Vectors Flashcards

1
Q

Column Vectors

A

A translation can be described using column vectors.
A column vector describes the horizontal movement (x) and vertical movement (y) these are vector components.

Vectors are indicated with a wavy line underneath the letter of AB with an arrow pointing in the direction of the vector

Note
Vectors can start anywhere on the number plane

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2
Q

Multiplying a vector by a scalar

A

If s is any number (scalar) and a is any vector then sa is another vector
If a = (x|y) then sa = (xs|ys)

Note s is called a scalar because it usually changes the scale of the vector

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3
Q

Inverse

A

The inverse of a vector is obtained by changing the sign of the components of the vector

Note
This has the effect of changing the direction of the arrow on the vector

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4
Q

Addition and subtraction

A

Vectors can be added or subtracted by performing one translation after another

If a = (x|y) and b = (p|q) then a + b = (x+p | y+q)

Note
a + b = b + a this is called the commutative rule for addition of vectors

If a = (x|y) and b = (p|q) then a – b = (x–p, y–q)

Note
Vector subtraction is best done by addition of the inverse or opposite vector

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5
Q

Magnitude or modulus of a vector

A

The magnitude or size of a vector is represented by its length, the longer the length the greater the magnitude

The magnitude of a~ or AB→ is denoted by |a~| or |AB→| respectively and calculated using Pythagoras’ theorem

a = (x|y)
Magnitude of vector a |a| = √(x² + y²)

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6
Q

Argument (angle) of a vector θ

A

The argument of a~ or AB→ is denoted by θ and is calculated using Pythagoras’ theorem

a = (x|y)
Argument of vector a~
tanθ = y/x
θ = tan⁻¹(y/x)

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7
Q

Vectors in 3 dimensions

A

The usual convention is to take x and y axis in a horizontal plane. Now in 3 dimensions we add z axis pointing vertically upwards

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8
Q

Magnitude or modulus of a vector in 3D

A

a = (x,y,z)
|a| = √(x² + y² + z²)

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9
Q

Displacement and position vectors

A

Displacement can start from anywhere
Position vectors are displacement vectors that start at the origin

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10
Q

Parallelogram rule of addition

A

To identify the point with the position vector OA> + OB> is not easy because the arrows from O to A and from O to B are not related in the way needed for addition

Therefore the parallelogram OACB must be completed
OA> + OB = OA> + AC> = OC>
Note
OB> = AC>

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11
Q

Parallelogram rule of subtraction

A

To identify the point with position vector OB> – OC> is not easy because the arrows from O to A and from O to B are not related in the way needed for subtraction

Note
Vector subtraction is best done by addition of the inverse

Therefore the parallelogram O(–A)CB must be completed
OB> – OA> = OB> + BC> = OC> = AB>
Note
OA> = –OA> = BC> and OC> = AB>
Therefore
AB> = OB> – OA>

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12
Q

Component vectors

A

Apply the rules of vector algebra to a vector in column vector form,
The vector (1|0) and (0|1) are called unit vectors in the x and y directions.
They are denoted by the letter i = (1|0) and j = (0|1)

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13
Q

Component vectors in 3D

A

a = (x|y|z) and b (q|r|s) are written in component form a.b = xq + yr + zs
where i = (1|0|0) , j = (0|1|0) and
k = (0|0|1)

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14
Q

Dot products (scalar products) of 2 vectors

A

If you have 2 vectors which are not identical but have equal magnitude, then you can write |a~| = |b~|
If s is a scalar multiple of a~ then it follows from the definition that sa = |s|.|a|

Note
This is true when s is positive, negative or zero

The dot products of vector a~ and b~ is a number a.b = |a|.|b|.cosθ, where θ is the angle between the directions of a and b.

Note
The angle θ may be acute or obtuse but it is important that it is the angle between a and b not the angle between a and –b

Note
For unit vectors i, j and k ii = jj = kk = 1 and ij = jk = ki = 0

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15
Q

Dot products (scalar products) in component form (2D)

A

a = (x|y) and b = (p|q) are written in component form a.b = xp + yq

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16
Q

Dot products (scalar products) in component form (3D)

A

a = (x|y|z) and b = (p|q|r) are written in component form a.b = xp + yq + zr

where i = (1|0|0) , j = (0|1|0) and
k = (0|0|1)

17
Q

Properties of dot products

A

s . (a~.b~) = (sa~) . b~

If s > 0 then the angle between sa~ and b~ is θ
If s < 0 then the angle between sa~ and b~ is π – θ

Commutative rule for scalar products
p~.q~ = q~.p~

Distributive rule for scalar products
(p~ + q~) . r = p~.r + q~.r

18
Q

Perpendicular (orthogonal) vectors

A

If vectors a~ and b~ are perpendicular then a.b = 0
If neither a nor b is a zero vector (0|0) and a.b = 0 then the vectors are perpendicular

19
Q

Parallel vectors

A

If vectors a~ and b~ are parallel then a~.b~ = ± |a~||b~|

20
Q

Angle between 2 vectors

A

cosθ = a~.b~ / [|a|.|b|

a.b = |a~|.|b~|.cosθ

x₁x₂ + y₁y₂ / [√(x₁)²+(y₁)² . √(x₂)²+(y₂)²

Steps:
1. Modulus of a
2. Modulus of b
3. a.b
4. solve for θ

21
Q

Unit vector of a~

A

A unit vector with magnitude 1 like i, j and k. To find the unit vector in the same direction as a given vector, divide the vector by its magnitude

Unit of vector a~
a~/|a~| = x₁i + y₁j / [√(x₁)²+(y₁)²

22
Q

Vector equation of a line in 2D

A

A vector equation of a line passing through a fixed point 𝐴 with position vector 𝑎 and parallel to a vector 𝑏 is 𝑟 = 𝑎 + 𝑡𝑏, where 𝑡 is a scalar parameter. This is called the vector equation of the line.

Note
To find the vector equation of a line, you need to have either
* A point it goes through and its direction or
* Two points it goes through.

23
Q

Pairs of lines in 2D

A

In 2D a pair of lines are either parallel or they intersect

The lines with vector equation r = a + sp and r = b + tq have the same direction if p is a multiple of q. If in addition b - a or a - b is a multiple of q then lines are the same, otherwise the lines are parallel

Note:
2 equations may represent the same line even though the vector a, b, p, q are different

24
Q

Vector equation of a line in 3D

A

The same principles involved in 2D vectors carries on into 3D vectors except for gradient (direction is used instead) and in 3D non-parallel lines may or may not meet.
If they don’t meet they are skew.

The lines with vector equation r = a + sp and r = b + tq intersect if unique values of s and t can be found such that a + sp = b + tq. If 2 unique values can not be found then the lines are skew

A vector equation of the line through 2 fixed points A and B with position vectors a and b is given by the equation r = a + t(b – a) where t is a scalar parameter.

25
Q

Distance from a point to a line

A

r = a + tp the vector p can be any vector in the direction of the line, in the case when p is a unit vector u, the equation becomes r = a + tu.
In this case |t| is the distance along the line from A to the point with parameter t.

Note: this principal is the same in 3D