At a glance
The sim puts two arrows, A and B, in a plane and reads them off two pairs of axes: S, and S′, turned by an angle θ about the same origin. Physical laws cannot depend on the choice of axes, so it matters which numbers change when the axes turn.
What you'll learn
- How the numbers that describe an arrow depend on the axes, and the rule that links two sets of axes.
- How the length of an arrow, and the distance between two tips, depend on θ.
- What "scalar" means, and where the idea returns in spacetime.
What's on screen
- Arrow A (solid blue): drawn from the origin, same in both panels.
- Arrow B (solid amber): same in both panels.
- Dashed drop-lines (layer ①): from each tip, perpendicular to the panel's own axes. The feet are the components.
- Grey axes: x, y in the left panel (S); x′, y′ in the right panel (S′), turned counterclockwise by θ.
- Green dashed arrow (layer ③): A − B, drawn from the tip of B to the tip of A.
- Readouts under each panel: the components in that panel's axes and, with ② and ③, the lengths.
The controls
Press ⌖ on a row to see where that control sits in the sim.
| Control | What it changes | Range | |
|---|---|---|---|
| Rotation angle θ | Turns the S′ axes counterclockwise about the origin. The arrows do not move. Dragging it pauses the sweep. | 0°–360°, step 1° opens at 0° | |
| ① Components | Shows arrows A and B, their dashed drop-lines, and the component rows under each panel. | on / off opens on | |
| ② Norms | Adds one length row per arrow, ‖A‖ and ‖B‖, under each panel. | on / off opens off | |
| ③ ‖A−B‖ | Adds the green dashed arrow from B to A, and a row with its length. | on / off opens off | |
| Drag the tips | Moves A or B. Drag in the left panel (S); both panels follow. | each coordinate within ±5.8 opens at A = (3, 4), B = (−2, 3) | |
| Readouts | The numbers behind each panel, to two decimals: S on the left, S′ on the right. | two panels | |
| ⏸ Pause / ▶ Play | Runs or freezes the sweep. While running, θ grows by 18° per second at 1× (a full turn in 20 s) and wraps to 0°. | top bar | |
| Speed | Scales the sweep rate. | 0.25×–4× opens at 1× | |
| ↻ Reset | Puts A, B and θ back to their opening values and restarts the sweep. | top bar |
Fixed: both frames share one origin and one length unit, so only rotation is involved. The plane is two-dimensional.
Components belong to the axes
An arrow's components are where perpendicular drop-lines from its tip meet a chosen pair of axes. In S′ the axes are the S axes turned counterclockwise by θ, and the arrows stay put (a passive rotation). The new components follow from the old:
For A = (3, 4) and θ = 30°, S′ reads A = (4.60, 1.96):
The length is shared out between the components
Square both S′ components of A and add them. The cross terms, ±2AxAy sin θ cos θ, cancel and cos²θ + sin²θ = 1, leaving Ax′² + Ay′² = Ax² + Ay² for every θ.
This is the sim's own θ slider. Numbers are rounded to two decimals.
Turning the axes moves length from one component to the other, and the sum of squares stays the same. The sim computes the S′ length from the S′ components, separately from the S length.
The distance between two points is a scalar
Components subtract, so A − B is an arrow too, and it turns with A and B. Its length is the distance d between the two tips, and it needs no reference to the origin.
Invariant does not mean constant. Drag a tip and ‖A−B‖ changes, in both panels together. At the opening positions A − B = (5, 1) and d = √26 ≈ 5.10.
Where it matters
- Speed and velocity. A particle's speed is the length of its velocity vector, v² = Vx² + Vy². Two observers with rotated axes disagree on the components of V but agree on v.
- Laws are built from scalars. Different observers use different axes, so a law is written with quantities they can all agree on, such as lengths and inner products.
- Spacetime. Special relativity keeps this construction and changes the rule for length. Its interval is Δs² = −c²Δt² + Δx² + Δy² + Δz². The sim shows only rotations of space, not this interval.
Go deeper: the metric, and the same idea with a boost
The table δij is not a scalar: it keeps its entries only when one Cartesian system is exchanged for another. The scalar is the number U·V it produces.
Summary
Key points
- Components belong to an arrow and a pair of axes: Ax′ = Ax cos θ + Ay sin θ, Ay′ = −Ax sin θ + Ay cos θ.
- Ax² + Ay² is the same in S and S′, so ‖A‖ is a scalar.
- A − B turns like any arrow, so the distance ‖A−B‖ is a scalar too.
Common mix-ups
- "Invariant means constant." Drag a tip and ‖A‖ changes. Invariant means S and S′ agree at every θ.
- "Turning the axes just swaps the components." Only at 90° (and then with a sign: (3, 4) becomes (4, −3)). At 53° the same A reads (5.00, 0.01).
- "Only lengths from the origin are scalars." ‖A−B‖ does not touch the origin, and its two rows still match.
Things to try on your own
- Set θ to 90°, compare A and B in S′ with A and B in S, and write down the rule.
- Turn on ②, drag a tip around the left panel, and compare the two ‖A‖ rows at several positions.
- Turn on ③ and sweep a full turn. List which rows change and which stay fixed.