Basis & independence
A family is free when none of its arrows can be built from the others. It is generating when together they reach everything. A basis is both at once: just enough arrows, not one more. Add a third one in the plane and watch what happens: the dimension counter refuses to climb. Three arrows in a plane are always dependent — not by accident, but because the plane has only two directions to give.
The family
- Free
- $\lambda_1\vec v_1+\dots+\lambda_k\vec v_k=\vec0\Rightarrow$ every $\lambda_i=0$
- Basis
- free and generating — then every vector has exactly one set of coordinates
- Dimension
- every basis of the same space has the same number of vectors. That number is the dimension.
Rank
Here are three columns, so a $2\times3$ matrix. The rank is the dimension of what those columns reach together — their image. Three columns, but the rank will never exceed $2$: they live in the plane. Bring them all onto one line and the rank falls to $1$; the image is only a line now, and two dimensions of input were crushed on the way. Row rank always equals column rank — one of the most surprising facts in the subject, and nothing about it is obvious.
The three columns
Kernel & image
The circle of unit vectors leaves, and comes back as an ellipse: that is the image, drawn in one stroke. When $\det A\neq0$ the ellipse is full and nothing was lost. Flatten $A$ and the ellipse closes into a segment: an entire direction has been sent to zero. That direction is the kernel. Drag the marine vector onto it and watch its image vanish. The rank–nullity theorem keeps the books: what is reached plus what is killed makes exactly the starting dimension, always, without exception.
The map
- Kernel
- $\ker A=\{\vec x:A\vec x=\vec0\}$ — everything the map sends to nothing
- Image
- $\operatorname{im}A=\{A\vec x\}$ — everything it can produce
- Rank–nullity
- $\operatorname{rank}A+\dim\ker A=n$, the number of columns
Change of basis
A vector has no coordinates: it receives them the moment a basis is chosen. Drag the camellia point, then drag the two basis vectors — the point does not move by a pixel, but its two numbers change completely. The matrix $P$ stacks the new basis as columns; it translates from new to old, and $P^{-1}$ translates the other way. All the rest of linear algebra is that one idea repeated: choose the frame in which the question becomes easy.
The two readings
Inner product & projection
$\vec u\cdot\vec v=u_xv_x+u_yv_y=\Vert u\Vert\Vert v\Vert\cos\theta$. That number measures how much of $\vec v$ goes in the direction of $\vec u$: it is the length of the shadow, to scale. The projection $\dfrac{\vec u\cdot\vec v}{\vec u\cdot\vec u}\vec u$ is that shadow itself, and what remains — $\vec v$ minus its shadow — is exactly perpendicular to $\vec u$. Press Gram–Schmidt and watch the procedure do precisely that: it does not manufacture orthogonality, it subtracts what was not orthogonal.
The shadow
The spectrum
Walk the marine vector around the circle and watch its camellia image follow, almost always askew. Almost. At certain precise angles the two arrows lie down on one line: the image is nothing but a multiple of the input. That direction is an eigenvector, and the stretching factor is the eigenvalue $\lambda$. They are found by solving $\det(A-\lambda I)=0$, that is $\lambda^2-(\operatorname{tr}A)\lambda+\det A=0$. When the discriminant turns negative there is no fixed direction left at all — the matrix turns the plane, and nothing can stay put.
The spectrum
- Definition
- $A\vec v=\lambda\vec v$ with $\vec v\neq\vec0$
- Characteristic
- $\det(A-\lambda I)=\lambda^2-(\operatorname{tr}A)\lambda+\det A=0$
- Diagonal
- $A=PDP^{-1}$ — in the eigenbasis the map is only a stretch along each axis
- Powers
- $A^n=PD^nP^{-1}$, and $D^n$ is just each $\lambda^n$ — which is why diagonalising pays
Épreuves the page checks by itself—
Pitfalls
Begun in MATRICES — La Transformation, where the matrix was still only a gesture on the plane.