Sine (Unit Circle) – BetterExplained https://betterexplained.com Math lessons that click Tue, 18 Apr 2023 19:37:01 +0000 en-US hourly 1 How To Learn Trigonometry Intuitively https://betterexplained.com/articles/intuitive-trigonometry/ https://betterexplained.com/articles/intuitive-trigonometry/#comments Mon, 24 Feb 2014 16:30:11 +0000 http://betterexplained.com/?p=3844 Trig mnemonics like SOH-CAH-TOA focus on computations, not concepts:

body proportions

TOA explains the tangent about as well as $x^2 + y^2 = r^2$ describes a circle. Sure, if you’re a math robot, an equation is enough. The rest of us, with organic brains half-dedicated to vision processing, seem to enjoy imagery. And “TOA” evokes the stunning beauty of an abstract ratio.

I think you deserve better, and here’s what made trig click for me.

  • Visualize a dome, a wall, and a ceiling
  • Trig functions are percentages to the three shapes

Motivation: Trig Is Anatomy

Imagine Bob The Alien visits Earth to study our species.

Without new words, humans are hard to describe: “There’s a sphere at the top, which gets scratched occasionally” or “Two elongated cylinders appear to provide locomotion”.

After creating specific terms for anatomy, Bob might jot down typical body proportions:

  • The armspan (fingertip to fingertip) is approximately the height
  • A head is 5 eye-widths wide
  • Adults are 8 head-heights tall

body proportions trig analogy

How is this helpful?

Well, when Bob finds a jacket, he can pick it up, stretch out the arms, and estimate the owner’s height. And head size. And eye width. One fact is linked to a variety of conclusions.

Even better, human biology explains human thinking. Tables have legs, organizations have heads, crime bosses have muscle. Our biology offers ready-made analogies that appear in man-made creations.

Now the plot twist: you are Bob the alien, studying creatures in math-land!

Generic words like “triangle” aren’t overly useful. But labeling sine, cosine, and hypotenuse helps us notice deeper connections. And scholars might study haversine, exsecant and gamsin, like biologists who find a link between your tibia and clavicle.

And because triangles show up in circles…

circular path

…and circles appear in cycles, our triangle terminology helps describe repeating patterns!

Trig is the anatomy book for “math-made” objects. If we can find a metaphorical triangle, we’ll get an armada of conclusions for free.

Sine/Cosine: The Dome

Instead of staring at triangles by themselves, like a caveman frozen in ice, imagine them in a scenario, hunting that mammoth.

Pretend you’re in the middle of your dome, about to hang up a movie screen. You point to some angle “x”, and that’s where the screen will hang.

Trig dome analogy

The angle you point at determines:

  • sine(x) = sin(x) = height of the screen, hanging like a sign
  • cosine(x) = cos(x) = distance to the screen along the ground [“cos” ~ how “close”]
  • the hypotenuse, the distance to the top of the screen, is always the same

Want the biggest screen possible? Point straight up. It’s at the center, on top of your head, but it’s big dagnabbit.

Want the screen the furthest away? Sure. Point straight across, 0 degrees. The screen has “0 height” at this position, and it’s far away, like you asked.

The height and distance move in opposite directions: bring the screen closer, and it gets taller.

Tip: Trig Values Are Percentages

Nobody ever told me in my years of schooling: sine and cosine are percentages. They vary from +100% to 0 to -100%, or max positive to nothing to max negative.

Let’s say I paid \$14 in tax. You have no idea if that’s expensive. But if I say I paid 95% in tax, you know I’m getting ripped off.

An absolute height isn’t helpful, but if your sine value is .95, I know you’re almost at the top of your dome. Pretty soon you’ll hit the max, then start coming down again.

How do we compute the percentage? Simple: divide the current value by the maximum possible (the radius of the dome, aka the hypotenuse).

That’s why we’re told “Sine = Opposite / Hypotenuse”. It’s to get a percentage! A better wording is “Sine is your height, as a percentage of the hypotenuse”. (Sine becomes negative if your angle points “underground”. Cosine becomes negative when your angle points backwards.)

Let’s simplify the calculation by assuming we’re on the unit circle (radius 1). Now we can skip the division by 1 and just say sine = height.

Every circle is really the unit circle, scaled up or down to a different size. So work out the connections on the unit circle and apply the results to your particular scenario.

Try it out: plug in an angle and see what percent of the height and width it reaches:

The growth pattern of sine isn’t an even line. The first 45 degrees cover 70% of the height, and the final 10 degrees (from 80 to 90) only cover 2%.

This should make sense: at 0 degrees, you’re moving nearly vertical, but as you get to the top of the dome, your height changes level off.

Tangent/Secant: The Wall

One day your neighbor puts up a wall right next to your dome. Ack, your view! Your resale value!

But can we make the best of a bad situation?

trig wall analogy

Sure. What if we hang our movie screen on the wall? You point at an angle (x) and figure out:

  • tangent(x) = tan(x) = height of screen on the wall
  • distance to screen: 1 (the screen is always the same distance along the ground, right?)
  • secant(x) = sec(x) = the “ladder distance” to the screen

We have some fancy new vocab terms. Imagine seeing the Vitruvian “TAN GENTleman” projected on the wall. You climb the ladder, making sure you can “SEE, CAN’T you?”. (Yeah, he’s naked… won’t forget the analogy now, will you?)

Let’s notice a few things about tangent, the height of the screen.

  • It starts at 0, and goes infinitely high. You can keep pointing higher and higher on the wall, to get an infinitely large screen! (That’ll cost ya.)

  • Tangent is just a bigger version of sine! It’s never smaller, and while sine “tops off” as the dome curves in, tangent keeps growing.

How about secant, the ladder distance?

  • Secant starts at 1 (ladder on the floor to the wall) and grows from there
  • Secant is always longer than tangent. The leaning ladder used to put up the screen must be longer than the screen itself, right? (At enormous sizes, when the ladder is nearly vertical, they’re close. But secant is always a smidge longer.)

Remember, the values are percentages. If you’re pointing at a 50-degree angle, tan(50) = 1.19. Your screen is 19% larger than the distance to the wall (the radius of the dome).

(Plug in x=0 and check your intuition that tan(0) = 0, and sec(0) = 1.)

Cotangent/Cosecant: The Ceiling

Amazingly enough, your neighbor now decides to build a ceiling on top of your dome, far into the horizon. (What’s with this guy? Oh, the naked-man-on-my-wall incident…)

Well, time to build a ramp to the ceiling, and have a little chit chat. You pick an angle to build and work out:

trig ceiling

  • cotangent(x) = cot(x) = how far the ceiling extends before we connect
  • cosecant(x) = csc(x) = how long we walk on the ramp
  • the vertical distance traversed is always 1

Tangent/secant describe the wall, and COtangent and COsecant describe the ceiling.

Our intuitive facts are similar:

  • If you pick an angle of 0, your ramp is flat (infinite) and never reachers the ceiling. Bummer.
  • The shortest “ramp” is when you point 90-degrees straight up. The cotangent is 0 (we didn’t move along the ceiling) and the cosecant is 1 (the “ramp length” is at the minimum).

Visualize The Connections

A short time ago I had zero “intuitive conclusions” about the cosecant. But with the dome/wall/ceiling metaphor, here’s what we see:

Trig all functions in a single diagram

Whoa, it’s the same triangle, just scaled to reach the wall and ceiling. We have vertical parts (sine, tangent), horizontal parts (cosine, cotangent), and “hypotenuses” (secant, cosecant). (Note: the labels show where each item “goes up to”. Cosecant is the full distance from you to the ceiling.)

Now the magic. The triangles have similar facts:

Trig identities from similar triangles and pythagorean theorem

From the Pythagorean Theorem ($a^2 + b^2 = c^2$) we see how the sides of each triangle are linked.

And from similarity, ratios like “height to width” must be the same for these triangles. (Intuition: step away from a big triangle. Now it looks smaller in your field of view, but the internal ratios couldn’t have changed.)

This is how we find out “sine/cosine = tangent/1”.

I’d always tried to memorize these facts, when they just jump out at us when visualized. SOH-CAH-TOA is a nice shortcut, but get a real understanding first!

Gotcha: Remember Other Angles

Psst… don’t over-focus on a single diagram, thinking tangent is always smaller than 1. If we increase the angle, we reach the ceiling before the wall:

Trig alternative

The Pythagorean/similarity connections are always true, but the relative sizes can vary.

(But, you might notice that sine and cosine are always smallest, or tied, since they’re trapped inside the dome. Nice!)

Summary: What Should We Remember?

For most of us, I’d say this is enough:

  • Trig explains the anatomy of “math-made” objects, such as circles and repeating cycles
  • The dome/wall/ceiling analogy shows the connections between the trig functions
  • Trig functions return percentages, that we apply to our specific scenario

You don’t need to memorize $1^2 + \cot^2 = \csc^2$, except for silly tests that mistake trivia for understanding. In that case, take a minute to draw the dome/wall/ceiling diagram, fill in the labels (a tan gentleman you can see, can’t you?), and create a cheatsheet for yourself.

In a follow-up, we’ll learn about graphing, complements, and using Euler’s Formula to find even more connections.

Appendix: The Original Definition Of Tangent

You may see tangent defined as the length of the tangent line from the circle to the x-axis (geometry buffs can work this out).

Tangent

As expected, at the top of the circle (x=90) the tangent line can never reach the x-axis and is infinitely long.

I like this intuition because it helps us remember the name “tangent”, and here’s a nice interactive trig guide to explore:

Trig interactive

Still, it’s critical to put the tangent vertical and recognize it’s just sine projected on the back wall (along with the other triangle connections).

Appendix: Inverse Functions

Trig functions take an angle and return a percentage. $\sin(30) = .5$ means a 30-degree angle is 50% of the max height.

The inverse trig functions let us work backwards, and are written $\sin^{-1}$ or $\arcsin$ (“arcsine”), and often written asin in various programming languages.

If our height is 25% of the dome, what’s our angle?

Plugging asin(.25) into a calculator gives an angle of 14.5 degrees.

Now what about something exotic, like inverse secant? Often times it’s not available as a calculator function (even the one I built, sigh).

Looking at our trig cheatsheet, we find an easy ratio where we can compare secant to 1. For example, secant to 1 (hypotenuse to horizontal) is the same as 1 to cosine:

\displaystyle{\frac{\sec}{1} = \frac{1}{\cos}}

Suppose our secant is 3.5, i.e. 350% of the radius of the unit circle. What’s the angle to the wall?


\begin{aligned}
\frac{\sec}{1} &= \frac{1}{\cos} = 3.5 \\
\cos &= \frac{1}{3.5} \\
\arccos(\frac{1}{3.5}) &= 73.4
\end{aligned}

Appendix: A Few Examples

Example: Find the sine of angle x.

Sine Example

Ack, what a boring question. Instead of “find the sine” think, “What’s the height as a percentage of the max (the hypotenuse)?”.

First, notice the triangle is “backwards”. That’s ok. It still has a height, in green.

What’s the max height? By the Pythagorean theorem, we know


\begin{aligned}
3^2 + 4^2 &= \text{hypotenuse}^2 \\
25 &= \text{hypotenuse}^2 \\
5 &= \text{hypotenuse}
\end{aligned}

Ok! The sine is the height as a percentage of the max, which is 3/5 or .60.

Follow-up: Find the angle.

Of course. We have a few ways. Now that we know sine = .60, we can just do:

\displaystyle{\arcsin(.60) = 36.9}

Here’s another approach. Instead of using sine, notice the triangle is “up against the wall”, so tangent is an option. The height is 3, the distance to the wall is 4, so the tangent height is 3/4 or 75%. We can use arctangent to turn the percentage back into an angle:

\displaystyle{\tan = \frac{3}{4} = .75 }

\displaystyle{\arctan(.75) = 36.9}

Example: Can you make it to shore?

Boat Example

You’re on a boat with enough fuel to sail 2 miles. You’re currently .25 miles from shore. What’s the largest angle you could use and still reach land? Also, the only reference available is Hubert’s Compendium of Arccosines, 3rd Ed. (Truly, a hellish voyage.)

Ok. Here, we can visualize the beach as the “wall” and the “ladder distance” to the wall is the secant.

First, we need to normalize everything in terms of percentages. We have 2 / .25 = 8 “hypotenuse units” worth of fuel. So, the largest secant we could allow is 8 times the distance to the wall.

We’d like to ask “What angle has a secant of 8?”. But we can’t, since we only have a book of arccosines.

We use our cheatsheet diagram to relate secant to cosine: Ah, I see that “sec/1 = 1/cos”, so


\begin{aligned}
\sec &= \frac{1}{\cos} = 8 \\
\cos &= \frac{1}{8} \\
\arccos(\frac{1}{8}) &= 82.8
\end{aligned}

A secant of 8 implies a cosine of 1/8. The angle with a cosine of 1/8 is arccos(1/8) = 82.8 degrees, the largest we can afford.

Not too bad, right? Before the dome/wall/ceiling analogy, I’d be drowning in a mess of computations. Visualizing the scenario makes it simple, even fun, to see which trig buddy can help us out.

In your problem, think: am I interested in the dome (sin/cos), the wall (tan/sec), or the ceiling (cot/csc)?

Happy math.

Update: The owner of Grey Matters put together interactive diagrams for the analogies (drag the slider on the left to change the angle):

interactive-2

Thanks!

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Intuitive Understanding of Sine Waves https://betterexplained.com/articles/intuitive-understanding-of-sine-waves/ https://betterexplained.com/articles/intuitive-understanding-of-sine-waves/#comments Mon, 18 Apr 2011 06:00:25 +0000 http://betterexplained.com/?p=1183 Sine waves confused me. Yes, I can mumble "SOH CAH TOA" and draw lines within triangles. But what does it mean?

I was stuck thinking sine had to be extracted from other shapes. A quick analogy:

You: Geometry is about shapes, lines, and so on.

Alien: Oh? Can you show me a line?

You (looking around): Uh... see that brick, there? A line is one edge of that brick.

Alien: So lines are part of a shape?

You: Sort of. Yes, most shapes have lines in them. But a line is a basic concept on its own: a beam of light, a route on a map, or even--

Alien: Bricks have lines. Lines come from bricks. Bricks bricks bricks.

Most math classes are exactly this. "Circles have sine. Sine comes from circles. Circles circles circles."

Argh! No - circles are one example of sine. In a sentence: Sine is a natural sway, the epitome of smoothness: it makes circles "circular" in the same way lines make squares "square".

Let's build our intuition by seeing sine as its own shape, and then understand how it fits into circles and the like. Onward!

Sine vs Lines

Remember to separate an idea from an example: squares are examples of lines. Sine clicked when it became its own idea, not "part of a circle."

Let's observe sine in a simulator:

Hubert will give the tour:

  • Click start. Go, Hubert go! Notice that smooth back and forth motion? That's Hubert, but more importantly (sorry Hubert), that's sine! It's natural, the way springs bounce, pendulums swing, strings vibrate... and many things move.
  • Change "vertical" to "linear". Big difference -- see how the motion gets constant and robotic, like a game of pong?

Let's explore the differences with video:

  • Linear motion is constant: we go a set speed and turn around instantly. It's the unnatural motion in the robot dance (notice the linear bounce with no slowdown vs. the strobing effect).

  • Sine changes its speed: it starts fast, slows down, stops, and speeds up again. It's the enchanting smoothness in liquid dancing (human sine wave and natural bounce).

Unfortunately, textbooks don't show sine with animations or dancing. No, they prefer to introduce sine with a timeline (try setting "horizontal" to "timeline"):

sine plot (source)

Egads. This is the schematic diagram we've always been shown. Does it give you the feeling of sine? Not any more than a skeleton portrays the agility of a cat. Let's watch sine move and then chart its course.

The Unavoidable Circle

Circles have sine. Yes. But seeing the sine inside a circle is like getting the eggs back out of the omelette. It's all mixed together!

Let's take it slow. In the simulation, set Hubert to vertical:none and horizontal: sine*. See him wiggle sideways? That's the motion of sine. There's a small tweak: normally sine starts the cycle at the neutral midpoint and races to the max. This time, we start at the max and fall towards the midpoint. Sine that "starts at the max" is called cosine, and it's just a version of sine (like a horizontal line is a version of a vertical line).

Ok. Time for both sine waves: put vertical as "sine" and horizontal as "sine*". And... we have a circle!

A horizontal and vertical "spring" combine to give circular motion. Most textbooks draw the circle and try to extract the sine, but I prefer to build up: start with pure horizontal or vertical motion and add in the other.

Quick Q & A

A few insights I missed when first learning sine:

Sine really is 1-dimensional

Sine wiggles in one dimension. Really. We often graph sine over time (so we don't write over ourselves) and sometimes the "thing" doing sine is also moving, but this is optional! A spring in one dimension is a perfectly happy sine wave.

sine in one dimension

(Source: Wikipedia, try not to get hypnotized.)

Circles are an example of two sine waves

Circles and squares are a combination of basic components (sines and lines). The circle is made from two connected 1-d waves, each moving the horizontal and vertical direction.

(Source http://1ucasvb.tumblr.com/)

But remember, circles aren't the origin of sines any more than squares are the origin of lines. They're examples of two sine waves working together, not their source.

What do the values of sine mean?

Sine cycles between -1 and 1. It starts at 0, grows to 1.0 (max), dives to -1.0 (min) and returns to neutral. I also see sine like a percentage, from 100% (full steam ahead) to -100% (full retreat).

What's is the input 'x' in sin(x)?

Tricky question. Sine is a cycle and x, the input, is how far along we are in the cycle.

Let's look at lines:

  • You're traveling on a square. Each side takes 10 seconds.
  • After 1 second, you are 10% complete on that side
  • After 5 seconds, you are 50% complete
  • After 10 seconds, you finished the side

Linear motion has few surprises. Now for sine (focusing on the "0 to max" cycle):

growth of sine

  • We're traveling on a sine wave, from 0 (neutral) to 1.0 (max). This portion takes 10 seconds.
  • After 5 seconds we are... 70% complete! Sine rockets out of the gate and slows down. Most of the gains are in the first 5 seconds
  • It takes 5 more seconds to get from 70% to 100%. And going from 98% to 100% takes almost a full second!

Despite our initial speed, sine slows so we gently kiss the max value before turning around. This smoothness makes sine, sine.

For the geeks: Press "show stats" in the simulation. You'll see the percent complete of the total cycle, mini-cycle (0 to 1.0), and the value attained so far. Stop, step through, and switch between linear and sine motion to see the values.

Quick quiz: What's further along, 10% of a linear cycle, or 10% of a sine cycle? Sine. Remember, it barrels out of the gate at max speed. By the time sine hits 50% of the cycle, it's moving at the average speed of linear cycle, and beyond that, it goes slower (until it reaches the max and turns around).

So x is the 'amount of your cycle'. What's the cycle?

It depends on the context.

  • Basic trig: 'x' is degrees, and a full cycle is 360 degrees
  • Advanced trig: 'x' is radians (they are more natural!), and a full cycle is going around the unit circle (2*pi radians)

Play with values of x here:

But again, cycles depend on circles! Can we escape their tyranny?

Pi without Pictures

Imagine a sightless alien who only notices shades of light and dark. Could you describe pi to it? It's hard to flicker the idea of a circle's circumference, right?

Let's step back a bit. Sine is a repeating pattern, which means it must... repeat! It goes from 0, to 1, to 0, to -1, to 0, and so on.

Let's define pi as the time sine takes from 0 to 1 and back to 0. Whoa! Now we're using pi without a circle too! Pi is a concept that just happens to show up in circles:

  • Sine is a gentle back and forth rocking
  • Pi is the time from neutral to max and back to neutral
  • n * Pi (0 * Pi, 1 * pi, 2 * pi, and so on) are the times you are at neutral
  • 2 * Pi, 4 * pi, 6 * pi, etc. are full cycles

Aha! That is why pi appears in so many formulas! Pi doesn't "belong" to circles any more than 0 and 1 do -- pi is about sine returning to center! A circle is an example of a shape that repeats and returns to center every 2*pi units. But springs, vibrations, etc. return to center after pi too!

Question: If pi is half of a natural cycle, why isn't it a clean, simple number?

Let's answer a question with a question. Why does a 1x1 square have a diagonal of length $\sqrt{2} = 1.414...$ (an irrational number)?

It's philosophically inconvenient when nature doesn't line up with our number system. I don't have a good intuition. My hunch is simple rules (1x1 square + Pythagorean Theorem) can still lead to complex outcomes.

How fast is sine?

I've been tricky. Previously, I said "imagine it takes sine 10 seconds from 0 to max". And now it's pi seconds from 0 to max back to 0? What gives?

  • sin(x) is the default, off-the-shelf sine wave, that indeed takes pi units of time from 0 to max to 0 (or 2*pi for a complete cycle)
  • sin(2x) is a wave that moves twice as fast
  • sin(0.5x) is a wave that moves twice as slow

So, we use sin(n*x) to get a sine wave cycling as fast as we need. Often, the phrase "sine wave" is referencing the general shape and not a specific speed.

sine at different frequencies

Part 2: Understanding the definitions of sine

That's a brainful -- take a break if you need it. Hopefully, sine is emerging as its own pattern. Now let's develop our intuition by seeing how common definitions of sine connect.

Definition 1: The height of a triangle / circle!

Sine was first found in triangles. You may remember "SOH CAH TOA" as a mnemonic

  • SOH: Sine is Opposite / Hypotenuse
  • CAH: Cosine is Adjacent / Hypotenuse
  • TOA: Tangent is Opposite / Adjacent

For a right triangle with angle x, sin(x) is the length of the opposite side divided by the hypotenuse. If we make the hypotenuse 1, we can simplify to:

  • Sine = Opposite
  • Cosine = Adjacent

And with more cleverness, we can draw our triangles with hypotenuse 1 in a circle with radius 1:

sine on the unit circle

Voila! A circle containing all possible right triangles (since they can be scaled up using similarity). For example:

  • sin(45) = .707
  • Lay down a 10-foot pole and raise it 45 degrees. It is 10 * sin(45) = 7.07 feet off the ground
  • An 8-foot pole would be 8 * sin(45) = 5.65 feet

These direct manipulations are great for construction (the pyramids won't calculate themselves). Unfortunately, after thousands of years we start thinking the meaning of sine is the height of a triangle. No no, it's a shape that shows up in circles (and triangles).

Realistically, for many problems we go into "geometry mode" and start thinking "sine = height" to speed through things. That's fine -- just don't get stuck there.

Definition 2: The infinite series

I've avoided the elephant in the room: how in blazes do we actually calculate sine!? Is my calculator drawing a circle and measuring it?

Glad to rile you up. Here's the circle-less secret of sine:

Sine is acceleration opposite to your current position

Using our bank account metaphor: Imagine a perverse boss who gives you a raise the exact opposite of your current bank account! If you have \$50 in the bank, then your raise next week is \$50. Of course, your income might be \$75/week, so you'll still be earning some money \$75 - \$50 for that week), but eventually your balance will decrease as the "raises" overpower your income.

But never fear! Once your account hits negative (say you're at \$50), then your boss gives a legit \$50/week raise. Again, your income might be negative, but eventually the raises will overpower it.

This constant pull towards the center keeps the cycle going: when you rise up, the "pull" conspires to pull you in again. It also explains why neutral is the max speed for sine: If you are at the max, you begin falling and accumulating more and more "negative raises" as you plummet. As you pass through then neutral point you are feeling all the negative raises possible (once you cross, you'll start getting positive raises and slowing down).

By the way: since sine is acceleration opposite to your current position, and a circle is made up of a horizontal and vertical sine... you got it! Circular motion can be described as "a constant pull opposite your current position, towards your horizontal and vertical center".

Geeking Out With Calculus

Let's describe sine with calculus. Like e, we can break sine into smaller effects:

  • Start at 0 and grow at unit speed
  • At every instant, get pulled back by negative acceleration

How should we think about this? See how each effect above changes our distance from center:

  • Our initial kick increases distance linearly: y (distance from center) = x (time taken)
  • At any moment, we feel a restoring force of $-x$. We integrate twice to turn negative acceleration into distance:

\displaystyle{ \iint -x = \frac{-x^3}{3!} }

Seeing how acceleration impacts distance is like seeing how a raise hits your bank account. The "raise" must change your income, and your income changes your bank account (two integrals "up the chain").

So, after "x" seconds we might guess that sine is "x" (initial impulse) minus $\frac{x^3}{3!}$ (effect of the acceleration):

modeling sine

Something's wrong -- sine doesn't nosedive! With e, we saw that "interest earns interest" and sine is similar. The "restoring force" changes our distance by $\frac{-x^3}{3!}$, which creates another restoring force to consider. Consider a spring: the pull that yanks you down goes too far, which shoots you downward and creates another pull to bring you up (which again goes too far). Springs are crazy!

We need to consider every restoring force:

  • $y = x$ is our initial motion, which creates a restoring force of impact...
  • $y = \frac{-x^3}{3!}$ which creates a restoring force of impact...
  • $y = \frac{x^5}{5!}$ which creates a restoring force of impact...
  • $y = \frac{-x^7}{7!}$ which creates a restoring force of impact...

better models of sine with more terms

Just like e, sine can be described with an infinite series:

\displaystyle{\sin(x) = x - \frac{x^3}{3!} + \frac{x^5}{5!} - \frac{x^7}{7!} + ... }

I saw this formula a lot, but it only clicked when I saw sine as a combination of an initial impulse and restoring forces. The initial push (y = x, going positive) is eventually overcome by a restoring force (which pulls us negative), which is overpowered by its own restoring force (which pulls us positive), and so on.

A few fun notes:

  • Consider the "restoring force" like "positive or negative interest". This makes the sine/e connection in Euler's formula easier to understand. Sine is like e, except sometimes it earns negative interest. There's more to learn here :).
  • For very small angles, "y = x" is a good guess for sine. We just take the initial impulse and ignore any restoring forces.

The Calculus of Cosine

Cosine is just a shifted sine, and is fun (yes!) now that we understand sine:

  • Sine: Start at 0, initial impulse of y = x (100%)
  • Cosine: Start at 1, no initial impulse

So cosine just starts off... sitting there at 1. We let the restoring force do the work:

\displaystyle{y = 1 - \frac{x^2}{2!}}

Again, we integrate -1 twice to get $\frac{-x^2}{2!}$. But this kicks off another restoring force, which kicks off another, and before you know it:

\displaystyle{\cos(x) = 1 - \frac{x^2}{2!} + \frac{x^4}{4!} - \frac{x^6}{6!} + ...}

Definition 3: The differential equation

We've described sine's behavior with specific equations. A more succinct way (equation):

\displaystyle{y'' = -y}

This beauty says:

  • Our current position is y
  • Our acceleration (2nd derivative, or y'') is the opposite of our current position (-y)

Both sine and cosine make this true. I first hated this definition; it's so divorced from a visualization. I didn't realize it described the essence of sine, "acceleration opposite your position".

And remember how sine and e are connected? Well, $e^x$ can be be described by (equation):

\displaystyle{y'' = y}

The same equation with a positive sign ("acceleration equal to your position")! When sine is "the height of a circle" it's really hard to make the connection to e.

One of my great mathematical regrets is not learning differential equations. But I want to, and I suspect having an intuition for sine and e will be crucial.

Summing it up

The goal is to move sine from some mathematical trivia ("part of a circle") to its own shape:

  • Sine is a smooth, swaying motion between min (-1) and max (1). Mathematically, you're accelerating opposite your position. This "negative interest" keeps sine rocking forever.
  • Sine happens to appear in circles and triangles (and springs, pendulums, vibrations, sound...).
  • Pi is the time from neutral to neutral in sin(x). Similarly, pi doesn't "belong" to circles, it just happens to show up there.

Let sine enter your mental toolbox (Hrm, I need a formula to make smooth changes...). Eventually, we'll understand the foundations intuitively (e, pi, radians, imaginaries, sine...) and they can be mixed into a scrumptious math salad. Enjoy!

Appendix

Using this approach, Alistair MacDonald made a great tutorial with code to build your own sine and cosine functions.

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