At a glance
A symmetry is a change that moves every point and still leaves the object looking the same. This sim turns five rigid shapes through one angle that you control, so you can see which turns are symmetries of which shape. It is also the template for the Lorentz boost later in the course.
What you'll learn
- What a rigid turn changes about a shape, and what it leaves alone.
- What makes an angle a symmetry angle of a shape.
- How the number of symmetry angles depends on the number of corners.
- How turning the shape differs from turning the axes, and how a boost reuses the idea.
What's on screen
- Five panels: circle, triangle, square, pentagon and hexagon, all turned together about their own centres.
- Dashed outline and dashed dot: where the shape and its marked point sat at θ = 0°.
- Solid shape and white dot: the shape turned by θ, and the point it carries. Each shape has its own colour. A panel can turn gold; section 04 says when.
- Symmetry angles: the list under each panel.
The controls
Press ⌖ on a row to see where that control sits in the sim.
| Control | What it changes | Range | |
|---|---|---|---|
| Rotation angle θ | Turns all five shapes together, counter-clockwise, about their own centres. Dragging it pauses the automatic sweep. | 0°–360° opens at 0° | |
| ⊕ Show order | Prints each shape's order of rotational symmetry beside its name. It stays locked during the Guided Inquiry until the questions are answered. | on / off | |
| Panels and lists | Each panel shows one shape. The list under it collects the symmetry angles that θ has passed, by sweeping or by dragging. | 5 panels | |
| ▶ Play / ⏸ Pause | Starts or freezes the automatic sweep of θ. | top bar | |
| Speed | Makes the sweep faster or slower. The angles that matter do not move. | 0.25×–4× opens at 1× | |
| ↻ Reset | Sets θ back to 0°, empties each list back to its 0° entry, and restarts the sweep in the mode you are in. | top bar |
Fixed: the sweep runs at 18° per second at 1× speed, so one full turn takes 20 s.
A turn changes coordinates, not the shape
The sim turns each shape counter-clockwise about its centre through θ, with the screen as the fixed frame. A point (x, y) goes to (x′, y′):
Whatever θ is, the distance from the centre comes out the same:
- Each point stays on the circle of its own radius, so that distance alone fixes the path it can take.
- Side lengths, corner angles and area are all built from distances, so they survive the turn.
- What changes is each point's coordinates: where the shape sits, not what it is.
Example, θ = 40°: the point (0, r) goes to (−r sin 40°, r cos 40°) = (−0.64 r, 0.77 r). Both coordinates changed; √(0.64² + 0.77²) = 1.00, so the distance did not.
A turn is a symmetry when the shape lands on its own outline
An angle is a symmetry angle of a shape if the turned shape lies exactly on its dashed θ = 0° outline. The triangle's corners are 120° apart, so turning it by 120° does that.
- Every corner moved one place round: the white dot sits on a different corner. The object looks unchanged; its coordinates are not.
- θ = 0° counts too. Doing nothing is a symmetry, called the identity.
- In the sim a panel pulses gold when θ is within ±1° of one of its symmetry angles, and the angle is added to the list under it. The circle is always gold.
A regular n-gon has n symmetry angles
The n corners are evenly spaced, so the shape repeats every 360°/n:
| Shape | n | Step | Symmetry angles |
|---|---|---|---|
| Triangle | 3 | 120° | 0°, 120°, 240° |
| Square | 4 | 90° | 0°, 90°, 180°, 270° |
| Pentagon | 5 | 72° | 0°, 72°, 144°, 216°, 288° |
| Hexagon | 6 | 60° | 0°, 60°, … , 300° |
- The number of symmetry angles in one full turn is the shape's order of rotational symmetry. Doubling the corners halves the step.
- The circle has no step: every angle works, so its order is ∞. That is a continuous symmetry, not a long list.
This slider moves the sim too.
The sim turns the shape; the lecture turns the axes
The sim does an active rotation: the frame stays put and the shape moves. Lecture 3 does a passive one: the point P stays put, Alice's axes are turned by θ from Bob's, and only P's components change.
- Same angle, transposed matrix: turning the axes counter-clockwise changes the components exactly as turning the point clockwise would.
- Example: a point at 90° that the sim turns by +40° lands at 130°. Alice's axes turned by +40° give components that place the same point at 50° on her axes.
- Both leave √(x² + y²) alone, which is why the sim's lesson carries over to the notes.
A boost is a rotation with a minus sign
A rotation keeps x² + y² fixed. That is positive in every direction, so a point's path closes into a circle and it comes home after 360°. A Lorentz boost keeps the spacetime interval fixed, and the minus sign in it opens the circle into a hyperbola.
The interval is s² = −c²t² + x² (Lecture 10); the Guided Inquiry's last card uses it with c = 1. With γ = cosh ζ and v/c = tanh ζ, a boost is the rotation with cos and sin replaced by cosh and sinh, and the rapidity ζ plays the part of θ:
A boost slides an event along its hyperbola and never brings it back: ζ grows without limit as v → c, so there is no full turn.
Where it matters
- Crystals. A periodic crystal can only have 2-, 3-, 4- or 6-fold rotation axes. A 5-fold axis, like the pentagon's, never appears in one.
- Conservation laws. If the laws of physics look the same after any rotation, angular momentum is conserved (Noether's theorem).
- Relativity. The Lorentz transformations are the boosts together with the rotations. All of them keep the spacetime interval fixed.
Go deeper: symmetry angles add
Turning by θj and then by θk is turning by θj + θk. For a regular n-gon the result is again one of its n symmetry angles once you subtract 360° if needed: for the hexagon, 240° + 180° = 420° ≡ 60°. These n turns form a group, the cyclic group of order n. The same rule R(α)R(β) = R(α + β) holds for every rotation, which is why the circle's list never ends.
Summary
Key points
- A rigid turn keeps distances, so side lengths, corner angles and area survive; only coordinates change.
- A symmetry angle puts the shape back on its own outline; θ = 0° counts.
- A regular n-gon has n symmetry angles, spaced 360°/n apart. The circle has all of them.
- The sim turns the shape; the lecture turns the axes, with the transposed matrix.
Common mix-ups
- "At a symmetry angle nothing has happened." The corners swapped places. The shape looks unchanged; the coordinates of each corner are not.
- "The lecture's R(θ) is the matrix this sim uses." The lecture turns the axes and the sim turns the shape: Rpassive(θ) = Ractive(−θ).
Things to try on your own
- Drag θ to 90°, then to 180°, and name the shapes that glow gold at each.
- Press Reset, let θ sweep a full turn, and count the entries in each list. Compare with n.
- Find the angles between 0° and 360° where the Triangle and the Hexagon glow together.