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  1. The book, The Art of Scalability, describes a really useful, three dimension scalability model: the scale cube. In this model, scaling an application by running clones behind a load balancer is known as X-axis scaling. The other two kinds of scaling are Y-axis scaling and Z-axis scaling.

  2. en.wikipedia.org › wiki › Scale_cubeScale cube - Wikipedia

    The three approaches defined by the model include scaling through replication or cloning (the “X axis”), scaling through segmentation along service boundaries or dissimilar components (the “Y axis”) and segmentation or partitioning along similar components (the “Z axis”).

  3. The coordinate surfaces of the Cartesian coordinates (x, y, z). The z-axis is vertical and the x-axis is highlighted in green. Thus, the red plane shows the points with x = 1, the blue plane shows the points with z = 1, and the yellow plane shows the points with y = −1.

  4. X-axis scaling consists of running multiple copies of an application behind a load balancer. If there are N copies then each copy handles 1/N of the load. This is a simple, commonly used approach of scaling an application.

  5. The three-dimensional cartesian coordinate system consists of three axes, the x-axis, the y-axis, and the z-axis, which are mutually perpendicular to each other and have the same units of length across all three axes.

  6. For scaling by (sx,sy) in 2D, use glScalef (sx, sy, 1), which scales only in the x and y directions, leaving the z coordinate unchanged. For rotation through an angle r about the origin in 2D, use glRotatef (r, 0, 0, 1). This is rotation about the z -axis, which rotates the xy -plane into itself.

  7. 10 Νοε 2020 · The Euclidean plane has two perpendicular \(\textbf{coordinate axes}\): the \(x\)-axis and the \(y\)-axis. In vector (or multivariable) calculus, we will deal with functions of two or three variables (usually \(x, y\) or \(x, y, z\), respectively).

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