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www.mathcentre.ac.uk/.../Cartesian%20components%20of%20vectors.mp4

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    The natural way to describe the
    position of any point is to use
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    Cartesian coordinates. In two
    dimensions it's quite easy.
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    We just have. Picture like
    this and so we have an X
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    axis and Y Axis.
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    Origin oh where they cross and
    if we want to have vectors in
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    that arrangement, what we would
    have is a vector I associated
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    with the X axis and a vector Jay
    associated with the Y axis.
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    What all these vectors I&J?
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    Well, they have to be unit
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    vectors. A unit vector I under
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    unit vector. J.
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    In order to make sure that
    we do know that they are
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    unit vectors, we can put
    little hat on the top.
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    So if we have a point P.
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    And let's say the coordinates of
    that point are three, 4, then
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    the position vector of P which
    remember is that line segment
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    joining oh to pee is 3 I.
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    Plus four jazz.
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    Notice the crucial difference.
    That's a set of coordinates
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    which refers to the point
    that's the vector which refers
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    to the position vector. So
    point and position vector are
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    not the same thing.
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    We can write this as
    a column vector 34.
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    And sometimes. This is
    used sometimes that one
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    is used, just depends.
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    What about moving then into 3
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    dimensions? We've got XY
    and of course the tradition
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    is to use zed.
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    So let's have a look. Let's draw
    in our three axes.
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    So then we've got XY.
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    And zed.
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    I'll always write zed with a bar
    through it that so it doesn't
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    get mixed up with two. I don't
    want the letters Ed being
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    confused with the number 2.
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    So I've got these three axes or
    at right angles to each other
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    and meeting at this origin. Oh,
    and of course I'm going to
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    describe any point P by three
    coordinates XY and Z.
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    Now when I drew up this set of
    axes, I indicated them.
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    Quite easily.
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    I could of course Interchange
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    X&Y. I might choose to
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    interchange Y&Z. But this is the
    standard way. Why is it the
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    standard way? What is it about
    this that makes it the standard
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    way? It's standard because it's
    what we call a right?
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    Hand.
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    System.
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    Now. How can we describe
    workout? What is a right hand
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    system? Take your right hand and
    hold it like this.
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    Middle finger. Full finger and
    thumb at right angles.
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    This is the X axis.
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    The middle finger. This is the Y
    axis, the thumb.
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    Now rotate as though we were
    turning in a right handed screw.
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    And we rotate like that.
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    And so the direction in which
    we're moving this direction
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    becomes zed axis. So we rotate
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    from X. Why?
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    And we move in the direction of
    the Z axis. So right hander
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    rotation as those screwing in a
    screw right? Handedly notice
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    that it works whatever access we
    choose. So if we take this to be
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    Y again, the thumb and we take
    this to be zed then if we make a
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    right handed rotation from why
    route to zed, we will move along
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    the X axis. So let's do that.
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    You can see that as we rotate
    it, we are moving right handedly
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    along the X axis and you can try
    the same for yourself in terms
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    of rotating from X to zed and
    moving along the Y axis. So
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    that's our right handed system.
    So let's have a look at that in
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    terms of having a point P that's
    got its three coordinates XY.
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    And said
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    X.
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    And why?
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    And said now origin, oh.
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    Will take a point P anywhere
    there in space. What we're
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    interested in is this point P.
    It's got coordinates, XY and
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    zed. And its position
    vector is that line segment
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    OP. And so we can write down,
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    Oh, P. Bar is
    equal to XI.
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    Plus YJ.
    Plus, Zed and the unit vector
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    that is in the direction of the
    Zed Axis is taken to be K.
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    So again, notice the
    difference. These are the
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    coordinates XY, zed. This is
    the position vector
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    coordinates and position
    vector are different.
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    Coordinates signify
    appoint, position vector
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    signifies a line segment.
    We sometimes write again
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    as we did with two
    dimensions. We sometimes
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    write this as a column
    vector XY zed.
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    Now there are various things we
    would like to know and certain
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    notation that we want to
    introduce for start. What's the
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    magnitude of Opie bar? What's
    the length of OP? Well, let's
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    drop a perpendicular down into
    the XY plane there and then.
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    Let's join this up.
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    The axes there and
    across there.
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    Now let's just think what this
    means this length here.
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    Is the distance of the point
    above the XY plane, so it must
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    be of length zed.
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    This length, here and here is
    the same length. It's the
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    distance along the X coordinate,
    so that must be X.
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    And that's also X. Similarly,
    This is why and so that must be
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    why as well.
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    So if we join up from here out
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    to here. What we have here is a
    right angle triangle, and of
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    course we've got a right angle
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    triangle here as well. So this
    length here. There's are right
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    angle this length using
    Pythagoras must be the square
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    root of X squared plus Y
    squared, and so because we've
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    got a right angle here, if we
    use Pythagoras in this triangle
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    then we end up with the fact
    that opie, the modulus of Opie
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    Bar is the square root of. We've
    got to square that and add it to
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    the square of that. So that's
    just X squared plus.
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    Y squared plus Zed Square.
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    Now I'm going to draw this
    diagram again, but I'm going to
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    try and miss out some of the
    extra lines that we've added.
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    So XY.
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    Zedd.
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    We'll take our point P with
    position vector OP bar.
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    Again.
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    Drop that perpendicular down on
    to the XY plane.
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    Draw this in across here.
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    And that in there.
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    Now. This line OP
    makes an angle with this
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    axis here.
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    It makes an angle Alpha.
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    And if I draw it out so that we
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    can see it. Let me call this a.
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    If we draw out the triangle
    so that we can actually see
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    what we've got, then we've
    got the line.
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    From O to a.
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    There. Oh, to A and we've got
    this line going out here from A
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    to pee and that's going to be at
    right angles there like that.
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    And so if we now join P2O, we
    can see the angle here, Alpha.
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    Now we know the length of this
    line. We know that it is the
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    square root of X squared plus Y
    squared plus zed squared and we
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    also know the length of this
    line, it's X.
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    And that is a right angle, and
    so therefore we can write down
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    cause of Alpha is equal to X
    over square root of X squared
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    plus Y squared plus zed squared.
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    Why have we chosen this? Well,
    cause Alpha is what is known
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    as a direction.
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    Cosine
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    be cause. It is the cosine of
    an angle that in some way helps
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    to specify the direction of P.
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    An Alpha is the angle that Opie
    makes with the X axis. So of
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    course what we can do for the X
    axis we can do for the Y axis
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    and for the Z Axis.
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    So we have calls Alpha which
    will be X over the square
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    root of X squared plus Y
    squared plus zed squared.
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    Kohl's beta which will be
    the angle that Opie makes with
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    the Y axis, and so it will be
    why over the square root of X
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    squared plus Y squared plus zed
    squared and cause gamma.
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    Gamma is the angle that Opie
    makes with the Z Axis, and so it
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    will be zed over the square root
    of X squared plus Y squared
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    close zed square.
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    So these are our direction
    cosines. These are expressions
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    for being able to calculate
    them, but there is something
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    that we can notice about them.
    What happens if we square them
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    and add them? So what do we
    get if we take 'cause squared
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    Alpha plus cause squared beta
    plus cause squared gamma?
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    So let's just calculate
    this expression.
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    Kohl's squared Alpha is going
    to be X squared over
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    X squared plus Y squared
    plus said squared.
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    Call squared beta is going to
    be Y squared over X squared
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    plus Y squared plus zed squared.
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    And cost squared gamma is
    going to be zed squared
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    over X squared plus Y
    squared plus zed squared.
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    Now we're looking at adding all
    of these three expressions
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    together. Cost squared Alpha
    plus cost squared beta plus cost
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    squared gamma. Well, they've all
    got exactly the same denominator
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    X squared plus Y squared plus
    said squared, so we can just add
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    together X squared plus Y
    squared plus 10 squared in the
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    numerator. So that's X squared
    plus Y squared zed squared all
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    over X squared plus Y squared
    plus said squared. Of course,
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    that's just one.
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    So the squares of the direction
    cosines added together give us
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    one. What possible use could
    that be to us? Well, one of
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    the things it does mean is
    that we have the vector,
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    let's say cause.
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    Alpha I plus
    cause beta J
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    plus cause Gamma
    K.
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    That vector is a unit vector.
    It's a unit vector because if
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    we calculate its magnitude
    that's cost squared Alpha plus
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    cost squared beta plus cost
    squared gamma is equal to 1.
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    Take the square root. That's
    one. So this is a unit vector.
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    Further, this is X over X
    squared plus Y squared plus Z
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    squared Y over X squared plus
    Y squared plus said squared.
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    And zed over X squared plus Y
    squared plus said Square and so
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    it's in the same direction as
    our original OP. Our original
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    position vector opi bar.
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    And that means that this is a
    unit vector in the direction of
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    OP bar and that may prove to be
    quite useful later on when we
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    want to look at unit vectors in
    particular directions. For now,
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    let's just have a look at doing
    a little bit of calculation.
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    Let's say we've got a point.
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    That has
    coordinates 102.
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    Under point that has
    coordinates 2 - 1.
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    4.
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    The question that we might ask
    is if we form the vector AB.
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    What's the magnitude of a bee?
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    And what are its direction
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    cosines? We just have a
    look at this. Let's
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    remember that, oh, a bar.
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    Is.
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    I.
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    No JS.
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    And two K's.
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    That OB bar.
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    Will be. Two I.
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    Minus one
    J plus 4K.
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    We want to know what's the
    magnitude of the vector AB bar.
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    Just draw quick picture just to
    remind ourselves of how to get
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    there. There's A and its
    position vector with respect to.
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    Oh there's B with its position
    vector with respect to. If we're
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    wanting a baby that's from there
    to there and so we can see that
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    by going from A to B, we can go
    round AO plus OB.
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    And so therefore, that is OB bar
    minus Oh, a bar. So that's what
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    we need to do here. A bar must
    be OB bar minus oh, a bar.
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    And all we do to do the
    subtraction is what you would
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    do naturally, which is to
    subtract the respective bits
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    so it's two I take away I.
    That's just an eye bar.
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    Minus J takeaway no
    JS, so that's minus J
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    Bar and 4K takeaway
    2K. That's plus 2K.
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    So now we have our vector AB
    bar. We can calculate its
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    magnitude AB modulus of a bar
    that's just a be the length from
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    A to B, and that's the square
    root of 1 squared plus minus one
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    squared +2 squared altogether.
    That's 1 + 1 + 4 square
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    root of 6, and the direction
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    cosines. Our cause Alpha.
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    That's The X coordinate
    over the modulus, so that's
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    one over Route 6.
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    Kohl's beta that's minus
    one over Route 6. the Y
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    coordinate over the
    modulus and cause gamma.
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    The zed coordinate
    over the modulus.
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    Now this is a fairly standard
    calculation. The sort of
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    calculation that it will be
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    expected. You'll be able to do
    and simply be able to work your
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    way through it very quickly.
    Very, very easily, so you have
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    to be able to practice some of
    these. You have to be able to
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    work with it very rapidly, very,
    very easily, but always keep
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    this diagram in mind.
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    That to get from A to B to form
    the vector AB bar, you go a
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    obarr plus Obiba and so.
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    It's the result, so to form a B
    it's Obi bar, take away OA bar.
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www.mathcentre.ac.uk/.../Cartesian%20components%20of%20vectors.mp4
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