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Far Lands or Bust (abbreviated FLoB) is an online video series created by Kurt J. Mac in which he plays the video game Minecraft.The series depicts his journey to the "Far Lands", a distant area of a Minecraft world in which the terrain generation does not function correctly, creating a warped landscape.
For any point, the abscissa is the first value (x coordinate), and the ordinate is the second value (y coordinate). In mathematics, the abscissa (/ æ b ˈ s ɪ s. ə /; plural abscissae or abscissas) and the ordinate are respectively the first and second coordinate of a point in a Cartesian coordinate system: [1] [2]
The following is a list of centroids of various two-dimensional and three-dimensional objects. The centroid of an object in -dimensional space is the intersection of all hyperplanes that divide into two parts of equal moment about the hyperplane.
Voxel is an image of a three-dimensional space region limited by given sizes, which has its own nodal point coordinates in an accepted coordinate system, its own form, its own state parameter that indicates its belonging to some modeled object, and has properties of modeled region. This definition has the following advantage.
It is guaranteed to be a vertex of the convex hull of the polygon. Alternatively, the vertex with the smallest Y-coordinate among the ones with the largest X-coordinates or the vertex with the smallest X-coordinate among the ones with the largest Y-coordinates (or any other of 8 "smallest, largest" X/Y combinations) will do as well.
Graph = with the -axis as the horizontal axis and the -axis as the vertical axis.The -intercept of () is indicated by the red dot at (=, =).. In analytic geometry, using the common convention that the horizontal axis represents a variable and the vertical axis represents a variable , a -intercept or vertical intercept is a point where the graph of a function or relation intersects the -axis of ...
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The four quadrants of a Cartesian coordinate system. The axes of a two-dimensional Cartesian system divide the plane into four infinite regions, called quadrants, each bounded by two half-axes. The axes themselves are, in general, not part of the respective quadrants.