The basic idea: represent vector quantities by arrows. More specifically, represent the size of the quantity by the length of the arrow and its direction by the direction of the arrow. Represent the velocity of an object moving 4 km/sec west by an arrow of length 4 pointing left, for example. |
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If a vector starts at point P (its tail) and ends at point Q (its head), we'll denote it by PQ, or else just by a single bold lower case letter like u or v. |
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An arrow should represent only the size and direction of the quantity; it doesn't matter just where its head and tail are drawn as long as it has the appropriate length and direction. In particular, arrows with the same length and same direction are considered to be equivalent representations of the same vector. (This is useful when it comes to solving problems; you can draw your arrow wherever in your diagram works best.) |
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There are two ways to add vectors: the parallelogram rule and the "head-to-tail" or triangle rule.
Vector addition | ||
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The two rules give the same sum, since the triangle of the second form is just half the parallelogram of the first form. |
Using these rules over and over, it's possible to add many vectors together. If your vectors represented displacements on a computer screen, for example, such a sum could represent the final displacement of an object that moved 400 pixels down, 300 pixels left, and 500 pixels up.
It's possible that you end up back where you started; in that case the displacement is represented by a point.
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You'd get a zero vector by adding to one vector a vector of the same length but the opposite direction, for example.
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Vectors can also be "scaled", or multiplied by scalars.
Scalar multiplication | ||
Suppose u is a vector and c is a scalar. |
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Geometric vectors obey the same list of ten essential rules we had for matrices.
Ten Essential Rules for Geometric Vectors |
Closure rules: |
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Arithmetic rules for addition: |
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Arithmetic rules for scalar multiplication: |
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Some of these rules are obvious from the definitions.
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For the other distributive rule, (c + d)u = cu + du, compare the lengths of cu, du and (c + d)u for c and d with all possible signs. |