Math 3 Coordinates and Vectors
Math 3 Coordinates and Vectors
A vector could be
B the distance
r and
direction
you need to walk to get
A from A to B
Coordinate axes and vectors
A vector could be
A force
F how hard you are
pushing
and
what direction you are
pushing
Coordinate axes and vectors
A vector could be
A velocity
v how fast you are going
(speed)
e.g., the number on
your car speedometer
and
what direction you are
going in
e.g., on a compass
Coordinate axes and vectors
An ordinary number
which has no direction
r F v is called a “scalar”
Distance
how hard you push
speed
are all scalars
Scalars are in ordinary fonts
Usually italic in printing
y
Coordinate axes and vectors
Gy
A vector has “components”
along three orthogonal axes
Gx, Gy, and Gz
G
We can also define vectors of
j Gx unit length along each axis
i – unit vector along x
k x
i
Gz j – unit vector along y
k – unit vector along z
z
y
Coordinate axes and vectors
Gy
Then we can write
G=Gx i+Gy j+Gzk
G
G yj
G xi Gx
x
G zk
Gz
z
y
Coordinate axes and vectors
Gy
Then we can write
G=Gx i+Gy j+Gzk
G
making the final vector up
G yj by adding its vector
G xi Gx components
x
G zk
Gz
z
Coordinates and vectors
To add vectors
graphically
connect them head to tail in any
S order
G
G+S G+S
G
S
Adding vectors
To add vectors
algebraically
add them component by
Szk Syj component
G zk
G yj G S Gx i G y j Gz k
G+S
Sxi S y j Szk
G xi
Sxi Gx S x i G y S y j Gz S z k
Multiplying vectors
Since
i j 0 i k 0 j k 0
a j i 0 k i 0 k j 0
Forming the dot product
algebraically
b a b ax i a y j az k bx i by j bz k
gives
a b ax bx a y by az bz
which is an equivalent formula for
the dot product
Vector dot product
Note that
a b b a
a If we have to turn clockwise to go
from a to b
So the corkscrew goes “in”
b So n points “inwards”
Then we have to turn anti-clockwise
to go from b to a
So the corkscrew goes “out”
So n point “outwards”
Vector cross product