Download Chapter 3 - KFUPM Faculty List

Survey
yes no Was this document useful for you?
   Thank you for your participation!

* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project

Document related concepts

Theoretical and experimental justification for the Schrödinger equation wikipedia , lookup

Probability amplitude wikipedia , lookup

Hooke's law wikipedia , lookup

Cauchy stress tensor wikipedia , lookup

Velocity-addition formula wikipedia , lookup

Dynamical system wikipedia , lookup

Photon polarization wikipedia , lookup

Symmetry in quantum mechanics wikipedia , lookup

Classical central-force problem wikipedia , lookup

Spinor wikipedia , lookup

Relativistic angular momentum wikipedia , lookup

Minkowski space wikipedia , lookup

Tensor operator wikipedia , lookup

Rigid body dynamics wikipedia , lookup

Centripetal force wikipedia , lookup

Laplace–Runge–Lenz vector wikipedia , lookup

Bra–ket notation wikipedia , lookup

Kinematics wikipedia , lookup

Four-vector wikipedia , lookup

Transcript
Summary of chapter 3
Prepared by Dr. A. Mekki
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.
Head
Tail
If we translate a vector without changing its magnitude and direction, the vector
remains the same.
Translation 1
Translation 2
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.
B
A
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.
3.2 Adding Vectors Geometrically
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 a and b is given by the
  
vector equation s  a  b . The resultant is also a vector. The procedure to add


the vectors geometrically is to bring the tail of b at the head of a keeping the

orientation of the two vectors unchanged. The vector sum s extends from the


tail of vector a to the head of vector b .

a

b
s  a b
 

Next, let us add three vectors a , b , and c . The graphical way to do it is to
 
perform the sum of two vectors say a + b and then add the third one. The
  
vector equation is ( a + b )+ c . This sum is illustrated in the following diagram.

a

c
 
ab

b

b

a
 
ab

c
 
ab
 

(a  b ) c
 

(a  b ) c






It is to be noted that ( a  b )  c  a  ( b  c ) . The law is associative.

  

So b  a  b  ( a ) .

The vector  a has the same magnitude as a , but points in the opposite direction.

a

b

a
 
b a

b
  

b  a  b  ( a )

a
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!
3.3 Components of Vectors
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.
y

a
ay

O
ax

x
ax is the component of vector a along the x-axis (or x-component) and ay is the

component of vector a along the y-axis (or y-component). We say that the vector

is resolved into its components.  is the angle the vector a makes with the positive

x-axis. In this figure both components of vector a are positive.
Note that
  
a  ax  a y , graphically

a
ay

ax
The values of the components ax and ay can be found if the angle  and the

magnitude of the vector a are known:
ax  a cos
a y  a sin
On the other hand, if the components ax and ay of the vector
find its magnitude and direction:
a  ax  a y
2
2
(using Pythagoras theorem) and
tan 

a are known,
we can
ay
ax
General rule about the sign of the vector components:
Quadrant I
Quadrant II
x-component < 0
y-component > 0
x-component > 0
y-component > 0
x-component < 0
y-component < 0
x-component > 0
y-component
Quadrant III
<
0
x-component > 0
y-component > 0
Quadrant IV
3.4 Unit Vectors
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 = â and â = 1.
We will label the unit vectors in the positive directions of the x, y , and z-axes as
î , ˆj , and k̂ .
y
ˆj
x
k̂
î
z

a can be expressed in terms of unit
quantities a x î and a y ˆj are vectors and called
A two dimensional vector

a  a x î  a y ˆj .
components of

a.
The

a
vectors as
the vector
while ax and ay are scalars and called the scalar components of
3.5 Adding Vectors by Components
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?

a  ax î  a y ˆj  az k̂

b  bx î  by ˆj  bz k̂

c  cx î  c y ˆj  cz k̂
The vector sum is
   
s  a  b  c  ( ax  bx  cx )î  ( a y  by  c y )ˆj  ( az  bz  cz )k̂
The components of the vector
s x  a x  bx  c x
s y  a y  by  c y
s z  a z  bz  c z

s are:
3.6 Vectors and the Laws of Physics
The Physics is not affected by the choice of the coordinates system. You should
always look for the more convenient system to use in solving your problem. For
example, in the case of the inclined plane:
y’
y

W
x’
x
It is convenient to use the (x’,y’) coordinate system rather than using the (x,y) one.

W represents the weight of the object. The object will move in the direction of the x’-
axis.
3.7 Multiplying Vectors
The multiplication of a vector

a by a scalar m gives a new vector.



a  m  m  a  ma

a.

a.
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


a by m, we multiply a by 1
m
.
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, a and b denoted by a  b , is defined as the
product of the magnitudes of the vectors times the cosine of the angle between them,
as illustrated in the figure.

a


b
 
a  b  a b cos 
Note that the result of a dot product is a scalar, not a vector. The laws for
scalar products are given in the following list, .
And in particular we have iˆ  iˆ  ˆj  ˆj  1 , since the angle between a vector
and itself is 0 and the cosine of 0 is 1.
Alternatively, we have iˆ  ˆj  0 , since the angle between î and ĵ is 90º and
the cosine of 90º is 0.
In general then, if A  B  0 and neither the magnitude of A nor B is zero,
then A and B must be perpendicular.
The definition of the scalar product given earlier, required a knowledge of the
magnitude of A and B , as well as the angle of the two vectors. If we are
given the vectors in terms of a Cartesian representation, that is, in terms of
î and ĵ , we can use the information to work out the scalar product, without
having to determine the angle between the vectors.
If,
A  Ax iˆ  Ay ˆj
B  Bx iˆ  B y ˆj
, then
A  B  ( Ax iˆ  Ay ˆj )  ( Bx iˆ  B y ˆj )
Ax iˆ  ( Bx iˆ  B y ˆj )  Ay ˆj( Bx iˆ  B y ˆj )
 Ax Bx  Ay B y
Because the other terms involved, iˆ  ˆj , as we saw earlier, are equal to zero.