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A primitive cell is a unit cell that contains exactly one lattice point. For unit cells generally, lattice points that are shared by n cells are counted as 1 / n of the lattice points contained in each of those cells; so for example a primitive unit cell in three dimensions which has lattice points only at its eight vertices is considered to contain 1 / 8 of each of them. [3]
The seven lattice systems and their Bravais lattices in three dimensions. In geometry and crystallography, a Bravais lattice, named after Auguste Bravais (), [1] is an infinite array of discrete points generated by a set of discrete translation operations described in three dimensional space by
In computer science, boxing (a.k.a. wrapping) is the transformation of placing a primitive type within an object so that the value can be used as a reference. Unboxing is the reverse transformation of extracting the primitive value from its wrapper object. Autoboxing is the term for automatically applying boxing and/or unboxing transformations ...
In computer science and engineering, a test vector is a set of inputs provided to a system in order to test that system. In software development , test vectors are a methodology of software testing and software verification and validation .
R = n 1 a 1 + n 2 a 2 + n 3 a 3, where n 1 , n 2 , and n 3 are integers and a 1 , a 2 , and a 3 are three non-coplanar vectors, called primitive vectors . These lattices are classified by the space group of the lattice itself, viewed as a collection of points; there are 14 Bravais lattices in three dimensions; each belongs to one lattice system ...
k-vectors exceeding the first Brillouin zone (red) do not carry any more information than their counterparts (black) in the first Brillouin zone. k at the Brillouin zone edge is the spatial Nyquist frequency of waves in the lattice, because it corresponds to a half-wavelength equal to the inter-atomic lattice spacing a . [ 1 ]
Valhalla is incubating Java language features and enhancements in these areas: [2] [3] Value Classes and Objects : highly-efficient objects without their own identity (reference value). Null-restricted and Nullable types , and Null-restricted Objects: for example, using ? or ! after type declaration to say if null is allowed or not.
10 0001 0000 1: byte → value push a byte onto the stack as an integer value: breakpoint ca 1100 1010 reserved for breakpoints in Java debuggers; should not appear in any class file caload 34 0011 0100 arrayref, index → value load a char from an array castore 55 0101 0101 arrayref, index, value → store a char into an array checkcast c0 ...