Matrices
Revise Matrices for Further Pure Mathematics 3 WFM03 (AS Level) — revision notes and instant AI marking. Free to start.
Matrices
A matrix isn't just a grid of numbers — it's a machine that transforms space. Once you can find its determinant, invert it, and see what it does to lines and planes, you can predict exactly how any shape moves, stretches or flattens under that transformation.
- Dimension of a matrix = (rows) × (columns).
- Transpose AT swaps rows and columns; a symmetric matrix satisfies S = ST.
- Identity I leaves everything unchanged; the zero matrix sends everything to zero.
- The determinant of a 3×3 matrix is found by cofactor expansion along any row or column.
- A matrix is singular if det = 0 (no inverse exists), non-singular if det ≠ 0.
- The inverse of a 3×3 matrix is built from the matrix of cofactors, transposed, then divided by the determinant.
- Matrices represent linear transformations: functions that preserve addition and scalar multiplication.
- The columns of a transformation matrix are exactly where the base vectors i, j, k land.
- To find the image of a line, apply the transformation to the position vector and the direction vector separately.
- To find the image of a plane, first rewrite it in vector form r = a + λb + μc, then transform each piece.
A matrix with r rows and c columns has dimension r × c (rows always come first — "Railway Carriage" is the classic way to remember the order). So a matrix with 3 rows and 2 columns is a "3 × 2" matrix. In FP3 you'll mostly work with 3 × 3 square matrices, since those represent transformations of 3-D space.
The transpose of a matrix A, written AT, is found by turning rows into columns (or equivalently, reflecting every entry in the leading diagonal).
| a | b | c |
| d | e | f |
| g | h | i |
| a | d | g |
| b | e | h |
| c | f | i |
A really important (and easy to forget) rule is what happens when you transpose a product:
A matrix S is symmetric if it looks the same when reflected in its leading diagonal — formally, if S = ST. Visually, the entry in row i, column j always matches the entry in row j, column i.
| a | b | c |
| b | d | e |
| c | e | f |
The identity matrix I is the "do nothing" transformation — multiplying any vector or matrix by I leaves it unchanged, just like multiplying a number by 1. The zero matrix sends every vector to the origin, just like multiplying by 0.
| 1 | 0 | 0 |
| 0 | 1 | 0 |
| 0 | 0 | 1 |
| 0 | 0 | 0 |
| 0 | 0 | 0 |
| 0 | 0 | 0 |
The determinant is a single number attached to a square matrix that tells you how the transformation scales volume (and whether it flips orientation, if it's negative). You'll already have met 2 × 2 determinants — the 3 × 3 version builds directly on that by expanding along a row using smaller 2 × 2 determinants.
| a | b | c |
| d | e | f |
| g | h | i |
Notice the alternating + − + signs. Each term is (entry) × (the 2×2 determinant you get by covering up that entry's row and column).
-
You can expand along any row or column — not just the top row — as long
as you use the correct sign pattern:
Choosing a row or column with a zero in it saves a lot of work.
+ − + − + − + − + - Swapping two rows (or columns) flips the sign of the determinant.
- Two identical rows (or columns) ⇒ determinant is 0. This makes sense: swapping the identical rows should flip the sign, but the matrix is unchanged, so Δ = −Δ, forcing Δ = 0.
- det(AB) = det(A) × det(B) — determinants multiply when matrices multiply.
| 1 | 2 | 0 |
| 3 | -1 | 4 |
| -2 | 1 | 5 |
Expand along the top row (nice, because of the 0):
det(A) = 1·[(-1)(5) − (4)(1)] − 2·[(3)(5) − (4)(-2)] + 0
= 1·(−5 − 4) − 2·(15 + 8) + 0
= 1·(−9) − 2·(23)
= −9 − 46 = −55
| 2 | 0 | 1 |
| -1 | 3 | 2 |
| 4 | 1 | -2 |
This is a short but crucial definition — everything about invertibility hinges on it.
A matrix A is non-singular if det(A) ≠ 0 — it does have an inverse.
Finding a 3×3 inverse is a longer process than the 2×2 case, but it's entirely mechanical — if you follow the steps carefully and don't rush the sign pattern, you won't go wrong.
For a matrix A =
| a | b | c |
| d | e | f |
| g | h | i |
D = −|b c; h i| E = +|a c; g i| F = −|a b; g h|
G = +|b c; e f| H = −|a c; d f| I = +|a b; d e|
(Here |p q; r s| means the 2×2 determinant ps − qr.) These are exactly the same 2×2 determinants used to expand along a row when finding det(A) — you're just calculating all nine of them instead of only three.
- Find det(A). If det(A) = 0, stop — A is singular and has no inverse.
- Find the matrix of cofactors, C =
A B C D E F G H I - Transpose it: CT =
(this is called the adjugate matrix).A D G B E H C F I - Divide every entry by det(A): A−1 = 1⁄det(A) · CT
| 1 | 0 | 2 |
| -1 | 3 | 1 |
| 2 | 1 | 0 |
Step 1: determinant (expand top row)
det(A) = 1(3·0 − 1·1) − 0(...) + 2(−1·1 − 3·2)
= 1(−1) − 0 + 2(−1 − 6) = −1 + 2(−7) = −1 − 14 = −15 (non-zero, good — an inverse exists)
Step 2: cofactors
A = +(3·0−1·1) = −1 B = −(−1·0−1·2) = 2 C = +(−1·1−3·2) = −7
D = −(0·0−2·1) = 2 E = +(1·0−2·2) = −4 F = −(1·1−0·2) = −1
G = +(0·1−2·3) = −6 H = −(1·1−2·(−1)) = −3 I = +(1·3−0·(−1)) = 3
So the cofactor matrix is
| -1 | 2 | -7 |
| 2 | -4 | -1 |
| -6 | -3 | 3 |
Step 3: transpose it
CT =
| -1 | 2 | -6 |
| 2 | -4 | -3 |
| -7 | -1 | 3 |
Step 4: divide by det(A) = −15
A−1 = 1⁄−15
| -1 | 2 | -6 |
| 2 | -4 | -3 |
| -7 | -1 | 3 |
Always worth a quick sanity check: multiply A by A−1 mentally on one row/column to confirm you get something close to the identity — catching an arithmetic slip here saves the whole question.
2) (AB)−1 = B−1A−1 — order reverses, just like the transpose rule
3) det(A−1) = 1⁄det(A)
Here's where matrices stop being abstract number grids and start being machines that move space around. A transformation T is called linear if it satisfies two conditions:
(ii) T(kx) = kT(x) — scaling before or after T gives the same result
In plain words: a linear transformation doesn't care whether you combine/scale vectors before or after applying it — you get the same answer either way. This is exactly the property that lets every linear transformation be represented by a single matrix, and it's why we can transform a whole line or plane just by transforming a handful of defining vectors (as you'll see in sections 7 and 8).
Check (i): Let x₁ = (x₁,y₁,z₁), x₂ = (x₂,y₂,z₂).
T(x₁+x₂) = T(x₁+x₂, y₁+y₂, z₁+z₂) = (2(x₁+x₂), x₁+x₂+y₁+y₂, −(z₁+z₂))
= (2x₁, x₁+y₁, −z₁) + (2x₂, x₂+y₂, −z₂) = T(x₁) + T(x₂) ✓
Check (ii): T(kx) = T(kx,ky,kz) = (2kx, kx+ky, −kz) = k(2x, x+y, −z) = kT(x) ✓
Both conditions hold, so T is a linear transformation.
This is the single most useful idea in the whole chapter for building transformation matrices quickly. Watch what happens when the standard basis vectors i = (1,0,0), j = (0,1,0), k = (0,0,1) are multiplied by a general matrix:
| a | b | c |
| d | e | f |
| g | h | i |
i → (column 1) j → (column 2) k → (column 3)
This means: if you know where i, j and k each land, you can write down the whole matrix immediately — the image of i becomes the first column, the image of j the second column, and the image of k the third column. No multiplication required.
Think about where each axis vector lands under this reflection:
- The z-axis lies in the plane y = x, so k = (0,0,1) is unchanged → column 3 = (0,0,1)
- i = (1,0,0) reflects to (0,1,0) → column 1 = (0,1,0)
- j = (0,1,0) reflects to (1,0,0) → column 2 = (1,0,0)
Assembling the columns:
Matrix =
| 0 | 1 | 0 |
| 1 | 0 | 0 |
| 0 | 0 | 1 |
(1,0,0) = i, so column 1 of T is (3,4,2) immediately.
(1,1,0) = i + j, and by linearity T(i+j) = T(i) + T(j), so:
T(j) = (6,1,5) − (3,4,2) = (3,−3,3) → this is column 2.
(2,1,−4) = 2i + j − 4k, so by linearity:
2T(i) + T(j) − 4T(k) = (1,1,−1)
2(3,4,2) + (3,−3,3) − 4T(k) = (1,1,−1)
(9,5,7) − 4T(k) = (1,1,−1) ⇒ 4T(k) = (8,4,8) ⇒ T(k) = (2,1,2) → column 3.
So T =
| 3 | 3 | 2 |
| 4 | -3 | 1 |
| 2 | 3 | 2 |
This example shows the real power of linearity: you never actually need i, j, k themselves to be given directly — as long as you can express any mapped point as a combination of i, j, k, linearity lets you peel out each column one at a time.
A line has vector equation r = a + λb — a fixed point a plus a variable multiple of a direction vector b. Because T is linear, transforming the whole line is as easy as transforming a and b separately:
The image is a new line through the point T(a), parallel to the vector T(b).
| 3 | -2 | 1 |
| 1 | 3 | 4 |
| 2 | -1 | 1 |
Transform the point (2,0,−3):
T(2,0,−3) = (3·2 + (−2)·0 + 1·(−3), 1·2 + 3·0 + 4·(−3), 2·2 + (−1)·0 + 1·(−3))
= (6 − 3, 2 − 12, 4 − 3) = (3, −10, 1)
Transform the direction vector (3,−2,1):
T(3,−2,1) = (3·3 + (−2)(−2) + 1·1, 1·3 + 3(−2) + 4·1, 2·3 + (−1)(−2) + 1·1)
= (9+4+1, 3−6+4, 6+2+1) = (14, 1, 9)
So the image line is: r = (3,−10,1) + λ(14,1,9)
A plane in vector form r = a + λb + μc transforms exactly like a line, just with one extra direction vector:
The catch is that planes are usually given as Cartesian equations like ax + by + cz = d, not in vector form — so the real skill here is converting the Cartesian equation into r = a + λb + μc first. The PDF gives two methods for doing this conversion.
- Set two of the variables to convenient values (often 0) and solve for the third to find one point on the plane.
- The normal vector n is read directly from the Cartesian equation's coefficients. Any vector perpendicular to n is parallel to the plane — find two such vectors by inspection (check their scalar product with n is zero).
- Write r = (point) + λ(vector 1) + μ(vector 2), then apply T to each piece.
Point on the plane: put x = z = 0 ⇒ y = −3, so (0, −3, 0) lies on the plane.
Vectors parallel to the plane: n = (3, −2, 4). We need vectors ⊥ to n. By inspection, using the top two coordinates, (2,3,0) works since 3(2)+(−2)(3)+4(0) = 0. Using the bottom two coordinates, (0,2,1) works since 3(0)+(−2)(2)+4(1) = 0.
Vector equation: r = (0,−3,0) + λ(2,3,0) + μ(0,2,1)
Image: T(r) = T(0,−3,0) + λT(2,3,0) + μT(0,2,1) — now apply T to each of these three vectors to get the image plane's vector equation.
Method 1 breaks down if the normal vector has a zero component, since then "using the top two coordinates" or "bottom two coordinates" might not give you a valid second vector by inspection. Method 2 sidesteps this by parametrising the equation algebraically instead of hunting for vectors by eye.
- Set x = λ and y = μ directly in the Cartesian equation, then solve for z in terms of λ and μ.
- Split the resulting vector into a constant part (λ=μ=0) plus a λ-part plus a μ-part.
- Multiply through to clear fractions in the direction vectors if it makes the numbers nicer (this doesn't change the plane, just the parametrisation).
Put x = λ, y = μ: 3λ − 2μ + 4z = 6 ⇒ z = (6 − 3λ + 2μ)/4
(x,y,z) = (λ, μ, (6−3λ+2μ)/4) = (0, 0, 6/4) + λ(1, 0, −3/4) + μ(0, 1, 1/2)
Multiplying the direction vectors by 4 to clear fractions (allowed — it just rescales λ and μ):
r = (0, 0, 3/2) + λ(4, 0, −3) + μ(0, 2, 1)
Now continue exactly as in Method 1: apply T to the point and to each direction vector.
Dimension = rows × columns. Symmetric: S = ST. Singular: det(A) = 0 (no inverse). Non-singular: det(A) ≠ 0 (inverse exists).
Columns of a transformation matrix = images of i, j, k respectively.
r = a + λb ⟶⟶⟶ T(r) = T(a) + λT(b)
Convert Cartesian → vector form r = a + λb + μc first, then T(r) = T(a) + λT(b) + μT(c). Never transform b × c directly.
Read the full Matrices notes free
That's the preview — create a free account to read the rest, plus flashcards and practice questions with instant AI marking. No credit card.
Unlock the full notes free →