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This document outlines a course on vector algebra and calculus taught by Professor David Murray. The course covers topics like vector algebra, differentiation of vector functions, scalar and vector fields, and vector operators. It also discusses using vectors to represent lines, planes, and volumes. Key concepts covered include scalar and vector triple products, vector projection, and expressing vectors in terms of other vectors using multiple products. Engineering applications of these vector concepts are also presented.

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Ayuscal Sedhai
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0% found this document useful (0 votes)
35 views

VC Slides2

This document outlines a course on vector algebra and calculus taught by Professor David Murray. The course covers topics like vector algebra, differentiation of vector functions, scalar and vector fields, and vector operators. It also discusses using vectors to represent lines, planes, and volumes. Key concepts covered include scalar and vector triple products, vector projection, and expressing vectors in terms of other vectors using multiple products. Engineering applications of these vector concepts are also presented.

Uploaded by

Ayuscal Sedhai
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A1 2015 1 / 1

A1 Vector Algebra and Calculus

Prof David Murray

[email protected]
www.robots.ox.ac.uk/∼dwm/Courses/2VA

8 lectures, MT 2015
A1 2015 2 / 1

Vector Algebra and Calculus

1 Revision of vector algebra, scalar product, vector product

2 Triple products, multiple products, applications to geometry

3 Differentiation of vector functions, applications to mechanics

4 Scalar and vector fields. Line, surface and volume integrals,


curvilinear co-ordinates

5 Vector operators — grad, div and curl

6 Vector Identities, curvilinear co-ordinate systems

7 Gauss’ and Stokes’ Theorems and extensions

8 Engineering Applications
A1 2015 3 / 1

More Algebra & Geometry using Vectors

In which we discuss ...

Vector products:
Scalar Triple Product, Vector Triple Product, Vector Quadruple
Product

Geometry of Lines and Planes

Solving vector equations

Angular velocity and moments


A1 2015 4 / 1

Triple and multiple products


Using mixtures of scalar products and vector products, it is possible to
derive

“triple products” between three vectors

n-products between n vectors.

Nothing new about these


— but some have nice geometric interpretations ...
We will look at the

Scalar triple product

Vector triple product

Vector quadruple product


A1 2015 5 / 1

Scalar triple product a · (b × c)


Scalar triple product given by the true determinant

a1 a2 a3
a · (b × c) = b1 b2 b3
c1 c2 c3

Your knowledge of determinants tells you that if you


swap one pair of rows of a determinant, sign changes;
swap two pairs of rows, its sign stays the same.
Hence
(i) a · (b × c) = c · (a × b) = b · (c × a) (Cyclic permutation.)
(ii) a · (b × c) = −b · (a × c) and so on. (Anti-cyclic permutation)
(iii) The fact that a · (b × c) = (a × b) · c allows the scalar triple product
to be written as [a, b, c].
This notation is not very helpful, and we will try to avoid it below.
A1 2015 6 / 1

Geometrical interpretation of scalar triple product

The scalar triple product gives the volume of the parallelopiped whose
sides are represented by the vectors a, b, and c.

c cos β
c
Vector product (a × b) has magnitude
β equal to the area of the base × height
b in direction perpendicular to the base.
a

The component of c in this direction is equal to the height of the


parallelopiped, hence

volume of parallelopiped = |(a × b) · c|


A1 2015 7 / 1

Linearly dependent vectors

If the scalar triple product of


three vectors n

a · (b × c) = 0 b
c
then the vectors are linearly
dependent. a

a = λb + µc

You can see this immediately either using the determinant


— The determinant would have one row that was a linear combination
of the others
or geometrically for a 3-dimensional vector.
— the parallelopiped would have zero volume if squashed flat.
A1 2015 8 / 1

Vector triple product a × (b × c)


a
a × (b × c) is perpendicular to (b × c) bx c
In arbitrary direction
but (b × c) is perpendicular to b and c. c
So a × (b × c) must be coplanar with b and
b
c.
⇒a × (b × c) = λb + µc a x (bx c)

(a × (b × c))1 = a2 (b × c)3 − a3 (b × c)2


= a2 (b1 c2 − b2 c1 ) + a3 (b1 c3 − b3 c1 )
= (a2 c2 + a3 c3 )b1 − (a2 b2 + a3 b3 )c1
= (a1 c1 + a2 c2 + a3 c3 )b1 − (a1 b1 + a2 b2 + a3 b3 )c1
= (a · c)b1 − (a · b)c1

Similarly for components 2 and 3, so

a × (b × c) = (a · c)b − (a · b)c
A1 2015 9 / 1

Projection using vector triple product


Books say that the vector projection of any v
vector v into a plane with normal ^
n is n
n × (v × ^
vIN PLANE = ^ n)
We would say that the component of v in the ^ n
direction is v · ^
n, so the vector projection is v INPLANE

vIN PLANE = v − (v · ^n)^n


Can we reconcile the two expressions? (Yes we can.)
n ← a, v ← b, ^
Subst. ^ n ← c, into our earlier formula

a × (b × c) = (a · c)b − (a · b)c
n × (v × ^
^ n) n ·^
= (^ n · v)^
n)v − (^ n
= v − (v · ^
n)^
n

Fantastico! But v − (v · ^ n is much easier to understand ...


n)^
... and cheaper to compute!
A1 2015 10 / 1

Vector Quadruple Product (a × b) × (c × d)

We have just learned that

p × (q × r) = (p · r)q − (p · q)r
⇒ (a × b) × (c × d) = ??

Regarding a × b as a single vector


⇒ vqp must be a linear combination of c and d

Regarding c × d as a single vector


⇒ vqp must be a linear combination of a and b.

Substituting in carefully (you check ...)

(a × b) × (c × d) = [(a × b) · d]c − [(a × b) · c]d


and also = [(c × d) · a]b − [(c × d) · b]a
A1 2015 11 / 1

Vector Quadruple Product /ctd


Using just the R-H sides of what we just wrote ...

[(a × b) · c] d = [(b × c) · d] a + [(c × a) · d] b + [(a × b) · d] c

So
[(b × c) · d] a + [(c × a) · d] b + [(a × b) · d] c
d =
[(a × b) · c]
= αa + βb + γc .

a
Oh, we saw this yesterday ... ... the d

projection of a 3D vector d onto a c


basis set of 3 non-coplanar vectors is
UNIQUE. b
A1 2015 12 / 1

♣ Example
Q:
Use the quadruple vector product to express the vector d = [3, 2, 1] in
terms of the vectors a = [1, 2, 3], b = [2, 3, 1] and c = [3, 1, 2].
A:

[(b × c) · d] a + [(c × a) · d] b + [(a × b) · d] c


d=
[(a × b) · c]
So, grinding away at the determinants, we find
(a × b) · c = −18 and (b × c) · d = 6
(c × a) · d = −12 and (a × b) · d = −12.
So
1
d = (6a − 12b − 12c)
−18
1
= (−a + 2b + 2c)
3
A1 2015 13 / 1

Geometry using vectors: Lines


^
Equation of line passing through λb
point a1 and lying in the direction of Point r traces
a out line.
vector b is
r

r = a + βb
NB! Only when you make a unit vector in the dirn of b does the
parameter take on the length units defined by a:

r = a + λ^
b

For a line defined by two points a1 and a2

r = a1 + β(a2 − a1 )

or the unit version ...

r = a1 + λ(a2 − a1 )/|a2 − a1 |
A1 2015 14 / 1

The shortest distance from a point to a line

Vector p from c to ANY line point r is


λb
p = (r − c) = a + λ^
b − c = (a − c) + λ^
b
a
r−c
r
which has length squared
c
p 2 = (a − c)2 + λ2 + 2λ(a − c) · ^
b.

Easier to minimize p 2 rather than p itself.

d 2
p =0 when λ = −(a − c) · ^
b.

So the minimum length vector is p = (a − c) − [(a − c) · ^


b]^
b.

No surprise! It’s the component of (a − c) perpendicular to ^


b.
A1 2015 15 / 1

Shortest distance between two straight lines


Shortest distance from point to line is along the perp line
⇒ shortest distance between 2 lines is along mutual perpendicular.
The lines are:
r = a + λ^b r = c + µ^
d c
µd
λb
The unit vector along the mutual perp is P
a
Q
^
b ×^d
^
p= .
^ ^
|b × d|
(Yes! Don’t forget that ^
b ×^d is NOT a unit vector.)
The minimum length is therefore the component of (a − c) in this
direction !
^
b ×^
d
pmin = (a − c) · .
|^
b ×^
d|
A1 2015 16 / 1

♣ Example

Q: for civil engineers who like pipes


Two long straight pipes are specified using
Cartesian co-ordinates as follows:
Pipe A: diameter 0.8; axis through points
(2, 5, 3) and (7, 10, 8).
Pipe B: diameter 1.0; axis through points
(0, 6, 3) and (−12, 0, 9).
Do the pipes need re-aligning to avoid
intersection?
A1 2015 17 / 1

♣ /ctd
A: Pipes A and B have axes:

rA = [2, 5, 3] + λ0 [5, 5, 5] = [2, 5, 3] + λ[1, 1, 1]/ 3

rB = [0, 6, 3] + µ0 [−12, −6, 6] = [0, 6, 3] + µ[−2, −1, 1]/ 6

[0,6,3] [7,10,8]
Non-unit perpendicular to both axes is

ı̂ ̂ k̂ b p
p= 1 1 1 = [2, −3, 1] [−12,0,9]
−2 −1 1
a [2,5,3]

The length of the mutual perpendicular is

[2, −3, 1] [2, −1, 0] · [2, −3, 1]


(a − b) · √ = √ = 1.87 .
14 14
Sum of the radii of the pipes is 0.4 + 0.5 = 0.9. ⇒no collision
A1 2015 18 / 1

Three ways of describing a plane. Number 1

1. Point + 2 non-parallel vectors


If b and c non-parallel, and a is a point on the plane, then

r = a + λb + µc

where λ, µ are scalar parameters.

a
c

NB that these are


O b parallel to the plane, not
necessarily in the plane
A1 2015 19 / 1

Three ways of describing a plane. Number 2

r c
2. Three points b
Points a, b and c in the plane.
a
r = a + λ(b − a) + µ(c − a)

O
Vectors (b − a) and (c − a) are said to span the plane.
A1 2015 20 / 1

Three ways of describing a plane. Number 3

^
n

3. Unit normal Unit normal to the


r
plane is ^
n, and a point in the plane
is a a
r ·^
n = a ·^
n=D

O
Notice that |D| is the perpendicular distance to the plane from the origin.
A1 2015 21 / 1

The shortest distance from a point to a plane

The plane is r · ^
n = a ·^
n=D
Now, the shortest distance from point d to the plane ... ?
1 Must be along the ^
n
perpendicular d
2 n must be a point
d + λ^
on plane
r
⇒ (d + λ^
n) · ^
n=D
⇒ λ = D − d ·^ n a
O
⇒ dmin = |λ| = |D − d · ^
n|
A1 2015 22 / 1

Rotation, angular velocity and acceleration


A rotation can represented by a
vector whose
ω v
direction is along the axis of
rotation in the sense of a
right-handed screw,
magnitude is proportional to
r
the size of the rotation.
The same idea can be extended to the derivatives

angular velocity ω

angular acceleration ω̇.

The instantaneous velocity v(r) of any point P at r on a rigid body


undergoing pure rotation can be defined by a vector product

v = ω × r.
A1 2015 23 / 1

Vector Moments

Angular accelerations arise because


of moments.
The vector equation for the moment M
M of a force F about a point Q is

M=r×F Q r
α
where r is a vector from Q to any F
point on the line of action L of force
F.

The resulting angular acceleration ω̇ is in the same direction as the


moment vector M. (How are they related?)
A1 2015 24 / 1

Solution of vector equations


Find the most general vector x satisfying a given vector relationship.
Eg
x=x×a+b

General Method (assuming 3 dimensions)

1 Set up a system of three basis vectors using two non-parallel


vectors appearing in the original vector relationship. For example
a, b, (a × b)

2 Write
x = λa + µb + νa × b
where λ, µ, ν are scalars to be found.

3 Substitute expression for x into the vector relationship to determine


the set of constraints on λ,µ, and ν.
A1 2015 25 / 1

♣ Example 1: Solve x = (x × a) + b.
Step 1: Basis vectors a, b and vector product a × b.
Step 2: x = λa + µb + νa × b.
Step 3: Stick x back into the equation ...

λa + µb + νa × b = λa + µb + νa × b × a + b
= 0 + µ(b × a) + ν(a × b) × a + b

But (a × b) × a = a2 b − (a · b)a

λa + µb + νa × b = −ν(a · b)a + (νa2 + 1)b − µ(a × b)

Equating coefficients of a, b and a × b in the equation gives

λ = −ν(a · b) µ = νa2 + 1 ν = −µ

⇒ µ = 1/(1 + a2 ) ν = −1/(1 + a2 ) λ = (a · b)(1 + a2 ) .


So finally the solution is the single point:
1
x= [(a · b)a + b − (a × b)]
1 + a2
A1 2015 26 / 1

♣ Example 2: Solve x · a = K

This is in 2A1A, but we want to think around it ...


First note that there are not two fixed vectors in the expression ...
A:
Step 1 Use a, and introduce an arbitrary vector b, then find a × b
Step 2: x = λa + µb + νa × b.
Step 3: Bung x back into the equation!

... GRIND AWAY ...

and, recalling λ and ν are free parameters, we find

K − λa2
 
x = λa + b + νa × b
b·a
A1 2015 27 / 1

♣ Example #2: x · a = K

K − λa2
 
x = λa + b + νa × b
b·a

This is certainly correct ... but it looks very odd, given that the geometry
is very obvious in this case!

x must lie on the plane x · ^


a = K /a ...
... a plane with unit normal ^a and perpendicular distance |K /a| from the
origin.

So why does it look so complicated?

It is because b has been chosen arbitrarily and is one of the basis vectors.
A1 2015 28 / 1

♣ Example 2: x · a = K
As we can see upfront that this must be a plane,
here is a cunning plan ...

Choose b arbitrarily, but don’t use b as the second vector

Instead use it to find a second vector that is


perpendicular to BOTH a AND (a × b).

We can write down without further thought


K
x= a + µ(a × (a × b)) + ν(a × b) . µ, ν are free
a2

Can you see why?


A1 2015 29 / 1

A comment about solving vector identities

Suppose you are faced with

µa + λb = c

and you want to find µ.

What is the fast way of getting rid of b?

Use (b × b) = 0 ...

µ(a × b) = c×b
⇒µ(a × b) · (a × b) = (c × b) · (a × b)
(c × b) · (a × b)
⇒µ =
(a × b) · (a × b)
A1 2015 30 / 1

A comment about solving vector identities

µa + λb = c

An alternative is to construct two simultaneous equations

µa · b + λb 2 = c·b
2
µa + λa · b = a · c

and eliminate λ
(a · b)(b · c) − (a · c)b 2
µ=
(a · b)2 − a2 b 2
Compare with previous

(c × b) · (a × b)
µ=
(a × b) · (a × b)
A1 2015 31 / 1

Summary
We’ve discussed ...
• Vector products • Line & Plane geometry
• Angular velocity/moments • Solving vector equations
Key point from Lectures 1 and 2:
* Use vectors and their algebra “constructively” to solve problems.
(The elastic collision was a good example.)
* Don’t be afraid to produce solutions that involve vector operations.
Eg: µ = a · b/|c × a|. Working out detail could be left to a
computer program.
* Run with natural coordinate systems.
* If you are constantly breaking vectors into their components, you are
(probably) not using their power.
* Apply checks that equations are vector or scalar on both sides.
(Underline vectors.)

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