At a glance
Two arrows lie in one plane, and two frames, S and S′, measure them against axes that differ by a rotation θ. The sim shows what each frame reads for the components, the lengths and the product u·V, so you can sort out which numbers describe the arrows and which describe the axes.
What you'll learn
- How the components of a vector in a frame depend on the rotation angle θ of the axes.
- How the length ‖V‖ and the inner product u·V are computed in each frame, and how they depend on θ.
- How the angle between two arrows is related to u·V.
- What shifting the origin of the axes does to point coordinates and to vector components.
What's on screen
- Frame S (left): fixed grey axes x, y.
- Frame S′ (right): violet axes x′, y′ turned by θ, with the arc marking θ.
- Arrow V (blue) and arrow u (amber, stage 4): drawn with dashed projection lines onto each frame's own axes.
- Readouts under each panel: components, ‖V‖, ‖u‖ and u·V. The sidebar's Invariants panel lists the same three at stage 4.
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 counter-clockwise from the S axes. ▶ Play sweeps it by itself, at about 14° per second at 1×. | 0°–360° opens at 30° | |
| S′ origin offset tx, ty | Slides the origin of the S′ axes away from the S origin, without turning them. You can also drag the S′ origin dot. | −4 to 4 opens at 0, 0 | |
| Disclosure stage | 1: a single point P. 2: arrow V from the origin. 3: V with its tail moved off the origin. 4: adds the second arrow u and the Invariants panel. | 1–4 opens at 1; Free exploration starts at 4 | |
| Include calculation | Writes out each panel's own arithmetic next to its ‖V‖, ‖u‖ and u·V. | on / off opens off | |
| Show projection | Draws dashed lines from each arrow's tip onto the frame's own axes. Turning it off also hides the tail, tip and component rows. | on / off opens on | |
| Dragging | Drag P (stage 1), the tip of V (stages 2–4), the tail of V (stage 3) or the tip of u (stage 4), in either panel. Dragging the S′ origin dot sets t. Positions stop at ±5.5. | canvas | |
| Readouts | Under each panel: P, tail and tip, components, ‖V‖, ‖u‖ and u·V, as many rows as the stage allows. | two panels | |
| Invariants | The sidebar panel that lists ‖V‖, ‖u‖ and u·V, computed in frame S. | stage 4 | |
| ▶ Play / ⏸ Pause | Turns θ continuously, or holds it where it is. | top bar | |
| Speed | How fast θ turns while playing. | 0.25×–4× | |
| ↻ Reset | Restores θ, the offset, the arrows and both checkboxes to their opening values, and pauses. | top bar |
Fixed: lengths are in grid units. The opening arrows are V = (3, 4) and u = (4, −1) in S. At stage 3, V's tail starts at (−1.5, 1) and its tip at (3, 4), so V = (4.5, 3) there.
What turning the axes changes
Both panels show the same plane. S′ is S with its axes turned counter-clockwise by θ. Nothing in the plane moves between the panels; only the axes it is measured against do.
- A frame reads a component by dropping a perpendicular from the arrow's tip onto its own axis. These are the dashed projection lines.
- Turn the axes and the feet of those lines slide along them. The numbers change, and the arrow does not.
With the opening V = (3.00, 4.00), θ = 30° gives (4.60, 1.96) in S′. At θ = 90° it reads (4.00, −3.00): x′ = Vy and y′ = −Vx. At θ = 0° or 360° the two panels agree.
Length and inner product agree in both frames
Each frame forms the inner product and the length from its own components, using the Cartesian metric δij (1 when i = j, 0 otherwise):
The components differ between the panels, yet ‖V‖, ‖u‖ and u·V come out equal in S and S′. This holds at every θ, not only at multiples of 90°.
These sliders move the sim too.
Why the inner product survives the turn
- A rotation changes the components, but it leaves δij unchanged. A number built by contracting components with δij therefore cannot depend on θ.
- Geometrically, u·V = ‖u‖ ‖V‖ cos φ, where φ is the angle between the two arrows. No turn of the axes opens or closes that angle. With the opening arrows, 5.00 × 4.12 × cos 67.2° = 8.00.
- So for two non-zero arrows, u·V = 0 exactly when they are perpendicular, and both frames agree on it.
Moving the origin changes points, not vectors
- The offset t moves the S′ origin. The S′ coordinates of every point (P, and the tail and tip of V) change, because they are measured from the new origin.
- A vector is the difference tip − tail, so t cancels. Its components, ‖V‖ and u·V stay as they were.
At stage 3 with θ = 30°, V = tip − tail = (4.5, 3.0) in S and (5.40, 0.35) in S′, whatever t is.
Where it matters
- Speed. Bob and Alice track one particle with axes 45° apart. Their velocity components differ, but ‖V‖² = v² for both, so they agree on the speed.
- Distance. The separation of P = (0, 0) and Q = (1, 1) in Bob's axes becomes (√2, 0) in Alice's. Both get √2.
- The next step in the course. Keep the recipe but change the metric, with a relative minus sign between the time and space terms. The number that stays fixed is then the spacetime interval.
Go deeper: the matrix form of the cancellation
- Write the S′ components as R times the S components, with R = (cos θ, sin θ; −sin θ, cos θ). Then u′·V′ = (Ru)ᵀ(RV) = uᵀ(RᵀR)V.
- Because RᵀR = 1 for a rotation, u′·V′ = uᵀV. That is the cancellation of the previous section in one line.
Summary
Key points
- S′ components come from S components by the rotation R(θ). The arrows are never moved.
- u·V = δijuiVj and ‖V‖ = √(V·V) agree in S and S′, because R leaves δij unchanged.
- u·V = ‖u‖ ‖V‖ cos φ, so u·V = 0 means the arrows are perpendicular in every frame.
Common mix-ups
- "Turning the axes changes ‖V‖ or u·V." It changes the components only. Both panels agree at every θ.
- "u·V = 0 means perpendicular in S only." Both frames report 0, so the arrows are perpendicular in both.
- "Sliding the S′ origin changes V's components." It changes point coordinates. V is a difference of two points, and the shift cancels.
Things to try on your own
- At stage 4, set θ to 90° and check the S′ rows against x′ = Vy, y′ = −Vx and the same rule for u.
- Drag the tip of u to about (5, −1.25), a quarter longer. Predict the new u·V, then read both boxes.
- At stage 3, set t = (2.0, −1.5) with the sliders and compare the tail and tip in S′ with their values at t = (0, 0).