SumClash Lab: watch maths solved, one step at a time

SumClash Lab is a free maths lab: type any question and watch it solved one step at a time, practise with problems the Lab marks for you, and explore live graphs, matrices, vectors and distributions.

Watch it solved

  • Order of operations: Watch BODMAS pick which operation to do next, one step at a time. (KS3 / GCSE)
  • Powers and indices: See the base and the power in two colours, and watch a power become repeated multiplication. Includes the index laws. (KS3 / GCSE)
  • Number bases: Convert between decimal and binary, octal, hexadecimal or any base: repeated division for the whole part, repeated multiplication for the fraction. (KS3 / A-level)
  • Fractions: Add, subtract, multiply, divide and simplify fractions, with bars that show why. (KS3 / GCSE)
  • Column addition: Add in columns with carrying, one place value at a time. (KS2 / KS3)
  • Column subtraction: Subtract in columns, borrowing across zeros when needed. (KS2 / KS3)
  • Long multiplication: Multiply digit by digit, carry, and add the partial products. (KS2 / KS3)
  • Long division: The bus-stop method: divide, multiply, subtract, bring down. (KS2 / KS3)
  • Linear equations: Keep the balance: do the same to both sides until x stands alone, then check. (KS3 / GCSE)
  • Quadratic equations: Factorise, complete the square or use the formula, then check each root. (GCSE / A-level)
  • Simultaneous equations: Eliminate one letter, find the other, and see the two lines cross. (GCSE)
  • Expanding brackets: Multiply out brackets with an area model, so no term is missed. (GCSE)
  • Differentiation: Every rule applied in order — product, chain, quotient — then verified numerically. (A-level)
  • Integration: Find the antiderivative, then prove it by differentiating back. (A-level)
  • Percentages: A percentage of an amount, increase and decrease, percentage change and finding the whole, each with a check. (KS3 / GCSE)
  • Ratio and proportion: Share an amount in a ratio, simplify a ratio, solve a : b = c : ? and use the unitary method. (KS3 / GCSE)
  • Inequalities: Solve a linear inequality, flip the sign when dividing by a negative, and test the answer on a number line. (GCSE)
  • Sequences and series: Spot whether a sequence is arithmetic, geometric or quadratic, then find its n-th term and the sum of the first n terms. (GCSE / A-level)
  • Mean, median, mode and spread: Mean, median, mode, range, quartiles, variance and standard deviation of a data set, with the deviations table. (KS3 / A-level)
  • Counting: permutations and combinations: Factorials, permutations (order matters), combinations (order does not) and arrangements of a word with repeated letters. (A-level)
  • Bayes' theorem: How likely is a positive test to be real? A table of 100,000 people, then the formula, then what it means. (A-level)
  • Speed, distance, time and work rate: Find speed, distance or time with units that match, and how long workers take on a job together. (KS3 / GCSE)
  • Interest, loans and savings: Simple and compound interest, depreciation, a loan's monthly payment and a savings annuity, each checked a second way. (GCSE / University)
  • Coordinate geometry: Distance, midpoint, gradient and the equation of the line through two points, with the graph. (GCSE)
  • Area, perimeter and volume: Circles, cylinders, cones, spheres, cuboids and more: exact answers in π and as decimals, with the right units. (KS3 / GCSE)
  • Triangles: sine and cosine rules: Solve any triangle with the sine and cosine rules, or a right-angled one with SOH CAH TOA and Pythagoras, with a scale drawing. (GCSE / A-level)
  • Limits: Where does a function head as x approaches a number or infinity? Direct substitution, a two-sided table and the graph. (A-level)
  • Differential equations: Euler's method: Follow the slopes of dy/dx = f(x, y) step by step from a starting point, and see how close the estimate is. (University)
  • Numerical methods: Newton's method: Find a root with tangent lines: each guess is the last tangent's crossing of the axis. A convergence table and graph. (University)
  • Complex numbers: Add, subtract, multiply and divide with i² = −1, then modulus, argument and polar form, on an Argand diagram. (A-level)
  • Matrices: Determinant, inverse, transpose, products and eigenvalues of 2×2 and 3×3 matrices, with a check. (A-level / University)
  • Vectors: dot and cross product: Dot product, cross product, lengths, the angle between two vectors, projection and parallelogram area. (A-level)
  • Logic: truth tables: A truth table for any formula in p, q, r with ¬ ∧ ∨ → ↔, and whether it is a tautology, a contradiction or an equivalence. (University)
  • Sets and Venn diagrams: Union, intersection, difference, symmetric difference and complements of two sets, with a Venn diagram and a counting check. (KS4 / University)
  • Graph theory: Degrees, the handshaking lemma, connectedness, trees and Euler paths and circuits, for a list of edges or a complete graph K_n. (University)

Practice

Practice and daily challenge: new problems the Lab marks for you, getting harder as you improve.

Explore with live graphs

  • Calculus sandbox: Type any function, drag a point along it and watch the slope, tangent, secant and area under the curve update live, with the derivative worked out step by step.
  • Matrices and transformations: Change a 2×2 matrix and see exactly how it stretches, rotates, reflects or shears the plane, with determinant, inverse and eigenvectors.
  • Complex plane: Plot complex numbers on an Argand diagram, add, multiply and divide them, and see roots of unity spread round a circle.
  • Distributions: Normal, binomial and Poisson distributions as areas under a curve, with simulated random draws settling onto the exact probability.
  • Projectile motion: Launch a projectile, change speed, angle and gravity, and read off range, maximum height and time of flight with the SUVAT equations.
  • Vectors in 3D: Orbit a 3D scene and explore the dot product, cross product, angle between vectors and the parallelogram they span.
  • Parametric curves: Draw a curve from x(t) and y(t), then trace a moving point and read its velocity, speed, tangent and arc length.
  • Implicit curves: Plot F(x, y) = c, slide a point along the curve and see its tangent and gradient without solving for y.

Guided lessons

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