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Barnes–Hut Simulation
The Barnes–Hut simulation (named after Josh Barnes and Piet Hut) is an approximation algorithm for performing an ''n''-body simulation. It is notable for having order O(''n'' log ''n'') compared to a direct-sum algorithm which would be O(''n''2). The simulation volume is usually divided up into cubic cells via an octree (in a three-dimensional space), so that only particles from nearby cells need to be treated individually, and particles in distant cells can be treated as a single large particle centered at the cell's center of mass (or as a low-order multipole expansion). This can dramatically reduce the number of particle pair interactions that must be computed. Some of the most demanding high-performance computing projects do computational astrophysics using the Barnes–Hut treecode algorithm, such as DEGIMA. Algorithm The Barnes–Hut tree In a three-dimensional ''n''-body simulation, the Barnes–Hut algorithm recursively divides the ''n'' bodies into ...
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2D Quad-Tree Partitioning Of 100 Bodies
D, or d, is the fourth letter in the Latin alphabet, used in the modern English alphabet, the alphabets of other western European languages and others worldwide. Its name in English is ''dee'' (pronounced ), plural ''dees''. History The Semitic letter Dāleth may have developed from the logogram for a fish or a door. There are many different Egyptian hieroglyphs that might have inspired this. In Semitic, Ancient Greek and Latin, the letter represented ; in the Etruscan alphabet the letter was archaic, but still retained (see letter B). The equivalent Greek letter is Delta, Δ. Architecture The minuscule (lower-case) form of 'd' consists of a lower-story left bowl and a stem ascender. It most likely developed by gradual variations on the majuscule (capital) form 'D', and today now composed as a stem with a full lobe to the right. In handwriting, it was common to start the arc to the left of the vertical stroke, resulting in a serif at the top of the arc. This serif w ...
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Recursion (computer Science)
In computer science, recursion is a method of solving a computational problem where the solution depends on solutions to smaller instances of the same problem. Recursion solves such recursive problems by using functions that call themselves from within their own code. The approach can be applied to many types of problems, and recursion is one of the central ideas of computer science. Most computer programming languages support recursion by allowing a function to call itself from within its own code. Some functional programming languages (for instance, Clojure) do not define any looping constructs but rely solely on recursion to repeatedly call code. It is proved in computability theory that these recursive-only languages are Turing complete; this means that they are as powerful (they can be used to solve the same problems) as imperative languages based on control structures such as and . Repeatedly calling a function from within itself may cause the call stack to have a ...
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Physical Cosmology
Physical cosmology is a branch of cosmology concerned with the study of cosmological models. A cosmological model, or simply cosmology, provides a description of the largest-scale structures and dynamics of the universe and allows study of fundamental questions about its Cosmogony, origin, structure, Chronology of the universe, evolution, and ultimate fate.For an overview, see Cosmology as a science originated with the Copernican principle, which implies that astronomical object, celestial bodies obey identical physical laws to those on Earth, and Newtonian mechanics, which first allowed those physical laws to be understood. Physical cosmology, as it is now understood, began with the development in 1915 of Albert Einstein's general relativity, general theory of relativity, followed by major observational discoveries in the 1920s: first, Edwin Hubble discovered that the universe contains a huge number of external Galaxy, galaxies beyond the Milky Way; then, work by Vesto Sli ...
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Gravity
In physics, gravity () is a fundamental interaction which causes mutual attraction between all things with mass or energy. Gravity is, by far, the weakest of the four fundamental interactions, approximately 1038 times weaker than the strong interaction, 1036 times weaker than the electromagnetic force and 1029 times weaker than the weak interaction. As a result, it has no significant influence at the level of subatomic particles. However, gravity is the most significant interaction between objects at the macroscopic scale, and it determines the motion of planets, stars, galaxies, and even light. On Earth, gravity gives weight to physical objects, and the Moon's gravity is responsible for sublunar tides in the oceans (the corresponding antipodal tide is caused by the inertia of the Earth and Moon orbiting one another). Gravity also has many important biological functions, helping to guide the growth of plants through the process of gravitropism and influencing the circ ...
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Simulation
A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the computer simulation, simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games. Simulation is also used with scientific modelling of natural systems or human systems to gain insight into their functioning, as in economics. Simulation can be used to show the eventual real effects of alternative conditions and courses of action. Simulation is also used when the real system cannot be engaged, because it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed bu ...
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Fast Multipole Method
__NOTOC__ The fast multipole method (FMM) is a numerical technique that was developed to speed up the calculation of long-ranged forces in the ''n''-body problem. It does this by expanding the system Green's function using a multipole expansion, which allows one to group sources that lie close together and treat them as if they are a single source. The FMM has also been applied in accelerating the iterative solver in the method of moments (MOM) as applied to computational electromagnetics problems. The FMM was first introduced in this manner by Leslie Greengard and Vladimir Rokhlin Jr. and is based on the multipole expansion of the vector Helmholtz equation. By treating the interactions between far-away basis functions using the FMM, the corresponding matrix elements do not need to be explicitly stored, resulting in a significant reduction in required memory. If the FMM is then applied in a hierarchical manner, it can improve the complexity of matrix-vector products in an ite ...
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Nearest Neighbor Search
Nearest neighbor search (NNS), as a form of proximity search, is the optimization problem of finding the point in a given set that is closest (or most similar) to a given point. Closeness is typically expressed in terms of a dissimilarity function: the less similar the objects, the larger the function values. Formally, the nearest-neighbor (NN) search problem is defined as follows: given a set ''S'' of points in a space ''M'' and a query point ''q'' ∈ ''M'', find the closest point in ''S'' to ''q''. Donald Knuth in vol. 3 of ''The Art of Computer Programming'' (1973) called it the post-office problem, referring to an application of assigning to a residence the nearest post office. A direct generalization of this problem is a ''k''-NN search, where we need to find the ''k'' closest points. Most commonly ''M'' is a metric space and dissimilarity is expressed as a distance metric, which is symmetric and satisfies the triangle inequality. Even more common, ''M'' is taken ...
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NEMO (Stellar Dynamics Toolbox)
NEMO (Not Everybody Must Observe) is a toolkit for stellar dynamics. At its core it manipulates an ''n''-body system (snapshot), but can also derive or compute orbits, derive images and extract tables to take to other analysis systems. Architecture NEMO was developed on Sun workstations, but ports to most Unix-like systems. At its core NEMO defines a series of objects (SnapShot, Orbit, Image) and associated header files and libraries to operate on them, and these mirror the stored data in a portable binary-named and type-tagged XML-like format dubbed ''structured file''. The program tsf in NEMO will show the contents of such a file in a human readable way. Another feature of NEMO is that all its data can be piped from one task into the next, thus creating whole simulations in a simple Unix pipe. For example, mkplummer - 1000 , snapscale - - vscale=0.5 , hackcode1 - - tstop=10 , snaptrim - - times=10 , snapgrid - - , ccdfits - final.fits would create a 1000 particle Pl ...
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Net Force
Net Force may refer to: * Net force, the overall force acting on an object * ''NetForce'' (film), a 1999 American television film * Tom Clancy's Net Force, a novel series * Tom Clancy's Net Force Explorers Tom Clancy's Net Force Explorers or Net Force Explorers is a series of young adult fiction, young adult novels created by Tom Clancy and Steve Pieczenik as a spin-off of the military fiction series Tom Clancy's Net Force. The first novel was pub ...
, a young adult novel series {{disambiguation ...
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Cartesian Coordinate System
A Cartesian coordinate system (, ) in a plane is a coordinate system that specifies each point uniquely by a pair of numerical coordinates, which are the signed distances to the point from two fixed perpendicular oriented lines, measured in the same unit of length. Each reference coordinate line is called a ''coordinate axis'' or just ''axis'' (plural ''axes'') of the system, and the point where they meet is its ''origin'', at ordered pair . The coordinates can also be defined as the positions of the perpendicular projections of the point onto the two axes, expressed as signed distances from the origin. One can use the same principle to specify the position of any point in three-dimensional space by three Cartesian coordinates, its signed distances to three mutually perpendicular planes (or, equivalently, by its perpendicular projection onto three mutually perpendicular lines). In general, ''n'' Cartesian coordinates (an element of real ''n''-space) specify the point in an ' ...
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Node (graph Theory)
In discrete mathematics, and more specifically in graph theory, a vertex (plural vertices) or node is the fundamental unit of which graphs are formed: an undirected graph consists of a set of vertices and a set of edges (unordered pairs of vertices), while a directed graph consists of a set of vertices and a set of arcs (ordered pairs of vertices). In a diagram of a graph, a vertex is usually represented by a circle with a label, and an edge is represented by a line or arrow extending from one vertex to another. From the point of view of graph theory, vertices are treated as featureless and indivisible objects, although they may have additional structure depending on the application from which the graph arises; for instance, a semantic network is a graph in which the vertices represent concepts or classes of objects. The two vertices forming an edge are said to be the endpoints of this edge, and the edge is said to be incident to the vertices. A vertex ''w'' is said to be adj ...
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Quadtree
A quadtree is a tree data structure in which each internal node has exactly four children. Quadtrees are the two-dimensional analog of octrees and are most often used to partition a two-dimensional space by recursively subdividing it into four quadrants or regions. The data associated with a leaf cell varies by application, but the leaf cell represents a "unit of interesting spatial information". The subdivided regions may be square or rectangular, or may have arbitrary shapes. This data structure was named a quadtree by Raphael Finkel and J.L. Bentley in 1974. A similar partitioning is also known as a ''Q-tree''. All forms of quadtrees share some common features: * They decompose space into adaptable cells * Each cell (or bucket) has a maximum capacity. When maximum capacity is reached, the bucket splits * The tree directory follows the spatial decomposition of the quadtree. A tree-pyramid (T-pyramid) is a "complete" tree; every node of the T-pyramid has four child nodes excep ...
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