Math Basics (from Lecture 1)

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27 Terms

1
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what does SOH CAH TOA stand for?

SOH = sin, opposite, hypotenuse → sin() = length of opposite side / length of hypotenuse

CAH = cos, adjacent, hypotenuse

TOA = tan, opposite, adjacent

only applicable for right triangles

2
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pythagorean theorem

a² + b² = c²

  • where a and b are “straight sides” while c is the diagonal/hypotenuse

  • only applies to right triangles

3
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properties of equilateral/isoceles triangles

equilateral:

  • all sides are the same length

  • all interior angles are 60 degrees

isoceles:

  • at least two sides are the same length

  • at least two angles are the same

4
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sin and cos addition laws

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5
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unit circle

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6
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ways that a position can be expressed mathematically

  • cartesian system → (x, y) on the x-axis and y-axis

  • polar system → (r, theta) where r = dist of the point from the origin, and theta = angle from the pos hori axis

7
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relationship between cartesian coords and polar coords

x = rcos()

y = rsin()

r² = x² + y²

  • this relationship is best for when an object moves in an arc or circular path on the cartesian plane

8
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vector

  • mathematical object representing a physical quantity that has a magnitude (or MODULUS) and direction

  • can rep position, speed, force, etc

  • vectors typically look like arrows, with the arrowhead repping the orientation and the length of the arrow repping the modulus (magnitude)

<ul><li><p>mathematical object representing a physical quantity that has a magnitude (or MODULUS) and direction</p></li><li><p>can rep position, speed, force, etc</p></li><li><p>vectors typically look like arrows, with the arrowhead repping the orientation and the length of the arrow repping the modulus (magnitude)</p></li></ul><p></p>
9
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vector notations

you have position/point A = (ax, ay), and position/point B = (bx, by), so you’d find the vector that starts at A and points to B → AB = A - B = (bx - ax, by - ay)

<p>you have position/point A = (ax, ay),  and position/point B = (bx, by), so you’d find the vector that starts at A and points to B → AB = A - B = (bx - ax, by - ay)</p>
10
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how to calculate scalar magnitude of a vector

<p></p>
11
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two vecs are equal when:

they have the same dir, sense (measured w the same units), and length

12
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the vector directly opposite to BA =

-AB

(opposite dir, same scalar mag)

13
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vectors addition: triangle method

and solve using geometric analysis

<p>and solve using geometric analysis</p>
14
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vector addition: parallelogram method

<p></p>
15
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analysis of a triangle: cos law

best for when you have two sides sandwiching an angle

<p>best for when you have two sides sandwiching an angle</p>
16
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analysis of a triangle: sin law

  • best for when you know two angles and one side of a triangle

<ul><li><p>best for when you know two angles and one side of a triangle</p></li></ul><p></p>
17
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vector addition: general rule

  • add the x-components and the y-components together to get the resulting vector

  • if vectors aren’t already given in component form, remember: vec = (vec*cos(), vec*sin()) where the angle is from the pos hori dir

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how to extract the direction from a vector:

divide the vector by its norm/magnitude to get the corresponding unit vector

19
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how to approach vector subtraction

always rmbr: a - b = a + (-b), and the “negative” version of a vector is just the same vector but in the opposite dir

<p>always rmbr: a - b = a + (-b), and the “negative” version of a vector is just the same vector but in the opposite dir</p>
20
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vector algebra: adding or subtracting vectors in component form

component form: v = <3, 4> = 3i + 4j, where i and j are unit vectors in the same dir as the hori axis and the vert axis

<p>component form: v = &lt;3, 4&gt; = 3i + 4j, where i and j are unit vectors in the same dir as the hori axis and the vert axis</p>
21
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preliminary notions of vectors

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22
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orthonormal reference frame

the 3D cartesion system is an orthonormal ref frame

<p><strong>the 3D cartesion system is an orthonormal ref frame</strong></p>
23
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scalar (or dot) product: definition

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24
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scalar (or dot) product: how to calculate when vecs are in component form

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25
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scalar (or dot) product: geometric meaning

<p></p>
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properties of scalar (or dot) product

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27
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vector (or cross) product: definition

the result of computing cross product with two or three vectors is a vector that’s perpen to both of them

<p>the result of computing cross product with two or three vectors is a vector that’s perpen to both of them</p><p></p>