Trigonometry
Angles and the sine/cosine/tangent ratios — essential for graphics, robotics, and signals.
Trigonometry connects angles to lengths. On the unit circle (radius 1),
a point at angle θ has coordinates exactly (cos θ, sin θ). That single fact powers
2D/3D rotation, robot kinematics, and the waves behind sound and signals.
Drag the angle and watch the point travel around the circle. The gold segment is
cos θ (horizontal), the green segment is sin θ (vertical).
The three ratios
For an angle in a right triangle:
- sin θ = opposite / hypotenuse
- cos θ = adjacent / hypotenuse
- tan θ = sin θ / cos θ = opposite / adjacent
On the unit circle the hypotenuse is 1, so the point’s height is sin θ and its horizontal position is cos θ. As θ sweeps 0 → 360°, both trace smooth waves.
Radians
Angles are often measured in radians instead of degrees: a full circle is 2π
radians (≈ 6.28), so 180° = π. Radians make calculus and code cleaner — most
programming sin/cos functions expect radians.
Where it shows up in CS
- Graphics & games: rotating and positioning objects.
- Robotics: a joint at angle θ puts the arm tip at
(cos θ, sin θ)distances. - Signals & audio: every sound decomposes into sine waves (Fourier analysis).
Going deeper
Khan Academy: Trigonometry is a free, thorough course.
Takeaways
- The unit circle ties angle θ directly to
(cos θ, sin θ). - sin/cos/tan are ratios; on the unit circle they are coordinates and slope.
- Rotations, robot arms, and signals all run on trigonometry.