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Adding Vectors, Rules: When Two Vectors Are Added, The Sum Is Independent of The Order of The Addition

1. When adding vectors, the sum is independent of order and grouping. Vectors must have the same units and quantity type. 2. The negative of a vector has the same magnitude but opposite direction. Subtraction involves adding the opposite vector. 3. A vector can be described by its components along axes. Components are the projections of the vector and are scalar quantities. 4. Unit vectors are dimensionless vectors with magnitude 1 used to specify direction in vector notation and operations like addition.

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0% found this document useful (0 votes)
71 views44 pages

Adding Vectors, Rules: When Two Vectors Are Added, The Sum Is Independent of The Order of The Addition

1. When adding vectors, the sum is independent of order and grouping. Vectors must have the same units and quantity type. 2. The negative of a vector has the same magnitude but opposite direction. Subtraction involves adding the opposite vector. 3. A vector can be described by its components along axes. Components are the projections of the vector and are scalar quantities. 4. Unit vectors are dimensionless vectors with magnitude 1 used to specify direction in vector notation and operations like addition.

Uploaded by

Lee-Ann Lim
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Adding Vectors, Rules

!  When two vectors are


added, the sum is
independent of the
order of the addition.
!  This is the Commutative
Law of Addition
! 
Adding Vectors, Rules cont.
!  When adding three or more vectors, their sum is
independent of the way in which the individual
vectors are grouped
!  This is called the Associative Property of Addition
! 
Adding Vectors, Rules final
!  When adding vectors, all of the vectors must
have the same units
!  All of the vectors must be of the same type of
quantity
!  For example, you cannot add a displacement to a
velocity
Negative of a Vector
!  The negative of a vector is defined as the
vector that, when added to the original
vector, gives a resultant of zero
!  Represented as
! 

!  The negative of the vector will have the same


magnitude, but point in the opposite direction
Subtracting Vectors
!  Special case of vector
addition
!  If , then use
!  Continue with standard
vector addition
procedure
Subtracting Vectors, Method 2
!  Another way to look at
subtraction is to find the
vector that, added to
the second vector gives
you the first vector
! 
!  As shown, the resultant
vector points from the tip
of the second to the tip of
the first
Multiplying or Dividing a
Vector by a Scalar
!  The result of the multiplication or division of a vector
by a scalar is a vector
!  The magnitude of the vector is multiplied or divided
by the scalar
!  If the scalar is positive, the direction of the result is
the same as of the original vector
!  If the scalar is negative, the direction of the result is
opposite that of the original vector
Component Method of Adding
Vectors
!  Graphical addition is not recommended when
!  High accuracy is required
!  If you have a three-dimensional problem
!  Component method is an alternative method
!  It uses projections of vectors along coordinate
axes
Components of a Vector,
Introduction
!  A component is a
projection of a vector
along an axis
!  Any vector can be
completely described by
its components
!  It is useful to use
rectangular
components
!  These are the projections
of the vector along the x-
and y-axes
Vector Component
Terminology
!  are the component vectors of
!  They are vectors and follow all the rules for
vectors
!  Ax and Ay are scalars, and will be referred to
as the components of
Components of a Vector
!  Assume you are given
a vector
!  It can be expressed in
terms of two other
vectors, and
!  These three vectors
form a right triangle
! 
Components of a Vector, 2
!  The y-component is
moved to the end of
the x-component
!  This is due to the fact
that any vector can be
moved parallel to itself
without being affected
!  This completes the
triangle
Components of a Vector, 3
!  The x-component of a vector is the projection along
the x-axis

!  The y-component of a vector is the projection along


the y-axis

!  This assumes the angle θ is measured with respect


to the x-axis
!  If not, do not use these equations, use the sides of the
triangle directly
Components of a Vector, 4
!  The components are the legs of the right triangle
whose hypotenuse is the length of A

!  May still have to find θ with respect to the positive x-axis


Components of a Vector, final
!  The components can
be positive or negative
and will have the same
units as the original
vector
!  The signs of the
components will
depend on the angle
Unit Vectors
!  A unit vector is a dimensionless vector with
a magnitude of exactly 1.
!  Unit vectors are used to specify a direction
and have no other physical significance
Unit Vectors, cont.
!  The symbols

represent unit vectors


!  They form a set of
mutually perpendicular
vectors in a right-
handed coordinate
system
!  Remember,
Viewing a Vector and Its
Projections
!  Rotate the axes for
various views
!  Study the projection of
a vector on various
planes
!  x, y
!  x, z
!  y, z
Unit Vectors in Vector Notation
!  Ax is the same as Ax
and Ay is the same as
Ay etc.
!  The complete vector
can be expressed as
Adding Vectors Using Unit
Vectors
!  Using
!  Then

!  and so Rx = Ax + Bx and Ry = Ay + By
Adding Vectors with Unit
Vectors
!  Note the relationships
among the components
of the resultant and the
components of the
original vectors
!  R x = Ax + Bx
!  R y = Ay + By
Three-Dimensional Extension
!  Using
!  Then

!  and so Rx= Ax+Bx, Ry= Ay+By, and Rz =Ax+Bz


Example 3.5 – Taking a Hike
!  A hiker begins a trip by first walking 25.0 km
southeast from her car. She stops and sets up her
tent for the night. On the second day, she walks
40.0 km in a direction 60.0° north of east, at which
point she discovers a forest ranger’s tower.
Example 3.5
!  (A) Determine the components
of the hiker’s displacement for
each day.

Solution: We conceptualize the problem by drawing a


sketch as in the figure above. If we denote the
displacement vectors on the first and second days by
and respectively, and use the car as the origin of
coordinates, we obtain the vectors shown in the figure.
Drawing the resultant , we can now categorize this
problem as an addition of two vectors.
Example 3.5
!  We will analyze this
problem by using our new
knowledge of vector
components. Displacement
has a magnitude of 25.0 km
and is directed 45.0° below
the positive x axis.

From Equations 3.8 and 3.9, its components are:

The negative value of Ay indicates that the hiker walks in the


negative y direction on the first day. The signs of Ax and Ay
also are evident from the figure above.
Example 3.5
!  The second
displacement has a
magnitude of 40.0 km
and is 60.0° north of
east.

Its components are:


Example 3.5
!  (B) Determine the
components of the hiker’s
resultant displacement for
the trip. Find an expression
for in terms of unit
vectors.

Solution: The resultant displacement for the trip


has components given by Equation 3.15:
Rx = Ax + Bx = 17.7 km + 20.0 km = 37.7 km
Ry = Ay + By = -17.7 km + 34.6 km = 16.9 km
In unit-vector form, we can write the total displacement as
Example 3.5
!  Using Equations 3.16 and
3.17, we find that the
resultant vector has a
magnitude of 41.3 km and is
directed 24.1° north of east.

Let us finalize. The units of are km, which is reasonable for a


displacement. Looking at the graphical representation in the
figure above, we estimate that the final position of the hiker is at
about (38 km, 17 km) which is consistent with the components
of in our final result. Also, both components of are positive,
putting the final position in the first quadrant of the coordinate
system, which is also consistent with the figure.
Motion in Two Dimensions
!  Using + or – signs is not always sufficient to fully
describe motion in more than one dimension
!  Vectors can be used to more fully describe motion
!  Will look at vector nature of quantities in more detail
!  Still interested in displacement, velocity, and
acceleration
!  Will serve as the basis of multiple types of motion in
future chapters
Position and Displacement
!  The position of an
object is described by
its position vector,
!  The displacement of
the object is defined as
the change in its
position
! 
General Motion Ideas
!  In two- or three-dimensional kinematics,
everything is the same as as in one-
dimensional motion except that we must now
use full vector notation
!  Positive and negative signs are no longer
sufficient to determine the direction
Average Velocity
!  The average velocity is the ratio of the displacement
to the time interval for the displacement

!  The direction of the average velocity is the direction


of the displacement vector
!  The average velocity between points is independent
of the path taken
!  This is because it is dependent on the displacement, also
independent of the path
Instantaneous Velocity
!  The instantaneous
velocity is the limit of the
average velocity as Δt
approaches zero

!  As the time interval


becomes smaller, the
direction of the
displacement approaches
that of the line tangent to the
curve
Instantaneous Velocity, cont
!  The direction of the instantaneous velocity
vector at any point in a particle’s path is
along a line tangent to the path at that point
and in the direction of motion
!  The magnitude of the instantaneous velocity
vector is the speed
!  The speed is a scalar quantity
Average Acceleration
!  The average acceleration of a particle as it
moves is defined as the change in the
instantaneous velocity vector divided by the
time interval during which that change
occurs.
Average Acceleration, cont
!  As a particle moves,
the direction of the
change in velocity is
found by vector
subtraction

!  The average
acceleration is a vector
quantity directed along
Instantaneous Acceleration
!  The instantaneous acceleration is the limiting
value of the ratio as Δt approaches
zero

!  The instantaneous equals the derivative of the


velocity vector with respect to time
Producing An Acceleration
!  Various changes in a particle’s motion may
produce an acceleration
!  The magnitude of the velocity vector may change
!  The direction of the velocity vector may change
!  Even if the magnitude remains constant
!  Both may change simultaneously
Kinematic Equations for Two-
Dimensional Motion
!  When the two-dimensional motion has a constant
acceleration, a series of equations can be
developed that describe the motion
!  These equations will be similar to those of one-
dimensional kinematics
!  Motion in two dimensions can be modeled as two
independent motions in each of the two
perpendicular directions associated with the x and y
axes
!  Any influence in the y direction does not affect the motion
in the x direction
Kinematic Equations, 2
!  Position vector for a particle moving in the xy
plane
!  The velocity vector can be found from the
position vector

!  Since acceleration is constant, we can also find


an expression for the velocity as a function of
time:
Kinematic Equations, 3
!  The position vector can also be expressed as
a function of time:
! 

!  This indicates that the position vector is the sum


of three other vectors:
!  The initial position vector
!  The displacement resulting from the initial velocity
!  The displacement resulting from the acceleration
Kinematic Equations, Graphical
Representation of Final Velocity
!  The velocity vector can
be represented by its
components
!  is generally not along
the direction of either
or
Kinematic Equations, Graphical
Representation of Final Position
!  The vector
representation of the
position vector
!  is generally not along
the same direction as
or as
!  and are generally
not in the same
direction
Graphical Representation
Summary
!  Various starting positions and initial velocities
can be chosen
!  Note the relationships between changes made
in either the position or velocity and the
resulting effect on the other

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