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Visualizing Vector fields
Ch.3 Vectors Visualizing Vector fields
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2-D Vectors Latitude + Longitude gives location
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3-D Vectors Latitude + Longitude + Altitude more precise
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To go from A to B Need Origin (Charlottesville), Magnitude
(70.12 miles), Direction (bear SouthEast)
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To go from A to B 2D Map
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To go from A to B Decomposing a vector OR Adding several vectors
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Adding Vectors Lay them out head-to-tail
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Parallelogram law of Addition
A + B B B A Head to tail: Connect first head and last tail (problem: no common reference, so need to wait!) Tail to tail: Connect diagonal of parallelogram (problem: still only do 2 at a time) Best: Decompose vectors and add components (Later)
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Subtracting A - B - B A
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Unit/Base Vector A = a A a = A/|A| |a | = 1
Vector = Direction x Magnitude (Unit Vector) (Component) a = A/|A| |a | = 1
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Unit/Base Vector y A = x Ax + y Ay Ay A q y x Ax x
Resolving/decomposing a vector A (Ax, Ay) Ax = Acosq, Ay = Asinq Building/composing a vector (Ax,Ay) A A = (Ax2 + Ay2) q = tan-1(Ay/Ax) x y q x
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Why compose/decompose?
A = x Ax + y Ay Ay B = x Bx + y By (A+B) = x(Ax+Bx) + y(Ay+By) A q y x Ax x Can treat components as scalars !! Handle all of them independently!!
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Multiplying ? Scalar Product A.B Vector Product A x B A.B = ABcosq
Need to take into account angle q between A and B Scalar Product A.B Vector Product A x B A B q A.B = ABcosq
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Multiplying ? Scalar Product A.B Vector Product A x B A.B = ABcosq
Need to take into account angle q between A and B Scalar Product A.B Vector Product A x B B q A A.B = ABcosq (Projection)
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Multiplying ? Scalar Product A.B Vector Product A x B n
Need to take into account angle q between A and B Scalar Product A.B Vector Product A x B n A B q B q A A x B = ABsinq n (Area) Gives normal to a plane of vectors A.B = ABcosq (Projection) Gives angle between vectors
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Multiplying ? Vector Product A x B n A x B = ABsinq n (Area)
Need to take into account angle q between A and B Vector Product A x B n A B q A x B = ABsinq n (Area) PRACTISE THIS -- MAKE YOUR OWN MODELS !!
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Interchanging A and B Scalar (Dot) Product A.B
Vector (Cross) Product A x B n A B q B q A A x B = - B x A A.B = B.A Orthogonal vectors have zero scalar product Parallel vectors have zero vector product
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Helps decompose vectors and deal with scalar components
Coordinate Systems Helps decompose vectors and deal with scalar components x . y = 0 y . z z . x x . x = 1 y . y z . z z y x x x = 0 y x y z x z x x y = z y x z = x z x x = y y z x - x y z x +
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Using unit vectors for products
x y z A = x Ax + y Ay + z Az B = x Bx + y By + z Bz A. B =Ax.Bx + Ay.By + Az.Bz A x B = det Can see why A x B = -B x A ! x y z Ax Ay Az Bx By Bz
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Combining more vectors
Scalar Triple Product A.(B x C) Vector Triple Product A x (B x C) Other combos won’t do ! A.(B.C), Ax(B.C) not defined
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Combining more vectors
Scalar Triple Product A.(B x C) Vector Triple Product A x (B x C) B C q A B C q A Volume A.(B x C) = B.(C x A) = C.(A x B) = -A.(C x B) etc. A x (B x C) not simply related to (A x B) x C
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Bac-Cab Rule Vector Triple Product A x (B x C)
q C Vector Triple Product A x (B x C) A x (B x C) = B(A.C) – C(A.B) Bac-Cab Rule
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Using unit vectors for products
x y z Ax Ay Az Bx By Bz Cx Cy Cz det A. (B x C) =
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