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Cube point picking is the three-dimensional case of hypercube point picking. The average distance from a point picked at random inside a unit cube to the center is given by ...
A cusp is a point at which two branches of a curve meet such that the tangents of each branch are equal. The above plot shows the semicubical parabola curve x^3-y^2=0, which ...
The symbol used in continental Europe, most of North and South America (with the exception of the United States and Canada), and most of Africa to denote a decimal point, for ...
One of the Eilenberg-Steenrod axioms. Let X be a single point space. H_n(X)=0 unless n=0, in which case H_0(X)=G where G are some groups. The H_0 are called the coefficients ...
A stationary point process X is said to drive a model of continuum percolation theory if one of the characterizing axioms of the model hinges on the existence of X. In this ...
An equilibrium point in game theory is a set of strategies {x^^_1,...,x^^_n} such that the ith payoff function K_i(x) is larger or equal for any other ith strategy, i.e., ...
The general displacement of a rigid body (or coordinate frame) with one point fixed is a rotation about some axis. Furthermore, a rotation may be described in any basis using ...
A periodic sequence such as {1, 1, 1, 2, 1, 2, 1, 2, 1, 2, 1, 1, 2, 1, ...} that is periodic from some point onwards.
Given a decimal-valued floating-point operation in the IEEE 754-2008 standard, the preferred exponent is the value of the exponent q which preserves the quantum of the ...
The solution to a game in game theory. When a game saddle point is present max_(i<=m)min_(j<=n)a_(ij)=min_(j<=n)max_(i<=m)a_(ij)=v, and v is the value for pure strategies.
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