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Portal:Mathematics

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Mathematics is the study of numbers, quantity, space, structure, and change. 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.

There are approximately 31,444 mathematics articles in Wikipedia.

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Monkey-typing.jpg
The second Borel-Cantelli lemma implies that a chimpanzee like this one typing at random will almost surely produce the complete works of Shakespeare, given enough time.
Image credit: User:Chris 73

The infinite monkey theorem states that a monkey hitting keys at random on a typewriter keyboard for an infinite amount of time will almost surely type or create a particular chosen text, such as the complete works of William Shakespeare. Note that "almost surely" in this context is a mathematical term with a specific meaning, and that the "monkey" is not an actual monkey; rather, it is a vivid metaphor for an abstract device that produces a large, random sequence of letters.

The theorem graphically illustrates the perils of reasoning about infinity by imagining a vast but finite number. If every atom in the visible universe were a monkey producing a billion keystrokes a second from the Big Bang until today, it is still very unlikely that any monkey would get as far as "slings and arrows" in Hamlet's most famous soliloquy. The infinite monkey theorem is straightforward to prove, even without appealing to more advanced results.

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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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