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Vectors

2 + 2 does not always equal 4 when the problem is translated into a 2 or 3 dimensional space. Vectors are quantities that have both magnitude (size) and direction. This branch of maths is fundamental to physics and engineering to represent physical quantities that have a direction.

The University of Colorado has some useful vector simulations, so come back and have a look at those once you've gone through these worksheets.

  • V1 Introduction to vectors
    Introducing the basic concept of vectors (which are measurable quantities with direction such as force) and the concept of a scalar (which is a quantity without a direction such as heat or thermal energy).
    We cover vector components (aligned along the horizontal and vertical or the 3-dimensional axes), unit vectors (a vector of size = 1), vector magnitude (or size) and how to add and subtract vectors.
  • V2 Resolution of vectors
    Vector quantities in combination will enhance or counteract each other, depending on their direction. An opposing force for example will lessen another force. However, if the forces (or vector quantities) do not act along exactly the same line, it is difficult to know how they will interact.
    This task is easier if you can break the vectors into components which are parallel, and then find the result by adding or subtracting parallel components. This technique is very important for resolving forces and other vector quantities in physics.
  • V3 Scalar product
    What is a scalar product? What is a dot product? This is the result of multiplying the magnitudes of the components of two or more vectors. The result is not a vector, but a scalar (which is without direction).
  • V4 Vector product
    What is a vector product? What is a cross product? The vector product is a vector that is the result of multiplying the magnitudes (size) of two vectors. The magnitude is found using matrices and determinants).
    The result of the cross product is another vector, and the direction is perpendicular (normal, at 90 degrees) to the plane of both the original vectors.
  • V5 Projection of vectors
    In ’Resolution of vectors’ we learned how to resolve vectors in two dimensions along horizontal and vertical axes. It is also possible to resolve one vector along the line of another vector (instead of along the x-y axes).
    Learn how to find the projection (resolution) of one vector in the direction of a second vector.
  • V6 Vector equation of a line
    If you want to uniquely define a line, you need to pin it between two points in 3-dimensional space. You can also define a point with a 3-dimensional vector through it. This process uses three types of equations.
    Learn how to find the vector equation, the parametric equation, and the symmetric equation of a line in three-dimensional space.
  • V7 Intersecting lines in 3D
    Learn how to determine if two lines in three dimensions intersect (cross each other) and, if so, what their point of intersection is.
  • V8 Equation of a plane
    Learn how to find the equation of a plane (a 2-dimensional space)
    a) through three points or
    b) given a normal (line at right angles) and a point on the plane or
    c) given a parallel plane and a point on the plane.
  • V9 Intersecting planes
    Two 2-dimensional planes will slice through each other (unless they are parallel). Where they slice will be defined by a straight line. There will also be an angle between the two planes.
    Learn how to determine the angle between two intersecting planes and the equation of the line of intersection.
  • V10 Distance from a point to a plane
    The shortest distance from any point in the air to the ground is defined by a line sitting at right angles to the ground going straight down.
    Learn how to find the perpendicular (right angle) distance from a point to a plane.
  • V11 Directional derivatives
    If you are on the side of a hill, the gradient depends on the direction you look. So the directional derivative is the gradient in a particular direction.
    Learn how to find the directional derivative of a function of two variables f(x,y) or three variables g(x,y,z) at a point and in a given direction. This is very useful in engineering and especially computer graphics.

Further resources

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