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CAP theorem (theoretical computer science) CPCTC (triangle geometry) Cameron–ErdÅ‘s theorem (discrete mathematics) Cameron–Martin theorem (measure theory) Cantor–Bernstein–Schroeder theorem (set theory, cardinal numbers) Cantor's intersection theorem (real analysis) Cantor's isomorphism theorem (order theory)
Note that consistency as defined in the CAP theorem is quite different from the consistency guaranteed in ACID database transactions. [4] Availability Every request received by a non-failing node in the system must result in a response. This is the definition of availability in CAP theorem as defined by Gilbert and Lynch. [1]
A convex cap, also known as a convex floating body [1] or just floating body, [2] is a well defined structure in mathematics commonly used in convex analysis for approximating convex shapes. In general it can be thought of as the intersection of a convex Polytope with a half-space .
Life simulation games form a subgenre of simulation video games in which the player lives or controls one or more virtual characters (human or otherwise). Such a game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem". [1] Other terms include artificial life game [1] and simulated life game (SLG).
Interactive geometry software (IGS) or dynamic geometry environments (DGEs) are computer programs which allow one to create and then manipulate geometric constructions, primarily in plane geometry. In most IGS, one starts construction by putting a few points and using them to define new objects such as lines , circles or other points.
Computational real algebraic geometry is concerned with the algorithmic aspects of real algebraic (and semialgebraic) geometry. The main algorithm is cylindrical algebraic decomposition. It is used to cut semialgebraic sets into nice pieces and to compute their projections. Real algebra is the part of algebra which is relevant to real algebraic ...
The Mandelbrot set, one of the most famous examples of mathematical visualization. Mathematical phenomena can be understood and explored via visualization. Classically, this consisted of two-dimensional drawings or building three-dimensional models (particularly plaster models in the 19th and early 20th century).
It originates from the following real-world problem: "In an art gallery , what is the minimum number of guards who together can observe the whole gallery?" In the geometric version of the problem, the layout of the art gallery is represented by a simple polygon and each guard is represented by a point in the polygon.