liveBook · Manning

Line

As explained in Geometry for Programmers

A line is a straight one-dimensional geometric object extending without curvature.

A line is a straight one-dimensional geometric object. In applied geometry, coordinates and equations turn that intuition into a form suitable for programming, modeling, and computation. section 2.3 section 1.2

In two dimensions, the explicit equation y = ax + b constructs a line as a function graph, but it cannot represent a vertical line. The general implicit form handles vertical lines as well; a canonical form adds a point and direction coefficients. section 2.3.1

Three-dimensional lines require a different representation. Adding a scaled z variable to a two-dimensional general equation produces a plane, so a 3D line is described by a pair of equations, equivalently as the intersection of two nonparallel planes. section 2.3.1

Constant-speed motion

A 2D game trajectory can be assembled from line and circular-arc segments. Moving through a line’s parametric form at a constant parameter rate produces constant-speed motion; equal parameter increments similarly give proportional progress around a circle. section 5.3

How Geometry for Programmers covers it

How deep it goes
Explains explicit, implicit, canonical, and three-dimensional representations, then applies parametric lines to motion without deriving algorithms in code.
Examples
Uses y = 0.5x + 1, vertical lines x = c, plane intersections, and a game character following line-and-arc trajectories.
What it assumes
Assumes basic intuition about lines and planes in two and three dimensions while building formal equations from that intuition.
What you can do after
Apply explicit, implicit, canonical, and parametric line descriptions to 2D geometry, 3D intersections, and constant-speed motion.
How it connects
Connects lines to planes, points, coordinates, parametric curves, circles, analytic geometry, and programming.

Also explained in

Compare how 3 books explain line →

Related concepts

This explainer was generated by Manning's knowledge graph from the text of Geometry for Programmers. The section links point to the parts of the book it draws on.