● (-2,5,4) distance from xy plane is just 4 (absolute value)
● Distance formula sqrt((x2-x1)^2+......))
● Sphere equation: (x-x0)^2+...=r^2 (x0,y0,z0) is the center of the sphere
● Midpoint formula: ((x1+x2)/2, same for y, same for z)
● To check is two vectors are same: check with distance formula for same magnitude;
check slope of each for same direction
● Component form is by terminal point minus initial point for x, and then for y, and then
sticking them in the triangle bracket things
● If the length (or norm) of v is 1, then it’s a unit vector. If it’s zero then it’s the zero vector
● Scalar multiple: (cx,cy)
● Negative of v: (-x,-y)=(-1)(x,y)
● Vector addition = commutative (v+u)=(u+v)
● c(a+b)=ca+cb
● (cd)a=c(da). (c and d are scalars)
● a+(b+c)=(a+b)+c
● length of the sum is not the sum of the lengths (usually)
● If u, v and u+v were the sides of a triangle then the magnitude/length of u+v is less that
or equal to the magnitudes/lengths of u and v. Only equality if u and v have the same
direction
● Linear combination : v1 i + v2 j= v
● Horizontal and vertical components of v are v1 and v2
● Unit vector: vector/magnitude
● 2 vectors are parallel if one is a scalar multiple of another (positive negative whatever)
● Dot product gives you a scalar
● Magnitude of w ^2 is just w dot w
● Dot product is communicative and distributive
● Zero dot a vector is just 0
● magnitude(u) times magnitude(v) times cos(theta) equals dot product of u and v
● cos(alpha) = x-comp / magnitude (etc for beta and the other for z yk)
● So normalized form is vector over magnitude which equals xcomp/vector i +
ycomp/vector j+ zcomp/vector k
● Since v over magnitude is a unit vector, cos^2 alpha plus cos^2 beta plus cos^2
whatever the other one is =1
● alpha is angle between v and i
● beta is angle between v and j
● gamme is angle between v and k
● when finding direction angles and stuff, find magnitude first cuz you’ll need it for
calculations
● Projection of u onto v (proj sub v u) is (u dot v/ (mag of v)^2) times v(the vector v)
● OR ((u dot v)/mag v)(v/mag v) which that second part is the norm of v
● W=F dot direction vector OR mag of proj of F onto direction times mag of direction
vector=W
● W= mag of force times mag of distance times cos(the angle between them)
● Force is in Newton meters
● If you take the cross product of two vectors, the result is a vector that is orthogonal to
both the two vectors
● If you take u cross v and v cross u to compare, you get vectors of the same magnitude
but opposite directions
● A vector cross itself is 0
● Somewhat communicative: u x (v+w) = (u x v)+(u x w) BUT c(u x v) = cu x v OR u x cv
● 0 x u = 0
● u dot (v x w) = (u x v) dot w
● mag(u x v) = mag(u)mag(v)sin(theta)
● u x v = 0 if u and v are scalar multiples of each other
● mag(u x v) is the area of parallelogram with u and v as adjacent sides
● When finding angle between for like the wrench, you “move” the force to the center of
the bolt and that’s how you get the angle between
● Triple scalar product will give you the volume of a parallelepiped with mag(u dot (v x w)).
Here, v and w and the adjacent vectors creating the parallelogram face, and u is the
height
● If you’ve got v=2j-2k, the i value is just 0
● Symmetric equation are like x-equation = y-equation = z-equation (bc they all equal t)
this works as long as t is not 0 tho btw
● The symmetric equation components take the form (x-x1)/(a) etc where the Line L it is
representing is parallel to the direction vector v=(a,b,c) and it goes through point
P(x1,y1,z1)
● For parametric: x = x1 + at ; y = y1 + bt ; etc.
● A plane containing the point(x1,y1,z1) and having normal vector n=(a,b,c) can be
represented by the standard form of the plane equation: a(x-x1)+b(y-y1)+…..=0
● General form of plane equation in space is ax+by+cz+d=0 and note that abc are from
the normal vector
● If you’re given three points to find an equation for the plane connecting them, make one
the center and find vectors u and v (like u being point 1 to point 2 and v being point 1 to
point 3), and then take the cross product of u and v. This will give you abc for the
equation a(x-x1)+b(y-y1)+…..=0. Then pick any of the 3 above points to fill in x1y1z1.
● MULTIPLYING OUT THE STANDARD FORM GETS YOU THE GENERAL FORM
● If two planes are not parallel, you can find the angle between them by finding the angle
between their normal vectors: cos(theta)= mag(n1 dot n2)/(mag(n1) times mag(n2))
● Two planes will be orthogonal if n1 dot n2 is 0 and parallel if n2 is scalar multiple of n2 or
whatever
● Let’s say ur finding like an xy trace. Just set z=0 in the general formula and that’s it.
Then from here you can find where this line (the trace equation left) intersects the x and
y axes by setting y=0 for the x-axis intersection for example. Do the same for yz trace
and then xz trace. The triangle you get is your plane.
● If a plane is missing a variable (2x+z=1) then its parallel to the axis of the missing
variable (y axis).
● If two variables missing, then its parallel to the plane of the two missing variables (like yz
plane)
● And, the coordinates for the plane will be like, let’s say the equation has a in it, then the
coordinate is (0,0,-d/c) with c being the coefficient for the z variable.
● Distance between point and plane: project the vector PQ (you’ll be given Q as the point
and P is a point on the plane that you can find from like finding an intersecting point
using trace) into the normal vector if the plane and find length of said projection. Abs val
(PQ dot normal vector)/ mag(normal vec)
● IF YOURE GIVEN GENERAL EQUATION OF VECTOR, THE POINTS YOU GET FROM
IT IS THE NORMAL VECTOR TF
● General formula for distance between point Q(x0,y0,z0) and plane ax+by+cz+d=0 is D =
absolute value(ax0+by0+cz0+d)/sqrt(a^2+b^2+c^2)
● PQ is obtained from Q-P
● Distance between point and line: D=mag(PQ cross u)/mag(u) where u is a direction
vector for the line and P is a point on the line and Q is a point
● Direction vector is found by subtracting initial point from terminal point of the line
● Cylinder: x^2+y^2=a^2 is the equation for the generating curve of a right circular
cylinder—this generating curve is in the xy plane
● Equation of this cylinder is just the generating curves equation
● Right cylinders’ rulings are perpendicular to the coordinate plane holding C (the
generating curve)
● All ruling intersect the generating curve and are all parallel to one ruling L
● Rulings sometimes perpendicular to gen curve?
● Whichever variable not mentioned in equation can be anything. The two that are
mentioned, the graph will just be in the plane of those two variables (like parabola in yz
plane)
● OK SO I think rulings are parallel to the axis of the variable not in the equation but are
perpendicular to the generating curve that’s all I got
● When finding a trace, if the equation doesn’t make sense (like two positives equal a -1)
then there’s no trace.
● If you’re finding limit of vector value equation find limit of each x y and z
● To figure out if r is continuous at t=0 you must see if r(0) is equal to the limit as t
approaches 0. Which also means its continuos at all real values of t??? Maybe idk
● Unit tangent vector: T(the point given)=r’(given point)/magnitude(r’(0))
● You get a constant of integration for each function so [F(t)i+G(tj)]+[C1i+C2j] so R(t)+C
where C is a vector itself
● If you’re finding the length of the arc from one point to the number, just take the highest
number in the vector if it works with all the parts of the equation? (For top value of
integration and then lowest num for bottom value of integration)
● You can reparametize (usually when one end is indefinite) by doing the same thing as
before with r’(t) and then solving the integral and then you’ll get the integral with a
variable t or something. Set that equal to s, solve for t. Then you can rewrite r(t(s)) in
those terms by plugging in what you have equal to t in for the variables in the original
equation.
● Curvature of curve = mag(dT/ds) (mag of rate of change of the unit tangent vector with
respect to arc length)
● ds/dt=mag(r’(t))
● curvature = mag(T’(t))/(r’(t))
● Unit normal vector = N(t)=T’(t)/mag(T’(t))
● Binormal vector = B(t)= T(t) x N(t) (perpendicular to both T and N) THIS IS A CROSS
PRODUCT