2.7 Coordinates in a New Basis
If a subspace has infinitely many bases and no reason to prefer one, then naming a point of it is a two-part act: you choose a basis, and only then can you say which combination of it you mean. That second part is what coordinates are, and the previous section quietly established that they always exist and are always unique โ spanning gives existence, independence gives uniqueness.
Make the choice deliberately awkward, so that nothing can be read off by habit. In the plane , take
Both lie in โ check the third coordinates against : and . Neither is a multiple of the other, so by the previous section's counting argument they are a basis of . They are also at an oblique angle and of different lengths, which is the point: a basis owes you nothing but spanning and independence.
Given coefficients and , the point they name is
and we write to say that is the point with those coordinates in the basis . The figure turns that formula into a pair of dials.
Explore in 3D (opens in a new tab)Explore the figure
- At the defaults , the crossing sits on the tip of the red arrow. Of course it does โ coordinates mean one and no , so the basis vectors are the points with coordinates and , exactly as and are in the standard grid.
- Set , . The crossing collapses onto the origin. Every basis puts its origin in the same place, because whatever the basis is.
- Now hunt the black dot. Drag and until the crossing lands on ; you should find it at , . Those two numbers are the target's coordinates in this basis, and reading them off the sliders is reading them off the figure.
- Watch the amber lines rather than the crossing as you drag one slider. They stay parallel to the basis directions and slide, never rotating. The two families of amber lines are a grid on the plane โ a skewed one, but a perfectly good one.
Finding coordinates is solving a system
Step 3 was a search. Doing it properly means solving for and , and the equation is . Since a point of is determined by its first two coordinates โ the third is forced by the plane โ only two equations carry information:
Solve however you like: the first gives , and substituting into the second gives , so and , whence . The coordinates of are , agreeing with the sliders. Confirm it forwards: .
Doing that from scratch for every point is wasteful, because the left-hand side never changes. Collect the basis vectors' first two coordinates into the coordinate matrix
whose columns are and as seen in the standard grid. Then , and the coordinates come from inverting once and reusing forever.
The inverse of the coordinate matrix, computed symbolically. Multiplying a point's standard coordinates by this matrix returns its -coordinates in one step. On the target: and , which is the pair the sliders found. An inverse exists here for the same reason the basis is a basis โ the columns are independent โ and the next chapter makes that equivalence official.
The two matrices are a translation pair. takes coordinates and returns the point; takes the point and returns its coordinates. Neither direction is more fundamental than the other, which is worth insisting on, because the standard grid feels like the truth and a skewed basis feels like a description of it. It is not so: are themselves a basis chosen for convenience, and the entries of any vector you have ever written down were already coordinates with respect to it.
An original work of XYZ Homework, built around interactive XYZ 3D figures. Its chapter sequence is aligned to Interactive Linear Algebra (Margalit & Rabinoff, Georgia Tech, GNU FDL); this work is original, copies nothing from it, and is not affiliated with or endorsed by its authors. License: CC-BY-NC-SA-4.0.