Classical electromagnetismClassical electromagnetism or classical electrodynamics is a branch of theoretical physics that studies the interactions between electric charges and currents using an extension of the classical Newtonian model; It is, therefore, a classical field theory. The theory provides a description of electromagnetic phenomena whenever the relevant length scales and field strengths are large enough that quantum mechanical effects are negligible. For small distances and low field strengths, such interactions are better described by quantum electrodynamics, which is a quantum field theory.
Conservation lawIn physics, a conservation law states that a particular measurable property of an isolated physical system does not change as the system evolves over time. Exact conservation laws include conservation of mass-energy, conservation of linear momentum, conservation of angular momentum, and conservation of electric charge. There are also many approximate conservation laws, which apply to such quantities as mass, parity, lepton number, baryon number, strangeness, hypercharge, etc.
Maxwell's equations in curved spacetimeIn physics, Maxwell's equations in curved spacetime govern the dynamics of the electromagnetic field in curved spacetime (where the metric may not be the Minkowski metric) or where one uses an arbitrary (not necessarily Cartesian) coordinate system. These equations can be viewed as a generalization of the vacuum Maxwell's equations which are normally formulated in the local coordinates of flat spacetime.
Newton's laws of motionNewton's laws of motion are three basic laws of classical mechanics that describe the relationship between the motion of an object and the forces acting on it. These laws can be paraphrased as follows: A body remains at rest, or in motion at a constant speed in a straight line, unless acted upon by a force. When a body is acted upon by a force, the time rate of change of its momentum equals the force. If two bodies exert forces on each other, these forces have the same magnitude but opposite directions.
Non-Newtonian fluidA non-Newtonian fluid is a fluid that does not follow Newton's law of viscosity, that is, it has variable viscosity dependent on stress. In non-Newtonian fluids, viscosity can change when under force to either more liquid or more solid. Ketchup, for example, becomes runnier when shaken and is thus a non-Newtonian fluid. Many salt solutions and molten polymers are , as are many commonly found substances such as custard, toothpaste, starch suspensions, corn starch, paint, blood, melted butter, and shampoo.
Covariant formulation of classical electromagnetismThe covariant formulation of classical electromagnetism refers to ways of writing the laws of classical electromagnetism (in particular, Maxwell's equations and the Lorentz force) in a form that is manifestly invariant under Lorentz transformations, in the formalism of special relativity using rectilinear inertial coordinate systems. These expressions both make it simple to prove that the laws of classical electromagnetism take the same form in any inertial coordinate system, and also provide a way to translate the fields and forces from one frame to another.
Fluid mechanicsFluid mechanics is the branch of physics concerned with the mechanics of fluids (liquids, gases, and plasmas) and the forces on them. It has applications in a wide range of disciplines, including mechanical, aerospace, civil, chemical, and biomedical engineering, as well as geophysics, oceanography, meteorology, astrophysics, and biology. It can be divided into fluid statics, the study of fluids at rest; and fluid dynamics, the study of the effect of forces on fluid motion.
MechanicsMechanics (from Ancient Greek: μηχανική, mēkhanikḗ, "of machines") is the area of mathematics and physics concerned with the relationships between force, matter, and motion among physical objects. Forces applied to objects result in displacements or changes of an object's position relative to its environment. Theoretical expositions of this branch of physics has its origins in Ancient Greece, for instance, in the writings of Aristotle and Archimedes (see History of classical mechanics and Timeline of classical mechanics).
PhysicsPhysics is the natural science of matter, involving the study of matter, its fundamental constituents, its motion and behavior through space and time, and the related entities of energy and force. Physics is one of the most fundamental scientific disciplines, with its main goal being to understand how the universe behaves. A scientist who specializes in the field of physics is called a physicist. Physics is one of the oldest academic disciplines and, through its inclusion of astronomy, perhaps the oldest.
Einstein field equationsIn the general theory of relativity, the Einstein field equations (EFE; also known as Einstein's equations) relate the geometry of spacetime to the distribution of matter within it. The equations were published by Albert Einstein in 1915 in the form of a tensor equation which related the local (expressed by the Einstein tensor) with the local energy, momentum and stress within that spacetime (expressed by the stress–energy tensor).
Analytical mechanicsIn theoretical physics and mathematical physics, analytical mechanics, or theoretical mechanics is a collection of closely related alternative formulations of classical mechanics. It was developed by many scientists and mathematicians during the 18th century and onward, after Newtonian mechanics. Since Newtonian mechanics considers vector quantities of motion, particularly accelerations, momenta, forces, of the constituents of the system, an alternative name for the mechanics governed by Newton's laws and Euler's laws is vectorial mechanics.
Game physicsComputer animation physics or game physics are laws of physics as they are defined within a simulation or video game, and the programming logic used to implement these laws. Game physics vary greatly in their degree of similarity to real-world physics. Sometimes, the physics of a game may be designed to mimic the physics of the real world as accurately as is feasible, in order to appear realistic to the player or observer. In other cases, games may intentionally deviate from actual physics for gameplay purposes.