It depends on the relation between a, b, c and d: which the questioner has chosen not to share!
In 2-d: (0, y) In 3-d: (0, y, 0) In 4-d: (0, y, 0, 0) and so on.
For a three-dimensional del operator in Cartesian coordinates: del2 = delT del = del dot del = d/dx2 + d/dy2 + d/dz2
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]
360 degrees... :D
Mexico city
Yes :D
53
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.