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  2. Great-circle distance - Wikipedia

    en.wikipedia.org/wiki/Great-circle_distance

    Two antipodal points, u and v are also shown. The great-circle distance, orthodromic distance, or spherical distance is the distance between two points on a sphere, measured along the great-circle arc between them. This arc is the shortest path between the two points on the surface of the sphere. (By comparison, the shortest path passing ...

  3. Great-circle navigation - Wikipedia

    en.wikipedia.org/wiki/Great-circle_navigation

    Great-circle navigation or orthodromic navigation (related to orthodromic course; from Ancient Greek ορθός (orthós) 'right angle' and δρόμος (drómos) 'path') is the practice of navigating a vessel (a ship or aircraft) along a great circle. Such routes yield the shortest distance between two points on the globe.

  4. Great circle - Wikipedia

    en.wikipedia.org/wiki/Great_circle

    The shorter of the two great-circle arcs between two distinct points on the sphere is called the minor arc, and is the shortest surface-path between them. Its arc length is the great-circle distance between the points (the intrinsic distance on a sphere), and is proportional to the measure of the central angle formed by the two points and the ...

  5. Dijkstra's algorithm - Wikipedia

    en.wikipedia.org/wiki/Dijkstra's_algorithm

    Dijkstra's algorithm to find the shortest path between a and b. It picks the unvisited vertex with the lowest distance, calculates the distance through it to each unvisited neighbor, and updates the neighbor's distance if smaller. Mark visited (set to red) when done with neighbors. Dijkstra's algorithm (/ ˈdaɪkstrəz / DYKE-strəz) is an ...

  6. Mercator projection - Wikipedia

    en.wikipedia.org/wiki/Mercator_projection

    The Mercator projection (/ mərˈkeɪtər /) is a conformal cylindrical map projection first presented by Flemish geographer and mapmaker Gerardus Mercator in 1569. In the 18th century, it became the standard map projection for navigation due to its property of representing rhumb lines as straight lines.

  7. A* search algorithm - Wikipedia

    en.wikipedia.org/wiki/A*_search_algorithm

    A* search algorithm. A* (pronounced "A-star") is a graph traversal and pathfinding algorithm, which is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. [1] Given a weighted graph, a source node and a goal node, the algorithm finds the shortest path (with respect to the given weights) from ...

  8. Naismith's rule - Wikipedia

    en.wikipedia.org/wiki/Naismith's_rule

    So, for example, if a route is 20 kilometres (12 mi) with 1600 metres of climb (as is the case on leg 1 of the Bob Graham Round, Keswick to Threlkeld), the equivalent flat distance of this route is 20+(1.6×8)=32.8 kilometres (20.4 mi). Assuming an individual can maintain a speed on the flat of 5 km/h, the route will take 6 hours and 34 minutes.

  9. Pathfinding - Wikipedia

    en.wikipedia.org/wiki/Pathfinding

    Equivalent paths between A and B in a 2D environment. Pathfinding or pathing is the search, by a computer application, for the shortest route between two points. It is a more practical variant on solving mazes. This field of research is based heavily on Dijkstra's algorithm for finding the shortest path on a weighted graph.

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