Linear Algebra, Live
Strang §2.5 · Inverse matrices

The inverse undoes A.

A⁻¹ is the matrix that undoes A. Apply A, then A⁻¹, and every point is back where it started.

A⁻¹A = I     Ax = b  ⇔  x = A⁻¹b

Think: rewind

A moves the graph paper: it stretches, turns or slants it. A⁻¹ plays that film backwards. After both, nothing has moved.

"Nothing has moved" is the identity matrix I, with 1s on the diagonal and 0s elsewhere. Ix = x for every x.

Why it matters

If A has an inverse, Ax = b has exactly one solution for every b: x = A⁻¹b. Multiply both sides of Ax = b by A⁻¹ and the A disappears.

Worked example: undo a shear

The shear S = 1101 slides each row to the right by its height.
To undo it, slide each row back to the left by the same amount: S⁻¹ = 1−101
S⁻¹S = 1−101 1101 = 1001 ✓

Not every matrix can be undone

Think of the boat from lesson 1 with both thrusters pointing forward, thruster 2 pushing twice as hard. Throttles (2, 0) and (0, 1) move the boat exactly the same way. Watching the boat, you cannot tell which settings produced the motion.

That is a matrix with no inverse. It sends two different inputs to the same output, so there is no way back. Four equivalent tests, all from earlier slides:

  • A has n nonzero pivots.
  • The columns of A are independent.
  • det A ≠ 0: the plane is not squashed.
  • Ax = 0 only for x = 0.
Exercise Fill in S_inv so it slides the plane back. The output should print the identity. Edit the code and press Run.
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✎Lesson review
3 more worked examples and 5 mixed problems with solutions
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