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Mathematics is the study of numbers, quantity, space, pattern, 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. Used for calculation, it is considered the most important subject. 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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Title page of Sir Henry Billingsley's first English version of Euclid's Elements, 1570 (560x900).jpg
The frontispiece of Sir Henry Billingsley's first English version of Euclid's Elements, 1570
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Euclid's Elements ( Greek: Στοιχεῖα) is a mathematical and geometric treatise, consisting of 13 books, written by the Hellenistic mathematician Euclid in Egypt during the early 3rd century BC. It comprises a collection of definitions, postulates ( axioms), propositions ( theorems) and proofs thereof. Euclid's books are in the fields of Euclidean geometry, as well as the ancient Greek version of number theory. The Elements is one of the oldest extant axiomatic deductive treatments of geometry, and has proven instrumental in the development of logic and modern science.

It is considered one of the most successful textbooks ever written: the Elements was one of the very first books to go to press, and is second only to the Bible in number of editions published (well over 1000). For centuries, when the quadrivium was included in the curriculum of all university students, knowledge of at least part of Euclid's Elements was required of all students. Not until the 20th century did it cease to be considered something all educated people had read. It is still (though rarely) used as a basic introduction to geometry today. ( Full article...)

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Credit:  User:Protious (animation) & Hyperdeath (original still image)
Conway's Game of Life is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is an example of a zero-player game, meaning that its evolution is completely determined by its initial state, requiring no further input as the game progresses. After an initial pattern of filled-in squares ("live cells") is set up in a two-dimensional grid, the fate of each cell (including empty, or "dead", ones) is determined at each step of the game by considering its interaction with its eight nearest neighbors (the cells that are horizontally, vertically, or diagonally adjacent to it) according to the following rules: (1) any live cell with fewer than two live neighbors dies, as if caused by under-population; (2) any live cell with two or three live neighbors lives on to the next generation; (3) any live cell with more than three live neighbors dies, as if by overcrowding; (4) any dead cell with exactly three live neighbors becomes a live cell, as if by reproduction. By repeatedly applying these simple rules, extremely complex patterns can emerge. In this animation, a breeder (in this instance called a puffer train, colored red in the final frame of the animation) leaves guns (green) in its wake, which in turn "fire out" gliders (blue). Many more complex patterns are possible. Conway developed his rules as a simplified model of a hypothetical machine that could build copies of itself, a more complicated version of which was discovered by John von Neumann in the 1940s. Variations on the Game of Life use different rules for cell birth and death, use more than two states (resulting in evolving multicolored patterns), or are played on a different type of grid (e.g., a hexagonal grid or a three-dimensional one). After making its first public appearance in the October 1970 issue of Scientific American, the Game of Life popularized a whole new field of mathematical research called cellular automata, which has been applied to problems in cryptography and error-correction coding, and has even been suggested as the basis for new discrete models of the universe.

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