Kayle Nar
Apr 11, 2016
Jan 1, 1970(56y)
Jan 1, 2027(109d)
Combat
Kills0
Losses22
Efficiency0%
ISK
Destroyed0
Lost113.78m
ISK Eff.0%
Solo
Solo Kills0
Solo Ratio0%
Final Blows0
Combat Points0
Other
NPC Losses0
NPC Loss Ratio0%
Avg Kills/Day0.00
ActivityInactive
Kayle Nar
Last Active
Apr 11, 2016
Birthday
Jan 1, 1970 (56 years old)
Next Birthday
Jan 1, 2027 (109 days)
Combat
Kills0
Losses22
Efficiency0%
Danger Ratio100%
ISK
Destroyed0
Lost113.78m
ISK Efficiency0%
Balance-113776036
Solo
Solo Kills0
Solo Ratio0%
Final Blows0
Combat Points0
Other
NPC Losses0
NPC Loss Ratio0%
Avg Kills/Day0.00
ActivityInactive
Nothing in the last 7d
Bio
A hypercube can be defined by increasing the numbers of dimensions of a shape:
0 – A point is a hypercube of dimension zero.
1 – If one moves this point one unit length, it will sweep out a line segment, which is a unit hypercube of dimension one.
2 – If one moves this line segment its length in a perpendicular direction from itself; it sweeps out a 2-dimensional square.
3 – If one moves the square one unit length in the direction perpendicular to the plane it lies on, it will generate a 3-dimensional cube.
4 – If one moves the cube one unit length into the fourth dimension, it generates a 4-dimensional unit hypercube (a unit tesseract).
This can be generalized to any number of dimensions. This process of sweeping out volumes can be formalized mathematically as a Minkowski sum: the d-dimensional hypercube is the Minkowski sum of d mutually perpendicular unit-length line segments, and is therefore an example of a zonotope.
The 1-skeleton of a hypercube is a hypercube graph.
Vertex coordinates
Projection of a rotating tesseract.
A unit hypercube of dimension n n is the convex hull of all the points whose n n Cartesian coordinates are each equal to either 0 {\\displaystyle 0} or 1 1. This hypercube is also the cartesian product [ 0 , 1 ] n {\\displaystyle [0,1]^{n}} of n n copies of the unit interval [ 0 , 1 ] [0,1]. Another unit hypercube, centered at the origin of the ambient space, can be obtained from this one by a translation. It is the convex hull of the points whose vectors of Cartesian coordinates are
( \xb1 1 2 , \xb1 1 2 , ⋯ , \xb1 1 2 ) . {\\displaystyle \\left(\\pm {\\frac {1}{2}},\\pm {\\frac {1}{2}},\\cdots ,\\pm {\\frac {1}{2}}\\right)\\!\\!.}
Here the symbol \xb1 \\pm means that each coordinate is either equal to 1 / 2 1/2 or to − 1 / 2 -1/2. This unit hypercube is also the cartesian product [ − 1 / 2 , 1 / 2 ] n {\\displaysty
0 – A point is a hypercube of dimension zero.
1 – If one moves this point one unit length, it will sweep out a line segment, which is a unit hypercube of dimension one.
2 – If one moves this line segment its length in a perpendicular direction from itself; it sweeps out a 2-dimensional square.
3 – If one moves the square one unit length in the direction perpendicular to the plane it lies on, it will generate a 3-dimensional cube.
4 – If one moves the cube one unit length into the fourth dimension, it generates a 4-dimensional unit hypercube (a unit tesseract).
This can be generalized to any number of dimensions. This process of sweeping out volumes can be formalized mathematically as a Minkowski sum: the d-dimensional hypercube is the Minkowski sum of d mutually perpendicular unit-length line segments, and is therefore an example of a zonotope.
The 1-skeleton of a hypercube is a hypercube graph.
Vertex coordinates
Projection of a rotating tesseract.
A unit hypercube of dimension n n is the convex hull of all the points whose n n Cartesian coordinates are each equal to either 0 {\\displaystyle 0} or 1 1. This hypercube is also the cartesian product [ 0 , 1 ] n {\\displaystyle [0,1]^{n}} of n n copies of the unit interval [ 0 , 1 ] [0,1]. Another unit hypercube, centered at the origin of the ambient space, can be obtained from this one by a translation. It is the convex hull of the points whose vectors of Cartesian coordinates are
( \xb1 1 2 , \xb1 1 2 , ⋯ , \xb1 1 2 ) . {\\displaystyle \\left(\\pm {\\frac {1}{2}},\\pm {\\frac {1}{2}},\\cdots ,\\pm {\\frac {1}{2}}\\right)\\!\\!.}
Here the symbol \xb1 \\pm means that each coordinate is either equal to 1 / 2 1/2 or to − 1 / 2 -1/2. This unit hypercube is also the cartesian product [ − 1 / 2 , 1 / 2 ] n {\\displaysty
Dashboard
Stats
No activity in the last 90d
Last seen Apr 2016
Intel Profile
PlaystyleSolo (0 kills)
Avg Fleet: -