-
The natural way to describe the
position of any point is to use
-
Cartesian coordinates. In two
dimensions it's quite easy.
-
We just have. Picture like
this and so we have an X
-
axis and Y Axis.
-
Origin oh where they cross and
if we want to have vectors in
-
that arrangement, what we would
have is a vector I associated
-
with the X axis and a vector Jay
associated with the Y axis.
-
What all these vectors I&J?
-
Well, they have to be unit
-
vectors. A unit vector I under
-
unit vector. J.
-
In order to make sure that
we do know that they are
-
unit vectors, we can put
little hat on the top.
-
So if we have a point P.
-
And let's say the coordinates of
that point are three, 4, then
-
the position vector of P which
remember is that line segment
-
joining oh to pee is 3 I.
-
Plus four jazz.
-
Notice the crucial difference.
That's a set of coordinates
-
which refers to the point
that's the vector which refers
-
to the position vector. So
point and position vector are
-
not the same thing.
-
We can write this as
a column vector 34.
-
And sometimes. This is
used sometimes that one
-
is used, just depends.
-
What about moving then into 3
-
dimensions? We've got XY
and of course the tradition
-
is to use zed.
-
So let's have a look. Let's draw
in our three axes.
-
So then we've got XY.
-
And zed.
-
I'll always write zed with a bar
through it that so it doesn't
-
get mixed up with two. I don't
want the letters Ed being
-
confused with the number 2.
-
So I've got these three axes or
at right angles to each other
-
and meeting at this origin. Oh,
and of course I'm going to
-
describe any point P by three
coordinates XY and Z.
-
Now when I drew up this set of
axes, I indicated them.
-
Quite easily.
-
I could of course Interchange
-
X&Y. I might choose to
-
interchange Y&Z. But this is the
standard way. Why is it the
-
standard way? What is it about
this that makes it the standard
-
way? It's standard because it's
what we call a right?
-
Hand.
-
System.
-
Now. How can we describe
workout? What is a right hand
-
system? Take your right hand and
hold it like this.
-
Middle finger. Full finger and
thumb at right angles.
-
This is the X axis.
-
The middle finger. This is the Y
axis, the thumb.
-
Now rotate as though we were
turning in a right handed screw.
-
And we rotate like that.
-
And so the direction in which
we're moving this direction
-
becomes zed axis. So we rotate
-
from X. Why?
-
And we move in the direction of
the Z axis. So right hander
-
rotation as those screwing in a
screw right? Handedly notice
-
that it works whatever access we
choose. So if we take this to be
-
Y again, the thumb and we take
this to be zed then if we make a
-
right handed rotation from why
route to zed, we will move along
-
the X axis. So let's do that.
-
You can see that as we rotate
it, we are moving right handedly
-
along the X axis and you can try
the same for yourself in terms
-
of rotating from X to zed and
moving along the Y axis. So
-
that's our right handed system.
So let's have a look at that in
-
terms of having a point P that's
got its three coordinates XY.
-
And said
-
X.
-
And why?
-
And said now origin, oh.
-
Will take a point P anywhere
there in space. What we're
-
interested in is this point P.
It's got coordinates, XY and
-
zed. And its position
vector is that line segment
-
OP. And so we can write down,
-
Oh, P. Bar is
equal to XI.
-
Plus YJ.
Plus, Zed and the unit vector
-
that is in the direction of the
Zed Axis is taken to be K.
-
So again, notice the
difference. These are the
-
coordinates XY, zed. This is
the position vector
-
coordinates and position
vector are different.
-
Coordinates signify
appoint, position vector
-
signifies a line segment.
We sometimes write again
-
as we did with two
dimensions. We sometimes
-
write this as a column
vector XY zed.
-
Now there are various things we
would like to know and certain
-
notation that we want to
introduce for start. What's the
-
magnitude of Opie bar? What's
the length of OP? Well, let's
-
drop a perpendicular down into
the XY plane there and then.
-
Let's join this up.
-
The axes there and
across there.
-
Now let's just think what this
means this length here.
-
Is the distance of the point
above the XY plane, so it must
-
be of length zed.
-
This length, here and here is
the same length. It's the
-
distance along the X coordinate,
so that must be X.
-
And that's also X. Similarly,
This is why and so that must be
-
why as well.
-
So if we join up from here out
-
to here. What we have here is a
right angle triangle, and of
-
course we've got a right angle
-
triangle here as well. So this
length here. There's are right
-
angle this length using
Pythagoras must be the square
-
root of X squared plus Y
squared, and so because we've
-
got a right angle here, if we
use Pythagoras in this triangle
-
then we end up with the fact
that opie, the modulus of Opie
-
Bar is the square root of. We've
got to square that and add it to
-
the square of that. So that's
just X squared plus.
-
Y squared plus Zed Square.
-
Now I'm going to draw this
diagram again, but I'm going to
-
try and miss out some of the
extra lines that we've added.
-
So XY.
-
Zedd.
-
We'll take our point P with
position vector OP bar.
-
Again.
-
Drop that perpendicular down on
to the XY plane.
-
Draw this in across here.
-
And that in there.
-
Now. This line OP
makes an angle with this
-
axis here.
-
It makes an angle Alpha.
-
And if I draw it out so that we
-
can see it. Let me call this a.
-
If we draw out the triangle
so that we can actually see
-
what we've got, then we've
got the line.
-
From O to a.
-
There. Oh, to A and we've got
this line going out here from A
-
to pee and that's going to be at
right angles there like that.
-
And so if we now join P2O, we
can see the angle here, Alpha.
-
Now we know the length of this
line. We know that it is the
-
square root of X squared plus Y
squared plus zed squared and we
-
also know the length of this
line, it's X.
-
And that is a right angle, and
so therefore we can write down
-
cause of Alpha is equal to X
over square root of X squared
-
plus Y squared plus zed squared.
-
Why have we chosen this? Well,
cause Alpha is what is known
-
as a direction.
-
Cosine
-
be cause. It is the cosine of
an angle that in some way helps
-
to specify the direction of P.
-
An Alpha is the angle that Opie
makes with the X axis. So of
-
course what we can do for the X
axis we can do for the Y axis
-
and for the Z Axis.
-
So we have calls Alpha which
will be X over the square
-
root of X squared plus Y
squared plus zed squared.
-
Kohl's beta which will be
the angle that Opie makes with
-
the Y axis, and so it will be
why over the square root of X
-
squared plus Y squared plus zed
squared and cause gamma.
-
Gamma is the angle that Opie
makes with the Z Axis, and so it
-
will be zed over the square root
of X squared plus Y squared
-
close zed square.
-
So these are our direction
cosines. These are expressions
-
for being able to calculate
them, but there is something
-
that we can notice about them.
What happens if we square them
-
and add them? So what do we
get if we take 'cause squared
-
Alpha plus cause squared beta
plus cause squared gamma?
-
So let's just calculate
this expression.
-
Kohl's squared Alpha is going
to be X squared over
-
X squared plus Y squared
plus said squared.
-
Call squared beta is going to
be Y squared over X squared
-
plus Y squared plus zed squared.
-
And cost squared gamma is
going to be zed squared
-
over X squared plus Y
squared plus zed squared.
-
Now we're looking at adding all
of these three expressions
-
together. Cost squared Alpha
plus cost squared beta plus cost
-
squared gamma. Well, they've all
got exactly the same denominator
-
X squared plus Y squared plus
said squared, so we can just add
-
together X squared plus Y
squared plus 10 squared in the
-
numerator. So that's X squared
plus Y squared zed squared all
-
over X squared plus Y squared
plus said squared. Of course,
-
that's just one.
-
So the squares of the direction
cosines added together give us
-
one. What possible use could
that be to us? Well, one of
-
the things it does mean is
that we have the vector,
-
let's say cause.
-
Alpha I plus
cause beta J
-
plus cause Gamma
K.
-
That vector is a unit vector.
It's a unit vector because if
-
we calculate its magnitude
that's cost squared Alpha plus
-
cost squared beta plus cost
squared gamma is equal to 1.
-
Take the square root. That's
one. So this is a unit vector.
-
Further, this is X over X
squared plus Y squared plus Z
-
squared Y over X squared plus
Y squared plus said squared.
-
And zed over X squared plus Y
squared plus said Square and so
-
it's in the same direction as
our original OP. Our original
-
position vector opi bar.
-
And that means that this is a
unit vector in the direction of
-
OP bar and that may prove to be
quite useful later on when we
-
want to look at unit vectors in
particular directions. For now,
-
let's just have a look at doing
a little bit of calculation.
-
Let's say we've got a point.
-
That has
coordinates 102.
-
Under point that has
coordinates 2 - 1.
-
4.
-
The question that we might ask
is if we form the vector AB.
-
What's the magnitude of a bee?
-
And what are its direction
-
cosines? We just have a
look at this. Let's
-
remember that, oh, a bar.
-
Is.
-
I.
-
No JS.
-
And two K's.
-
That OB bar.
-
Will be. Two I.
-
Minus one
J plus 4K.
-
We want to know what's the
magnitude of the vector AB bar.
-
Just draw quick picture just to
remind ourselves of how to get
-
there. There's A and its
position vector with respect to.
-
Oh there's B with its position
vector with respect to. If we're
-
wanting a baby that's from there
to there and so we can see that
-
by going from A to B, we can go
round AO plus OB.
-
And so therefore, that is OB bar
minus Oh, a bar. So that's what
-
we need to do here. A bar must
be OB bar minus oh, a bar.
-
And all we do to do the
subtraction is what you would
-
do naturally, which is to
subtract the respective bits
-
so it's two I take away I.
That's just an eye bar.
-
Minus J takeaway no
JS, so that's minus J
-
Bar and 4K takeaway
2K. That's plus 2K.
-
So now we have our vector AB
bar. We can calculate its
-
magnitude AB modulus of a bar
that's just a be the length from
-
A to B, and that's the square
root of 1 squared plus minus one
-
squared +2 squared altogether.
That's 1 + 1 + 4 square
-
root of 6, and the direction
-
cosines. Our cause Alpha.
-
That's The X coordinate
over the modulus, so that's
-
one over Route 6.
-
Kohl's beta that's minus
one over Route 6. the Y
-
coordinate over the
modulus and cause gamma.
-
The zed coordinate
over the modulus.
-
Now this is a fairly standard
calculation. The sort of
-
calculation that it will be
-
expected. You'll be able to do
and simply be able to work your
-
way through it very quickly.
Very, very easily, so you have
-
to be able to practice some of
these. You have to be able to
-
work with it very rapidly, very,
very easily, but always keep
-
this diagram in mind.
-
That to get from A to B to form
the vector AB bar, you go a
-
obarr plus Obiba and so.
-
It's the result, so to form a B
it's Obi bar, take away OA bar.