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Cartesian coordinate system

Adapted from Wikipedia · Adventurer experience

Diagram showing coordinate surfaces in a Cartesian coordinate system, helpful for learning about 3D space.

The Cartesian coordinate system is a way to describe where points are in space using numbers. It was named after René Descartes, who created it in the 1600s. This system helps us solve geometry problems using algebra and calculus.

In a flat space, each point has two numbers, called coordinates, that show how far it is from two crossed lines called axes. The place where the axes cross is called the origin, and its coordinates are (0, 0). For points in three dimensions, like in our world, we use three coordinates.

With Cartesian coordinates, we can write rules to describe shapes. For example, a circle can be described by a rule using its coordinates. This system is important in many areas, such as astronomy, physics, engineering, and computer graphics. It is the most common way to work with points and shapes in mathematics and science.

History

The term Cartesian comes from the French mathematician and philosopher René Descartes. He shared this idea in 1637 while living in the Netherlands. Another mathematician, Pierre de Fermat, found the same idea but worked with three dimensions and did not share it publicly. Even earlier, a French teacher named Nicole Oresme used similar ideas long before Descartes and Fermat.

Descartes and Fermat both used one line to show positions. The idea of using two lines was added later when Descartes' book La Géométrie was translated into Latin in 1649 by Frans van Schooten and his students. They helped explain Descartes' work better.

This coordinate system was very important for the creation of calculus by Isaac Newton and Gottfried Wilhelm Leibniz. The idea of two coordinates was later expanded to create vector spaces. Since then, many other coordinate systems have been made, like polar coordinates for flat space, and spherical and cylindrical coordinates for three-dimensional space.

Description

One dimension

Main article: Number line

A line with a Cartesian coordinate system is called a number line. Every point on the line has a number that shows its position. We can pick two points on the line, like zero and one, to help find where other points are.

Two dimensions

Further information: Two-dimensional space

A Cartesian coordinate system in two dimensions uses two lines that cross at a point called the origin. Each point can be described by two numbers, called coordinates. These numbers show how far the point is from each line. The first number is called the abscissa, and the second is called the ordinate.

Three dimensions

Further information: Three-dimensional space

A Cartesian coordinate system in three dimensions uses three lines that all meet at one point, the origin. Each point in space can be described by three numbers, called coordinates. These numbers show how far the point is from each line and help us find its exact location.

Higher dimensions

Cartesian coordinates can also be used in spaces with more than three dimensions. In these spaces, each point is described by a list of numbers, one for each dimension.

Generalizations

Cartesian coordinates can be changed so that the lines are not perpendicular or have different lengths. In these cases, we need new ways to find distances and angles.

Notations and conventions

The Cartesian coordinates of a point are usually written in parentheses and separated by commas, like (10, 5) or (3, 5, 7). The point where the axes meet is called the origin and has coordinates (0, 0). In math, unknown coordinates are often called x and y for flat shapes, and x, y, and z for 3D shapes.

We often name the axes after what they show. For example, in a graph showing how pressure changes over time, we might call the axes p and t. In computer programs, coordinates are sometimes written with subscripts like (x1, x2, ..., xn), which helps organize the numbers.

In school, children usually learn to read flat graphs by moving along the horizontal axis (called the x-axis) first and then up the vertical axis (called the y-axis). On computer screens, the vertical axis often points downward. For 3D shapes, the z-axis shows height, usually pointing up.

Quadrants and octants

Main articles: Octant (solid geometry) and Quadrant (plane geometry)

In a flat Cartesian system, the axes split the plane into four areas called quadrants. They are numbered I, II, III, and IV, going counter-clockwise from the top right. In 3D, the space is split into eight parts called octants, based on the signs (+ or −) of the x, y, and z values.

Cartesian formulae for the plane

Distance between two points

The Euclidean distance between two points in a plane is

d = √[( x2 − x1 )2 + ( y2 − y1 )2].

This uses Pythagoras's theorem. In space, the distance is

d = √[( x2 − x1 )2 + ( y2 − y1 )2 + ( z2 − z1 )2].

Euclidean transformations

The Euclidean transformations keep distances the same. There are four types: translations, rotations, reflections, and glide reflections.

Translation

Translating moves points by the same fixed amount. If a point is ( x, y), after moving by a and b, it becomes

( x′, y′ ) = ( x + a, y + b ).

Rotation

To rotate a figure around the origin by an angle θ, each point's coordinates change to

x′ = x cos θ − y sin θ
y′ = x sin θ + y cos θ.

Reflection

Reflecting a point across the x-axis changes its y-coordinate to the opposite. Reflecting across the y-axis changes its x-coordinate to the opposite.

Glide reflection

A glide reflection combines a reflection across a line with a translation in the same direction.

General matrix form of the transformations

All these transformations can be described using matrices. The coordinates ( x, y) of a point can be written as a column matrix ( x y ). The new coordinates ( x′, y′ ) after a transformation use a matrix A and a column matrix b.

Affine transformation

Affine transformations change lines to lines but may change distances and angles. They can also be described using matrices.

Some affine transformations that are not Euclidean have special names.

Scaling

Scaling makes a figure larger or smaller by multiplying all coordinates by the same number m. If ( x, y) are the coordinates of a point, the new coordinates become

( x′, y′ ) = ( mx, my ).

Shearing

A shearing transformation changes a square into a parallelogram. Horizontal shearing changes coordinates to

( x′, y′ ) = ( x + y s, y ).

Vertical shearing changes coordinates to

( x′, y′ ) = ( x, xs + y ).

Orientation and handedness

Main article: Orientability

See also: Right-hand rule and Axes conventions

In two dimensions

When we draw a flat space, we pick one line to be the x-axis and another line that crosses it at a right angle to be the y-axis. The point where they cross is called the origin. We can choose which side of each axis is positive (pointing forward) and which is negative (pointing backward). The usual way is to have the x-axis point to the right and the y-axis point upward. This is called the standard or right-handed orientation.

A helpful way to remember this is to use the right-hand rule. If you place your right hand on the flat space with your thumb pointing up, your fingers will point from the x-axis to the y-axis in a positive direction.

In three dimensions

After choosing the x- and y-axes, the z-axis can point in two different directions. These two choices create what we call right-handed and left-handed coordinate systems. The standard, or right-handed, system has the xy-plane as a flat floor and the z-axis pointing upward. This matches the right-hand rule: point your index finger forward, bend your middle finger at a right angle, and your thumb points to the third direction. Your thumb shows the x-axis, your index finger the y-axis, and your middle finger the z-axis.

Representing a vector in the standard basis

In a Cartesian coordinate system, any point can be shown as a vector. A vector is like an arrow pointing from the origin (where the axes cross) to the point.

In two dimensions, this vector can be written using special symbols i and j. The symbol i points along the x-axis and j points along the y-axis.

For example, a point with coordinates (x, y) can be shown using these symbols. The same idea works in three dimensions. In three dimensions, we also use a symbol k to point along the z-axis.

Images

A diagram showing how left-handed and right-handed coordinate systems work in 3D space.
Portrait of the famous philosopher René Descartes.
A diagram showing the right-hand rule used in physics to determine the direction of force, magnetic field, and current.

Related articles

This article is a child-friendly adaptation of the Wikipedia article on Cartesian coordinate system, available under CC BY-SA 4.0.

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