TimeTime is the continued sequence of existence and events that occurs in an apparently irreversible succession from the past, through the present, into the future. It is a component quantity of various measurements used to sequence events, to compare the duration of events or the intervals between them, and to quantify rates of change of quantities in material reality or in the conscious experience. Time is often referred to as a fourth dimension, along with three spatial dimensions.
Quasi-isometryIn mathematics, a quasi-isometry is a function between two metric spaces that respects large-scale geometry of these spaces and ignores their small-scale details. Two metric spaces are quasi-isometric if there exists a quasi-isometry between them. The property of being quasi-isometric behaves like an equivalence relation on the class of metric spaces. The concept of quasi-isometry is especially important in geometric group theory, following the work of Gromov.
ParadigmIn science and philosophy, a paradigm (ˈpærədaɪm ) is a distinct set of concepts or thought patterns, including theories, research methods, postulates, and standards for what constitute legitimate contributions to a field. The word paradigm is Greek in origin, meaning "pattern", and is used to illustrate similar occurrences. Paradeigma Paradigm comes from Greek παράδειγμα (paradeigma), "pattern, example, sample" from the verb παραδείκνυμι (paradeiknumi), "exhibit, represent, expose" and that from παρά (para), "beside, beyond" and δείκνυμι (deiknumi), "to show, to point out".
Time seriesIn mathematics, a time series is a series of data points indexed (or listed or graphed) in time order. Most commonly, a time series is a sequence taken at successive equally spaced points in time. Thus it is a sequence of discrete-time data. Examples of time series are heights of ocean tides, counts of sunspots, and the daily closing value of the Dow Jones Industrial Average. A time series is very frequently plotted via a run chart (which is a temporal line chart).
Similarity (geometry)In Euclidean geometry, two objects are similar if they have the same shape, or if one has the same shape as the mirror image of the other. More precisely, one can be obtained from the other by uniformly scaling (enlarging or reducing), possibly with additional translation, rotation and reflection. This means that either object can be rescaled, repositioned, and reflected, so as to coincide precisely with the other object. If two objects are similar, each is congruent to the result of a particular uniform scaling of the other.
Path integral formulationThe path integral formulation is a description in quantum mechanics that generalizes the action principle of classical mechanics. It replaces the classical notion of a single, unique classical trajectory for a system with a sum, or functional integral, over an infinity of quantum-mechanically possible trajectories to compute a quantum amplitude. This formulation has proven crucial to the subsequent development of theoretical physics, because manifest Lorentz covariance (time and space components of quantities enter equations in the same way) is easier to achieve than in the operator formalism of canonical quantization.
Tietze extension theoremIn topology, the Tietze extension theorem (also known as the Tietze–Urysohn–Brouwer extension theorem or Urysohn-Brouwer lemma) states that continuous functions on a closed subset of a normal topological space can be extended to the entire space, preserving boundedness if necessary. If is a normal space and is a continuous map from a closed subset of into the real numbers carrying the standard topology, then there exists a of to that is, there exists a map continuous on all of with for all Moreover, may be chosen such that that is, if is bounded then may be chosen to be bounded (with the same bound as ).
Asymptotic safety in quantum gravityAsymptotic safety (sometimes also referred to as nonperturbative renormalizability) is a concept in quantum field theory which aims at finding a consistent and predictive quantum theory of the gravitational field. Its key ingredient is a nontrivial fixed point of the theory's renormalization group flow which controls the behavior of the coupling constants in the ultraviolet (UV) regime and renders physical quantities safe from divergences.
Differential geometry of surfacesIn mathematics, the differential geometry of surfaces deals with the differential geometry of smooth surfaces with various additional structures, most often, a Riemannian metric. Surfaces have been extensively studied from various perspectives: extrinsically, relating to their embedding in Euclidean space and intrinsically, reflecting their properties determined solely by the distance within the surface as measured along curves on the surface.
RenormalizationRenormalization is a collection of techniques in quantum field theory, statistical field theory, and the theory of self-similar geometric structures, that are used to treat infinities arising in calculated quantities by altering values of these quantities to compensate for effects of their self-interactions. But even if no infinities arose in loop diagrams in quantum field theory, it could be shown that it would be necessary to renormalize the mass and fields appearing in the original Lagrangian.
Improper rotationIn geometry, an improper rotation (also called rotation-reflection, rotoreflection, rotary reflection, or rotoinversion) is an isometry in Euclidean space that is a combination of a rotation about an axis and a reflection in a plane perpendicular to that axis. Reflection and inversion are each special case of improper rotation. Any improper rotation is an affine transformation and, in cases that keep the coordinate origin fixed, a linear transformation.
Isometric video game graphicsIsometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the x, y, and z axes are not necessarily oriented 120° to each other.