ContentsThe library

Matrices as Maps

Every Map Is a Rotation, a Stretch and a Rotation

Last timeDirections That Survive

Every matrix without exception turns out to be a rotation followed by stretching along perpendicular axes followed by another rotation, and the stretches are the numbers that matter.

The last lesson found directions a map leaves alone, and had to admit that some

maps do not have enough of them. This lesson gives up on asking for directions that

survive and asks a different question instead, and the answer has no exceptions at

all.

Ask which input direction the map stretches most. There is always one, since the

amount of stretching varies continuously over directions and directions form a

closed set. Then ask which direction perpendicular to that one is stretched most,

and continue. What falls out is a set of perpendicular input directions, each with

its own stretch factor, whose images are also perpendicular.

That is the whole result. Rotate the input so those special directions line up

with the axes, stretch each axis by its own factor, then rotate the result so the

stretched axes line up with where their images actually belong.

FIG 1Three steps, every time
Compare this with the three step reading in the previous lesson. There, one change of coordinates was used twice, once forward and once back, and a full set of surviving directions was needed. Here two different rotations are used, and in exchange the reading holds for every matrix of every shape with nothing to check.
FIG 2The same statement in symbols
the first rotation, which lines the special input directions up with the axes
the stretch, one non-negative factor per axis and nothing off the diagonal
the second rotation, which sends the stretched axes to where their images belong
the original matrix, reproduced exactly
Read right to left, in the order things happen to a vector. The two rotations are different objects and in general unrelated, which is exactly why this works when the previous lesson did not. For a symmetric map with positive factors the two coincide and the two readings collapse into one.

The numbers

The stretch factors are the content. There is one per direction, there are as many

as the smaller of the two dimensions, they are never negative, and they are

conventionally listed from largest to smallest.

The largest answers how much the map can magnify: no vector comes out more than

that many times longer than it went in, and some vector achieves it. The smallest

answers how much the map can shrink. Any factor that is exactly zero marks a

destroyed direction, so counting the non-zero factors gives the rank, which is the

first useful thing this list delivers.

FIG 3
MapLargest stretchSmallest stretchRankTrustworthy to invert
A rotation11fullyes
Flatten onto a line10one shortno
A tiny smallest stretch10.000001fullno
A table of measurementslargenearly zerofull in principleonly the leading part

A rotation has every factor equal to one, which is the formal way of saying it

changes no lengths. Flattening has one factor zero. The third row is the dangerous

case: every factor is non-zero, so the rank is full and the map is invertible, and

the smallest factor is small enough that the inverse is useless. The last row is

what measured data looks like, a few large factors and a long tail.

The lesson stops here

3 more paragraphs to go

You have read the opening. The rest of the argument, the problems that check whether it landed, and the lines worth keeping at the end all come with a plan.

The first lesson of every course in the library reads the whole way through, free, so you can see exactly what the rest of them are.

See the planThe contents

This is the reading half

Starting the course gives you your own copy of it. Every idea on every page has problems standing under it, marked with a reason rather than a tick, and any sentence you do not believe can be opened and argued with. None of that can happen on a page nobody owns.

The contents

The rest of this course

  1. 01Not a Grid, a Verb
  2. 02Each Column Is a Destinationopening only
  3. 03Why the Multiplication Rule Looks Like Thatopening only
  4. 04The Shadow and the Thingopening only
  5. 05Undo, If You Canopening only
  6. 06The Directions That Only Stretchopening only
  7. 07Every Map Is a Rotation, a Stretch and a Rotationyou are here
  8. 08When You Cannot Hit the Targetopening only

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