It depends on the relation between a, b, c and d: which the questioner has chosen not to share!
Wiki User
∙ 11y agoFor a three-dimensional del operator in Cartesian coordinates: del2 = delT del = del dot del = d/dx2 + d/dy2 + d/dz2
In 2-d: (0, y) In 3-d: (0, y, 0) In 4-d: (0, y, 0, 0) and so on.
if three coordinates are sufficient to express the position of motion is called 3d effect
Use the distance formula, where the coordinates are (x1, y1) and (x2, y2) d = [ (x2 - x1)2 - (y2 - y1)2 ]1/2
It depends on what information you have. You could use a ruler or tape measure. Or, if the information is given in the foorm of the coordinates of the end points you could find the length as follows: if the coordinates of the two end points are (a,b) and (c,d) then the length is sqrt[(a - c)2 + (b - d)2]
If the coordinates of the end points are (a,b) and (c,d) then the midpoint is the point whose coordinates are [(a+c)/2, (b+d)/2]
Mexico city
360 degrees... :D
53
Yes :D
In order to answer that, I need to know the position of ABCD with respect tothe x-axis before the reflection process begins.But wait! What light through yonder window breaks ? ! On second thought, maybe I don't.If D is the point (x, y) before the reflection, then D' is the point (x, -y) after it.
A particular location is described by it's coordinates. There are several types of coordinates, the most simple and popular is known as Cartesian coordinates. This type of coordinate can name a real location in a two dimensional space. Cartesian coordinates in 2-D have 2 entries, commonly represented as (x,y) on an x-y graphical system For circles, consider radial coordinates. Radial coordinates in 2-D have 2 entries, commonly represented as (σ,r). σ denotes an angle (usually in radians) r represents a magnitude (length).
d/3 (1st coordinate + last coordinate) + (4*sum of even coordinates) + (2*sum of odd coordinates)
if three coordinates are sufficient to express the position of motion is called 3d effect
For a three-dimensional del operator in Cartesian coordinates: del2 = delT del = del dot del = d/dx2 + d/dy2 + d/dz2
In 2-d: (0, y) In 3-d: (0, y, 0) In 4-d: (0, y, 0, 0) and so on.
those are just the coordinates of the box it is taking input from.