GEOMETRY AND VECTORS

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GEOMETRY AND VECTORS

Distinguishing Between Points in Space One Approach Names: ( Fred, Steve, Alice...) Problem: distance & direction must be defined point-by-point More elegant take advantage of geometry Label points in organized fashion with numbers ( coordinates ) Use the coordinates to calculate distance & direction Example: Instead of Chicago 42º N, 88º W How to choose coordinates for each point? Common approach: pick a reference point (the origin ) Label each point P with: distance(origin, P) and direction(origin, P) 2 m P' O 2 m P

Measuring Direction Projection To make a coordinate system for a given space: Must quantitatively define direction(a, B) Approach: Pick some direction to act as reference Quantitatively compare direction(a, B) to reference direction This comparison is called a projection Measures how much of distance(a, B) is parallel to reference Expressed as an angle or a number (between -1.0 and 1.0) Reference direction (also called a coordinate axis) A In trigonometry, projection is represented by the cosine of the angle between direction(a, B) and the reference direction B

Dimensions Points in a space can be organized a variety of ways Depending on how they are connected to each other Dimension of a space Smallest # of coordinates necessary to specify each point In defining direction 1 reference direction per dimension 1-Dimension 2-Dimensions 3-Dimensions N-Dimensional???

Reference Frames Ref. Frame specific origin and reference directions Conventions man-made rules; convenient but not mathematically necessary: Reference directions (called coordinate axes ) are orthogonal 3-Dimensions: coordinate axes xyz named by right-hand rule y y x x Two conventions for naming points in D dimensions: 1) project Dist(O, P) onto D coordinate axes (Example: x, y, z) 2) Dist(O,P) and projection onto D-1 axes (Example: r, θ, ϕ)

Common Coordinate System Conventions 1-Dimension P 2-Dimensions x O P Coordinate: x O θ r x y Cartesian Coordinates: x, y Polar Coordinates: r, θ 3-Dimensions O y P z x Note: Math and Physics use different conventions for spherical coordinates Cartesian Coordinates: (x, y, z) Cylindrical Coordinates: (ρ, ϕ, z) or (r, θ, z) Spherical Coordinates: (r, θ, ϕ) or (ρ, θ, ϕ)

Coordinate System Consistency Geometry can translate coordinates between systems 2-Dimensions Cartesian / Polar r = x 2 y 2 = tan 1 y x actually arctan2 x = r cos y = r sin Cartesian / Cylindrical = x 2 y 2 = tan 1 y x z = z x = cos y = sin z = z 3-Dimensions Cartesian / Spherical r = x 2 y 2 z 2 = cos 1 z 2 x 2 y 2 z = tan 1 y x x = r sin cos y = r sin sin z = r cos

Spatial Transformations Space itself is isotropic symmetric in all directions There is no universal up, down, left, right it's all convention No point in space is special or distinguishable from others So any choice for origin and coordinate axes is valid Physics needs to work for all reference frames! Tricky: In different reference frames......same point has different coordinates! y y' How can reference frames differ? x' Translation different origins Rotation different coordinate axes Scaling coordinates are multiplied by a constant x

Vector Spaces Can scale reference frame using any constant quantity Even one with units! (kg, m, sec, or any multiplicative mix) Creates a new space with same directions but different units y v y 2m 1m P 2m/s 1m/s P' O 1m 2m x O 1m/s 2m/s v x Vector space mathematical generalization of space Which may or may not represent actual physical space Generalized term for points in a vector space: Vectors Generalized term for coordinates: Components Generalized term for Distance(O, P'): Magnitude

Vector Spaces Conventions Vector symbol: letter with arrow ( ) or boldface ( A ) Drawn graphically as an arrow directed from tail to tip Magnitude is denoted by absolute value ( A ) or letter only (A) A A Can use usual coordinate systems (cartesian, polar...): Magnitude form of a vector: Magnitude (in any units) and direction usually angle(s) Example: a = 40.3 m/s 2 and θ = 73.2º Component form of a vector: One component for each dimension Example: (v x = 3.0 m/s, v y = 4.1 m/s, v z = 2.2 m/s)

In physical space: Adding Vectors Every point is associated with a position vector 2 different points are connected by a displacement vector Conventional notation: r B = r A d A B + operation can be generalized to any vector space For vectors in component form: A = B C A x =B x C x A y =B y C y A z =B z C z Note: Impossible to add vectors from different vector spaces (components would have different units makes no sense) Ex: Cannot add a displacement vector to a velocity vector!

Unit Vectors Vectors which are used only to define direction Magnitude: dimensionless and equal to 1 Convention: Unit vectors in the x, y, z directions i, j, k Are called or x, y, z Can construct a unit vector in any direction With combinations of i, j, k j n Common vector notations: For any vector v : k i v = v x i v y j v z k v = v x, v y, v z v x v = v z y v v v v n = 1 2 i 1 2 j 0 k

Actual Physical Space Conventions Displacement Vector Vector from any point A to any point B Position Vector (denoted by r or x ) From origin to any point P Components: x, y, z y r A = x A i y A j z A k d = x B x A i y B y A j z B z A k B Magnitudes of Vectors in position space : O r A A d A B x Measured in units of length r A r A = x 2 A y 2 2 A z A d d = x B x A 2 y B y A 2 z B z A 2

Coordinate Transformations To describe the same point in 2 reference frames: Need to transform coordinates between frames Translating a reference frame Rotating a reference frame about the z-axis y r A R y' r A ' x A x' y' y r A x' x A r A ' = r A R x A ' ' = x A R x y y A y A R x A ' ' y = x A cos y A sin A x A sin y A cos To rotate about an axis other than z: Similar concept with more complicated geometry

Rotation Matrix Matrix structure for organizing numbers or functions Matrices can operate on a vector (making a new vector) Operations carried out in specific order (rows and columns) a 1 2 = M 11 M 12 a M 21 M 22 v 1 2 M v M v 11 1 12 2 2 v M 21 v 1 M 22 v In index notation: a i M ij v j Rotation Matrix defines coordinate transformation To a frame rotated about a particular axis by angle For rotation about the z-axis: = cos sin 0 1 R sin cos 0 r ' = R r 0 0

Vectors and Unit Vectors Examples Let A = 2 m i 3 m j 1 m k and B = 5 m i 2 m j 3 m k In some particular reference frame S Consider a new reference frame S' With the same origin as S, but rotated 45º about the z-axis In both reference frames: Calculate the components of and A B Calculate and A B A B

Unit Vectors in Polar Coordinates Vector components in Cartesian coordinates: Are projections onto fixed directions xyz An alternate method for defining components: Use projections parallel and perpendicular to position vector Unit vectors in these directions are called r and Note: These unit vectors depend on position (not fixed!) y r r r A x A = A r r A r = r r r = cos i sin j = sin i cos j

Graphical Representation of Vectors Vectors defined by direction and magnitude only Their location in the vector space is arbitrary U V Can move vectors around to use geometry U = V With the role of distance replaced by vector magnitudes Comparing the directions of 2 vectors (i.e. measuring angle between them) Tail-to-tail convention: B AB Note: It is possible to compare directions of 2 vectors in different vector spaces A A B = C Tail-to-tip convention: A C B Geometry: These 3 vectors form a triangle in their vector space Is this true? AB BC AC =180

Dot Product Angle measurement compares direction of 2 vectors Can be tricky to do with vectors in component form Useful tool: the dot product Measures how one vector projects onto another Can be defined in either magnitude form or component form B AB A A B = A B cos AB A B = A x B x A y B y A z B z Dot product can be positive, negative, or zero Units of dot product: multiply units of individual vectors Also called scalar product or inner product Prove it using Law of Cosines!

Dot Product Important Features Dot product is invariant Has the same value in all reference frames A B = A x B x A y B y A z B z A x, B x, A y, etc. depend on frame but dot product does not Dot product is commutative: U V = V U Can take dot product of a vector with itself ( A A ) Result: magnitude squared of the vector ( A 2 ) Dot products of unit vectors: i i = j j = k k = 1 i j = j k = k i = 0

Cross Product Any 2 vector directions define a plane Ways to mathematically describe the plane: 1) Equation of constraint governing coordinates of points 2) Direction which is perpendicular to the plane Cross Product of 2 vectors and Produces a 3 rd vector with the properties: Direction: perpendicular to both A and B Magnitude: area enclosed by A and B A B = A B sin AB A B = A y B z A z B y i A x B z A z B x j A x B y A y B x k C A B C B A = out of page X = into page Convention: Direction of cross product decided by right-hand rule

Cross Product Important Features Cross product is a vector frame-dependent Components depend on reference frame magnitude doesn't Cross product is anti-commutative: A B = B A Cross product of a vector with itself ( A A ) is zero Cross products of unit vectors: i j = k j k = i k i = j j i = k k j = i i k = j These relationships are a result of the right-hand rule convention. The 3 equations on the left are an example of a cyclic permutation

Cross Product Determinant Form Concise way to remember order and sign of terms: Use the determinant of a matrix! Matrices and determinants to be described in detail later For now, just a tool for getting terms and signs right 2 x 2 matrix: Determinant: 3 x 3 matrix: a d b c a d b = ad bc c a b c d e f g h i Determinant form of cross product A B i j k A x A y A z B x B y B z A y B z A z B y i A x B z A z B x j A x B y A y B x k Determinant: a b c d e f = a det e f h i b det d f g i c det d e h g g h i

Dot/Cross Product Examples Which of the following makes sense? And in each case, are parentheses necessary? A B C A B C A B C A B C Imagine a set of N unit vectors such that: 1) the sum of all N vectors is zero 2) the angle between any 2 unit vectors is constant Draw some examples for different N in 2-D and 3-D space Calculate the angle between two vectors in each case