
Vectors are physical quantities that have both a magnitude and a direction, as opposed to scalars, which need only a magnitude. Examples of vector quantities include displacement, velocity, acceleration, force, electric field, magnetic field, and momentum. Scalar quantities include distance, speed, temperature, volume, work, energy, and electric charge. Vectors are usually written with small arrows over the symbol or in boldface type. Mathematical operations with vectors are different than with ordinary numbers.
Vectors can be added graphically be drawing to scale and placing the head of each successive vector at the tail of the preceding vector. The sum or resultant vector is a vector from the origin to the endpoint. Vector addition is commutative (a + b = b + a) and associative (a + b) + c = a + (b + c), so the order of addition makes no difference. When drawing vector addition, vectors may be mentally picked up and moved from their point of action as long as their length and spatial orientation is not changed.
Adding vectors algebraically can be done by using a coordinate system. Resolve vectors into components on the x and y axes (and z if necessary) and the sum of all the components gives the components of the vector sum. The actual vector magnitude and direction can be found if necessary. In physics we often use unit vectors to denote these vector components. These are vectors one unit long that point in the direction of the x, y, and z, axes labeled i, j, and k. So the x, y, and z components are multiplied by i, j, and k. These components are then added for several vectors and become the components of the vector sum in terms of unit vectors. For example, if a + b = c, we would write the components with unit vectors like so:
a = axi + ayj +azk
b = bxi +
byj +bzk
and so c = (ax + bx)i + (ay + by)j + (az + bz)k
It is convenient to place the origin of the coordinate system in a convenient location and orientation with respect to the vectors in order to simplify the situation, but placing it elswhere doesn’t really change the result.
To resolve vectors into components, use right triangle
geometry and trigonometry. For a vector a with magnitude of a
acting at an angle q with the x
axis, the x component ax = a cosq, and the y component ay
= a sinq. Working in reverse, if
the components are known
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a x b = c
and c = ab sinq The
direction of the new vector can be found using the right-hand rule: with the
two vectors placed with their tails at the same origin, align rhe fingers of
your right hand with vector a, the first vector in the cross product so
that you could sweep a into b through the smaller angle between
them. Extend your thumb upwards and it will point in the direction of the
product, vector c. If the order of multiplication is reversed, the
product will be in the opposite direction, so b x a = - a x b.
Also, since the product depends on the sin of the angle, it will be a maximum
when the two vectors are perpendicular and zero when they are parallel or
anti-parallel. This is important to remember when doing vector products in
unit-vector notation. a x b = (axi + ayj
+ azk) x (bxi + byj +
bzk) Once again, the distributive law applies, but any terms
having a unit vector multiplied by itself will be equal to zero. Products
involving two different unit vectors will yield the third unit vector, either
positive or negative, depending on the order of the cross product. So i x
j = k but j x i = -k and so on. An example
of a cross product we encountered during first year physics is torque, produced
by a force acting at a radial distance from the point of rotation, usually written
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