Sommaire
Maison des Mathématiques  ·  Atelier No 8

Matrices

A matrix is not a table  ·  it is a gesture on the plane
01

The vector

Two arrows, two numbers — and everything you can reach with them.

Take two arrows $\vec u$ and $\vec v$ and two numbers $a$ and $b$. The combination $a\vec u+b\vec v$ is the only move linear algebra knows: stretch, then add. Drag the arrowheads, push the sliders, and watch where the result can go. As long as $\vec u$ and $\vec v$ point in different directions, that result can reach any point of the plane. Line them up — and the whole plane collapses into a single line.

The two weights

a1
b1
u
v
a·u + b·v
det(u, v)
what they reach
verdict
gold: u  ·  marine: v  ·  emeraude: the combination — drag the arrowheads
Combination
$a\vec u+b\vec v$ — every point you can build from two arrows
Span
$\operatorname{Vect}(\vec u,\vec v)$, the set of all such combinations
Test
$\det(\vec u,\vec v)=u_xv_y-u_yv_x$. Zero means collinear, and the span is only a line.
02

The matrix

A matrix is simply where the two basis vectors land.

Here is the whole secret. To know a linear map, it is enough to know where $\vec e_1=(1,0)$ and $\vec e_2=(0,1)$ go: everything else follows by combination. Stack those two images as columns and you have written the matrix. Drag them here: the entire grid bends along, the unit square becomes a parallelogram, and the four numbers write themselves.

The two columns

10 01
A
Ae₁ — first column
Ae₂ — second column
determinant
area multiplied by
the pale grid is the plane before  ·  the gold grid is its image

A linear map makes only two promises: $A(\vec x+\vec y)=A\vec x+A\vec y$ and $A(\lambda\vec x)=\lambda A\vec x$. That is why straight lines stay straight, zero stays at zero, and an even grid stays even — only tilted.

03

The determinant

Not a formula to memorise: an area, and the direction you walk around it.

The unit square has area $1$. After $A$ it becomes a parallelogram — and $\det A$ is exactly the area of that parallelogram, with a sign. The sign says whether the plane was flipped: emeraude when the orientation holds, camellia when it reversed. Drag one column past the other and watch the colour switch. At the instant of crossing, the area is zero: the plane has been flattened onto a line, and nothing will unfold it.

The signed area

det A
area |det A|
orientation
verdict
ad − bc, read as an area
drag the two columns — the sign flips as they cross
2 × 2
$\det\begin{pmatrix}a&b\\c&d\end{pmatrix}=ad-bc$
Product
$\det(AB)=\det A\cdot\det B$ — areas multiply, one map after the other
Invertible
$A^{-1}$ exists $\iff\det A\neq0$. A flattened plane has no way back.
04

The product

Multiplying two matrices is doing two gestures in a row. The order matters.

$AB$ means: $B$ first, then $A$. The row-by-column rule, $(AB)_{ij}=\sum_k a_{ik}b_{kj}$, is only the bookkeeping of that composition. Here $R$ rotates by the angle you choose and $S$ shears. Rotate then shear, then do it the other way round, and compare the two squares: they are not the same. $AB\neq BA$ is not a warning to memorise — it is what you are looking at.

The two gestures

θ the rotation R40°
k the shear S1
S R
R S
det, both ways
gap ‖SR − RS‖
verdict
emeraude: R first, then S  ·  camellia: S first, then R
05

Gauss

Three equations, three planes. Solving is asking where they meet.

Every equation $ax+by+cz=d$ is a plane in space. The whole system asks a single question: which points belong to all three at once? There are only four possible answers — a point, a line, a whole plane, or nothing. Gaussian elimination only swaps and combines rows; each step swings the planes before your eyes, but their intersection never moves by a hair. That is the entire justification of the method.

The system

rank A
rank [A|b]
det A
the intersection
the solution
drag to turn the space  ·  camellia: what the three planes share
Rouché
Kronecker–Capelli: solvable $\iff\operatorname{rank}A=\operatorname{rank}[A|\mathbf b]$
Unique
and that common rank equals $n$, the number of unknowns
Freedom
otherwise the solutions form a space of dimension $n-\operatorname{rank}A$
Cramer
$x_i=\dfrac{\Delta_i}{\Delta}$ when $\Delta=\det A\neq0$ — elegant on paper, slow in practice
06

The inverse

Undoing a gesture — when it can be done, and why sometimes it cannot.

The letter F is there for a reason: it has no symmetry, so it confesses everything — the stretch, the rotation, and above all the flip. Apply $A$, then $A^{-1}$, and it returns exactly where it was: that is what $A^{-1}A=I$ means. Now flatten the matrix by bringing one column onto the other. The letter falls onto a segment. Two different points now share one image — no rule could ever tell them apart, and the inverse does not exist. That is why $\det A=0$ forbids the way back.

There and back

A−1
det A
state
verdict
drag the gold and marine columns  ·  the pale letter is where it started
2 × 2
$A^{-1}=\dfrac{1}{ad-bc}\begin{pmatrix}d&-b\\-c&a\end{pmatrix}$
Order
$(AB)^{-1}=B^{-1}A^{-1}$ — undo the last gesture first
Solving
$A\mathbf x=\mathbf b\Rightarrow\mathbf x=A^{-1}\mathbf b$, when the inverse exists

Épreuves the page checks by itself

Six commissions in the algebraist’s hand — and an endless examen. The page measures; the determinant never lies.
07

Pitfalls

Six ways matrices catch the careless.
AB is not BAalmost never. Writing $(AB)^2=A^2B^2$ assumes they commute — check it before you believe it.
AB = 0 with neither A nor B zeromatrices have zero divisors. You cannot “cancel” a matrix the way you cancel a number.
det(A+B) ≠ det A + det Bthe determinant multiplies, it does not add: $\det(AB)=\det A\det B$, and nothing of the sort for a sum.
The zero pivota pivot equal to zero does not stop Gauss — it asks for a row swap. Dividing by it, on the other hand, stops everything.
A tiny det is not zerobut numerically it is close: the matrix is nearly flat, and the solution turns unstable. Look at the rank, not only at the determinant.
A square system guarantees nothingas many equations as unknowns promises nothing. Only $\operatorname{rank}A=n$ promises a unique solution.

Continued in ESPACES — Le Spectre, where the question is no longer what a matrix does, but in which frame it becomes simple.