here are the possible answers:
A) A tridimensional vector
B) A 4D vector
C) A 5D vector
D) An scalar number
E) It is undefined
A Dot product is a very useful tool in both mechanics and 3D graphics. It calculates the cosine of the angle between two vectors.In two-dimensional space, the dot product of vectors [a, b] and [c, d] is ac + bd.Mechanical work is the dot product of force and displacement vectors.Magnetic flux is the dot product of the magnetic field and the area vectors.
They are both 3D shapes with a unified cross-section.
You need to take the magnitude of the cross-product of two position vectors. For example, if you had points A, B, C, and D, you could take the cross product of AB and BC, and then take the magnitude of the resultant vector.
The cross section, of a 3D object, is the 2D shape made when a 2D plane cuts across the 3D object. Often "cross section" refers to the shape made when the plane is at right angles to an axis of the 3D object but this need not be the case.
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To multiply two vectors in 3D, you can use the dot product or the cross product. The dot product results in a scalar quantity, while the cross product produces a new vector that is perpendicular to the original two vectors.
A Dot product is a very useful tool in both mechanics and 3D graphics. It calculates the cosine of the angle between two vectors.In two-dimensional space, the dot product of vectors [a, b] and [c, d] is ac + bd.Mechanical work is the dot product of force and displacement vectors.Magnetic flux is the dot product of the magnetic field and the area vectors.
A vector rotation in math is done on a coordinate plane.2D vectors can be rotated using the cross and dot product.3D vectors are rotated using matrix based quaternion math.
The cross product is used to find surface normals of triangles (the building blocks of objects in 3D games). Those surface normals can then be used in dot product tests with the camera to test if the normal is facing the camera or not. If the dot product angle is positive then the normal is facing the same direction as the camera, so the triangle does not need to be drawn (because it cannot be seen). If the angle is negative, then the two vectors are pointing at each other and the triangle may need to be rendered. These methods not only apply to camera viewing, but also to lighting and physics calculations as well.
They are both 3D shapes with a unified cross-section.
You need to take the magnitude of the cross-product of two position vectors. For example, if you had points A, B, C, and D, you could take the cross product of AB and BC, and then take the magnitude of the resultant vector.
(i) They are linearly dependent since the 2nd vector is twice the 1st vector. All 3 vectors lie in the x-z plane, so they don't span 3D space. (ii) They are linearly independent. Note that the cross-product of the first two is (-1,1,1). If the third vector is not perpendicular to the above cross-product, then the third vector does not lie in the plane defined by the first two vectors. (-1,1,1) "dot" (1,1,-1) = -1+1-1 = -1, not zero, so 3rd vector is not perpendicular to the cross product of the other two.
One type of cross is the cross or vector product of a pair of 3D vectors. If there are two unit vectors that are not parallel, their vector product is a vector that is normal to the plane containing the two vectors, so it's a good way to find that plane. In biological science, cross signifies the mating of two genotypes to produce its progeny. It may be among homozygous or heterozygous parents.
The cross section, of a 3D object, is the 2D shape made when a 2D plane cuts across the 3D object. Often "cross section" refers to the shape made when the plane is at right angles to an axis of the 3D object but this need not be the case.
There are 14 faces.
Stereoscopic photos or movies.
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