Life on a torus
यह पृष्ठ अभी हिन्दी में अनूदित नहीं है, इसलिए इसे English में दिखाया जा रहा है।
अनुवाद में मदद करें →प्रश्न
In some video games, walking off the right edge of the screen brings you back on the left, and walking off the top brings you back at the bottom. If that world were a real surface, what shape would it be?
आगे पढ़ने से पहले प्रयोग करके देखें। खोजबीन का कोई गलत तरीका नहीं है।
प्रयोग
एक वर्ग से पृष्ठ
वर्ग की भुजाओं को जोड़ियों में ऐसे चिपकाइए कि तीर मेल खाएँ। एक सपाट जीव को किसी भुजा के पार चलाइए और देखिए कि वह कहाँ — और कैसे — लौटता है।
कुंजियाँ: ↑ आगे, ↓ पीछे, ← और → मुड़ना, स्पेस चलना या रुकना। आप इसे खींच भी सकते हैं।
- अभिविन्यास-योग्य
- हाँ
- ऑयलर अभिलक्षण
- χ = 0
चिपकाने से 4 कोने V = 1, 4 भुजाएँ E = 2 और वर्ग F = 1 बन जाते हैं: V − E + F = 1 − 2 + 1 = 0
शुरुआत जैसा ही, उसी ओर से।
अब तक पार की गई भुजाएँ: 0
आमने-सामने की भुजाएँ एक ही दिशा वाले तीरों से चिपकी हैं। दाईं भुजा से निकलिए तो बाईं से उसी तरह लौटते हैं। जीव कैसे भी चले, वह कभी दर्पण-छवि नहीं बनता: टोरस अभिविन्यास-योग्य है।
संकेत, यदि आप चाहें
क्या हो रहा है
क्या हो रहा है
On a wrap-around screen of width and height , a point has coordinates with and , and moving past an edge means counting on modulo or — clock arithmetic in two directions at once.
Gluing the left and right edges of a rectangle gives a cylinder. Gluing the two ends of the cylinder gives a torus: the surface of a doughnut. So the video-game world is a torus. A walker on it can go "around the hole" in two different ways — across the screen or up the screen — and neither loop can be shrunk to a point. Counting how many times a loop goes around each way is the start of the fundamental group of the torus, .
Now change the rule: walking off the top brings you back at the bottom mirrored, left and right swapped. The walker comes home as their own mirror image — their left hand has become a right hand. That surface is the Klein bottle, and a surface where this can happen is called non-orientable. The Klein bottle cannot be built in ordinary three-dimensional space without passing through itself, but the rule for its edges describes it perfectly well.
Mathematicians build many surfaces this way, by gluing the edges of a polygon, and the classification of surfaces says that every closed surface arises like this. Whether our own universe might be finite but wrap around in some such way is a question cosmologists have tested against observations; so far no evidence for it has been found.
उपमा, औपचारिक रचना नहीं: The game screen is a flat rectangle with a rule for its edges; a doughnut in space is curved. They have the same topology but not the same geometry, so 'the screen is a doughnut' is a statement about shape up to stretching, not a picture of the game.
यह कहाँ ले जाता है
- स्नातक (प्रारंभिक) · पाठ उपलब्धSurfaces, polyhedra and the Euler characteristicA first course in the topologist's way of seeing: Euler's formula V − E + F = 2, the five Platonic solids, surfaces built by gluing the edges of polygons, orientability, the Euler characteristic as an invariant and the classification of compact surfaces.
- स्नातक (उन्नत) · पाठ उपलब्धHomotopy and the fundamental groupHomotopy of maps and paths, the fundamental group, covering spaces, the computation π₁(S¹) ≅ ℤ, the Seifert–van Kampen theorem and applications such as the two-dimensional Brouwer fixed-point theorem.
- शोध पथ · पाठ उपलब्धLow-dimensional topology: 3- and 4-manifoldsOptional research direction: 3-manifolds through Heegaard splittings, surgery and the eight Thurston geometries; the Poincaré conjecture and geometrisation (Perelman); hyperbolic 3-manifolds; and the strange world of 4-manifolds (Freedman, Donaldson, exotic ℝ⁴), separating established results from open questions.