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2D TLM example: an incident voltage pulse in two consecutive scattering events. The TLM method is based on Huygens' model of wave propagation and scattering and the analogy between field propagation and transmission lines. Therefore, it considers the computational domain as a mesh of transmission lines, interconnected at nodes.
Consider the (x,y) plane of the reference basis; its trace on the sphere is the equator of the sphere. We draw a line joining the South pole with the pole of interest P. It is possible to choose any projection plane parallel to the equator (except the South pole): the figures will be proportional (property of similar triangles). It is usual to ...
The class of methods is based on converting the problem of finding polynomial roots to the problem of finding eigenvalues of the companion matrix of the polynomial, [1] in principle, can use any eigenvalue algorithm to find the roots of the polynomial. However, for efficiency reasons one prefers methods that employ the structure of the matrix ...
MATLAB (an abbreviation of "MATrix LABoratory" [22]) is a proprietary multi-paradigm programming language and numeric computing environment developed by MathWorks.MATLAB allows matrix manipulations, plotting of functions and data, implementation of algorithms, creation of user interfaces, and interfacing with programs written in other languages.
The sum of the entries along the main diagonal (the trace), plus one, equals 4 − 4(x 2 + y 2 + z 2), which is 4w 2. Thus we can write the trace itself as 2 w 2 + 2 w 2 − 1 ; and from the previous version of the matrix we see that the diagonal entries themselves have the same form: 2 x 2 + 2 w 2 − 1 , 2 y 2 + 2 w 2 − 1 , and 2 z 2 + 2 w ...
Assume that we want to find intersection of two infinite lines in 2-dimensional space, defined as a 1 x + b 1 y + c 1 = 0 and a 2 x + b 2 y + c 2 = 0. We can represent these two lines in line coordinates as U 1 = (a 1, b 1, c 1) and U 2 = (a 2, b 2, c 2). The intersection P′ of two lines is then simply given by [4]
Animation of Fortune's algorithm, a sweep line technique for constructing Voronoi diagrams. In computational geometry, a sweep line algorithm or plane sweep algorithm is an algorithmic paradigm that uses a conceptual sweep line or sweep surface to solve various problems in Euclidean space. It is one of the critical techniques in computational ...
Robot in a wooden maze. A maze-solving algorithm is an automated method for solving a maze.The random mouse, wall follower, Pledge, and Trémaux's algorithms are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas the dead-end filling and shortest path algorithms are designed to be used by a person or computer program that can see the whole maze at once.