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The {{#invoke: params}} module is designed to be adopted by those templates that want to have a deep control of their parameters. It is particularly useful to variadic templates, to which it offers the possibility to count, list, map and propagate the parameters received without knowing their number in advance.
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Create); // name all parameters for extra readability, // and use order different from method declaration Optional parameters make interoperating with COM easier. Previously, C# had to pass in every parameter in the method of the COM component, even those that are optional.
Without named parameters, optional parameters can only appear at the end of the parameter list, since there is no other way to determine which values have been omitted. In languages that support named optional parameters, however, programs may supply any subset of the available parameters, and the names are used to determine which values have ...
The Z-ordering can be used to efficiently build a quadtree (2D) or octree (3D) for a set of points. [4] [5] The basic idea is to sort the input set according to Z-order.Once sorted, the points can either be stored in a binary search tree and used directly, which is called a linear quadtree, [6] or they can be used to build a pointer based quadtree.
The parameters most commonly appearing in triangle inequalities are: the side lengths a, b, and c;; the semiperimeter s = (a + b + c) / 2 (half the perimeter p);; the angle measures A, B, and C of the angles of the vertices opposite the respective sides a, b, and c (with the vertices denoted with the same symbols as their angle measures);
The shape of a triangle is determined up to congruence by specifying two sides and the angle between them (SAS), two angles and the side between them (ASA) or two angles and a corresponding adjacent side (AAS). Specifying two sides and an adjacent angle (SSA), however, can yield two distinct possible triangles.
In computer graphics, a triangle strip is a subset of triangles in a triangle mesh with shared vertices, and is a more memory-efficient method of storing information about the mesh. They are more efficient than un-indexed lists of triangles, but usually equally fast or slower than indexed triangle lists.