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Since every triangle can be split into two triangles simply by drawing a line from any vertex to the side opposite that vertex, the answer to the question is that there can be no rule to find a number that is infinite.
index of any digit is 0 then it is equal to one according to mathematics's rule. therefore a degree is equal to 1.
It is easy to draw an equilateral triangle without a protractor. That gives a 60 degree angle. It is then simply a matter of bisecting the 60 degree angle, using an unmarked rule and compass, to get a 30 degree angle.
You can use the formula D=S-2 where D is the number of possible diagonals and S is the number of sides the polygon has.
Which transformations could have been used to move the platter to the new location? A. a translation 9 units left and a translation 3 units down B. a reflection across MN and a translation 4 units left C. a reflection across MN and a translation 8 units left D. a rotation 180° clockwise about N and a translation 4 units left
The effect of the rotation is the same as that of a 90 degree clockwise rotation. In matrix notation, it is equivalent to [post-]multiplication by the 2x2 matrix: { 0 1 } {-1 0 }
change the sign, but DONT switch the coordinates (:
(x; y) --> (x.cos45 + y.sin45; x.sin45 - y.cos45)
we swap the co-ordinates and give the new y co-ordinate the opposite sign.90 degrees clockwise(y, -x)
(x,y) to (x,-y). You would keep the x the same, but turn the y negative. This is actually the rule for a 90 degree counterclockwise rotation, but they're the same thing, they would go to the same coordinates.
270 rule represent a 270 rotation to the left which is very easy
(x,y) to (x,-y). You would keep the x the same, but turn the y negative. This is actually the rule for a 90 degree counterclockwise rotation, but they're the same thing, they would go to the same coordinates.
plz awnser this
First of all, if the rotation is 180 degrees then there is no difference clockwise and anti-clockwise so the inclusion of clockwise in the question is redundant. In terms of the coordinate plane, the signs of all coordinates are switched: from + to - and from - to +. So (2, 3) becomes (-2, -3), (-2, 3) becomes (2, -3), (2, -3) becomes (-2, 3) and (-2, -3) becomes (2, 3).
It is multiplication by the 2x2 matrix 0 1-1 0
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The rule for a rotation by 180° about the origin is (x,y)→(−x,−y) .