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The Knuth–Plass algorithm is a line-breaking algorithm designed for use in Donald Knuth's typesetting program TeX.It integrates the problems of text justification and hyphenation into a single algorithm by using a discrete dynamic programming method to minimize a loss function that attempts to quantify the aesthetic qualities desired in the finished output.
AMS-LaTeX is a collection of LaTeX document classes and packages developed for the American Mathematical Society (AMS). Its additions to LaTeX include the typesetting of multi-line and other mathematical statements, document classes, and fonts containing numerous mathematical symbols. [1] It has largely superseded the plain TeX macro package ...
When an inline formula is long enough, it can be helpful to allow it to break across lines. Whether using LaTeX or templates, split the formula at each acceptable breakpoint into separate <math> tags or {{ math }} templates with any binary relations or operators and intermediate whitespace included at the trailing rather than leading end of a part.
If no suitable line break can be found for a line, the system will try to hyphenate a word. The original version of TeX used a hyphenation algorithm based on a set of rules for the removal of prefixes and suffixes of words, and for deciding if it should insert a break between the two consonants in a pattern of the form vowel – consonant ...
MathType is a graphical editor for mathematical equations, allowing entry with the mouse or keyboard in a full graphical WYSIWYG environment. [2] This contrasts to document markup languages such as LaTeX where equations are entered as markup in a text editor and then processed into a typeset document as a separate step.
For example, quotient set, quotient group, quotient category, etc. 3. In number theory and field theory, / denotes a field extension, where F is an extension field of the field E. 4. In probability theory, denotes a conditional probability. For example, (/) denotes the probability of A, given that B occurs.
The Art of Computer Game Design by Chris Crawford is the first book [1] devoted to the theory of computer and video games. The book attempts to categorize computer games and talks about design precepts that serve as guidelines for game designers. It was originally published in Berkeley, California, by McGraw-Hill/Osborne Media in 1984.
For a formula on its own line the preferred formatting is the LaTeX markup, with a possible exception for simple strings of Latin letters, digits, common punctuation marks, and arithmetical operators. Even for simple formulae the LaTeX markup might be preferred if required for uniformity within an article.