Mathematics of Vectors

Introduction

Purpose

The purpose of this applet is to permit exercises in simple vector calculations to be devised. It is designed to produce the answers to a particular problem or problems that involve addition, subtraction, dot products, translation and rotation of four vectors and allows the question to be posed for the known solution. The applet does not extend to cross products or beyond. Students and lecturers should find it a useful tool.

Some basics

A vector is a quantity having both magnitude and direction, such as displacement, velocity, force and acceleration. Graphically, an arrow defining the direction represents a vector. The length of the line connecting the tip of the arrow to the tail indicates the magnitude of the vector. The tail end of the vector is called the origin or initial point of the vector and the head of the arrow is called the terminal point or terminus. Operations with vectors do not always follow the same rules as elementary algebra. However, the Commutative and Associative Laws for addition and multiplication do apply and also does the distributive law when the vector is multiplied by a scalar. In contrast, a scalar is a quantity having magnitude but no direction. Examples are mass, length, time, temperature and any real number. Operations with scalars follow the same rules as elementary algebra. It is assumed that the reader is familiar with the above and with the basic laws governing vector algebra, as well as the graphical method of summing and taking the difference of vectors.

The rectangular unit vectors i, j, k.

An important set of unit vectors, which is used in this applet, are those having the directions of the positive x, y and z axes of a three dimensional right-handed rectangular coordinate system. These vectors are denoted by i, j and k respectively. Any vector A, can be represented with initial point at the origin O of a rectangular coordinate and extend into space. The position of the tip of the arrow of the vector can be resolved into a distance along the x axis, that is the component Ax, a distance along the y axis, that is the component Ay, and a distance along the z axis, that is the component Az. The vector A can then be written as the sum of the components Axi, Ayj and Azk, giving, A = Axi + Ayj + Azk. All vectors in this applet are represented in this manner.

The sum of vectors.

Given two (or more vectors) say, A = Axi + Ayj + Azk and B = Bxi + Byj + Bzk, then the sum of these two (or more) vectors will form a new vector R, given by R = A + B = (Ax + Bx)i+(Ay + By)j+(Az + Bz)k. Similarly, for the difference in two or more vectors. Note, that it is only the components of the i unit vector in the x direction that add. Similarly, for the y and z directions, the components of the j and k unit vectors add. No adding of components i with j, or j with k, or k with i occurs, only i with i, and j with j and k with k is permitted. The applet shows the sum of four vectors R0, R1, R2 and R3 from two different viewpoints. The first viewpoint is in the xy plane and the second is in the xz plane. The resultant vector is called the Sum. Where the sum is given by Sum = (R0x + R1x + R2x + R3x)i + ( R0y + R1y + R2y + R3y)j + ( R0z + R1z + R2z + R3z)k. In the xy plane only the i and j vector components are observed, whereas, in the xz plane only the i and k vector components are observed. It should be noted that the Sum vector is not drawn in the applet, only its value is given. This is to avoid a mass of lines that would tend to be distracting.

The dot product (scalar product).

The dot or scalar product of two vectors A and B, denoted by A.B is defined as the product of the magnitudes of A and B and the cosine of the angle q between them. That is, A.B = |A||B|cosq , 0£ q £ p . Note that A.B is a scalar and not a vector. The following laws are valid; A.B = B.A (Commutative Law for Dot Products), A.(B + C) = A.B + A.C (Distributive Law), m(A.B) = (mA).B = A. (mB) = (A.B)m, (where m is a scalar), and most important, i.i = j.j = k.k = 1 and i.k = k.j = j.i = 0. Also, if A = Axi + Ayj + Azk and B = Bxi + Byj + Bzk, then A.B = AxBx + AyBy + AzBz because of i.i = j.j = k.k = 1 and i.k = k.j = j.i = 0. Similarly, A.A = (Ax)2+ (Ay)2+ (Az)2, and B.B = (Bx)2+ (By)2+ (Bz)2. It follows that as A is parallel with A, the angle between a line and itself is zero, thus, A.A = |A||A|cos0 = |A|2. This means that A.A = (Ax)2+ (Ay)2+ (Az)2 = |A|2 , and the magnitude of the vector A is given by |A| = [(Ax)2+ (Ay)2+ (Az)2]1/2. Thus, A.B = AxBx + AyBy + AzBz = |A||B|cosq = [(Ax)2+ (Ay)2+ (Az)2]1/2[(Bx)2+ (By)2+ (Bz)2]1/2 cosq allowing the angle q , between any two vectors A and B to be determined. The applet permits the three-dimensional angle between any two vectors of the vector set, R0, R1, R2 and R3 to be determined. Should the angle q xy, in the XY plane be required (that is a two-dimensional angle) then (A.B)xy = A.B = AxBx + AyBy = |(A)xy||(B)xy| cosq xy = [(Ax)2+ (Ay)2]1/2[(Bx)2+ (By)2]1/2 cosq xy. Similarly, should the angle q xz, in the XZ plane be required (again a two-dimensional angle) then (A.B)xz = AxBx + AzBz = |(A)xz||(B)xz| cosq xz = [(Ax)2+ (Az)2]1/2[(Bx)2+ (Bz)2]1/2 cosq xz. The applet does not show two-dimensional angles. Finally, if A.B = 0 and A and B are not null vectors, then A and B are perpendicular. Figure 1, below shows some of the aspects discussed above.

Figure 1

The applet

The applet permits the vectors R0, R1, R2 and R3 to be changed. This is done by "clicking and dragging" the mouse in the XY plane, at the point where all of these vectors come to a point (at the point where Vxy is located in the XY plane in the diagram above). The value of each of these vectors can be obtained by reading the relevant vector on the top left-hand corner of the screen. Figure 2, above shows only vectors R0 and R2. To change the vectors to those required, change the value in the two bottom left-hand side scroll bars, labeled "First Vector" and "Second Vector" to 0, 1, 2 or 3. If 1 is selected in the "First Vector" scroll bar and 2 in the other, then the values of the two vectors R1 and R2 will be displayed as shown in Figure 2.

Figure 2

In addition to the values of the vectors, the applet determines the angle in space (three dimensions) between the two chosen vectors and prints its value on the screen before the values of the chosen vectors. This is the angle q mentioned in the dot product section above and is called "3D-angle RmRn" on the screen. Its value is found by taking the acosine of the dot product of the two chosen vectors after being divided by their magnitudes. The Sum vector is the sum of the four base vectors R0, R1, R2 and R3 is shown printed out on the screen below the values of the chosen vectors. With no rotation and no applied vector, the Result R vector will equal the Sum vector. However, when the four base vectors are rotated together, as on a rotating platform, by changing the value of the top left-hand scroll bar labeled "Rotate Base", the value of the Result R vector will change as the base vectors R0, R1, R2 and R3 change on rotation. These base vectors change because of the change in orientation of each vector in space. The rotation is in the XZ plane but the effects of rotation can be seen drawn in the XY plane by the XY component Result vector Rxy changing its x direction but keeping its y value constant and by the base vectors changing in orientation and magnitude. Similarly, in the XZ plane, the Result vector Rxz rotates about the blue dot, representing the point where all base vectors converge, as does the base vectors R0, R1, R2 and R3. The values of the base vectors in the XY plane can be read by scrollbar selection and considering only the i and j vector component and in the XZ plane by considering only the i and k vector component. The application of an "Applied Vector V" is made by inserting values in the right-hand side scroll bars for the i, j and k vector components. This vector V can be applied without rotation and with rotation. The result of applying the vector V is a change in the Result R vector. This change is further compounded by rotation. 

The source code (version 98/10/17) is available according to the GNU Public License.


Tony Townsend, tonyart@ieee.org