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Before we can proceed further we need to explore the idea of a vector. A vector is a quantity which expresses both magnitude and direction. Graphically we represent a vector as an arrow. In typeset notation a vector is represented by a boldface character, while in handwriting an arrow is drawn over the character representing the vector.
Figure 2.1 shows some examples of displacement
vectors, i. e., vectors which represent the displacement of one
object from another, and introduces the idea of vector addition. The
tail of vector
is collocated with the head of vector
, and the vector which stretches from the tail of
to the head of
is the sum of
and
,
called
in figure 2.1.
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The quantities
,
, etc., represent the Cartesian
components of the vectors in figure 2.1. A vector can be
represented either by its Cartesian components, which are just the
projections of the vector onto the Cartesian coordinate axes, or by
its direction and magnitude. The direction of a vector in two
dimensions is generally represented by the counterclockwise angle of
the vector relative to the
axis, as shown in figure 2.2.
Conversion from one form to the other is given by the equations
| (3.1) |
| (3.2) |
Notice that the inverse tangent gives a result which is ambiguous
relative to adding or subtracting integer multiples of
. Thus
the quadrant in which the angle lies must be resolved by independently
examining the signs of
and
and choosing the appropriate
value of
.
To add two vectors,
and
, it is easiest to
convert them to Cartesian component form. The components of the sum
are then just the sums of the
components:
| (3.3) |
| (3.4) |
A unit vector is a vector of unit length. One can always
construct a unit vector from an ordinary vector by dividing the vector
by its length:
. This division
operation is carried out by dividing each of the vector components by
the number in the denominator. Alternatively, if the vector is
expressed in terms of length and direction, the magnitude of the
vector is divided by the denominator and the direction is unchanged.
Unit vectors can be used to define a Cartesian coordinate system.
Conventionally,
,
, and
indicate the
,
, and
axes of such a system. Note that
,
, and
are mutually perpendicular. Any vector can
be represented in terms of unit vectors and its Cartesian components:
. An alternate
way to represent a vector is as a list of components:
. We tend to use the latter representation since it
is somewhat more economical notation.
There are two ways to multiply two vectors, yielding respectively what are known as the dot product and the cross product. The cross product yields another vector while the dot product yields a number. Here we will discuss only the dot product.
Given vectors
and
, the dot product of the two is
defined as
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All that remains to be proven for equation (2.6) to hold in
general is to show that it yields the same answer regardless of how
the Cartesian coordinate system is oriented relative to the vectors.
To do this, we must show that
, where the primes indicate components in a coordinate system
rotated from the original coordinate system.
Figure 2.4 shows the vector
resolved in two
coordinate systems rotated with respect to each other. From this
figure it is clear that
. Focusing on the shaded
triangles, we see that
and
.
Thus, we find
. Similar reasoning
shows that
. Substituting these
and using the trigonometric identity
results in
| (3.7) |
A numerical quantity which doesn't depend on which coordinate system is being used is called a scalar. The dot product of two vectors is a scalar. However, the components of a vector, taken individually, are not scalars, since the components change as the coordinate system changes. Since the laws of physics cannot depend on the choice of coordinate system being used, we insist that physical laws be expressed in terms of scalars and vectors, but not in terms of the components of vectors.
In three dimensions the cosine form of the dot product remains the
same, while the component form is
| (3.8) |
David Raymond 2006-04-07