At a glance
One marker sits on a plane and is labelled twice, using two sets of axes that share an origin, one turned by an angle θ. It is the simplest setting for a theme the whole course returns to: two descriptions of the same thing can differ in some numbers and agree in others.
What you'll learn
- How one marker gets two different coordinate pairs from two frames that share an origin.
- How to compute the pair in the turned frame from the first pair and the angle θ.
- How to tell which numbers depend on the choice of axes and which do not.
What's on screen
- Frame S (left panel, blue axes x and y): the reference axes.
- Frame S′ (right panel, red axes x′ and y′): the same plane, with its axes and grid turned by θ about O.
- ★ marker: drawn at the same spot in both panels. The box beside it prints its coordinate pair in that panel's frame: (x, y) on the left, (x′, y′) on the right.
- r and r′ readouts (under the panels): the marker's distance from the origin, as each frame computes it.
The controls
Press ⌖ on a row to see where that control sits in the sim.
| Control | What it changes | Range | |
|---|---|---|---|
| Rotation angle θ | How far Frame S′ is turned counter-clockwise from Frame S. Dragging it pauses the automatic turning. | 0°–360° opens at 30° | |
| The ★ marker | Click or drag in either panel to move it. The other panel follows. Positions within 0.22 of a whole number snap to it. | ±6 in the panel you drag opens at (3, 2) | |
| r and r′ readouts | The marker's distance from the origin, √(x² + y²) in Frame S and √(x′² + y′²) in Frame S′, to one decimal place. | panel | |
| ▶ Play / ⏸ Pause | Turns Frame S′ automatically at 10° per second, counter-clockwise, wrapping from 360° to 0°. Pause holds the angle. | top bar | |
| Speed | Scales the automatic turning. It changes how fast θ advances, not what the angles mean. | 0.25×–4× opens at 1× | |
| ↻ Reset | Puts θ back to 30° and the marker back to (3, 2), and stops the automatic turning. | top bar |
Fixed: both panels share one origin and one scale. Coordinates are plain grid units, and each grid square is 1 × 1 in its own frame.
Coordinates depend on the axes
To set up Cartesian coordinates you choose an origin O, an x-axis through it, and a y-axis at 90° to the x-axis. A point's coordinates are then where the perpendiculars from the point meet the two axes, measured from O.
Frame S′ keeps the origin and turns the axes by θ. The marker has not moved, but the axes it is measured against have, so the lengths along them are different. The two panels print different pairs for the same point.
How the numbers change when the axes turn
The axes turn by +θ and the marker does not (a passive rotation, as in Lecture 3). The pair in Frame S′ follows from the pair in Frame S:
- Each coordinate is the marker's projection onto one axis: x′ onto the x′ axis, y′ onto the y′ axis.
- Turning the axes by +θ changes the pair exactly as turning the marker by −θ would, with the axes held fixed.
- At θ = 90° the x′ axis lies along y and the y′ axis along −x, so x′ = y and y′ = −x.
- The rule runs backwards too: x = x′ cos θ − y′ sin θ, y = x′ sin θ + y′ cos θ. Each pair fixes the other.
The marker's distance from O stays the same
Write r = √(x² + y²) and r′ = √(x′² + y′²) for the distance from O to the marker in each frame. Put the rotation formulas into r′²: the cross terms cancel, and cos²θ + sin²θ = 1.
This slider turns Frame S′ in the sim too.
- x′ and y′ trade value as θ changes, but their squares always add up to the same r².
- So r belongs to the marker, not to the axes. A quantity that every rotated set of axes agrees on is called an invariant (the course also says scalar).
- When the marker lies on the x′ axis, y′ = 0 and x′ = ±r: one component carries the whole distance.
Where it matters
- Choosing convenient axes. On an inclined plane, turn the axes by the slope angle so that x′ runs along the slope. A displacement along the slope then has y′ = 0, the same alignment as in section 05.
- Separation of two points. Take P = (1, 0) and Q = (1, 1) in Frame S. With the axes turned by 45°, P = (1/√2, −1/√2) and Q = (√2, 0). The numbers differ; the separation is 1 in both.
- Special relativity. Observers moving past each other also assign different coordinates to one event. The quantity they agree on, playing the role r plays here, is the spacetime interval, Δs² = −c²Δt² + Δx² + Δy² + Δz² (c is the speed of light).
Go deeper: what "invariant" is relative to
- Lecture 3 also allows the origin to move: x̃ = R(θ)x + x̄. A shift of O changes every point's coordinates, so r changes with it.
- The difference between two points' coordinates is unaffected by the shift and is only turned by R(θ). That is why the separation survives both changes, while r survives only rotation about O.
Summary
Key points
- One marker, two pairs: x′ = x cos θ + y sin θ and y′ = −x sin θ + y cos θ, and the reverse rule recovers (x, y).
- r′ = r at every θ, so distance from O is an invariant under rotation about O.
- "Invariant" means unchanged under a stated change: r survives turning the axes, not moving O.
Common mix-ups
- "One of the two pairs is the marker's real position." Each is its position relative to its own axes.
- "Turning the axes moves the marker." That would be an active rotation. Here the marker stays and only its labels change.
- "At θ = 90° you just swap x and y." You swap and flip a sign: x′ = y and y′ = −x, so (3, 2) becomes (2, −3).
Things to try on your own
- Drag the ★ to (4, 3) in the left panel. Find the whole-degree θ where y′ is closest to 0, and check that x′ is close to r = 5.
- With the ★ at (3, 2), predict the S′ label at θ = 180°, then set θ to check.