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Mathematics is the study of representing and reasoning about abstract objects (such as numbers, points, spaces, sets, structures, and games). Mathematics is used throughout the world as an essential tool in many fields, including natural science, engineering, medicine, and the social sciences. Applied mathematics, the branch of mathematics concerned with application of mathematical knowledge to other fields, inspires and makes use of new mathematical discoveries and sometimes leads to the development of entirely new mathematical disciplines, such as statistics and game theory. Mathematicians also engage in pure mathematics, or mathematics for its own sake, without having any application in mind. There is no clear line separating pure and applied mathematics, and practical applications for what began as pure mathematics are often discovered. (Full article...)

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animation of the construction of a fourth-degree Bézier curve
animation of the construction of a fourth-degree Bézier curve
A Bézier curve is a parametric curve important in computer graphics and related fields. Widely publicized in 1962 by the French engineer Pierre Bézier, who used them to design automobile bodies, the curves were first developed in 1959 by Paul de Casteljau using de Casteljau's algorithm. In this animation, a quartic Bézier curve is constructed using control points P0 through P4. The green line segments join points moving at a constant rate from one control point to the next; the parameter t shows the progress over time. Meanwhile, the blue line segments join points moving in a similar manner along the green segments, and the magenta line segment points along the blue segments. Finally, the black point moves at a constant rate along the magenta line segment, tracing out the final curve in red. The curve is a fourth-degree function of its parameter. Quadratic and cubic Bézier curves are most common since higher-degree curves are more computationally costly to evaluate. When more complex shapes are needed, lower-order Bézier curves are patched together. For example, modern computer fonts use Bézier splines composed of quadratic or cubic Bézier curves to create scalable typefaces. The curves are also used in computer animation and video games to plot smooth paths of motion. Approximate Bézier curves can be generated in the "real world" using string art.

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Banach–Tarski paradox
Image credit: Benjamin D. Esham

The Banach–Tarski paradox is a theorem in set-theoretic geometry which states that a solid ball in 3-dimensional space can be split into a finite number of non-overlapping pieces, which can then be put back together in a different way to yield two identical copies of the original ball. The reassembly process involves only moving the pieces around and rotating them, without changing their shape. However, the pieces themselves are complicated: they are not usual solids but infinite scatterings of points. A stronger form of the theorem implies that given any two "reasonable" solid objects (such as a small ball and a huge ball) — solid in the sense of the continuum — either one can be reassembled into the other. This is often stated colloquially as "a pea can be chopped up and reassembled into the Sun". (Full article...)

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Topics in mathematics

General Foundations Number theory Discrete mathematics


Algebra Analysis Geometry and topology Applied mathematics
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