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Vectore Notes

The document explains the distinction between scalar and vector quantities, with scalars having only magnitude and vectors having both magnitude and direction. It covers types of vectors, vector resolution in a 3D coordinate system, vector addition methods, and the two primary ways to multiply vectors: the dot product and the cross product. Key properties and formulas related to these concepts are also provided.

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0% found this document useful (0 votes)
3 views3 pages

Vectore Notes

The document explains the distinction between scalar and vector quantities, with scalars having only magnitude and vectors having both magnitude and direction. It covers types of vectors, vector resolution in a 3D coordinate system, vector addition methods, and the two primary ways to multiply vectors: the dot product and the cross product. Key properties and formulas related to these concepts are also provided.

Uploaded by

mosam78649
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

1. Scalars vs.

Vectors
• Scalar Quantity: Has only magnitude (e.g., mass, speed, distance, time).

• Vector Quantity: Has both magnitude and direction, and strictly obeys the
laws of vector addition (e.g., displacement, velocity, force, acceleration).

• Notation: A vector is typically denoted by a letter with an arrow over it ($\


vec{A}$ or $\vec{a}$). Its magnitude (length) is denoted by absolute value bars
$\vert{}\vec{A}\vert{}$ or simply the letter $A$.

2. Types of Vectors
Type Definition

Zero (Null)
Magnitude is zero, and direction is arbitrary ($\vec{0}$).
Vector

Magnitude is exactly 1. It is used solely to specify a direction.


Unit Vector
Calculated as: $\hat{a} = \frac{\vec{a}}{\vert{}\vec{a}\vert{}}$

Equal Two vectors that have the exact same magnitude and the exact
Vectors same direction.

Negative A vector with the same magnitude as a given vector but pointing
Vector in the exact opposite direction ($-\vec{A}$).

Collinear Vectors acting along the same line or parallel lines, regardless of
Vectors magnitude or direction.

Coplanar
Three or more vectors that lie in the exact same 2D plane.
Vectors

3. Resolution of Vectors (Components)


In a 3D Cartesian coordinate system, a vector is expressed using orthogonal unit
vectors along the x, y, and z axes ($\hat{i}$, $\hat{j}$, $\hat{k}$):
$$\vec{A} = A_x\hat{i} + A_y\hat{j} + A_z\hat{k}$$

• Magnitude: The total length of the vector is found using the 3D Pythagorean
theorem:

$$\vert{}\vec{A}\vert{} = \sqrt{A_x^2 + A_y^2 + A_z^2}$$

• Position Vector: The vector stretching from the origin $(0,0,0)$ to a specific
point $P(x,y,z)$ in space is written as $\vec{r} = x\hat{i} + y\hat{j} + z\hat{k}$.

4. Vector Addition
Vectors cannot be added algebraically; their directions must be factored in.

• Triangle Law: If two vectors are represented by two sides of a triangle in


sequence (head-to-tail), their sum (resultant) is the third side taken in the
opposite order (tail-to-head).

• Parallelogram Law: If two vectors act from the same starting point and
represent adjacent sides of a parallelogram, their resultant is the diagonal
passing through that common point.

• Magnitude of the Resultant ($\vec{R} = \vec{A} + \vec{B}$):

$$\vert{}\vec{R}\vert{} = \sqrt{A^2 + B^2 + 2AB\cos\theta}$$

(where $\theta$ is the angle between $\vec{A}$ and $\vec{B}$)

• Direction (angle $\alpha$ that $\vec{R}$ makes with $\vec{A}$):

$$\tan\alpha = \frac{B\sin\theta}{A + B\cos\theta}$$

5. Multiplication of Vectors
There are two primary ways to multiply vectors, yielding completely different types of
results:

The Dot (Scalar) Product


Yields a scalar (just a number) result. Geometrically, it measures how much of one
vector goes in the direction of the other.

$$\vec{A} \cdot \vec{B} = \vert{}\vec{A}\vert{}\vert{}\vec{B}\vert{}\cos\theta$$

• Key Properties:

• Commutative: $\vec{A} \cdot \vec{B} = \vec{B} \cdot \vec{A}$


• Perpendicularity Check: Two non-zero vectors are perfectly
perpendicular ($\theta = 90^\circ$) if and only if $\vec{A} \cdot \vec{B} =
0$.

• In component form: $\vec{A} \cdot \vec{B} = A_xB_x + A_yB_y + A_zB_z$

The Cross (Vector) Product


Yields a new vector that is strictly perpendicular to the plane containing the original
two vectors (determined by the right-hand rule).

$$\vec{A} \times \vec{B} = \vert{}\vec{A}\vert{}\vert{}\vec{B}\vert{}\sin\theta \hat{n}$


$

(where $\hat{n}$ is the unit vector perpendicular to both $\vec{A}$ and $\vec{B}$)

• Key Properties:

• Anti-commutative: $\vec{A} \times \vec{B} = -(\vec{B} \times \vec{A})$

• Parallel Check: Two non-zero vectors are perfectly parallel or anti-


parallel ($\theta = 0^\circ$ or $180^\circ$) if and only if $\vec{A} \times \
vec{B} = \vec{0}$.

• In component form (calculated using a matrix determinant):

$$\vec{A} \times \vec{B} = \begin{vmatrix} \hat{i} & \hat{j} & \hat{k} \\


A_x & A_y & A_z \\ B_x & B_y & B_z \end{vmatrix}$$

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