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A composition of four mappings coded in SVG, which transforms a rectangular repetitive pattern into a rhombic pattern. The four transformations are linear.. In mathematics, a transformation, transform, or self-map [1] is a function f, usually with some geometrical underpinning, that maps a set X to itself, i.e. f: X → X.
In mathematics, an integral transform is a type of transform that maps a function from its original function space into another function space via integration, where some of the properties of the original function might be more easily characterized and manipulated than in the original function space.
Let X be an affine space over a field k, and V be its associated vector space. An affine transformation is a bijection f from X onto itself that is an affine map; this means that a linear map g from V to V is well defined by the equation () = (); here, as usual, the subtraction of two points denotes the free vector from the second point to the first one, and "well-defined" means that ...
A multivariate function, multivariable function, or function of several variables is a function that depends on several arguments. Such functions are commonly encountered. For example, the position of a car on a road is a function of the time travelled and its average speed.
Christoffel symbols satisfy the symmetry relations = or, respectively, =, the second of which is equivalent to the torsion-freeness of the Levi-Civita connection. The contracting relations on the Christoffel symbols are given by
Linear fractional transformations leave cross ratio invariant, so any linear fractional transformation that leaves the unit disk or upper half-planes stable is an isometry of the hyperbolic plane metric space. Since Henri Poincaré explicated these models they have been named after him: the Poincaré disk model and the Poincaré half-plane model.
In Fourier analysis, a multiplier operator is a type of linear operator, or transformation of functions. These operators act on a function by altering its Fourier transform. Specifically they multiply the Fourier transform of a function by a specified function known as the multiplier or symbol.
Note: solving for ′ returns the resultant angle in the first quadrant (< <). To find , one must refer to the original Cartesian coordinate, determine the quadrant in which lies (for example, (3,−3) [Cartesian] lies in QIV), then use the following to solve for :