Coordinates in a Basis
Imagine giving someone directions to a shop. You could say "walk 3 blocks north and 2 blocks
east from the town hall" — measuring against the town's street grid. Or you could say "it's
1.2 miles down Main Street, on a bearing of 40°" — measuring against a distance and a compass
direction instead. Both descriptions pin down the exact same shop. The shop hasn't
moved an inch; only the yardsticks you chose to measure it against have changed.
Vectors work the same way. When you write
\begin{bmatrix} 3 \\ 2 \end{bmatrix}, you are quietly using the
standard basis: "3 steps along \hat{\imath}, 2 along
\hat{\jmath}." That's just one convenient choice
of ruler — the (x,y) coordinates you've used your whole life are
not some God-given property of the vector; they're the readout of one particular basis. The
numbers 3 and 2 are the
coordinates of the vector in that basis — the weights of the unique
linear combination
that reaches it.
Choose a different
basis and
the very same point gets different coordinates — different numbers describing the
identical arrow in space, just as "3 blocks north, 2 east" and "1.2 miles at 40°" describe the
identical shop.
-
If \{\vec{b}_1, \dots, \vec{b}_n\} is a basis for a vector
space, then every vector \vec{v} in that space
can be written as a linear combination of the basis vectors:
\vec{v} = c_1\vec{b}_1 + c_2\vec{b}_2 + \cdots + c_n\vec{b}_n.
-
Because a basis is linearly independent, this combination is unique — there
is exactly one list of weights (c_1, \dots, c_n) that works.
-
Those weights are the coordinates of \vec{v}
with respect to the basis B = \{\vec{b}_1,\dots,\vec{b}_n\},
written [\vec{v}]_B = (c_1, \dots, c_n). Finding them means
solving a small system of equations for the weights that rebuild the vector.
Same point, new numbers
The black dot p is fixed in place — it never moves. Tilt the basis
vectors \vec{b}_1 and \vec{b}_2 with the
slider, and read off how many of each it takes to reach the dot. The coordinates
(c_1, c_2) churn as the basis turns, even though the target itself
never budges — exactly like the shop from the hook, described by a shifting ruler.
Worked example 1 — the trivial case: the standard basis
Take the vector \vec{v} = \begin{bmatrix} 5 \\ -3 \end{bmatrix}.
In the standard basis \{\hat{\imath}, \hat{\jmath}\}, we don't even
need to solve anything:
\vec{v} = 5\,\hat{\imath} + (-3)\,\hat{\jmath},
so the coordinates of \vec{v} in the standard basis are
(5, -3) — the very same numbers you already wrote down. That
sounds too easy to call a "worked example", and that's exactly the point: the standard basis
is engineered so reading off coordinates costs zero work. Not every basis is this generous.
Worked example 2 — the real skill: a non-standard basis
Now measure the same vector \vec{v} = (5, -3)
against a different basis:
\vec{b}_1 = \begin{bmatrix} 1 \\ 1 \end{bmatrix}, \qquad \vec{b}_2 = \begin{bmatrix} 1 \\ -1 \end{bmatrix}.
We need weights c_1, c_2 with
c_1 \vec{b}_1 + c_2 \vec{b}_2 = \vec{v}. Writing that out
component by component gives a small system:
c_1 + c_2 = 5, \qquad c_1 - c_2 = -3.
Adding the two equations: 2c_1 = 2 \Rightarrow c_1 = 1. Substituting
back: 1 + c_2 = 5 \Rightarrow c_2 = 4. Check it:
1\cdot(1,1) + 4\cdot(1,-1) = (1+4,\ 1-4) = (5,-3). ✓
So the coordinates of \vec{v} in basis
\{\vec{b}_1, \vec{b}_2\} are
(1, 4) — completely different digits from
(5, -3), describing the exact same arrow. This is the skill that
matters: whenever the basis isn't standard, finding coordinates means solving a linear
system for the weights.
Worked example 3 — going backwards: coordinates to vector
The reverse question is just as important. Suppose you're told that a vector has
coordinates (2, -1) in the basis
\vec{b}_1 = \begin{bmatrix} 2 \\ 0 \end{bmatrix},
\vec{b}_2 = \begin{bmatrix} 1 \\ 3 \end{bmatrix} — and you need to
know what the vector actually is, in ordinary standard coordinates.
Coordinates are just weights, so rebuild it directly: multiply each basis vector by its weight
and add.
\vec{v} = 2\vec{b}_1 + (-1)\vec{b}_2 = 2\begin{bmatrix}2\\0\end{bmatrix} - \begin{bmatrix}1\\3\end{bmatrix} = \begin{bmatrix}4\\0\end{bmatrix} - \begin{bmatrix}1\\3\end{bmatrix} = \begin{bmatrix}3\\-3\end{bmatrix}.
So (2,-1) in that basis is the standard vector
(3,-3). Notice there was no system to solve this time — going
from coordinates back to the vector is always just a weighted sum, the easy
direction. It's finding the coordinates in the first place (Example 2) that takes the work.
A bare pair of numbers like (2, -1) means nothing
on its own — it's only coordinates with respect to some basis, and different bases
turn it into different vectors. In Worked Example 3, the coordinates
(2,-1) named the vector (3,-3) — but in
the standard basis, the label (2,-1) would simply
be the vector (2,-1). Same digits, two entirely different
arrows. Whenever you write coordinates, always say which basis they're measured against.
The flip side is just as important, and easy to get backwards: changing the basis
never changes the vector itself — only the numbers describing it. The dot in the
interactive figure above never moves as you drag the slider; only its coordinate readout does.
It's the same arrow in space the whole time, wearing a different outfit.
Why change basis at all?
Because the right basis can make a hard problem easy. Pick coordinates aligned with the grain
of a problem and messy formulas turn simple. This is the secret behind
diagonalization
and behind principal component analysis,
which hunts for the basis that best lines up with the spread of a dataset. Changing basis is
just changing your point of view — and a good point of view is half the battle.
Physics students learn this trick early: a block sliding down a frictionless ramp has gravity
pulling it straight down, which looks awkward in the standard
(x,y) basis — both components of the force are messy trig
expressions. Switch to a basis tilted with the ramp — one vector pointing
down the slope, one perpendicular to it — and gravity's coordinates suddenly become
(mg\sin\theta,\ -mg\cos\theta): one axis carries all the sliding
motion, the other just balances against the ramp's surface. Nothing about gravity changed —
only the ruler we chose to describe it with. Choosing the basis that matches a problem's
natural symmetry is one of the most useful tricks in applied mathematics.
The same idea, industrial-strength, is how image and audio compression works. A photograph
stored as ordinary pixel values needs a number for every single pixel. But measured
in a cleverly chosen basis (a relative of the ones used in JPEG and MP3), a typical photo's
coordinates are mostly tiny numbers close to zero — because most photos are smooth and
repetitive, not random static. Throw away the near-zero coordinates and keep only the big
ones, and the picture barely changes to the eye, but the file shrinks dramatically. Compression
is basis-hunting: find the ruler in which "boring" data has almost no length.
An example: line up with the data
Suppose three points happen to lie on the line y = x:
(1,1), (2,2) and
(3,3). In the standard basis each needs two numbers, and the bare
pairs don't obviously shout "we are collinear".
Now measure against a basis aligned with the line — one vector pointing along it, one
across it:
\vec{b}_1 = \begin{bmatrix} 1 \\ 1 \end{bmatrix}, \qquad \vec{b}_2 = \begin{bmatrix} -1 \\ 1 \end{bmatrix}.
Every point on the line is (k, k) = k\,\vec{b}_1 + 0\,\vec{b}_2, so
its coordinates in this basis are simply
(1,1) \to (1, 0), \qquad (2,2) \to (2, 0), \qquad (3,3) \to (3, 0).
The second coordinate is always zero. In the aligned basis the data is
secretly one-dimensional — a single number now pins down each point, and that fact leaps off
the page where the original (x, y) pairs hid it. The same move tames
a tilted ellipse (align the axes with it and its equation collapses to
\tfrac{x'^2}{a^2} + \tfrac{y'^2}{b^2} = 1), and finding the basis
that flattens a whole cloud of data this way is exactly what principal component analysis does.
See it explained