Proper name for Inverted Cartesian coordinate system?












4












$begingroup$


In most 2D computer graphic rendering applications (HTML Canvas, Flash, etc...), the coordinate system used is like this:



enter image description here



My question is, what is the mathematical/technical name for this kind of coordinate system? Inverted Cartesian?










share|cite|improve this question









$endgroup$












  • $begingroup$
    The way these axes are oriented is negative that of the "standard" orientation. I guess you could call this the "left-handed" plane, since the cross product here obeys the left-hand rule.
    $endgroup$
    – A Blumenthal
    Jan 22 '13 at 6:05










  • $begingroup$
    @ABlumenthal What does cross product mean here? There is no $z$ axis.
    $endgroup$
    – Trevor Wilson
    Jan 22 '13 at 6:07






  • 1




    $begingroup$
    Math can't really tell us what a coordinate system "is", just how to change from one to another. Because you are considering two systems related by a reflection, you could call one of them "reflected Cartesian coordinates" (which one of the two is "reflected" is just a matter of convention.)
    $endgroup$
    – Trevor Wilson
    Jan 22 '13 at 6:10


















4












$begingroup$


In most 2D computer graphic rendering applications (HTML Canvas, Flash, etc...), the coordinate system used is like this:



enter image description here



My question is, what is the mathematical/technical name for this kind of coordinate system? Inverted Cartesian?










share|cite|improve this question









$endgroup$












  • $begingroup$
    The way these axes are oriented is negative that of the "standard" orientation. I guess you could call this the "left-handed" plane, since the cross product here obeys the left-hand rule.
    $endgroup$
    – A Blumenthal
    Jan 22 '13 at 6:05










  • $begingroup$
    @ABlumenthal What does cross product mean here? There is no $z$ axis.
    $endgroup$
    – Trevor Wilson
    Jan 22 '13 at 6:07






  • 1




    $begingroup$
    Math can't really tell us what a coordinate system "is", just how to change from one to another. Because you are considering two systems related by a reflection, you could call one of them "reflected Cartesian coordinates" (which one of the two is "reflected" is just a matter of convention.)
    $endgroup$
    – Trevor Wilson
    Jan 22 '13 at 6:10
















4












4








4





$begingroup$


In most 2D computer graphic rendering applications (HTML Canvas, Flash, etc...), the coordinate system used is like this:



enter image description here



My question is, what is the mathematical/technical name for this kind of coordinate system? Inverted Cartesian?










share|cite|improve this question









$endgroup$




In most 2D computer graphic rendering applications (HTML Canvas, Flash, etc...), the coordinate system used is like this:



enter image description here



My question is, what is the mathematical/technical name for this kind of coordinate system? Inverted Cartesian?







coordinate-systems






share|cite|improve this question













share|cite|improve this question











share|cite|improve this question




share|cite|improve this question










asked Jan 22 '13 at 5:37









Jake WilsonJake Wilson

1386




1386












  • $begingroup$
    The way these axes are oriented is negative that of the "standard" orientation. I guess you could call this the "left-handed" plane, since the cross product here obeys the left-hand rule.
    $endgroup$
    – A Blumenthal
    Jan 22 '13 at 6:05










  • $begingroup$
    @ABlumenthal What does cross product mean here? There is no $z$ axis.
    $endgroup$
    – Trevor Wilson
    Jan 22 '13 at 6:07






  • 1




    $begingroup$
    Math can't really tell us what a coordinate system "is", just how to change from one to another. Because you are considering two systems related by a reflection, you could call one of them "reflected Cartesian coordinates" (which one of the two is "reflected" is just a matter of convention.)
    $endgroup$
    – Trevor Wilson
    Jan 22 '13 at 6:10




















  • $begingroup$
    The way these axes are oriented is negative that of the "standard" orientation. I guess you could call this the "left-handed" plane, since the cross product here obeys the left-hand rule.
    $endgroup$
    – A Blumenthal
    Jan 22 '13 at 6:05










  • $begingroup$
    @ABlumenthal What does cross product mean here? There is no $z$ axis.
    $endgroup$
    – Trevor Wilson
    Jan 22 '13 at 6:07






  • 1




    $begingroup$
    Math can't really tell us what a coordinate system "is", just how to change from one to another. Because you are considering two systems related by a reflection, you could call one of them "reflected Cartesian coordinates" (which one of the two is "reflected" is just a matter of convention.)
    $endgroup$
    – Trevor Wilson
    Jan 22 '13 at 6:10


















$begingroup$
The way these axes are oriented is negative that of the "standard" orientation. I guess you could call this the "left-handed" plane, since the cross product here obeys the left-hand rule.
$endgroup$
– A Blumenthal
Jan 22 '13 at 6:05




$begingroup$
The way these axes are oriented is negative that of the "standard" orientation. I guess you could call this the "left-handed" plane, since the cross product here obeys the left-hand rule.
$endgroup$
– A Blumenthal
Jan 22 '13 at 6:05












$begingroup$
@ABlumenthal What does cross product mean here? There is no $z$ axis.
$endgroup$
– Trevor Wilson
Jan 22 '13 at 6:07




$begingroup$
@ABlumenthal What does cross product mean here? There is no $z$ axis.
$endgroup$
– Trevor Wilson
Jan 22 '13 at 6:07




1




1




$begingroup$
Math can't really tell us what a coordinate system "is", just how to change from one to another. Because you are considering two systems related by a reflection, you could call one of them "reflected Cartesian coordinates" (which one of the two is "reflected" is just a matter of convention.)
$endgroup$
– Trevor Wilson
Jan 22 '13 at 6:10






$begingroup$
Math can't really tell us what a coordinate system "is", just how to change from one to another. Because you are considering two systems related by a reflection, you could call one of them "reflected Cartesian coordinates" (which one of the two is "reflected" is just a matter of convention.)
$endgroup$
– Trevor Wilson
Jan 22 '13 at 6:10












1 Answer
1






active

oldest

votes


















0












$begingroup$

You've tapped into a major incompatability between the standard Math convention taught in Math class, and some CS graphics programming systems (but not all).



I use the term "upside-down y-coordinates" to highlight the problem from a math educator's perspective.



The depth of the problem increases as one delves into more complex spatial problem-solving where vector geometry is advantageous. Here, you want to have strong conventions for representing spatial directions. Standard direction-angles increase CCW, but the designers of "upside-down y-coordinate" graphics toolboxes face a dilemma where they are nudged toward having their direction angles increase CW (so that the trig. functions don't need to be redefined).



Over many years of working in the scientific software area, I have noticed that the "native 2D graphics libraries" are shallow in function when starting off on the wrong foot with inverted ys. This is partly because the early departure from convention cuts off the graphics library developer from advanced, geometric theory.



Khan Academy teaches standard coordinates (y-up) in its Math lectures, and upside-down coordinates (y-down) in its Computer Science graphics lessons (based on JavaScript). That's a confusing approach to be taking.






share|cite|improve this answer









$endgroup$













  • $begingroup$
    Yeah, in most professional, industry-standard 3D software/animation programs, y-up is the norm. But in traditional math classes, z-up is commonly taught. HTML Canvas (as you pointed out using JavaScript) is based on y-down since the origin of the canvas is in the top left corner.
    $endgroup$
    – Jake Wilson
    Aug 16 '17 at 13:26










  • $begingroup$
    I try to separate the discussion of conventions for 2D VS. 3D Cartesian axes. There are many more choices for "standard axes" orientations in 3D. However, if you look at STEM apps in design, CAD, chemistry, applied math, the convention in 3D is for z-up, and x-y in the level plane. x generally points to the right, and y -points back away from the viewer. I've also seen x pointing toward the viewer, and y-pointing to the right, or something in between.
    $endgroup$
    – pbierre
    Aug 16 '17 at 22:18












Your Answer





StackExchange.ifUsing("editor", function () {
return StackExchange.using("mathjaxEditing", function () {
StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["$", "$"], ["\\(","\\)"]]);
});
});
}, "mathjax-editing");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "69"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
noCode: true, onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














draft saved

draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fmath.stackexchange.com%2fquestions%2f284031%2fproper-name-for-inverted-cartesian-coordinate-system%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown

























1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









0












$begingroup$

You've tapped into a major incompatability between the standard Math convention taught in Math class, and some CS graphics programming systems (but not all).



I use the term "upside-down y-coordinates" to highlight the problem from a math educator's perspective.



The depth of the problem increases as one delves into more complex spatial problem-solving where vector geometry is advantageous. Here, you want to have strong conventions for representing spatial directions. Standard direction-angles increase CCW, but the designers of "upside-down y-coordinate" graphics toolboxes face a dilemma where they are nudged toward having their direction angles increase CW (so that the trig. functions don't need to be redefined).



Over many years of working in the scientific software area, I have noticed that the "native 2D graphics libraries" are shallow in function when starting off on the wrong foot with inverted ys. This is partly because the early departure from convention cuts off the graphics library developer from advanced, geometric theory.



Khan Academy teaches standard coordinates (y-up) in its Math lectures, and upside-down coordinates (y-down) in its Computer Science graphics lessons (based on JavaScript). That's a confusing approach to be taking.






share|cite|improve this answer









$endgroup$













  • $begingroup$
    Yeah, in most professional, industry-standard 3D software/animation programs, y-up is the norm. But in traditional math classes, z-up is commonly taught. HTML Canvas (as you pointed out using JavaScript) is based on y-down since the origin of the canvas is in the top left corner.
    $endgroup$
    – Jake Wilson
    Aug 16 '17 at 13:26










  • $begingroup$
    I try to separate the discussion of conventions for 2D VS. 3D Cartesian axes. There are many more choices for "standard axes" orientations in 3D. However, if you look at STEM apps in design, CAD, chemistry, applied math, the convention in 3D is for z-up, and x-y in the level plane. x generally points to the right, and y -points back away from the viewer. I've also seen x pointing toward the viewer, and y-pointing to the right, or something in between.
    $endgroup$
    – pbierre
    Aug 16 '17 at 22:18
















0












$begingroup$

You've tapped into a major incompatability between the standard Math convention taught in Math class, and some CS graphics programming systems (but not all).



I use the term "upside-down y-coordinates" to highlight the problem from a math educator's perspective.



The depth of the problem increases as one delves into more complex spatial problem-solving where vector geometry is advantageous. Here, you want to have strong conventions for representing spatial directions. Standard direction-angles increase CCW, but the designers of "upside-down y-coordinate" graphics toolboxes face a dilemma where they are nudged toward having their direction angles increase CW (so that the trig. functions don't need to be redefined).



Over many years of working in the scientific software area, I have noticed that the "native 2D graphics libraries" are shallow in function when starting off on the wrong foot with inverted ys. This is partly because the early departure from convention cuts off the graphics library developer from advanced, geometric theory.



Khan Academy teaches standard coordinates (y-up) in its Math lectures, and upside-down coordinates (y-down) in its Computer Science graphics lessons (based on JavaScript). That's a confusing approach to be taking.






share|cite|improve this answer









$endgroup$













  • $begingroup$
    Yeah, in most professional, industry-standard 3D software/animation programs, y-up is the norm. But in traditional math classes, z-up is commonly taught. HTML Canvas (as you pointed out using JavaScript) is based on y-down since the origin of the canvas is in the top left corner.
    $endgroup$
    – Jake Wilson
    Aug 16 '17 at 13:26










  • $begingroup$
    I try to separate the discussion of conventions for 2D VS. 3D Cartesian axes. There are many more choices for "standard axes" orientations in 3D. However, if you look at STEM apps in design, CAD, chemistry, applied math, the convention in 3D is for z-up, and x-y in the level plane. x generally points to the right, and y -points back away from the viewer. I've also seen x pointing toward the viewer, and y-pointing to the right, or something in between.
    $endgroup$
    – pbierre
    Aug 16 '17 at 22:18














0












0








0





$begingroup$

You've tapped into a major incompatability between the standard Math convention taught in Math class, and some CS graphics programming systems (but not all).



I use the term "upside-down y-coordinates" to highlight the problem from a math educator's perspective.



The depth of the problem increases as one delves into more complex spatial problem-solving where vector geometry is advantageous. Here, you want to have strong conventions for representing spatial directions. Standard direction-angles increase CCW, but the designers of "upside-down y-coordinate" graphics toolboxes face a dilemma where they are nudged toward having their direction angles increase CW (so that the trig. functions don't need to be redefined).



Over many years of working in the scientific software area, I have noticed that the "native 2D graphics libraries" are shallow in function when starting off on the wrong foot with inverted ys. This is partly because the early departure from convention cuts off the graphics library developer from advanced, geometric theory.



Khan Academy teaches standard coordinates (y-up) in its Math lectures, and upside-down coordinates (y-down) in its Computer Science graphics lessons (based on JavaScript). That's a confusing approach to be taking.






share|cite|improve this answer









$endgroup$



You've tapped into a major incompatability between the standard Math convention taught in Math class, and some CS graphics programming systems (but not all).



I use the term "upside-down y-coordinates" to highlight the problem from a math educator's perspective.



The depth of the problem increases as one delves into more complex spatial problem-solving where vector geometry is advantageous. Here, you want to have strong conventions for representing spatial directions. Standard direction-angles increase CCW, but the designers of "upside-down y-coordinate" graphics toolboxes face a dilemma where they are nudged toward having their direction angles increase CW (so that the trig. functions don't need to be redefined).



Over many years of working in the scientific software area, I have noticed that the "native 2D graphics libraries" are shallow in function when starting off on the wrong foot with inverted ys. This is partly because the early departure from convention cuts off the graphics library developer from advanced, geometric theory.



Khan Academy teaches standard coordinates (y-up) in its Math lectures, and upside-down coordinates (y-down) in its Computer Science graphics lessons (based on JavaScript). That's a confusing approach to be taking.







share|cite|improve this answer












share|cite|improve this answer



share|cite|improve this answer










answered Aug 16 '17 at 1:21









pbierrepbierre

1226




1226












  • $begingroup$
    Yeah, in most professional, industry-standard 3D software/animation programs, y-up is the norm. But in traditional math classes, z-up is commonly taught. HTML Canvas (as you pointed out using JavaScript) is based on y-down since the origin of the canvas is in the top left corner.
    $endgroup$
    – Jake Wilson
    Aug 16 '17 at 13:26










  • $begingroup$
    I try to separate the discussion of conventions for 2D VS. 3D Cartesian axes. There are many more choices for "standard axes" orientations in 3D. However, if you look at STEM apps in design, CAD, chemistry, applied math, the convention in 3D is for z-up, and x-y in the level plane. x generally points to the right, and y -points back away from the viewer. I've also seen x pointing toward the viewer, and y-pointing to the right, or something in between.
    $endgroup$
    – pbierre
    Aug 16 '17 at 22:18


















  • $begingroup$
    Yeah, in most professional, industry-standard 3D software/animation programs, y-up is the norm. But in traditional math classes, z-up is commonly taught. HTML Canvas (as you pointed out using JavaScript) is based on y-down since the origin of the canvas is in the top left corner.
    $endgroup$
    – Jake Wilson
    Aug 16 '17 at 13:26










  • $begingroup$
    I try to separate the discussion of conventions for 2D VS. 3D Cartesian axes. There are many more choices for "standard axes" orientations in 3D. However, if you look at STEM apps in design, CAD, chemistry, applied math, the convention in 3D is for z-up, and x-y in the level plane. x generally points to the right, and y -points back away from the viewer. I've also seen x pointing toward the viewer, and y-pointing to the right, or something in between.
    $endgroup$
    – pbierre
    Aug 16 '17 at 22:18
















$begingroup$
Yeah, in most professional, industry-standard 3D software/animation programs, y-up is the norm. But in traditional math classes, z-up is commonly taught. HTML Canvas (as you pointed out using JavaScript) is based on y-down since the origin of the canvas is in the top left corner.
$endgroup$
– Jake Wilson
Aug 16 '17 at 13:26




$begingroup$
Yeah, in most professional, industry-standard 3D software/animation programs, y-up is the norm. But in traditional math classes, z-up is commonly taught. HTML Canvas (as you pointed out using JavaScript) is based on y-down since the origin of the canvas is in the top left corner.
$endgroup$
– Jake Wilson
Aug 16 '17 at 13:26












$begingroup$
I try to separate the discussion of conventions for 2D VS. 3D Cartesian axes. There are many more choices for "standard axes" orientations in 3D. However, if you look at STEM apps in design, CAD, chemistry, applied math, the convention in 3D is for z-up, and x-y in the level plane. x generally points to the right, and y -points back away from the viewer. I've also seen x pointing toward the viewer, and y-pointing to the right, or something in between.
$endgroup$
– pbierre
Aug 16 '17 at 22:18




$begingroup$
I try to separate the discussion of conventions for 2D VS. 3D Cartesian axes. There are many more choices for "standard axes" orientations in 3D. However, if you look at STEM apps in design, CAD, chemistry, applied math, the convention in 3D is for z-up, and x-y in the level plane. x generally points to the right, and y -points back away from the viewer. I've also seen x pointing toward the viewer, and y-pointing to the right, or something in between.
$endgroup$
– pbierre
Aug 16 '17 at 22:18


















draft saved

draft discarded




















































Thanks for contributing an answer to Mathematics Stack Exchange!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


Use MathJax to format equations. MathJax reference.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fmath.stackexchange.com%2fquestions%2f284031%2fproper-name-for-inverted-cartesian-coordinate-system%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

MongoDB - Not Authorized To Execute Command

How to fix TextFormField cause rebuild widget in Flutter

Npm cannot find a required file even through it is in the searched directory