After reading this chapter the student should be
able to:
1.
Distinguish
between a scalar and a vector.
2.
Add
vectors geometrically and analytically.
3.
Be
familiar with the unit vector notation.
4.
Know
how to perform vector (or cross) product and scalar (or dot)
product.
A vector has a magnitude
and a direction. Some physical quantities that are vector quantities are
displacement, velocity, acceleration and force.
A scalar on the other
hand is given as a single value with a sign. There are many scalar quantities in physics
such as temperature, pressure, and mass.
A graphical representation of a
vector quantity in two dimensions is shown below. Its length represents
the magnitude of the physical quantity and the arrow indicates
the direction. A vector has a tail and a head.
If we translate a vector without
changing its magnitude and direction, the vector remains the same.
These three vectors are
equivalents, i.e., they represent the same vector.
Suppose an object moves along
the three paths as shown in the figure below. These three paths have the same
displacement vector as they start at end at the same points A and B.
Note that the distance traveled
by the object in moving from A to B is different for the three paths. It is the
biggest for the blue path.
To add two vectors, say
displacement vectors, means to evaluate the net displacement we can use
what is called the graphical method. The net (or resultant)
displacement of two displacement vectors and
is given by the vector equation
. The resultant is also a vector. The procedure to add the
vectors geometrically is to bring the tail of
at the head of
keeping the
orientation of the two vectors unchanged. The vector sum
extends from the tail of vector
to the head of
vector
.
Next, let us add three vectors,
, and
. The graphical way to do it is to perform the sum of two
vectors say
+
and then add the third one. The vector equation is (
+
)+
. This sum is illustrated in the following diagram.
It is to be noted that . The law is associative.
The vector has the same magnitude
as
, but points in the opposite direction.
So .
This is the rule of vector subtraction.
If a vector is moved from one
side of an equation to the other, a change is sign is needed similar to rules
of algebra.
It is to be noted that only
vectors of the same kind can be added or subtracted. We cannot add a
displacement vector to a velocity vector!
Adding vectors geometrically
does not tell us how to do the math with vector addition. We need to learn how
to calculate vector quantities mathematically. We will
do this just in two dimensions, but it can be extended to three dimensions.
A component of a vector
is the projection of the vector on one of the axes of a set of
cartesian coordinates system
as shown in the figure below.
ax is the component of vector along the x-axis (or x-component) and ay
is the component of vector
along the y-axis (or y-component). We
say that the vector is resolved into its components. q is the angle the vector
makes with the
positive x-axis. In this figure both components of vector
are positive.
Note that , graphically
The values of the components ax
and ay can be found if the angle
and the magnitude of the vector are known:
On the other hand, if the
components ax and ay of the vector are known, we can find its magnitude and direction:
(using Pythagoras theorem) and
General
rule for the sign of the vector components:
A unit vector is one that
has a magnitude of 1 and points in a particular direction. It is often
indicated by putting a hat of top of the vector symbol, for example unit
vector = and
= 1.
We will label the unit vectors in the
positive directions of the x, y , and z-axes as
.
A two dimensional vector can be expressed in terms of unit vectors as
. The quantities
and
are vectors and called the vector components of
while ax
and ay are scalars and called the scalar components of
.
We have seen in section 3.2 how
to add vectors graphically. The resolution of a vector into its components can
be used to add and subtract vectors arithmetically. To illustrate this let us
take an example. What is the sum of the following three vectors using the
components method?
The vector sum is
The components of the vector are:
3.6 Vectors and the Laws of
Physics
So far
we have used a convenient set of coordinate system that aligns with the edges
of your notebook. However, we can also
choose another set of coordinates as long as we are interested in the physical
vector quantity such as displacement, acceleration, force, etc. Let us take a
graphical example.
The components
of vector have are different when we change the coordinates system from
(x,y) to (x,y), however, the magnitude and direction of the
vector itself have remained the same or invariant under rotation.
and
The new
coodinate system (x,y)has been formed by by rotating the old
coordinate system (x,y) by an angle a.
The Physics is
not affected by the choice of the coordinates system. You should always look
for the most convenient system to use in solving your problem. For example, in
the case of the inclined plane:
It is
convenient to use the (x,y) coordinate system rather than using the (x,y)
one. represents the weight of the object. The object will move in
the direction of the x- axis.
is resolved in the (x,y) coordinate system as seen
in te figure.
The multiplication of a vector by a scalar m gives a new vector.
If m > 0, the new
vector will have the same direction as the vector .
If m < 0, the new
vector will have apposite direction to the vector .
To divide by m, we multiply
by
.
There are two types of vector
multiplication, namely, the scalar or dot product of two vectors,
which results in a scalar, and the vector or cross product of two
vectors, which results in a vector.
The scalar
product of two vectors and
, denoted
, is defined to be
and
are the magnitudes of vector
and vector
, respectively.
And in particular we have , since the angle between a vector and itself is 0 and
the cosine of 0 is 1.
Alternatively, we have , since the angle between
and
,
and
, and
and
is 90 and the cosine of 90 is 0.
The laws for scalar products are
given in the following:
The vector product of two
vectors and
, denoted
, produces a third vector
whose magnitude is
The direction of is perpendicular to the plane that contains the two vectors
and
as shown in the figure.
In particular
we have , since the angle between a vector and itself is 0 and
the sine of 0 is 1.
Note that the angle between
and
,
and
, and
and
is 90 and the sine of 90 is 1. Therefore we use the
following diagram to help us solve problems dealing with the cross product.
However, if the rotation in the
figure is clockwise such as etc