Analytic Geometry and Calculus

📐Analytic Geometry and Calculus Unit 14 – Vectors in 2D and 3D

Vectors in 2D and 3D are essential tools for representing quantities with both magnitude and direction. They're used to describe physical phenomena like force and velocity, and are crucial in fields like physics, engineering, and computer graphics. Understanding vector operations, such as addition, scalar multiplication, dot product, and cross product, allows us to solve complex problems in multiple dimensions. These concepts form the foundation for more advanced topics in calculus and linear algebra.

Key Concepts and Definitions

  • Vectors quantities have both magnitude and direction, in contrast to scalar quantities which only have magnitude
  • Magnitude the length or size of a vector, denoted as v|v| for a vector vv
  • Direction orientation of a vector in space, often specified using angles or unit vectors
  • Components the scalar values that make up a vector when it is expressed in a particular coordinate system (rectangular, polar, etc.)
    • In 2D, a vector has two components (x,y)(x, y)
    • In 3D, a vector has three components (x,y,z)(x, y, z)
  • Unit vectors vectors with a magnitude of 1 that point in a specific direction
    • In 2D: i^\hat{i} (points along the positive x-axis) and j^\hat{j} (points along the positive y-axis)
    • In 3D: i^\hat{i}, j^\hat{j}, and k^\hat{k} (points along the positive z-axis)
  • Zero vector a vector with a magnitude of 0, denoted as 0\vec{0}, has no specific direction

Vector Basics in 2D

  • Vectors in 2D can be represented using an ordered pair (x,y)(x, y), where xx and yy are the vector's components
  • Graphically, a 2D vector is represented as an arrow with its tail at the origin and its head at the point (x,y)(x, y)
  • The magnitude of a 2D vector v=(x,y)\vec{v} = (x, y) is calculated using the Pythagorean theorem: v=x2+y2|\vec{v}| = \sqrt{x^2 + y^2}
  • The direction of a 2D vector can be described using the angle θ\theta it makes with the positive x-axis
    • This angle can be found using the arctangent function: θ=tan1(yx)\theta = \tan^{-1}(\frac{y}{x})
  • Unit vectors in 2D:
    • i^=(1,0)\hat{i} = (1, 0) points along the positive x-axis
    • j^=(0,1)\hat{j} = (0, 1) points along the positive y-axis
  • Any 2D vector can be expressed as a linear combination of unit vectors: v=xi^+yj^\vec{v} = x\hat{i} + y\hat{j}

Extending to 3D Vectors

  • In 3D, vectors are represented using an ordered triplet (x,y,z)(x, y, z), where xx, yy, and zz are the vector's components
  • Graphically, a 3D vector is represented as an arrow with its tail at the origin and its head at the point (x,y,z)(x, y, z)
  • The magnitude of a 3D vector v=(x,y,z)\vec{v} = (x, y, z) is calculated using an extended Pythagorean theorem: v=x2+y2+z2|\vec{v}| = \sqrt{x^2 + y^2 + z^2}
  • The direction of a 3D vector can be described using two angles:
    • The angle θ\theta it makes with the positive x-axis in the xy-plane
    • The angle ϕ\phi it makes with the positive z-axis
  • Unit vectors in 3D:
    • i^=(1,0,0)\hat{i} = (1, 0, 0) points along the positive x-axis
    • j^=(0,1,0)\hat{j} = (0, 1, 0) points along the positive y-axis
    • k^=(0,0,1)\hat{k} = (0, 0, 1) points along the positive z-axis
  • Any 3D vector can be expressed as a linear combination of unit vectors: v=xi^+yj^+zk^\vec{v} = x\hat{i} + y\hat{j} + z\hat{k}

Vector Operations

  • Vector addition adding two or more vectors component-wise
    • For 2D vectors: (x1,y1)+(x2,y2)=(x1+x2,y1+y2)(x_1, y_1) + (x_2, y_2) = (x_1 + x_2, y_1 + y_2)
    • For 3D vectors: (x1,y1,z1)+(x2,y2,z2)=(x1+x2,y1+y2,z1+z2)(x_1, y_1, z_1) + (x_2, y_2, z_2) = (x_1 + x_2, y_1 + y_2, z_1 + z_2)
  • Scalar multiplication multiplying a vector by a scalar (real number) to change its magnitude
    • For a scalar cc and a vector v=(x,y)\vec{v} = (x, y): cv=(cx,cy)c\vec{v} = (cx, cy)
    • For a scalar cc and a vector v=(x,y,z)\vec{v} = (x, y, z): cv=(cx,cy,cz)c\vec{v} = (cx, cy, cz)
  • Dot product (scalar product) a multiplication operation that results in a scalar value
    • For 2D vectors: (x1,y1)(x2,y2)=x1x2+y1y2(x_1, y_1) \cdot (x_2, y_2) = x_1x_2 + y_1y_2
    • For 3D vectors: (x1,y1,z1)(x2,y2,z2)=x1x2+y1y2+z1z2(x_1, y_1, z_1) \cdot (x_2, y_2, z_2) = x_1x_2 + y_1y_2 + z_1z_2
  • Cross product (vector product) a multiplication operation that results in a vector perpendicular to the two input vectors (only defined for 3D vectors)
    • For 3D vectors a=(a1,a2,a3)\vec{a} = (a_1, a_2, a_3) and b=(b1,b2,b3)\vec{b} = (b_1, b_2, b_3): a×b=(a2b3a3b2,a3b1a1b3,a1b2a2b1)\vec{a} \times \vec{b} = (a_2b_3 - a_3b_2, a_3b_1 - a_1b_3, a_1b_2 - a_2b_1)
  • Vector subtraction can be performed by adding the negative of the vector being subtracted
    • For 2D vectors: (x1,y1)(x2,y2)=(x1x2,y1y2)(x_1, y_1) - (x_2, y_2) = (x_1 - x_2, y_1 - y_2)
    • For 3D vectors: (x1,y1,z1)(x2,y2,z2)=(x1x2,y1y2,z1z2)(x_1, y_1, z_1) - (x_2, y_2, z_2) = (x_1 - x_2, y_1 - y_2, z_1 - z_2)

Geometric Applications

  • Vectors can be used to represent displacements, velocities, and forces in physics and engineering
  • The dot product of two vectors ab=abcosθ\vec{a} \cdot \vec{b} = |\vec{a}||\vec{b}|\cos\theta, where θ\theta is the angle between the vectors
    • This can be used to find the angle between two vectors or to determine if vectors are orthogonal (perpendicular)
  • The cross product of two vectors a×b\vec{a} \times \vec{b} results in a vector perpendicular to both a\vec{a} and b\vec{b}, with a magnitude equal to the area of the parallelogram formed by the two vectors
  • Vectors can be used to find the distance between points in 2D and 3D space
    • The distance between points P1(x1,y1)P_1(x_1, y_1) and P2(x2,y2)P_2(x_2, y_2) is d=(x2x1)2+(y2y1)2d = \sqrt{(x_2 - x_1)^2 + (y_2 - y_1)^2}
    • The distance between points P1(x1,y1,z1)P_1(x_1, y_1, z_1) and P2(x2,y2,z2)P_2(x_2, y_2, z_2) is d=(x2x1)2+(y2y1)2+(z2z1)2d = \sqrt{(x_2 - x_1)^2 + (y_2 - y_1)^2 + (z_2 - z_1)^2}
  • Vectors can be used to find the midpoint of a line segment connecting two points
    • For 2D points P1(x1,y1)P_1(x_1, y_1) and P2(x2,y2)P_2(x_2, y_2), the midpoint is (x1+x22,y1+y22)(\frac{x_1 + x_2}{2}, \frac{y_1 + y_2}{2})
    • For 3D points P1(x1,y1,z1)P_1(x_1, y_1, z_1) and P2(x2,y2,z2)P_2(x_2, y_2, z_2), the midpoint is (x1+x22,y1+y22,z1+z22)(\frac{x_1 + x_2}{2}, \frac{y_1 + y_2}{2}, \frac{z_1 + z_2}{2})

Algebraic Representations

  • Vectors can be represented using matrix notation, with each component as an element in a column matrix
    • A 2D vector (x,y)(x, y) can be written as [xy]\begin{bmatrix} x \\ y \end{bmatrix}
    • A 3D vector (x,y,z)(x, y, z) can be written as [xyz]\begin{bmatrix} x \\ y \\ z \end{bmatrix}
  • Vector operations can be performed using matrix operations
    • Addition and subtraction of vectors correspond to element-wise addition and subtraction of their matrix representations
    • Scalar multiplication of a vector corresponds to multiplying each element of its matrix representation by the scalar
  • The dot product of two vectors can be calculated using matrix multiplication
    • For 2D vectors a=[a1a2]\vec{a} = \begin{bmatrix} a_1 \\ a_2 \end{bmatrix} and b=[b1b2]\vec{b} = \begin{bmatrix} b_1 \\ b_2 \end{bmatrix}: ab=[a1a2][b1b2]=a1b1+a2b2\vec{a} \cdot \vec{b} = \begin{bmatrix} a_1 & a_2 \end{bmatrix} \begin{bmatrix} b_1 \\ b_2 \end{bmatrix} = a_1b_1 + a_2b_2
    • For 3D vectors a=[a1a2a3]\vec{a} = \begin{bmatrix} a_1 \\ a_2 \\ a_3 \end{bmatrix} and b=[b1b2b3]\vec{b} = \begin{bmatrix} b_1 \\ b_2 \\ b_3 \end{bmatrix}: ab=[a1a2a3][b1b2b3]=a1b1+a2b2+a3b3\vec{a} \cdot \vec{b} = \begin{bmatrix} a_1 & a_2 & a_3 \end{bmatrix} \begin{bmatrix} b_1 \\ b_2 \\ b_3 \end{bmatrix} = a_1b_1 + a_2b_2 + a_3b_3
  • The cross product of two 3D vectors can be calculated using the determinant of a 3x3 matrix
    • For 3D vectors a=[a1a2a3]\vec{a} = \begin{bmatrix} a_1 \\ a_2 \\ a_3 \end{bmatrix} and b=[b1b2b3]\vec{b} = \begin{bmatrix} b_1 \\ b_2 \\ b_3 \end{bmatrix}: a×b=i^j^k^a1a2a3b1b2b3\vec{a} \times \vec{b} = \begin{vmatrix} \hat{i} & \hat{j} & \hat{k} \\ a_1 & a_2 & a_3 \\ b_1 & b_2 & b_3 \end{vmatrix}

Problem-Solving Strategies

  • When solving problems involving vectors, first identify the given information and the desired outcome
  • Sketch the problem situation, including any relevant vectors, to visualize the relationships between the given information
  • Break down complex problems into smaller, more manageable steps
    • Solve for intermediate values or components before tackling the main problem
  • Use the properties of vector operations to simplify expressions and equations
    • Distributive property: a(u+v)=au+ava(\vec{u} + \vec{v}) = a\vec{u} + a\vec{v}
    • Associative property: (u+v)+w=u+(v+w)(\vec{u} + \vec{v}) + \vec{w} = \vec{u} + (\vec{v} + \vec{w})
    • Commutative property: u+v=v+u\vec{u} + \vec{v} = \vec{v} + \vec{u}
  • Apply the appropriate vector operation based on the problem context
    • Use vector addition and subtraction for problems involving displacements, velocities, or forces
    • Use the dot product for problems involving angles, projections, or work
    • Use the cross product for problems involving torque, angular momentum, or finding perpendicular vectors
  • Double-check your solution by verifying that it makes sense in the context of the problem and that the units are consistent

Real-World Applications

  • Vectors are used extensively in physics to represent quantities such as displacement, velocity, acceleration, and force
    • Newton's second law of motion: F=ma\vec{F} = m\vec{a}, where F\vec{F} is the net force, mm is the mass, and a\vec{a} is the acceleration
  • In engineering, vectors are used to analyze and design structures, machines, and systems
    • Statics: Analyzing forces and moments acting on a system in equilibrium
    • Dynamics: Studying the motion and forces of objects and systems
  • Computer graphics and game development rely heavily on vector mathematics for rendering 2D and 3D objects, simulating physics, and controlling character movements
  • Navigation systems, such as GPS, use vectors to represent positions, velocities, and directions on Earth's surface
  • Vectors are used in fluid dynamics to describe the flow of liquids and gases, with applications in aerodynamics, hydraulics, and meteorology
  • In electromagnetics, vectors are used to represent electric and magnetic fields, as well as the propagation of electromagnetic waves
  • Quantum mechanics employs vector spaces and linear algebra to describe the states and evolution of quantum systems
  • Machine learning and data analysis often involve vector representations of data points and use vector operations for tasks such as clustering, classification, and dimensionality reduction


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© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.