In 3D, we have a sphere
In 2D, we have a circle
In 1D, we have ?
I thought of this the other day, and the answer is “2 points”
That is, on a line, find the two points that are equidistant from the center point, and those two points constitute your 1D “circle”
This is rather mundane and pointless, but I thought I’d share.
I think it’s interesting since both the 3D and 2D versions look “circular” in some sense, but the 1D version looks nothing like its higher-dimensional equivalents.
If you imagine a movie that shows the process of passing the higher dimension object through the lower dimension, then the sphere passing through a plane would begin with a point followed by a series of ever-enlarging circles until the sphere’s diameter is reached, then a decreasing series of circles until that final point is reached.
Taking the circle through the 1-dimension space would involved turning the circle’s plane perpendicular to the line and beginning the pass-through with one point followed by ever-increasing-in-distance-apart pairs of points on the circumference until the circle’s diameter is reached, then an ever-decreasing pair of points until the final point is reached.
Looking at it another way:
In 1D, we have a line; rotating it in 2d space around its midpoint describes a disc
In 2D, we have a disc; rotating it in 3d space on its diameter describes a solid sphere.
or:
In 1D, we have a line; transforming it in 2d space, perpendicularly, describes a flat square
In 2D, we have a flat square; extruding it in 3d space perpendicularly to its surface describes a solid cube.
The way in which objects in n-dimensional space are related to objects in N+1-dimensional space is as much a function of the way they are translated, as it is a function of the shape of the objects themselves. Obvious, I suppose
Hyper-spheres, spheres, circles and such are characterised as the set of points that are equidistant from a reference point.
In 1-D, that would be two points, and the reference point is the midpoint between them, and the “radius” is the length of the chord linking each point to its’ midpoint.
<--------PL---------C---------PR-------->
The “circle” is defined as points(scalars PL and PR), with “center” C and “radius” r=|C-PL|=|PR-C|.
To visualise this, shoot a line through the center of a 3-D sphere. The intersection points of the line with the 3-D sphere induce a 1-D sphere, just as shooting a 2-D plane through the center of a 3-D sphere induces a circle (AKA 2-D sphere).
Probably obvious, but you can do it backwards. Start with a sphere, take a planar section through it anywhere, and the spherical intersection with the plane is a circle.
Take a linear section through the circle (or indeed through the sphere) and the intersection will be two points. Well, unless they’re tangent sections, in which case the intersection (in either case) is only a single point… those correspond to the radius=0 case.
Right, but isn’t the relationship between those equations best shown through integrals/derivatives? That’s all I’m saying (which may well be way off base… as I said, it’s been a long while since I’ve had to do math).
Not really. In general, the equation for the surface (n - 1)-volume of an n-sphere is the derivative of the equation for the n-volume bounded by it, but that’s where the calculus ends.
Didn’t anyone else ever have to read Flatlands in geometry? No? Lucky bastards…
The protagonist was a square, and he lived in a 2D world. A sphere, a visitor from the 3D world, came to visit him, but appeared as a circle, since that was all of the sphere that could be shown without that third dimension. Together, they traveled to a 1D world, which was made up of an endless number of lines, all connected together. They also traveled to a 0D world, which consisted of 1 single point.
My geometry teacher seemed to think this all made sense, and so, I present to you, a listing of the #Ds and their corresponding shape types:
3D: all the objects that we’ve always been told are 3D- spheres, pyramids, cubes, etc. They can move up, down, and back and forth in their 3D world.
2D: squares, triangles, circles, etc. They can move back and forth in their 2D world, as no up and down exist.
1D: lines. All of the lines must also line up into a line. They can move along this line, but any other directions, as well as up and down, don’t exist.
For a deeper look into Flatland, try here. (Note that the title has no ‘s’ on the end.) You can get a plain-text version at gutenberg.org, along with many other classics.
Coming back to this for a second, the reason that circles, spheres and so on look circular is because they have constant (extrinsic) curvature. There’s no corresponding concept in one dimension, and that’s the reason for the discrepancy.