PerpendicularIn elementary geometry, two geometric objects are perpendicular if their intersection forms right angles (angles that are 90 degrees or π/2 radians wide) at the point of intersection called a foot. The condition of perpendicularity may be represented graphically using the perpendicular symbol, ⟂. Perpendicular intersections can happen between two lines (or two line segments), between a line and a plane, and between two planes.
GeometryGeometry (; ) is a branch of mathematics concerned with properties of space such as the distance, shape, size, and relative position of figures. Geometry is, along with arithmetic, one of the oldest branches of mathematics. A mathematician who works in the field of geometry is called a geometer. Until the 19th century, geometry was almost exclusively devoted to Euclidean geometry, which includes the notions of point, line, plane, distance, angle, surface, and curve, as fundamental concepts.
BisectionIn geometry, bisection is the division of something into two equal or congruent parts (having the same shape and size). Usually it involves a bisecting line, also called a 'bisector'. The most often considered types of bisectors are the 'segment bisector' (a line that passes through the midpoint of a given segment) and the 'angle bisector' (a line that passes through the apex of an angle, that divides it into two equal angles). In three-dimensional space, bisection is usually done by a bisecting plane, also called the 'bisector'.
Line–line intersectionIn Euclidean geometry, the intersection of a line and a line can be the empty set, a point, or another line. Distinguishing these cases and finding the intersection have uses, for example, in computer graphics, motion planning, and collision detection. In three-dimensional Euclidean geometry, if two lines are not in the same plane, they have no point of intersection and are called skew lines.
Three-dimensional spaceIn geometry, a three-dimensional space (3D space, 3-space or, rarely, tri-dimensional space) is a mathematical space in which three values (coordinates) are required to determine the position of a point. Most commonly, it is the three-dimensional Euclidean space, the Euclidean n-space of dimension n=3 that models physical space. More general three-dimensional spaces are called 3-manifolds. Technically, a tuple of n numbers can be understood as the Cartesian coordinates of a location in a n-dimensional Euclidean space.
Intersection theoryIn mathematics, intersection theory is one of the main branches of algebraic geometry, where it gives information about the intersection of two subvarieties of a given variety. The theory for varieties is older, with roots in Bézout's theorem on curves and elimination theory. On the other hand, the topological theory more quickly reached a definitive form. There is yet an ongoing development of intersection theory. Currently the main focus is on: virtual fundamental cycles, quantum intersection rings, Gromov-Witten theory and the extension of intersection theory from schemes to stacks.
Orthodiagonal quadrilateralIn Euclidean geometry, an orthodiagonal quadrilateral is a quadrilateral in which the diagonals cross at right angles. In other words, it is a four-sided figure in which the line segments between non-adjacent vertices are orthogonal (perpendicular) to each other. A kite is an orthodiagonal quadrilateral in which one diagonal is a line of symmetry. The kites are exactly the orthodiagonal quadrilaterals that contain a circle tangent to all four of their sides; that is, the kites are the tangential orthodiagonal quadrilaterals.
Intersection numberIn mathematics, and especially in algebraic geometry, the intersection number generalizes the intuitive notion of counting the number of times two curves intersect to higher dimensions, multiple (more than 2) curves, and accounting properly for tangency. One needs a definition of intersection number in order to state results like Bézout's theorem. The intersection number is obvious in certain cases, such as the intersection of the x- and y-axes in a plane, which should be one.
Parallel (geometry)In geometry, parallel lines are coplanar infinite straight lines that do not intersect at any point. Parallel planes are planes in the same three-dimensional space that never meet. Parallel curves are curves that do not touch each other or intersect and keep a fixed minimum distance. In three-dimensional Euclidean space, a line and a plane that do not share a point are also said to be parallel. However, two noncoplanar lines are called skew lines. Parallel lines are the subject of Euclid's parallel postulate.
Space groupIn mathematics, physics and chemistry, a space group is the symmetry group of a repeating pattern in space, usually in three dimensions. The elements of a space group (its symmetry operations) are the rigid transformations of the pattern that leave it unchanged. In three dimensions, space groups are classified into 219 distinct types, or 230 types if chiral copies are considered distinct. Space groups are discrete cocompact groups of isometries of an oriented Euclidean space in any number of dimensions.
Windowing systemIn computing, a windowing system (or window system) is a software suite that manages separately different parts of display screens. It is a type of graphical user interface (GUI) which implements the WIMP (windows, icons, menus, pointer) paradigm for a user interface. Each currently running application is assigned a usually resizable and usually rectangular surface of the display to present its GUI to the user; these windows may overlap each other, as opposed to a tiling interface where they are not allowed to overlap.
Wayland (protocol)Wayland is a communication protocol that specifies the communication between a display server and its clients, as well as a C library implementation of that protocol. A display server using the Wayland protocol is called a Wayland compositor, because it additionally performs the task of a compositing window manager. Wayland is developed by a group of volunteers initially led by Kristian Høgsberg as a free and open-source community-driven project with the aim of replacing the X Window System with a modern, secure, and simpler windowing system for Linux and other Unix-like operating systems.
Differential geometryDifferential geometry is a mathematical discipline that studies the geometry of smooth shapes and smooth spaces, otherwise known as smooth manifolds. It uses the techniques of differential calculus, integral calculus, linear algebra and multilinear algebra. The field has its origins in the study of spherical geometry as far back as antiquity. It also relates to astronomy, the geodesy of the Earth, and later the study of hyperbolic geometry by Lobachevsky.
X.Org ServerX.Org Server is the free and open-source implementation of the X Window System display server stewarded by the X.Org Foundation. Implementations of the client-side X Window System protocol exist in the form of X11 libraries, which serve as helpful APIs for communicating with the X server. Two such major X libraries exist for X11. The first of these libraries was Xlib, the original C language X11 API, but another C language X library, XCB, was created later in 2001.
Non-Euclidean geometryIn mathematics, non-Euclidean geometry consists of two geometries based on axioms closely related to those that specify Euclidean geometry. As Euclidean geometry lies at the intersection of metric geometry and affine geometry, non-Euclidean geometry arises by either replacing the parallel postulate with an alternative, or relaxing the metric requirement. In the former case, one obtains hyperbolic geometry and elliptic geometry, the traditional non-Euclidean geometries.
Euclidean geometryEuclidean geometry is a mathematical system attributed to ancient Greek mathematician Euclid, which he described in his textbook on geometry, Elements. Euclid's approach consists in assuming a small set of intuitively appealing axioms (postulates) and deducing many other propositions (theorems) from these. Although many of Euclid's results had been stated earlier, Euclid was the first to organize these propositions into a logical system in which each result is proved from axioms and previously proved theorems.
Analytic geometryIn mathematics, analytic geometry, also known as coordinate geometry or Cartesian geometry, is the study of geometry using a coordinate system. This contrasts with synthetic geometry. Analytic geometry is used in physics and engineering, and also in aviation, rocketry, space science, and spaceflight. It is the foundation of most modern fields of geometry, including algebraic, differential, discrete and computational geometry. Usually the Cartesian coordinate system is applied to manipulate equations for planes, straight lines, and circles, often in two and sometimes three dimensions.
Darwin (operating system)Darwin is the core Unix operating system of macOS (previously OS X and Mac OS X), iOS, watchOS, tvOS, iPadOS, visionOS, and bridgeOS. It previously existed as an independent open-source operating system, first released by Apple Inc. in 2000. It is composed of code derived from NeXTSTEP, BSD, Mach, and other free software projects' code, as well as code developed by Apple. Darwin is mostly POSIX-compatible, but has never, by itself, been certified as compatible with any version of POSIX.
Projective geometryIn mathematics, projective geometry is the study of geometric properties that are invariant with respect to projective transformations. This means that, compared to elementary Euclidean geometry, projective geometry has a different setting, projective space, and a selective set of basic geometric concepts. The basic intuitions are that projective space has more points than Euclidean space, for a given dimension, and that geometric transformations are permitted that transform the extra points (called "points at infinity") to Euclidean points, and vice-versa.
X Window SystemThe X Window System (X11, or simply X) is a windowing system for bitmap displays, common on Unix-like operating systems. X provides the basic framework for a GUI environment: drawing and moving windows on the display device and interacting with a mouse and keyboard. X does not mandate the user interface - this is handled by individual programs. As such, the visual styling of X-based environments varies greatly; different programs may present radically different interfaces.