Vectors Flashcards
Vectors
Directional arrows that describe an objects motion and magnitude
Naming vectors
[OriginPoint][EndPoint]
Line over head
ie PQ
Scalar-vector multiplication
Multiplying the vector magnitude by a constant (c)
Endpoint (x,y,z) becomes
(cx,cy,cz)
Scalar multiple
A vector whose magnitude is multiplied by a contant
Parallel vectors
Vectors that are scalar multiples of eachother
Equal vectors
Vectors of the same direction and magnetude
Not necessarily the same position
Zero vector
A vector component with no length
Vector addition
u+v
Reposition the vectors ‘u’ and ‘v’ so that they form two sides of a triangle
Use c^2=a^2+b^2, one at a time for multiple vectors
Add endpoint vx to ux, vy to uy, and vz to uz
Vector subtraction
u-v
Change the direction of vector ‘v’
Reposition the vectors ‘u’ and new ‘v’ so that they form two sides of a triangle
Use c^2=a^2+b^2
Subtract endpoint vx from ux, vy from uy, and vz from uz
Position vectors
Vector with its head at (0,0)
Standard position
(0,0)
The general starting point for object motion
X-component
The vector that measures how far the object moves in simply the x-direction, if y and z were ignored
Y-component
The vector that measures how far the object moves in simply the y-direction, if x and z were ignored
Z-component
The vector that measures how far the object moves in simply the z-direction, if y and x were ignored
Vector magnetude
The ‘length’ of the vector, typically a representation of acceleration
Denoted |PQ|
Use Pythagorean theorem
|PQ|=√[(x-xi)^2+(y-yi)^2+(z-zi)^2]
Writing vector coordinates
Where u1is the origin point for the vector and u2 is the vector head
Vector head
End-point of the vector
Origin point
Point at which the vector begins
Unit vector
Any vector with a magnitude of 1
Right hand coordinate system
Graph ‘z’ up, ‘y’ right, and ‘x’ diagonal towards you
Vector magnetude 3D coordinate plane
r=√[(x-xi)^2+(y-yi)^2+(z-zi)^2]
Dot product
Product of the magnitudes of each vector and the ‘cos’ of the angle between the two vectors, is equal to the sum of their component products
u⊙v=|u||v|cosθ=(ux)(vx)+(uy)(vy)+(uz)(vz)
Orthogonal vectors
Vectors whose dot product is zero
u⊙v=0
Yields perpendicular vectors
Projections
Proj=|u|cosθ(v/|v|)
Also equals
v[(u⊙v)/(v⊙v)]