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Math 3 Coordinates and Vectors

This document provides an overview of coordinates, vectors, and related mathematical concepts: 1) It introduces Cartesian coordinate axes (x, y, z axes) and defines vectors as entities with magnitude and direction that can be represented by arrows. 2) Vectors can be added by connecting them head to tail and algebraically by adding their components. Vectors can also be multiplied through dot and cross products. 3) The dot product yields a scalar and describes the projection of one vector onto another. The cross product yields a vector perpendicular to the two original vectors according to the right-hand rule.

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0% found this document useful (0 votes)
42 views30 pages

Math 3 Coordinates and Vectors

This document provides an overview of coordinates, vectors, and related mathematical concepts: 1) It introduces Cartesian coordinate axes (x, y, z axes) and defines vectors as entities with magnitude and direction that can be represented by arrows. 2) Vectors can be added by connecting them head to tail and algebraically by adding their components. Vectors can also be multiplied through dot and cross products. 3) The dot product yields a scalar and describes the projection of one vector onto another. The cross product yields a vector perpendicular to the two original vectors according to the right-hand rule.

Uploaded by

prajwalcurious
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Coordinates and vectors

Background mathematics review David Miller


Coordinates and vectors

Coordinate axes and vectors

Background mathematics review David Miller


Coordinate axes and vectors
y
Ordinary geometry
Three “axes” x, y, and z
All at right angles
“Cartesian” axes
(from René
x Descartes)
Lines or directions at right
angles are also called
orthogonal
z
Coordinate axes and vectors
y
Right-handed axes
Using your right hand
Thumb x
Index (“first”) finger y
Middle finger z
x
No matter how you now
rotate your whole hand
the axes remain right-
handed
z
Coordinate axes and vectors
y
If you use your left hand
z
Thumb x
Index (“first”) finger y
Middle finger z
give left-handed axes
x
No rotation of this entire
set of left-handed axes will
ever make it right-handed
We use right hand axes unless
otherwise stated
Coordinate axes and vectors
y
yP For some point P in space
. P The corresponding
(xP, yP, zP) “projections” onto the
coordinate axes give
Cartesian coordinates
origin
. xP
x xP, yP, and zP,
zP relative to the origin of
the axes
Sometimes written
z (xP, yP, zP)
Coordinate axes and vectors

A vector is something with


a magnitude
G such as a length
and a direction
Usually written in “bold” font
e.g., G 
Sometimes G or G
And shown as an “arrow”
With “length” and
direction
Coordinate axes 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

Operations with vectors

Background mathematics review David Miller


Adding 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

Two kinds of multiplications or “products” for


geometrical vectors
Dot product
a b
Gives a scalar result
Cross product
ab
Gives a vector result
Vector dot product

One formula for the dot product is


a  b  a b cos   ab cos 
a Here the “modulus” sign “| |” means
we take the length of the vector
angle   a a
b Note that
a b  b a
Also
a  a  a2
So
a  a a
Vector dot product

One formula for the dot product is


a  b  a b cos   ab cos 
a We can think of a b cos  as
angle  The projection of vector b onto the
 direction of vector a
b Multiplied by the length of a
or
The projection of vector a onto the
direction of vector b
Multiplied by the length of b
Vector dot product

One formula for the dot product is


a a  b  a b cos   ab cos 
Note that
 for two vectors at right angles
   / 2  90
b
and
cos  / 2   0
so
the dot product is zero
Vector dot product

The unit vectors along the coordinate


directions are all orthogonal (at
right angles)
So all their dots products with one
j another are zero
k i i  j  0 i k  0 j k  0
j i  0 k  i  0 k  j  0
Also, since these are unit length
vectors, by definition
i  i  1 j j  1 k  k  1
Vector dot product

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

The components of a vector can be


found by
G taking the dot product
with the unit vectors along the
coordinate directions
i For example
G  i   Gx i  G y j  Gz k   i  Gx
Vector cross product

For two vectors


a  ax i  a y j  az k
a b  bx i  by j  bz k
the vector cross product is
 a  b  n a b sin   nab sin 
b
n is a unit vector with a direction
given by the
right hand screw rule
Right hand screw rule
a
Imagine you have a corkscrew

With an ordinary right-handed
b
a  b gives vector n thread
away from you with its handle lined up along
vector a
b Now rotate the handle so it lines up
with vector b

a The direction, in or out, that the
a  b gives vector n corkscrew moved is the direction
towards you of the vector n
Vector cross 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

An equivalent algebraic formula for the vector


cross product is
a  b   a y bz  az by  i   az bx  ax bz  j   ax by  a y bx  k
A short-hand way of writing this is
i j k
a  b  ax a y az
bx by bz
which is the same as the determinant
notation used with matrix algebra

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