The most basic way to think about a vector is as
a length (magnitude) associated with some direction.
There are more technical definitions, however, for the 21x series of
courses, the above will suffice.
Basis Vectors:
The vectors
i,j,k
(or (1,0,0),(0,1,0),(0,0,1)) are called Basis Vectors.
Collectively, they are called a Basis.
All other vectors in a coordinate system are expressed in terms of these
vectors. This basis has the following nice propertes:
Notation:
There are a few standard
sets of notation for writing own vectors explicitly (in component form).
Thesare basically interchangeable.
Vectors are usually written with boldface type, and I shal adhere to that
standard.
Lets' say we have a vector
V
= (Vx,Vy,Vz). We can also write these
in the following ways:
V = Vxi
+ Vyj + Vzk = Vxx
+ Vyy + Vzz = V1e1
+ V2e2 + V3e3.
The last notation, using
"e"'s
as the basis vectors is more general than cartesian geometries. They are
used for any (3-dimensional) coordinate system. This is not to say that
the vectors e are the same in any coordinate system. The notation
is the same.
Vector Algebra
Now that we've defined the basics of vectors, it
would be useful to know how to use them.
Vector Addition:
Let A = (Ax,Ay,Az), and B
= (Bx,By,Bz) be vectors in some cartesian
vector space.
Then C = A + B = (Ax + Bx, Ay
+ By, Az + Bz).
You can visualize the addition of vectors by the following picture,
which illustrates the so-called "parallelogram rule" for adding vectors.
Figure 1.: Parallelogram Rule.
Slide B along A so that the tail (the end with the dot)
of B coincides with the tip (end with the arrow) of A. This
is why we say that vectors add "tip to tail".
Vector Subtraction:
Vector Subraction works in the way you'd expect.
You take one vector, and multiply it by -1. Then add the two together.
In symbols,
D
= A - B = (Ax - Bx, Ay -
By, Az - Bz).
A picture might help:
Figure 2.: Two Ways to Visualize Vector Subtraction.
Start the tail of D at the tip of A, and arrange the
tip of D to coincide with the tip of B. Or, you can multiply
B
by -1, and add it to A. Multiplication by a scalar is detailed below
(as well as multiplication by a vector, for that matter).
Vector Multiplication:
There are three types of multiplication involving
vectors.
Multiplication by a Scalar
Let A be a vector, and "a" be a scalar. Then:
aA = (aAx, aAy, aAz).
If a > 0, then the vector A does not change direction. It points
along A, but with a different magnitude.
If a < 0, then the vector A again changes magnitude, but now
it has rotated 180 degrees.
In either case, aA and A are parallel to each other.
Multiplication by another vector:
There are two ways to multiply one vector by another.
Dot Product (also called the Scalar Product):
The scalar product is a measure of how much one
vector lies along another. The defining property is that the Scalar Product
of two vectors is a Scalar. It is not a vector. You can think of the scalar
product as the projection of one vector along another.
A(dot)B = (AxBx, AyBy,
AzBz) = ABcos(theta).
Here I have written A for the magnitude of A,
and B for the magnitude of B.
The magnitude of a vector is defined by the following:
A = sqrt(A(dot)A).
The magnitude is just the length of any vector.
This is an example of how the dot product is used.
For those of you continuing studies in physics,
this will show up in a more generalized form, and be called an "inner product".
Cross Product (also called the Vector Product):
The cross product is the vector multiplication rule
that most students have the most difficulty with. One can construct, from
any two vectors A and B, a parallelogram. The the cross product
of these two vectors is another vector. The new vector has a magnitude
which is equal to the area of the parallelogram. You can find the cross
product the following way:
| i j k |
C = A(cross)B= det|Ax Ay
Az |
|Bx By Bz |
By taking the determinant of this matrix, one obtains the Cross product.
There is a simpler formula for the magnitude of C:
C = ABsin(theta).
The more general term for the cross product is "outer
product". Not that you need to know anything about this terminology for
physics 21x.
These are some mistakes that people commonly make when working with these multiplication rules: