3.6.1 · D53D Geometry

Question bank — Coordinate system in 3D — x, y, z axes, octants

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Before we start, one shared vocabulary reminder so no symbol is unearned:

Figure — Coordinate system in 3D — x, y, z axes, octants

True or false — justify

A point can lie in two different octants at once.
False — but it can lie on the boundary between octants (a plane), where a coordinate is , and there it belongs to no octant rather than to two. Octants are open regions with no zero coordinate.
Every point of space is inside exactly one octant.
False — points on a coordinate plane or axis (any coordinate ) sit on the walls, not inside any box, so they belong to no octant at all.
The -plane is the set of points with .
False — a plane is named by the axes inside it, so the -plane holds the and axes and has ; the set is the -plane.
If two of a point's coordinates are , it lies on an axis.
True — the two zeros pin it off two rulers, leaving only the remaining axis free, so it sits on that axis (e.g. is on the -axis).
Octants II and VI have the same sign pattern for and .
True — both share ; they differ only in : II has (upstairs) and VI has (basement), which is exactly the "top-copies-quadrants, bottom-below" stacking shown in figure s02.
Swapping the order of a triple always moves the point.
False — usually it does, but if the swapped numbers are equal it stays put. reordered is still ; the danger is distinct entries like .
The origin belongs to all three coordinate planes.
True — the origin has , so it satisfies , and simultaneously; it is the single point where the floor and both walls meet.
Adding a third axis doubles the number of regions space is cut into.
True — each existing region gets sliced into an "above" and a "below" half by the new perpendicular plane, so quadrants become octants ().
Distance from the origin can be negative if a coordinate is negative.
False — squaring kills every sign before the root, and a length is a positive quantity: always. See Distance Formula in 3D.

Spot the error

" lies on the -axis because it has a zero in it."
Wrong — one zero puts it in a plane, not on an axis. Only here, so it lies in the -plane; being on an axis needs two zeros.
"Octant VII is because VII is a big number so all positive."
Wrong — the label number has nothing to do with signs (see the map in the opening definition). Octant VII is ; the all-positive box is Octant I.
", so a point with is units behind the origin distance-wise."
Wrong — and ; the square already discarded the sign, so distance contributions are always positive regardless of direction.
"The -plane is where and ."
Wrong — that describes the -axis (both zero). The -plane needs only ; and roam freely across the whole floor.
"There are only 4 octants, matching the 4 quadrants."
Wrong — quadrants come from axes (); octants come from perpendicular planes (). The -axis splits each quadrant into upstairs/downstairs.
" is in Octant IV because IV is where is negative."
Wrong — from the map, IV is with . Here signs are , which is Octant V (directly below Octant I).
"Point lies on the -axis."
Half-wrong — the origin lies on all three axes at once (and all three planes). Singling out the -axis is misleading; it's the shared meeting point of everything.

Why questions

Why must the three axes be mutually perpendicular rather than just three separate lines?
Perpendicularity means each coordinate measures a direction that no other axis can partly account for, so is unambiguous — moving along one ruler changes nothing on the others. See Direction Cosines and Direction Ratios.
Why is a point written as an ordered triple instead of a set of three numbers?
The position in the triple names which ruler each number belongs to; a set loses that assignment, so and would collapse into one, destroying location.
Why does the "top four octants copy the 2D quadrants" trick work?
For , ignoring leaves just the sign-pattern, which is exactly a 2D quadrant of the floor; the layer is that floor lifted straight up (see figure s02), so its four boxes inherit the quadrant order I–IV.
Why do we use the right-hand rule at all — isn't orientation arbitrary?
It fixes a consistent sense of "positive " so that operations like the cross product in Vectors in 3D give one definite direction everywhere; without a fixed handedness, signs of such products would be ambiguous.
Why does distance from the origin need two applications of Pythagoras rather than one?
The point and origin sit in space, not a single plane; you first find the floor-distance , then treat that plus the vertical as a right triangle — two perpendicular stages, two Pythagoras steps.
Why is a coordinate plane still called "the -plane" even though its points have three coordinates?
All its points share , so the third entry is fixed and carries no information; only the free pair distinguishes points, hence the two-axis name.

Edge cases

A point where all three coordinates are equal but nonzero, like with — which octant?
Octant I, since all signs are ; geometrically it lies on the diagonal ray equally distant from the three positive axes (the "body diagonal" direction of the cube).
What is the "octant" of a point sitting exactly on the -axis, e.g. ?
None — it lies on an axis, which is a shared edge of four octants, so it belongs to a boundary, not to any single octant.
If a point moves so its -coordinate passes through from to , what happens to its octant?
It crosses the -plane and jumps from an upstairs octant (I–IV) to the basement octant directly below (V–VIII); at the instant it is momentarily on the plane, in no octant.
The point : is its distance from the origin defined?
Yes and it is — the formula gives , meaning a point is zero distance from itself; this is the degenerate but perfectly valid case.
A point with a very large but tiny , like — where does it live?
Still firmly inside an octant (here I, all signs ); nearness to an axis or plane doesn't count as being on it — only an exact does. It essentially hugs the -axis but never touches it.
If exactly one coordinate is negative and the other two are zero, e.g. , where is it?
On the negative -axis — two zeros force it onto an axis, and the sign tells you which half of that axis, not an octant.

Recall One-line survival summary (click to reveal)

Zeros decide dimension (0 zeros → octant, 1 zero → plane, 2 zeros → axis, 3 zeros → origin); signs decide which octant/half. Plane names list the axes inside them, so the missing coordinate is the zero.

Zeros in a triple: 0 zeros means the point is where?
Strictly inside one octant.
Zeros in a triple: exactly 1 zero means where?
In a coordinate plane (the plane named by the two nonzero axes' partners).
Zeros in a triple: exactly 2 zeros means where?
On a coordinate axis (the one nonzero ruler).

Connections

  • Coordinate system in 3D — x, y, z axes, octants (index 3.6.1) — the parent this bank drills.
  • Distance Formula in 3D — the sign/square edge cases above matter there.
  • Quadrants in 2D Coordinate Geometry — the 2D ancestor whose "4" vs "8" is a classic trap.
  • Vectors in 3D — right-handedness and ordering live on here.
  • Direction Cosines and Direction Ratios — why perpendicular axes give clean directions.