Translation
Slide a book across a table. Nudge a chess piece three squares along a row. Push a sofa straight
across the room. In each case the object moves but never turns, never
flips, and never changes size — every part of it travels the same distance in the same
direction. The book that arrives is the very same book, just somewhere new.
That sliding motion is a translation. It is the gentlest of all the ways to move
a shape: no spinning, no mirror, no stretching. Just a slide.
Describing a slide with a vector
A translation slides a shape across the plane without turning it or
flipping it. Every point moves the same distance in the
same direction. That direction-and-distance is captured by a
column vector
\begin{pmatrix} a \\ b \end{pmatrix}, read as
"a across, b up".
The top number tells you the sideways move (right if positive, left if
negative); the bottom number tells you the up-and-down move (up if positive,
down if negative). In coordinates, the vector is just added to each point:
(x, y) \;\longrightarrow\; (x + a,\; y + b)
Because every point moves by exactly the same amount, the shape's
size, angles and orientation are all
unchanged — the image is an identical copy, just in a new place.
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A translation is described by a column vector
\begin{pmatrix} a \\ b \end{pmatrix}.
-
Each point moves by it: (x, y) \to (x + a,\; y + b).
-
The vector from a shape to its image is the same from every point.
-
To undo a translation, translate by the negative vector
\begin{pmatrix} -a \\ -b \end{pmatrix}.
Seeing it on a grid
Take a triangle and translate it by
\begin{pmatrix} 4 \\ 2 \end{pmatrix} — 4 across, 2 up. Step
through the figure: the arrow shows the vector, and every vertex lands 4 right and 2 up
from where it started. The image is the same triangle, just slid.
Worked example 1 — sliding a point
Translate the point (2, 5) by the vector
\begin{pmatrix} 3 \\ -4 \end{pmatrix}.
- Add the top number to x: 2 + 3 = 5.
- Add the bottom number to y: 5 + (-4) = 1.
- Image: (5, 1).
Notice the negative bottom number moved the point down. To translate a whole shape you
do this to every corner in turn — same vector each time — and join up the new
corners.
Worked example 2 — finding the vector
A shape's corner sits at (-3, 0) and its matching image corner is at
(3, 1). What vector slid it there? Just subtract the start from the
finish:
- Across: 3 - (-3) = 6.
- Up: 1 - 0 = 1.
- Vector: \begin{pmatrix} 6 \\ 1 \end{pmatrix}.
Because a translation moves every point the same way, you can pick any pair of matching
corners and you will always get the same vector. Step through the figure to see the arrow between
the two triangles.
Worked example 3 — one slide after another
Slide a shape by \begin{pmatrix} 3 \\ 2 \end{pmatrix}, then slide the
result by \begin{pmatrix} 1 \\ -5 \end{pmatrix}. What single
translation does the same job? You simply add the vectors, top to top and bottom
to bottom:
\begin{pmatrix} 3 \\ 2 \end{pmatrix} + \begin{pmatrix} 1 \\ -5 \end{pmatrix} = \begin{pmatrix} 3 + 1 \\ 2 + (-5) \end{pmatrix} = \begin{pmatrix} 4 \\ -3 \end{pmatrix}
So two slides in a row are the same as one slide of
\begin{pmatrix} 4 \\ -3 \end{pmatrix} — 4 across and 3 down. This is
exactly how you add vectors: nose-to-tail, and the totals combine.
Two traps snare almost everyone with column vectors:
-
Don't swap the numbers. The top number is the horizontal
(x) move; the bottom is the vertical
(y) move. Reading
\begin{pmatrix} 3 \\ 2 \end{pmatrix} as "2 across, 3 up" sends the
shape to entirely the wrong place.
-
Signs matter. A negative top means move left, and a
negative bottom means move down. Read the minus signs carefully —
\begin{pmatrix} -4 \\ -1 \end{pmatrix} is 4 left and 1 down, the
opposite of \begin{pmatrix} 4 \\ 1 \end{pmatrix}.
Try it: slide a shape 3 right then 2 up, or 2 up then 3 right — you land in exactly the same
spot. Translations don't care what order you do them in, because adding vectors gives the same
total either way:
\begin{pmatrix} 3 \\ 0 \end{pmatrix} + \begin{pmatrix} 0 \\ 2 \end{pmatrix} = \begin{pmatrix} 0 \\ 2 \end{pmatrix} + \begin{pmatrix} 3 \\ 0 \end{pmatrix}.
Rotations are fussier — spin then slide usually lands somewhere different from slide then spin —
so this "order doesn't matter" freedom is a special treat of translations.
A translation is the plainest kind of rigid motion: it preserves
everything — size, shape and orientation — which is exactly why a single
vector is enough to describe it. No centre, no angle, no mirror line; just two
numbers.
That little arrow is the school-level seed of the
vectors
used everywhere in physics (forces, velocities) and computer graphics. When a game slides your
character across the screen, it is adding the same vector to every point of the character's shape
— a translation, thousands of times a second. The book you slid across the table and the hero
dashing through a game are doing the very same maths.
See it explained