Kernel (geometry)
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Kernel (geometry)
In geometry, a star-shaped polygon is a polygonal region in the plane that is a star domain, that is, a polygon that contains a point from which the entire polygon boundary is visible. Formally, a polygon is star-shaped if there exists a point such that for each point of the segment lies entirely within . The set of all points with this property (that is, the set of points from which all of is visible) is called the kernel of . If a star-shaped polygon is convex, the link distance between any two of its points (the minimum number of sequential line segments sufficient to connect those points) is 1, and so the polygon's link diameter (the maximum link distance over all pairs of points) is 1. If a star-shaped polygon is not convex, the link distance between a point in the kernel and any other point in the polygon is 1, while the link distance between any two points that are in the polygon but outside the kernel is either 1 or 2; in this case the maximum link distance is 2. ...
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Antiparallelogram
In geometry, an antiparallelogram is a type of self-crossing quadrilateral. Like a parallelogram, an antiparallelogram has two opposite pairs of equal-length sides, but these pairs of sides are not in general parallel. Instead, sides in the longer pair cross each other as in a scissors mechanism. Antiparallelograms are also called contraparallelograms or crossed parallelograms. Antiparallelograms occur as the vertex figures of certain nonconvex uniform polyhedra. In the theory of four-bar linkages, the linkages with the form of an antiparallelogram are also called butterfly linkages or bow-tie linkages, and are used in the design of non-circular gears. In celestial mechanics, they occur in certain families of solutions to the 4-body problem. Every antiparallelogram has an axis of symmetry, with all four vertices on a circle. It can be formed from an isosceles trapezoid by adding the two diagonals and removing two parallel sides. The signed area of every antiparallelogram is z ...
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Monotone Polygon
In geometry, a polygon ''P'' in the plane is called monotone with respect to a straight line ''L'', if every line orthogonal to ''L'' intersects the boundary of ''P'' at most twice. Similarly, a polygonal chain ''C'' is called monotone with respect to a straight line ''L'', if every line orthogonal to ''L'' intersects ''C'' at most once. For many practical purposes this definition may be extended to allow cases when some edges of ''P'' are orthogonal to ''L'', and a simple polygon may be called monotone if a line segment that connects two points in ''P'' and is orthogonal to ''L'' lies completely in ''P''. Following the terminology for monotone functions, the former definition describes polygons strictly monotone with respect to ''L''. Properties Assume that ''L'' coincides with the ''x''-axis. Then the leftmost and rightmost vertices of a monotone polygon decompose its boundary into two monotone polygonal chains such that when the vertices of any chain are being traversed in th ...
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Journal Of The ACM
The ''Journal of the ACM'' is a peer-reviewed scientific journal covering computer science in general, especially theoretical aspects. It is an official journal of the Association for Computing Machinery. Its current editor-in-chief is Venkatesan Guruswami. The journal was established in 1954 and "computer scientists universally hold the ''Journal of the ACM'' in high esteem". See also * ''Communications of the ACM ''Communications of the ACM'' is the monthly journal of the Association for Computing Machinery (ACM). It was established in 1958, with Saul Rosen as its first managing editor. It is sent to all ACM members. Articles are intended for readers with ...'' References External links * Publications established in 1954 Computer science journals Association for Computing Machinery academic journals Bimonthly journals English-language journals {{compu-journal-stub ...
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Divide And Conquer Approach
In computer science, divide and conquer is an algorithm design paradigm. A divide-and-conquer algorithm recursively breaks down a problem into two or more sub-problems of the same or related type, until these become simple enough to be solved directly. The solutions to the sub-problems are then combined to give a solution to the original problem. The divide-and-conquer technique is the basis of efficient algorithms for many problems, such as sorting (e.g., quicksort, merge sort), multiplying large numbers (e.g., the Karatsuba algorithm), finding the closest pair of points, syntactic analysis (e.g., top-down parsers), and computing the discrete Fourier transform (FFT). Designing efficient divide-and-conquer algorithms can be difficult. As in mathematical induction, it is often necessary to generalize the problem to make it amenable to a recursive solution. The correctness of a divide-and-conquer algorithm is usually proved by mathematical induction, and its computational cost is ...
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Big O Notation
Big ''O'' notation is a mathematical notation that describes the limiting behavior of a function when the argument tends towards a particular value or infinity. Big O is a member of a family of notations invented by Paul Bachmann, Edmund Landau, and others, collectively called Bachmann–Landau notation or asymptotic notation. The letter O was chosen by Bachmann to stand for ''Ordnung'', meaning the order of approximation. In computer science, big O notation is used to classify algorithms according to how their run time or space requirements grow as the input size grows. In analytic number theory, big O notation is often used to express a bound on the difference between an arithmetical function and a better understood approximation; a famous example of such a difference is the remainder term in the prime number theorem. Big O notation is also used in many other fields to provide similar estimates. Big O notation characterizes functions according to their growth rates: d ...
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Neighborhood (topology)
In topology and related areas of mathematics, a neighbourhood (or neighborhood) is one of the basic concepts in a topological space. It is closely related to the concepts of open set and interior. Intuitively speaking, a neighbourhood of a point is a set of points containing that point where one can move some amount in any direction away from that point without leaving the set. Definitions Neighbourhood of a point If X is a topological space and p is a point in X, then a of p is a subset V of X that includes an open set U containing p, p \in U \subseteq V \subseteq X. This is also equivalent to the point p \in X belonging to the topological interior of V in X. The neighbourhood V need be an open subset X, but when V is open in X then it is called an . Some authors have been known to require neighbourhoods to be open, so it is important to note conventions. A set that is a neighbourhood of each of its points is open since it can be expressed as the union of open sets ...
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Linear Program
Linear programming (LP), also called linear optimization, is a method to achieve the best outcome (such as maximum profit or lowest cost) in a mathematical model whose requirements are represented by linear relationships. Linear programming is a special case of mathematical programming (also known as mathematical optimization). More formally, linear programming is a technique for the optimization of a linear objective function, subject to linear equality and linear inequality constraints. Its feasible region is a convex polytope, which is a set defined as the intersection of finitely many half spaces, each of which is defined by a linear inequality. Its objective function is a real-valued affine (linear) function defined on this polyhedron. A linear programming algorithm finds a point in the polytope where this function has the smallest (or largest) value if such a point exists. Linear programs are problems that can be expressed in canonical form as : \begin & \text && \ma ...
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Linear Time
In computer science, the time complexity is the computational complexity that describes the amount of computer time it takes to run an algorithm. Time complexity is commonly estimated by counting the number of elementary operations performed by the algorithm, supposing that each elementary operation takes a fixed amount of time to perform. Thus, the amount of time taken and the number of elementary operations performed by the algorithm are taken to be related by a constant factor. Since an algorithm's running time may vary among different inputs of the same size, one commonly considers the worst-case time complexity, which is the maximum amount of time required for inputs of a given size. Less common, and usually specified explicitly, is the average-case complexity, which is the average of the time taken on inputs of a given size (this makes sense because there are only a finite number of possible inputs of a given size). In both cases, the time complexity is generally expresse ...
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Lemoine Hexagon
In geometry, the Lemoine hexagon is a cyclic hexagon with vertices given by the six intersections of the edges of a triangle and the three lines that are parallel to the edges that pass through its symmedian point. There are two definitions of the hexagon that differ based on the order in which the vertices are connected. Area and perimeter The Lemoine hexagon can be drawn defined in two ways, first as a simple hexagon with vertices at the intersections as defined before. The second is a self-intersecting hexagon with the lines going through the symmedian point as three of the edges and the other three edges join pairs of adjacent vertices. For the simple hexagon drawn in a triangle with side lengths a, b, c and area \Delta the perimeter is given by : p = \frac and the area by : K = \frac \Delta For the self intersecting hexagon the perimeter is given by : p = \frac and the area by : K = \frac\Delta Circumcircle In geometry, five points determine a conic, so arbitrar ...
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Star Polygon
In geometry, a star polygon is a type of non-convex polygon. Regular star polygons have been studied in depth; while star polygons in general appear not to have been formally defined, certain notable ones can arise through truncation operations on regular simple and star polygons. Branko Grünbaum identified two primary definitions used by Johannes Kepler, one being the regular star polygons with intersecting edges that don't generate new vertices, and the second being simple isotoxal concave polygons. The first usage is included in polygrams which includes polygons like the pentagram but also compound figures like the hexagram. One definition of a ''star polygon'', used in turtle graphics, is a polygon having 2 or more turns (turning number and density), like in spirolaterals.Abelson, Harold, diSessa, Andera, 1980, ''Turtle Geometry'', MIT Press, p.24 Etymology Star polygon names combine a numeral prefix, such as ''penta-'', with the Greek suffix '' -gram'' (in this cas ...
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