Maps That Respect Addition
A linear map is determined by where it sends the basis vectors, and those images are the columns of its matrix. Rotation by counterclockwise sends and , so its matrix is ; reflection across swaps and , giving . Composing maps multiplies their matrices.
A map is linear when and . Every , so linearity forces — the whole map is fixed by two vectors. For the rotation, goes to , and indeed is turned a quarter-turn.
The kernel is everything sent to zero (the solution space of ); the image is everything hit (the span of the columns). Their dimensions add to the number of input variables — rank–nullity, now with geometric meaning.
Both are subspaces, and they measure opposite things: the kernel is what the map destroys, the image is what it can produce. If , then , so lies in the kernel; a map is one-to-one exactly when its kernel is . Every input dimension either survives into the image or is lost in the kernel, which is why the two dimensions add to the number of inputs.
A reflection has determinant (flips orientation, preserves area); rotations have determinant ; a projection has determinant (it flattens). Two quarter-turns compose to : every point goes to its antipode.
Each claim is a determinant you can compute. A rotation matrix has ; reflection across has ; projection onto the -axis, , has . And with : a half-turn keeps both area and orientation.
Every rotation of a 3D game character, every camera projection, every robot-arm pose is a linear (or affine) transformation composed from simpler ones by matrix multiplication. Kernel and image answer engineering questions directly: the kernel of a measurement matrix is what your sensors cannot see.
Write the matrix of the map that stretches horizontally by and reflects vertically (sends to ). What does its determinant say?
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Track the basis vectors. is stretched to ; is reflected to . Those images are the columns: . Its determinant is : areas are multiplied by and the negative sign records the flip. Test on a vector: — three times as wide, upside down.
Projections and Reflections Across a Line
Let be the line through the origin along . Projection onto and reflection across have matrices
keeps the part of along and kills the part across; keeps the part along and reverses the part across.
Split into a piece along the line and a piece perpendicular to it. The along-piece is , and turns that into a matrix times . Reflection keeps the along-piece and negates the other: . Two checks follow from the geometry: projecting twice changes nothing, so ; reflecting twice returns home, so .
Find the matrix of projection onto the line and apply it to . The line runs along with , and , so .
Apply it: . Two checks: is on the line, and the leftover is perpendicular to it, since . The projection is the foot of the perpendicular from . Also : projection flattens the plane onto a line, as it must.
Reflect across . Use .
Then . Check the geometry: the midpoint of and is , the foot found above, and both points are from the origin. The determinant is , the signature of a reflection. And ✓.
Using itself as the projection sends to — on the right line, but five times too far. The symptom is that applying it twice keeps growing: , not . A true projection satisfies ; dividing by restores it (or use a unit vector from the start).
Find the matrix of projection onto the line , apply it to , and find the matrix of reflection across the same line.
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Take , so and . Then : the leftover is perpendicular to ✓. The reflection is — the swap matrix, as the gallery found by tracking and . It sends to , and the midpoint is the projection.
Linear or Not?
is linear exactly when and for all vectors and scalars. A linear map always sends to , so disqualifies a map at once. Formulas built only from sums of constant multiples of the input coordinates are linear; constants added on, products of coordinates, squares, and absolute values are not.
The tests say the map respects the two operations that define a vector space, which is what lets a matrix represent it. Geometrically, a linear map carries grid lines to grid lines: straight, parallel, and evenly spaced. follows from scaling with : . It is necessary but not sufficient — a map can fix the origin and still bend the grid.
Is linear? Check the disqualifier first: .
So is not linear, and no matrix can represent it (a matrix sends to ). The additivity test fails too, for a concrete pair: , while . A translation is affine — linear plus a constant — which is why computer graphics adds an extra coordinate to turn translations into matrix products.
Is linear? It passes the quick test: . Try scaling by : .
But . Scaling fails, so is not linear. The culprit is the square: doubling quadruples . In the figure, the horizontal grid lines are bent into parabolas — a linear map could never do that.
Let on polynomials of degree at most . It is linear, because and . In the basis , the images of the basis vectors are , , .
Their coordinate vectors , , are the columns: . Test on , coordinates : , which is — exactly ✓. The kernel is the constants (dimension ) and the image is the polynomials of degree at most (dimension ): ✓. "Matrix" and "linear map" are the same idea even when the vectors are functions.
", so is linear" is a common false conclusion. fixes the origin and is not linear, as shown above; so does , which fails with . The origin test can only rule a map out. To rule it in, check additivity and scaling for arbitrary inputs, or write as a matrix times .
Is linear? If so, give its matrix, compute , and find its kernel.
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Each output coordinate is a sum of constant multiples of with no constant term, so is linear. Columns are the images of the basis vectors: , , , so the matrix is . Then . Kernel: and give , , so the kernel is the line spanned by (check: ✓). Rank–nullity: image dimension plus kernel dimension equals inputs.
Proofs & Why It Matters
Any , so by linearity — a combination of the images of the basis vectors with weights given by the coordinates. Assembling as columns of a matrix makes this exactly . Linearity leaves no freedom beyond the columns.
A reflection fixes a line and flips the perpendicular direction. In a basis adapted to those two directions its matrix is , with determinant ; changing basis conjugates the matrix, and , so the determinant is in every basis. Areas are preserved () but orientation reverses.
Going Deeper: Explanations & Worked Problems
Derive, never memorize: a map's matrix has columns . Rotation by : lands at ; at ; hence , . Reflection across : the basis vectors swap, so , . Projection onto the -axis: stays, dies: , — information is destroyed, and indeed the kernel is the whole -axis. Shear: slides horizontals by their height, (areas survive shearing). The determinant column of this gallery — — is a complete orientation-and-area story at a glance.
Why the two columns are enough: every vector is , so linearity forces — which is exactly the matrix times . Once you know where the two basis vectors land, nothing about the map is left to choose. Test it on the rotation with : the columns are and , so goes to — the same length , and perpendicular to because , just as a quarter turn should be.
Let , matrix . Kernel: solve , : , , free — the line spanned by (check: ✓). Dimension .
Image: the span of the columns ; already the first two are independent, so the image is all of , dimension . Rank–nullity audit: ✓. Interpretation: squashes three-dimensional space onto the plane, and the crushing happens exactly along the kernel line — every fiber is a translate of that line, which is the geometric meaning of "general solution = particular + homogeneous."
What single map is "reflect across , then rotate counterclockwise"?
Step 1 — matrices: reflection , rotation .
Step 2 — compose in the right order: the reflection acts first, so the product is (closest to the input acts first): — reflection across the -axis.
Step 3 — the other order: , reflection across the -axis: different, as expected.
Step 4 — determinant ledger: ✓ — a rotation composed with a reflection is always another reflection.
Formulas, Proofs & Tips
What it means. Translation, reflection in the -axis, and rotation about the origin.
Example. Reflecting over the -axis gives .
Why it works. Rotating counter-clockwise sends the direction "right" to "up" and "up" to "left", i.e. and ; applying that to gives .
Tip. Rigid motions preserve lengths and angles, so the image is congruent. Only dilations change size.