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The Sky Sword II, Tien Chien II, or TC-2 (Chinese: 天劍二; pinyin: Tiān Jiàn Èr; Wade–Giles: Tʻien 1 Chien 4 Êrh 4) is a Taiwanese beyond-visual-range air-to-air missile. It has an inertial navigation system, a data-link for mid-course guidance and active radar homing for terminal guidance, beyond visual range.
The PlayStation 2 technical specifications describe the ... (ending with 65-nm CMOS), 13.5 million transistors, 225 mm² die size, [6] ... Actual real-world polygons ...
The regular finite polygons in 3 dimensions are exactly the blends of the planar polygons (dimension 2) with the digon (dimension 1). They have vertices corresponding to a prism ({n/m}#{} where n is odd) or an antiprism ({n/m}#{} where n is even). All polygons in 3 space have an even number of vertices and edges.
A regular digon has both angles equal and both sides equal and is represented by Schläfli symbol {2}. It may be constructed on a sphere as a pair of 180 degree arcs connecting antipodal points, when it forms a lune. The digon is the simplest abstract polytope of rank 2. A truncated digon, t{2} is a square, {4}. An alternated digon, h{2} is a ...
In 3-dimensions it will be a zig-zag skew icositetragon and can be seen in the vertices and side edges of a dodecagonal antiprism with the same D 12d, [2 +,24] symmetry, order 48. The dodecagrammic antiprism, s{2,24/5} and dodecagrammic crossed-antiprism, s{2,24/7} also have regular skew dodecagons.
TC-2, the polar satellite used in the Double Star mission Topics referred to by the same term This disambiguation page lists articles associated with the same title formed as a letter–number combination.
From January 2008 to December 2012, if you bought shares in companies when Joachim Milberg joined the board, and sold them when he left, you would have a -8.1 percent return on your investment, compared to a -2.8 percent return from the S&P 500.
33 million polygons/sec, with fogging, Z-buffering, alpha blending and texture mapping [7] 25 million polygons/sec, with fogging, Z-buffering, alpha blending, texture mapping and lighting [7] 6-12 million polygons/sec, [9] assuming actual game conditions, with complex models, fully textured, fully lit, etc.