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============================================
Tensors, Differential Geometry, Manifolds
============================================

.. note:: Most of this content is based on a 2002 Caltech course taught by
    Kip Thorn [PH237]_


On a manifold, only "short" vectors exist. Longer vectors are in a space tangent to the manifold.

There are points (P), separation vectors (\Delta \vector P), curves ( Q(\zeta) ), tangent vectors ( \delta P / \delta \zeta \equiv \lim_{\Delta \zeta \rightarrow 0} \frac{ \vector{ Q(\zeta+\delta \zeta) - Q(\zeta) } }{\delta \zeta} )

Coordinates: \Chi^\alpha (P), where \alpha = 0,1,2,3; Q(\Chi_0, \Chi_1, ...)
    there is an isomorphism between points and coordinates

Coordinate basis: \vector{e_\alpha} \equiv \left( \frac{\partial Q}{\partial \Chi^\alpha} \right)
    for instance, on a sphere with angles \omega, \phi: 
        \vector{e_\phi} = \left( \frac{\partial Q(\phi, \theta)}{\partial \phi}\right)_\theta

Components of a vector:
    \vector{A} = \frac{\partial P}{\partial \Chi^\alpha }

Directional Derivatives: consider a scalar function defined on a manifold \Psi(P)
    \partial_\vector{A} \Psi = A^\alpha \frac{\partial \Psi}{\partial \Chi^\alpha}

    ????????

Mathematicians like to say that the coordinate bases are actually directional derivatives

Tensors
------------

A tensor T has a number of slots (say 3) and takes a vector in each slot and returns a real number. It is linear in vectors.

\epic{T} ( \alpha \vector{A} + \beta \vector{B}, \vector{C}, \vector{D}) =
   \alpha \epic{T} (\vector{A}, \vector{C}, \vector{D}) +
   \beta \epic{T} (\vector{B}, \vector{C}, \vector{D}) 

The number of "slots" is the rank of the tensor.

Even a regular vector is a tensor: pass it a second vector and take the dot
product to get a real.

Define the metric tensor g(\vector{A}, \vector{B}) = \vector{A} \dot \vector{B}

Inner Product:
    \Delta P \dot \Delta P \equiv \Delta P^2 \equiv (length of \Delta P)^2
    A \dot B = 1/4[ (A+B)^2 - (A-B)^2 ]

Tensor Product:
    ????????????????

Spacetime
--------------

Two types of vectors.

Timelike: \vector{\Delta P}
    (\vector{\Delta P})^2 = -(\Delta \Tau)^2

Spacelike: \vector{\Delta Q}
    (\vector{\Delta Q})^2 = +(\Delta S)^2

Because product of "up" and "down" basis vectors must be a positive Kronecker 
delta, and timelikes squared come out negative, the time "up" basis must be 
negative of the time "down" basis vector.