Coordinates and vectors
Background mathematics review David Miller
Coordinates and vectors
Coordinate axes and vectors
Background mathematics review David Miller
Coordinate axes and vectors
y
Ordinary geometry
Three “axes” x, y, and z
All at right angles
“Cartesian” axes
(from René
x Descartes)
Lines or directions at right
angles are also called
orthogonal
z
Coordinate axes and vectors
y
Right-handed axes
Using your right hand
Thumb x
Index (“first”) finger y
Middle finger z
x
No matter how you now
rotate your whole hand
the axes remain right-
handed
z
Coordinate axes and vectors
y
If you use your left hand
z
Thumb x
Index (“first”) finger y
Middle finger z
give left-handed axes
x
No rotation of this entire
set of left-handed axes will
ever make it right-handed
We use right hand axes unless
otherwise stated
Coordinate axes and vectors
y
yP For some point P in space
. P The corresponding
(xP, yP, zP) “projections” onto the
coordinate axes give
Cartesian coordinates
origin
. xP
x xP, yP, and zP,
zP relative to the origin of
the axes
Sometimes written
z (xP, yP, zP)
Coordinate axes and vectors
A vector is something with
a magnitude
G such as a length
and a direction
Usually written in “bold” font
e.g., G
Sometimes G or G
And shown as an “arrow”
With “length” and
direction
Coordinate axes and vectors
A vector could be
B the distance
r and
direction
you need to walk to get
A from A to B
Coordinate axes and vectors
A vector could be
A force
F how hard you are
pushing
and
what direction you are
pushing
Coordinate axes and vectors
A vector could be
A velocity
v how fast you are going
(speed)
e.g., the number on
your car speedometer
and
what direction you are
going in
e.g., on a compass
Coordinate axes and vectors
An ordinary number
which has no direction
r F v is called a “scalar”
Distance
how hard you push
speed
are all scalars
Scalars are in ordinary fonts
Usually italic in printing
y
Coordinate axes and vectors
Gy
A vector has “components”
along three orthogonal axes
Gx, Gy, and Gz
G
We can also define vectors of
j Gx unit length along each axis
i – unit vector along x
k x
i
Gz j – unit vector along y
k – unit vector along z
z
y
Coordinate axes and vectors
Gy
Then we can write
G=Gx i+Gy j+Gzk
G
G yj
G xi Gx
x
G zk
Gz
z
y
Coordinate axes and vectors
Gy
Then we can write
G=Gx i+Gy j+Gzk
G
making the final vector up
G yj by adding its vector
G xi Gx components
x
G zk
Gz
z
Coordinates and vectors
Operations with vectors
Background mathematics review David Miller
Adding vectors
To add vectors
graphically
connect them head to tail in any
S order
G
G+S G+S
G
S
Adding vectors
To add vectors
algebraically
add them component by
Szk Syj component
G zk
G yj G S Gx i G y j Gz k
G+S
Sxi S y j Szk
G xi
Sxi Gx S x i G y S y j Gz S z k
Multiplying vectors
Two kinds of multiplications or “products” for
geometrical vectors
Dot product
a b
Gives a scalar result
Cross product
ab
Gives a vector result
Vector dot product
One formula for the dot product is
a b a b cos ab cos
a Here the “modulus” sign “| |” means
we take the length of the vector
angle a a
b Note that
a b b a
Also
a a a2
So
a a a
Vector dot product
One formula for the dot product is
a b a b cos ab cos
a We can think of a b cos as
angle The projection of vector b onto the
direction of vector a
b Multiplied by the length of a
or
The projection of vector a onto the
direction of vector b
Multiplied by the length of b
Vector dot product
One formula for the dot product is
a a b a b cos ab cos
Note that
for two vectors at right angles
/ 2 90
b
and
cos / 2 0
so
the dot product is zero
Vector dot product
The unit vectors along the coordinate
directions are all orthogonal (at
right angles)
So all their dots products with one
j another are zero
k i i j 0 i k 0 j k 0
j i 0 k i 0 k j 0
Also, since these are unit length
vectors, by definition
i i 1 j j 1 k k 1
Vector dot product
Since
i j 0 i k 0 j k 0
a j i 0 k i 0 k j 0
Forming the dot product
algebraically
b a b ax i a y j az k bx i by j bz k
gives
a b ax bx a y by az bz
which is an equivalent formula for
the dot product
Vector dot product
The components of a vector can be
found by
G taking the dot product
with the unit vectors along the
coordinate directions
i For example
G i Gx i G y j Gz k i Gx
Vector cross product
For two vectors
a ax i a y j az k
a b bx i by j bz k
the vector cross product is
a b n a b sin nab sin
b
n is a unit vector with a direction
given by the
right hand screw rule
Right hand screw rule
a
Imagine you have a corkscrew
With an ordinary right-handed
b
a b gives vector n thread
away from you with its handle lined up along
vector a
b Now rotate the handle so it lines up
with vector b
a The direction, in or out, that the
a b gives vector n corkscrew moved is the direction
towards you of the vector n
Vector cross product
Note that
a b b a
a If we have to turn clockwise to go
from a to b
So the corkscrew goes “in”
b So n points “inwards”
Then we have to turn anti-clockwise
to go from b to a
So the corkscrew goes “out”
So n point “outwards”
Vector cross product
An equivalent algebraic formula for the vector
cross product is
a b a y bz az by i az bx ax bz j ax by a y bx k
A short-hand way of writing this is
i j k
a b ax a y az
bx by bz
which is the same as the determinant
notation used with matrix algebra