The Vector Product. ! a. !! a! b = c. a.k.a. The Cross Product. ! c. c =! a! b sin! multiply two vectors... get a vector. magnitude: direction:

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Angular Momentum

a b The Vector Product a.k.a. The Cross Product a b = c multiply two vectors... get a vector c = a b sin magnitude: direction: c and lie in a plane.* Their cross product is a vector perpendicular (normal) to that plane *The cross product is really a math-trick for representing a plane by a vector

There are 2 directions perpendicular to any plane. Which one do we choose? The right* hand rule: thumbs shows which side of plane to use. (chooses between 2 options) Note: order of multiplication matters: b a = "( a b) *a convention: like driving on the right

Cross product like other kinds of multiplication you know... a (3 b) = 3( a b) = (3 a) b a ( b + c) = ( a b) + ( a c) distributive except that order matters b a = "( a b) (non-commutative): a a = 0

With component representation: a = a x î + a y ĵ + a z ˆk b = b x î + b y ĵ + b z ˆk a b = î ĵ ˆk a x a y a z b x b y b z brute force approach. best when no component is zero

With component representation: know cross products of unit vectors: ĵ ĵ ˆk î ˆk î î î = 0 ĵ ĵ = 0 ˆk ˆk = 0 duplicate î ĵ = ˆk ĵ ˆk = î ˆk î = ĵ cyclic ĵ î = " ˆk ˆk ĵ = "î î ˆk = " ĵ counter-cyclic

( a x î + a z ˆk ) ( b x î + b y ĵ) = = a x b x (î î) + a xb y (î ĵ) + a zb x ( ˆk î) + a zb y ( ˆk ĵ) = a x b y ˆk + az b x ĵ a z b y î

a = 3î 2ĵ b = 2 ˆk a b =? A B C D E 6î 4 ĵ 4î 6ĵ 4î 6ĵ 4î + 6ĵ 4î + 6ĵ

a = 3î 2ĵ b = 2 ˆk a b =? ( 3î 2ĵ ) " (2 ˆk) = 6 (î " ˆk) 4 (ĵ " ˆk) = 6 ( ĵ) 4 (î) y A B C D E 6î 4 ĵ 4î 6ĵ 4î 6ĵ 4î + 6ĵ 4î + 6ĵ c b a x

Forms of Newton s 2 nd Law Linear F = m a cm Rotational # = I " F = d p dt

Computing torque in 3d 1. Torque is computed about a given point 1 2. One must know where force is applied moment vector r 1 point will lie on axis of rotation

Computing torque in 3d 1. Torque is computed about a given point 1 2. One must know where force is applied torque is a vector**: = r " F 1 point will lie on axis of rotation F moment vector r **torque occurs w/in plane r

1. every torque is computed about same point. 2. add vectors head-to-tail # = I "

angular velocity a vector: is also magnitude: dθ/dt [ rad/s ] direction: along axis of rotation BUT which way along axis? (there are 2 options) decide using righthand rule * * this is sort of different version. the curly RHR. cross products use the wavy RHR.

W E The angular rotation vector of the Earth is directed: A From East to West B From West to East C From South Pole to North Pole D From North Pole to South Pole

W E Sun rises first on the East Coast: NY passes under the Sun first. The angular rotation vector of the Earth is directed: A From East to West C From South Pole to North Pole B From West to East D From North Pole to South Pole

angular acceleration is a vector = d " dt = d" x dt î + d" y dt ĵ + d" z dt ˆk If is perpendicular to it means A The spinning is increasing B The spinning is decreasing C The axis of rotation is changing D That cannot happen

P The axle of a bicycle wheel is tied to a light string. Nothing else supports the wheel. At the instant the axle is horizontal the net torque about point P is directed: A Toward you B Away from you C Upward D Downward E To the left

r T P The axle of a bicycle wheel is tied to a light string. Nothing else supports the wheel. At the instant the axle is horizontal the net torque about point P is directed: W Ew torque from T: τ = 0 r = r " F A Toward you B Away from you C Upward D Downward E To the left W Ew

P = I = d " dt The axle of a bicycle wheel is tied to a light string. Nothing else supports the wheel. Initially the axle is horizontal and the wheel is stationary. Soon after this time the angular velocity will be directed A Toward you B Away from you C Downward D To the left E To the right i = 0

v i P The axle of a bicycle wheel is tied to a light string. Nothing else supports the wheel. Initially the axle is horizontal and the wheel is spun about the axle so the top moves away from you. At this time the angular velocity is directed A Toward you B Away from you C Downward D To the left E To the right

v i P The axle of a bicycle wheel is tied to a light string. Nothing else supports the wheel. Initially the axle is horizontal and the wheel is spun about the axle so the top moves away from you. Now the torque about P is directed A Toward you B Away from you C Downward D To the left E To the right

v W Ew r i T P The axle of a bicycle wheel is tied to a light string. Nothing else supports the wheel. Initially the axle is horizontal and the wheel is spun about the axle so the top moves away from you. Now the torque about P is directed r = r " F W Ew has nothing to do with i A Toward you B Away from you C Downward D To the left E To the right

v i P The axle of a bicycle wheel is tied to a light string. Nothing else supports the wheel. Initially the axle is horizontal and the wheel is spun about the axle so the top moves away from you. The angular velocity vector will change by: A Moving toward you B Moving away from you C Moving downward D Increasing magnitude E Decreasing magnitude

v i P The axle of a bicycle wheel is tied to a light string. Nothing else supports the wheel. Initially the axle is horizontal and the wheel is spun about the axle so the top moves away from you. The angular velocity vector will change by: = d " dt i P top view A Moving toward you B Moving away from you C Moving downward D Increasing magnitude E Decreasing magnitude

v i P The axle of a bicycle wheel is tied to a light string. Nothing else supports the wheel. Initially the axle is horizontal and the wheel is spun about the axle so the top moves away from you. The angular velocity vector will change by: = d " dt i P top view A Moving toward you B Moving away from you C Moving downward D Increasing magnitude E Decreasing magnitude