Search results
Results from the WOW.Com Content Network
The values of sine and cosine of 30 and 60 degrees are derived by analysis of the equilateral triangle. In an equilateral triangle, the 3 angles are equal and sum to 180°, therefore each corner angle is 60°. Bisecting one corner, the special right triangle with angles 30-60-90 is obtained.
Now every quaternion component appears multiplied by two in a term of degree two, and if all such terms are zero what is left is an identity matrix. This leads to an efficient, robust conversion from any quaternion – whether unit or non-unit – to a 3 × 3 rotation matrix.
The degree sequence of an undirected graph is the non-increasing sequence of its vertex degrees; [5] for the above graph it is (5, 3, 3, 2, 2, 1, 0). The degree sequence is a graph invariant, so isomorphic graphs have the same degree sequence. However, the degree sequence does not, in general, uniquely identify a graph; in some cases, non ...
For a simple graph with vertex set U = {u 1, …, u n}, the adjacency matrix is a square n × n matrix A such that its element A ij is 1 when there is an edge from vertex u i to vertex u j, and 0 when there is no edge. [1]
Wikimedia SVG Chart is a graph generator using the templates functionality of Wikimedia Commons. This template generates line and point charts in a structured and readable svg format. The original values are provided unmodified for the SVG file.
For example, a bearing might be described as "(from) south, (turn) thirty degrees (toward the) east" (the words in brackets are usually omitted), abbreviated "S30°E", which is the bearing 30 degrees in the eastward direction from south, i.e. the bearing 150 degrees clockwise from north.
Get AOL Mail for FREE! Manage your email like never before with travel, photo & document views. Personalize your inbox with themes & tabs. You've Got Mail!
Isometric graph paper can be placed under a normal piece of drawing paper to help achieve the effect without calculation. In a similar way, an isometric view can be obtained in a 3D scene. Starting with the camera aligned parallel to the floor and aligned to the coordinate axes, it is first rotated horizontally (around the vertical axis) by ± ...