Math Vectors

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40 Terms

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Types Of Vectors

  • Position Vectors = A position vector gives the position of a point relative to a fixed point (usually the origin)

  • Line Vector = A line vector can “slide” along its line of action (e.g. force acting on a body)

  • Free Vector = A free vector is completely defined by its magnitude and direction (e.g. velocity)

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Cartesian Co-ordinates Axes

  • P is the position co-ordinate of a point in 3D space

<ul><li><p>P is the position co-ordinate of a point in 3D space</p></li></ul><p></p>
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Distance In 3D Space

Pythagoras Theorem

<p>Pythagoras Theorem</p>
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Geometric / Coordinate-Free Representation Of A Vector

  • Length indicates magnitude

  • Orientation indicates direction of the vector

  • Starting point is irrelevant

<ul><li><p>Length indicates magnitude</p></li><li><p>Orientation indicates direction of the vector</p></li><li><p>Starting point is irrelevant</p></li></ul><p></p>
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<p>Equal And Parallel Vectors</p>

Equal And Parallel Vectors

  • Two vectors a and b are equal if they have the same magnitude and direction i.e. a = b

  • Anti-parallel vectors are equal in magnitude but opposite in direction.

Top picture from current lectures

<ul><li><p>Two vectors a and b are equal if they have the same magnitude and direction i.e. a = b</p></li><li><p>Anti-parallel vectors are equal in magnitude but opposite in direction.</p></li></ul><p></p><p>Top picture from current lectures</p>
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<p>Determine Direction And Magnitude</p>

Determine Direction And Magnitude

Example : The link in the figure is subjected to two forces F1 and F2. Determine the direction and magnitude of the resultant force.

<p>Example : The link in the figure is subjected to two forces F1 and F2. Determine the direction and magnitude of the resultant force. </p>
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Right Hand Rule

A convention used to determine the direction of a vector resulting from a cross product, indicating how to align the fingers of your right hand with two vectors.

  • Goes the direction of the fingers given the thumb is pointing in the direction of the resulting vector.

<p>A convention used to determine the direction of a vector resulting from a cross product, indicating how to align the fingers of your right hand with two vectors. </p><ul><li><p>Goes the direction of the fingers given the thumb is pointing in the direction of the resulting vector. </p></li></ul><p></p>
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Unit Vector

A unit vector has a magnitude (modulus) equal to 1. It is defined by:

<p><span style="font-size: calc(var(--scale-factor)*12.00px)">A unit vector has a magnitude (modulus) equal to 1. It is defined by:</span></p>
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The Modulus (Magnitude) Of A 3D Vector

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Directional Ratios

Consider a vector 𝑟 = 𝑥𝑖 + 𝑦𝑗 + 𝑧𝑘 which make angles 𝛼, 𝛽 and 𝛾 with the 𝑥, 𝑦 and 𝑧 axis respectively, as shown below

The values of
𝑥/|𝑟|, 𝑦/|𝑟| and 𝑧/|𝑟|
are called the direction cosines of vector 𝑟 = 𝑥𝑖 + 𝑦𝑗 + 𝑧𝑘. These allow the direction of the vector with respect to the axes to be determined.
The ratios 𝑥: 𝑦: 𝑧 are called the direction ratios of the vector.

<p><span style="font-size: calc(var(--scale-factor)*12.00px)">Consider a vector 𝑟 = 𝑥𝑖 + 𝑦𝑗 + 𝑧𝑘 which make angles 𝛼, 𝛽 and 𝛾 with the 𝑥, 𝑦 and 𝑧 axis respectively, as shown below</span></p><p></p><p><span style="font-size: calc(var(--scale-factor)*12.00px)">The values of</span><span><br></span><span style="font-size: calc(var(--scale-factor)*14.04px)">𝑥/|𝑟|,      𝑦/|𝑟|     and     𝑧/|𝑟|</span><span><br></span><span style="font-size: calc(var(--scale-factor)*12.00px)">are called the direction cosines of vector 𝑟 = 𝑥𝑖 + 𝑦𝑗 + 𝑧𝑘. These allow the direction of the vector with respect to the axes to be determined.</span><span><br></span><span style="font-size: calc(var(--scale-factor)*12.00px)">The ratios    </span><span style="font-size: calc(var(--scale-factor)*14.04px)">𝑥: 𝑦: 𝑧     </span><span style="font-size: calc(var(--scale-factor)*12.00px)">are called the direction ratios of the vector.</span></p>
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Directional Ratios Continued

l, m, n are the direction cosines of the line OP

m = cos (extended b sign) = (y / r)

n = cos (upsidedown fish) = (z / r)

l = cos (a with extra line at top right) = (x / r)

<p>l, m, n are the direction cosines of the line OP</p><p>m = cos (extended b sign) = (y / r)</p><p>n = cos (upsidedown fish) = (z / r)</p><p>l = cos (a with extra line at top right) = (x / r)</p>
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<p>Scalar Product</p>

Scalar Product

The scalar product (or ‘dot’ product) of two vectors 𝑎 and 𝑏 is defined as the product of their magnitudes multiplied by the angle between them.

<p><span style="font-size: calc(var(--scale-factor)*12.00px)">The scalar product (or ‘dot’ product) of two vectors 𝑎 and 𝑏 is defined as the product of their magnitudes multiplied by the angle between them.</span></p>
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<p>Scalar Product Continued</p>

Scalar Product Continued

  • If two vectors are perpendicular the scalar product is equal to zero

<ul><li><p>If two vectors are perpendicular the scalar product is equal to zero</p></li></ul><p></p>
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<p>Vector Product</p>

Vector Product

Top picture is more for this course

<p>Top picture is more for this course</p>
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<p>Vector Equation Of A Line </p>

Vector Equation Of A Line

  • When one point and a parallel vector is known

<ul><li><p>When one point and a parallel vector is known</p></li></ul><p></p>
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Vector Equation Of A Line

  • When two points on the line are known

<ul><li><p>When two points on the line are known</p></li></ul><p></p>
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Showing A Point Lies On A Line

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Finding Angles Between Two Lines

Two lines L1 and L2

<p>Two lines L1 and L2</p>
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<p>Vector Equation </p>

Vector Equation

Can be expressed using a point and two direction vectors that span the plane.

<p>Can be expressed using a point and two direction vectors that span the plane. </p>
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Angle Between Two Planes

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<p>Distance From Origin To A Plane </p>

Distance From Origin To A Plane

The shortest distance from a point in space to the plane, calculated using the normal vector of the plane.

<p>The shortest distance from a point in space to the plane, calculated using the normal vector of the plane. </p>
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Cartesian Equation Of A Plane

An equation representing a plane in three-dimensional space, typically expressed in the form Ax + By + Cz + D = 0, where A, B, and C are the coordinates of the normal vector to the plane.

<p>An equation representing a plane in three-dimensional space, typically expressed in the form Ax + By + Cz + D = 0, where A, B, and C are the coordinates of the normal vector to the plane. </p>
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Relationship Between Work Done And Dot Product

  • Definition of work = Amount of displacement along the direction of displacement multiplied by the distance moved

  • Work Done = Force x Distance

<ul><li><p>Definition of work = Amount of displacement along the direction of displacement multiplied by the distance moved </p></li><li><p>Work Done = Force x Distance </p></li></ul><p></p>
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<p>Scalar Product In Component Form</p>

Scalar Product In Component Form

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Scalar Product Definition

  • You cannot have a scalar product of three vectors. ‘dotting’ the first two gives a scalar.

<ul><li><p>You cannot have a scalar product of three vectors. ‘dotting’ the first two gives a scalar. </p></li></ul><p></p>
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<p>Scalar Product Using Cartesian Vectors</p>

Scalar Product Using Cartesian Vectors

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Powers Of Vectors

Only powers of two can be used in vectors any higher is not possible

<p>Only powers of two can be used in vectors any higher is not possible</p>
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<p>Perpendicular Vectors : Scalar Product</p>

Perpendicular Vectors : Scalar Product

  • a . b = 0 does not imply that a and b are perpendicular, a could be 0 or b could be zero, its only when a and b are non-zero then a and b are perpendicular

<ul><li><p>a . b = 0 does not imply that a and b are perpendicular, a could be 0 or b could be zero, its only when a and b are non-zero then a and b are perpendicular</p></li></ul><p></p>
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The Moment Of A Force

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<p>The Moment Of A Force Continued</p>

The Moment Of A Force Continued

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Principle Of Transmissibility

  • We can use any position vector r measured from point O to any point on the line of action of the force F. Thus, Mo = r1 x F = r2 x F = r3 x F

  • Since F can be applied at any point along its line of action and still create this same moment about point O, then F can be considered a sliding vector. This property is called the principle of transmissibility of a force

<ul><li><p>We can use any position vector r measured from point O to any point on the line of action of the force F. Thus, Mo = r1 x F = r2 x F = r3 x F </p></li><li><p>Since F can be applied at any point along its line of action and still create this same moment about point O, then F can be considered a sliding vector. This property is called the principle of transmissibility of a force</p></li></ul><p></p>
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<p>Find Moment Of Force About Y-Axis</p>

Find Moment Of Force About Y-Axis

  • To find the moment of force F about the y-axis using vector analysis, we must first determine the moment of F about any point O on the y-axis applying

  • Mo = r x F

  • The component My along the y-axis is the projection of Mo onto the y-axis. It can be found using the dot product My = j . Mo = j . (r x F)

  • Where j is the unit vector along y-axis

  • We can generalise the approach to any axis with unit vector Ua

  • Then the moment about an axis is Ma = Ua . Mo = Ua . (r x F)

<ul><li><p>To find the moment of force F about the y-axis using vector analysis, we must first determine the moment of F about any point O on the y-axis applying </p></li><li><p>Mo = r x F </p></li><li><p>The component My along the y-axis is the projection of Mo onto the y-axis. It can be found using the dot product My = j . Mo = j . (r x F)</p></li><li><p>Where j is the unit vector along y-axis</p></li><li><p>We can generalise the approach to any axis with unit vector Ua</p></li><li><p>Then the moment about an axis is Ma = Ua . Mo = Ua . (r x F)</p></li></ul><p></p>
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Key Points About Moment About An Axis

  • The moment of a force about a specified axis can be determined provided the perpendicular distance da from the force line of action to the axis can be determined. Ma = Fda.

  • If vector analysis is used, Ma = Ua . (r x F), where Ua defines the direction of the axis and r is extended from any point on the axis to any point on the line of action of the force.

  • If Ma is calculated as a negative scalar, then the sense of direction of Ma is opposite to Ua

  • The moment Ma expressed as a cartesian vector is determined from Ma = MaUa

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<p>Vector Triple Product </p>

Vector Triple Product

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<p>Cartesian Form Vector Product</p>

Cartesian Form Vector Product

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Cartesian Form Vector Product Continued

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Parallel Vectors : Using Cross Product

Two vectors are parallel if their cross product equals zero, indicating they point in the same or opposite directions.

<p>Two vectors are parallel if their cross product equals zero, indicating they point in the same or opposite directions. </p>
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<p>Vector Equation Of A Plane</p>

Vector Equation Of A Plane

a = position vector to a point on the plane, called A

r = position vector to a general point on the plane, R

n = a vector perpendicular to the plane (a normal)

<p>a = position vector to a point on the plane, called A </p><p>r = position vector to a general point on the plane, R</p><p>n = a vector perpendicular to the plane (a normal)</p>
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<p>Vector Calculus </p>

Vector Calculus

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Vector Calculus Product Rule

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