcade
 &lt;/a&gt;
&lt;/h2&gt;
&lt;h2 id="action"&gt;
 &lt;a href="#action" onclick="copyHeadingToClipboard(&amp;#34;action&amp;#34;)"

 &gt;
 Action
 &lt;/a&gt;
&lt;/h2&gt;
&lt;h2 id="adventure"&gt;
 &lt;a href="#adventure" onclick="copyHeadingToClipboard(&amp;#34;adventure&amp;#34;)"

 &gt;
 Adventure
 &lt;/a&gt;
&lt;/h2&gt;
&lt;h2 id="puzzle"&gt;
 &lt;a href="#puzzle" onclick="copyHeadingToClipboard(&amp;#34;puzzle&amp;#34;)"

 &gt;
 Puzzle
 &lt;/a&gt;
&lt;/h2&gt;
&lt;h2 id="role-playing-game-rpg"&gt;
 &lt;a href="#role-playing-game-rpg" onclick="copyHeadingToClipboard(&amp;#34;role-playing-game-rpg&amp;#34;)"

 &gt;
 Role-playing game (RPG)
 &lt;/a&gt;
&lt;/h2&gt;
&lt;h2 id="strategy"&gt;
 &lt;a href="#strategy" onclick="copyHeadingToClipboard(&amp;#34;strategy&amp;#34;)"

 &gt;
 Strategy
 &lt;/a&gt;
&lt;/h2&gt;
&lt;h2 id="simulation"&gt;
 &lt;a href="#simulation" onclick="copyHeadingToClipboard(&amp;#34;simulation&amp;#34;)"

 &gt;
 Simulation
 &lt;/a&gt;
&lt;/h2&gt;
&lt;h2 id="board-game"&gt;
 &lt;a href="#board-game" onclick="copyHeadingToClipboard(&amp;#34;board-game&amp;#34;)"

 &gt;
 Board game
 &lt;/a&gt;
&lt;/h2&gt;
&lt;h2 id="sports"&gt;
 &lt;a href="#sports" onclick="copyHeadingToClipboard(&amp;#34;sports&amp;#34;)"

 &gt;
 Sports
 &lt;/a&gt;
&lt;/h2&gt;</description></item><item><title>Relative Density Lab</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/relative-density-lab/</link><pubDate>Tue, 04 Nov 2025 09:26:32 -0500</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/relative-density-lab/</guid><description>&lt;h2 id="theory"&gt;
 &lt;a href="#theory" onclick="copyHeadingToClipboard(&amp;#34;theory&amp;#34;)"

 &gt;
 Theory
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Density($\rho$) is the mass ($m$) per unit volume ($V$) of a substance:&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






\rho=\frac{m}{V}\\




\end{aligned}\end{equation}
$$

&lt;p&gt;The relative density is the ratio of the density of the substance to the density of a standard (usually water):&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






\rho_{rel}=\frac{\rho_{substance}}{\rho_{water}}\\




\end{aligned}\end{equation}
$$

&lt;p&gt;The relative density of an irregular solid can thus be determined by finding the density of the solid and dividing it by the density of water. The relative density can also be found by taking the ratio of the masses of equal volumes of the solid and the water:&lt;/p&gt;</description></item><item><title>Relative Density</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/relative-density/</link><pubDate>Tue, 04 Nov 2025 09:26:25 -0500</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/relative-density/</guid><description>&lt;p&gt;Density ($\rho$) is the mass per unit volume of a substance:
$$
\begin{equation}\begin{aligned}






density &amp;amp;= \frac{mass}{volume}\\



\rho &amp;amp;= \frac{m}{V}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The SI unit for density is thus the kilogram per cubic metre:
$$
\begin{equation}\begin{aligned}






\rho &amp;amp;= \frac{m}{V}\\



&amp;amp;\rightarrow \frac{kg}{m^3}\\



&amp;amp;= kgm^{-3}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h2 id="defining-relative-density"&gt;
 &lt;a href="#defining-relative-density" onclick="copyHeadingToClipboard(&amp;#34;defining-relative-density&amp;#34;)"

 &gt;
 Defining relative density
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The relative density of the substance is the ratio of the density of the substance to the density of a standard (normally we use water):
$$
\begin{equation}\begin{aligned}






\rho_{rel} &amp;amp;= \frac{\rho_{substance}}{\rho_{standard}}\\



&amp;amp;= \frac{\rho_{substance}}{\rho_{water}}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Center of Gravity Lab</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/center-of-gravity-lab/</link><pubDate>Mon, 03 Nov 2025 17:29:21 +0000</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/center-of-gravity-lab/</guid><description>&lt;p&gt;This lab experiment is based on the fact that when an object is allowed to pivot about a point, the force of gravity will be exerted through the center of gravity of the object so as to rotate the object such that the center of gravity will always be vertically aligned within the pivot. Only when this alignment is complete does the moment due to gravity about the pivot become zero ($0$).&lt;/p&gt;</description></item><item><title>Newton's Laws of Motion</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-4/newtons-laws-of-motion/</link><pubDate>Mon, 03 Nov 2025 06:08:09 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-4/newtons-laws-of-motion/</guid><description>&lt;p&gt;There are three ($3$) laws of motion.&lt;/p&gt;
&lt;h2 id="first-law"&gt;
 &lt;a href="#first-law" onclick="copyHeadingToClipboard(&amp;#34;first-law&amp;#34;)"

 &gt;
 First law
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;An object in uniform motion, or at rest, will remain in its state of uniform motion, or rest, given that no external unbalanced forces are acting.&lt;/p&gt;
&lt;h2 id="second-law"&gt;
 &lt;a href="#second-law" onclick="copyHeadingToClipboard(&amp;#34;second-law&amp;#34;)"

 &gt;
 Second law
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The rate of change of momentum of a body is directly proportional to the force applied and takes place in the direction of the applied force.&lt;/p&gt;
&lt;p&gt;Given that the object has initial velocity $u$ and final velocity $v$, the initial momentum and final momentum will be $mu$ and $mv$ respectively. Thus:
$$
\begin{equation}\begin{aligned}






F_{net}&amp;amp;\propto \frac{mv-mu}{t}\\



F_{net}&amp;amp;=k (\frac{mv-mu}{t})\\



F_{net}&amp;amp;=\frac{mv-mu}{t}\\



F_{net}&amp;amp;=\frac{m(v-u)}{t}\\



F_{net}&amp;amp;=ma\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Projectile Motion</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-2/projectile-motion/</link><pubDate>Sat, 01 Nov 2025 10:19:19 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-2/projectile-motion/</guid><description>&lt;p&gt;Projectile motion is the motion of an object which is being influenced by gravity after being launched. The values which do not change for a projectile are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;$u_x=u\cos{\theta}$&lt;/li&gt;
&lt;li&gt;$u_y=u\sin{\theta}$&lt;/li&gt;
&lt;li&gt;$a_x=0$ (no horizontal forces)&lt;/li&gt;
&lt;li&gt;$a_y=-g$ (the force of gravity acts vertically downwards, downwards being negative)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Applying the horizontal direction to the equation, $v=u+at$:
$$
\begin{equation}\begin{aligned}






v&amp;amp;=u&amp;#43;at\\



v_x&amp;amp;=u_x&amp;#43;a_xt\\



v_x&amp;amp;=u\cos{\theta}&amp;#43;(0)t\\



v_x&amp;amp;=u\cos{\theta}\\



v_x&amp;amp;=u_x\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Applying the vertical direction to the equation, $v=u+at$:
$$
\begin{equation}\begin{aligned}






v&amp;amp;=u&amp;#43;at\\



v_y&amp;amp;=u_y&amp;#43;a_yt\\



v_y&amp;amp;=u\sin{\theta}&amp;#43;(-g)t\\



v_y&amp;amp;=u\sin{\theta}-gt\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Linear Momentum</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-4/linear-momentum/</link><pubDate>Sat, 01 Nov 2025 08:49:22 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-4/linear-momentum/</guid><description>&lt;p&gt;Linear momentum is the product of the mass and velocity of an object:&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






momentum &amp;amp;= mass \times velocity\\



p &amp;amp;= m \times v\\




\end{aligned}\end{equation}
$$

&lt;p&gt;The SI unit for linear momentum is:
$$
\begin{equation}\begin{aligned}






p &amp;amp;= m \times v\\



&amp;amp;\rightarrow kg\times ms^{-1}\\



&amp;amp;=kgms^{-1}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h2 id="example"&gt;
 &lt;a href="#example" onclick="copyHeadingToClipboard(&amp;#34;example&amp;#34;)"

 &gt;
 Example
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Find the momentum of a car of mass $1000kg$ moving at a velocity of $4 ms^{-1}$ north.
$$
\begin{equation}\begin{aligned}






p &amp;amp;= m \times v\\



&amp;amp;= 1000kg \times 4ms^{-1}\\



&amp;amp;= 4000kgms^{-1}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Linked List</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/linked-list/</link><pubDate>Tue, 28 Oct 2025 09:33:04 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/linked-list/</guid><description>&lt;p&gt;In C, we have to implement the Abstract Data Types (ADTs) ourselves. Implementations of these ADTs would be very limited if we had to base the underlying memory off of arrays in C. This is because C arrays, as we know, are fixed length.&lt;/p&gt;
&lt;p&gt;The solution to this issue is to use &lt;em&gt;dynamic memory allocation&lt;/em&gt; in order to request chunks of memory during runtime as needed. We ask the computer for these chunks (called nodes) and connect/link them using pointers. This is the idea of a linked list.&lt;/p&gt;</description></item><item><title>Abstract Data Types</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/abstract-data-types/</link><pubDate>Tue, 28 Oct 2025 09:32:51 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-2/module-1/abstract-data-types/</guid><description>&lt;p&gt;We know that C has many &lt;em&gt;primitive data types&lt;/em&gt;. These include integers, characters, floats, doubles, arrays, etc. Primitive data types are &lt;strong&gt;built-in data types&lt;/strong&gt; provided by the language. They are used to store and manipulate data in a program and are modelled that way because of the physical constraints imposed by the machine implementing them.&lt;/p&gt;
&lt;p&gt;They are limited in that they are more concerned with the device used to run the program than the information that the programmer desires to represent in the program. Imagine if we had primitive data types like &lt;strong&gt;humans&lt;/strong&gt; and &lt;strong&gt;pets&lt;/strong&gt; instead of &lt;em&gt;numbers&lt;/em&gt; and &lt;em&gt;characters&lt;/em&gt;. Instead of a program assuming that data should be modelled in terms of &lt;em&gt;numbers&lt;/em&gt; and &lt;em&gt;characters&lt;/em&gt;, it would require that everything be expressed in terms of &lt;strong&gt;humans&lt;/strong&gt; and &lt;strong&gt;pets&lt;/strong&gt;.&lt;/p&gt;</description></item><item><title>The Equation of a Circle</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/the-equation-of-a-circle/</link><pubDate>Tue, 28 Oct 2025 05:40:46 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/the-equation-of-a-circle/</guid><description>&lt;p&gt;We have seen that the gradient and the y-intercept of a straight line are what make it special. In order to represent circles, we need to acknowledge that the following make one circle different from another:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;em&gt;the center&lt;/em&gt; (two circles can have the same size but a different offset)&lt;/li&gt;
&lt;li&gt;&lt;em&gt;the radius&lt;/em&gt; (concentric circles have the same center but different radius)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="the-standard-form"&gt;
 &lt;a href="#the-standard-form" onclick="copyHeadingToClipboard(&amp;#34;the-standard-form&amp;#34;)"

 &gt;
 The standard form
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Given that a circle has a center $(a,b)$ and radius $r$ units, the standard form of the equation of the circle is:
$$
\begin{equation}\begin{aligned}






(x-a)^2&amp;#43;(y-b)^2=r^2\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>WHERE</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/sql/where/</link><pubDate>Mon, 27 Oct 2025 18:34:57 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/sql/where/</guid><description>&lt;p&gt;We can use the WHERE clause to filter information down to the rows that satisfy a certain condition(s). Run the following:&lt;/p&gt;




&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1" class="inline-code sql"&gt;
SELECT name,gender FROM biodata WHERE gender = &amp;#39;Male&amp;#39;;
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;div class="hpad"&gt;&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","{0xc0002fc5b0 sql SELECT name,gender FROM biodata WHERE gender = \u0027Male\u0027; 0xc000ee24e0}")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;Here only the rows that have the gender being exactly the word &amp;ldquo;Male&amp;rdquo; will be returned. By using &lt;strong&gt;!=&lt;/strong&gt;, we can ask for the rows that do not match a certain condition, in this case the records with gender &amp;ldquo;Female&amp;rdquo;:&lt;/p&gt;</description></item><item><title>Archimedes' Principle</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/archimedes-principle/</link><pubDate>Mon, 27 Oct 2025 13:14:04 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/archimedes-principle/</guid><description>&lt;p&gt;This principle states that the upthrust experienced by a body which is wholly/partially immersed/submerged in a fluid is equal to the weight of the fluid displaced.&lt;/p&gt;</description></item><item><title>Pressure</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/pressure/</link><pubDate>Mon, 27 Oct 2025 13:14:03 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/pressure/</guid><description>&lt;p&gt;Pressure ($P$) is the force exerted per unit area:&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






P&amp;amp;=\frac{F}{A}\\




\end{aligned}\end{equation}
$$

&lt;p&gt;The SI unit is the &lt;em&gt;Pascal($Pa$)&lt;/em&gt;, equivalent to the pressure exerted by applying a one Newton ($1 N$) force over an area of one square-metre ($m^2$):&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






P&amp;amp;=\frac{F}{A}\\



&amp;amp;\rightarrow \frac{1N}{1 m^2}\\



&amp;amp;=1 Pa\\




\end{aligned}\end{equation}
$$

&lt;h2 id="pressure-in-a-fluid"&gt;
 &lt;a href="#pressure-in-a-fluid" onclick="copyHeadingToClipboard(&amp;#34;pressure-in-a-fluid&amp;#34;)"

 &gt;
 Pressure in a fluid
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;In a fluid, &lt;strong&gt;pressure increases with depth&lt;/strong&gt;. The pressure is also directly proportional to the density, $\rho$ of the fluid as well as acceleration due to gravity, $g$. For a closed vessel (one not exposed to the atmosphere), the pressure is given by&lt;/p&gt;</description></item><item><title>Components and Resultants</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-4/components-and-resultants/</link><pubDate>Mon, 27 Oct 2025 07:08:02 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-4/components-and-resultants/</guid><description>&lt;p&gt;Any vector can be resolved into two ($2$) perpendicular components. This means that we can replace a vector with $2$ other vectors without the system showing any differences.&lt;/p&gt;</description></item><item><title>Forces</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-4/forces/</link><pubDate>Mon, 27 Oct 2025 07:07:49 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-4/forces/</guid><description>&lt;p&gt;A force is an action that can cause a change in shape, size or motion. This means that a force that cause an object to deform and/or cause it to speed up or slow down.&lt;/p&gt;</description></item><item><title>SELECT and FROM</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/sql/select/</link><pubDate>Sun, 26 Oct 2025 15:52:10 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/sql/select/</guid><description>&lt;p&gt;The &lt;em&gt;SELECT&lt;/em&gt; clause is the most basic of the commands associated with &lt;strong&gt;data manipulation&lt;/strong&gt;. We need some data first so we select the database:&lt;/p&gt;




&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1" class="inline-code sql"&gt;
USE mydatabase;
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;div class="hpad"&gt;&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","{0xc001a863f0 sql USE mydatabase; 0xc0014d03c0}")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;Then we create the table:&lt;/p&gt;</description></item><item><title>Introduction to SQL</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/sql/introduction/</link><pubDate>Sun, 26 Oct 2025 15:32:11 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/sql/introduction/</guid><description>&lt;p&gt;SQL is the standard for managing structured data in industry. There is a debate as to whether SQL or NoSQL databases are better but it is wise to be able to work with both. SQL serves as:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;a &lt;em&gt;Data Definition Language (DDL)&lt;/em&gt; - used to define and manage the structure of database objects&lt;/li&gt;
&lt;li&gt;a &lt;em&gt;Data Manipulation Language (DML)&lt;/em&gt; - used to manage the data living within database objects&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="creating-a-database"&gt;
 &lt;a href="#creating-a-database" onclick="copyHeadingToClipboard(&amp;#34;creating-a-database&amp;#34;)"

 &gt;
 Creating a database
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;We can have multiple databases in SQL. You can think about each database as corresponding to a different app. For example, we can have $5$ databases if we are working with $5$ separate web apps. The value in this is that we can isolate the information to be managed by an app to the app&amp;rsquo;s own database.&lt;/p&gt;</description></item><item><title>The Constant Acceleration Equations of Motion</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-2/the-constant-acceleration-equations-of-motion/</link><pubDate>Sat, 25 Oct 2025 06:52:05 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-2/the-constant-acceleration-equations-of-motion/</guid><description>&lt;p&gt;The constant acceleration equations of motion are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;$v=u+at$ &lt;strong&gt;(no $s$)&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;$s=(\frac{u+v}{2})t$ &lt;strong&gt;(no $a$)&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;$s=ut+\frac{1}{2}at^2$ &lt;strong&gt;(no $v$)&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;$s=vt-\frac{1}{2}at^2$ &lt;strong&gt;(no $u$)&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;$v^2=u^2+2as$ &lt;strong&gt;(no $t$)&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Where $s$ is displacement, $u$ is initial velocity, $v$ is final velocity, $a$ is acceleration and $t$ is time. Time is the only scalar thus we apply the &lt;em&gt;sign convention&lt;/em&gt; to the other physical quantities.&lt;/p&gt;
&lt;h2 id="deriving-the-equations-of-motion"&gt;
 &lt;a href="#deriving-the-equations-of-motion" onclick="copyHeadingToClipboard(&amp;#34;deriving-the-equations-of-motion&amp;#34;)"

 &gt;
 Deriving the equations of motion
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Starting with the defining equation for acceleration (the rate of change of velocity with respect to time):
$$
\begin{equation}\begin{aligned}






a=\frac{v-u}{t}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Graphs Depicting Motion</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-2/graphs-depicting-motion/</link><pubDate>Sat, 25 Oct 2025 06:50:01 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-2/graphs-depicting-motion/</guid><description>&lt;h2 id="displacement-time-graphs"&gt;
 &lt;a href="#displacement-time-graphs" onclick="copyHeadingToClipboard(&amp;#34;displacement-time-graphs&amp;#34;)"

 &gt;
 Displacement-time graphs
 &lt;/a&gt;
&lt;/h2&gt;
&lt;h2 id="velocity-time-graphs"&gt;
 &lt;a href="#velocity-time-graphs" onclick="copyHeadingToClipboard(&amp;#34;velocity-time-graphs&amp;#34;)"

 &gt;
 Velocity-time graphs
 &lt;/a&gt;
&lt;/h2&gt;</description></item><item><title>Measuring Motion</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-2/measuring-motion/</link><pubDate>Sat, 25 Oct 2025 06:49:47 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-2/measuring-motion/</guid><description>&lt;h2 id="distance-vs-displacement"&gt;
 &lt;a href="#distance-vs-displacement" onclick="copyHeadingToClipboard(&amp;#34;distance-vs-displacement&amp;#34;)"

 &gt;
 Distance vs. Displacement
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Displacement is the distance traveled in a particular direction. It has direction.&lt;/p&gt;
&lt;h2 id="speed-vs-velocity"&gt;
 &lt;a href="#speed-vs-velocity" onclick="copyHeadingToClipboard(&amp;#34;speed-vs-velocity&amp;#34;)"

 &gt;
 Speed vs. Velocity
 &lt;/a&gt;
&lt;/h2&gt;
&lt;h2 id="acceleration"&gt;
 &lt;a href="#acceleration" onclick="copyHeadingToClipboard(&amp;#34;acceleration&amp;#34;)"

 &gt;
 Acceleration
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is the rate of change of velocity with respect to time:
$$
\begin{equation}\begin{aligned}






a=\frac{v-u}{t}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h2 id="research-questions"&gt;
 &lt;a href="#research-questions" onclick="copyHeadingToClipboard(&amp;#34;research-questions&amp;#34;)"
style="color:var(--em-color);"
 &gt;
 Research Questions
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;You will be competent enough to answer the following:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;What is the difference between distance and displacement?&lt;/li&gt;
&lt;li&gt;What is the difference between speed and velocity?&lt;/li&gt;
&lt;li&gt;What is the significance of the gradient of a displacement-time graph?&lt;/li&gt;
&lt;li&gt;What is the significance of the gradient of a velocity-time graph?&lt;/li&gt;
&lt;li&gt;What is the significance of the area under a velocity-time graph?&lt;/li&gt;
&lt;li&gt;What are the constant acceleration equations of motion?&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>The Equation of a Straight Line</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/the-equation-of-a-straight-line/</link><pubDate>Sat, 25 Oct 2025 06:02:11 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/the-equation-of-a-straight-line/</guid><description>&lt;p&gt;The form $y=mx+c$ is the known as the &lt;em&gt;slope-intercept form&lt;/em&gt; of the equation of a straight line. This is because we can clearly read the gradient/slope ($m$) and the $y$ coordinate of the y-intercept ($c$) from this form.&lt;/p&gt;
&lt;p&gt;The &lt;strong&gt;general form&lt;/strong&gt; of the equation of a straight line is $ax+by+c=0$. It is not as easy to tell the gradient and y-intercept from this form as it requires some transposition to be done.&lt;/p&gt;</description></item><item><title>Transformations of Functions</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/transformations-of-functions/</link><pubDate>Tue, 21 Oct 2025 17:23:43 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/transformations-of-functions/</guid><description>&lt;h2 id="translation-along-the-x-axis"&gt;
 &lt;a href="#translation-along-the-x-axis" onclick="copyHeadingToClipboard(&amp;#34;translation-along-the-x-axis&amp;#34;)"

 &gt;
 Translation along the x axis
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Given the function
$$
\begin{equation}\begin{aligned}






f(x)\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;A translation of this function along the $x$ axis can be represented by
$$
\begin{equation}\begin{aligned}






f(x&amp;#43;a)\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Here the function&amp;rsquo;s graph is &lt;em&gt;left-shifted&lt;/em&gt; by $a$ units. When we have the form:
$$
\begin{equation}\begin{aligned}






f(x-a)\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;This represents a &lt;em&gt;right-shift&lt;/em&gt; of the graph of the function by $a$ units.&lt;/p&gt;
&lt;div class="mcq"&gt;

&lt;span class="mcq-heading"&gt;
&lt;svg xmlns="http://www.w3.org/2000/svg" width="32" height="24" fill="currentColor" class="bi bi-bullseye" viewBox="0 0 16 16"&gt;
 &lt;path d="M8 15A7 7 0 1 1 8 1a7 7 0 0 1 0 14m0 1A8 8 0 1 0 8 0a8 8 0 0 0 0 16"/&gt;
 &lt;path d="M8 13A5 5 0 1 1 8 3a5 5 0 0 1 0 10m0 1A6 6 0 1 0 8 2a6 6 0 0 0 0 12"/&gt;
 &lt;path d="M8 11a3 3 0 1 1 0-6 3 3 0 0 1 0 6m0 1a4 4 0 1 0 0-8 4 4 0 0 0 0 8"/&gt;
 &lt;path d="M9.5 8a1.5 1.5 0 1 1-3 0 1.5 1.5 0 0 1 3 0"/&gt;
&lt;/svg&gt;
&lt;span&gt;
Hold a focus!
&lt;/span&gt;
&lt;/span&gt;












&lt;p class="mcq-question"&gt;&lt;strong&gt;Q1:&lt;/strong&gt; The function $g(x)=\sin(x+3)$ is translation of the function $f(x)=\sin x$ along the $x$ axis in the positive (right) direction by $3$ units.&lt;/p&gt;</description></item><item><title>Representing Data Using Diagrams</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/representing-data-using-diagrams/</link><pubDate>Fri, 10 Oct 2025 18:37:35 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/representing-data-using-diagrams/</guid><description>&lt;p&gt;Data can be &lt;em&gt;discrete&lt;/em&gt;, having distinct separate values with &lt;strong&gt;no&lt;/strong&gt; possibility of &lt;strong&gt;in-between values&lt;/strong&gt; e.g. eye colour and favourite movie or &lt;em&gt;continuous&lt;/em&gt;, having &lt;strong&gt;intermediate values&lt;/strong&gt; e.g. heights and weights.&lt;/p&gt;
&lt;h2 id="discrete-data"&gt;
 &lt;a href="#discrete-data" onclick="copyHeadingToClipboard(&amp;#34;discrete-data&amp;#34;)"

 &gt;
 Discrete data
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Discrete data can be &lt;strong&gt;quantitative&lt;/strong&gt; (having countable, numerical values) e.g. number of students writing math or &lt;strong&gt;categorical data&lt;/strong&gt; (having distinct categories) e.g. favourite colour. &lt;em&gt;Categorical data&lt;/em&gt; itself can be:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Nominal&lt;/strong&gt; - having categories with no order or ranking e.g. eye colour and favourite snack&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ordinal&lt;/strong&gt; - having categories that can be ordered or ranked e.g. T-shirt sizes (S, M, L, XL) and final grade for a course (A, B, etc.)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="continuous-data"&gt;
 &lt;a href="#continuous-data" onclick="copyHeadingToClipboard(&amp;#34;continuous-data&amp;#34;)"

 &gt;
 Continuous data
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Continuous data is also known as &lt;em&gt;scale data&lt;/em&gt; because the data is often retrieve from the scales (the continuous, graduated sections) of measuring instruments. Continuous data can be classified as:&lt;/p&gt;</description></item><item><title>Descriptive Statistics</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/descriptive-statistics/</link><pubDate>Thu, 09 Oct 2025 19:53:54 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/descriptive-statistics/</guid><description>&lt;p&gt;When we have a dataset, we often will want to describe the dataset to others without having to show them all of the individual values which make up the dataset. This is especially true for very large datasets.&lt;/p&gt;
&lt;h2 id="measures-of-locationcentral-tendency"&gt;
 &lt;a href="#measures-of-locationcentral-tendency" onclick="copyHeadingToClipboard(&amp;#34;measures-of-locationcentral-tendency&amp;#34;)"

 &gt;
 Measures of location/central tendency
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;These values tell us where the data is centered around/located at. They include:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Mean ($\bar{x}$) - the average of all of the data points. It is affected by the outliers (extreme values)&lt;/li&gt;
&lt;li&gt;Median ($Q2$) - the middle value. It is not affected by outliers&lt;/li&gt;
&lt;li&gt;Mode - the most frequent value&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="measures-of-spread"&gt;
 &lt;a href="#measures-of-spread" onclick="copyHeadingToClipboard(&amp;#34;measures-of-spread&amp;#34;)"

 &gt;
 Measures of spread
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;These values tell us how far the data is spread out. They are important because the measures of location are often insufficient in describing how far apart the data points are. The measures of spread are:&lt;/p&gt;</description></item><item><title>Composition of Functions</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/composition-of-functions/</link><pubDate>Tue, 07 Oct 2025 13:50:22 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/composition-of-functions/</guid><description>&lt;p&gt;Sometimes we want to take the output of one function and use it as the input of another function. This is the idea of composing functions - we chain them together. Consider the notation:
$$
\begin{equation}\begin{aligned}






f\circ g(x)\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;This means that we substitute the function on the right, $g(x)$ into the function on the left, $f(x)$. That is, wherever we see $x$ in $f(x)$, we place $g(x)$:
$$
\begin{equation}\begin{aligned}






f\circ g(x)=f[g(x)]\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Inverse of a Function</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/inverse-of-a-function/</link><pubDate>Tue, 07 Oct 2025 13:50:02 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/inverse-of-a-function/</guid><description>&lt;p&gt;The inverse of a function does the opposite of the original function. If the function takes an input $a$ and produces an output $b$, the inverse function will take $b$ and produces $a$:
$$
\begin{equation}\begin{aligned}






f(a)&amp;amp;=b\\



f^{-1}(b)&amp;amp;=a\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Only bijective functions (those which are both &lt;em&gt;injective and surjective&lt;/em&gt;) have inverses.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h2 id="the-inverse-of-the-inverse-is-the-original-function"&gt;
 &lt;a href="#the-inverse-of-the-inverse-is-the-original-function" onclick="copyHeadingToClipboard(&amp;#34;the-inverse-of-the-inverse-is-the-original-function&amp;#34;)"

 &gt;
 The inverse of the inverse is the original function
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Consider the functions $f(x)$ and
$$
\begin{equation}\begin{aligned}






g(x)=f^{-1}(x)\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Types of Functions</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/types-of-functions/</link><pubDate>Tue, 07 Oct 2025 13:49:27 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/types-of-functions/</guid><description>&lt;p&gt;There are three ($3$) types of functions that we study at this level:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Injective functions&lt;/li&gt;
&lt;li&gt;Surjective functions&lt;/li&gt;
&lt;li&gt;Bijective functions&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="injective-one-to-one-functions"&gt;
 &lt;a href="#injective-one-to-one-functions" onclick="copyHeadingToClipboard(&amp;#34;injective-one-to-one-functions&amp;#34;)"

 &gt;
 Injective (one-to-one) functions
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;For a function to be injective, every $x$ value must have &lt;em&gt;exactly one ($1$)&lt;/em&gt; $y$ value. In other words, every output has a unique input. Injective functions can be referred to as &lt;em&gt;injections&lt;/em&gt;.&lt;/p&gt;
&lt;h3 id="the-algebraic-method-of-determining-injectivity"&gt;
 &lt;a href="#the-algebraic-method-of-determining-injectivity" onclick="copyHeadingToClipboard(&amp;#34;the-algebraic-method-of-determining-injectivity&amp;#34;)"

 &gt;
 The algebraic method of determining injectivity
 &lt;/a&gt;
&lt;/h3&gt;
&lt;p&gt;Given a function $f(x)$, we let
$$
\begin{equation}\begin{aligned}






f(a)=f(b)\\




\end{aligned}\end{equation}
$$

If we can prove exactly that
$$
\begin{equation}\begin{aligned}






a=b\\




\end{aligned}\end{equation}
$$

Then the function $f(x)$ is injective. Note that a variation such as $a=\pm b$ will disqualify the function from being injective. We must be able to show exactly that $a=b$.&lt;/p&gt;</description></item><item><title>Scalars and Vectors</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-1/scalars-and-vectors/</link><pubDate>Tue, 07 Oct 2025 07:12:42 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-1/scalars-and-vectors/</guid><description>&lt;p&gt;A scalar is a physical quantity that has a magnitude. A vector quantity has both magnitude and direction.&lt;/p&gt;
&lt;h2 id="examples"&gt;
 &lt;a href="#examples" onclick="copyHeadingToClipboard(&amp;#34;examples&amp;#34;)"

 &gt;
 Examples
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Some scalars are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;distance&lt;/li&gt;
&lt;li&gt;speed&lt;/li&gt;
&lt;li&gt;mass&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Some vectors are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;displacement&lt;/li&gt;
&lt;li&gt;velocity&lt;/li&gt;
&lt;li&gt;acceleration&lt;/li&gt;
&lt;li&gt;force&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="classifications-of-vectors"&gt;
 &lt;a href="#classifications-of-vectors" onclick="copyHeadingToClipboard(&amp;#34;classifications-of-vectors&amp;#34;)"

 &gt;
 Classifications of vectors
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Vectors can be described in terms of their &lt;em&gt;direction&lt;/em&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Horizontal&lt;/li&gt;
&lt;li&gt;Vertical&lt;/li&gt;
&lt;li&gt;Oblique&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Vectors can also be classified &lt;em&gt;relative to each other&lt;/em&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Parallel&lt;/li&gt;
&lt;li&gt;Anti-parallel&lt;/li&gt;
&lt;li&gt;Perpendicular&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="research-questions"&gt;
 &lt;a href="#research-questions" onclick="copyHeadingToClipboard(&amp;#34;research-questions&amp;#34;)"
style="color:var(--em-color);"
 &gt;
 Research Questions
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;What is a scalar quantity?&lt;/li&gt;
&lt;li&gt;What are some examples of scalar quantities?&lt;/li&gt;
&lt;li&gt;What is a vector quantity?&lt;/li&gt;
&lt;li&gt;What are some examples of vector quantities?&lt;/li&gt;
&lt;li&gt;What are horizontal, vertical and oblique vectors?&lt;/li&gt;
&lt;li&gt;What does it mean for vectors to be parallel, perpendicular or anti-parallel?&lt;/li&gt;
&lt;li&gt;What does it mean to resolve a vector?&lt;/li&gt;
&lt;li&gt;What is the role of resolving vectors when combining multiple vectors into a single resultant vector?&lt;/li&gt;
&lt;li&gt;What is a resultant vector?&lt;/li&gt;
&lt;li&gt;Is the adjacent component of a vector always $R\cos{\theta}$ if the vector has a magnitude of $R$ and angle $\theta$?&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Functions</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/functions/</link><pubDate>Mon, 06 Oct 2025 07:43:46 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/functions/</guid><description>&lt;p&gt;A relation is a relationship between two sets. Relations can be:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;one-to-one&lt;/strong&gt; e.g. each student in a class receiving one fruit&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;one-to-many&lt;/strong&gt; e.g. one drummer playing for many bands (he&amp;rsquo;s free this Saturday btw)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;many-to-one&lt;/strong&gt; e.g. many persons following an artist (they all claim Kes is their husband)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;many-to-many&lt;/strong&gt; e.g. citizens reading many newspapers to find a consensus on what is true&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The set of all inputs (x values) is referred to as the &lt;em&gt;domain&lt;/em&gt;. The set of all outputs (y values) is called the &lt;em&gt;co-domain&lt;/em&gt;.&lt;/p&gt;</description></item><item><title>Errors and Uncertainties</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-1/errors-and-uncertainties/</link><pubDate>Sun, 28 Sep 2025 09:00:24 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-1/errors-and-uncertainties/</guid><description>&lt;p&gt;Errors are an inherent part of the scientific process. Every measurement has an associated error, no matter how small. Because the measurement of physical quantities are central to science, scientists need to care about errors.&lt;/p&gt;
&lt;h2 id="types-of-errors"&gt;
 &lt;a href="#types-of-errors" onclick="copyHeadingToClipboard(&amp;#34;types-of-errors&amp;#34;)"

 &gt;
 Types of errors
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;There are three ($3$) types of errors:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Systematic errors - consistent errors which occur due to the system being used to conduct the experiment. This system consists of the environment (e.g. temperature not being intentionally controlled), observation (e.g. parallax errors and flawed apparatus setup) and instruments (e.g. a metre rule can only distinguish as small as a millimeter)&lt;/li&gt;
&lt;li&gt;Random errors - happen in an unpredictable manner due to factors outside of the scope of the scientific experiment e.g. wind, temperature variations, voltage fluctuations&lt;/li&gt;
&lt;li&gt;Gross errors - these happen due to mistakes and oversights on the part of the experimenter (the person conducting the scientific experiment) e.g. writing down the wrong measurements or misreading a scale&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="propagation-of-errors"&gt;
 &lt;a href="#propagation-of-errors" onclick="copyHeadingToClipboard(&amp;#34;propagation-of-errors&amp;#34;)"

 &gt;
 Propagation of errors
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;When we &lt;em&gt;add or subtract&lt;/em&gt; two values, we need to &lt;strong&gt;add their absolute errors&lt;/strong&gt;.&lt;/p&gt;</description></item><item><title>Homogeneity of Equations</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-1/homogeneity-of-equations/</link><pubDate>Sun, 28 Sep 2025 08:59:59 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-1/homogeneity-of-equations/</guid><description>&lt;h2 id="using-any-unit"&gt;
 &lt;a href="#using-any-unit" onclick="copyHeadingToClipboard(&amp;#34;using-any-unit&amp;#34;)"

 &gt;
 Using any unit
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;We do not need to use the SI units for the physical quantities involved in an equation in order to show that the equation is homogeneous. Consider the case of speed:
$$
\begin{equation}\begin{aligned}






speed=\frac{distance}{time}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;We can use $m/s$, $m$ and $s$ respectively for the units of speed, distance and time:
$$
\begin{equation}\begin{aligned}






m/s&amp;amp;=\frac{m}{s}\\



m/s&amp;amp;=m/s\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;We can also use $km/h$, $km$ and $h$ respectively for the units of speed, distance and time:
$$
\begin{equation}\begin{aligned}






km/h&amp;amp;=\frac{km}{h}\\



km/h&amp;amp;=km/h\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>SI Units</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-1/si-units/</link><pubDate>Sun, 28 Sep 2025 08:59:46 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-1/si-units/</guid><description>&lt;p&gt;The SI units are the standard units that we use to measure both fundamental and derived quantities.&lt;/p&gt;
&lt;h2 id="multiples-and-submultiples"&gt;
 &lt;a href="#multiples-and-submultiples" onclick="copyHeadingToClipboard(&amp;#34;multiples-and-submultiples&amp;#34;)"

 &gt;
 Multiples and submultiples
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Multiples help us to represent large numbers without having to write many digits.&lt;/p&gt;










 
 
 
 








&lt;div class="data-table" role="region" tabindex="0" aria-labelledby="table-caption-t-618792534"&gt;
 &lt;table class="table " id="t-618792534" itemscope itemtype="https://schema.org/Table"&gt;&lt;caption id="table-caption-t-618792534" itemprop="about"&gt;&lt;strong&gt;Table 1&lt;/strong&gt; &lt;em class='table-title'&gt;Table showing some common multiples&lt;/em&gt;&lt;/caption&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Multiple prefix&lt;/th&gt;
 &lt;th&gt;Symbol&lt;/th&gt;
 &lt;th&gt;Value&lt;/th&gt;
 &lt;th&gt;Value expressed as a power of 10&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;Kilo-&lt;/td&gt;
 &lt;td&gt;k&lt;/td&gt;
 &lt;td&gt;1,000&lt;/td&gt;
 &lt;td&gt;$10^3$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Mega-&lt;/td&gt;
 &lt;td&gt;M&lt;/td&gt;
 &lt;td&gt;1,000,000&lt;/td&gt;
 &lt;td&gt;$10^6$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Giga-&lt;/td&gt;
 &lt;td&gt;G&lt;/td&gt;
 &lt;td&gt;1,000,000,000&lt;/td&gt;
 &lt;td&gt;$10^9$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Tera-&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;1,000,000,000,000&lt;/td&gt;
 &lt;td&gt;$10^{12}$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;

&lt;/div&gt;

&lt;script type="application/ld+json"&gt;{"@context": "https://schema.org","@type": "Table","about": "Table showing some common multiples"}&lt;/script&gt;



&lt;p&gt;Notice that the prefixes are simply placeholders for positive (&lt;strong&gt;+ve&lt;/strong&gt;) powers of 10.&lt;/p&gt;</description></item><item><title>Physical Quantities</title><link>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-1/physical-quantities/</link><pubDate>Sun, 28 Sep 2025 08:59:37 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-physics/physics-1/physical-quantities/</guid><description>&lt;p&gt;These are the properties of solids, liquids and gases that can be &lt;em&gt;measured/quantified&lt;/em&gt;. Examples include the &lt;strong&gt;volume of a gas&lt;/strong&gt;, &lt;strong&gt;temperature of a cup of tea&lt;/strong&gt;, &lt;strong&gt;height of a building&lt;/strong&gt;, etc.&lt;/p&gt;
&lt;h2 id="fundamental-quantities"&gt;
 &lt;a href="#fundamental-quantities" onclick="copyHeadingToClipboard(&amp;#34;fundamental-quantities&amp;#34;)"

 &gt;
 Fundamental quantities
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;These are the physical quantities from which all other physical quantities are derived. According to the International System of Units (SI), there are &lt;strong&gt;seven (7)&lt;/strong&gt; fundamental quantities:&lt;/p&gt;










 
 
 
 


 





&lt;div class="data-table" role="region" tabindex="0" &gt;
 &lt;table class="table %!s(&lt;nil&gt;)" id="t-362914758"&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Quantity&lt;/th&gt;
 &lt;th&gt;Symbol&lt;/th&gt;
 &lt;th&gt;Unit&lt;/th&gt;
 &lt;th&gt;Abbreviation for unit&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;Mass&lt;/td&gt;
 &lt;td&gt;$m$&lt;/td&gt;
 &lt;td&gt;kilogram&lt;/td&gt;
 &lt;td&gt;$kg$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Length&lt;/td&gt;
 &lt;td&gt;$l$&lt;/td&gt;
 &lt;td&gt;metre&lt;/td&gt;
 &lt;td&gt;$m$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Time&lt;/td&gt;
 &lt;td&gt;$t$&lt;/td&gt;
 &lt;td&gt;second&lt;/td&gt;
 &lt;td&gt;$s$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Temperature&lt;/td&gt;
 &lt;td&gt;$T$&lt;/td&gt;
 &lt;td&gt;Kelvin&lt;/td&gt;
 &lt;td&gt;$K$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Amount of substance&lt;/td&gt;
 &lt;td&gt;$n$&lt;/td&gt;
 &lt;td&gt;mole&lt;/td&gt;
 &lt;td&gt;$mol$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Current&lt;/td&gt;
 &lt;td&gt;$I$&lt;/td&gt;
 &lt;td&gt;ampere&lt;/td&gt;
 &lt;td&gt;$A$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Luminous intensity&lt;/td&gt;
 &lt;td&gt;$I_v$&lt;/td&gt;
 &lt;td&gt;candela&lt;/td&gt;
 &lt;td&gt;$cd$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;

&lt;/div&gt;





&lt;h2 id="derived-quantities"&gt;
 &lt;a href="#derived-quantities" onclick="copyHeadingToClipboard(&amp;#34;derived-quantities&amp;#34;)"

 &gt;
 Derived quantities
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;These are &lt;em&gt;combinations&lt;/em&gt; of the fundamental quantities. The following are examples of derived quantities. Note the fundamental quantities which are involved in each.
$$
\begin{equation}\begin{aligned}






area=length\times width\\




\end{aligned}\end{equation}
$$

Width is a &lt;strong&gt;length measurement&lt;/strong&gt; and is essentially &lt;em&gt;Length&lt;/em&gt; disguised under another word. This would mean that height, breadth, distance, displacement, perimeter and circumference are also length measurements (they fall under the fundamental quantity &lt;em&gt;Length&lt;/em&gt;).
$$
\begin{equation}\begin{aligned}






volume&amp;amp;=length\times width\times height\\



OR&amp;amp;\\



volume&amp;amp;=area\times height\\




\end{aligned}\end{equation}
$$

Notice that area is a derived quantity. Thus volume can be seen as the &lt;strong&gt;product of&lt;/strong&gt; three fundamental quantities (&lt;strong&gt;length, width and height&lt;/strong&gt;) or as the &lt;strong&gt;product of&lt;/strong&gt; a derived quantity (&lt;strong&gt;area&lt;/strong&gt;) and a fundamental quantity (&lt;strong&gt;height&lt;/strong&gt;).&lt;/p&gt;</description></item><item><title>Conditional Probability</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/conditional-probability/</link><pubDate>Sun, 28 Sep 2025 08:56:08 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/conditional-probability/</guid><description>&lt;p&gt;When working with probabilities previously, we would have assumed that we are asked to state the probability of an event given that we are working with the entire &lt;em&gt;universal set, $U$&lt;/em&gt;. Thus, for an event $A$, the probability is:
$$
\begin{equation}\begin{aligned}






P(A)=\frac{n(A)}{n(U)}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;We can think of this as the conditional probability of &lt;em&gt;$A$ given $U$&lt;/em&gt;:
$$
\begin{equation}\begin{aligned}






P(A|U)=\frac{n(A)}{n(U)}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;What if we are given only the elements of the set $B$? The conditional probability of &lt;em&gt;$A$ given $B$&lt;/em&gt; would thus be:
$$
\begin{equation}\begin{aligned}






P(A|B)=\frac{n(A\cap B)}{n(B)}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Introduction to Probability</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/introduction-to-probability/</link><pubDate>Sun, 28 Sep 2025 08:55:55 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-5/introduction-to-probability/</guid><description>&lt;p&gt;The probability of an event is the ratio of the number of outcomes associated with that event divided by the total number of possible outcomes:&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






P(A)=\frac{n(A)}{n(U)}\\




\end{aligned}\end{equation}
$$

&lt;p&gt;Consider the case of flipping an &lt;em&gt;unbiased&lt;/em&gt; coin. There are $2$ possible outcomes:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;landing a head or&lt;/li&gt;
&lt;li&gt;landing a tail&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;There is only one outcome associated with getting a tail thus the probability of getting a tail is:
$$
\begin{equation}\begin{aligned}






P(T)&amp;amp;=\frac{n(T)}{n(U)}\\



&amp;amp;=\frac{1}{2}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Solving Quadratic Inequalities</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/solving-quadratic-inequalities/</link><pubDate>Sun, 28 Sep 2025 08:55:29 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/solving-quadratic-inequalities/</guid><description>&lt;p&gt;When solving a quadratic inequality, we need to first determine the roots of the original quadratic equation. This will allow us to determine the x-values relative to which the region of solutions will be stated.&lt;/p&gt;</description></item><item><title>Solving and Sketching Quadratic Curves</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/solving-and-sketching-quadratic-curves/</link><pubDate>Sun, 28 Sep 2025 08:55:00 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/solving-and-sketching-quadratic-curves/</guid><description>&lt;p&gt;In order to sketch quadratic curves, we need to ascertain some critical information about the curve:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;the y-intercept, $(0,c)$ obtained from $ax^2+bx+c$&lt;/li&gt;
&lt;li&gt;the x-intercepts (if any) obtained from solving $ax^2+bx+c=0$&lt;/li&gt;
&lt;li&gt;the turning point $(-h,k)$ obtained from completing the square $a(x+h)^2+k$&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Pointers</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/pointers/pointers/</link><pubDate>Tue, 23 Sep 2025 10:20:32 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/pointers/pointers/</guid><description>&lt;p&gt;Pointers are variables used to store the locations of other variables.&lt;/p&gt;
&lt;p&gt;The syntax for declaring a pointer is:&lt;/p&gt;




&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1" class="inline-code c"&gt;
pointerType *pointerName;
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;div class="hpad"&gt;&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","{0xc00049bea0 c pointerType *pointerName; 0xc000f73980}")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;Consider the following code:









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-4"&gt;#include &amp;lt;stdio.h&amp;gt;

int main(void) {
 int age = 12;
 printf(&amp;#34;The age is %d\n&amp;#34;, age);
 printf(&amp;#34;The variable age is located at %p\n&amp;#34;, &amp;amp;age);

 int *myPointer;
 myPointer = &amp;amp;age;

 printf(&amp;#34;The location stored using the pointer is %p\n&amp;#34;, myPointer);
 printf(&amp;#34;The value stored at this location is %d\n&amp;#34;, *myPointer);

 return 0;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 pointers.c
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-4' onclick='copyToClipboard("code-snippet-4","pointers.c")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;

&lt;/p&gt;</description></item><item><title>Completing the Squares</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/completing-the-squares/</link><pubDate>Thu, 18 Sep 2025 23:18:34 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/completing-the-squares/</guid><description>&lt;p&gt;A quadratic polynomial is a polynomial whose &lt;em&gt;degree&lt;/em&gt; (the highest power of $x$) is $2$. The general form of a quadratic polynomial is:&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






y=ax^2&amp;#43;bx&amp;#43;c\\




\end{aligned}\end{equation}
$$

&lt;h2 id="the-coefficient-of-x2"&gt;
 &lt;a href="#the-coefficient-of-x2" onclick="copyHeadingToClipboard(&amp;#34;the-coefficient-of-x2&amp;#34;)"

 &gt;
 The coefficient of $x^2$
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The coefficient of $x^2$ tells us whether the curve is a maximum curve (a frown) or a minimum curve (a smile). In other words, it tells us the &lt;em&gt;nature of the turning point&lt;/em&gt;.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;When $a$ is &lt;em&gt;positive&lt;/em&gt; we have a minimum curve (&lt;em&gt;positive people like to smile&lt;/em&gt;). When $a$ is &lt;strong&gt;negative&lt;/strong&gt; we have a maximum curve (&lt;strong&gt;negative people like to frown&lt;/strong&gt;).&lt;/p&gt;</description></item><item><title>Introduction</title><link>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/intro/</link><pubDate>Thu, 18 Sep 2025 22:25:01 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cambridge/as-pure-mathematics/pure-mathematics-1/intro/</guid><description>&lt;p&gt;The following topics are considered to be necessary before attempting to learn this content for this module of Cambridge AS Pure Mathematics.&lt;/p&gt;
&lt;h2 id="transposition"&gt;
 &lt;a href="#transposition" onclick="copyHeadingToClipboard(&amp;#34;transposition&amp;#34;)"

 &gt;
 Transposition
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is a fancy term which means changing the subject of the formula.&lt;/p&gt;
&lt;h2 id="laws-of-indices"&gt;
 &lt;a href="#laws-of-indices" onclick="copyHeadingToClipboard(&amp;#34;laws-of-indices&amp;#34;)"

 &gt;
 Laws of indices
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Any number raised to the power of $1$ is itself:
$$
\begin{equation}\begin{aligned}






a^1&amp;amp;=a\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Any number raised to the power of zero ($0$) is $1$:
$$
\begin{equation}\begin{aligned}






a^0&amp;amp;=1\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Goroutines</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/goroutines/</link><pubDate>Wed, 17 Sep 2025 14:01:39 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/goroutines/</guid><description>&lt;p&gt;A goroutine is a lightweight thread of execution. We can use them to execute instructions &lt;em&gt;concurrently&lt;/em&gt;. Go uses the &lt;strong&gt;fork-join&lt;/strong&gt; paradigm for concurrency. By utilizing primitives such as &lt;em&gt;goroutines&lt;/em&gt;, &lt;em&gt;channels&lt;/em&gt; and &lt;em&gt;select&lt;/em&gt;, we can coordinate when the forking and joining happens.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;The &lt;em&gt;main()&lt;/em&gt; function in Go is executed within the context of a goroutine - the &lt;strong&gt;main&lt;/strong&gt; goroutine. All other goroutines are spawned from it.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h2 id="spawning-a-goroutine"&gt;
 &lt;a href="#spawning-a-goroutine" onclick="copyHeadingToClipboard(&amp;#34;spawning-a-goroutine&amp;#34;)"

 &gt;
 Spawning a goroutine
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;After defining the function, use the &lt;em&gt;go&lt;/em&gt; keyword to tell Go to execute the function using the goroutine:&lt;/p&gt;</description></item><item><title>The Aesthetics of Play</title><link>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-1/module-1/the-aesthetics-of-play/</link><pubDate>Mon, 08 Sep 2025 19:22:34 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-1/module-1/the-aesthetics-of-play/</guid><description>&lt;p&gt;Whereas game genres are defined by how we choose to categorize games, the &lt;em&gt;aesthetics of play&lt;/em&gt; are the reasons we play games. When we take a mundane task and &lt;strong&gt;gamify&lt;/strong&gt; it, we simply integrate one or more of the aesthetics of play into that activity.&lt;/p&gt;
&lt;p&gt;Watch this video:


&lt;div id="veil-1" class="veil" style="" onclick="insertVideo()"&gt;
 &lt;div&gt;
 &lt;p class="" style="text-align:center;color:white"&gt;Click/tap here to load video&lt;/p&gt;

 &lt;/div&gt;

 

&lt;script&gt;
 


 function insertVideo(){
 var veil = document.getElementById('veil-1');
 veil.innerHTML = '\
 &lt;div style=\u0022position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;\u0022&gt;&lt;iframe allow=\u0022accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\u0022 allowfullscreen=\u0022allowfullscreen\u0022 loading=\u0022lazy\u0022 referrerpolicy=\u0022strict-origin-when-cross-origin\u0022 src=\u0022https:\/\/www.youtube.com\/embed\/uepAJ-rqJKA?autoplay=0\u0026controls=1\u0026end=0\u0026loop=0\u0026mute=0\u0026start=0\u0022 style=\u0022position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;\u0022 title=\u0022YouTube video\u0022&gt;&lt;/iframe&gt;&lt;/div&gt;\
 ';
 }

 
&lt;/script&gt;



&lt;/div&gt;
&lt;div&gt;&lt;small&gt;Credits: Extra Credits&lt;/small&gt;&lt;/div&gt;
&lt;/p&gt;</description></item><item><title>What Is a Game?</title><link>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-1/module-1/what-is-a-game/</link><pubDate>Mon, 08 Sep 2025 19:21:38 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-1/module-1/what-is-a-game/</guid><description>&lt;p&gt;A game is a form of structured play or activity governed by rules, roles, goals and challenges and taken by players for entertainment.&lt;/p&gt;
&lt;h2 id="characteristics-of-game"&gt;
 &lt;a href="#characteristics-of-game" onclick="copyHeadingToClipboard(&amp;#34;characteristics-of-game&amp;#34;)"

 &gt;
 Characteristics of game
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Games tend to have:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;players - the person(s) participating in the game&lt;/li&gt;
&lt;li&gt;rules - the constraints under which the game is executed&lt;/li&gt;
&lt;li&gt;choices - the players have some degree of agency in which affecting the outcome of the game&lt;/li&gt;
&lt;li&gt;outcomes - there is usually an end state in which we can conclude that the game has ended; outcomes can be losses, wins or ties&lt;/li&gt;
&lt;li&gt;goals - the desirable achievements attainable by the players; goals can be achieved in the process of arriving at an outcome or they can be outcomes themselves&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="game-design-vs-game-development"&gt;
 &lt;a href="#game-design-vs-game-development" onclick="copyHeadingToClipboard(&amp;#34;game-design-vs-game-development&amp;#34;)"

 &gt;
 Game design vs. Game development
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;Game design&lt;/em&gt; is the process of creating the rules, roles, goals and challenges characteristic of the game. The final product of this process is usually a &lt;strong&gt;game design document&lt;/strong&gt;.&lt;/p&gt;</description></item><item><title>What Is Animation?</title><link>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-1/module-1/what-is-animation/</link><pubDate>Mon, 08 Sep 2025 19:21:26 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/animation-and-game-design-unit-1/module-1/what-is-animation/</guid><description>&lt;p&gt;Animation is the art of using multiple images to depict motion/create the &lt;em&gt;illusion of movement&lt;/em&gt;. Whereas a painting or picture only shows a static image, an animation is a &lt;strong&gt;series of successive static images/drawings/models&lt;/strong&gt; that convey information about movement in the scene.&lt;/p&gt;
&lt;p&gt;Our eyes are only able to retain images for about $100$ milliseconds thus when presented with many successive images, the viewer&amp;rsquo;s brain processes these images to appear as a single moving image.&lt;/p&gt;</description></item><item><title>Errors</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/errors/</link><pubDate>Fri, 05 Sep 2025 10:15:40 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/errors/</guid><description>&lt;p&gt;As opposed to other languages like Python and JavaScript that use a &lt;em&gt;try-catch&lt;/em&gt; approach to error handling, Go encourages us to return a separate value that will indicate that the code did not perform in an ideal manner - an error.&lt;/p&gt;
&lt;p&gt;This way of handling errors ensures that dealing with errors are part of the normal &lt;em&gt;execution flow&lt;/em&gt; of the code, instead of having a structure that can be completely left out, as is the case of a try-catch.&lt;/p&gt;</description></item><item><title>Iterators</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/iterators/</link><pubDate>Sat, 30 Aug 2025 10:00:28 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/iterators/</guid><description>&lt;p&gt;Iterators are functions with a special signature:&lt;/p&gt;




&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1" class="inline-code go"&gt;
func (yield func(V) bool)
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;div class="hpad"&gt;&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","{0xc004367490 go func (yield func(V) bool) 0xc0016d1740}")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;Iterators &lt;em&gt;yield&lt;/em&gt; one value at a time, allowing us to range over a queue of values instead of getting all values all at once.&lt;/p&gt;</description></item><item><title>Generics</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/generics/</link><pubDate>Sat, 30 Aug 2025 09:00:01 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/generics/</guid><description>&lt;p&gt;Generics help us to avoid redundant declarations of functions by allowing us to specify type parameters for the data being passed to the function. Consider the following code:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;package main

import &amp;#34;fmt&amp;#34;

func SumInts(m map[string]int64) int64 {
	var s int64
	for _, v := range m {
		s &amp;#43;= v
	}
	return s
}

func SumFloats(m map[string]float64) float64 {
	var s float64
	for _, v := range m {
		s &amp;#43;= v
	}
	return s
}

func main() {
	ints := map[string]int64{
		&amp;#34;first&amp;#34;: 10,
		&amp;#34;second&amp;#34;: 12,
	}
	floats := map[string]float64{
		&amp;#34;first&amp;#34;: 12.34,
		&amp;#34;second&amp;#34;: 15.52,
	}

	fmt.Println(&amp;#34;sum of ints:&amp;#34;, SumInts(ints))
	fmt.Println(&amp;#34;sum of floats:&amp;#34;, SumFloats(floats))
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 generics-1.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","generics-1.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;The functions &lt;em&gt;SumInts&lt;/em&gt; and &lt;em&gt;SumFloats&lt;/em&gt; are used to find the sum of the integers and floats respectively passed via maps into them. This might become even more redundant if we have to handle other numeric data types.&lt;/p&gt;</description></item><item><title>Struct Embedding</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/struct-embedding/</link><pubDate>Fri, 15 Aug 2025 09:29:58 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/struct-embedding/</guid><description>&lt;p&gt;Go uses struct and interfaces to help developers achieve &lt;strong&gt;composition&lt;/strong&gt;. We can embed structs within other structs and access the methods and variables of the child struct from the parent struct.&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-3"&gt;package main

import &amp;#34;fmt&amp;#34;

type bag struct {
	items []string
}

func (b *bag) listItems() {
	list := &amp;#34;&amp;#34;
	for _, item := range b.items {
		list &amp;#43;= item &amp;#43; &amp;#34; &amp;#34;
	}
	fmt.Println(&amp;#34;items in bag: &amp;#34;, list)
}

func (b *bag) addItem(itemName string) {
	b.items = append(b.items, itemName)
}

type Player struct {
	name string
	age int
	bag
}

func (p *Player) talk() {
	fmt.Printf(&amp;#34;Hello my name is %s. I am %d years old.\n&amp;#34;, p.name, p.age)
}

func main() {
	bookBag := bag{items: []string{}}
	me := Player{name: &amp;#34;Joash&amp;#34;, age: 26, bag: bookBag}
	me.talk()
	me.bag.addItem(&amp;#34;shovel&amp;#34;)
	me.bag.addItem(&amp;#34;pencil&amp;#34;)
	me.bag.listItems()
	me.addItem(&amp;#34;eraser&amp;#34;)
	me.listItems()
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 struct-embedding.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-3' onclick='copyToClipboard("code-snippet-3","struct-embedding.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;The name of the struct &lt;em&gt;bag&lt;/em&gt; serves as the field we use to access its methods and data (via &lt;strong&gt;me.bag&lt;/strong&gt;). Please note that the declaration for &lt;em&gt;Player&lt;/em&gt; is:&lt;/p&gt;</description></item><item><title>Enums</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/enums/</link><pubDate>Fri, 15 Aug 2025 09:06:20 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/enums/</guid><description>&lt;p&gt;Enums (enumerated types) are &lt;em&gt;sum types&lt;/em&gt; that have a fixed number of possible values, each with a distinct name. Golang enums are not a language specific feature but we can implement them using existing language idioms.&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;package main

import &amp;#34;fmt&amp;#34;

type PlayerState int

const (
	Idle PlayerState = iota
	Walking
	Running
	Jumping
)

var stateName = map[PlayerState]string{
	Idle: &amp;#34;idle&amp;#34;,
	Walking: &amp;#34;Walking&amp;#34;,
	Running: &amp;#34;running&amp;#34;,
	Jumping: &amp;#34;jumping&amp;#34;,
}

// implement fmt.Stringer interface
func (ps PlayerState) String() string {
	return stateName[ps]
}

func transition(ps PlayerState) PlayerState {
	switch ps {
	case Idle:
		return Walking
	case Walking, Running:
		return Jumping
	default:
		panic(fmt.Errorf(&amp;#34;unknown state: %s&amp;#34;, ps))
	}
}

func main() {
	ns := transition(Idle)
	fmt.Println(ns)

	ns2 := transition(ns)
	fmt.Println(ns2)

	ns3 := transition(ns2)
	fmt.Println(ns3)
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 enums.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","enums.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;h2 id="the-stringer-interface"&gt;
 &lt;a href="#the-stringer-interface" onclick="copyHeadingToClipboard(&amp;#34;the-stringer-interface&amp;#34;)"

 &gt;
 The Stringer interface
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The &lt;strong&gt;fmt.Stringer&lt;/strong&gt; interface dictates how the &lt;em&gt;fmt&lt;/em&gt; print commands will format the output when the item implementing the interface is passed as an argument to that print command:&lt;/p&gt;</description></item><item><title>Interfaces</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/interfaces/</link><pubDate>Thu, 14 Aug 2025 07:32:15 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/interfaces/</guid><description>&lt;p&gt;These are named collections of method signatures (function signatures). Once a struct has the same method signatures as an interface, we say that the struct &lt;em&gt;satisfies&lt;/em&gt; that interface - it serves as an implementation of the interface. Here is an example of two structs (&lt;strong&gt;rect&lt;/strong&gt; and &lt;strong&gt;circle&lt;/strong&gt;) which both satisfy a &lt;em&gt;geometry&lt;/em&gt; interface:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-2"&gt;package main

import (
	&amp;#34;fmt&amp;#34;
	&amp;#34;math&amp;#34;
)

type geometry interface {
	area() float64
	perimeter() float64
}

type rect struct {
	length, width float64
}

type circle struct {
	radius float64
}

func (r rect) area() float64 {
	return r.length * r.width
}

func (r rect) perimeter() float64 {
	return 2 * (r.length &amp;#43; r.width)
}

func (c circle) area() float64 {
	return math.Pi * c.radius * c.radius
}

func (c circle) perimeter() float64 {
	return 2 * math.Pi * c.radius
}

func measure(g geometry) {
	fmt.Println(g)
	fmt.Println(g.area())
	fmt.Println(g.perimeter())
}

func detectCircle(g geometry) {
	if c, ok := g.(circle); ok {
		fmt.Println(&amp;#34;circle with radius&amp;#34;, c.radius)
	}
}

func main() {
	r := rect{length: 3, width: 5}
	c := circle{radius: 4}

	measure(r)
	measure(c)

	detectCircle(r)
	detectCircle(c)
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 interfaces-geometry.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-2' onclick='copyToClipboard("code-snippet-2","interfaces-geometry.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;The function &lt;em&gt;measure&lt;/em&gt; accepts an interface of type &lt;strong&gt;geometry&lt;/strong&gt; which means it can operate on any struct that satisfies the interface - in this case both the &lt;em&gt;rect&lt;/em&gt; and &lt;em&gt;circle&lt;/em&gt;. We can call the methods in the interface (&lt;strong&gt;area()&lt;/strong&gt; and &lt;strong&gt;perimeter()&lt;/strong&gt;)&lt;/p&gt;</description></item><item><title>Methods</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/methods/</link><pubDate>Tue, 12 Aug 2025 11:20:59 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/methods/</guid><description>&lt;p&gt;In Go, we can attach methods (functions) onto structs to make them behave like objects in other languages.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Objects own data (they have variables) and perform actions (they have functions).&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Each method has a &lt;em&gt;receiver type&lt;/em&gt; which is the type of the struct:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;package main

import &amp;#34;fmt&amp;#34;

type person struct {
	name string
	age int
	xPosition int
	yPosition int
}

func (p *person) describeYourself() {
	fmt.Printf(&amp;#34;My name is %s. I am %d years old.\nYou can find me at coordinates (%d, %d).\n&amp;#34;, p.name, p.age, p.xPosition, p.yPosition)
}

func (p *person) moveTo(x, y int) {
	p.xPosition = x
	p.yPosition = y
	fmt.Printf(&amp;#34;Moving %s to (%d, %d)...\n&amp;#34;, p.name, x, y)
}

func main() {
	me := person{name: &amp;#34;James&amp;#34;, age: 34}
	me.describeYourself()

	me.moveTo(3, 4)
	me.describeYourself()
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 methods.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","methods.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;h2 id="pointer-receiver-type-vs-normal-receiver-type"&gt;
 &lt;a href="#pointer-receiver-type-vs-normal-receiver-type" onclick="copyHeadingToClipboard(&amp;#34;pointer-receiver-type-vs-normal-receiver-type&amp;#34;)"

 &gt;
 Pointer receiver type vs. normal receiver type
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;We can also use the normal receiver type &lt;em&gt;person&lt;/em&gt; instead of the pointer receiver type &lt;em&gt;*person&lt;/em&gt;:&lt;/p&gt;</description></item><item><title>Structs</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/structs/</link><pubDate>Mon, 11 Aug 2025 09:32:02 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/structs/</guid><description>&lt;p&gt;These are typed collections of fields. We use structs in order to group related data together as records. Consider a struct with four ($4$) member variables:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-2"&gt;package main

import &amp;#34;fmt&amp;#34;

type person struct {
	name string
	age int
	xPosition int
	yPosition int
}

func main() {
	// declaration by member variable order
	p := person{&amp;#34;John&amp;#34;, 32, 0, 0}
	fmt.Println(&amp;#34;person:&amp;#34;, p)

	fmt.Println(&amp;#34;name:&amp;#34;, p.name)
	fmt.Println(&amp;#34;age:&amp;#34;, p.age)
	fmt.Println(&amp;#34;x position:&amp;#34;, p.xPosition)
	fmt.Println(&amp;#34;y position:&amp;#34;, p.yPosition)

	// declaration with named member variables
	p2 := person{name: &amp;#34;Mary&amp;#34;, age: 5, xPosition: 2, yPosition: 9}
	fmt.Println(&amp;#34;person 2:&amp;#34;, p2)

	fmt.Println(&amp;#34;name:&amp;#34;, p2.name)
	fmt.Println(&amp;#34;age:&amp;#34;, p2.age)
	fmt.Println(&amp;#34;x position:&amp;#34;, p2.xPosition)
	fmt.Println(&amp;#34;y position:&amp;#34;, p2.yPosition)
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 struct-person.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-2' onclick='copyToClipboard("code-snippet-2","struct-person.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;For person &lt;strong&gt;p&lt;/strong&gt;, we list the member variables in the order in which they are declared in the struct - &lt;em&gt;name&lt;/em&gt;, &lt;em&gt;age&lt;/em&gt;, &lt;em&gt;xPosition&lt;/em&gt;, &lt;em&gt;yPosition&lt;/em&gt; respectively. For person &lt;strong&gt;p2&lt;/strong&gt;, we use the names of the member variables - these can be listed in any order. The latter form is more commonly used as the former is not very readable unless you know what the original struct declaration looks like and the specific order of the member variables/fields:&lt;/p&gt;</description></item><item><title>Pointers</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/pointers/</link><pubDate>Sun, 10 Aug 2025 10:24:39 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/pointers/</guid><description>&lt;p&gt;We can work with variables using their &lt;em&gt;identifiers&lt;/em&gt; but we can also work with the underlying memory in which we store those variables. &lt;strong&gt;Pointers&lt;/strong&gt; allow us to do this. A pointer is a variable that stores the memory address of another variable.&lt;/p&gt;
&lt;h2 id="memory-locations"&gt;
 &lt;a href="#memory-locations" onclick="copyHeadingToClipboard(&amp;#34;memory-locations&amp;#34;)"

 &gt;
 Memory locations
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;We can get the memory location of a variable by using the &lt;em&gt;ampersand &amp;amp;&lt;/em&gt; before the name of the variable:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;package main

import &amp;#34;fmt&amp;#34;

func main() {
	myName := &amp;#34;John&amp;#34;
	fmt.Println(&amp;#34;my name:&amp;#34;, myName, &amp;#34;, memory address:&amp;#34;, &amp;amp;myName)
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 print-memory-location.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","print-memory-location.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;h2 id="dereferencing-a-pointer"&gt;
 &lt;a href="#dereferencing-a-pointer" onclick="copyHeadingToClipboard(&amp;#34;dereferencing-a-pointer&amp;#34;)"

 &gt;
 Dereferencing a pointer
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is where we get the actual value being stored in the memory address that the pointer is referring to. We use the &lt;em&gt;unary operator *&lt;/em&gt; to get the value stored at the location:&lt;/p&gt;</description></item><item><title>Range Over Built-in Types</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/range-over-built-in-types/</link><pubDate>Sat, 09 Aug 2025 11:59:02 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/range-over-built-in-types/</guid><description>&lt;p&gt;The &lt;em&gt;range&lt;/em&gt; keyword in Golang allows us to iterate over the elements in numerous built-in types. We can range over numbers, slices, etc., with a simple syntax.&lt;/p&gt;
&lt;h2 id="range-over-slice"&gt;
 &lt;a href="#range-over-slice" onclick="copyHeadingToClipboard(&amp;#34;range-over-slice&amp;#34;)"

 &gt;
 Range over slice
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;We can range over the individual elements in a slice without using the index of each element - here we use the &lt;strong&gt;blank identifier _&lt;/strong&gt; where the index would be:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;package main

import &amp;#34;fmt&amp;#34;

func main() {
	sum := 0
	nums := []int{1, 2, 3, 4, 5, 6}

	for _, num := range nums {
		sum &amp;#43;= num
	}

	fmt.Println(&amp;#34;sum:&amp;#34;, sum)
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 range-over-slice.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","range-over-slice.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;h3 id="slice-with-index"&gt;
 &lt;a href="#slice-with-index" onclick="copyHeadingToClipboard(&amp;#34;slice-with-index&amp;#34;)"

 &gt;
 Slice with index
 &lt;/a&gt;
&lt;/h3&gt;
&lt;p&gt;We can also make use of the index if we so desire:&lt;/p&gt;</description></item><item><title>Recursion</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/recursion/</link><pubDate>Thu, 17 Jul 2025 14:50:11 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/recursion/</guid><description>&lt;p&gt;We have seen that functions can call other functions. Recursion means that functions can call themselves. In each consecutive call, the computation done is dependent on the data produced by the previous call.&lt;/p&gt;
&lt;p&gt;One good example of recursion is the factorial. Recall that $n!$ (n factorial) is simply the product of all numbers from $1$ to $n$:
$$
\begin{equation}\begin{aligned}






n!=1\times 2\times 3\times ... \times (n-1) \times n\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;We can write a function to find the factorial of a number:









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;package main

import &amp;#34;fmt&amp;#34;

func factorial(n int) int {
	// if the number becomes 1 then stop recursion by returning 1
	if n == 1 {
		return 1
	}
	// return the current number times the factorial of the number minus 1
	return n * factorial(n-1)
}

func main() {
	fmt.Println(factorial(1))
	fmt.Println(factorial(3))
	fmt.Println(factorial(5))
	fmt.Println(factorial(15))
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 factorial.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","factorial.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;

&lt;/p&gt;</description></item><item><title>Closures</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/closures/</link><pubDate>Sun, 13 Jul 2025 10:15:56 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/closures/</guid><description>&lt;p&gt;A closure is a function that stores (&amp;ldquo;closes over&amp;rdquo;) an environment (a set of captured variables) and another function that uses that environment. We can create closures using &lt;em&gt;anonymous functions&lt;/em&gt;.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Anonymous functions are functions without an identifier (a name). They are useful when we may want to associate a set of steps with arguments and/or return values without having to refer to or call the function more than once.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Here is an example of a closure:









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;package main

import &amp;#34;fmt&amp;#34;

func intSeq() func() int {
	i := 0
	return func() int {
		fmt.Printf(&amp;#34;address of i: %p\n&amp;#34;, &amp;amp;i)
		i&amp;#43;&amp;#43;
		return i
	}
}

func main() {
	nextInt := intSeq()
	fmt.Println(nextInt())
	fmt.Println(nextInt())
	fmt.Println(nextInt())
	fmt.Println(nextInt())
	fmt.Println(nextInt())

	newInt := intSeq()
	fmt.Println(newInt())
	fmt.Println(newInt())
	fmt.Println(newInt())
	fmt.Println(newInt())
	fmt.Println(newInt())

}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 closure.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","closure.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;

&lt;/p&gt;</description></item><item><title>Variadic Functions</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/variadic-functions/</link><pubDate>Sun, 13 Jul 2025 09:40:26 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/variadic-functions/</guid><description>&lt;p&gt;These are functions that can accept any number of arguments. We have already seen &lt;strong&gt;Println&lt;/strong&gt; from the &lt;em&gt;fmt&lt;/em&gt; package. It can accept many values and string them together to be outputted into the console. Here is a function that accepts any number of integers and returns their product:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-5"&gt;package main

import &amp;#34;fmt&amp;#34;

func Product(numbers ...int) int {
	product := 1

	for _, number := range numbers {
		product *= number
	}
	return product
}

func main() {
	a := Product(4, 5, 2)
	b := Product(-1, 2, 5)
	fmt.Println(&amp;#34;a:&amp;#34;, a)
	fmt.Println(&amp;#34;b:&amp;#34;, b)
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 variadic-product.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-5' onclick='copyToClipboard("code-snippet-5","variadic-product.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;Defining the function this way allows us to access the values in the &lt;em&gt;numbers&lt;/em&gt; variable as if they were in a slice. In fact, we can pass a slice of integers into the function in the following manner and it will still work:&lt;/p&gt;</description></item><item><title>Functions</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/functions/</link><pubDate>Mon, 30 Jun 2025 17:11:15 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/functions/</guid><description>&lt;p&gt;Functions basically accept values and return values. They are the basic unit of abstraction in Go.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;em&gt;Abstraction&lt;/em&gt; is the concept of hiding what happens in the background in order to simplify one&amp;rsquo;s view of a system. &lt;strong&gt;An abstraction&lt;/strong&gt; is a simplified view of a system which omits unimportant details.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;For example, we do not have to know how the &lt;strong&gt;Println&lt;/strong&gt; function in the &lt;em&gt;fmt&lt;/em&gt; package actually works to add characters to the console, in order to use &lt;strong&gt;Println&lt;/strong&gt;. This means that the &lt;em&gt;Println&lt;/em&gt; function is an abstraction (a simplified view) of the entire process that sends letters and other characters to the console.&lt;/p&gt;</description></item><item><title>Maps</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/maps/</link><pubDate>Mon, 30 Jun 2025 17:11:06 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/maps/</guid><description>&lt;p&gt;Maps allow us to map items (keys) onto other items (values). We create a make using the syntax:&lt;/p&gt;




&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1" class="inline-code go"&gt;
make(map[keyType]valueType)
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;div class="hpad"&gt;&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","{0xc004bae3f0 go make(map[keyType]valueType) 0xc0015aae40}")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;Here we create a map of strings onto integers, where the key is the name of the person and the value is their age:









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-3"&gt;package main

import &amp;#34;fmt&amp;#34;

func main() {
	// create map
	ages := make(map[string]int)

	// set values for keys &amp;#34;John&amp;#34; and &amp;#34;Mark&amp;#34;
	ages[&amp;#34;John&amp;#34;] = 13
	ages[&amp;#34;Mark&amp;#34;] = 41

	fmt.Println(&amp;#34;The age map is:&amp;#34;, ages)
	fmt.Println(&amp;#34;John is&amp;#34;, ages[&amp;#34;John&amp;#34;], &amp;#34;years old&amp;#34;)
	fmt.Println(&amp;#34;Mark is&amp;#34;, ages[&amp;#34;Mark&amp;#34;], &amp;#34;years old&amp;#34;)

	// edit value
	ages[&amp;#34;Mark&amp;#34;] = 42
	fmt.Println(&amp;#34;Mark is now&amp;#34;, ages[&amp;#34;Mark&amp;#34;], &amp;#34;years old&amp;#34;)
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 age-map.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-3' onclick='copyToClipboard("code-snippet-3","age-map.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


Notice how we use the format:&lt;/p&gt;</description></item><item><title>Slices</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/slices/</link><pubDate>Tue, 24 Jun 2025 21:33:52 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/slices/</guid><description>&lt;p&gt;Slices are the hip alternative to arrays in Go. They can be resized and grow in &lt;em&gt;capacity&lt;/em&gt;, without us having to do any memory management, as we append values to them. The zero value of a slice is &lt;em&gt;nil&lt;/em&gt; and its length is $0$:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;package main

import &amp;#34;fmt&amp;#34;

func main() {
	var groceryList []string
	fmt.Printf(&amp;#34;grocery list: %v\n&amp;#34;, groceryList)
	fmt.Printf(&amp;#34;is nil: %v\n&amp;#34;, groceryList == nil)
	fmt.Printf(&amp;#34;length: %v&amp;#34;, len(groceryList))
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 slice-uninit.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","slice-uninit.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;A slice can created with default values dependent on the zero value of the datatype used. Creating such a slice is done using the &lt;strong&gt;make&lt;/strong&gt; function:









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-2"&gt;package main

import &amp;#34;fmt&amp;#34;

func main() {
	shoppingList := make([]string, 5)
	ageSlice := make([]int, 3)
	fmt.Println(shoppingList)
	fmt.Println(ageSlice)
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 make-slice.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-2' onclick='copyToClipboard("code-snippet-2","make-slice.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;

&lt;/p&gt;</description></item><item><title>Arrays</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/arrays/</link><pubDate>Tue, 24 Jun 2025 21:33:47 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/arrays/</guid><description>&lt;p&gt;Arrays provide a way for us to store many values of the same type under the same name. These individual values are found within the array via their &lt;em&gt;index&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;The format for declaring an array is:&lt;/p&gt;




&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1" class="inline-code go"&gt;
var arrayName [elementCount] dataType
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;div class="hpad"&gt;&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","{0xc0003e1490 go var arrayName [elementCount] dataType 0xc00191be00}")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;We can set access the individual elements using the index:&lt;/p&gt;</description></item><item><title>For Loops</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/for-loops/</link><pubDate>Sat, 21 Jun 2025 11:11:37 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/for-loops/</guid><description>&lt;p&gt;We can repeat lines of code by using a &lt;strong&gt;for loop&lt;/strong&gt; in Golang. It is Go&amp;rsquo;s only looping construct. Other languages have &lt;em&gt;while&lt;/em&gt;, &lt;em&gt;do-while&lt;/em&gt; constructs, &lt;em&gt;go-to&lt;/em&gt; statements, etc. for looping but Go avoids the confusion by giving us a versatile iterative construct to work with.&lt;/p&gt;
&lt;h2 id="single-condition"&gt;
 &lt;a href="#single-condition" onclick="copyHeadingToClipboard(&amp;#34;single-condition&amp;#34;)"

 &gt;
 Single condition
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;We can use a for loop like a while loop where we have a single condition and change the sentinel value (&lt;strong&gt;i&lt;/strong&gt;) within the loop:









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;package main

import &amp;#34;fmt&amp;#34;

func main() {
	i := 0
	for i &amp;lt; 5 {
		fmt.Println(&amp;#34;i:&amp;#34;, i)
		i&amp;#43;&amp;#43;
	}
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 for-while.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","for-while.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
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&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;

&lt;/p&gt;</description></item><item><title>Switch-Case Statements</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/switch-case/</link><pubDate>Sat, 21 Jun 2025 11:11:36 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/switch-case/</guid><description>&lt;p&gt;Switch statements are used as an alternative to if-else statements with many branches in which each branch checks to see if a value or expression matches a target:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;package main

import &amp;#34;fmt&amp;#34;

func main() {
	var choice int

	fmt.Println(&amp;#34;Please enter a number: &amp;#34;)
	fmt.Scanln(&amp;amp;choice)
	switch choice {
	case 1:
		fmt.Println(&amp;#34;You chose option 1&amp;#34;)
	case 2, 3:
		fmt.Println(&amp;#34;You chose either 2 or 3&amp;#34;)
	case 4:
		fmt.Println(&amp;#34;You chose option 4&amp;#34;)
	default:
		fmt.Println(&amp;#34;That is not a valid option&amp;#34;)
	}
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 switch.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","switch.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;Notice how we can have many values as is listed in &lt;em&gt;case 2, 3&lt;/em&gt;. If the value of &lt;strong&gt;choice&lt;/strong&gt; does not match any of the cases, the &lt;em&gt;default&lt;/em&gt; will run. In this case, the user is told that the choice is not a valid option.&lt;/p&gt;</description></item><item><title>If-Else Statements</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/if-else/</link><pubDate>Sat, 21 Jun 2025 10:00:05 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/if-else/</guid><description>&lt;p&gt;We can have sections run only if a certain condition or conditions is/are satisfied. This can be achieved using if-else statements. Consider the following code:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;package main

import &amp;#34;fmt&amp;#34;

func main() {
	age := 19
	if age &amp;gt;= 18 {
		fmt.Printf(&amp;#34;You are an adult\n&amp;#34;)
	} else {
		fmt.Printf(&amp;#34;You are not old enough\n&amp;#34;)
	}
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 if-adult.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","if-adult.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;The condition we use here is a check to see if the age is greater than or equal to (coded as &lt;strong&gt;&amp;gt;=&lt;/strong&gt;) the value of $18$. If the age is at least $18$, the program will print &amp;ldquo;You are an adult&amp;rdquo; onto the console. If not, it will print &amp;ldquo;You are not old enough&amp;rdquo;. Try changing the age to $14$ and re-running the code.&lt;/p&gt;</description></item><item><title>Values and Variables</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/values-and-variables/</link><pubDate>Fri, 20 Jun 2025 16:48:54 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/values-and-variables/</guid><description>&lt;p&gt;We have seen how to print a basic set of characters (referred to as a &lt;strong&gt;string&lt;/strong&gt;) to the console. We can work with a host of other values: &lt;strong&gt;integers&lt;/strong&gt;, &lt;strong&gt;floats&lt;/strong&gt;, &lt;strong&gt;booleans&lt;/strong&gt;, etc. We can store these in &amp;ldquo;containers&amp;rdquo; in memory, &lt;em&gt;variables&lt;/em&gt;. The name of the variable is how we can use the value stored in that container. We use &lt;strong&gt;var&lt;/strong&gt; to declare one or more variables:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;package main

import &amp;#34;fmt&amp;#34;

func main() {
	// initialize string variable
	var myName = &amp;#34;Joash&amp;#34;

	// initialize integer variable
	var myAge = 13

	// print variables
	fmt.Println(myName)
	fmt.Println(myAge)
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 using-variables.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","using-variables.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;&lt;em&gt;myName&lt;/em&gt; is a variable that will store a string because its initial value to set to &amp;ldquo;Joash&amp;rdquo;. &lt;em&gt;myAge&lt;/em&gt; is an integer because its initial value is set to a number.&lt;/p&gt;</description></item><item><title>Your First Go Program</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/your-first-go-program/</link><pubDate>Fri, 20 Jun 2025 16:17:20 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/golang/your-first-go-program/</guid><description>&lt;p&gt;We must do the obligatory &amp;ldquo;Hello World&amp;rdquo; program. Copy and paste, or preferably type from scratch, the following the program in your favourite text editor:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-4"&gt;package main

import &amp;#34;fmt&amp;#34;

func main() {
	fmt.Printf(&amp;#34;Hello world!!\n&amp;#34;)
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 hello-world.go
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-4' onclick='copyToClipboard("code-snippet-4","hello-world.go")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;The &lt;em&gt;fmt&lt;/em&gt; package contains the &lt;strong&gt;Printf()&lt;/strong&gt; function. This function accepts a set of characters and pushes them into the console.&lt;/p&gt;</description></item><item><title>X-Rays</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-3/x-rays/</link><pubDate>Tue, 06 May 2025 20:43:16 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-3/x-rays/</guid><description>&lt;p&gt;X-rays are the result of bombarding a metal surface with high speed electrons. This speed is achieved by subjecting the electrons to a large potential difference. This p.d. causes the electrons to accelerate to a higher speed than usual.&lt;/p&gt;
&lt;p&gt;Electromagnetic radiation (Bremsstrahlung radiation) is created, with the wavelength of the rays varying inversely with the acceleration of the particles.&lt;/p&gt;
&lt;h2 id="the-x-ray-tube"&gt;
 &lt;a href="#the-x-ray-tube" onclick="copyHeadingToClipboard(&amp;#34;the-x-ray-tube&amp;#34;)"

 &gt;
 The X-ray tube
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is a device used to produce X-rays. The cathode is heated and electrons are ejected as a result (&lt;em&gt;thermionic emission&lt;/em&gt;). By applying a very large potential difference (in the range of $20-100kV$), we cause the electrons to accelerate towards the anode. As these electrons strike the anode, a large deceleration occurs.









 
















&lt;div class="frame" style="min-height: 131"&gt;



 &lt;div class="controls"&gt;
&lt;a href="https://chickenfrybytes.com/learn/cape/physics-unit-2/module-3/x-ray-tube-radiologycafe.png" class="no-print"&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-zoom-in" viewBox="0 0 16 16"&gt;
 &lt;path fill-rule="evenodd" d="M6.5 12a5.5 5.5 0 1 0 0-11 5.5 5.5 0 0 0 0 11M13 6.5a6.5 6.5 0 1 1-13 0 6.5 6.5 0 0 1 13 0"/&gt;
 &lt;path d="M10.344 11.742q.044.06.098.115l3.85 3.85a1 1 0 0 0 1.415-1.414l-3.85-3.85a1 1 0 0 0-.115-.1 6.5 6.5 0 0 1-1.398 1.4z"/&gt;
 &lt;path fill-rule="evenodd" d="M6.5 3a.5.5 0 0 1 .5.5V6h2.5a.5.5 0 0 1 0 1H7v2.5a.5.5 0 0 1-1 0V7H3.5a.5.5 0 0 1 0-1H6V3.5a.5.5 0 0 1 .5-.5"/&gt;
&lt;/svg&gt; View Original&lt;/a&gt;
 &lt;/div&gt;
&lt;div class="body"&gt;



&lt;div class="frame-credits"&gt;
 &lt;p&gt;Image Credits: &lt;a href="https://www.radiologycafe.com/frcr-physics-notes/x-ray-imaging/production-of-x-rays/"&gt;Radiology Cafe&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Stopping Potential</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-3/stopping-potential/</link><pubDate>Tue, 06 May 2025 19:38:11 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-3/stopping-potential/</guid><description>&lt;p&gt;Imagine that we have two parallel plates at the two ends of a vacuum tube. We can shine a light with sufficient energy ($hf\geq\phi$) and cause photoelectrons to travel from one plate onto the next.&lt;/p&gt;
&lt;p&gt;This will result in a photoelectric current. We can then apply a potential difference across the two plates such that we oppose the photoelectric current produced.&lt;/p&gt;









 
















&lt;div class="frame" style="min-height: 194"&gt;



 &lt;div class="controls"&gt;
&lt;a href="https://chickenfrybytes.com/learn/cape/physics-unit-2/module-3/stopping-potential-cyberphysics.png" class="no-print"&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-zoom-in" viewBox="0 0 16 16"&gt;
 &lt;path fill-rule="evenodd" d="M6.5 12a5.5 5.5 0 1 0 0-11 5.5 5.5 0 0 0 0 11M13 6.5a6.5 6.5 0 1 1-13 0 6.5 6.5 0 0 1 13 0"/&gt;
 &lt;path d="M10.344 11.742q.044.06.098.115l3.85 3.85a1 1 0 0 0 1.415-1.414l-3.85-3.85a1 1 0 0 0-.115-.1 6.5 6.5 0 0 1-1.398 1.4z"/&gt;
 &lt;path fill-rule="evenodd" d="M6.5 3a.5.5 0 0 1 .5.5V6h2.5a.5.5 0 0 1 0 1H7v2.5a.5.5 0 0 1-1 0V7H3.5a.5.5 0 0 1 0-1H6V3.5a.5.5 0 0 1 .5-.5"/&gt;
&lt;/svg&gt; View Original&lt;/a&gt;
 &lt;/div&gt;
&lt;div class="body"&gt;



&lt;div class="frame-credits"&gt;
 &lt;p&gt;Image Credits: &lt;a href="https://www.cyberphysics.co.uk/topics/atomic/Photoelectric_effect/Photoelectric_effect_stopping_potential.html"&gt;Cyberphysics&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Theories of Light and the Photoelectric Effect</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-3/theories-of-light-and-the-photoelectric-effect/</link><pubDate>Tue, 06 May 2025 18:54:48 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-3/theories-of-light-and-the-photoelectric-effect/</guid><description>&lt;p&gt;Wave theory sufficiently explains the reflection, refraction, diffraction and interference of light. It, however, fails to explain the photoelectric effect.&lt;/p&gt;
&lt;h2 id="intensity-of-the-light"&gt;
 &lt;a href="#intensity-of-the-light" onclick="copyHeadingToClipboard(&amp;#34;intensity-of-the-light&amp;#34;)"

 &gt;
 Intensity of the light
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is the power transmitted to unit cross sectional area of the material containing the electrons. Classical Physics would posit that light with a sufficient intensity (brightness) will be able to dislodge the electrons.&lt;/p&gt;
&lt;p&gt;However, it does not matter how intense the light is, if it does not possess the correct frequency, the electrons will never be ejected from the metal. Intensity increases the number of electrons that are ejected (provided that the threshold frequency is exceeded). A greater photoelectric current results from a higher intensity.&lt;/p&gt;</description></item><item><title>Kilometers per Hour to Meters per Second Calculator</title><link>https://chickenfrybytes.com/learn/university/misc/conversions/km-per-hour-to-m-per-second/</link><pubDate>Tue, 06 May 2025 08:23:40 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/misc/conversions/km-per-hour-to-m-per-second/</guid><description>&lt;div class="calculator"&gt;
 &lt;h2 class="title"&gt;$km/h$ to $m/s$ calculator&lt;/h2&gt;
 &lt;form id="calculator"&gt;
 &lt;div class="row"&gt;
 &lt;div&gt;&lt;input type="number" name="from" id="from" value=""&gt;&lt;/div&gt;
 &lt;div&gt;
 &lt;p&gt;$km/h$&lt;/p&gt;
 &lt;/div&gt;
 &lt;/div&gt;
 &lt;div class="row"&gt;
 &lt;div&gt;&lt;input type="number" name="to" id="to" value=""&gt;&lt;/div&gt;
 &lt;div&gt;
 &lt;p&gt;$m/s$&lt;/p&gt;
 &lt;/div&gt;
 &lt;/div&gt;
 &lt;/form&gt;
 &lt;p&gt;Conversion factor: 0.27777777777&lt;/p&gt;
 &lt;script&gt;
 var from = document.querySelector('#calculator #from')
 var to = document.querySelector('#calculator #to')
 from.addEventListener('input',
 (e)=&gt;{
 to.value = from.value*"0.27777777777";
 }
 );
 to.addEventListener('input',
 (e)=&gt;{
 from.value = to.value/"0.27777777777";
 }
 );
 &lt;/script&gt;
&lt;/div&gt;

&lt;p&gt;A kilometer per hour is the simply a kilometer divided by an hour:
$$
\begin{equation}\begin{aligned}






1km/h=\frac{1km}{1h}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;We can express $1km$ in meters and $1h$ in seconds:
$$
\begin{equation}\begin{aligned}






1km&amp;amp;=1000m\\



1h&amp;amp;=3600s\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Thus we can substitute these values into the original ratio:
$$
\begin{equation}\begin{aligned}






1km/h&amp;amp;=\frac{1km}{1h}=\frac{1000m}{3600s}\\



\therefore 1km/h&amp;amp;=0.2\overline{7} m/s\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>The Photoelectric Effect</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-3/the-photoelectric-effect/</link><pubDate>Fri, 02 May 2025 18:57:27 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-3/the-photoelectric-effect/</guid><description>&lt;p&gt;There is evidence that light behaves like a wave - it can undergo reflection, refraction, diffraction and interference. Light, however, is not limited to this wave behaviour. At smaller scales, light behaves like a particle. The &lt;em&gt;photoelectric effect&lt;/em&gt; is one phenomenon that helps us to explain this particulate theory. When a photon strikes a metallic surface, it can dislodge an electron:&lt;/p&gt;









 
















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&lt;div class="body"&gt;



&lt;div class="frame-credits"&gt;
 &lt;p&gt;Image Credits: &lt;a href="https://scienceinfo.com/photoelectric-effect/"&gt;Science Info&lt;/a&gt;&lt;/p&gt;</description></item><item><title>The Best Things in Life Are Opinionated</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/the-best-things-in-life-are-opinionated/</link><pubDate>Mon, 17 Mar 2025 17:42:17 +0000</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/the-best-things-in-life-are-opinionated/</guid><description>&lt;p&gt;With the rapid development of new frameworks and other web technologies, design constraints are more necessary now than ever. There are a host of voices online, posing as authorities in the web space, who are advising new developers to learn the latest tech stacks and tools.&lt;/p&gt;
&lt;p&gt;While this may be from a position of good intention, it can lead junior devs to an endless goose chase to test out new tech more than they create useful software.&lt;/p&gt;</description></item><item><title>Electromagnetic Induction</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/electromagnetic-induction/</link><pubDate>Wed, 05 Mar 2025 17:40:05 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/electromagnetic-induction/</guid><description>&lt;p&gt;Given that the magnetic flux density $B$ is a measure of the amount of magnetic field that passes through unit area of a surface, the &lt;em&gt;magnetic flux $\phi$&lt;/em&gt; through an area $A$ is:
$$
\begin{equation}\begin{aligned}






\phi=BA\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The angle that the field makes with the surface matters. If an angle of $\theta$ is formed between the normal to the surface and the field then the flux is given by
$$
\begin{equation}\begin{aligned}






\phi=BA\cos{\theta}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>The Hall Effect</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/the-hall-effect/</link><pubDate>Wed, 05 Mar 2025 17:39:26 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/the-hall-effect/</guid><description>&lt;p&gt;Recall that when a conductor is exposed to an electric field, the free electrons in the metal move at &lt;a href="../drift-velocity"&gt;drift velocity&lt;/a&gt;. If we expose this conductor to a perpendicular external magnetic field, each electron will experience a force:
$$
\begin{equation}\begin{aligned}






F&amp;amp;=BQv\sin{\theta}\\



F&amp;amp;=Be\nu\\




\end{aligned}\end{equation}
$$

since $e$ is the charge on an electron and $\nu$ is the drift velocity of an electron. The angle $\theta=90\degree$ due to the magnetic field being perpendicular.&lt;/p&gt;</description></item><item><title>Electromagnets</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/electromagnets/</link><pubDate>Wed, 05 Mar 2025 17:38:48 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/electromagnets/</guid><description>&lt;p&gt;Electromagnets make use of the fact that when a current flows through a conductor, a magnetic field is created. The magnetic field is especially strong when we use a &lt;em&gt;solenoid&lt;/em&gt; - the shape of this long coil concentrates the magnetic field in the space around the coil.&lt;/p&gt;
&lt;h2 id="effect-of-using-a-soft-iron-core"&gt;
 &lt;a href="#effect-of-using-a-soft-iron-core" onclick="copyHeadingToClipboard(&amp;#34;effect-of-using-a-soft-iron-core&amp;#34;)"

 &gt;
 Effect of using a soft iron core
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The soft iron core is used to strengthen the magnetic field created in the solenoid. The soft iron is:&lt;/p&gt;</description></item><item><title>Magnetic Forces</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/magnetic-forces/</link><pubDate>Wed, 05 Mar 2025 17:37:27 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/magnetic-forces/</guid><description>&lt;p&gt;Different magnetic fields can be produced from passing current through a conductor. By changing the shape of the conductor, we can vary the strength of the magnetic field formed.&lt;/p&gt;
&lt;h2 id="force-around-a-long-straight-wire"&gt;
 &lt;a href="#force-around-a-long-straight-wire" onclick="copyHeadingToClipboard(&amp;#34;force-around-a-long-straight-wire&amp;#34;)"

 &gt;
 Force around a long straight wire
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;When a current is flowing through a straight wire, a magnetic field is formed around the wire:&lt;/p&gt;









 
















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&lt;div class="frame-credits"&gt;
 &lt;p&gt;Image Credits: &lt;a href="http://hyperphysics.phy-astr.gsu.edu/hbase/magnetic/magcur.html"&gt;HyperPhysics&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Magnetic Fields</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/magnetic-fields/</link><pubDate>Wed, 05 Mar 2025 17:36:55 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/magnetic-fields/</guid><description>&lt;p&gt;A &lt;em&gt;lodestone&lt;/em&gt; is a naturally occuring piece of magnetic material. It exhibits &lt;strong&gt;ferromagnetism&lt;/strong&gt;. There are actually three (3) types of magnetism:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Ferromagnetism e.g. iron&lt;/li&gt;
&lt;li&gt;Paramagnetism e.g. aluminum&lt;/li&gt;
&lt;li&gt;Diamagnetism e.g. water&lt;/li&gt;
&lt;/ul&gt;


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&lt;div&gt;&lt;small&gt;Credits: Reactions Youtube Channel&lt;/small&gt;&lt;/div&gt;

&lt;p&gt;Bar magnets, which are typically made of an alloy of iron, show two types of magnetic poles (magnetic north and south). These poles repel or attract each other based on their polarity.&lt;/p&gt;</description></item><item><title>Charging and Discharging Capacitors</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/charging-and-discharging-capacitors/</link><pubDate>Wed, 05 Mar 2025 17:35:07 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/charging-and-discharging-capacitors/</guid><description>&lt;p&gt;A capacitor will behave differently depending on if there is a power source in the same loop. If a power source is present, the capacitor will charge. Otherwise it will discharge and behave like a power source itself.&lt;/p&gt;
&lt;h2 id="charging-a-capacitor"&gt;
 &lt;a href="#charging-a-capacitor" onclick="copyHeadingToClipboard(&amp;#34;charging-a-capacitor&amp;#34;)"

 &gt;
 Charging a capacitor
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;We usually charge a capacitor through a resistor:









 
















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&lt;/picture&gt;

&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;



&lt;/p&gt;</description></item><item><title>Capacitors in Series and Parallel</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/capacitors-in-series-and-parallel/</link><pubDate>Wed, 05 Mar 2025 17:34:43 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/capacitors-in-series-and-parallel/</guid><description>&lt;p&gt;Capacitors can be placed in series and in parallel in order to effectively produce new capacitances. We know how resistance behaves in series and parallel:
$$
\begin{equation}\begin{aligned}






R_T&amp;amp;=R_1&amp;#43;R_2&amp;#43;R_3\\



\frac{1}{R_T}&amp;amp;=\frac{1}{R_1}&amp;#43;\frac{1}{R_2}&amp;#43;\frac{1}{R_3}\\




\end{aligned}\end{equation}
$$

Then the opposite counts for capacitors in series and parallel. For series:
$$
\begin{equation}\begin{aligned}






\frac{1}{C_T}&amp;amp;=\frac{1}{C_1}&amp;#43;\frac{1}{C_2}&amp;#43;\frac{1}{C_3}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;In parallel:
$$
\begin{equation}\begin{aligned}






C_T&amp;amp;=C_1&amp;#43;C_2&amp;#43;C_3\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h2 id="deriving-the-effective-capacitance-for-multiple-capacitors-placed-in-series"&gt;
 &lt;a href="#deriving-the-effective-capacitance-for-multiple-capacitors-placed-in-series" onclick="copyHeadingToClipboard(&amp;#34;deriving-the-effective-capacitance-for-multiple-capacitors-placed-in-series&amp;#34;)"

 &gt;
 Deriving the effective capacitance for multiple capacitors placed in series
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;In series, the same amount of charge is built up across each capacitor, as well as the single capacitor that can be used to replace them:
$$
\begin{equation}\begin{aligned}






Q_T=Q_1=Q_2=Q_3\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Capacitance</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/capacitance/</link><pubDate>Wed, 05 Mar 2025 17:33:08 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/capacitance/</guid><description>&lt;p&gt;The capacitance, $C$ of a capacitor is the charge stored per unit potential difference. It is simply the ratio of the charge stored to the voltage applied the ends of the capacitor:
$$
\begin{equation}\begin{aligned}






C=\frac{Q}{V}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;It is measured in Farads ($F$):
$$
\begin{equation}\begin{aligned}






\frac{Q}{V}\rightarrow \frac{\text{Coulombs}(C)}{\text{Volts}(V)}=CV^{-1}=F\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Because a farad of capacitance is very large for most everyday applications, it is common to see capacitance being stated in &lt;strong&gt;microfarads ($\mu F$)&lt;/strong&gt;:
$$1\mu F=1\times 10^{-6}F$$&lt;/p&gt;</description></item><item><title>Electric Fields</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/electric-fields/</link><pubDate>Wed, 05 Mar 2025 17:31:47 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/electric-fields/</guid><description>&lt;p&gt;An electric field is the region around a charged object within which another charged object experiences an attractive or repulsive force.&lt;/p&gt;
&lt;h2 id="the-direction-of-an-electric-field"&gt;
 &lt;a href="#the-direction-of-an-electric-field" onclick="copyHeadingToClipboard(&amp;#34;the-direction-of-an-electric-field&amp;#34;)"

 &gt;
 The direction of an electric field
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;We define the direction of an electric field at a point as the direction in which a small positive charge will move when placed at that point in the field.&lt;/p&gt;
&lt;p&gt;This is why we draw the electric field lines of positively charged objects with arrows leaving (the positive point charge is pushed outwards):









 
















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&lt;strong&gt;Positive people give&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;



&lt;/p&gt;</description></item><item><title>Electric Potential</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/electric-potential/</link><pubDate>Wed, 05 Mar 2025 17:22:45 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/electric-potential/</guid><description>&lt;p&gt;The eletric potential at a point is defined as the &lt;em&gt;work done in moving unit charge&lt;/em&gt; from infinity to that point:
$$
\begin{equation}\begin{aligned}






\text{work}&amp;amp;=\text{force}\times \text{distance}\\



W&amp;amp;=F\times r\\




\end{aligned}\end{equation}
$$

Electric potential is the work done per unit charge so we divide throughout by $Q$:
$$
\begin{equation}\begin{aligned}






\color{red}\frac{W}{Q}\color{normal}&amp;amp;=\color{royalblue}\frac{F}{Q}\color{normal}\times r\\



\color{red}V\color{normal}&amp;amp;=\color{royalblue}E\color{normal}\times r\\



V&amp;amp;=\frac{Q}{4\pi\epsilon_0r^2}\times r\\



V&amp;amp;=\frac{Q}{4\pi\epsilon_0r}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Notice that the potential, $V$ does not follow an inverse square law like electric field strength, $E$ does.&lt;/p&gt;</description></item><item><title>Coulomb's Law</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/coulombs-law/</link><pubDate>Wed, 05 Mar 2025 17:19:57 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/coulombs-law/</guid><description>&lt;p&gt;Recall Newton&amp;rsquo;s Law of Gravitation - the force of attraction between two objects is directly proportional to the product of their masses and inversely proportional to the separation distance:
$$
\begin{equation}\begin{aligned}






F_{gravity}=\frac{Gm_1m_2}{r^2}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Gravity happens by virtue of objects having mass. Electric repulsion happens by virtue of objects having charge, not mass:
$$
\begin{equation}\begin{aligned}






F_{electric}=\frac{kQ_1Q_2}{r^2}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;This &lt;em&gt;inverse square law&lt;/em&gt; is known as &lt;strong&gt;Coulomb&amp;rsquo;s Law&lt;/strong&gt;, with the proportionality constant $k=\frac{1}{4\pi\epsilon_0}$:
$$
\begin{equation}\begin{aligned}






F=\frac{Q_1Q_2}{4\pi\epsilon_0r^2}\\




\end{aligned}\end{equation}
$$

where $\epsilon_0$ is the &lt;em&gt;permittivity of free space&lt;/em&gt;, $8.85\times 10^{-12}Fm^{-1}$.&lt;/p&gt;</description></item><item><title>Conductors and Insulators</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/conductors-and-insulators/</link><pubDate>Wed, 05 Mar 2025 17:19:38 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/conductors-and-insulators/</guid><description>&lt;p&gt;Recall that there are two ($2$) types of electricity:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;em&gt;Static electricity&lt;/em&gt; is associated with the excess/lack of charged particles&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Current electricity&lt;/em&gt; is associated with the movement of charge&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Conductors are materials which allow for the easy flow of electric current. Insulators do not allow this. This does not mean that insulators are undesirable when studying electricity - they are used to produce static electricity.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Electrification (a.k.a. charging)&lt;/strong&gt; by friction is done by rubbing two unlike materials together. By the &lt;em&gt;triboelectric&lt;/em&gt; effect, one material will lose electrons and the other gains them, becoming negatively charged in the process.&lt;/p&gt;</description></item><item><title>Effective Resistance</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/effective-resistance/</link><pubDate>Wed, 05 Mar 2025 17:18:10 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/effective-resistance/</guid><description>&lt;p&gt;The effective resistance begs the question: &amp;ldquo;What single resistor can be used to replace all of these other resistors in my circuit?&amp;rdquo;. We already know how voltage and current behave in series and parallel circuits so we can easily deduce how the resistance, by Ohm&amp;rsquo;s Law, will behave.&lt;/p&gt;
&lt;h2 id="effectiveequivalent-resistance-of-resistors-in-series"&gt;
 &lt;a href="#effectiveequivalent-resistance-of-resistors-in-series" onclick="copyHeadingToClipboard(&amp;#34;effectiveequivalent-resistance-of-resistors-in-series&amp;#34;)"

 &gt;
 Effective/equivalent resistance of resistors in series
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;According to Kirchhoff&amp;rsquo;s Voltage Law, voltage is additive along a loop (yes, for resistors in series):
$$
\begin{equation}\begin{aligned}






V_T=V_1&amp;#43;V_2&amp;#43;V_3\\




\end{aligned}\end{equation}
$$

Current is also constant due to the Principle of Conservation of Charge:
$$
\begin{equation}\begin{aligned}






I_T=I_1=I_2=I_3\\




\end{aligned}\end{equation}
$$

Dividing each voltage by its corresponding currents (this is allowed because current is the same):
$$
\begin{equation}\begin{aligned}






\frac{V_T}{I_T}&amp;amp;=\frac{V_1}{I_1}&amp;#43;\frac{V_2}{I_2}&amp;#43;\frac{V_3}{I_3}\\




\end{aligned}\end{equation}
$$

Because $\frac{V}{I}=R$:
$$
\begin{equation}\begin{aligned}






\therefore R_T&amp;amp;=R_1&amp;#43;R_2&amp;#43;R_3\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Thermistors</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/thermistors/</link><pubDate>Wed, 05 Mar 2025 17:16:03 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/thermistors/</guid><description>&lt;p&gt;A &lt;em&gt;thermometric property&lt;/em&gt; is a property of an object, substance or system that varies with temperature. It can thus be used to measure temperature. A &lt;strong&gt;thermistor&lt;/strong&gt; is a semiconductor whose resistance varies with/is dependent on temperature. The symbol used to represent a thermistor is:









 
















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&lt;img class="opt " alt="Thermistor-Symbol.png" style=""
src="https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/thermistor-symbol_hu_888fb7e380e8f9ea.png" decoding="async" /&gt;
&lt;/picture&gt;

&lt;strong&gt;IEC symbol used to represent a thermistor in circuit diagrams&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;



&lt;/p&gt;</description></item><item><title>Ohmic and Non-Ohmic Devices</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/ohmic-and-non-ohmic-devices/</link><pubDate>Wed, 05 Mar 2025 17:08:10 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/ohmic-and-non-ohmic-devices/</guid><description>&lt;p&gt;Not all electrical devices follow Ohm&amp;rsquo;s Law. These exceptions are referred to as &lt;em&gt;non-ohmic devices&lt;/em&gt;. Recall that Ohm&amp;rsquo;s Law states that current flowing through a device is directly proportional to the voltage across its end, provided that temperature remains constant:
$$
\begin{equation}\begin{aligned}






V&amp;amp;\propto I\\



V&amp;amp;=IR\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;This means that if we observe the &lt;strong&gt;I-V characteristics&lt;/strong&gt; (from the graph of current plotted against voltage), we will see for ohmic devices that the gradient will be constant. This constant gradient indicates that resistance remains the same. Gradient will change for non-ohmic devices - the resistance varies with the voltage applied to the device.&lt;/p&gt;</description></item><item><title>The Wheatstone Bridge</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/wheatstone-bridge/</link><pubDate>Fri, 28 Feb 2025 17:18:34 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/wheatstone-bridge/</guid><description>&lt;p&gt;This is a device that can be used to find the resistance of a 4th resistor, given the resistance of 3 other resistors. It works by the same principle as the &lt;a href="../potential-divider"&gt;potential divider&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;It can be thought of as two potential dividers with the same $\frac{V_1}{V}$ ratio. This ratio is only the same &lt;em&gt;when the galvanometer shows a zero deflection&lt;/em&gt;. Consider the diagram:









 
















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 &lt;source media="(min-width:420px)" srcset="https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/wheatstone-bridge_hu_20df953e49eb866a.webp" type="image/webp"&gt;


&lt;img class="opt " alt="Wheatstone-Bridge.png" style=""
src="https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/wheatstone-bridge_hu_511483e3bb17128c.png" decoding="async" /&gt;
&lt;/picture&gt;

&lt;strong&gt;Diagram of a Wheatstone bridge&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;



&lt;/p&gt;</description></item><item><title>Potential Divider</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/potential-divider/</link><pubDate>Fri, 28 Feb 2025 17:18:21 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/potential-divider/</guid><description>&lt;p&gt;This device can split a larger potential, $V$ e.g. $9V$ into smaller, more useful potentials e.g. $1.5V$. Consider the two resistors, $R_1$ and $R_2$ in series with $V$ applied across them:&lt;/p&gt;









 
















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 &lt;source media="(min-width:520px)" srcset="https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/potential-divider_hu_a9e209f291d17d70.webp" type="image/webp"&gt;

 
 
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&lt;img class="opt " alt="Potential-Divider.png" style=""
src="https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/potential-divider_hu_6151cca96946ba59.png" decoding="async" /&gt;
&lt;/picture&gt;

&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




&lt;p&gt;We know that due to conservation of charge, the same current flows through each of the resistors thus:
$$
\begin{equation}\begin{aligned}






I=\frac{V_1}{R_1}\\



I=\frac{V_2}{R_2}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Internal Resistance</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/internal-resistance/</link><pubDate>Fri, 28 Feb 2025 17:17:19 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/internal-resistance/</guid><description>&lt;p&gt;When we represent a simple circuit, we usually assume that the resistance of the battery is zero or negligible. In real life, of course, this is not the case. A reliable way of thinking about this is that we can represent the battery as a cell (the e.m.f. with no resistance) and a resistor encased in an outer shell:&lt;/p&gt;









 
















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 &lt;source media="(min-width:520px)" srcset="https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/internal-resistance-rep_hu_23f4b2d5d949a2.webp" type="image/webp"&gt;

 
 
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&lt;img class="opt " alt="Internal-Resistance-Rep.png" style=""
src="https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/internal-resistance-rep_hu_2d9ed70da7ac675a.png" decoding="async" /&gt;
&lt;/picture&gt;

&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




&lt;p&gt;The resistance of this imaginary resistor is referred to as &lt;strong&gt;internal resistance ($r$)&lt;/strong&gt;.&lt;/p&gt;</description></item><item><title>Ohm's Law Lab</title><link>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/ohm-s-law-lab/</link><pubDate>Wed, 26 Feb 2025 19:53:44 -0500</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/ohm-s-law-lab/</guid><description>&lt;h2 id="theory"&gt;
 &lt;a href="#theory" onclick="copyHeadingToClipboard(&amp;#34;theory&amp;#34;)"

 &gt;
 Theory
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Ohm&amp;rsquo;s Law states that the current flowing through a conductor is directly proportional to the voltage across its ends, given that temperature remains constant. It is represented by the equation:&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






V=IR\\




\end{aligned}\end{equation}
$$

&lt;p&gt;This means that resistance is simply the ratio of the voltage applied to the current flowing through the resistor/conductor:&lt;/p&gt;
&lt;p&gt;$$R=\frac{V}{I}$$&lt;/p&gt;
&lt;p&gt;Thus we can determine the resistance of a device in a circuit by varying the voltage applied to it and measuring the corresponding current.&lt;/p&gt;</description></item><item><title>How to Make Fast Websites</title><link>https://chickenfrybytes.com/learn/university/computer-science/web-development/how-to-make-fast-websites/</link><pubDate>Thu, 13 Feb 2025 07:17:05 -0500</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/web-development/how-to-make-fast-websites/</guid><description>&lt;p&gt;In today&amp;rsquo;s climate, we have the internet being dominated by WordPress and other CMS&amp;rsquo;s. It&amp;rsquo;s high time we addressed some of the bad habits web devs get into when making websites.&lt;/p&gt;
&lt;p&gt;Although we do have the infrastructure to handle large websites with high traffic volumes, it is a waste of energy, and thus bad for the environment, to continue increasing the load demand by spinning up more bloated websites.&lt;/p&gt;
&lt;p&gt;Here is how we can help the internet become a better place for everyone.&lt;/p&gt;</description></item><item><title>Radioactivity Coin Toss Lab</title><link>https://chickenfrybytes.com/learn/csec/physics/the-physics-of-the-atom/radioactivity-coin-toss-lab/</link><pubDate>Sat, 01 Feb 2025 18:35:40 -0500</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/the-physics-of-the-atom/radioactivity-coin-toss-lab/</guid><description>&lt;p&gt;The following lab can be replicated in person using 100 coins.&lt;/p&gt;
&lt;h2 id="theory"&gt;
 &lt;a href="#theory" onclick="copyHeadingToClipboard(&amp;#34;theory&amp;#34;)"

 &gt;
 Theory
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Radioactive decay is a spontaneous process which occurs in certain substances due to their nuclear instability. These substances produce radioactive emissions in the form of alpha particles, beta particles and gamma rays.&lt;/p&gt;
&lt;p&gt;The half-life ($t_{\frac12}$) of a radioactive substance is the time taken for its mass, and by extension its activity, to drop to half of its initial value. Provided an initial mass, $m_i$ the mass remaining, $m_f$ after $n$ half-lives would have elapsed is given by:
$$
\begin{equation}\begin{aligned}






m_f=\frac{m_i}{2^n}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Resistance</title><link>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/resistance/</link><pubDate>Fri, 31 Jan 2025 09:12:32 -0500</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/resistance/</guid><description>&lt;p&gt;Electrical resistance is the tendency of a material to oppose the flow of an electric current. We use the symbol, $R$ to represent resistance. The SI unit is the &lt;strong&gt;Ohm&lt;/strong&gt; ($\Omega$).&lt;/p&gt;
&lt;h2 id="ohms-law"&gt;
 &lt;a href="#ohms-law" onclick="copyHeadingToClipboard(&amp;#34;ohms-law&amp;#34;)"

 &gt;
 Ohm&amp;rsquo;s Law
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This states that the current flowing through a conductor is directly proportional to the voltage across its ends, given that the temperature remains constant. This proportionality can be represented as:&lt;/p&gt;
&lt;p&gt;$$V\propto I$$&lt;/p&gt;
&lt;p&gt;By introducing the constant of proportionality, $R$, we get:
$$V=IR$$
This is the equation commonly used when referring to Ohm&amp;rsquo;s Law - resistance is simply the ratio of the voltage applied to the current flowing through a material.&lt;/p&gt;</description></item><item><title>Circuits and Components</title><link>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/circuits-and-components/</link><pubDate>Fri, 31 Jan 2025 08:54:38 -0500</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/circuits-and-components/</guid><description>&lt;p&gt;A circuit consists of four basic types of components:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;source&lt;/strong&gt; to add energy to the circuit &lt;em&gt;e.g. battery&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;load&lt;/strong&gt; to use this energy &lt;em&gt;e.g. lamp, heating coil, motor, resistor&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;conductor&lt;/strong&gt; to connect the source to the load &lt;em&gt;e.g. wires&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;control&lt;/strong&gt; to restrict the connection when desired &lt;em&gt;e.g. switch&lt;/em&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;A circuit diagram is a simplified graphical representation of an electrical circuit. These diagrams show how components in a circuit are connected relative to each other but not necessarily how the components are positioned in real life. For example, a DC voltage source can be drawn next to a bulb but in real life these components could be in different rooms of a building with confusing bends in the wires connecting the two. We use circuit symbols when constructing circuit diagrams. Below are the circuit symbols listed in the CSEC Physics syllabus.&lt;/p&gt;</description></item><item><title>Electrical Quantities</title><link>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/electrical-quantities/</link><pubDate>Wed, 29 Jan 2025 09:16:40 -0500</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/electrical-quantities/</guid><description>&lt;p&gt;These are the physical quantities associated with electricity:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Charge, $Q$&lt;/li&gt;
&lt;li&gt;Current, $I$&lt;/li&gt;
&lt;li&gt;Voltage, $V$&lt;/li&gt;
&lt;li&gt;Power, $P$&lt;/li&gt;
&lt;li&gt;Energy, $E$&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="the-cause-of-current-flow"&gt;
 &lt;a href="#the-cause-of-current-flow" onclick="copyHeadingToClipboard(&amp;#34;the-cause-of-current-flow&amp;#34;)"

 &gt;
 The cause of current flow
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;In order &lt;strong&gt;for a current to be present&lt;/strong&gt;, &lt;em&gt;electrons or other charge carriers must be moving&lt;/em&gt;. This movement is achieved by what is called an &lt;strong&gt;electromotive force (emf)&lt;/strong&gt;. An electromotive force is the difference in electric potential which causes charge to move. It is the energy ($E$) supplied per unit charge ($Q$) flowing from the source and is represented by $V$:
$$
\begin{equation}\begin{aligned}






V=\frac{E}{Q}\\




\end{aligned}\end{equation}
$$

This gives rise to the formula:
$$
\begin{equation}\begin{aligned}






E=QV\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Direct and Alternating Current</title><link>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/direct-and-alternating-current/</link><pubDate>Wed, 29 Jan 2025 07:55:09 -0500</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/direct-and-alternating-current/</guid><description>&lt;p&gt;For direct current, the charge flows &lt;strong&gt;in a single direction&lt;/strong&gt; (the polarity of the power source remains the same). For alternating current, the &lt;em&gt;direction is reversed at regular intervals&lt;/em&gt; (the polarity of the power source switches periodically).&lt;/p&gt;</description></item><item><title>Current Electricity</title><link>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/current-electricity/</link><pubDate>Wed, 29 Jan 2025 07:51:43 -0500</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/current-electricity/</guid><description>&lt;p&gt;This is the continuous flow of charge around a circuit. &lt;em&gt;Current&lt;/em&gt; can be defined as the amount of charge which passes through a point over a given time.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Recall that current is one of the seven(7) fundamental quantities and is measured in &lt;strong&gt;amperes(A)&lt;/strong&gt;.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Current is thus given by the formula:
$$
\begin{equation}\begin{aligned}






current(I)=\frac{charge(Q)}{time(t)}\\




\end{aligned}\end{equation}
$$

The ampere is therefore equivalent to 1 coulomb of charge passing a certain point in a circuit in 1 second:
$$
\begin{equation}\begin{aligned}






1\ A=\frac{1\ C}{1\ s}=1\ Cs^{-1}\\




\end{aligned}\end{equation}
$$

The formula is often rewritten to make charge the subject of the formula. This is particularly useful in electrochemistry to determine the amount of charge required to preferentially discharge a certain mass:
$$
\begin{equation}\begin{aligned}






Q=It\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Kirchhoff's Current and Voltage Laws</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/kirchhoffs-laws/</link><pubDate>Fri, 17 Jan 2025 16:03:34 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/kirchhoffs-laws/</guid><description>&lt;p&gt;Because series circuits involve only one path through current can flow, the same current flows through each component:
$$
\begin{equation}\begin{aligned}






I_T=I_1=I_2=I_3\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Kirchhoff&amp;rsquo;s Voltage Law&lt;/strong&gt; states that the sum of voltages (potential differences and electromotive forces) in any loop in a circuit is zero.
$$
\begin{equation}\begin{aligned}






V_T=V_1&amp;#43;V_2&amp;#43;V_3\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;In a parallel circuit, the voltage across each branch is the same:
$$
\begin{equation}\begin{aligned}






V_T=V_1=V_2=V_3\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Kirchhoff&amp;rsquo;s Current Law&lt;/strong&gt; states that the algebraic sum of currents flowing into a node (any point in a circuit) is equal to the algebraic sum of currents leaving that node.
$$
\begin{equation}\begin{aligned}






I_T=I_1&amp;#43;I_2&amp;#43;I_3\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Newton's Law of Universal Gravitation</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/newton-law-of-gravitation/</link><pubDate>Thu, 16 Jan 2025 10:28:22 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/newton-law-of-gravitation/</guid><description>&lt;p&gt;This law states that the attractive force between two bodies is directly proportional to the product of the their two masses ($m_1\times m_2$) and inversely proportional to the square of their distance apart ($r^2$).&lt;/p&gt;
&lt;p&gt;This law can be written as a proportionality:
$$
\begin{equation}\begin{aligned}






F\propto \frac{m_1m_2}{r^2}\\




\end{aligned}\end{equation}
$$

Introducing a constant of proportionality, $G$, known as the gravitational constant, we get:
$$
\begin{equation}\begin{aligned}






F_g= \frac{Gm_1m_2}{r^2}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;The value of $G$ is $6.67\times 10^{-11} Nm^2kg^{-2}$&lt;/p&gt;</description></item><item><title>Classifying Propositions</title><link>https://chickenfrybytes.com/learn/cape/pure-mathematics-unit-1/module-1/classifying-propositions/</link><pubDate>Mon, 13 Jan 2025 07:35:12 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/pure-mathematics-unit-1/module-1/classifying-propositions/</guid><description>&lt;p&gt;We can classify propositions in terms of their truth values:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Tautology&lt;/li&gt;
&lt;li&gt;Contradiction&lt;/li&gt;
&lt;li&gt;Contingency&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="tautology"&gt;
 &lt;a href="#tautology" onclick="copyHeadingToClipboard(&amp;#34;tautology&amp;#34;)"

 &gt;
 Tautology
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;These are propositions whose truth value is &lt;em&gt;always true&lt;/em&gt;. For example, the compound proposition, $(p\land q)\implies q$ is a tautology:










 
 
 
 


 





&lt;div class="data-table" role="region" tabindex="0" &gt;
 &lt;table class="table %!s(&lt;nil&gt;)" id="t-582937641"&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;$p$&lt;/th&gt;
 &lt;th&gt;$q$&lt;/th&gt;
 &lt;th&gt;$p\land q$&lt;/th&gt;
 &lt;th&gt;$(p\land q)\implies q$&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;

&lt;/div&gt;




&lt;/p&gt;
&lt;h2 id="contradiction"&gt;
 &lt;a href="#contradiction" onclick="copyHeadingToClipboard(&amp;#34;contradiction&amp;#34;)"

 &gt;
 Contradiction
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;These are propositions whose truth value is &lt;em&gt;always false&lt;/em&gt;. An example is $(p\lor q) \land (\neg p\land \neg q)$:










 
 
 
 


 





&lt;div class="data-table" role="region" tabindex="0" &gt;
 &lt;table class="table %!s(&lt;nil&gt;)" id="t-249316875"&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;$p$&lt;/th&gt;
 &lt;th&gt;$q$&lt;/th&gt;
 &lt;th&gt;$\neg p$&lt;/th&gt;
 &lt;th&gt;$\neg q$&lt;/th&gt;
 &lt;th&gt;$p\lor q$&lt;/th&gt;
 &lt;th&gt;$\neg p\land \neg q$&lt;/th&gt;
 &lt;th&gt;$(p\lor q) \land (\neg p\land \neg q)$&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;F&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;

&lt;/div&gt;




&lt;/p&gt;</description></item><item><title>Propositions</title><link>https://chickenfrybytes.com/learn/cape/pure-mathematics-unit-1/module-1/propositions/</link><pubDate>Mon, 13 Jan 2025 04:26:40 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/pure-mathematics-unit-1/module-1/propositions/</guid><description>&lt;p&gt;A statement is a declaration or a question whose truth value may or may not be evaluated. Some examples are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Tuesday is the day after Monday&lt;/li&gt;
&lt;li&gt;$x+2=5$&lt;/li&gt;
&lt;li&gt;What is your name?&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Out of these statements, only the first is a proposition. A proposition is &lt;em&gt;a statement whose truth value can be evaluated&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;The second statement is not a proposition as we do not know the value of $x$ and thus cannot say whether the statement is true or false. The third is not a proposition because it is a question and thus does not even declare anything we can evaluate the truth value for.&lt;/p&gt;</description></item><item><title>Creating CLI Tools</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/functions/creating-cli-tools/</link><pubDate>Sun, 12 Jan 2025 14:02:05 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/functions/creating-cli-tools/</guid><description>&lt;p&gt;We can use C in order to create command line interface (CLI) tools. These are tools whose main mode of interaction is characterized by the user inputting commands (usually in the format &lt;strong&gt;verb&lt;/strong&gt; &lt;em&gt;adverb1&lt;/em&gt; &lt;em&gt;adverb2&lt;/em&gt; &amp;hellip;).&lt;/p&gt;
&lt;h2 id="passing-cli-arguments"&gt;
 &lt;a href="#passing-cli-arguments" onclick="copyHeadingToClipboard(&amp;#34;passing-cli-arguments&amp;#34;)"

 &gt;
 Passing CLI arguments
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The main function can be used without passing any arguments into it but it can also be used in a certain way in order to access the arguments passed into the program via the command line:&lt;/p&gt;</description></item><item><title>Math Functions</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/functions/math-functions/</link><pubDate>Fri, 29 Nov 2024 05:30:56 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/functions/math-functions/</guid><description>&lt;p&gt;There are many math functions available to us via C header files:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;sin(&lt;em&gt;angle&lt;/em&gt;)&lt;/strong&gt; for finding the sine of an &lt;em&gt;angle&lt;/em&gt; in radians&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;cos(&lt;em&gt;angle&lt;/em&gt;)&lt;/strong&gt; for finding the cosine of an &lt;em&gt;angle&lt;/em&gt; in radians&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;tan(&lt;em&gt;angle&lt;/em&gt;)&lt;/strong&gt; for finding the tangent of an &lt;em&gt;angle&lt;/em&gt; in radians&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;abs(&lt;em&gt;number&lt;/em&gt;)&lt;/strong&gt; to get the absolute value (modulus) of a &lt;em&gt;number&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;floor(&lt;em&gt;number&lt;/em&gt;)&lt;/strong&gt; for rounding a &lt;em&gt;number&lt;/em&gt; downwards&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;ceil(&lt;em&gt;number&lt;/em&gt;)&lt;/strong&gt; for rounding a &lt;em&gt;number&lt;/em&gt; upwards&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;pow(&lt;em&gt;base&lt;/em&gt;,&lt;em&gt;exponent&lt;/em&gt;)&lt;/strong&gt; for raising a &lt;em&gt;base&lt;/em&gt; to the power of &lt;em&gt;exponent&lt;/em&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;p&gt;Most of these are available via math.h header file whereas &lt;em&gt;abs()&lt;/em&gt; is in the stdlib.h header file.&lt;/p&gt;</description></item><item><title>Applications of Circular Motion</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/applications-of-circular-motion/</link><pubDate>Wed, 27 Nov 2024 15:32:16 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/applications-of-circular-motion/</guid><description>&lt;p&gt;It is important to remember that the &lt;em&gt;centripetal force&lt;/em&gt; is always the &lt;strong&gt;net force directed towards the center of the circle&lt;/strong&gt;:
$$F_{net}=\frac{mv^2}{r}$$&lt;/p&gt;
&lt;h2 id="horizontal-circles"&gt;
 &lt;a href="#horizontal-circles" onclick="copyHeadingToClipboard(&amp;#34;horizontal-circles&amp;#34;)"

 &gt;
 Horizontal circles
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;When an object revolves in a circular path around a point because of a force directed towards that point (the center of that circular path) and the circle is horizontal, the tension in the string keeps the object from flying off in any direction.









 
 
 
 
















&lt;div class="frame" style="min-height: 137"&gt;



 &lt;div class="controls"&gt;
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&lt;/svg&gt; View Original&lt;/a&gt;
 &lt;/div&gt;
&lt;div class="body"&gt;






&lt;picture&gt;

 
 
 &lt;source media="(min-width:720px)" srcset="https://chickenfrybytes.com/img/phys/cape/horizontal-circles_hu_9518c5de1a71a8f2.webp" type="image/webp"&gt;

 
 
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&lt;img class="opt " alt=" Img Phys Cape Horizontal-Circles.png" style="background-color:white"
src="https://chickenfrybytes.com/img/phys/cape/horizontal-circles_hu_e28012add0e45be7.png" decoding="async" /&gt;
&lt;/picture&gt;

&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;



&lt;/p&gt;</description></item><item><title>Circular Motion</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/circular-motion/</link><pubDate>Wed, 27 Nov 2024 10:07:35 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/circular-motion/</guid><description>&lt;p&gt;For CSEC Physics and this section of CAPE Physics Unit 1 so far, we have been studying linear motion. You will find that most concepts in linear motion have an equivalent in circular motion - the study of motion along curves.&lt;/p&gt;
&lt;h2 id="angular-velocity-omega"&gt;
 &lt;a href="#angular-velocity-omega" onclick="copyHeadingToClipboard(&amp;#34;angular-velocity-omega&amp;#34;)"

 &gt;
 Angular velocity ($\omega$)
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is known as angular frequency. It is the rate of change of angular displacement($\theta$):
$$\omega = \frac{\theta}{t}$$&lt;/p&gt;
&lt;p&gt;Recall that the arc length($s$) of a circle when the angle is given in radians is:
$$s=\theta r$$&lt;/p&gt;</description></item><item><title>Variadic Functions</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/functions/variadic-functions/</link><pubDate>Wed, 20 Nov 2024 14:30:11 +0000</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/functions/variadic-functions/</guid><description>&lt;p&gt;These are functions which accept a variable number of arguments. &lt;em&gt;printf&lt;/em&gt; and &lt;em&gt;scanf&lt;/em&gt; are variadic functions. These functions are most useful if we do not know how many values will be passed to the function at compile time.&lt;/p&gt;
&lt;p&gt;We use the &lt;strong&gt;stdarg.h&lt;/strong&gt; header file to access the macros and functions needed to meaningfully interact with variadic functions.&lt;/p&gt;
&lt;p&gt;Here is an example of a function used to find the sum of its arguments:&lt;/p&gt;</description></item><item><title>The Ternary Operator</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/the-ternary-operator/</link><pubDate>Sat, 16 Nov 2024 16:25:16 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/the-ternary-operator/</guid><description>&lt;p&gt;Sometimes we will want to set the value of a variable based on if a condition is fulfilled. In the example below, the value of the variable &lt;em&gt;is_adult&lt;/em&gt; is set to &lt;strong&gt;1&lt;/strong&gt; if the person is at least 18 otherwise it must be set to &lt;strong&gt;0&lt;/strong&gt;:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-2"&gt;#include &amp;lt;stdio.h&amp;gt;

int main(void) {
 int age;
 printf(&amp;#34;Please enter your age: &amp;#34;);
 scanf(&amp;#34;%d&amp;#34;, &amp;amp;age);
 int is_adult;
 if (age &amp;gt;= 18) {
 is_adult = 1;
 } else {
 is_adult = 0;
 }
 printf(&amp;#34;Is adult: %d\n&amp;#34;, is_adult);
 return 0;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 without-ternary.c
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-2' onclick='copyToClipboard("code-snippet-2","without-ternary.c")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
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&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;This can be condensed using the ternary operator. The basic format is:&lt;/p&gt;</description></item><item><title>Binary Operations</title><link>https://chickenfrybytes.com/learn/cape/pure-mathematics-unit-1/module-1/binary-operations/</link><pubDate>Thu, 07 Nov 2024 09:44:06 -0500</pubDate><guid>https://chickenfrybytes.com/learn/cape/pure-mathematics-unit-1/module-1/binary-operations/</guid><description>&lt;p&gt;These are operations involving two operands. Addition, subtraction, multiplication and division are all binary operations. You&amp;rsquo;re practically an expert at them!&lt;/p&gt;
&lt;h2 id="closure"&gt;
 &lt;a href="#closure" onclick="copyHeadingToClipboard(&amp;#34;closure&amp;#34;)"

 &gt;
 Closure
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;A number set is &lt;strong&gt;closed&lt;/strong&gt; under an operation if the result of any two elements of the set &lt;em&gt;ALWAYS&lt;/em&gt; produces another element in the same number set.&lt;/p&gt;
&lt;h3 id="example-real-numbers-under-multiplication"&gt;
 &lt;a href="#example-real-numbers-under-multiplication" onclick="copyHeadingToClipboard(&amp;#34;example-real-numbers-under-multiplication&amp;#34;)"

 &gt;
 Example: Real numbers under multiplication
 &lt;/a&gt;
&lt;/h3&gt;
&lt;p&gt;Any real number multiplied by another real number will always produce another real number thus we say that &lt;em&gt;the set of real numbers is closed under multiplication&lt;/em&gt;.&lt;/p&gt;</description></item><item><title>Multiples</title><link>https://chickenfrybytes.com/learn/csec/general-mathematics/section-1/multiples/</link><pubDate>Thu, 07 Nov 2024 07:18:23 -0500</pubDate><guid>https://chickenfrybytes.com/learn/csec/general-mathematics/section-1/multiples/</guid><description>&lt;p&gt;A multiple is a number that can be divided by another number exactly.&lt;/p&gt;
&lt;h2 id="lowest-common-multiple-lcm"&gt;
 &lt;a href="#lowest-common-multiple-lcm" onclick="copyHeadingToClipboard(&amp;#34;lowest-common-multiple-lcm&amp;#34;)"

 &gt;
 Lowest common multiple (LCM)
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is the smallest number that can be divided by a list of numbers. For example, the LCM of 5 and 8 is 40 because it is the smallest number that can be divided by 5 and 8.&lt;/p&gt;
&lt;h2 id="how-to-find-the-lcm-of-two-or-more-numbers"&gt;
 &lt;a href="#how-to-find-the-lcm-of-two-or-more-numbers" onclick="copyHeadingToClipboard(&amp;#34;how-to-find-the-lcm-of-two-or-more-numbers&amp;#34;)"

 &gt;
 How to find the LCM of two or more numbers
 &lt;/a&gt;
&lt;/h2&gt;</description></item><item><title>Factors</title><link>https://chickenfrybytes.com/learn/csec/general-mathematics/section-1/factors/</link><pubDate>Thu, 07 Nov 2024 07:18:08 -0500</pubDate><guid>https://chickenfrybytes.com/learn/csec/general-mathematics/section-1/factors/</guid><description>&lt;p&gt;A factor is number that can divide another number without leaving a remainder. For example, the factors of $8$ are $1$,$2$,$4$ and $8$ itself.&lt;/p&gt;
&lt;div class="mcq"&gt;

&lt;span class="mcq-heading"&gt;
&lt;svg xmlns="http://www.w3.org/2000/svg" width="32" height="24" fill="currentColor" class="bi bi-bullseye" viewBox="0 0 16 16"&gt;
 &lt;path d="M8 15A7 7 0 1 1 8 1a7 7 0 0 1 0 14m0 1A8 8 0 1 0 8 0a8 8 0 0 0 0 16"/&gt;
 &lt;path d="M8 13A5 5 0 1 1 8 3a5 5 0 0 1 0 10m0 1A6 6 0 1 0 8 2a6 6 0 0 0 0 12"/&gt;
 &lt;path d="M8 11a3 3 0 1 1 0-6 3 3 0 0 1 0 6m0 1a4 4 0 1 0 0-8 4 4 0 0 0 0 8"/&gt;
 &lt;path d="M9.5 8a1.5 1.5 0 1 1-3 0 1.5 1.5 0 0 1 3 0"/&gt;
&lt;/svg&gt;
&lt;span&gt;
Hold a focus!
&lt;/span&gt;
&lt;/span&gt;












&lt;p class="mcq-question"&gt;&lt;strong&gt;Q1:&lt;/strong&gt; Which of the following is a factor of 12?&lt;/p&gt;</description></item><item><title>Newton's Laws of Motion and Linear Momentum</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/newton-laws-of-motion-and-linear-momentum/</link><pubDate>Fri, 01 Nov 2024 20:06:21 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/newton-laws-of-motion-and-linear-momentum/</guid><description>&lt;p&gt;Newton&amp;rsquo;s three(3) laws of motion are as follows:&lt;/p&gt;
&lt;h2 id="1st-law-the-law-of-inertia"&gt;
 &lt;a href="#1st-law-the-law-of-inertia" onclick="copyHeadingToClipboard(&amp;#34;1st-law-the-law-of-inertia&amp;#34;)"

 &gt;
 1st law (the law of inertia)
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;A body in motion, or at rest, remains in its state of motion or rest, unless acted upon by an external unbalanced force.&lt;/em&gt; Bodies with more mass are more resistant to changes in motion thus mass is a direct measure of a body&amp;rsquo;s inertia (its ability to resist changes in motion).&lt;/p&gt;
&lt;p&gt;The same force that causes a small change in motion for a heavy object (e.g. a boulder) will cause a large change in motion for a lighter object(e.g. a ping pong ball).&lt;/p&gt;</description></item><item><title>Using Structs With File Operations</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/files/using-structs-with-file-operations/</link><pubDate>Mon, 21 Oct 2024 17:05:00 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/files/using-structs-with-file-operations/</guid><description>&lt;p&gt;Structs are great when organizing information in your program. The only issue is that when your program ends, the data you store in those sweet sweet structs also disappears. Because we use files in order to achieve data persistence, we can use file operations to save structs for later use. Pretty neat!&lt;/p&gt;
&lt;h2 id="fwrite"&gt;
 &lt;a href="#fwrite" onclick="copyHeadingToClipboard(&amp;#34;fwrite&amp;#34;)"

 &gt;
 Fwrite
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This function accepts $4$ arguments:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;A pointer to the data to be written e.g. &lt;em&gt;&amp;amp;total&lt;/em&gt;, &lt;em&gt;post_data&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;The size of the data to be written e.g. &lt;em&gt;sizeof(int)&lt;/em&gt;, &lt;em&gt;sizeof(Post)&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;The number of values of the data to be written e.g. &lt;em&gt;1&lt;/em&gt; integer, &lt;em&gt;5&lt;/em&gt; posts&lt;/li&gt;
&lt;li&gt;The pointer to the file to be written to e.g. &lt;em&gt;file&lt;/em&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;It returns the number of values that were successfully written to the file&lt;/p&gt;</description></item><item><title>Structs in C</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/files/structs-in-c/</link><pubDate>Mon, 21 Oct 2024 16:48:43 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/files/structs-in-c/</guid><description>&lt;p&gt;Structs are a way for us to group related data together in C. They can be used to make our code much more readable and relate entities in the code to more familiar objects.&lt;/p&gt;
&lt;h2 id="defining-a-struct"&gt;
 &lt;a href="#defining-a-struct" onclick="copyHeadingToClipboard(&amp;#34;defining-a-struct&amp;#34;)"

 &gt;
 Defining a struct
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;To define a struct, we give it a name (Person) and member variables (name, age and height):&lt;/p&gt;




&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1" class="inline-code C"&gt;
struct Person {
 char name[100];
 int age;
 float height;
};
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;div class="hpad"&gt;&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","{0xc000660700 C struct Person {\r\n char name[100];\r\n int age;\r\n float height;\r\n}; 0xc0014efc20}")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;This is now a new custom datatype we can use. In the same way that in declaring a variable we would specify the datatype followed by the name of the variable, we write:&lt;/p&gt;</description></item><item><title>Vim Motions for Writers</title><link>https://chickenfrybytes.com/learn/university/computer-science/efficiency/vim-motions-for-writers/</link><pubDate>Sun, 20 Oct 2024 19:52:46 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/efficiency/vim-motions-for-writers/</guid><description>&lt;p&gt;I do wonder why more writers are not using Vim as their daily editor. As a piece of software that has existed since the 1990s, Vim has created an arms race for human beings who have deemed that the only correct way of writing text is by doing it at break-neck speeds.&lt;/p&gt;
&lt;p&gt;The ability to manipulate text with insane levels of efficiency might have been one of those triumphs of our species that has flown over most heads in the past few decades. Story-telling is central to humanity and thus how we compose those stories and convey them to others is important. Vim is thus important.&lt;/p&gt;</description></item><item><title>File Operations</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/files/file-operations/</link><pubDate>Fri, 18 Oct 2024 20:44:52 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/files/file-operations/</guid><description>&lt;div class="mcq"&gt;

&lt;span class="mcq-heading"&gt;
&lt;svg xmlns="http://www.w3.org/2000/svg" width="32" height="24" fill="currentColor" class="bi bi-bullseye" viewBox="0 0 16 16"&gt;
 &lt;path d="M8 15A7 7 0 1 1 8 1a7 7 0 0 1 0 14m0 1A8 8 0 1 0 8 0a8 8 0 0 0 0 16"/&gt;
 &lt;path d="M8 13A5 5 0 1 1 8 3a5 5 0 0 1 0 10m0 1A6 6 0 1 0 8 2a6 6 0 0 0 0 12"/&gt;
 &lt;path d="M8 11a3 3 0 1 1 0-6 3 3 0 0 1 0 6m0 1a4 4 0 1 0 0-8 4 4 0 0 0 0 8"/&gt;
 &lt;path d="M9.5 8a1.5 1.5 0 1 1-3 0 1.5 1.5 0 0 1 3 0"/&gt;
&lt;/svg&gt;
&lt;span&gt;
Hold a focus!
&lt;/span&gt;
&lt;/span&gt;












&lt;p class="mcq-question"&gt;&lt;strong&gt;Q1:&lt;/strong&gt; Why do you think we need to be able to access files in C?&lt;/p&gt;</description></item><item><title>Generating Truth Tables</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/math/generating-truth-tables/</link><pubDate>Fri, 18 Oct 2024 20:35:37 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/math/generating-truth-tables/</guid><description>&lt;p&gt;We can use C&amp;rsquo;s built-in logical operators for &lt;strong&gt;NOT&lt;/strong&gt;, &lt;strong&gt;OR&lt;/strong&gt; and &lt;strong&gt;AND&lt;/strong&gt; in order to generate truth tables for
compound logical statements. An &lt;strong&gt;implication&lt;/strong&gt; is logically equivalent to taking the negation
of the first proposition (the &lt;em&gt;hypothesis/antecedent&lt;/em&gt;) OR the second (the &lt;em&gt;consequent/conclusion/result&lt;/em&gt;):&lt;/p&gt;
&lt;p&gt;$$p\implies q\equiv \neg p\lor q$$&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Two propositions are &lt;strong&gt;logically equivalent&lt;/strong&gt; when their respective truth values are always the same.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;We can thus write functions to return the result of each logical operation:









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;#include &amp;lt;stdio.h&amp;gt;

// not p
int not(int p) { return !p; }

// p or q
int or (int p, int q) { return p || q; }

// p and q
int and (int p, int q) { return p &amp;amp;&amp;amp; q; }

// p implies q
int implies(int p, int q) { return !p || q; }

int main() {
 printf(&amp;#34;p\tq\tnot p\tnot q\tp or q\tp and q\tp-&amp;gt;q\tp-&amp;gt;~q&amp;#34;);
 printf(
 &amp;#34;\n----------------------------------------------------------------\n&amp;#34;);
 for (int n = 0; n &amp;lt; 4; n&amp;#43;&amp;#43;) {
 int p = (n &amp;gt;&amp;gt; 1) &amp;amp; 1;
 int q = n &amp;amp; 1;
 printf(&amp;#34;%d\t%d\t&amp;#34;, p, q);
 printf(&amp;#34;%d\t&amp;#34;, not(p));
 printf(&amp;#34;%d\t&amp;#34;, not(q));
 printf(&amp;#34;%d\t&amp;#34;, or (p, q));
 printf(&amp;#34;%d\t&amp;#34;, and(p, q));
 printf(&amp;#34;%d\t&amp;#34;, implies(p, q));
 printf(&amp;#34;%d&amp;#34;, implies(p, not(q)));
 printf(&amp;#34;\n&amp;#34;);
 }
 return 0;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 truth-tables.c
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","truth-tables.c")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;

&lt;/p&gt;</description></item><item><title>Bitwise Operators</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/math/bitwise-operators/</link><pubDate>Fri, 18 Oct 2024 20:33:42 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/math/bitwise-operators/</guid><description>&lt;p&gt;There are six (6) bitwise operators in C:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Bitwise NOT/complement (&lt;strong&gt;~&lt;/strong&gt;)&lt;/li&gt;
&lt;li&gt;Bitwise AND (&lt;strong&gt;&amp;amp;&lt;/strong&gt;)&lt;/li&gt;
&lt;li&gt;Bitwise OR (&lt;strong&gt;|&lt;/strong&gt;)&lt;/li&gt;
&lt;li&gt;Bitwise XOR (&lt;strong&gt;^&lt;/strong&gt;)&lt;/li&gt;
&lt;li&gt;Left shift (&lt;strong&gt;&amp;laquo;&lt;/strong&gt;)&lt;/li&gt;
&lt;li&gt;Right shift (&lt;strong&gt;&amp;raquo;&lt;/strong&gt;)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="bit-shifting"&gt;
 &lt;a href="#bit-shifting" onclick="copyHeadingToClipboard(&amp;#34;bit-shifting&amp;#34;)"

 &gt;
 Bit shifting
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;We can use the &lt;em&gt;&amp;laquo;&lt;/em&gt; and &lt;em&gt;&amp;raquo;&lt;/em&gt; operators to &lt;em&gt;bit shift&lt;/em&gt; a number. Left shifting a number by 1 digit is the same
as multiplying that number by 2. Right shifting the number by 1 digit is the same as an integer division by 2
(dividing by 2 and rounding the result downwards).&lt;/p&gt;</description></item><item><title>Equation of a Straight Line</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/math/equation-of-a-straight-line/</link><pubDate>Fri, 18 Oct 2024 20:29:07 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/math/equation-of-a-straight-line/</guid><description>&lt;p&gt;Any straight line can be written in the standard form:
$$y=mx+c$$&lt;/p&gt;
&lt;p&gt;The gradient, $m$ is given by the formula:
$$m=\frac{y_2-y_1}{x_2-x_1}$$&lt;/p&gt;
&lt;p&gt;The y-intercept, $c$ can be found by substituting the gradient and any of the points
(in this case we use $(x_1,y_1)$) into the standard form of the line equation:&lt;/p&gt;
$$
\begin{equation}\begin{aligned}






y_1&amp;amp;=mx_1&amp;#43;c\\



\therefore c&amp;amp;=y_1-mx_1\\




\end{aligned}\end{equation}
$$

&lt;p&gt;The following code snippet shows how we can replicate this in C:









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;#include &amp;lt;stdio.h&amp;gt;

int main() {
 // storing the points
 double x1 = -2.5, x2 = 0, y1 = 0, y2 = 5;
 printf(&amp;#34;Using the points (%g,%g) and (%g,%g)\n&amp;#34;, x1, y1, x2, y2);

 // calculating gradient
 double gradient = (y2 - y1) / (x2 - x1);
 printf(&amp;#34;The gradient of the line is %g\n&amp;#34;, gradient);

 // calculating the y-intercept
 double y_intercept = y1 - gradient * x1;
 printf(&amp;#34;The y intercept is %g\n&amp;#34;, y_intercept);

 // displaying the final equation of the straight line
 printf(&amp;#34;Therefore the equation of the line is:\ny=%gx&amp;#43;%g&amp;#34;, gradient,
 y_intercept);

 return 0;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 finding-the-equation-of-a-line-given-two-points.c
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","finding-the-equation-of-a-line-given-two-points.c")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;

&lt;/p&gt;</description></item><item><title>Converting Between Degrees and Radians</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/math/converting-between-degrees-and-radians/</link><pubDate>Fri, 18 Oct 2024 20:26:01 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/math/converting-between-degrees-and-radians/</guid><description>&lt;p&gt;In order to convert degrees to radians, multiply the angle in degrees by $\pi$ and divide by $180\degree$:&lt;/p&gt;
&lt;p&gt;$$45\degree = 45\degree \times \frac{\pi}{180\degree} \
=\frac{\pi}{4}
$$&lt;/p&gt;
&lt;p&gt;Take for example the code:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;#include &amp;lt;math.h&amp;gt;
#include &amp;lt;stdio.h&amp;gt;
#define PI acos(-1.0)

void clear_input_buffer() {
 int ch;
 while ((ch = getchar()) != &amp;#39;\n&amp;#39; &amp;amp;&amp;amp; ch != EOF)
 ;
}

int main() {

 float angle_in_degrees;
 int correct_inputs = 0;

 do {
 printf(&amp;#34;Please enter an angle in degrees to convert to radians:\n&amp;#34;);
 correct_inputs = scanf(&amp;#34;%f&amp;#34;, &amp;amp;angle_in_degrees);
 if (correct_inputs == 0) {
 printf(&amp;#34;Invalid input\n&amp;#34;);
 }
 clear_input_buffer();
 } while (correct_inputs == 0);

 printf(&amp;#34;The angle in radians is %f\n&amp;#34;, PI * angle_in_degrees / 180.0);
 return 0;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 degrees-to-radians.c
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","degrees-to-radians.c")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;Conversely, we can convert from radians back to degrees by multiplying by $180\degree$ and dividing by $\pi$:
$$\frac{\pi}{3}=\frac{\pi}{3}\times \frac{180\degree}{\pi}=60\degree$$&lt;/p&gt;</description></item><item><title>Functions as Modules</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/functions/functions-as-modules/</link><pubDate>Fri, 18 Oct 2024 18:46:14 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/functions/functions-as-modules/</guid><description>&lt;p&gt;In C, we use functions as the basic unit of modular design. Modular design is the practice of designing a system in &lt;em&gt;modules&lt;/em&gt;. A module is any entity with an &lt;em&gt;interface&lt;/em&gt; and an &lt;strong&gt;implementation&lt;/strong&gt;. The interface provides an abstraction (a simplified view of an entity which omits unimportant details) of the module.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;An interface is a contract/intersection between the system and the environment.
Credits: &lt;a href="https://blog.robertelder.org"&gt;Robert Elder&lt;/a&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Functions act as modules in C. The definition of the function determines the interface. Take for example the following:&lt;/p&gt;</description></item><item><title>Functions Part 2</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/functions/functions-part-2/</link><pubDate>Fri, 18 Oct 2024 18:44:38 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/functions/functions-part-2/</guid><description>&lt;p&gt;We continue by learning about functions with return values and those with both return values and
arguments.&lt;/p&gt;
&lt;h2 id="functions-with-return-values-but-no-arguments"&gt;
 &lt;a href="#functions-with-return-values-but-no-arguments" onclick="copyHeadingToClipboard(&amp;#34;functions-with-return-values-but-no-arguments&amp;#34;)"

 &gt;
 Functions with return values but no arguments
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Here is a function that is used to get the current time:









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;#include &amp;lt;stdio.h&amp;gt;
#include &amp;lt;time.h&amp;gt;

char *get_current_time() {
 time_t t;
 time(&amp;amp;t);
 return ctime(&amp;amp;t);
}

int main() {
 printf(&amp;#34;The current time is %s\n&amp;#34;, get_current_time());
 return 0;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 current-time.c
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","current-time.c")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;

&lt;/p&gt;</description></item><item><title>Functions</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/functions/functions/</link><pubDate>Fri, 18 Oct 2024 18:38:25 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/functions/functions/</guid><description>&lt;p&gt;These are reusable sections of code. They can be built-in or user-defined. Functions
allow us to write code that can be modified in one place and change the effect in
multiple sections. Functions are also sometimes referred to as routines because of
how we use them to group a set of related steps under a single name. A function in C
follows the format:&lt;/p&gt;




&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1" class="inline-code c"&gt;
return_type function_name(argument_1,argument_2,...){
 do_something;
 do_something_else;
 return return_value;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;div class="hpad"&gt;&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","{0xc001a86af0 c return_type function_name(argument_1,argument_2,...){\r\n do_something;\r\n do_something_else;\r\n return return_value;\r\n} 0xc0015a4cc0}")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;Here is an example of a function being used to draw a line:&lt;/p&gt;</description></item><item><title>String Functions</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/arrays/string-functions/</link><pubDate>Fri, 18 Oct 2024 18:22:10 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/arrays/string-functions/</guid><description>&lt;p&gt;Strings are a very useful data type. The entire internet thrives on the exchange of information as text data in the form of HTML, CSS and JavaScript files. The browser parses this text in order to know what to display on your computer or phone screen or which files to ask the server for. The very code we write is in text. Our code editor needs to be able to manipulate this text in order to display it in the proper syntax highlighting.&lt;/p&gt;</description></item><item><title>Arrays</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/arrays/arrays/</link><pubDate>Fri, 18 Oct 2024 18:13:05 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/arrays/arrays/</guid><description>&lt;p&gt;Arrays are a way for us to store many values of a certain datatype under the same name.
Other languages have sets, lists and dictionaries which serve a similar purpose.
This saves us the time and energy of having to create unique names for each value we want to
store.&lt;/p&gt;
&lt;p&gt;The format for defining an array is:&lt;/p&gt;




&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1" class="inline-code c"&gt;
type array_name[number_of_values];
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;div class="hpad"&gt;&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","{0xc001b1aee0 c type array_name[number_of_values]; 0xc001a568a0}")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;Indexing of arrays begin at 0. This means that the following gives us 10 numbers (accessed using numbers[0] to numbers[9]):&lt;/p&gt;</description></item><item><title>Break, Continue and Go-To</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/break-continue-and-goto/</link><pubDate>Wed, 16 Oct 2024 12:28:39 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/break-continue-and-goto/</guid><description>&lt;p&gt;Sometimes we will want to exit a loop or prematurely end the current iteration of the loop. We use &lt;strong&gt;break&lt;/strong&gt; to break out of the loop and &lt;strong&gt;continue&lt;/strong&gt; to tell the computer to continue the loop from the start of the next iteration.&lt;/p&gt;
&lt;h2 id="the-break-statement"&gt;
 &lt;a href="#the-break-statement" onclick="copyHeadingToClipboard(&amp;#34;the-break-statement&amp;#34;)"

 &gt;
 The break statement
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;John wants to tell the computer to exit counting in a sequence when the square of the current counter becomes 9. He writes the following code:









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;#include &amp;lt;stdio.h&amp;gt;

int main(void) {
 int i = 10;
 while (i &amp;gt; 0) {
 printf(&amp;#34;i = %d\n&amp;#34;, i);
 i--;

 if (i * i == 9) {
 printf(&amp;#34;Breaking out of the loop...(i=%d -&amp;gt; i^2=%d)\n&amp;#34;, i, i * i);
 break;
 }
 }
 return 0;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 break-out-of-loop.c
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","break-out-of-loop.c")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;

&lt;/p&gt;</description></item><item><title>Logical and Relational Operators</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/logical-and-relational-operators/</link><pubDate>Mon, 14 Oct 2024 09:05:06 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/logical-and-relational-operators/</guid><description>&lt;p&gt;We can use these operators to define the conditions under which conditional and iterative constructs are executed. Logical operators are not(&lt;strong&gt;!&lt;/strong&gt;), and(&lt;strong&gt;&amp;amp;&amp;amp;&lt;/strong&gt;) and or(&lt;strong&gt;||&lt;/strong&gt;) and relational operators are greater than(&lt;strong&gt;&amp;gt;&lt;/strong&gt;), less than(&lt;strong&gt;&amp;lt;&lt;/strong&gt;), greater than or equal to(&lt;strong&gt;&amp;gt;=&lt;/strong&gt;), less than or equal to(&lt;strong&gt;&amp;lt;=&lt;/strong&gt;), equal to(&lt;strong&gt;==&lt;/strong&gt;) and not equal to(&lt;strong&gt;!=&lt;/strong&gt;).&lt;/p&gt;
&lt;h2 id="logical-and-example"&gt;
 &lt;a href="#logical-and-example" onclick="copyHeadingToClipboard(&amp;#34;logical-and-example&amp;#34;)"

 &gt;
 Logical AND example
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Martha wants a program to check if her students are between a certain height - students who are too short or too tall cannot be placed on the carnival ride. She comes up with the following code:&lt;/p&gt;</description></item><item><title>Iterative Constructs</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/iterative-constructs/</link><pubDate>Fri, 11 Oct 2024 07:53:08 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/iterative-constructs/</guid><description>&lt;p&gt;It is very useful for us to have the ability to tell the computer to run code for a specific number of times or until a condition is violated.&lt;/p&gt;
&lt;h2 id="for-loops"&gt;
 &lt;a href="#for-loops" onclick="copyHeadingToClipboard(&amp;#34;for-loops&amp;#34;)"

 &gt;
 For loops
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is called a &lt;strong&gt;bounded loop&lt;/strong&gt;. This is because we can predict the number of times the loop will run. There is a &lt;em&gt;sentinel value&lt;/em&gt;, usually $i$ or $n$ that is iterated and checked at the beginning of each iteration. If the condition is not fulfilled then the loop no longer runs.&lt;/p&gt;</description></item><item><title>Conditional Constructs</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/conditional-constructs/</link><pubDate>Fri, 11 Oct 2024 07:52:59 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/conditional-constructs/</guid><description>&lt;p&gt;Sometimes we want to run code only if specific conditions are satisfied. Conditional statements allow us to do this.&lt;/p&gt;
&lt;h2 id="if-statements"&gt;
 &lt;a href="#if-statements" onclick="copyHeadingToClipboard(&amp;#34;if-statements&amp;#34;)"

 &gt;
 If statements
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;With this we can run code if a condition is satisfied. If it is not satisfied then nothing happens. Mr. Jones, a restaurant owner only allows adults into his restaurant. He wants a piece of code that tells the user if they can enter the restaurant based on their age. He comes up with this:&lt;/p&gt;</description></item><item><title>Demonstrating That Projectile Motion Is Parabolic</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/demonstrating-that-projectile-motion-is-parabolic/</link><pubDate>Thu, 10 Oct 2024 15:40:36 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/demonstrating-that-projectile-motion-is-parabolic/</guid><description>&lt;p&gt;Recall that the following do not change for projectile motion, given that the angle of projection($\theta$) is relative to the horizontal:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;$u_x=u\cos{\theta}$&lt;/li&gt;
&lt;li&gt;$u_y=u\sin{\theta}$&lt;/li&gt;
&lt;li&gt;$a_x=0$&lt;/li&gt;
&lt;li&gt;$a_y=-g$









 
 
 
 
















&lt;div class="frame" style="min-height: 150"&gt;



 &lt;div class="controls"&gt;
&lt;a href="https://chickenfrybytes.com/img/phys/cape/projectile-motion-start.png" class="no-print"&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-zoom-in" viewBox="0 0 16 16"&gt;
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&lt;div class="body"&gt;






&lt;picture&gt;

 
 
 &lt;source media="(min-width:720px)" srcset="https://chickenfrybytes.com/img/phys/cape/projectile-motion-start_hu_2ec61fe62dd7d21c.webp" type="image/webp"&gt;

 
 
 &lt;source media="(min-width:520px)" srcset="https://chickenfrybytes.com/img/phys/cape/projectile-motion-start_hu_ad9fde402c6ecd7e.webp" type="image/webp"&gt;

 
 
 &lt;source media="(min-width:620px)" srcset="https://chickenfrybytes.com/img/phys/cape/projectile-motion-start_hu_958827228aaf93dc.webp" type="image/webp"&gt;

 
 
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&lt;img class="opt " alt=" Img Phys Cape Projectile-Motion-Start.png" style="padding:1rem;background-color:white;padding:1rem"
src="https://chickenfrybytes.com/img/phys/cape/projectile-motion-start_hu_2536b07e6d8bb5ee.png" decoding="async" /&gt;
&lt;/picture&gt;

&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;



&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Projectile motion can be represented by a parabola of the form:
$$y=ax^2+bx+c$$&lt;/p&gt;</description></item><item><title>Projectile Motion</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/projectile-motion/</link><pubDate>Wed, 09 Oct 2024 11:29:20 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/projectile-motion/</guid><description>&lt;p&gt;Projectile motion is essentially the motion of an object under the effect of gravity. Consider a projectile thrown at an angle of $\theta$ with an initial velocity of $u$:









 
 
 
 
















&lt;div class="frame" style="min-height: 150"&gt;



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 &lt;path d="M10.344 11.742q.044.06.098.115l3.85 3.85a1 1 0 0 0 1.415-1.414l-3.85-3.85a1 1 0 0 0-.115-.1 6.5 6.5 0 0 1-1.398 1.4z"/&gt;
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&lt;/svg&gt; View Original&lt;/a&gt;
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&lt;div class="body"&gt;






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 &lt;source media="(min-width:420px)" srcset="https://chickenfrybytes.com/img/phys/cape/projectile-motion-start_hu_c146cebc4a75d20a.webp" type="image/webp"&gt;


&lt;img class="opt " alt=" Img Phys Cape Projectile-Motion-Start.png" style="padding:1rem;background-color:white;padding:1rem"
src="https://chickenfrybytes.com/img/phys/cape/projectile-motion-start_hu_2536b07e6d8bb5ee.png" decoding="async" /&gt;
&lt;/picture&gt;

&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;



&lt;/p&gt;</description></item><item><title>Changing the Flow of the Program</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/changing-the-flow-of-the-program/</link><pubDate>Mon, 07 Oct 2024 07:22:26 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/changing-the-flow-of-the-program/</guid><description>&lt;p&gt;As we have seen so far, the default &lt;strong&gt;execution flow&lt;/strong&gt; (the order in which the code is executed) is &lt;em&gt;sequential&lt;/em&gt;. This means that the code runs from &lt;em&gt;top to bottom&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;We can change the execution flow of the program by using &lt;strong&gt;constructs&lt;/strong&gt; (control structures). There are two types of constructs:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Conditional constructs&lt;/li&gt;
&lt;li&gt;Iterative constructs&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="conditional-constructs"&gt;
 &lt;a href="#conditional-constructs" onclick="copyHeadingToClipboard(&amp;#34;conditional-constructs&amp;#34;)"

 &gt;
 Conditional constructs
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;These are used to execute sections of code when certain conditions are fulfilled. There are 3 conditional constructs in C:&lt;/p&gt;</description></item><item><title>Setting Up Termux for C Development (Android)</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/setting-up-termux-for-c/</link><pubDate>Thu, 03 Oct 2024 09:54:55 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/setting-up-termux-for-c/</guid><description>&lt;p&gt;This article is for students who do not have access to a laptop. You can still learn C using an android device (android 1, iphone 0).&lt;/p&gt;
&lt;h2 id="installing-f-droid"&gt;
 &lt;a href="#installing-f-droid" onclick="copyHeadingToClipboard(&amp;#34;installing-f-droid&amp;#34;)"

 &gt;
 Installing F-Droid
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is a third party app repository and houses the most recent version of Termux. Download the latest version of the F-Droid apk &lt;a href="https://f-droid.org/en/packages/org.fdroid.fdroid/"&gt;using this link&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id="installing-termux"&gt;
 &lt;a href="#installing-termux" onclick="copyHeadingToClipboard(&amp;#34;installing-termux&amp;#34;)"

 &gt;
 Installing Termux
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Open F-Droid and search &amp;ldquo;Termux&amp;rdquo;. Download the &lt;strong&gt;Termux&lt;/strong&gt; and &lt;strong&gt;Termux Styling&lt;/strong&gt; apps from the list. You will have to allow F-Droid to install from unknown sources.&lt;/p&gt;</description></item><item><title>Accepting User Input</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/accepting-user-input/</link><pubDate>Tue, 01 Oct 2024 12:35:26 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/accepting-user-input/</guid><description>&lt;p&gt;Notice how we have only been hard-coding values into our program. Often times we will want to have the user input these values. In C, we can use the function &lt;em&gt;scanf()&lt;/em&gt; to accept values from the user.
There are other functions, some of which we will address later on.&lt;/p&gt;
&lt;p&gt;The basic format for using scanf() is:&lt;/p&gt;




&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1" class="inline-code c"&gt;
scanf(format_string,address_1,address_2,...);
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;div class="hpad"&gt;&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","{0xc00042ee00 c scanf(format_string,address_1,address_2,...); 0xc00161b920}")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;Take for example asking the user for their age:









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-2"&gt;#include &amp;lt;stdio.h&amp;gt;

int main() {
 int age;
 printf(&amp;#34;Please enter your age: &amp;#34;);
 scanf(&amp;#34;%d&amp;#34;, &amp;amp;age);
 printf(&amp;#34;Wow so you are %d years old huh?!\nDas crazyyy!!&amp;#34;, age);
 return 0;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 asking-for-age.c
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-2' onclick='copyToClipboard("code-snippet-2","asking-for-age.c")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;

&lt;/p&gt;</description></item><item><title>Doing Calculations in C</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/doing-calculations-in-c/</link><pubDate>Sat, 28 Sep 2024 17:18:27 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/doing-calculations-in-c/</guid><description>&lt;p&gt;Now that we know how to ask the computer for space to store values, we can do some math! Consider the following code:&lt;/p&gt;









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;#include &amp;lt;stdio.h&amp;gt;

int main(void) {
 // step 1
 float mass = 105.7;
 // step 2
 float height = 2.1;
 // step 3
 float bmi = mass / (height * height);
 // step 4
 printf(&amp;#34;The body mass index of someone with a mass of %.2f kilograms and &amp;#34;
 &amp;#34;height of %.2f meters is %.2f\n&amp;#34;,
 mass, height, bmi);
 // step 5
 return 0;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 bmi.c
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
&lt;a class="code-copy" href='#code-snippet-1' onclick='copyToClipboard("code-snippet-1","bmi.c")'&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-clipboard" viewBox="0 0 16 16"&gt;
 &lt;path d="M4 1.5H3a2 2 0 0 0-2 2V14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3.5a2 2 0 0 0-2-2h-1v1h1a1 1 0 0 1 1 1V14a1 1 0 0 1-1 1H3a1 1 0 0 1-1-1V3.5a1 1 0 0 1 1-1h1z"/&gt;
 &lt;path d="M9.5 1a.5.5 0 0 1 .5.5v1a.5.5 0 0 1-.5.5h-3a.5.5 0 0 1-.5-.5v-1a.5.5 0 0 1 .5-.5zm-3-1A1.5 1.5 0 0 0 5 1.5v1A1.5 1.5 0 0 0 6.5 4h3A1.5 1.5 0 0 0 11 2.5v-1A1.5 1.5 0 0 0 9.5 0z"/&gt;
&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;Describe what is being done in each step. C is a language hence it is important that we learn to read it.&lt;/p&gt;</description></item><item><title>Variables and Data Types</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/variables-and-data-types/</link><pubDate>Wed, 18 Sep 2024 22:15:00 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/variables-and-data-types/</guid><description>&lt;p&gt;A variable is an entity whose value can be changed. In C, each variable has a data type. We choose the data type based on what we want the variable to store.&lt;/p&gt;
&lt;p&gt;Some common &lt;em&gt;primitive&lt;/em&gt; data types in C are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;integer&lt;/li&gt;
&lt;li&gt;floating point numbers&lt;/li&gt;
&lt;li&gt;character&lt;/li&gt;
&lt;li&gt;double floating point numbers&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="integer"&gt;
 &lt;a href="#integer" onclick="copyHeadingToClipboard(&amp;#34;integer&amp;#34;)"

 &gt;
 Integer
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;These are positive and negative whole numbers. An integer can be used to store the age of a person:&lt;/p&gt;</description></item><item><title>Plotting Linear Graphs From Non-Linear Equations</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/plotting-linear-graphs-from-non-linear/</link><pubDate>Tue, 10 Sep 2024 08:03:55 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/plotting-linear-graphs-from-non-linear/</guid><description>&lt;p&gt;We can take a non-linear equation and plot in the form of the equation of straight line,&lt;/p&gt;
&lt;p&gt;$$\color{limegreen}y\color{black}=\color{slateblue}m\color{red}x\color{black}+c$$&lt;/p&gt;
&lt;p&gt;We will have to compromise in some situations by not plotting the variables $x$ and $y$.&lt;/p&gt;
&lt;h2 id="quadratic-equations"&gt;
 &lt;a href="#quadratic-equations" onclick="copyHeadingToClipboard(&amp;#34;quadratic-equations&amp;#34;)"

 &gt;
 Quadratic equations
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Consider the following equation:
$$\color{limegreen}y\color{black}=\color{slateblue}a\color{red}x^2\color{black}+b$$
We will have to plot $y$ on the y-axis and $x^2$ on the x-axis:
$$\color{limegreen}y\color{black}=\color{slateblue}a\color{red}x^2\color{black}+b$$
$$\color{limegreen}y\color{black}=\color{slateblue}m\color{red}x\color{black}+c$$&lt;/p&gt;
&lt;h2 id="exponential-equations"&gt;
 &lt;a href="#exponential-equations" onclick="copyHeadingToClipboard(&amp;#34;exponential-equations&amp;#34;)"

 &gt;
 Exponential equations
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;When we have to make these linear, we take the log of both sides:
$$
\begin{equation}\begin{aligned}






y&amp;amp;=Ae^{2x}\\



\ln{y}&amp;amp;=\ln{Ae^{2x}}\\



\ln{y}&amp;amp;=\ln{A}&amp;#43;\ln{e^{2x}}\\



\ln{y}&amp;amp;=\ln{A}&amp;#43;2x\ln{e}\\



\color{limegreen}\ln{y}\color{black}&amp;amp;=\color{slateblue}2\color{red}x\color{black}&amp;#43;\ln{A}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Setting Up Visual Studio Code for C Development (Windows)</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/setting-up-vscode-for-c/</link><pubDate>Mon, 09 Sep 2024 17:23:17 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/setting-up-vscode-for-c/</guid><description>&lt;p&gt;Here are the steps for getting started with basic C development:&lt;/p&gt;
&lt;h2 id="vs-code"&gt;
 &lt;a href="#vs-code" onclick="copyHeadingToClipboard(&amp;#34;vs-code&amp;#34;)"

 &gt;
 VS Code
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Visual Studio Code is the go-to editor for beginner level software engineers. It has a large ecosystem of plugins and themes. Download VS Code &lt;a href="https://code.visualstudio.com/download"&gt;by visiting the official website&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Run the installer.&lt;/p&gt;
&lt;h2 id="mingw"&gt;
 &lt;a href="#mingw" onclick="copyHeadingToClipboard(&amp;#34;mingw&amp;#34;)"

 &gt;
 MinGW
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This is a Windows distribution containing the GCC compiler. VS Code does not come with built-in support for C compilation so we use MinGW to get access to the compiler. Download the latest MSVCRT runtime zip file &lt;a href="https://winlibs.com/"&gt;from the website&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Physical Quantities</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/physical-quantities/</link><pubDate>Mon, 09 Sep 2024 09:52:02 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-1/module-1/physical-quantities/</guid><description>&lt;p&gt;Physical quantities are the properties of a solid, liquid or gas which can be measured. The length of a rod and the temperature of the ocean are examples of physical quantities.&lt;/p&gt;
&lt;p&gt;We can classify physical quantities in the following ways:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Fundamental vs. derived quantity&lt;/li&gt;
&lt;li&gt;Scalar vs. vector quantity&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="fundamental-vs-derived-quantities"&gt;
 &lt;a href="#fundamental-vs-derived-quantities" onclick="copyHeadingToClipboard(&amp;#34;fundamental-vs-derived-quantities&amp;#34;)"

 &gt;
 Fundamental vs. derived quantities
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;There are seven (7) fundamental quantities:










 
 
 
 


 





&lt;div class="data-table" role="region" tabindex="0" &gt;
 &lt;table class="table %!s(&lt;nil&gt;)" id="t-627145398"&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Quantity&lt;/th&gt;
 &lt;th&gt;Symbol&lt;/th&gt;
 &lt;th&gt;SI Unit&lt;/th&gt;
 &lt;th&gt;Abbreviation for unit&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;Mass&lt;/td&gt;
 &lt;td&gt;$m$&lt;/td&gt;
 &lt;td&gt;kilogram&lt;/td&gt;
 &lt;td&gt;$kg$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Length&lt;/td&gt;
 &lt;td&gt;$l$&lt;/td&gt;
 &lt;td&gt;metre&lt;/td&gt;
 &lt;td&gt;$m$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Time&lt;/td&gt;
 &lt;td&gt;$t$&lt;/td&gt;
 &lt;td&gt;second&lt;/td&gt;
 &lt;td&gt;$s$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Temperature&lt;/td&gt;
 &lt;td&gt;$T$&lt;/td&gt;
 &lt;td&gt;Kelvin&lt;/td&gt;
 &lt;td&gt;$K$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Amount of substance&lt;/td&gt;
 &lt;td&gt;$n$&lt;/td&gt;
 &lt;td&gt;mole&lt;/td&gt;
 &lt;td&gt;$mol$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Current&lt;/td&gt;
 &lt;td&gt;$I$&lt;/td&gt;
 &lt;td&gt;ampere&lt;/td&gt;
 &lt;td&gt;$A$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Luminous intensity&lt;/td&gt;
 &lt;td&gt;$I_v$&lt;/td&gt;
 &lt;td&gt;candela&lt;/td&gt;
 &lt;td&gt;$cd$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;

&lt;/div&gt;




&lt;/p&gt;</description></item><item><title>Drift Velocity</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/drift-velocity/</link><pubDate>Thu, 05 Sep 2024 11:37:08 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/drift-velocity/</guid><description>&lt;p&gt;Drift velocity is the average velocity of charged particles (e.g. electrons) in a conductor, caused by an external electric field.&lt;/p&gt;
&lt;p&gt;The formula associated with this concept is:
$$I=ne\nu A$$&lt;/p&gt;
&lt;p&gt;Where $I$ is current, $n$ is charge density, $e$ is the elementary charge, $\nu$ is drift velocity and $A$ is the cross-sectional area of the conductor.&lt;/p&gt;
&lt;p&gt;Notice that the greater the cross-sectional area of the conductor is, the greater the current allowed to flow.&lt;/p&gt;</description></item><item><title>EMFs and PDs</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/emfs-and-pds/</link><pubDate>Thu, 05 Sep 2024 08:08:27 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/emfs-and-pds/</guid><description>&lt;p&gt;Electromotive force and potential difference are mentioned when speaking about voltages in a circuit.&lt;/p&gt;
&lt;div class="mcq"&gt;

&lt;span class="mcq-heading"&gt;
&lt;svg xmlns="http://www.w3.org/2000/svg" width="32" height="24" fill="currentColor" class="bi bi-bullseye" viewBox="0 0 16 16"&gt;
 &lt;path d="M8 15A7 7 0 1 1 8 1a7 7 0 0 1 0 14m0 1A8 8 0 1 0 8 0a8 8 0 0 0 0 16"/&gt;
 &lt;path d="M8 13A5 5 0 1 1 8 3a5 5 0 0 1 0 10m0 1A6 6 0 1 0 8 2a6 6 0 0 0 0 12"/&gt;
 &lt;path d="M8 11a3 3 0 1 1 0-6 3 3 0 0 1 0 6m0 1a4 4 0 1 0 0-8 4 4 0 0 0 0 8"/&gt;
 &lt;path d="M9.5 8a1.5 1.5 0 1 1-3 0 1.5 1.5 0 0 1 3 0"/&gt;
&lt;/svg&gt;
&lt;span&gt;
Hold a focus!
&lt;/span&gt;
&lt;/span&gt;












&lt;p class="mcq-question"&gt;&lt;strong&gt;Q1:&lt;/strong&gt; Electromotive force is associated with devices that add power to the circuit (a.k.a. active devices).&lt;/p&gt;</description></item><item><title>Resistivity</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/resistivity/</link><pubDate>Wed, 04 Sep 2024 21:36:54 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/resistivity/</guid><description>&lt;p&gt;Resistance ($R$) is the tendency of a material to oppose the flow of an electric current. It is an extensive property meaning that its value is dependent on the amount of substance present.&lt;/p&gt;
&lt;p&gt;For example, the longer a piece of copper wire is, the more resistance it will have. If we get a shorter or thinner piece of copper wire then we will have to measure its resistance as well.&lt;/p&gt;</description></item><item><title>Electrical Quantities</title><link>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/electrical-quantities/</link><pubDate>Wed, 04 Sep 2024 10:34:43 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/physics-unit-2/module-1/electrical-quantities/</guid><description>&lt;p&gt;Electrical quantities are the physical quantities (the measurable properties of a system or object) related to the study of electricity. Some important electrical quantities are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;current ($I$)&lt;/li&gt;
&lt;li&gt;voltage ($V$)&lt;/li&gt;
&lt;li&gt;resistance ($R$)&lt;/li&gt;
&lt;li&gt;power ($P$)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="charge-can-be-quantized"&gt;
 &lt;a href="#charge-can-be-quantized" onclick="copyHeadingToClipboard(&amp;#34;charge-can-be-quantized&amp;#34;)"

 &gt;
 Charge can be quantized
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Elementary charge (a.k.a. quanta) refers to the charge of an electron ($1.6\times 10^{-19}C$). We can thus express the charge on an object in terms of the elementary charge:&lt;/p&gt;
&lt;p&gt;$$Q=\pm Ne$$
where $N$ is the number of electrons present.&lt;/p&gt;</description></item><item><title>Forces</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/forces/</link><pubDate>Thu, 15 Aug 2024 16:41:41 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/forces/</guid><description>&lt;p&gt;A force can be defined as a push or a pull. It is an &lt;strong&gt;action&lt;/strong&gt; which causes a change in &lt;strong&gt;shape&lt;/strong&gt;, &lt;strong&gt;size&lt;/strong&gt; or &lt;strong&gt;motion&lt;/strong&gt; of an object or system. Force is measured in Newtons (N).&lt;/p&gt;
&lt;h2 id="types-of-forces"&gt;
 &lt;a href="#types-of-forces" onclick="copyHeadingToClipboard(&amp;#34;types-of-forces&amp;#34;)"

 &gt;
 Types of forces
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Forces are divided into two groups:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;em&gt;Contact forces&lt;/em&gt; - these require the objects involved in the interaction to be &lt;em&gt;in physical contact&lt;/em&gt; with each other. Examples include:
&lt;ul&gt;
&lt;li&gt;friction&lt;/li&gt;
&lt;li&gt;tension&lt;/li&gt;
&lt;li&gt;air resistance&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Non-contact forces&lt;/em&gt; - these can be applied &lt;em&gt;at a distance&lt;/em&gt;, requiring no contact between the object &lt;strong&gt;exerting&lt;/strong&gt; the force and the object &lt;strong&gt;experiencing&lt;/strong&gt; the force. Examples include:
&lt;ul&gt;
&lt;li&gt;gravitational force (between any two bodies with mass)&lt;/li&gt;
&lt;li&gt;magnetic force (between magnetic materials)&lt;/li&gt;
&lt;li&gt;electric force (between charged bodies)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;h3 id="weight"&gt;
 &lt;a href="#weight" onclick="copyHeadingToClipboard(&amp;#34;weight&amp;#34;)"

 &gt;
 Weight
 &lt;/a&gt;
&lt;/h3&gt;
&lt;p&gt;Weight is the force exerted by the Earth (or another planetary body) on the objects within its &lt;strong&gt;gravitational field&lt;/strong&gt;. It can also be thought of as the force exerted by a body on another body which is &lt;strong&gt;supporting it&lt;/strong&gt; – assuming that the bodies are within a gravitational field. Weight can be calculated as the product of the object’s mass and the Earth’s gravitational acceleration ($g$):
$$
\begin{equation}\begin{aligned}






Weight=&amp;amp;mass\times acceleration\ due\\\



&amp;amp;to\ gravity\\



W=&amp;amp;mg\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Combining Vectors</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/combining-vectors/</link><pubDate>Thu, 15 Aug 2024 16:33:45 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/combining-vectors/</guid><description>&lt;p&gt;Now that we can split oblique vectors into &lt;strong&gt;horizontal&lt;/strong&gt; and &lt;strong&gt;vertical&lt;/strong&gt; components it is essential that we understand that &lt;strong&gt;horizontal vectors are independent of vertical vectors&lt;/strong&gt;. This statement implies that, for example, an object’s displacement along the x axis cannot give us meaningful information on its displacement along the y axis.&lt;/p&gt;
&lt;p&gt;The displacement’s horizontal component is independent of (does not affect/is not affected by) its vertical displacement. Thus if the object is pushed along the x axis its horizontal displacement changes but its vertical displacement does not.&lt;/p&gt;</description></item><item><title>Scalars and Vectors</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/scalars-and-vectors/</link><pubDate>Thu, 15 Aug 2024 16:16:09 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/scalars-and-vectors/</guid><description>&lt;p&gt;Physical quantities can be divided into:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;em&gt;Fundamental&lt;/em&gt; quantities vs. &lt;em&gt;derived&lt;/em&gt; quantities &lt;strong&gt;OR&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Scalar&lt;/em&gt; quantities vs. &lt;em&gt;vector&lt;/em&gt; quantities&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;We have looked at the former pair of categories. Now we shall study the latter.&lt;/p&gt;
&lt;h2 id="scalar-quantities"&gt;
 &lt;a href="#scalar-quantities" onclick="copyHeadingToClipboard(&amp;#34;scalar-quantities&amp;#34;)"

 &gt;
 Scalar quantities
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Scalar quantities (or simply &lt;strong&gt;scalars&lt;/strong&gt;) are physical quantities which have &lt;strong&gt;magnitude&lt;/strong&gt; but &lt;strong&gt;NO direction&lt;/strong&gt;. Examples include mass, length, time, distance and speed. When representing a scalar on a diagram, we simply write the measurement next to the corresponding object:&lt;/p&gt;</description></item><item><title>Charging by Conduction</title><link>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/charging-by-conduction/</link><pubDate>Wed, 14 Aug 2024 13:16:18 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/charging-by-conduction/</guid><description>&lt;p&gt;This is when electrons are transferred from one object to another when they come into direct contact with each other. Rubbing one&amp;rsquo;s feet on a carpet can cause charge to accumulate in the hands if the feet are insulated from the ground&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;b&gt;Simulation featuring John Travoltage&lt;/b&gt;: &lt;a href="https://phet.colorado.edu/sims/html/john-travoltage/latest/john-travoltage_en.html"&gt;John Travoltage&lt;/a&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h2 id="charging-by-induction"&gt;
 &lt;a href="#charging-by-induction" onclick="copyHeadingToClipboard(&amp;#34;charging-by-induction&amp;#34;)"

 &gt;
 Charging by induction
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;If electrons are exposed to the external electric field of a charged object then the electric force can attract or repel these electrons&lt;/li&gt;
&lt;li&gt;Metals are known for having a &amp;lsquo;sea&amp;rsquo; of electrons which can freely move from one atom to the next&lt;/li&gt;
&lt;li&gt;When an external electric field is brought close to the surface of the metal, if the field belongs to a negatively charged object then the electrons migrate away from the side of the metal exposed to the electric field (because like charges repel)&lt;/li&gt;
&lt;li&gt;The far end thus becomes negatively charged and the close end will be net positive in charge&lt;/li&gt;
&lt;li&gt;The electrons on the far end can be conducted away and thus the object will have a net positive charge









 
 
 
 
















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&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




Credits: &lt;a href="https://www.physicsclassroom.com/class/estatics/Lesson-2/Charging-by-Induction"&gt;the Physics Classroom&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="charging-by-polarization"&gt;
 &lt;a href="#charging-by-polarization" onclick="copyHeadingToClipboard(&amp;#34;charging-by-polarization&amp;#34;)"

 &gt;
 Charging by polarization
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;For the atoms which do not have the sea of electrons, the electrons react to the electric field and the individual atoms become polarized (the charge is shifted to one side of the atom)&lt;/li&gt;
&lt;li&gt;Similar to induction, the net charge of the object does not change but the charge does buildup on one side of the object&lt;/li&gt;
&lt;li&gt;The loss of static electricity (the transfer of charge) from one object to another is called static discharge&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="what-are-electric-fields"&gt;
 &lt;a href="#what-are-electric-fields" onclick="copyHeadingToClipboard(&amp;#34;what-are-electric-fields&amp;#34;)"

 &gt;
 What are Electric Fields?
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;An electric field is the region around a charged particle or body within which any other charged particle or body will experience a force (attractive or repulsive depending on the signs). Field lines are used to visualize the direction of the field. We draw field lines with arrows coming out of positive charges and going into negative charges.&lt;/p&gt;</description></item><item><title>Electrostatics</title><link>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/electrostatics/</link><pubDate>Wed, 14 Aug 2024 13:11:46 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/electricity-and-magnetism/electrostatics/</guid><description>&lt;p&gt;Electricity is the presence or flow of charged particles. There are two types of electricity:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Static electricity (presence)&lt;/li&gt;
&lt;li&gt;Current electricity (flow)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="what-is-electric-charge"&gt;
 &lt;a href="#what-is-electric-charge" onclick="copyHeadingToClipboard(&amp;#34;what-is-electric-charge&amp;#34;)"

 &gt;
 What is electric charge?
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Atoms are made up of charged subatomic particles such as electrons (negatively charged) and protons (positively charged). Neutrons have no charge (they are neutral)&lt;/li&gt;
&lt;li&gt;Electric charge is the property of a body that causes it to experience an attractive or repulsive force toward another body&lt;/li&gt;
&lt;li&gt;Because protons are stuck in the nuclei of the atoms, the net charge of a body is usually dependent on the excess of or lack of electrons (these can be removed from the surface of a material)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="static-electricity"&gt;
 &lt;a href="#static-electricity" onclick="copyHeadingToClipboard(&amp;#34;static-electricity&amp;#34;)"

 &gt;
 Static electricity
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;This is the buildup of charge on an insulator&lt;/li&gt;
&lt;li&gt;An excess of electrons on a surface results in a net negative charge on the object&lt;/li&gt;
&lt;li&gt;A lack of electrons on a surface results in a net positive charge on the object&lt;/li&gt;
&lt;li&gt;Like charges ($+$ and $+$ OR $-$ and $-$) repel and unlike charges ($+$ and $-$) attract each other&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;








 
 
 
 
















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Credits: &lt;a href="https://www.sciencefacts.net/electric-field-lines.html"&gt;ScienceFacts&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Image Formation</title><link>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/image-formation/</link><pubDate>Fri, 02 Aug 2024 20:30:03 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/image-formation/</guid><description>&lt;p&gt;We define the following terms:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;em&gt;Object distance ($u$)&lt;/em&gt; distance between the object and the center of the lens&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Image distance ($v$)&lt;/em&gt; distance between the focused image and the center of the lens&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Focal length ($f$)&lt;/em&gt; distance between the focal point and the center of the lens&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;When images are formed by a lens, they can be:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Real&lt;/strong&gt; or &lt;em&gt;virtual&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Magnified&lt;/strong&gt; or &lt;em&gt;diminished&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Upright&lt;/strong&gt; or &lt;em&gt;inverted&lt;/em&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;h2 id="descriptions-for-images"&gt;
 &lt;a href="#descriptions-for-images" onclick="copyHeadingToClipboard(&amp;#34;descriptions-for-images&amp;#34;)"

 &gt;
 Descriptions for images
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;Real image&lt;/em&gt; formed by the actual intersection of rays of light. It can be projected onto a screen&lt;/p&gt;</description></item><item><title>Lenses</title><link>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/lenses/</link><pubDate>Fri, 02 Aug 2024 20:20:47 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/lenses/</guid><description>&lt;p&gt;A lens is a section of transparent material which is used to refract light. There are two types of lenses:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Converging/convex lens - bends light entering it parallel to the principal axis towards the focal point&lt;/li&gt;
&lt;li&gt;Diverging/concave lens - bends light entering it parallel to the principal axis away from the focal point&lt;/li&gt;
&lt;/ul&gt;









 
 
 
 
















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&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




&lt;p&gt;Credits: &lt;a href="https://www.toppr.com/ask/question/how-does-the-action-of-a-convex-lens-differ-from-that-of-a-concave-lens/"&gt;Toppr&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Total Internal Reflection</title><link>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/total-internal-reflection/</link><pubDate>Thu, 01 Aug 2024 23:47:49 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/total-internal-reflection/</guid><description>&lt;p&gt;&lt;em&gt;Does refraction work for every possible angle of incidence?&lt;/em&gt; When light moves from a more optically dense material to a less optically dense material, for angles greater than a &lt;b&gt;certain value&lt;/b&gt;, there will be no refracted ray but rather the light will reflect within the first medium.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Total internal reflection&lt;/strong&gt; is the phenomenon in which &lt;em&gt;light bounces off of the boundary between a more optically dense material and a less optically dense material&lt;/em&gt;. The light reflects within the more optically dense material. The &lt;span style="color:royalblue"&gt;angle of incidence&lt;/span&gt; at which the refracted ray travels along the boundary separating the two media is called the &lt;em&gt;critical angle&lt;/em&gt;. If the angle of incidence is greater than the critical angle then total internal reflection occurs.&lt;/p&gt;</description></item><item><title>Refraction</title><link>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/refraction/</link><pubDate>Thu, 01 Aug 2024 23:37:56 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/refraction/</guid><description>&lt;p&gt;This is the process whereby &lt;em&gt;a wave changes direction as it moves from one medium to another&lt;/em&gt;. The incident ray bends as it crosses the boundary between the two media. Note again that the angles are measured relative to the normal line.&lt;/p&gt;









 
 
 
 
















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&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




&lt;p&gt;Credits: &lt;a href="https://keystagewiki.com/index.php/Refraction"&gt;KeyStageWiki&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Reflection</title><link>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/reflection/</link><pubDate>Thu, 01 Aug 2024 23:31:37 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/reflection/</guid><description>&lt;p&gt;Light travels in a straight line and all wavelengths of light travel through a vacuum at the same speed ($3\times 10 ^8\ ms^{-1}$).
Because light travels in a straight line we have phenomena such as shadows and eclipses and devices such as pinhole cameras&lt;/p&gt;









 
 
 
 
















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&lt;/picture&gt;

&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




&lt;p&gt;Credits: &lt;a href="https://www.teachengineering.org/activities/view/cub_soundandlight_lesson8_activity1"&gt;TeachEngineering&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Wave-Particle Duality</title><link>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/wave-particle-duality/</link><pubDate>Thu, 01 Aug 2024 19:49:28 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/wave-particle-duality/</guid><description>&lt;p&gt;There are many theories on the nature of light. These conflict in some places and bring forth the idea of &lt;strong&gt;wave-particle duality&lt;/strong&gt;. Wave-particle duality is the notion that &lt;em&gt;light behaves like a wave as well as like a particle&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Video&lt;/b&gt;:


&lt;div id="veil-1" class="veil" style="" onclick="insertVideo()"&gt;
 &lt;div&gt;
 &lt;p class="" style="text-align:center;color:white"&gt;Click/tap here to load video&lt;/p&gt;

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&lt;/p&gt;</description></item><item><title>Electromagnetic Waves</title><link>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/electromagnetic-waves/</link><pubDate>Mon, 29 Jul 2024 20:08:41 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/electromagnetic-waves/</guid><description>&lt;p&gt;Light, also known as &lt;em&gt;electromagnetic radiation&lt;/em&gt;, is the set of &lt;strong&gt;transverse waves&lt;/strong&gt; which consist of electric and magnetic fields oscillating at &lt;em&gt;right angles&lt;/em&gt; to the direction in which the wave is travelling.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Video&lt;/b&gt;:


&lt;div id="veil-1" class="veil" style="" onclick="insertVideo()"&gt;
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&lt;/p&gt;</description></item><item><title>Wave Phenomena</title><link>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/wave-phenomena/</link><pubDate>Mon, 29 Jul 2024 19:49:17 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/wave-phenomena/</guid><description>&lt;p&gt;Waves can participate in four ($4$) phenomena:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Reflection&lt;/li&gt;
&lt;li&gt;Refraction&lt;/li&gt;
&lt;li&gt;Diffraction&lt;/li&gt;
&lt;li&gt;Interference&lt;/li&gt;
&lt;/ol&gt;
&lt;h2 id="reflection"&gt;
 &lt;a href="#reflection" onclick="copyHeadingToClipboard(&amp;#34;reflection&amp;#34;)"

 &gt;
 Reflection
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Reflection is the bouncing of waves off of a boundary. Sounds waves produce echoes when they bounce off of certain surfaces.
There are two ($2$) types of reflection in the case of light:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Diffuse reflection is when light rays are scattered at different angles from an uneven surface&lt;/li&gt;
&lt;li&gt;Specular reflection is when light rays reflect off of the boundary in a uniform manner from a smooth surface&lt;/li&gt;
&lt;/ol&gt;









 
 
 
 
















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&lt;div class="frame-credits"&gt;
 &lt;p&gt;Image Credits: &lt;a href="https://www.shutterstock.com/search/specular-reflection"&gt;Shutterstock&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Sound</title><link>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/sound/</link><pubDate>Mon, 29 Jul 2024 19:36:14 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/sound/</guid><description>&lt;p&gt;A sound wave is a series of alternating &lt;em&gt;compressions and rarefactions&lt;/em&gt;. Sound waves are longitudinal waves. Sound is a vibration propagated as an acoustic wave through a transmission medium such as a gas, liquid or solid.&lt;/p&gt;
&lt;h2 id="how-are-sounds-produced"&gt;
 &lt;a href="#how-are-sounds-produced" onclick="copyHeadingToClipboard(&amp;#34;how-are-sounds-produced&amp;#34;)"

 &gt;
 How are sounds produced?
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Vibrating objects make sound by first pressing air molecules together and then letting them thin out. When objects vibrate, they push on the air molecules nearest them, setting them in motion. These molecules in turn push on the others around them. Since the medium is elastic, a series of compressions (air molecules close together/high pressure) and rarefactions (air molecules spread out/low pressure) is produced.









 
 
 
 
















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 &lt;source media="(min-width:520px)" srcset="https://chickenfrybytes.com/img/phys/sound-prod_hu_b1932002c13b97ca.webp" type="image/webp"&gt;

 
 
 &lt;source media="(min-width:620px)" srcset="https://chickenfrybytes.com/img/phys/sound-prod_hu_43eefa5322b9f8f0.webp" type="image/webp"&gt;

 
 
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src="https://chickenfrybytes.com/img/phys/sound-prod_hu_ebf1d244086cfcd4.png" decoding="async" /&gt;
&lt;/picture&gt;

&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




Credits: &lt;a href="https://letstalkscience.ca/educational-resources/backgrounders/what-sound-and-how-do-we-hear-it"&gt;Let&amp;rsquo;s Talk Science&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Wave Parameters</title><link>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/wave-parameters/</link><pubDate>Mon, 29 Jul 2024 19:25:36 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/wave-parameters/</guid><description>&lt;p&gt;A wave can have many properties that may interest us. For example, the frequency of a sound determines how high its pitch is. We can relate certain aspects (such as frequency, wavelength and velocity) of a wave by the following formulae:
$$f=\frac{1}{T}$$
$$v=f\lambda$$
$$v=\frac{\lambda}{T}$$&lt;/p&gt;
&lt;p&gt;where
$$
\begin{equation}\begin{aligned}






f&amp;amp;\rightarrow frequency\\



T&amp;amp;\rightarrow period\\



v&amp;amp;\rightarrow velocity\\



\lambda&amp;amp;\rightarrow wavelength\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h4 id="mission-details"&gt;
 &lt;a href="#mission-details" onclick="copyHeadingToClipboard(&amp;#34;mission-details&amp;#34;)"

 &gt;
 Mission details
 &lt;/a&gt;
&lt;/h4&gt;
&lt;ul&gt;
&lt;li&gt;Find the frequency of a sound wave which has a period of $0.02\ s$.
$$
\begin{equation}\begin{aligned}






f=\frac{1}{T}=\frac{1}{0.02\ s}=50\ Hz\\




\end{aligned}\end{equation}
$$
&lt;/li&gt;
&lt;li&gt;Find the velocity of the same wave if its wavelength is $2\ m$.
$$
\begin{equation}\begin{aligned}






v&amp;amp;=f\times \lambda\\



&amp;amp;=50\color{orange}\ Hz\color{black}\times 2\ m\\



&amp;amp;=100\ m\color{orange}s^{-1}\\




\end{aligned}\end{equation}
$$

&lt;em&gt;Alternatively:&lt;/em&gt;
$$
\begin{equation}\begin{aligned}






v=\frac{\lambda}{T}=\frac{2\ m}{0.02\ s}=100\ ms^{-1}\\




\end{aligned}\end{equation}
$$
&lt;/li&gt;
&lt;li&gt;Determine the speed of a wave with wavelength $20\ m$, given that it completes $2$ oscillations in $4\ s$.
The period is the time taken to complete $1$ oscillation and we are told it takes $4\ s$ to complete $2$ oscillations thus the period is:
$$
\begin{equation}\begin{aligned}






T=\frac{4\ s}{2\ oscillations}=2\ s\\




\end{aligned}\end{equation}
$$
&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;p&gt;We do not write &amp;lsquo;oscillations&amp;rsquo; as oscillation is dimensionless (e.g. the wheel made 2 oscillations)&lt;/p&gt;</description></item><item><title>Parts of a Wave</title><link>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/parts-of-a-wave/</link><pubDate>Mon, 29 Jul 2024 19:23:04 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/parts-of-a-wave/</guid><description>&lt;p&gt;Below is a diagram of the various parts of a wave.&lt;/p&gt;









 
 
 
 
















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&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




&lt;p&gt;Credits: &lt;a href="https://secoora.org/education-outreach/waves/glossary/"&gt;SECOORA&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Wave Motion</title><link>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/wave-motion/</link><pubDate>Mon, 29 Jul 2024 19:17:52 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/waves-and-optics/wave-motion/</guid><description>&lt;p&gt;A wave is a disturbance which &lt;strong&gt;transfers energy from one point to another&lt;/strong&gt; &lt;em&gt;without the net displacement of matter&lt;/em&gt;. If we throw a pebble into the center of a lake it creates a disturbance which travels outwards from the center. The kinetic energy of the stone becomes kinetic energy of the water particles which is carried by the neighboring particles to the corners of the lake (&lt;strong&gt;transfer of energy&lt;/strong&gt;). When the ripple reaches the corners, the particles come back to their rest position (&lt;em&gt;no net displacement&lt;/em&gt;).&lt;/p&gt;</description></item><item><title>Radiation</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/radiation/</link><pubDate>Thu, 25 Jul 2024 23:17:32 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/radiation/</guid><description>&lt;ul&gt;
&lt;li&gt;&lt;b&gt;This is the transfer of heat energy via electromagnetic radiation produced by heated surfaces&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;Heat transfer via the process of radiation does not require a medium (solid, liquid or gas) for transfer - &lt;em&gt;it can happen through a vacuum&lt;/em&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="emitters-and-reflectors-of-radiation"&gt;
 &lt;a href="#emitters-and-reflectors-of-radiation" onclick="copyHeadingToClipboard(&amp;#34;emitters-and-reflectors-of-radiation&amp;#34;)"

 &gt;
 Emitters and reflectors of radiation
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;When electromagnetic radiation strikes a surface, that energy is either absorbed or reflected. &lt;strong&gt;Good absorbers&lt;/strong&gt; of radiation &lt;strong&gt;are good emitters&lt;/strong&gt; of radiation.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;The radiation that is not absorbed, is reflected so good absorbers are generally bad reflectors of radiation.&lt;/p&gt;</description></item><item><title>Convection</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/convection/</link><pubDate>Thu, 25 Jul 2024 23:16:23 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/convection/</guid><description>&lt;ul&gt;
&lt;li&gt;&lt;b&gt;This form of heat transfer occurs due to differences in temperature causing differences in density&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;Commonly occurs in fluids (liquids and gases)&lt;/li&gt;
&lt;li&gt;By Archimedes Principle, if a material is less dense than the fluid it is suspended in (the material&amp;rsquo;s relative density less than 1), that material will float in the fluid due to the upthrust on the material being greater than its weight&lt;/li&gt;
&lt;li&gt;In convection, one fluid (the hotter portion) floats in another fluid (the cooler portion)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="how-it-works"&gt;
 &lt;a href="#how-it-works" onclick="copyHeadingToClipboard(&amp;#34;how-it-works&amp;#34;)"

 &gt;
 How it works
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;When water is heated in a beaker, the water closest to the heat source (the water at the bottom of the beaker) is subjected to an increase in temperature&lt;/li&gt;
&lt;li&gt;This increase in temperature causes its volume to increase (heating causes expansion) and thus its density is lowered&lt;/li&gt;
&lt;li&gt;This heated fluid is thus lighter (less dense) than the rest of the water in the beaker and rises in it&lt;/li&gt;
&lt;li&gt;As it cools, its density increases and thus it will sink in the rest of the water&lt;/li&gt;
&lt;/ul&gt;









 
 
 
 
















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&lt;img class="opt " alt="Img Phys Liquid-Convec.png" style=""
src="https://chickenfrybytes.com/img/phys/liquid-convec_hu_74842d53ef3b1e33.png" decoding="async" /&gt;
&lt;/picture&gt;

&lt;strong&gt;Convection in a liquid&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




&lt;h2 id="convection-in-gases"&gt;
 &lt;a href="#convection-in-gases" onclick="copyHeadingToClipboard(&amp;#34;convection-in-gases&amp;#34;)"

 &gt;
 Convection in gases
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Hot air rises due to convection – the hotter air has a lower density compared to the surrounding air&lt;/li&gt;
&lt;li&gt;A &lt;em&gt;sea breeze&lt;/em&gt; is when the wind blows from the ocean or surrounding body of water to the land due to the sun heating the land faster during the day (the land has a lower SHC than the water)&lt;/li&gt;
&lt;li&gt;A &lt;em&gt;land breeze&lt;/em&gt; is the breeze which occurs due to the body of water being hotter than the land which is cooler at night&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;








 
 
 
 
















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&lt;/picture&gt;

&lt;strong&gt;Land breeze vs. Sea breeze&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




Credits: &lt;a href="http://www.differencebetween.net/science/difference-between-land-breeze-and-sea-breeze/"&gt;Difference Between&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Transfer of Thermal Energy</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/transfer-of-thermal-energy/</link><pubDate>Thu, 25 Jul 2024 23:07:29 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/transfer-of-thermal-energy/</guid><description>&lt;p&gt;Recall the following:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Archimedes’ Principle&lt;/b&gt;: When a body is submerged/immersed in a fluid, that body experiences an upthrust equal to the weight of the displaced fluid.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Heat energy/thermal energy&lt;/b&gt; is the energy possessed by objects, substances and systems due to their differences in temperature.&lt;/li&gt;
&lt;li&gt;In accordance with the kinetic theory of heat, &lt;b&gt;temperature&lt;/b&gt; is a description of the average kinetic energies of the particles within an object, substance or system&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Crash Course Video:


&lt;div id="veil-1" class="veil" style="" onclick="insertVideo()"&gt;
 &lt;div&gt;
 &lt;p class="" style="text-align:center;color:white"&gt;Click/tap here to load video&lt;/p&gt;</description></item><item><title>Evaporation vs. Boiling</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/evaporation-vs-boiling/</link><pubDate>Wed, 24 Jul 2024 10:29:57 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/evaporation-vs-boiling/</guid><description/></item><item><title>Methods for Determining Specific Latent Heat</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/methods-for-determining-specific-latent-heat/</link><pubDate>Wed, 24 Jul 2024 10:27:15 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/methods-for-determining-specific-latent-heat/</guid><description>&lt;p&gt;The specific latent heat can be determined in a similar manner to that of the electrical method used to find the specific heat capacity.&lt;/p&gt;
&lt;p&gt;For example, in melting a piece of ice to get the SLH of fusion ($l_f$):&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Measure the mass $m_i$ of the ice&lt;/li&gt;
&lt;li&gt;Measure the initial temperature $T_i$ of the ice&lt;/li&gt;
&lt;li&gt;Turn on the heater for certain amount of time $t$, enough for all the ice to melt&lt;/li&gt;
&lt;li&gt;Turn off the heater&lt;/li&gt;
&lt;li&gt;Measure the final temperature of the melted ice (water)&lt;/li&gt;
&lt;li&gt;The heat energy changes are:
$$
\begin{equation}\begin{aligned}






Q_{heater}=&amp;amp;Q_{heating\ ice\ from\ T_i\ to\ 0\degree C}&amp;#43;Q_{melting\ ice\ at\ 0\degree C\ to\ water\ at\ 0\degree C}&amp;amp;&amp;#43;Q_{heating\ melted\ ice\ at\ 0\degree C\ to\ T_f}\\




\end{aligned}\end{equation}
$$
&lt;/li&gt;
&lt;li&gt;Thus:
$$
\begin{equation}\begin{aligned}






VIt=m_ic_i(0\degree C-T_i)&amp;#43;m_i\color{green}l_{f(ice)}\color{black}&amp;#43;m_ic_w(T_f-0\degree C)\\




\end{aligned}\end{equation}
$$
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Video for method of mixtures alternative:


&lt;div id="veil-1" class="veil" style="" onclick="insertVideo()"&gt;
 &lt;div&gt;
 &lt;p class="" style="text-align:center;color:white"&gt;Click/tap here to load video&lt;/p&gt;</description></item><item><title>Methods for Determining Specific Heat Capacity</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/methods-for-determining-specific-heat-capacity/</link><pubDate>Wed, 24 Jul 2024 10:24:00 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/methods-for-determining-specific-heat-capacity/</guid><description>&lt;p&gt;Because specific heat capacity and specific latent heat are &lt;em&gt;intensive properties&lt;/em&gt;, it is important that we have reliable means of measuring their values.&lt;/p&gt;
&lt;h2 id="determining-the-specific-heat-capacity"&gt;
 &lt;a href="#determining-the-specific-heat-capacity" onclick="copyHeadingToClipboard(&amp;#34;determining-the-specific-heat-capacity&amp;#34;)"

 &gt;
 Determining the specific heat capacity
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;There are two common ways of finding the SHC of a substance:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Electrical method&lt;/li&gt;
&lt;li&gt;Method of mixtures&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="electrical-method"&gt;
 &lt;a href="#electrical-method" onclick="copyHeadingToClipboard(&amp;#34;electrical-method&amp;#34;)"

 &gt;
 Electrical method
 &lt;/a&gt;
&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;Suitable for liquids&lt;/li&gt;
&lt;li&gt;Measure the mass $m$ of the substance&lt;/li&gt;
&lt;li&gt;Measure the initial temperature $T_i$ of the substance&lt;/li&gt;
&lt;li&gt;Immerse a power heater (immersion heater) with voltage rating $V$ and current rating $I$ into the substance&lt;/li&gt;
&lt;li&gt;Heat the substance for an amount of time $t$&lt;/li&gt;
&lt;li&gt;Measure the final temperature $T_f$ of the substance&lt;/li&gt;
&lt;li&gt;The heat energy supplied to the substance will be
$$
\begin{equation}\begin{aligned}






E_{heat}=VIt\\




\end{aligned}\end{equation}
$$
&lt;/li&gt;
&lt;li&gt;Use the formula $E_{heat}=mc(T_f-T_i)$ to find the specific heat capacity $c$ of the substance&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;








 
 
 
 
















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&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




Credits: &lt;a href="https://www.a-levelphysicstutor.com/therm-calor.php"&gt;A Level Physics Tutor&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Specific Latent Heat</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/specific-latent-heat/</link><pubDate>Wed, 24 Jul 2024 08:37:12 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/specific-latent-heat/</guid><description>&lt;p&gt;Specific latent heat (symbol $l$) is the &lt;strong&gt;amount of heat energy required&lt;/strong&gt; to convert unit mass ($1\ kg$) of a substance &lt;em&gt;from one phase to another&lt;/em&gt;. It is an &lt;em&gt;intensive property&lt;/em&gt;. The associated formula is:
$$
\begin{equation}\begin{aligned}






Q=ml\\




\end{aligned}\end{equation}
$$

Thus:
$$
\begin{equation}\begin{aligned}






l=\frac{Q}{m}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h4 id="example"&gt;
 &lt;a href="#example" onclick="copyHeadingToClipboard(&amp;#34;example&amp;#34;)"

 &gt;
 Example
 &lt;/a&gt;
&lt;/h4&gt;
&lt;p&gt;It requires $4,600,000\ J$ of energy to convert $2\ kg$ of water to that same mass of steam. Find the specific latent heat of vaporization of water.&lt;/p&gt;</description></item><item><title>Specific Heat Capacity</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/specific-heat-capacity/</link><pubDate>Wed, 24 Jul 2024 08:34:38 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/specific-heat-capacity/</guid><description>&lt;p&gt;These measurements are important when studying the phenomenon of heat in various materials.&lt;/p&gt;
&lt;h2 id="heat-capacity"&gt;
 &lt;a href="#heat-capacity" onclick="copyHeadingToClipboard(&amp;#34;heat-capacity&amp;#34;)"

 &gt;
 Heat capacity
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Heat capacity is the &lt;strong&gt;heat energy required&lt;/strong&gt; to raise a substance by unit temperature ($1\ K$). The symbol is $C$. The associated formula is:
$$
\begin{equation}\begin{aligned}






Heat\ energy\ (Q)=C\Delta T\\




\end{aligned}\end{equation}
$$

From this we get:
$$
\begin{equation}\begin{aligned}






C=\frac{Q}{\Delta T}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;The &lt;strong&gt;SI Unit&lt;/strong&gt; is thus Joules per Kelvin ($JK^{-1}$).&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h4 id="example"&gt;
 &lt;a href="#example" onclick="copyHeadingToClipboard(&amp;#34;example&amp;#34;)"

 &gt;
 Example
 &lt;/a&gt;
&lt;/h4&gt;
&lt;p&gt;Find the heat capacity of a block of copper if it takes $4000\ J$ to produce a temperature change from $300\ K$ to $308\ K$.&lt;/p&gt;</description></item><item><title>Explanation of the Gas Laws Using the Kinetic Theory</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/explanation-of-the-gas-laws-using-the-kinetic-theory/</link><pubDate>Wed, 24 Jul 2024 08:27:22 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/explanation-of-the-gas-laws-using-the-kinetic-theory/</guid><description>&lt;p&gt;The following describes how the various gas laws can be explained by the Kinetic Theory.&lt;/p&gt;
&lt;h2 id="pressure-law"&gt;
 &lt;a href="#pressure-law" onclick="copyHeadingToClipboard(&amp;#34;pressure-law&amp;#34;)"

 &gt;
 Pressure law
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Pressure is described as the frequency and strength of collisions by the gas particles with the walls of the container&lt;/li&gt;
&lt;li&gt;For a single gas particle trapped in a box which cannot expand (constant volume), the greater the temperature of the gas, the more kinetic energy the particle has&lt;/li&gt;
&lt;li&gt;The greater the kinetic energy, the greater the speed the particle has&lt;/li&gt;
&lt;li&gt;Greater speed implies a greater strength of collision (greater pressure)&lt;/li&gt;
&lt;li&gt;Greater speed also means the particle will bump into the walls of the container more often (greater pressure)&lt;/li&gt;
&lt;/ul&gt;









 
 
 
 
















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&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




&lt;h2 id="charles-law"&gt;
 &lt;a href="#charles-law" onclick="copyHeadingToClipboard(&amp;#34;charles-law&amp;#34;)"

 &gt;
 Charles&amp;rsquo; law
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Volume is the space that a gas takes up&lt;/li&gt;
&lt;li&gt;When the temperature of the gas is increased, the particles increase in their kinetic energy&lt;/li&gt;
&lt;li&gt;Their speeds increase and they will hit the walls of the container more often&lt;/li&gt;
&lt;li&gt;Thus in order for there to be a constant pressure (rate at which the particles hit the walls), the walls of the container must be further apart (volume increases)&lt;/li&gt;
&lt;/ul&gt;









 
 
 
 
















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&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




&lt;h2 id="boyles-law"&gt;
 &lt;a href="#boyles-law" onclick="copyHeadingToClipboard(&amp;#34;boyles-law&amp;#34;)"

 &gt;
 Boyle&amp;rsquo;s law
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Reducing the size of the container of the gas (volume decreases), the rate at which the particles collide with the sides of the container increases (pressure increases) at constant temperature (constant particle speed)&lt;/li&gt;
&lt;li&gt;Increasing the size of the container would reduce the number of collisions per unit time&lt;/li&gt;
&lt;/ul&gt;









 
 
 
 
















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&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;</description></item><item><title>Determining the Value of Absolute Zero</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/determining-the-value-of-absolute-zero/</link><pubDate>Wed, 24 Jul 2024 08:16:47 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/determining-the-value-of-absolute-zero/</guid><description>&lt;p&gt;We can find a value for absolute zero by doing:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Vary the temperature of a gas under conditions of fixed pressure and take the respective volumes for each temperature&lt;/li&gt;
&lt;li&gt;Plot a graph of volume versus temperature and construct a best fit line&lt;/li&gt;
&lt;li&gt;Using the best fit line, extrapolate backwards to get the $x$ intercept (the value in degrees Celsius where the volume is zero)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;








 
 
 
 
















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&lt;strong&gt;Extrapolating backwards to get a value for absolute zero&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




Credits: &lt;a href="https://socratic.org/"&gt;Socratic&lt;/a&gt;&lt;/p&gt;</description></item><item><title>General Gas Law</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/general-gas-law/</link><pubDate>Fri, 19 Jul 2024 17:52:50 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/general-gas-law/</guid><description>&lt;p&gt;From Boyle&amp;rsquo;s Law:
$$
\begin{equation}\begin{aligned}






PV=k_1\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;From the Pressure Law:
$$
\begin{equation}\begin{aligned}






P=k_2T\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;From Charles&amp;rsquo; Law:
$$
\begin{equation}\begin{aligned}






V=k_3T\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Multiplying these equations:
$$
\begin{equation}\begin{aligned}






PV\times P\times V&amp;amp;=k_1\times k_2T\times k_3T\\



P^2V^2&amp;amp;=k_1k_2k_3T^2\\



\frac{P^2V^2}{T^2}&amp;amp;=k_1k_2k_3\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Square-rooting both sides:
$$
\begin{equation}\begin{aligned}






\sqrt{\frac{P^2V^2}{T^2}}&amp;amp;=\sqrt{k_1k_2k_3}\\



\frac{PV}{T}&amp;amp;=\sqrt{k_1k_2k_3}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;The square-root of the product of three constants is itself a constant:
$$
\begin{equation}\begin{aligned}






\frac{PV}{T}=k\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;Generally:
$$
\begin{equation}\begin{aligned}






\frac{P_1V_1}{T_1}&amp;amp;=\frac{P_2V_2}{T_2}\\




\end{aligned}\end{equation}
$$










 
 
 
 
















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&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;



&lt;/p&gt;</description></item><item><title>Pressure Law</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/pressure-law/</link><pubDate>Fri, 19 Jul 2024 17:48:59 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/pressure-law/</guid><description>&lt;ul&gt;
&lt;li&gt;Found by Joseph Louis Gay-Lussac in 1808&lt;/li&gt;
&lt;li&gt;The &lt;strong&gt;pressure&lt;/strong&gt; &lt;em&gt;of a fixed mass of gas&lt;/em&gt; &lt;strong&gt;is directly proportional to&lt;/strong&gt; its &lt;strong&gt;absolute temperature&lt;/strong&gt; &lt;em&gt;given that volume remains constant&lt;/em&gt;:&lt;/li&gt;
&lt;/ul&gt;
$$
\begin{equation}\begin{aligned}






P&amp;amp;\propto T\\



P&amp;amp;=kT\ OR\\



\frac{P}{T}&amp;amp;=k\\




\end{aligned}\end{equation}
$$

&lt;p&gt;Thus we can have $\frac{P_1}{T_1}=k$ and $\frac{P_2}{T_2}=k$. Combining these two we get:
$$
\begin{equation}\begin{aligned}






\frac{P_1}{T_1}=\frac{P_2}{T_2}\\




\end{aligned}\end{equation}
$$

Where $P_1$ is the pressure associated with the temperature $T_1$ and $P_2$ is associated with $T_2$.&lt;/p&gt;
&lt;h5 id="example"&gt;
 &lt;a href="#example" onclick="copyHeadingToClipboard(&amp;#34;example&amp;#34;)"

 &gt;
 Example
 &lt;/a&gt;
&lt;/h5&gt;
&lt;p&gt;If the pressure in a car tire is $180\ kPa$ at $27\degree C$, what will be the pressure if the temperature rises to $37\degree C$?&lt;/p&gt;</description></item><item><title>Charles' Law</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/charles-law/</link><pubDate>Fri, 19 Jul 2024 17:28:13 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/charles-law/</guid><description>&lt;ul&gt;
&lt;li&gt;Named after pioneer balloonist Jacques Charles&lt;/li&gt;
&lt;li&gt;The &lt;strong&gt;volume&lt;/strong&gt; &lt;em&gt;of a fixed mass of gas&lt;/em&gt; &lt;strong&gt;is directly proportional to&lt;/strong&gt; its &lt;strong&gt;absolute temperature&lt;/strong&gt; &lt;em&gt;given that its pressure is constant&lt;/em&gt;:&lt;/li&gt;
&lt;/ul&gt;
$$
\begin{equation}\begin{aligned}






V&amp;amp;\propto T\\



V&amp;amp;=kT\ OR\\



\frac{V}{T}&amp;amp;=k\\




\end{aligned}\end{equation}
$$

&lt;p&gt;Thus we can have $\frac{V_1}{T_1}=k$ and $\frac{V_2}{T_2}=k$. Combining these two we get:
$$
\begin{equation}\begin{aligned}






\frac{V_1}{T_1}=\frac{V_2}{T_2}\\




\end{aligned}\end{equation}
$$

Where $V_1$ and $T_1$ are associated as are $V_2$ and $T_2$.&lt;/p&gt;
&lt;h5 id="example"&gt;
 &lt;a href="#example" onclick="copyHeadingToClipboard(&amp;#34;example&amp;#34;)"

 &gt;
 Example
 &lt;/a&gt;
&lt;/h5&gt;
&lt;p&gt;A balloon of volume $0.006\ m^3$ is kept at a temperature of $0\degree C$. What would be the new volume if the temperature were to be raised to $91\degree C$?&lt;/p&gt;</description></item><item><title>The Gas Laws</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/the-gas-laws/</link><pubDate>Fri, 19 Jul 2024 17:19:29 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/the-gas-laws/</guid><description>&lt;p&gt;These laws describe the relationships between the physical quantities &lt;strong&gt;pressure&lt;/strong&gt;, &lt;strong&gt;volume&lt;/strong&gt; and &lt;strong&gt;temperature&lt;/strong&gt; as they relate to gases.&lt;/p&gt;
&lt;h2 id="why-learn-the-gas-laws"&gt;
 &lt;a href="#why-learn-the-gas-laws" onclick="copyHeadingToClipboard(&amp;#34;why-learn-the-gas-laws&amp;#34;)"

 &gt;
 Why Learn the Gas Laws?
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;The gas laws tell us how gases behave when subjected to various &lt;em&gt;pressures&lt;/em&gt; ($P$), made to fit into certain &lt;em&gt;volumes&lt;/em&gt; ($V$) or kept at specific &lt;em&gt;absolute temperatures&lt;/em&gt; ($T$)&lt;/li&gt;
&lt;li&gt;Very important when combinations of these situations are considered&lt;/li&gt;
&lt;li&gt;Each law usually keeps one physical quantity constant while varying the others so as to have us see the relationship between those varied quantities&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="boyles-law"&gt;
 &lt;a href="#boyles-law" onclick="copyHeadingToClipboard(&amp;#34;boyles-law&amp;#34;)"

 &gt;
 Boyle&amp;rsquo;s Law
 &lt;/a&gt;
&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;Named after physicist and chemist Robert Boyle&lt;/li&gt;
&lt;li&gt;The &lt;strong&gt;pressure&lt;/strong&gt; &lt;em&gt;of a fixed mass of gas&lt;/em&gt; &lt;strong&gt;is inversely proportional to&lt;/strong&gt; its &lt;strong&gt;volume&lt;/strong&gt; &lt;em&gt;at a constant temperature&lt;/em&gt;:&lt;/li&gt;
&lt;/ul&gt;
$$
\begin{equation}\begin{aligned}






P&amp;amp;\propto \frac{1}{V}\\



P&amp;amp;=\frac{k}{V}\ OR\\\



PV&amp;amp;=k\\




\end{aligned}\end{equation}
$$

&lt;p&gt;Thus we can have $P_1V_1=k$ and $P_2V_2=k$. Combining these two we get:
$$
\begin{equation}\begin{aligned}






P_1V_1=P_2V_2\\




\end{aligned}\end{equation}
$$

Where $P_1$ is the pressure associated with the gas of volume $V_1$ and $P_2$ is associated with $V_2$.&lt;/p&gt;</description></item><item><title>Absolute Temperature Scale</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/absolute-temperature-scale/</link><pubDate>Fri, 19 Jul 2024 17:09:51 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/absolute-temperature-scale/</guid><description>&lt;ul&gt;
&lt;li&gt;This is also known as the &lt;em&gt;thermodynamic temperature scale&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;The &lt;strong&gt;Kelvin&lt;/strong&gt; is the unit for the absolute temperature scale&lt;/li&gt;
&lt;li&gt;$0\degree C$ is equivalent to $273\ K$&lt;/li&gt;
&lt;li&gt;The &lt;em&gt;distance between two consecutive units on the Kelvin scale&lt;/em&gt; is the same for &lt;em&gt;two consecutive units on the Celsius scale&lt;/em&gt; e.g. the jump from $1\degree C$ to $3\degree C$ is the same as that from $274\ K$ to $276\ K$&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="converting-between-kelvin-and-degree-celsius"&gt;
 &lt;a href="#converting-between-kelvin-and-degree-celsius" onclick="copyHeadingToClipboard(&amp;#34;converting-between-kelvin-and-degree-celsius&amp;#34;)"

 &gt;
 Converting between Kelvin and degree Celsius
 &lt;/a&gt;
&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;To convert degrees Celsius to Kelvin simply add $273$ to the number and change the unit to Kelvin&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;p&gt;e.g. $5\degree C\equiv (5+273)K=278\ K$&lt;/p&gt;</description></item><item><title>Types of Thermometers</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/types-of-thermometers/</link><pubDate>Fri, 19 Jul 2024 17:02:05 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/types-of-thermometers/</guid><description>&lt;p&gt;A thermometer is a device which used to &lt;em&gt;measure temperature&lt;/em&gt;. There are many different kinds of thermometers, some more suitable than others to be used in certain situations.&lt;/p&gt;
&lt;h2 id="laboratory-thermometer"&gt;
 &lt;a href="#laboratory-thermometer" onclick="copyHeadingToClipboard(&amp;#34;laboratory-thermometer&amp;#34;)"

 &gt;
 Laboratory Thermometer
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Can contain mercury or alcohol&lt;/li&gt;
&lt;li&gt;The temperature range depends on which liquid is used&lt;/li&gt;
&lt;li&gt;For mercury lab thermometers, the range is $-39\degree C$ to $357\degree C$&lt;/li&gt;
&lt;li&gt;For alcohol lab thermometers, the range is $-115\degree C$ to $78\degree C$&lt;/li&gt;
&lt;li&gt;We thus wouldn’t use an alcohol thermometer to measure the temperature of water which we are taking up to boiling point ($100\degree C$). In colder climates, alcohol thermometers are preferable&lt;/li&gt;
&lt;li&gt;Mercury thermometers are more sensitive to and also respond more quickly to temperature changes when compared to alcohol thermometers&lt;/li&gt;
&lt;li&gt;The glass surrounding the capillary tube is thick and acts as a magnifying glass&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;








 
 
 
 
















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&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




Credits: &lt;a href="https://education.gov.gy/web2/index.php/students-resources/secondary-school-resources/grade11/grade11-worksheets/grade-11-worksheets-integrated-science/2641-grade-11-integrated-science-week-2-lesson-1/file"&gt;Ministry of Education Guyana&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Macroscopic Properties and Phenomena</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/macroscopic-properties-and-phenomena/</link><pubDate>Fri, 19 Jul 2024 16:53:17 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/macroscopic-properties-and-phenomena/</guid><description>&lt;p&gt;The adjective &lt;em&gt;macroscopic&lt;/em&gt; implies that we can observe these properties and phenomena without the need for a microscope.&lt;/p&gt;
&lt;h2 id="temperature"&gt;
 &lt;a href="#temperature" onclick="copyHeadingToClipboard(&amp;#34;temperature&amp;#34;)"

 &gt;
 Temperature
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;This refers to the &lt;em&gt;average kinetic energies&lt;/em&gt; (translational, rotational and vibrational) of the particles within an object or system. It is how hot or cold something is. &lt;strong&gt;Absolute temperature&lt;/strong&gt; is measured in $Kelvin\ (K)$. Other units used for temperature are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Degree Celsius ($\degree C$) aka &lt;em&gt;degree centigrade&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;Degree Farenheit ($\degree F$)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="direction-of-heat-flow"&gt;
 &lt;a href="#direction-of-heat-flow" onclick="copyHeadingToClipboard(&amp;#34;direction-of-heat-flow&amp;#34;)"

 &gt;
 Direction of heat flow
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;Heat energy moves from hot to cold&lt;/em&gt; (from regions of higher temperature to regions of lower temperature). In other words, &lt;em&gt;heat flows along the temperature gradient not against it&lt;/em&gt;.&lt;/p&gt;</description></item><item><title>The Nature of Heat</title><link>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/the-nature-of-heat/</link><pubDate>Fri, 19 Jul 2024 16:48:07 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/thermal-physics-and-kinetic-theory/the-nature-of-heat/</guid><description>&lt;p&gt;This section focuses on the nature of heat, measuring temperature, the consequences of changes in temperature and the methods of transfer of heat energy.&lt;/p&gt;
&lt;h2 id="what-is-heat-energy"&gt;
 &lt;a href="#what-is-heat-energy" onclick="copyHeadingToClipboard(&amp;#34;what-is-heat-energy&amp;#34;)"

 &gt;
 What is heat energy?
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;Heat energy&lt;/em&gt; is energy which is transferred because of temperature differences between objects. As with any other form of energy, the SI unit is the &lt;strong&gt;Joule(J)&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;

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&lt;em&gt;Credits&lt;/em&gt;: Crash Course&lt;/p&gt;</description></item><item><title>Work</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/work/</link><pubDate>Wed, 17 Jul 2024 11:21:03 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/work/</guid><description>&lt;p&gt;This is the &lt;strong&gt;product of&lt;/strong&gt; the &lt;strong&gt;force applied&lt;/strong&gt; to an object and the &lt;strong&gt;distance the object moves&lt;/strong&gt; &lt;em&gt;in the direction of the force&lt;/em&gt;:
$$
\begin{equation}\begin{aligned}






work&amp;amp;=force\times distance\\



&amp;amp;=Fd\\




\end{aligned}\end{equation}
$$

The unit for work is the &lt;strong&gt;Joule(J)&lt;/strong&gt;:
$$
\begin{equation}\begin{aligned}






work=Fd\rightarrow\ N\times m\rightarrow Nm\ OR\ J\\




\end{aligned}\end{equation}
$$

It has the same unit as energy since energy is the ability to do work.
Note that the Newton-metre ($Nm$) is comprised of the fundamental units:
$$
\begin{equation}\begin{aligned}






Nm\rightarrow kgms^{-2}\times m\rightarrow kgm^2s^{-2}\equiv J\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Energy</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/energy/</link><pubDate>Wed, 17 Jul 2024 11:08:39 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/energy/</guid><description>&lt;p&gt;Energy is &lt;em&gt;the ability to do work&lt;/em&gt;. It has the same SI unit as work - &lt;strong&gt;Joules(J)&lt;/strong&gt;.
Some forms of energy are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;gravitational potential&lt;/li&gt;
&lt;li&gt;kinetic&lt;/li&gt;
&lt;li&gt;elastic&lt;/li&gt;
&lt;li&gt;chemical&lt;/li&gt;
&lt;li&gt;electrical&lt;/li&gt;
&lt;li&gt;magnetic&lt;/li&gt;
&lt;li&gt;electromagnetic (light)&lt;/li&gt;
&lt;li&gt;thermal&lt;/li&gt;
&lt;li&gt;nuclear&lt;/li&gt;
&lt;li&gt;sound&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="law-of-conservation-of-energy"&gt;
 &lt;a href="#law-of-conservation-of-energy" onclick="copyHeadingToClipboard(&amp;#34;law-of-conservation-of-energy&amp;#34;)"

 &gt;
 Law of conservation of energy
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Energy is neither created nor destroyed but it changes in form.&lt;/p&gt;
&lt;h3 id="examples-of-energy-conversion"&gt;
 &lt;a href="#examples-of-energy-conversion" onclick="copyHeadingToClipboard(&amp;#34;examples-of-energy-conversion&amp;#34;)"

 &gt;
 Examples of energy conversion
 &lt;/a&gt;
&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;In an &lt;strong&gt;electric motor&lt;/strong&gt;, &lt;em&gt;electrical energy&lt;/em&gt; from the battery is transformed into &lt;em&gt;kinetic energy&lt;/em&gt; of the rudder&lt;/li&gt;
&lt;li&gt;In a &lt;strong&gt;hydroelectric dam&lt;/strong&gt;, the &lt;em&gt;gravitational potential energy&lt;/em&gt; of the water at the top of the dam is converted to &lt;em&gt;kinetic energy&lt;/em&gt; as the water falls to the bottom and that is used to turn turbines which convert this kinetic energy to &lt;em&gt;electrical energy&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;In a &lt;strong&gt;battery&lt;/strong&gt;, &lt;em&gt;chemical energy&lt;/em&gt; is converted to &lt;em&gt;electrical energy&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;In an &lt;strong&gt;incandescent light bulb&lt;/strong&gt;, &lt;em&gt;electrical energy&lt;/em&gt; is converted to both &lt;em&gt;light energy&lt;/em&gt; and &lt;em&gt;thermal energy&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Speakers&lt;/strong&gt; convert &lt;em&gt;electrical&lt;/em&gt; signals into &lt;em&gt;sound energy&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;When a &lt;strong&gt;vehicle&lt;/strong&gt; comes to a stop, its &lt;em&gt;kinetic energy&lt;/em&gt; is converted to &lt;em&gt;thermal energy&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;When food is cooked in a &lt;strong&gt;microwave oven&lt;/strong&gt;, &lt;em&gt;electrical energy&lt;/em&gt; is converted to &lt;em&gt;electromagnetic energy&lt;/em&gt; and this in turn is converted into &lt;em&gt;thermal energy&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Solar panels&lt;/strong&gt; convert &lt;em&gt;electromagnetic energy&lt;/em&gt; from the sun into &lt;em&gt;electrical energy&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Kinetic energy&lt;/em&gt; of wind is converted to &lt;em&gt;electrical energy&lt;/em&gt; by &lt;strong&gt;wind turbines&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="types-of-mechanical-energy"&gt;
 &lt;a href="#types-of-mechanical-energy" onclick="copyHeadingToClipboard(&amp;#34;types-of-mechanical-energy&amp;#34;)"

 &gt;
 Types of mechanical energy
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Mechanical energy is divided into two (2) types:&lt;/p&gt;</description></item><item><title>Deep Modules and Management of Complexity</title><link>https://chickenfrybytes.com/learn/university/computer-science/modular-design/deep-modules-and-management-of-complexity/</link><pubDate>Wed, 17 Jul 2024 00:29:47 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/modular-design/deep-modules-and-management-of-complexity/</guid><description>&lt;p&gt;In procedural languages like C, we use functions as the basic unit of modular design. Modular design is the practice of designing a system in &lt;em&gt;modules&lt;/em&gt;. A module is any entity with an &lt;em&gt;interface&lt;/em&gt; and an &lt;strong&gt;implementation&lt;/strong&gt;. The interface provides an abstraction (a simplified view of an entity which omits unimportant details) of the module.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;An interface is a contract/intersection between the system and the environment.
Credits: &lt;a href="https://blog.robertelder.org"&gt;Robert Elder&lt;/a&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Functions act as modules in C. The definition of the function determines the interface. Take for example the following:&lt;/p&gt;</description></item><item><title>Linear Momentum Lab</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/linear-momentum-lab/</link><pubDate>Tue, 16 Jul 2024 12:36:02 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/linear-momentum-lab/</guid><description>&lt;h2 id="theory"&gt;
 &lt;a href="#theory" onclick="copyHeadingToClipboard(&amp;#34;theory&amp;#34;)"

 &gt;
 Theory
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Momentum ($p$) is a vector quantity which is expressed as the product of the mass and the velocity of an
object.
$$
\begin{equation}\begin{aligned}






momentum&amp;amp;=mass\times velocity\\



p&amp;amp;=m\times v\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Impulse&lt;/em&gt; can be defined as a &lt;strong&gt;change in momentum of the object&lt;/strong&gt;. It is essentially the time-effect of a force.
Think about how a cricketer catches and slows down a ball by relaxing the arms rather than keeping them
rigid. The effect of applying this retarding force over a time interval changes the momentum of the ball
from its maximum value to zero.
$$
\begin{equation}\begin{aligned}






impulse&amp;amp;=force\times time\\



\Delta p &amp;amp;= Ft\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Linear Momentum</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/linear-momentum/</link><pubDate>Tue, 16 Jul 2024 12:30:01 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/linear-momentum/</guid><description>&lt;p&gt;Linear momentum is the product of a body&amp;rsquo;s mass and its linear velocity:
$$
\begin{equation}\begin{aligned}






momentum&amp;amp;=mass\times velocity\\



p&amp;amp;=mv\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;The more mass the body has, the greater its momentum&lt;/li&gt;
&lt;li&gt;The faster the body is moving, the greater its momentum&lt;/li&gt;
&lt;li&gt;The SI unit is kilogram-metres per second ($kgms^{-1}$):
$$
\begin{equation}\begin{aligned}






p&amp;amp;=mv\\



&amp;amp;\rightarrow kg\times ms^{-1}\\



&amp;amp;\rightarrow kgms^{-1}\\




\end{aligned}\end{equation}
$$
&lt;/li&gt;
&lt;li&gt;Velocity is a vector hence momentum is also a vector&lt;/li&gt;
&lt;li&gt;Because momentum is a vector, when we work momentum problems, we must use a &lt;strong&gt;sign convention&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="law-of-conservation-of-linear-momentum"&gt;
 &lt;a href="#law-of-conservation-of-linear-momentum" onclick="copyHeadingToClipboard(&amp;#34;law-of-conservation-of-linear-momentum&amp;#34;)"

 &gt;
 Law of conservation of linear momentum
 &lt;/a&gt;
&lt;/h2&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;em&gt;For an isolated system&lt;/em&gt;, the &lt;strong&gt;total momentum&lt;/strong&gt; of the system &lt;strong&gt;before collision&lt;/strong&gt; is equal to the &lt;strong&gt;total momentum&lt;/strong&gt; of the system &lt;strong&gt;after collision&lt;/strong&gt;.&lt;/p&gt;</description></item><item><title>Equilibrium</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/equilibrium/</link><pubDate>Tue, 16 Jul 2024 10:48:50 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/equilibrium/</guid><description>&lt;p&gt;&lt;strong&gt;Stability&lt;/strong&gt; is a measure of &lt;em&gt;how easily an object will topple over&lt;/em&gt; when a force is applied to it. It refers to the &lt;em&gt;tendency of a body to return to its original position after it experiences a turning effect&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;For example, a pencil on its tip will easily fall over when pushed (it has low stability) whereas a living room sofa will easily fall back into place as it is lifted at one end (high stability).&lt;/p&gt;</description></item><item><title>Levers</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/levers/</link><pubDate>Tue, 16 Jul 2024 10:40:00 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/levers/</guid><description>&lt;p&gt;A lever is a &lt;em&gt;simple machine&lt;/em&gt; consisting of a rigid bar (meaning it does not bend) which pivots at a certain point (&lt;strong&gt;pivot/fulcrum&lt;/strong&gt;) along its length and by the effect of a force (called the &lt;strong&gt;effort&lt;/strong&gt;), it can serve to move an object or overcome another force (referred to as the &lt;strong&gt;load&lt;/strong&gt;).&lt;/p&gt;
&lt;h2 id="types-of-levers"&gt;
 &lt;a href="#types-of-levers" onclick="copyHeadingToClipboard(&amp;#34;types-of-levers&amp;#34;)"

 &gt;
 Types of levers
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;There are &lt;em&gt;three(3) types of levers&lt;/em&gt;:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;First class&lt;/strong&gt; levers have the &lt;strong&gt;fulcrum&lt;/strong&gt; in between the load and effort. These can be &lt;em&gt;force multipliers&lt;/em&gt; or &lt;em&gt;distance multipliers&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Second class&lt;/strong&gt; levers have the &lt;strong&gt;load&lt;/strong&gt; in between the fulcrum and effort. These are &lt;em&gt;force multipliers&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Third class&lt;/strong&gt; levers have the &lt;strong&gt;effort&lt;/strong&gt; in between the fulcrum and load. These are &lt;em&gt;distance multipliers&lt;/em&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;








 
 
 
 
















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&lt;div class="body"&gt;






&lt;picture&gt;

 
 
 &lt;source media="(min-width:720px)" srcset="https://chickenfrybytes.com/img/phys/levers_hu_32c7e66561253d2.webp" type="image/webp"&gt;

 
 
 &lt;source media="(min-width:520px)" srcset="https://chickenfrybytes.com/img/phys/levers_hu_5bbdea9eb3a2ec5d.webp" type="image/webp"&gt;

 
 
 &lt;source media="(min-width:620px)" srcset="https://chickenfrybytes.com/img/phys/levers_hu_ee01557e673750ad.webp" type="image/webp"&gt;

 
 
 &lt;source media="(min-width:320px)" srcset="https://chickenfrybytes.com/img/phys/levers_hu_6188c2fb955bd9d3.webp" type="image/webp"&gt;

 
 
 &lt;source media="(min-width:420px)" srcset="https://chickenfrybytes.com/img/phys/levers_hu_61b2f0ea6f2f2011.webp" type="image/webp"&gt;


&lt;img class="opt " alt="Img Phys Levers.png" style=""
src="https://chickenfrybytes.com/img/phys/levers_hu_39bb6cbeea5dcded.png" decoding="async" /&gt;
&lt;/picture&gt;

&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




Credits: &lt;a href="https://www.pathwayz.org/Tree/Plain/LEVERS"&gt;Pathwayz&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Conversions</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/conversions/</link><pubDate>Mon, 15 Jul 2024 23:26:24 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/conversions/</guid><description>&lt;p&gt;Recall that when doing standard form, we can shift the decimal point to the left and increase the power of 10. We can also shift the decimal point to the right and decrease the power of 10. Doing these in the opposite order is also valid:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;If we &lt;strong&gt;increase the power&lt;/strong&gt; of 10 by 1 then we MUST shift the decimal point &lt;strong&gt;to the left&lt;/strong&gt; by 1 digit
If we &lt;strong&gt;decrease the power&lt;/strong&gt; of 10 by 1 then we MUST shift the decimal point &lt;strong&gt;to the right&lt;/strong&gt; by 1 digit&lt;/p&gt;</description></item><item><title>Multiples, Sub-multiples and Standard Form</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/multiples-submultiples-and-standard-form/</link><pubDate>Mon, 15 Jul 2024 22:48:12 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/multiples-submultiples-and-standard-form/</guid><description>&lt;p&gt;Sometimes we want to represent very large or very small numbers efficiently. We use multiples and sub-multiples in order to avoid having to write too many digits.&lt;/p&gt;
&lt;h2 id="multiples"&gt;
 &lt;a href="#multiples" onclick="copyHeadingToClipboard(&amp;#34;multiples&amp;#34;)"

 &gt;
 Multiples
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;These are used to represent large numbers. Below are some commonly used multiples.&lt;/p&gt;










 
 
 
 


 





&lt;div class="data-table" role="region" tabindex="0" &gt;
 &lt;table class="table %!s(&lt;nil&gt;)" id="t-368941527"&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Multiple prefix&lt;/th&gt;
 &lt;th&gt;Symbol&lt;/th&gt;
 &lt;th&gt;Value&lt;/th&gt;
 &lt;th&gt;Value expressed as a power of 10&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;Kilo-&lt;/td&gt;
 &lt;td&gt;k&lt;/td&gt;
 &lt;td&gt;1,000&lt;/td&gt;
 &lt;td&gt;$10^3$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Mega-&lt;/td&gt;
 &lt;td&gt;M&lt;/td&gt;
 &lt;td&gt;1,000,000&lt;/td&gt;
 &lt;td&gt;$10^6$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Giga-&lt;/td&gt;
 &lt;td&gt;G&lt;/td&gt;
 &lt;td&gt;1,000,000,000&lt;/td&gt;
 &lt;td&gt;$10^9$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Tera-&lt;/td&gt;
 &lt;td&gt;T&lt;/td&gt;
 &lt;td&gt;1,000,000,000,000&lt;/td&gt;
 &lt;td&gt;$10^{12}$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;

&lt;/div&gt;





&lt;p&gt;Notice that the prefixes are simply placeholders for positive (&lt;strong&gt;+ve&lt;/strong&gt;) powers of 10.&lt;/p&gt;</description></item><item><title>Measurements</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/measurements/</link><pubDate>Mon, 15 Jul 2024 22:35:34 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/measurements/</guid><description>&lt;p&gt;Measurements are essential to our understanding of the physical world. Measuring the value of a variable as the values of other variables change is a central aspect of science.&lt;/p&gt;
&lt;h2 id="standardized-measurements"&gt;
 &lt;a href="#standardized-measurements" onclick="copyHeadingToClipboard(&amp;#34;standardized-measurements&amp;#34;)"

 &gt;
 Standardized measurements
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;What if a meter meant different distances for different regions of the world? Would the world record for longest or highest jump or javelin throw be fairly determined?&lt;/p&gt;
&lt;h3 id="why-we-need-standardized-measurements"&gt;
 &lt;a href="#why-we-need-standardized-measurements" onclick="copyHeadingToClipboard(&amp;#34;why-we-need-standardized-measurements&amp;#34;)"

 &gt;
 Why we need standardized measurements
 &lt;/a&gt;
&lt;/h3&gt;
&lt;p&gt;Without standardized measurements, describing physical quantities to someone else would be difficult - try telling your friend how many hand-spans your seat is and have them draw a line that is the same number of hand-spans but using their hand. You will not have the same measurement unless your hands are identical in length.&lt;/p&gt;</description></item><item><title>Physical Quantities</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/physical-quantities/</link><pubDate>Mon, 15 Jul 2024 22:29:11 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/physical-quantities/</guid><description>&lt;p&gt;A physical quantity is a &lt;strong&gt;property&lt;/strong&gt; of a material, substance or system which can be &lt;em&gt;measured/quantified&lt;/em&gt;. Examples include the &lt;strong&gt;mass&lt;/strong&gt; of a ball and the &lt;strong&gt;volume&lt;/strong&gt; of a gas.&lt;/p&gt;
&lt;h2 id="fundamental-quantitiesbase-quantities"&gt;
 &lt;a href="#fundamental-quantitiesbase-quantities" onclick="copyHeadingToClipboard(&amp;#34;fundamental-quantitiesbase-quantities&amp;#34;)"

 &gt;
 Fundamental quantities/Base quantities
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;These are the physical quantities from which all other physical quantities are derived. According to the International System of Units (SI), there are &lt;strong&gt;seven (7)&lt;/strong&gt; fundamental quantities:&lt;/p&gt;










 
 
 
 


 





&lt;div class="data-table" role="region" tabindex="0" &gt;
 &lt;table class="table %!s(&lt;nil&gt;)" id="t-674531892"&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Quantity&lt;/th&gt;
 &lt;th&gt;Symbol&lt;/th&gt;
 &lt;th&gt;Unit&lt;/th&gt;
 &lt;th&gt;Abbreviation for unit&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;Mass&lt;/td&gt;
 &lt;td&gt;$m$&lt;/td&gt;
 &lt;td&gt;kilogram&lt;/td&gt;
 &lt;td&gt;$kg$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Length&lt;/td&gt;
 &lt;td&gt;$l$&lt;/td&gt;
 &lt;td&gt;metre&lt;/td&gt;
 &lt;td&gt;$m$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Time&lt;/td&gt;
 &lt;td&gt;$t$&lt;/td&gt;
 &lt;td&gt;second&lt;/td&gt;
 &lt;td&gt;$s$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Temperature&lt;/td&gt;
 &lt;td&gt;$T$&lt;/td&gt;
 &lt;td&gt;Kelvin&lt;/td&gt;
 &lt;td&gt;$K$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Amount of substance&lt;/td&gt;
 &lt;td&gt;$n$&lt;/td&gt;
 &lt;td&gt;mole&lt;/td&gt;
 &lt;td&gt;$mol$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Current&lt;/td&gt;
 &lt;td&gt;$I$&lt;/td&gt;
 &lt;td&gt;ampere&lt;/td&gt;
 &lt;td&gt;$A$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Luminous intensity&lt;/td&gt;
 &lt;td&gt;$I_v$&lt;/td&gt;
 &lt;td&gt;candela&lt;/td&gt;
 &lt;td&gt;$cd$&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;

&lt;/div&gt;





&lt;h2 id="derived-quantities"&gt;
 &lt;a href="#derived-quantities" onclick="copyHeadingToClipboard(&amp;#34;derived-quantities&amp;#34;)"

 &gt;
 Derived quantities
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;These are &lt;em&gt;combinations&lt;/em&gt; of the fundamental quantities. The following are examples of derived quantities. Note the fundamental quantities which are involved in each.
$$
\begin{equation}\begin{aligned}






area=length\times width\\




\end{aligned}\end{equation}
$$

Width is a &lt;strong&gt;length measurement&lt;/strong&gt; and is essentially &lt;em&gt;Length&lt;/em&gt; disguised under another word. This would mean that height, breadth, distance, displacement, perimeter and circumference are also length measurements (they fall under the fundamental quantity &lt;em&gt;Length&lt;/em&gt;).
$$
\begin{equation}\begin{aligned}






volume&amp;amp;=length\times width\times height\\



OR&amp;amp;\\



volume&amp;amp;=area\times height\\




\end{aligned}\end{equation}
$$

Notice that area is a derived quantity. Thus volume can be seen as the &lt;strong&gt;product of&lt;/strong&gt; three fundamental quantities (&lt;strong&gt;length, width and height&lt;/strong&gt;) or as the &lt;strong&gt;product of&lt;/strong&gt; a derived quantity (&lt;strong&gt;area&lt;/strong&gt;) and a fundamental quantity (&lt;strong&gt;height&lt;/strong&gt;).&lt;/p&gt;</description></item><item><title>Variables and Relationships</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/variables-and-relationships/</link><pubDate>Mon, 15 Jul 2024 19:20:28 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/variables-and-relationships/</guid><description>&lt;p&gt;Now that we have studied the various types of variables, we can learn to describe the relationships between variables. There are three(3) types of relationships:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Direct relationship&lt;/strong&gt;: If we increase one variable then the other variable increases. If we decrease one, the other decreases.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Inverse relationship&lt;/strong&gt;: Increasing one variable decreases the other&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;No relationship&lt;/strong&gt;: Increasing/decreasing one variable shows no noticeable change in the other variable&lt;/li&gt;
&lt;/ol&gt;
&lt;h2 id="what-do-they-look-like"&gt;
 &lt;a href="#what-do-they-look-like" onclick="copyHeadingToClipboard(&amp;#34;what-do-they-look-like&amp;#34;)"

 &gt;
 What do they look like?
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;If we plot graphs of &lt;em&gt;one variable versus the other&lt;/em&gt; then we can tell the relationship by looking at the &lt;strong&gt;best fit line&lt;/strong&gt;/regression line/trend line.&lt;/p&gt;</description></item><item><title>The Scientific Method</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/the-scientific-method/</link><pubDate>Mon, 15 Jul 2024 19:15:28 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/the-scientific-method/</guid><description>&lt;p&gt;Galileo Galilei is attributed as the father of modern science. The video in the link below details his life and contributions.


&lt;div id="veil-1" class="veil" style="" onclick="insertVideo()"&gt;
 &lt;div&gt;
 &lt;p class="" style="text-align:center;color:white"&gt;Click/tap here to load video&lt;/p&gt;

 &lt;/div&gt;

 

&lt;script&gt;
 


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&lt;/div&gt;
&lt;div&gt;&lt;small&gt;Credits: The Biographics Youtube channel&lt;/small&gt;&lt;/div&gt;
&lt;/p&gt;</description></item><item><title>Principle of Moments Lab</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/principle-of-moments-lab/</link><pubDate>Mon, 15 Jul 2024 18:56:01 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/principle-of-moments-lab/</guid><description>&lt;p&gt;The following lab can be replicated in person by using a metre rule, masses with mass holders and a glass prism to act as the base.&lt;/p&gt;
&lt;h2 id="theory"&gt;
 &lt;a href="#theory" onclick="copyHeadingToClipboard(&amp;#34;theory&amp;#34;)"

 &gt;
 Theory
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The principle of moments states that for a body &lt;strong&gt;in equilibrium&lt;/strong&gt;, the &lt;em&gt;sum of anti-clockwise moments&lt;/em&gt; equals the &lt;em&gt;sum of clockwise moments&lt;/em&gt;:
$$
\begin{equation}\begin{aligned}






\sum ACW\ moments=\sum CW\ moments\\




\end{aligned}\end{equation}
$$

A system can thus be made to be in equilibrium by ensuring that these sums are balanced.&lt;/p&gt;</description></item><item><title>Moments</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/moments/</link><pubDate>Mon, 15 Jul 2024 18:05:47 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/moments/</guid><description>&lt;p&gt;The moment of a force is the &lt;strong&gt;turning effect&lt;/strong&gt; of that force. It is dependent on:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;The magnitude and direction of the force&lt;/li&gt;
&lt;li&gt;The position of the force&amp;rsquo;s line of action relative to the pivot&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;The moment of a force is given by
$$
\begin{equation}\begin{aligned}






moment=&amp;amp;\text{force}\times\text{perpendicular}\\



&amp;amp;\text{distance between line}\\



&amp;amp;\text{of action of force and pivot}\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;
&lt;h3 id="example"&gt;
 &lt;a href="#example" onclick="copyHeadingToClipboard(&amp;#34;example&amp;#34;)"

 &gt;
 Example
 &lt;/a&gt;
&lt;/h3&gt;
&lt;p&gt;James pushes a door at the door knob which is located $0.8\ m$ away from the door&amp;rsquo;s hinge. If he pushes the door with a force of $10\ N$, find the moment of the force.









 
 
 
 
















&lt;div class="frame" style="min-height: 165"&gt;



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&lt;picture&gt;

 
 
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 &lt;source media="(min-width:520px)" srcset="https://chickenfrybytes.com/img/phys/moments-ex-1_hu_c75e8a29067e7dff.webp" type="image/webp"&gt;

 
 
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src="https://chickenfrybytes.com/img/phys/moments-ex-1_hu_39e1cc499a8cb259.png" decoding="async" /&gt;
&lt;/picture&gt;

&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;




$$
\begin{equation}\begin{aligned}






moment&amp;amp;=force\times perp.\ distance\\



&amp;amp;=10\ N\times 0.8\ m\\



&amp;amp;=8\ Nm\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Hooke's Law Lab</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/hookes-law-lab/</link><pubDate>Mon, 15 Jul 2024 14:19:09 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/hookes-law-lab/</guid><description>&lt;p&gt;The following lab can be replicated in person by using a metre rule, masses with mass holders and a spring.&lt;/p&gt;
&lt;h2 id="theory"&gt;
 &lt;a href="#theory" onclick="copyHeadingToClipboard(&amp;#34;theory&amp;#34;)"

 &gt;
 Theory
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Hooke&amp;rsquo;s law states that the deformation of an object is directly proportional to the force applied, and is given by the formula
$$F=kx$$
where the extension ($x$) is
$$x=current\ length-original\ length$$&lt;/p&gt;
&lt;p&gt;We can make $x$ the subject of the formula and write it in the form of a straight line equation:
$$
\begin{equation}\begin{aligned}






x&amp;amp;=\frac{F}{k}\\



\color{limegreen}x&amp;amp;=\color{royalblue}\frac1k\color{red}F\color{normal}&amp;#43;0\\



\color{limegreen}y&amp;amp;=\color{royalblue}m\color{red}x\color{normal}&amp;#43;c\\




\end{aligned}\end{equation}
$$
&lt;/p&gt;</description></item><item><title>Hooke's Law</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/hookes-law/</link><pubDate>Mon, 15 Jul 2024 13:53:22 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/hookes-law/</guid><description>&lt;p&gt;Deformation can be defined as any &lt;strong&gt;change in shape caused by&lt;/strong&gt; the &lt;strong&gt;application of a force&lt;/strong&gt;. There are 2 types of deformation:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;em&gt;Elastic/temporary deformation&lt;/em&gt; - in which the object returns to its original shape after the force is removed&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Plastic/permanent deformation&lt;/em&gt; - the object does not revert to its original shape. It may remain in the shape it was in when the force was present (as seen in modelling clay) or may revert only partially to the original shape (like an overstretched elastic band which has not been stretched enough to burst)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="hookes-law"&gt;
 &lt;a href="#hookes-law" onclick="copyHeadingToClipboard(&amp;#34;hookes-law&amp;#34;)"

 &gt;
 Hooke&amp;rsquo;s Law
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Hooke’s Law&lt;/strong&gt; states that the &lt;strong&gt;deformation of an object is directly proportional to the force applied&lt;/strong&gt;. In other words, as we increase/decrease the force on the object, the deformation seen in the object will increase/decrease respectively. In the case of a spring, the deformation is the spring&amp;rsquo;s extension($x$), the change in the spring&amp;rsquo;s length ($x=current\ length-original\ length$):&lt;/p&gt;</description></item><item><title>Never Nesting</title><link>https://chickenfrybytes.com/learn/university/computer-science/efficiency/never-nesting/</link><pubDate>Wed, 10 Jul 2024 23:16:06 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/efficiency/never-nesting/</guid><description>&lt;p&gt;This is the practice of preventing code from becoming too long horizontally. When too much
code is nested, the text we need to navigate horizontally grows to be unmanageable.&lt;/p&gt;
&lt;p&gt;Two techniques we use to reduce nesting are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Extraction&lt;/li&gt;
&lt;li&gt;Inversion&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="extraction"&gt;
 &lt;a href="#extraction" onclick="copyHeadingToClipboard(&amp;#34;extraction&amp;#34;)"

 &gt;
 Extraction
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;In extraction, we extract a block of code and place it within a function. We then call that function
from where the code block used to be.









&lt;div class="code-snippet"&gt;
&lt;div&gt;

 &lt;pre&gt;
&lt;code id="code-snippet-1"&gt;#include &amp;lt;stdio.h&amp;gt;

// checking feature extracted out as function
void even_or_odd(int x) {
 if (x % 2 == 0) {
 printf(&amp;#34;%d is even\n&amp;#34;, x);
 } else {
 printf(&amp;#34;%d is even\n&amp;#34;, x);
 }
}

int main() {

 // without extraction
 for (int x = 0; x &amp;lt; 10; x&amp;#43;&amp;#43;) {
 if (x % 2 == 0) {
 printf(&amp;#34;%d is even\n&amp;#34;, x);
 } else {
 printf(&amp;#34;%d is even\n&amp;#34;, x);
 }
 }

 // with extraction
 for (int x = 0; x &amp;lt; 10; x&amp;#43;&amp;#43;) {
 even_or_odd(x);
 }
 return 0;
}
&lt;/code&gt;&lt;/pre&gt;
&lt;/div&gt;
&lt;div class="code-label"&gt;
&lt;strong style="color:white"&gt;
 extraction.c
&lt;/strong&gt;
&lt;div class="hpad"&gt;

&lt;/div&gt;
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&lt;/svg&gt; &lt;span&gt;Copy&lt;/span&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;/div&gt;

&lt;/p&gt;</description></item><item><title>Simple Pendulum Lab</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/simple-pendulum-lab/</link><pubDate>Mon, 08 Jul 2024 19:30:43 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/simple-pendulum-lab/</guid><description>&lt;p&gt;The following lab can be replicated in person by using an eraser as the pendulum bob, string, a ruler and a stopwatch.&lt;/p&gt;
&lt;h2 id="theory"&gt;
 &lt;a href="#theory" onclick="copyHeadingToClipboard(&amp;#34;theory&amp;#34;)"

 &gt;
 Theory
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The period of a simple pendulum is given by the formula:
$$T=2\pi\sqrt{\frac{l}{g}}$$&lt;/p&gt;
&lt;p&gt;If we square both sides of this equation, we get the following:
$$\color{limegreen}T^2\color{black}=\color{slateblue}\frac{4\pi^2}{g}\color{red}l\color{black}+0$$&lt;/p&gt;
&lt;p&gt;If we compare this to the standard form of the equation of a straight line:
$$\color{limegreen}y\color{black}=\color{slateblue}m\color{red}x\color{black}+c$$&lt;/p&gt;
&lt;p&gt;We see that by plotting the period squared ($T^2$) versus the length ($l$), the y-intercept of the best-fit line will be zero(0) and the gradient will be:
$$m=\frac{4\pi^2}{g}$$&lt;/p&gt;</description></item><item><title>Vim Motions for Web Developers</title><link>https://chickenfrybytes.com/learn/university/computer-science/efficiency/vim-motions-for-web-developers/</link><pubDate>Fri, 05 Jul 2024 20:10:25 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/efficiency/vim-motions-for-web-developers/</guid><description>&lt;p&gt;There is no doubt that navigating and manipulating text in order to build web pages is much more tedious than typing an essay. Lucky for us, your favourite text editor Vim ships with the right tools for the job - VS Code is fine too once you install the Vim plugin.&lt;/p&gt;
&lt;p&gt;Let&amp;rsquo;s learn some motions to successfully run circles around HTML, CSS and JS. I&amp;rsquo;ll update this article as more tips come to mind.&lt;/p&gt;</description></item><item><title>Project NibbleSprouts</title><link>https://chickenfrybytes.com/learn/project-nibblesprouts/</link><pubDate>Thu, 04 Jul 2024 08:25:13 -0400</pubDate><guid>https://chickenfrybytes.com/learn/project-nibblesprouts/</guid><description>&lt;p&gt;This website theme is meant to be used to create a scalable and reliable educational content website. Fast web pages help students find what they need without much execution overhead. Special thanks to &lt;a href="https://lukesmith.xyz"&gt;Luke Smith&lt;/a&gt;, &lt;a href="https://ericmurphy.xyz"&gt;Eric Murphy&lt;/a&gt;, &lt;a href="https://blog.robertelder.org/"&gt;Robert Elder&lt;/a&gt; and &lt;a href="https://www.youtube.com/@ThePrimeTimeagen"&gt;Primeagen&lt;/a&gt; for the inspiration.&lt;/p&gt;
&lt;p&gt;This website theme is:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;fast&lt;/li&gt;
&lt;li&gt;eco-friendly&lt;/li&gt;
&lt;li&gt;reliable&lt;/li&gt;
&lt;li&gt;agile&lt;/li&gt;
&lt;li&gt;Lean&lt;/li&gt;
&lt;li&gt;user-centric&lt;/li&gt;
&lt;li&gt;the other corporate buzzwords&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Below are some of the features supported by this theme.&lt;/p&gt;
&lt;h2 id="system-font-stack"&gt;
 &lt;a href="#system-font-stack" onclick="copyHeadingToClipboard(&amp;#34;system-font-stack&amp;#34;)"

 &gt;
 System font stack
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Why wait for fonts to download when you can use the ones that are already there? The coolest system font stacks can be found at &lt;a href="https://modernfontstacks.com/"&gt;Modern Font Stacks&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Simple Pendulum</title><link>https://chickenfrybytes.com/learn/csec/physics/mechanics/simple-pendulum/</link><pubDate>Tue, 02 Jul 2024 19:32:47 -0400</pubDate><guid>https://chickenfrybytes.com/learn/csec/physics/mechanics/simple-pendulum/</guid><description>&lt;p&gt;A simple pendulum is a &lt;em&gt;heavy mass&lt;/em&gt; attached to a &lt;em&gt;light inextensible string&lt;/em&gt;. The heavy mass is referred to as the &lt;em&gt;bob&lt;/em&gt; and we refer to it as heavy because it should contribute the vast majority, if not all, of the mass of the system (consisting of bob and string).&lt;/p&gt;









 
















&lt;div class="frame" style="min-height: 323"&gt;



 &lt;div class="controls"&gt;
&lt;a href="https://chickenfrybytes.com/learn/csec/physics/mechanics/pendulum.jpg" class="no-print"&gt;&lt;svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-zoom-in" viewBox="0 0 16 16"&gt;
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&lt;/svg&gt; View Original&lt;/a&gt;
 &lt;/div&gt;
&lt;div class="body"&gt;



&lt;div class="frame-credits"&gt;
 &lt;p&gt;Image Credits: &lt;a href="https://unacademy.com/content/nda/study-material/physics/pendulum/"&gt;Unacademy&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Functional and Non-Functional Requirements</title><link>https://chickenfrybytes.com/learn/university/computer-science/software-quality/functional-and-non-functional-requirements/</link><pubDate>Mon, 01 Jul 2024 22:33:35 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/software-quality/functional-and-non-functional-requirements/</guid><description>&lt;p&gt;There is a difference between working software and good software. What determines
the quality of a software product is the set of &lt;strong&gt;requirements&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;Requirements are the features that a software application or system delivers on.
There are two kinds of requirements:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;functional requirements - these are what the program does.&lt;/li&gt;
&lt;li&gt;non-functional requirements - these dictate the manner in which the program delivers on the functional requirements.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="functional-requirements"&gt;
 &lt;a href="#functional-requirements" onclick="copyHeadingToClipboard(&amp;#34;functional-requirements&amp;#34;)"

 &gt;
 Functional requirements
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Our primary goal in making software is to ensure that it does what we promised that it would do.
Functional requirements are the features that, when absent, will definitely be noticed by the user.
If we fail to fulfill these requirements then our software fails to meet even the bare minimum of
what is expected.&lt;/p&gt;</description></item><item><title>Symptoms and Causes of Complexity</title><link>https://chickenfrybytes.com/learn/university/computer-science/modular-design/symptoms-and-causes-of-complexity/</link><pubDate>Mon, 01 Jul 2024 22:30:56 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/modular-design/symptoms-and-causes-of-complexity/</guid><description>&lt;p&gt;This article is based on John Ousterhout&amp;rsquo;s lessons on software design, specifically his book &amp;ldquo;A Philosophy
of Software Design&amp;rdquo;. He speaks on what can cause a system to be complex and what ways complexity can manifest itself.
A software system doesn&amp;rsquo;t have to be large in order to be complex. It is very much possible to
write a very confusing 100 lines of code. It is also possible to have a code base with 1000&amp;rsquo;s of lines that
are easy to pick up and manage.&lt;/p&gt;</description></item><item><title>Styles of API's</title><link>https://chickenfrybytes.com/learn/university/computer-science/modular-design/styles-of-apis/</link><pubDate>Mon, 01 Jul 2024 22:28:30 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/modular-design/styles-of-apis/</guid><description>&lt;p&gt;APIs (Application Programming Interfaces) are the interface across which two applications can communicate with each other.
An API determines the behaviour of the two applications and the means by which they exchange information.
Erik Wilde has a video:


&lt;div id="veil-1" class="veil" style="" onclick="insertVideo()"&gt;
 &lt;div&gt;
 &lt;p class="" style="text-align:center;color:white"&gt;Click/tap here to load video&lt;/p&gt;

 &lt;/div&gt;

 

&lt;script&gt;
 


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 var veil = document.getElementById('veil-1');
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 &lt;div style=\u0022position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;\u0022&gt;&lt;iframe allow=\u0022accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\u0022 allowfullscreen=\u0022allowfullscreen\u0022 loading=\u0022lazy\u0022 referrerpolicy=\u0022strict-origin-when-cross-origin\u0022 src=\u0022https:\/\/www.youtube.com\/embed\/bWFXGHXo_pY?si=iDv1Smv1cf6Ogzx4?autoplay=0\u0026controls=1\u0026end=0\u0026loop=0\u0026mute=0\u0026start=0\u0022 style=\u0022position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;\u0022 title=\u0022YouTube video\u0022&gt;&lt;/iframe&gt;&lt;/div&gt;\
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&lt;/div&gt;
&lt;div&gt;&lt;small&gt;Credits: Erik Wilde&lt;/small&gt;&lt;/div&gt;
&lt;/p&gt;</description></item><item><title>The Basics of Vim</title><link>https://chickenfrybytes.com/learn/university/computer-science/efficiency/the-basics-of-vim/</link><pubDate>Mon, 01 Jul 2024 22:13:02 -0400</pubDate><guid>https://chickenfrybytes.com/learn/university/computer-science/efficiency/the-basics-of-vim/</guid><description>&lt;p&gt;Vim can be intimidating to learn at first. I recommend you try out the various commands and see which ones peak your interest. Here is a list of some basic commands in Vim. Vim has four (4) modes:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Normal mode&lt;/li&gt;
&lt;li&gt;Insert mode&lt;/li&gt;
&lt;li&gt;Visual mode&lt;/li&gt;
&lt;li&gt;Command mode&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="normal-mode"&gt;
 &lt;a href="#normal-mode" onclick="copyHeadingToClipboard(&amp;#34;normal-mode&amp;#34;)"

 &gt;
 Normal mode
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;The following commands are used in normal mode.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;v&lt;/strong&gt; - Enter visual mode&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;.&lt;/strong&gt; - Replay last command&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;J&lt;/strong&gt; - Join the next line to the end of the current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ctrl+w&lt;/strong&gt; followed by &lt;strong&gt;j,k,h,l,w&lt;/strong&gt; - Switch between windows&lt;/li&gt;
&lt;li&gt;ZZ - Save and exit&lt;/li&gt;
&lt;li&gt;ZQ - Exit without saving&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="folding"&gt;
 &lt;a href="#folding" onclick="copyHeadingToClipboard(&amp;#34;folding&amp;#34;)"

 &gt;
 Folding
 &lt;/a&gt;
&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;zo - Open a fold&lt;/li&gt;
&lt;li&gt;zc - Close a fold&lt;/li&gt;
&lt;li&gt;za - Toggle a fold&lt;/li&gt;
&lt;li&gt;zO - Open all folds&lt;/li&gt;
&lt;li&gt;zM - Close all folds&lt;/li&gt;
&lt;li&gt;zR - Open all folds recursively&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="basic-movement"&gt;
 &lt;a href="#basic-movement" onclick="copyHeadingToClipboard(&amp;#34;basic-movement&amp;#34;)"

 &gt;
 Basic movement
 &lt;/a&gt;
&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;h&lt;/strong&gt; - Move cursor left&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;j&lt;/strong&gt; - Move cursor down&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;k&lt;/strong&gt; - Move cursor up&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;l&lt;/strong&gt; - Move cursor right&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;w&lt;/strong&gt; - Move cursor to the beginning of the next word, defined by non-white space character&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;W&lt;/strong&gt; - Move cursor to the beginning of the next word, defined by white space character&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;b&lt;/strong&gt; - Move cursor to the beginning of the previous word, defined by non-white space character&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;B&lt;/strong&gt; - Move cursor to the beginning of the previous word, defined by white space character&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;e&lt;/strong&gt; - Move cursor to the next end of word, defined by non-white space character&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;E&lt;/strong&gt; - Move cursor to the next end of word, defined by white space character&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;_&lt;/strong&gt; - Move to the first non-white space character in current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;0&lt;/strong&gt; - Move to the zeroth character in current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;$&lt;/strong&gt; - Move to the end of current line&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="deleting-replacing-and-fixing-changes"&gt;
 &lt;a href="#deleting-replacing-and-fixing-changes" onclick="copyHeadingToClipboard(&amp;#34;deleting-replacing-and-fixing-changes&amp;#34;)"

 &gt;
 Deleting, replacing and fixing changes
 &lt;/a&gt;
&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;x&lt;/strong&gt; - Delete character under cursor&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;r&lt;em&gt;char&lt;/em&gt;&lt;/strong&gt; - Replace character under cursor with &lt;em&gt;char&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;dd&lt;/strong&gt; - Delete current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;D&lt;/strong&gt; - Delete to the end of the current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;cc&lt;/strong&gt; - Change current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;C&lt;/strong&gt; - Delete to the end of the current line and enter Insert mode&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;u&lt;/strong&gt; - Undo last change&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ctrl+r&lt;/strong&gt; - Redo last change&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;U&lt;/strong&gt; - Fix entire line&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="copying-and-pasting"&gt;
 &lt;a href="#copying-and-pasting" onclick="copyHeadingToClipboard(&amp;#34;copying-and-pasting&amp;#34;)"

 &gt;
 Copying and pasting
 &lt;/a&gt;
&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;yy&lt;/strong&gt; - Yank current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;p&lt;/strong&gt; - Paste last yanked or deleted text after cursor&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;P&lt;/strong&gt; - Paste last yanked or deleted text before cursor&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Shift+v&lt;/strong&gt; - Enter Visual line mode and highlight the current line; This text can then be deleted (d or x)
or yanked (y)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ctrl+v&lt;/strong&gt; - Enter visual block mode&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;I&lt;/strong&gt; - Insert at the beginning of selected each line in the visual block&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="horizontal-movement-and-actions"&gt;
 &lt;a href="#horizontal-movement-and-actions" onclick="copyHeadingToClipboard(&amp;#34;horizontal-movement-and-actions&amp;#34;)"

 &gt;
 Horizontal movement and actions
 &lt;/a&gt;
&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;_&lt;/strong&gt; - Jump to first non-white space character in current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;0&lt;/strong&gt; - Jump to beginning of current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;$&lt;/strong&gt; - Jump to end of current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;i&lt;/strong&gt; - Enter Insert mode and start inserting before current cursor position&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;I&lt;/strong&gt; - Enter Insert mode and start inserting at the first non-white space character in current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;a&lt;/strong&gt; - Enter Insert mode and start inserting after current cursor position&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;A&lt;/strong&gt; - Enter Insert mode and start inserting after the last character in current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;s&lt;/strong&gt; - Delete the character under the cursor and Enter Insert mode&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;S&lt;/strong&gt; - Change the current line and indent to where Vim infers that the cursor should be in the current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;f&lt;em&gt;char&lt;/em&gt;&lt;/strong&gt; - Jump to position of first instance of &lt;em&gt;char&lt;/em&gt; in current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;F&lt;em&gt;char&lt;/em&gt;&lt;/strong&gt; - Jump to position of previous instance of &lt;em&gt;char&lt;/em&gt; in current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;t&lt;em&gt;char&lt;/em&gt;&lt;/strong&gt; - Jump to position just before next instance of &lt;em&gt;char&lt;/em&gt; in current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;T&lt;em&gt;char&lt;/em&gt;&lt;/strong&gt; - Jump to position just before previous instance of &lt;em&gt;char&lt;/em&gt; in current line&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;; and ,&lt;/strong&gt; - Cycle between &lt;em&gt;char&lt;/em&gt; selected using &lt;strong&gt;f&lt;/strong&gt;,&lt;strong&gt;F&lt;/strong&gt;,&lt;strong&gt;t&lt;/strong&gt; or &lt;strong&gt;T&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;di&lt;em&gt;char&lt;/em&gt;&lt;/strong&gt; - Delete in between &lt;em&gt;char&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;ci&lt;em&gt;char&lt;/em&gt;&lt;/strong&gt; - Delete all text between instances of &lt;em&gt;char&lt;/em&gt; in the current line and place the cursor in between
and enter Insert mode; The text must be enclosed by two instances of the &lt;em&gt;char&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;yi&lt;em&gt;char&lt;/em&gt;&lt;/strong&gt; - Yank everything in between &lt;em&gt;char&lt;/em&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="vertical-movement-and-actions"&gt;
 &lt;a href="#vertical-movement-and-actions" onclick="copyHeadingToClipboard(&amp;#34;vertical-movement-and-actions&amp;#34;)"

 &gt;
 Vertical movement and actions
 &lt;/a&gt;
&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;gg&lt;/strong&gt; - Go to first line of file&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;G&lt;/strong&gt; - Go to last line of file&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;gv&lt;/strong&gt; - Go to text previously selected in Visual Mode&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;gi&lt;/strong&gt; - Go to previous insert position in and enter Insert Mode&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;:&lt;em&gt;line_number&lt;/em&gt;&lt;/strong&gt; - Jump to line number &lt;em&gt;line_number&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;o&lt;em&gt;char&lt;/em&gt;&lt;/strong&gt; - Insert line below current line and enter Insert Mode&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;O&lt;em&gt;char&lt;/em&gt;&lt;/strong&gt; - Insert line above current line and enter Insert Mode&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;[[&lt;/strong&gt; and &lt;strong&gt;]]&lt;/strong&gt; - jump between sections of text&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;{&lt;/strong&gt; and &lt;strong&gt;}&lt;/strong&gt; - jump between paragraphs&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="other-movements"&gt;
 &lt;a href="#other-movements" onclick="copyHeadingToClipboard(&amp;#34;other-movements&amp;#34;)"

 &gt;
 Other movements
 &lt;/a&gt;
&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;%&lt;/strong&gt; - jump between opening and closing {, ( and [&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="search-and-replace"&gt;
 &lt;a href="#search-and-replace" onclick="copyHeadingToClipboard(&amp;#34;search-and-replace&amp;#34;)"

 &gt;
 Search and replace
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;:%s/&lt;em&gt;old_string&lt;/em&gt;/&lt;em&gt;next_string&lt;/em&gt;/g&lt;/strong&gt; - replace &lt;em&gt;old_string&lt;/em&gt; with &lt;em&gt;new_string&lt;/em&gt; globally&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;:%s/&lt;em&gt;old_string&lt;/em&gt;/&lt;em&gt;next_string&lt;/em&gt;/gc&lt;/strong&gt; - replace &lt;em&gt;old_string&lt;/em&gt; with &lt;em&gt;new_string&lt;/em&gt; globally, asking in each case for confirmation&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="finding-stuff"&gt;
 &lt;a href="#finding-stuff" onclick="copyHeadingToClipboard(&amp;#34;finding-stuff&amp;#34;)"

 &gt;
 Finding stuff
 &lt;/a&gt;
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;/&lt;em&gt;string&lt;/em&gt;+enter&lt;/strong&gt; - Jump to next instance of &lt;em&gt;string&lt;/em&gt; in the current file&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;?&lt;em&gt;string&lt;/em&gt;+enter&lt;/strong&gt; - Jump to previous instance of &lt;em&gt;string&lt;/em&gt; in the current file&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;//+enter&lt;/strong&gt; - Repeat the last search&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;*&lt;/strong&gt; - Search forwards for word (bounded) under cursor&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;g&lt;/strong&gt;* - Search forwards for word (unbounded) under cursor&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;#&lt;/strong&gt; - Search backwards for word (bounded) under cursor&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;g#&lt;/strong&gt; - Search backwards for word (unbounded) under cursor&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;n&lt;/strong&gt; - cycle forwards through search results; reversed for ?&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;N&lt;/strong&gt; - cycle backwards through search results; reversed for ?&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;]s&lt;/strong&gt; - Jump to next misspelled word&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;[s&lt;/strong&gt; - Jump to previous misspelled word&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;zg&lt;/strong&gt; - Add current word to Vim&amp;rsquo;s dictionary&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;zw&lt;/strong&gt; - Remove current word from Vim&amp;rsquo;s dictionary&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;z=&lt;/strong&gt; - Open a list of word suggestions for the current word&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;1z=&lt;/strong&gt; - Replace the current word with the 1st suggestion in the list of word suggestions&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="placing-the-cursor-relative-to-the-window"&gt;
 &lt;a href="#placing-the-cursor-relative-to-the-window" onclick="copyHeadingToClipboard(&amp;#34;placing-the-cursor-relative-to-the-window&amp;#34;)"

 &gt;
 Placing the cursor relative to the window
 &lt;/a&gt;
&lt;/h3&gt;
&lt;p&gt;We can place the cursor relative to the window for a better view of the document.&lt;/p&gt;</description></item><item><title>Getting Started With C</title><link>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/getting-started-with-c/</link><pubDate>Mon, 01 Jul 2024 17:58:04 -0400</pubDate><guid>https://chickenfrybytes.com/learn/cape/computer-science-unit-1/module-3/getting-started-with-c/</guid><description>&lt;p&gt;This is the start of the lessons on the C programming language. C is an imperative, compiled, statically-typed, portable language.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;em&gt;Imperative&lt;/em&gt;: we tell the computer how to accomplish a goal; we give it orders&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Compiled&lt;/em&gt;: the computer translates the entire code into an executable/binary code which the machine can then understand&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Statically-typed&lt;/em&gt;: we tell the computer exactly what type of data we want it to use instead of having it guess based on how we use the data; this makes our code run faster because time is not wasted on guessing&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Portable&lt;/em&gt;: we write our code and use the compiler for whichever platform/device we want to run the code on; the compiler then translates it into the machine code for that device thus saving us from having to rewrite different versions of C for different machines; we simply use different compilers&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="boilerplate"&gt;
 &lt;a href="#boilerplate" onclick="copyHeadingToClipboard(&amp;#34;boilerplate&amp;#34;)"

 &gt;
 Boilerplate
 &lt;/a&gt;
&lt;/h2&gt;
&lt;p&gt;Boilerplate is used to refer to the repetitive sections of code that developers have to type with little to no variation.&lt;/p&gt;</description></item></channel></rss>