Search results
Results from the WOW.Com Content Network
In geometry, a deltoid curve, also known as a tricuspoid curve or Steiner curve, is a hypocycloid of three cusps.In other words, it is the roulette created by a point on the circumference of a circle as it rolls without slipping along the inside of a circle with three or one-and-a-half times its radius.
Live Geometry is a free CodePlex project that lets you create interactive ruler and compass constructions and experiment with them. It is written in Silverlight 4 and C# 4.0 (Visual Studio 2010). The core engine is a flexible and extensible framework that allows easy addition of new figure types and features.
This is a list of two-dimensional geometric shapes in Euclidean and other geometries. For mathematical objects in more dimensions, see list of mathematical shapes. For a broader scope, see list of shapes.
A Cartesian coordinate surface in this space is a coordinate plane; for example z = 0 defines the x-y plane. In the same space, the coordinate surface r = 1 in spherical coordinates is the surface of a unit sphere, which is curved. The formalism of curvilinear coordinates provides a unified and general description of the standard coordinate ...
Antwerp v3.0, [4] a free online application, allows for the infinite generation of regular polygon tilings through a set of shape placement stages and iterative rotation and reflection operations, obtained directly from the GomJau-Hogg’s notation.
The following is a list of centroids of various two-dimensional and three-dimensional objects. The centroid of an object in -dimensional space is the intersection of all hyperplanes that divide into two parts of equal moment about the hyperplane.
Examples of superellipses for =, =. A superellipse, also known as a Lamé curve after Gabriel Lamé, is a closed curve resembling the ellipse, retaining the geometric features of semi-major axis and semi-minor axis, and symmetry about them, but defined by an equation that allows for various shapes between a rectangle and an ellipse.
Find the two points with the lowest and highest x-coordinates, and the two points with the lowest and highest y-coordinates. (Each of these operations takes O ( n ).) These four points form a convex quadrilateral , and all points that lie in this quadrilateral (except for the four initially chosen vertices) are not part of the convex hull.