Note 4
Note 4
Note 4
**Definition**:
A **vector** is a mathematical quantity that has both **magnitude** (size) and **direction**. It is
used to represent physical quantities like displacement, velocity, force, and acceleration, among
others. Vectors can be represented graphically, algebraically, and in component form.
---
- A vector that is not fixed at a particular point in space, meaning its position can be changed without
altering its magnitude or direction.
- A vector that represents the position of a point relative to the origin of a coordinate system.
- Example: The position vector \( \mathbf{r} \) of a point \( P(x, y, z) \) in 3D space is written as:
\[
\]
where \( \hat{i}, \hat{j}, \hat{k} \) are the unit vectors along the x, y, and z axes, respectively.
- A vector with zero magnitude and no specific direction. It is written as \( \mathbf{0} \).
- A vector with a magnitude of 1. Unit vectors are often used to represent directions in space.
\( \hat{i}, \hat{j}, \hat{k} \), representing the directions along the x, y, and z axes, respectively.
- Two vectors are equal if they have the same magnitude and direction, regardless of their initial
points.
---
- The **tail** of the arrow indicates the initial point, and the **head** represents the terminal
point.
\[
\]
where \( v_x \) and \( v_y \) are the components of the vector in the x and y directions,
respectively.
\[
\mathbf{v} = v_x \hat{i} + v_y \hat{j} + v_z \hat{k}
\]
- Vectors can also be represented in polar (magnitude and direction) or Cartesian (x, y, z
components) coordinates, depending on the context of the problem.
---
- For two vectors \( \mathbf{a} = a_x \hat{i} + a_y \hat{j} \) and \( \mathbf{b} = b_x \hat{i} + b_y \
hat{j} \), the sum is:
\[
\]
The sum of two vectors can also be represented by placing the tail of the second vector at the tip of
the first. The resulting vector is the vector drawn from the tail of the first vector to the tip of the
second.
- To subtract vector \( \mathbf{b} \) from vector \( \mathbf{a} \), you add the negative of \( \
mathbf{b} \) to \( \mathbf{a} \):
\[
\]
\[
\mathbf{a} - \mathbf{b} = (a_x - b_x)\hat{i} + (a_y - b_y)\hat{j}
\]
- A vector can be multiplied by a scalar (a real number). The result is a vector whose magnitude is
scaled by the scalar:
\[
\]
where \( k \) is a scalar.
- The dot product of two vectors \( \mathbf{a} \) and \( \mathbf{b} \) is a scalar quantity defined as:
\[
\]
- The dot product gives information about the **angle** between the two vectors:
\[
\]
- The cross product of two vectors \( \mathbf{a} \) and \( \mathbf{b} \) results in a vector that is
perpendicular to both \( \mathbf{a} \) and \( \mathbf{b} \), with magnitude given by:
\[
\]
- The magnitude (or length) of a vector \( \mathbf{v} = v_x \hat{i} + v_y \hat{j} \) in 2D space is given
by:
\[
\]
In 3D, for \( \mathbf{v} = v_x \hat{i} + v_y \hat{j} + v_z \hat{k} \), the magnitude is:
\[
\]
- The direction of a vector is given by the angle it makes with the coordinate axes. For a 2D vector \
( \mathbf{v} = v_x \hat{i} + v_y \hat{j} \), the angle \( \theta \) with the x-axis is:
\[
\]
In 3D space, the direction can be given by angles with each of the axes, or using a direction cosines
approach.
---
- Vectors are used in the analysis of forces in mechanical systems, fluid dynamics, and electrical
engineering (e.g., in electromagnetism, where fields are vector quantities).
- In computer graphics, vectors are used to represent points, directions, and movements in 2D and
3D space.
- Vectors are used in navigation and mapping to represent directions and distances between points.
---
### 6. **Conclusion**:
Vectors are fundamental tools in mathematics and science. Their ability to represent quantities with
both magnitude and direction makes them essential for solving problems in physics, engineering,
computer science, and many other fields. Understanding vector operations such as addition, scalar
multiplication, dot product, and cross product is crucial for working with physical systems, analyzing
forces, and solving geometric problems.