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  2. Fineness modulus - Wikipedia

    en.wikipedia.org/wiki/Fineness_modulus

    The Fineness Modulus (FM) is an empirical figure obtained by adding the total percentage of the sample of an aggregate retained on each of a specified series of sieves, dividing the sum by 100. Sieves sizes are: 150-μm (No. 100), 300-μm (No. 50), 600-μm (No. 30), 1.18-mm (No. 16), 2.36-mm (No. 8), 4.75-mm (No. 4), 9.5-mm (3/8-in.), 19.0-mm ...

  3. Millennium Prize Problems - Wikipedia

    en.wikipedia.org/wiki/Millennium_Prize_Problems

    [2] The seven problems were officially announced by John Tate and Michael Atiyah during a ceremony held on May 24, 2000 (at the amphithéâtre Marguerite de Navarre) in the Collège de France in Paris. [3] Grigori Perelman, who had begun work on the Poincaré conjecture in the 1990s, released his proof in 2002 and 2003. His refusal of the Clay ...

  4. 68–95–99.7 rule - Wikipedia

    en.wikipedia.org/wiki/68–95–99.7_rule

    In statistics, the 68–95–99.7 rule, also known as the empirical rule, and sometimes abbreviated 3sr, is a shorthand used to remember the percentage of values that lie within an interval estimate in a normal distribution: approximately 68%, 95%, and 99.7% of the values lie within one, two, and three standard deviations of the mean, respectively.

  5. Problem solving - Wikipedia

    en.wikipedia.org/wiki/Problem_solving

    Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to turn on an appliance) to complex issues in business and technical fields.

  6. Solved game - Wikipedia

    en.wikipedia.org/wiki/Solved_game

    A solved game is a game whose outcome (win, lose or draw) can be correctly predicted from any position, assuming that both players play perfectly.This concept is usually applied to abstract strategy games, and especially to games with full information and no element of chance; solving such a game may use combinatorial game theory or computer assistance.

  7. Multiplication table - Wikipedia

    en.wikipedia.org/wiki/Multiplication_table

    Figure 2 is used for the multiples of 2, 4, 6, and 8. These patterns can be used to memorize the multiples of any number from 0 to 10, except 5. As you would start on the number you are multiplying, when you multiply by 0, you stay on 0 (0 is external and so the arrows have no effect on 0, otherwise 0 is used as a link to create a perpetual cycle).

  8. Mathematics - Wikipedia

    en.wikipedia.org/wiki/Mathematics

    [2] [3] Historically, the concept of a proof and its associated mathematical rigour first appeared in Greek mathematics , most notably in Euclid 's Elements . [ 4 ] Since its beginning, mathematics was primarily divided into geometry and arithmetic (the manipulation of natural numbers and fractions ), until the 16th and 17th centuries, when ...

  9. Cube (algebra) - Wikipedia

    en.wikipedia.org/wiki/Cube_(algebra)

    y = x 3 for values of 1 ≤ x ≤ 25.. In arithmetic and algebra, the cube of a number n is its third power, that is, the result of multiplying three instances of n together. The cube of a number n is denoted n 3, using a superscript 3, [a] for example 2 3 = 8.