At a glance
This sim draws one four-vector U on a spacetime diagram and reads its two components against two sets of axes, those of frame S and those of a frame S′ moving past it. It shows what a Lorentz boost does to U, and what it leaves alone.
What you'll learn
- What a boost changes when you move from frame S to frame S′, and what it does not.
- How to compute the components U′⁰ and U′¹ from U⁰, U¹ and v/c.
- How the quantity U·U behaves under a boost, and what its sign tells you.
- How the four-velocity of a moving object is built from its ordinary velocity u.
What's on screen
- Blue arrow U: the four-vector, from the origin to the point (x, t) = (U¹, U⁰). Drag its tip to change it.
- Grey axes: frame S.
- Orange axes: frame S′, with dashed orange lines showing how U reads on them.
- Light lines: x = ±t, at 45°.
- Two strips on the canvas: U in S (top left) and U′ in S′ (top right), each with its own U·U line.
The controls
Press ⌖ on a row to see where that control sits in the sim.
| Control | What it changes | Range | |
|---|---|---|---|
| U⁰ | The time component of U in frame S. | −4 to 4 opens at 2 | |
| U¹ | The space component of U in frame S. | −4 to 4 opens at 1 | |
| v/c | The boost: the velocity of S′ relative to S, as a fraction of c, along x. The readout also shows γ. | −0.95 to 0.95 opens at 0 | |
| S′ axes (layer) | Shows or hides the orange S′ axes, the dashed projections, and the S′ strip. | on / off opens on | |
| Minkowski magnitude (layer) | Draws the violet hyperbola through the tip of U: every vector on it has the same U·U as U. | on / off opens off | |
| Constrain to four-velocity (layer) | Replaces the U⁰ and U¹ sliders by one slider u, with |u| < c. U becomes γu(1, u), and the green curve U·U = −1 appears. Dragging the arrow then changes u only. | u: −0.95 to 0.95 opens at 0.50, layer off | |
| Worldline context (layer) | Marks two events, E₁ at the origin and E₂ at the tip of U, and labels the separation between them. | on / off opens off | |
| Frame strips | The components of U in S, and of U′ in S′, each with its own U·U line. | on canvas | |
| Key idea | The current U, its U·U, and whether U is timelike, spacelike or null. | panel | |
| Check your calculation | Type your own U′⁰ and U′¹ for the current U and v/c. The sim marks them right or wrong and shows the arithmetic. | panel opens collapsed | |
| ▶ Play / ⏸ Pause | Runs a small yellow marker along U, from the origin to its tip. It is drawn only for a timelike U with U⁰ > 0. | top bar | |
| Speed | How fast the marker moves. | 0.25× to 4× | |
| ↻ Reset | Restarts the mode you are in from its beginning. | top bar |
Fixed: units with c = 1, so a speed v/c is a pure number and time and space are measured in the same unit. The boost is always along x. The sim's U·U uses the signature (−, +): U·U = −(U⁰)² + (U¹)².
A boost changes the axes, not the vector
U is a fixed arrow in spacetime. Frame S′ is a second set of axes, and the boost only decides how those axes are drawn on S's diagram.
- The S′ time axis is the line x = (v/c) t, and the S′ space axis is the line t = (v/c) x. Both lean toward the same light line, by the same angle.
- The light lines stay at 45° for every v/c. All observers agree on them.
- The sign of v/c sets which light line the axes lean toward. The inverse boost is the boost with −v/c.
The new components mix the old ones
U′⁰ and U′¹ are the components of the same arrow read along the S′ axes. They come from one linear map, with γ = 1/√(1 − (v/c)²):
- No boost changes one component alone: each new component uses both old ones.
- γ ≥ 1, but the bracket can shrink or change sign. For U = (2, 1) and v/c = 0.60, γ = 1.25 and U′ = (1.75, −0.25).
These sliders move the sim too. u drives U only while Constrain to four-velocity is on.
To practise, work out U′ by hand and enter it in the sim's Check your calculation panel.
The number that survives the boost
Both components change, and so does the ordinary sum of squares: for U = (2, 1) at v/c = 0.60 it is 5.00 in S and 3.13 in S′. The combination with a minus sign does not change.
- Why it works. Expand −(U′⁰)² + (U′¹)²: the cross terms cancel, and what is left is γ²(1 − (v/c)²) times U·U, with γ²(1 − (v/c)²) = 1.
- U·U can be negative. It is not the square of a length, because the time part carries the minus sign.
Timelike, spacelike and null stay that way in every frame
The value of U·U sorts vectors into three kinds, and a boost never moves a vector from one kind to another.
- U·U < 0, timelike: U points inside the light lines. It can be the four-velocity of an object.
- U·U = 0, null: U lies on a light line. U = (a, a) becomes (γ(1 − v/c) a, γ(1 − v/c) a), still on the light line.
- U·U > 0, spacelike: U points outside the light lines. For U = (1, 3), U·U = +8 in every frame, and |U′¹| stays larger than |U′⁰|.
A spacelike U cannot be a four-velocity, since U¹/U⁰ would exceed 1 in size. Its components still change: for U = (1, 3), U′⁰ is positive up to v/c = 1/3, then negative.
Four-velocity is the timelike vector with U·U = −1
For an object moving at ordinary velocity u in S, the four-velocity is U = dx/dτ with τ the object's proper time. In units with c = 1:
- U·U = −1 for every u. The speed shows up in the direction of U, never in its magnitude.
- The green curve is every four-velocity: γu = 1, 1.15 and 2.29 for u = 0, 0.50 and 0.90.
- The boost acts on U like on any four-vector, which gives the new velocity u′ = U′¹/U′⁰ = (u − v/c)/(1 − u v/c). For u = 0.50 and v/c = −0.50, u′ = 0.80, not 1.00.
Where it matters
- Mass. The four-momentum is P = mU, so P·P = −m² (c = 1) in every frame. Energy and momentum depend on the frame; this combination does not.
- Cause and effect. For two events separated by U, the time order is the same in every frame if U is timelike or null. If U is spacelike it is not: for U = (1, 3), the order reverses for v/c > 1/3.
- Adding velocities. A boost mixes U⁰ and U¹, so velocities combine by u′ = (u − v/c)/(1 − u v/c), and speeds below c never combine to reach c.
Go deeper: a null vector and the Doppler factor
- Set U⁰ = U¹ = 2 and v/c = 0.60 in the sim. The result is U′ = (1, 1), and the strip reads U′·U′ = 0.
- In general U′ = γ(1 − v/c)(a, a) = √((1 − v/c)/(1 + v/c)) (a, a). At v/c = 0.60 the factor is 0.5.
- For light moving along x, the same factor rescales its frequency between the frames: the relativistic Doppler effect.
Summary
Key points
- U is one arrow. Frame S′ is a second set of axes; the light lines never move.
- U′⁰ = γ(U⁰ − (v/c)U¹) and U′¹ = γ(U¹ − (v/c)U⁰): each component uses both old ones.
- U·U is the same in every frame, and so is its sign: timelike, null or spacelike.
- A four-velocity is γu(1, u), with U·U = −1.
Common mix-ups
- "After the boost the vector is different, because the numbers are different." The arrow is the same. Only its components on the new axes differ.
- "U·U is a length, so it can't be negative." With signature (−, +), timelike vectors have U·U < 0. The sum of squares is what changes.
- "Velocities just add and subtract." For u = 0.50 and v/c = −0.50, u′ = 0.80, not 1.00.
Things to try on your own
- Set U⁰ = U¹ = 2, sweep v/c, and watch U′ stay on the light line while its size changes.
- Work out U′ by hand for any U and v/c, then enter it in Check your calculation.
- Set U = (1, 3), turn on Minkowski magnitude, and sweep v/c from 0 to 0.95. Note where U′⁰ crosses zero.