Chapter 1 Vectors for mechanics: position, force and moment

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Mechanical analysis uses vectors. We develop vector skills here using the key vectors for statics, namely relative position, force, and moment. Notational clarity is emphasized because good vector calculation demands distinguishing vectors from scalars. Vector addition is motivated by the need to add forces and relative positions. Dot products are motivated as the tool which reduces vector equations to scalar equations. And cross products are motivated as the formula which correctly calculates the heuristically-motivated quantities of moment and moment about an axis.

In these books you will learn to use the laws of mechanics which were informally introduced in Chapter 1. This means calculating with mechanics-relevant quantities. The most fundamental quantities in mechanics are the two scalars,

  • mass m and

  • time t,

and the two vectors,

  • relative position 𝒓i/O (position of point i relative to point O), and

  • force 𝑭 (acting on a system of interest) margin: Actually, one can argue that 𝑭 isn’t fundamental because it can be defined in terms of m and 𝒂 which, in turn, are defined in terms of 𝒓 and t. But, both historically and in most engineering practice, 𝑭 is treated as a fundamental quantity.

Scalars are typed with an italic font (t and m) and vectors are typed in bold with a harpoon on top (𝒓i/O, 𝑭). All the other scalars (see box 1.1 on page 1.1) and vectors (see box 1.1 on page 1.1) that we use in mechanics are defined in terms of m,t,𝒓i/O and 𝑭. If you are a legitimate reader of this book, you are already good at scalar arithmetic and algebra (adding, subtracting, multiplying and dividing ordinary numbers and symbols representing numbers). For mechanics you also need facility with the vector arithmetic and algebra, as explained in this chapter.

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Figure 1.1: Vector 𝑨 is 2cm long and points Northeast. Two copies of 𝑨 are drawn to show that where the drawing is placed doesn’t affect the vector. It’s the same vector drawn in two different places.

What is a vector?

Whereas a scalar is just a (possibly dimensional

margin: By ‘dimensional’ we mean ‘with units’ like meters, Newtons, or kg. (We don’t mean: having an abstract vector-space dimension, as in one, two or three dimensional.

), single number, a thing with magnitude and a sign,

a vector is a (possibly dimensional) quantity that is fully described by both magnitude and direction.

Example: NorthEast 2 cm

As a first vector example, consider a line segment with a length (magnitude) of 2cm. The segment has a tail end and a head end. It is pointed Northeast. Let’s call this vector 𝑨 (see fig. 1.1).

𝑨=def2cm long line segment pointed Northeast

In terms of our basic list at the top of the page, 𝑨 is the relative position 𝒓h/t of its head h relative to its tail t.

Every vector in mechanics is well visualized as an arrow. The direction of the arrow is the direction of the vector. The length of the arrow is proportional to the magnitude of the vector. The magnitude of 𝑨 is a positive scalar indicated by |𝑨|. A vector does not lose its identity if it is picked up and moved around in space (so long as it is not rotated nor stretched). Thus, both vectors drawn in fig. 1.1 are the same vector 𝑨.

Vector arithmetic makes sense

We have oversimplified. We said that a vector is something with magnitude and direction. In fact, by common modern convention, that’s not enough. A one way street sign, for example, is not considered a vector even though it has a magnitude (its mass is, say, half a kilogram) and a direction (the direction that most of the traffic goes). We need more to call something a vector. A thing is only called a vector if, additionally, elementary vector arithmetic, vector addition in particular, has a sensible meaning

margin: In abstract mathematics they don’t bother to talk about magnitudes and directions. All they care about is vector arithmetic. So, to the mathematicians, anything which obeys simple vector arithmetic is a vector, arrow-like or not. In math talk, lots of strange things are vectors, like arrays of numbers and functions. As special cases of the mathematicians’ ‘abstract vectors’, the vectors in this book always have magnitude and direction.

.

The following sentence summarizes centuries of thought and also motivates this chapter:

The vectors in mechanics have magnitude and direction and elementary vector arithmetic operations have sensible physical meanings.

This chapter is about vector arithmetic. In this chapter you will learn how to add and subtract vectors, how to stretch them, how to find their components, and how to multiply them with each other two different ways. Each of these operations has use in mechanics.

1.1 Vector notation and vector addition

Facility with vectors has several aspects.

  1. 1.

    You must recognize which quantities are vectors (such as relative position) and which are scalars (such as length).

  2. 2.

    You have to use a notation that distinguishes between vectors and scalars using, for example, 𝒂, or 𝒂¯ for acceleration and a for a scalar with the same magnitude so that |a|=|𝒂|.

  3. 3.

    You need skills in vector arithmetic, perhaps more than you learned in your previous math and physics courses.

In this first section (1.1) we start with notation. Mastery of the notation, perhaps a seemingly petty topic, is surprisingly well-correlated with mastery of mechanics. We go on to find the relative position vector from a picture, to multiplication of a vector by a scalar, and to vector addition and vector subtraction.

How to write vectors

A scalar is written as a single English or Greek letter. This book uses italics for scalars (e.g., m for mass) but ordinary printing is fine for hand work (e.g., m for mass). A vector is also represented by a single letter of the alphabet, either English or Greek, but ornamented to indicate that it is a vector and not a scalar. The common ornamentations are described below.

Use one of these vector notations in all of your work

margin: Be careful to distinguish vectors from scalars in all of your written work. Clear notation helps clear thinking and will help you solve problems. If you notice that you are not using clear vector notation, stop, determine which quantities are vectors and which scalars, and fix your notation. Rare is the student who consistently gets correct answers to exam questions without clear vector notation. And almost as rare is the student who has clear vector usage and can’t do problems. For some students, accepting this vector language and syntax is a bitter pill.         Just swallow it. You’ll feel much better.

.

Box 1.1 The scalars in mechanics

Most of the scalars in this book are listed below. Dimensions (units) are given in brackets [ ], (M for mass, L for length, T for time, F for force, and E for energy).

  • mass m, [M];

  • length or distance , w, x, r, ρ, d, or s, [L];

  • time t, [T];

  • pressure p, [F/L2]=[M/(LT2)];

  • angles θ ‘theta’, ϕ ‘phi’, γ ‘gamma’, and ψ ‘psi’,  [dimensionless];

  • energy E, kinetic energy EK, potential energy EP, [E]=[FL]=[ML2/T2];

  • work W, [E]=[FL]=[ML2/T2];

  • tension T,  [ML/T2] = [F];

  • power P, [E/T]=[ML2/T3];

  • the magnitudes of all the vector quantities are also scalars, for example

    • speed |𝒗|, [L/T];

    • magnitude of acceleration |𝒂|, [L/T2];

    • magnitude of angular momentum |𝑯|, [ML2/T];

  • the components of vectors, for example

    • rx (where 𝒓=rxıˆ+ryȷˆ), or

    • Lx (where 𝑳=Lxıˆ+Lyȷˆ);

  • coefficient of friction μ ‘mu’, or friction angle ϕ ‘phi’;

  • coefficient of restitution e;

  • mass per unit length, area, or volume ρ;

  • oscillation frequency β or λ.

Box 1.2 The Vectors in Mechanics

The vector quantities used in mechanics, and the notations for them used in this book, are shown below. The dimensional symbols of each are shown in brackets [ ].

  • position 𝒓 or 𝒙, [L];

  • velocity 𝒗 or 𝒙˙ or 𝒓˙, [L/T];

  • acceleration 𝒂 or 𝒗˙ or 𝒓¨, [L/T2];

  • angular velocity 𝝎 ‘omega’ (or, if aligned with the 𝒌ˆ axis, θ˙𝒌ˆ), [1/T];

  • rate of change of angular velocity 𝜶 ‘alpha’ or 𝝎˙ (or, if aligned with the 𝒌ˆ axis, θ¨𝒌ˆ), [1/T2];

  • force 𝑭 or 𝑵, [mL/T2]=[F];

  • moment or torque 𝑴, [mL2/T2]=[FL];

  • linear momentum 𝑳, [mL/T] and its rate of change 𝑳˙, [mL/T2];

  • angular momentum 𝑯, [mL2/T]; and its rate of change 𝑯˙, [mL2/T2].

  • unit vectors to help write other vectors [dimensionless]:

    • ıˆ, ȷˆ, and 𝒌ˆ for cartesian coordinates,

    • ıˆ, ȷˆ, and 𝒌ˆ for crooked cartesian coordinates,

    • 𝒆ˆr and 𝒆ˆθ for polar coordinates,

    • 𝒆ˆt and 𝒆ˆn for path coordinates, and

    • 𝝀ˆ ‘lambda’ and 𝒏ˆ as miscellaneous unit vectors.

Ornamentation of vectors. Subscripts and superscripts are often added to indicate the point, points, object, or objects the vectors are describing. Upper case letters (O, A, B, C,…) are used to denote points. Upper case calligraphic (or script if you are writing by hand) letters (𝒜,,𝒞) are for labeling rigid objects or reference frames. , or 𝒩, is the fixed, Newtonian, or ‘absolute’ reference frame (think of as the ground if you are a first-time reader). For example, 𝒓AB or 𝒓B/A is the position of the point B relative to point A. 𝝎 is the absolute angular velocity of the object called (𝝎 is short hand for 𝝎/). And 𝑯𝒜/C is the angular momentum of object 𝒜 relative to point C (We will explain the meaning of the words ‘angular velocity’ and ‘angular momentum’ in the dynamics book. Here, we are just using them to show the subscript ornamentation. ).

The notation is further complicated when we want to take derivatives with respect to moving frames, a topic which comes up later in the Dynamics book. For completeness here: 𝝎˙𝒟/ is the time derivative with respect to reference frame of the angular velocity of object 𝒟 with respect to object (or frame) . (If this paragraph doesn’t read like gibberish to you, you have already studied dynamics. This paragraph is for the experts who are looking back.)

𝑭

Putting a harpoon (or arrow) over the letter 𝑭. The arrow is suggestive of the idea of a vector. This is the notation used in this book.

𝑭

In most texts a bold 𝑭 represents the vector 𝑭. But, bold face is inconvenient for hand written work. The lack of bold face pens and pencils tempts students to transcribe a bold 𝑭 as F. But F with no adornment represents a scalar and not a vector. So, when using other books, take care to transcribe 𝑭 as 𝑭 or as F¯.

𝑭¯

Underlining or under-squiggling (F ) is an easy and unambiguous notation for hand writing vectors. A recent Gallup poll survey found that 117 out of 168 mechanics professors use this notation. These professors would copy a 𝑭 from this book by writing F¯. The origin of the underline notation seems to be from typesetting. In the pre-computer days, a book author would indicate that a letter should be printed in bold by underlining it.

𝑭¯

It is a stroke simpler to put a bar rather than a harpoon over a symbol. But the saved effort causes ambiguity. Why? An over-bar is often used to indicate average. There could then be confusion, say, between the velocity v¯ and the average speed v¯.

ıˆ

Over-hat. Putting a hat on top is like an over-arrow or over-bar. In this book we reserve the hat for unit vectors. For example, we use ıˆ, ȷˆ, and 𝒌ˆ, or 𝒆ˆ1, 𝒆ˆ2, and 𝒆ˆ3 for unit vectors parallel to the x, y, and z axes, respectively. The same poll of 168 mechanics professors found that 32 of them used no special notation for unit vectors and just wrote them like, e.g., ı¯.

Drawing vectors

In fig. 1.1 on page 1.1, the magnitude of 𝑨 was represented by the drawing length. But drawing a vector using its magnitude as length would be awkward if, say, we were interested in vector 𝑩 that points Northwest and has a magnitude of 2meters. To fit 𝑩 in a drawing would require a piece of paper about 2 meters square (each edge the length of a basketball player). This situation moves from difficult to ridiculous if the magnitude of the vector of interest is 2km and it would take half an hour to draw the vector by walking from tail to tip dragging a purple crayon. Thus, in pictures, we merely make scale drawings of vectors with, for example, one centimeter of graph paper representing 1 kilometer of vector magnitude.

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Figure 1.2: Position and force vectors are drawn with different scales.

The necessity for using scale drawings to represent vectors is especially apparent for a vector whose magnitude is not length. Force is a vector since it has magnitude and direction. Say 𝑭gr is the 700N force that the ground pushes up on your chair as you sit reading. We can’t draw a line segment with length 700N for 𝑭gr because a Newton is a unit of force not a unit of length. So, a scale drawing is the only choice.

One often needs to draw vectors with different units on the same picture, as for showing the position 𝒓 at which a force 𝑭 is applied (see fig. 1.2). In this case, even though the vectors are on the same drawing, different scale factors are used for the drawing of the vectors that have different units.

Drawing and measuring are tedious, and also not very accurate. And drawing in 3 dimensions is particularly hard (given the poor quality of 3D graph paper nowadays). So, the magnitudes and directions of vectors are usually defined with numbers and units rather than scale drawings. Despite that we will ultimately calculate using numbers and lists of numbers, the drawing rules and geometric descriptions define all the vector concepts.

Adding vectors

Tip to tail rule. The sum of two vectors 𝑨 and 𝑩 is defined by the tip to tail rule of vector addition shown in fig. 1.3a for the sum 𝑪=𝑨+𝑩. Vector 𝑨 is drawn. Then, vector 𝑩 is drawn with its tail at the tip (or head) of 𝑨. The sum 𝑪 is the vector from the tail of 𝑨 to the tip of 𝑩.

Parallelogram rule. The same sum is achieved if 𝑩 is drawn first, as shown in fig. 1.3b. Putting both ways of adding 𝑨 and 𝑩 on the same picture draws a parallelogram as shown in fig. 1.3c. Hence the tip to tail rule of vector addition is also called the parallelogram rule. The parallelogram construction shows the commutative property of vector addition, namely that 𝑨+𝑩=𝑩+𝑨.

3D. Note that you can view fig. 1.3a-c as 3D pictures. In 3D, the parallelogram will be on a plane but that may well be tilted relative to the x,y and z axes.

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Figure 1.3: (a) tip to tail addition of 𝑨+𝑩, (b) tip to tail addition of 𝑩+𝑨, (c) the parallelogram interpretation of vector addition which shows the commutative law of vector addition: 𝑨+𝑩=𝑩+𝑨, and (d) The associative law of vector addition: (𝑨+𝑩)+𝑫=𝑨+(𝑩+𝑫).

This figure also makes sense in 3D. Drawings (a), (b) and (c) are all on a tilted planes. And the 6 vectors drawn in (d) lie on the edges of a tetrahedron.

Adding many vectors. Three vectors are added by the same tip to tail rule. The construction shown in fig. 1.3d shows that (𝑨+𝑩)+𝑫=𝑨+(𝑩+𝑫) so that the expression 𝑨+𝑩+𝑫 is unambiguous. This is the associative property of vector addition. Showing this triple sum in all different orders and groupings draws a parallelepiped (with some extra lines). Thus, one might call the geometric addition of three vectors in 3D the ‘parallelepiped rule’ for vector addition (but no-one does).

With these two properties, the commutative and associative laws of vector addition, we see that the sum 𝑨+𝑩+𝑫+ can be permuted to 𝑫+𝑨+𝑩+, or any which way, without changing the result. That is, vector addition shares the associativity and commutativity of scalar addition that you are used to e.g., that 3+(7+π)=(π+3)+7.

Concurrent forces. We can reconsider the statement ‘force is a vector’ and see that it hides (or contains) one of the basic assumptions in mechanics, namely:

If forces 𝑭1 and 𝑭2 are applied to a point on a structure they can be replaced, for all mechanics considerations, with a single force 𝑭=𝑭1+𝑭2 applied to that point

as illustrated in fig. 1.4. The force 𝑭 is said to be equivalent to the concurrent (acting at one point) force system consisting of 𝑭1 and 𝑭2 acting at the same point.

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Figure 1.4: Two forces acting at a point may be replaced by their sum for all mechanics purposes.

Apples and oranges. Note that two vectors with different dimensions cannot be added. Figure 1.2 on page 1.2 can no more sensibly be taken to represent meaningful vector addition than can the scalar sum of a length and a weight, “2ft+3N”, be taken as meaningful.

Subtraction, negation, and the zero vector

Subtraction is most simply defined by inverse addition. The expression 𝑪𝑨 means: find the vector which, when added to 𝑨, gives 𝑪margin: Just like for money. $100 - $70 means ‘find how much money you have to add to $70 to get $100’. .

We can draw 𝑪, draw 𝑨 and then find the vector which, when added tip to tail to 𝑨, gives 𝑪. Figure 1.3a shows that 𝑩 answers the question. Another interpretation comes from defining the negative of a vector 𝑨 as 𝑨 with the head and tail switched. Again you can see from fig. 1.3b by imagining that the head and tail on 𝑨 were switched to make 𝑨, that 𝑪+(𝑨)=𝑩. The negative of a vector evidently has the expected property that 𝑨+(𝑨)=𝟎, where 𝟎 is the vector with no magnitude so that 𝑪+𝟎=𝑪 for all vectors 𝑪.

Relative-position vectors

The concept of relative position is used in most mechanics equations. The position of point B relative to point A is represented by the vector

𝒓B/A(pronounced ‘r of B relative to A’)

drawn from A and to B (as shown in fig. 1.5). An alternate notation for the relative position vector 𝒓B/A is

𝒓B/A𝒓AB(pronounced ‘r A B’ or ‘r from A to B’).

You can think of the position of B relative to A as being the position of B relative to you if you were standing on A. Similarly 𝒓C/B=𝒓BC is the position of C relative to B.

Figure 1.5a shows that relative positions add by the tip to tail rule. That is,

Filename:tfigure8-ang-accel-ex
Figure 1.5: a) Relative position of points A, B, and C; b) Relative position of points O, A, and B.
𝒓C/A=𝒓B/A+𝒓C/Bor𝒓AC=𝒓AB+𝒓BC

so, as needed to get the description ‘vector’, for relative-position vectors, vector addition has a sensible meaning.

Note that the position of B relative to A is the opposite (negative vector) of the position of A relative to B, so

𝒓B/A=𝒓A/Bor𝒓AB=𝒓BA.

Position relative to the origin. Often when doing problems we pick a distinguished point in space, say a prominent point or corner of a machine or structure, and use it as the origin of a coordinate system O. The position of point A relative to O is 𝒓A/0 or 𝒓OA but we often adopt the shorthand notation 𝒓A (pronounced ‘r A’) leaving the reference point O as implied,

𝒓Ameans𝒓A/0.

Figure 1.5b shows that

𝒓B/A=𝒓B𝒓A

which rolls off the tongue more easily than 𝒓B/A=𝒓B/0𝒓A/0, and also makes the concept of relative position easier to remember.

margin: Until we get to rotating reference frames (in the Dynamics book), you can just interpret ‘relative to’ to mean ‘minus’, as in english. ‘How much money does Rudra have relative to Andy?’ means what is Rudra’s wealth minus Andy’s wealth? What is the position of B relative to A? It is the position of B minus the position of A.

Multiplication by a scalar stretches a vector

Naturally enough 2𝑭 means 𝑭+𝑭 (see fig. 1.6) and 127𝑨 means 127 copies of 𝑨 added up. . Similarly 𝑨/7 or 17𝑨 means a vector in the direction of 𝑨 that when added to 6 copies of itself gives 𝑨. By combining these two ideas we can define any rational multiple of 𝑨. For example 2913𝑨 means add 29 copies of that vector which, when 13 copies of itself are added up gives 𝑨 margin: It is a mathematical fine point to extend the definition to c𝑨 for c that is irrational (i.e., pick a sequence of rational numbers that approach c in the limit). .

Combining our abilities to negate a vector and multiply it by a positive scalar, we define 17𝑨 as 17(𝑨).

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Figure 1.6: Multiplying a vector by a scalar stretches it.

In general, for any scalar c we define c𝑨 as the vector that is in the same direction as 𝑨, or opposite if c is negative, and whose magnitude is multiplied by |c|. Five times a 5N force pointed NorthEast is a 25N force pointed NorthEast. Minus 5 times a 5N force pointed NorthEast is a 25N force pointed SouthWest.

Distributive rule for scalar multiplication of vectors. If you imagine stretching a whole vector addition diagram (e.g., fig. 1.3a on page 1.3) equally in all directions the distributive rule for scalar multiplication is apparent. Here’s what happens when you multiply the sum of the vectors vA and 𝑩 by the scalar c:

c(𝑨+𝑩)=c𝑨+c𝑩,

the scalar multiplication ‘distributes’.

Unit vectors have magnitude = 1

Unit vectors are vectors with a magnitude of one. Unit vectors are useful for indicating direction. Key examples are the unit vectors pointed in the positive x,y and z directions ıˆ (called ‘i hat’ or just ‘i’), ȷˆ, and 𝒌ˆ. These three unit vectors are also called 𝒆ˆx,𝒆ˆy, and 𝒆ˆz, or 𝒆ˆ1,𝒆ˆ2, and 𝒆ˆ3.

An easy way to find a unit vector in the direction of a vector 𝑨 is to divide 𝑨 by its magnitude. Thus

𝝀ˆA𝑨|𝑨|

is a unit vector in the 𝑨 direction. We can check that this defines a unit vector by checking the rules for multiplication by a scalar: multiplying 𝑨 by the scalar 1/|𝑨| gives a new vector with magnitude |𝑨|/|𝑨|=1.

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Figure 1.7: The force 𝑭 that points from A to B can be represented as the product of a scalar F and a unit vector 𝝀ˆAB: 𝑭=F𝝀ˆAB.

A vector as a scalar times a unit vector. Often we know that a force 𝑭 is a yet unknown scalar F multiplied by a unit vector pointing between known points A and B (fig. 1.7). We can then write 𝑭 as

𝑭=F𝝀ˆAB=F𝒓AB|𝒓AB|=F𝒓B𝒓A|𝒓B𝒓A|

where we have used 𝝀ˆAB as the unit vector pointing from A to B. Note that when we take a vector to be a scalar times a unit vector, a form we will often use, the scalar need not be positive. So the ’scalar part’ might be plus or minus the magnitude of the vectormargin: Many people sloppily, but without harm, call this scalar part the ‘magnitude’ of the vector, even though, technically, magnitudes are positive and the scalar part might be negative. To be precise, call it ‘the scalar part’. To be tolerant, we excuse others who call this ‘the magnitude’. .

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Figure 1.8: Three different ways of drawing a vector (a) Symbolic. The magnitude and direction of the vector is given by the symbol 𝑭, the drawn arrow has no quantitative information; (b) “Scalar times arrow” shows an arrow with clearly indicated orientation next to the scalar F or the scalar 100N. The vector indicated is the scalar multiplied by a unit vector in the direction drawn; (c) Combined. The symbol 𝒓 is defined to be (set equal to) a vector with the magnitude and orientation shown.

Three notations for vectors in pictures and diagrams.

Some options for drawing vectors are shown in sample 1.1 on page 1.1. The three notations below are the most common (see fig. 1.8).

Symbolic: labeling an arrow with a vector symbol.

Indicate a vector, say a force 𝑭, by drawing an arrow and then labeling it with one of the symbolic notations above as in fig. 1.8a. In this notation, the arrow is only schematic, the magnitude and direction are determined by the algebraic symbol 𝑭. This is most clear if you draw the arrow roughly in the vector’s direction and roughly to scale, but,

If the symbol and drawing disagree the symbol takes precedence (see sample 1.1j)

Graphical: “scalar times arrow”,

a scalar multiplies a unit vector in the direction of a drawn arrow (fig. 1.8b). Indicate a vector’s direction by drawing an arrow. The direction should be made clear with a marked angle or slope. The length drawn is irrelevant. Write a letter of the alphabet, say F, or a (possibly dimensional number, say 100N) near the vector. The vector indicated is a scalar F (or the number) multiplying a unit vector in the direction of the arrow. Often you know that a force acts along a known line but you don’t know which way. This is accommodated by allowing the scalar F to be positive or negative (See examples in sample 1.1.)

Combined: graphical representation used to define a symbolic vector.

The symbolic notation can be used with the graphical notation to define the vector symbol. In fig. 1.8c, 𝒓 is being defined (being set equal) to the vector with magnitude 3m and direction 30 CCW from the +x axis.

The cartesian components of a vector

A given vector, say 𝑭, can be described as the sum of vectors each of which is parallel to a coordinate axis. Most often, we use Cartesian axes, with the x, y, and z axes all orthogonal to each other. Thus 𝑭=𝑭x+𝑭y in 2D and 𝑭=𝑭x+𝑭y+𝑭z in 3D (see fig. 1.9). Each of these vectors can in turn be written as the product of a scalar and a unit vector along the positive axes, e.g., 𝐅x=Fxıˆ. So

𝑭 =𝑭x+𝑭y=Fxıˆ+Fyȷˆ (2D)
or
𝑭 =𝑭x+𝑭y+𝑭z=Fxıˆ+Fyȷˆ+Fz𝒌ˆ. (3D)

The scalars Fx,Fy, and Fz are called the components, or coordinates, of the vector with respect to the axes xyz. The components may also be thought of as the orthogonal projections (the shadows) of the vector onto the respective coordinate axes.

Because the list of components is such a handy way to describe a vector, we have a special notation for it. The bracketed expression [𝑭]xyz stands for the list of components of 𝑭 presented as a horizontal or vertical array (depending on context), as shown below.

[𝑭]xyz=[Fx,Fy,Fz]or[𝑭]xyz=[FxFyFz].

If you have use for, or facility with, linear algebra, it is safest if you think of this list of components as a vertical, rather than horizontal, list of scalars.

Example: A vector points NE

Assume an xy coordinate system with x pointing East and y pointing North. We can then write the components of a 5N force pointed Northeast as

[𝑭]xy=[(5/2)N(5/2)N]

Note that the components of a vector in some tilted coordinate system xyz are different from the same vector’s components in the coordinate system xyz; even though the vector is the same, the projections are different.

Even though

𝑭=𝑭

it is not true that

[𝑭]xyz=[𝑭]xyz

(see fig. 1.53 on page 1.53).

Understanding the relation between [𝑭]xyz and [𝑭]xyz is especially important in dynamics (see sec. 17.1 on page 17.1).

Because we often make use of multiple coordinate systems, when we define a vector by its components the coordinate system used must be specified.

Filename:sfig8-2-3b
Figure 1.9: A vector can be broken into a sum of vectors, each parallel to the axis of a coordinate system. Each of these is a component multiplied by a unit vector along the coordinate axis, e.g., 𝐅x=Fxıˆ.

Rather than using new letters to repeat the same concept we sometimes label the coordinate axes x1, x2 and x3 and the unit vectors along them 𝒆ˆ1, 𝒆ˆ2, and 𝒆ˆ3 (thus freeing our minds from silently pronouncing the extra letters y, z, j, and k)

margin: Note that non-Cartesian coordinates, most especially polar coordinates, are often useful in dynamics. But we delay discussing non-cartesian coordinates until we need them.

.

Study sample 1.1 on page 1.1 to master the various graphical and component representations of vectors.

Manipulating vectors by manipulating components

Once you have a coordinate system in mind, you can represent a vector by its components. Then, we can convert the rules for manipulating geometric vectors into related rules for manipulating vector components. This is important because in practice, when push comes to shove, most calculations with vectors are done with components.

Row vector vs column vector

As noted, the components of a vector are conventionally written as a column, rather than as a row, of numbers. Thus we would write

[𝑨]xyz=[AxAyAz]=[2,4,5]=[245].

The means ‘matrix transpose’, turning the rows into columns and vice versamargin: The ‘transpose’ of a horizontal list of numbers is a vertical list of numbers. Thus writing [1 2 3] is a short hand way of writing [123] .

If one is mostly representing vectors using lists of components, then a horizontal list and a vertical list are called a ‘row vector’ and a ‘column vector’, respectively. They represent the same physical vector, but in linear algebra calculations row vectors are handled differently than column vectors (And, column vectors are usually handled best. ).

Adding and subtracting vectors using components

Because a vector can be broken into a sum of orthogonal vectors, because addition is associative, and because each orthogonal vector can be written as a component times a unit vector we get the addition rule:

[𝑨+𝑩]xyz=[(Ax+Bx),(Ay+By),(Az+Bz)].

(Recall, the little apostrophe symbol ’ means transpose.)

We can describe the rule for component addition with the tricky words

‘the components of the sum of two vectors are the sums of the corresponding components.’ Or, more compactly, ‘The components of the sum are the sums of the components’.

Similarly for subtraction and for 3D vectors,

[𝑨𝑩]xyz=[(AxBx),(AyBy),(AzBz)].

Multiplying a vector by a scalar using components

The vector 𝑨 can be decomposed into the sum of three orthogonal vectors. If 𝑨 is multiplied by 7 then so must be each of the component vectors. Thus

[c𝑨]xyz=[cAx,cAy,cAz].

The cartesian components of a scaled vector are the corresponding scaled components.

Example: Scalar multiplication of a vector using components

If c=3 and [𝑨]xyz=[2,4,5] then

[c𝑨]xyz=[6,12,15].

We can add vectors and do scalar multiplication using this notation

Example: Scalar multiplication and addition

if d=0.5 and [𝑩]xyz=[100,200,300] then

[c𝑨+d𝑩]xyz=c[𝑨]xyz+d[𝑩]xyz=[cAx+dBxcAy+dBycAz+dBz]=[4488135]

Matrix notation for adding vectors each multiplied by a different scalar

Finally, we can use matrix notation and the definition of matrix multiplication to add multiples of vectorsmargin: If you are not, or have not, taken linear algebra, you can skip this example.

[AxBxAyByAzBz]A 3 by 2 matrix[cd] Is defined to meanc[AxAyAz]+d[BxByBz]=[cAx+dBxcAy+dBycAz+dBz].

So using the numbers in the example above,

[c𝑨+d𝑩]xyz = [210042005300][30.5]
= [32+0.510034+0.52003(5)+0.5(300)]=[4488135].

In the language of linear algebra, a matrix [A] multiplied by a column vector [b] is a linear combination of the matrix columns (each is itself a column vector) with weights (coefficients) given by the elements of the column vector [b].

Adding vectors on a computer

Computers deal well with lists of numbers, but not generally with units. So, only the numerical part of a calculation shows in the computer work. For example, when we write on the computer

    F = [ 3 5 -7]’

we take that to be computerese for [𝑭]xyz=[3N,5N,7N]. To do computer work we have to be clear about what units and what coordinate system we are using. In particular, at this point in the course, we advise you to only use one coordinate system and one consistent set of units in any one problem that uses computer calculations (see the later chapter of this book about Units).

With commands something like this, we can add multiples of vectors on a computer

    A = [   2    4    -5]’
    B = [ 100  200  -300]’
    c = 3
    d = -0.5
    C = c*A + d*B

or using the matrix notation, like this.

    A = [   2    4    -5]’
    B = [ 100  200  -300]’
    M = [A  B]   % matrix M is column A next to column B
    c =  3
    d = -0.5
    v =  [c d]’   % the ’weights’ c and d are in the column vector v
    C = M*v    % Assuming you are using a computer language, like
               % ... Matlab or Python with numpy,  that has
               % ... built in matrix multiplication.

Or, if you like to just put in the numbers and type as little as possible, possibly at the cost of clarity when reading your work later,

    M = [  2    100
           4    200
          -5   -300]
    C = M * [3  -0.5]’.
 

Magnitude of a vector using components

The Pythagorean Theorem for right triangles (‘A2+B2=C2’) tells us how to calculate the magnitude of a vector in terms of components

|𝑭| =Fx2+Fy2, (2D)
|𝑭| =Fx2+Fy2+Fz2. (3D) (1.3)
Filename:sfig8-3-1
Figure 1.10: The magnitude of the diagonal line on the xy plane is Fx2+Fy2. Using the Pythagorean theorem again, gives that |𝑭|=Fx2+Fy22+Fz2=Fx2+Fy2+Fz2.

To get the result in 3D, the 2D Pythagorean Theorem needs to be applied twice successively, first to get the magnitude of the sum 𝑭x+𝑭y and once more to add in 𝑭z, which is orthogonal to the sum 𝑭x+𝑭y (see fig. 1.10).

On a computer one might write something like this

    F             = [10 -20 30]
  magnitude  =  sqrt( F(1)^2 + F(2)^2 + F(3)^2 )

However, this formula is so commonly needed that many computer languages will have a command like norm or mag. Then, computer code something like answer = norm(F) or answer = mag(F) might replace the second line in the calculation above.

A given vector can be written as various sums and products

A vector 𝑨 has many representations. The equivalence of different representations of a vector is partially analogous to the case of a dimensional scalar which has the same value no matter what units are used (e.g., the mass m=4.41lbm is equal to m=2kg). Here are some common representations of vectors.

Scalar times a unit vector in the vector’s direction.

𝑭=F𝝀ˆ means the scalar F multiplied by the unit vector 𝝀ˆ.

Sum of orthogonal component vectors.

𝑭=𝑭x+𝑭y is a sum of two vectors parallel to the x and y axes, respectively. In three dimensions, 𝑭=𝑭x+𝑭y+𝑭z.

Components times unit base vectors.

𝑭=Fxıˆ+Fyȷˆ or 𝑭=Fxıˆ+Fyȷˆ+Fz𝒌ˆ in three dimensions. One way to think of this sum is to realize that 𝑭x=Fxıˆ, 𝑭y=Fyȷˆ and 𝑭z=Fz𝒌ˆ.

Components times rotated unit base vectors.

𝑭=Fx𝐢+Fy𝐣 or 𝑭=Fx𝐢+Fy𝐣+Fz𝐤 in three dimensions. Here the base vectors marked with primes, 𝐢, 𝐣 and 𝐤, are unit vectors parallel to some mutually orthogonal x, y, and z axes. These x, y, and z axes may be tilted in relation to the x, y, and z axes. That is, the x axis need not be parallel to the x axis, the y not parallel to the y axis, and the z axis not parallel to the z axis.

Components times other unit base vectors.

If you use polar or cylindrical coordinates the unit base vectors are 𝒆ˆθ and 𝒆ˆR, so in 2-D , 𝑭=FR𝒆ˆR+Fθ𝒆ˆθ and in 3-D, 𝑭=FR𝒆ˆR+Fθ𝒆ˆθ+Fz𝒌ˆ. If you use ‘path’ coordinates, you will use the path-defined unit vectors 𝒆ˆt, 𝒆ˆn, and 𝒆ˆb so in 2-D 𝑭=Ft𝒆ˆt+Fn𝒆ˆn. In 3-D 𝑭=Ft𝒆ˆt+Fn𝒆ˆn+Fb𝒆ˆb.

A list of components.

[𝑭]xy=[Fx,Fy] or [𝑭]xyz=[Fx,Fy,Fz] in three dimensions. This form coincides best with the way computers handle vectors. The row vector [Fx,Fy] coincides with Fxıˆ+Fyȷˆ and the row vector [Fx,Fy,Fz] coincides with Fxıˆ+Fyȷˆ+Fz𝒌ˆ.

In summary:

𝑨 = 𝑨
= |𝑨|𝝀ˆA=A𝝀ˆA, where 𝝀ˆA𝑨,  A=|𝑨|  and   |𝝀ˆA|=1 ,
= 𝑨x+𝑨y+𝑨z where 𝑨x,𝑨y,𝑨z  are parallel to the x,y,z axes,
= Axıˆ+Ayȷˆ+Az𝒌ˆ, where ıˆ,ȷˆ,𝒌ˆ  are parallel to the x,y,z axes, and
= Axıˆ+Ayȷˆ+Az𝒌ˆ where ıˆ,ȷˆ,𝒌ˆ are to skewed x,y,z axes
= AR𝒆ˆR+Aθ𝒆ˆθ+Az𝒌ˆ, using cylindrical coordinate basis vectors.
Also,
[𝑨]xyz = [Ax,Ay,Az] [𝑨]xyz stands for the component list in xyz , and
xyz = [Ax,Ay,Az] [𝑨]xyz stands for the component list in xyz.

Note, as emphasized before, that although [𝑨]xyz and [𝑨]xyz both represent the same vector 𝑨, they are two different lists of numbers, namely:

[𝑨]xyz[𝑨]xyz.

SAMPLE 1.1   Various ways of representing a vector:

The examples here contradict many people’s conceptions.

The examples in this Sample Problem box should be mastered before proceeding to other samples.

A vector 𝑭=3Nıˆ+3Nȷˆ is represented in various ways below, some incorrect. For each representation, determine whether it is correct or incorrect, and why. The base vectors used are shown first.

Filename:sfig8-3-1a
Figure 1.11:

Solution

First note that the unit vectors ıˆ and ȷˆ can be expressed in terms of their components along ıˆ and ȷˆ as follows:

ıˆ = |ıˆ|cos45ıˆ+|ıˆ|sin45ȷˆ=12(ıˆ+ȷˆ). (1.4)
Similarly,
ȷˆ = |ȷˆ|cos45ıˆ+|ȷˆ|sin45ȷˆ=12(ıˆ+ȷˆ).

a) Correct: 32Nıˆ. From the picture defining ıˆ, you can see that ıˆ is a unit vector with equal components in the ıˆ and ȷˆ directions; i.e., it is parallel to 𝑭. So 𝑭 is given by its magnitude (3N)2+(3N)2 times a unit vector in its direction, in this case ıˆ. Algebraically,

Filename:sfig8-5-wiper
Figure 1.12: Case (a): Correct representation of 𝑭.
32Nıˆ=32N12(ıˆ+ȷˆ)=3Nıˆ+3Nȷˆ=𝑭.

b) Correct:  Here two vectors are shown — one with magnitude 3N in the direction of the horizontal arrow ıˆ, and one with magnitude 3N in the direction of the vertical arrow ȷˆ. When two forces act on an object at a point, their effect is additive. So the net vector is the sum of the vectors shown, that is, 3Nıˆ+3Nȷˆ. It is a correct representation.

Filename:sfig8-5-wiper-a
Figure 1.13: Case (b): Correct representation of 𝑭.

c) Correct: Here we have a scalar 32N next to an arrow. The vector described is the scalar multiplied by a unit vector in the direction of the arrow. Since the arrow’s direction is the same as that of ıˆ, which we already know is parallel to 𝑭, this vector represents the given 𝑭. Using the standard base vectors we can write,

32N(cos45ıˆ+sin45ȷˆ) = =3Nıˆ+3Nȷˆ=𝑭.
Filename:sfig8-5-2disks
Figure 1.14: Case (c): Correct representation of 𝑭.

d) Correct:  The scalar 32N is multiplied by a unit vector in the direction indicated, ıˆ. So we get (32N)(ıˆ) which is 32Nıˆ as before. Thus, it is the same vector 𝑭.

Filename:sfig8-4-1
Figure 1.15: Case (d): Correct representation of 𝑭.
Filename:sfig8-4-1a
Figure 1.16: Case (e): Incorrect representation of 𝑭.

e) Incorrect: 32Nȷˆ. The magnitude is correct, but the direction is off by 90 degrees. It is a different vector. Algebraically,

32Nȷˆ = 32N12(ıˆ+ȷˆ)
= 3Nıˆ+3Nȷˆ
𝑭.
Filename:sfig8-6-2
Figure 1.17: Case (f): Incorrect representation of 𝑭.

f) Incorrect: 3Nıˆ3Nȷˆ. The ıˆ component of the vector is correct but the ȷˆ component is in the opposite direction. The vector is in the wrong direction by 90 degrees. It is a different vector.

Filename:sfig8-6-2a
Figure 1.18: Case (g): Incorrect representation of 𝑭.

g) Incorrect: Right direction but the magnitude is off by a factor of 2.

Filename:efig1-2-28
Figure 1.19: Case (h): Incorrect representation of 𝑭.

h) Incorrect:  The magnitude is right. The direction indicated is right. But, the algebraic symbol 32Nıˆ takes precedence and it is in the wrong direction (ıˆ instead of ıˆ). It is a different vector.

Filename:pfigure-blue-118-2
Figure 1.20: Case (i): Correct representation of 𝑭.

i) Correct: A labeled arrow. The arrow is only schematic. The algebraic symbol 32Nıˆ defines the vector. We draw the arrow to remind us that there is a vector to represent. The tip or tail of the arrow would be drawn at the point of the force application. In this case, the arrow is drawn in the direction of 𝑭, but strictly speaking, it need not be, because all the information needed is already in the algebraic expression.

Filename:pfigure-s95f3a
Figure 1.21: Case (j): Correct but misleading representation of 𝑭.

j) Correct:  Like (i) above, the directional and magnitude information are embedded in the algebraic symbol 3Nıˆ+3Nȷˆ. The arrow is there to indicate a vector. In this case, it points in the wrong direction, so it is not ideally communicative. In fact, it is confusing and therefore, not recommended. But it still correctly represents the given vector because the algebraic symbol takes precedence over the graphical symbol.

Answer:

SAMPLE 1.2   Drawing a vector from its components: Draw the vector 𝒓=3ftıˆ2ftȷˆ using its components.

Filename:Danef94s1q2
Figure 1.22: Drawing vector 𝒓=3ftıˆ2ftȷˆ using its components.

Solution

To draw 𝒓 using its components, we first draw the axes and measure 3 units (any units that we choose on the ruler) along the x-axis and 2 units along the negative y-axis. We mark this point as A (say) on the paper and draw a line from the origin to the point A. We write the dimensions ‘3 ft’ and ‘2 ft’ on the figure. Finally, we put an arrowhead on this line pointing towards A.

Answer:

SAMPLE 1.3  Drawing a vector from its length and direction: A vector 𝒓 is 3.6ft long and is directed 33.7 clockwise (CW) from the positive x-axis. Draw 𝒓.

Filename:pfigure-blue-123-1
Figure 1.23: Drawing vector 𝒓 given its length (3.6ft ) and direction (slope angle θ=33.7).

Solution

We first draw the x and y axes and then draw 𝒓 as a line from the origin at an angle 33.7 from the x-axis (minus sign means measuring clockwise), measure 3.6 units (magnitude of 𝒓) along this line and finally put an arrowhead pointing away from the origin.

Answer:

Comments Note that this is about (at least to 2 digit accuracy) the same vector as in Sample 1.21. In fact, you can easily verify that rx=rcosθ=3.6ftcos(33.7)=3ft, ry=rsinθ=3.6ftsin(33.7)=2ft.

SAMPLE 1.4  Magnitude and direction of a vector: The velocity of a car is given as 𝒗=(30ıˆ+40ȷˆ)mph. Find the speed (magnitude of 𝒗) of the car, its direction as a unit vector, and write the velocity in terms of its magnitude and the unit vector.

Solution

Filename:pfigure-blue-119-2
Figure 1.24: Speed and direction (indicated by the unit vector 𝝀ˆv) from the given velocity vector 𝒗=30mphıˆ+40mphȷˆ.
  1. 1.

    Speed of the car v=|v|:

    𝒗 = 30mphıˆ+40mphȷˆ,
    v=|𝒗| = vx2+vy2=(30mph)2+(40mph)2
    = 50mph
  2. 2.

    Direction of v as a unit vector along v: The unit vector along a given vector is found by dividing the given vector with its magnitude. Let 𝝀ˆv be the unit vector along 𝒗. Then,

    𝝀ˆv=𝒗|𝒗|=30mphıˆ+40mphȷˆ50mph=0.6ıˆ+0.8ȷˆ.
  3. 3.

    𝒗 as a product of its magnitude and the unit vector λˆv:

    𝒗=|𝒗|𝝀ˆv=50mph(0.6ıˆ+0.8ȷˆ)

    which, of course, is the same vector as given in the problem.

Answer: speed v= 50 mph, 𝝀ˆv=0.6ıˆ+0.8ȷˆ,   𝒗=50(0.6ıˆ+0.8ȷˆ)mph

SAMPLE 1.5  Adding vectors: Three forces, 𝑭1=2Nıˆ+3Nȷˆ,𝑭2=10Nȷˆ, and 𝑭3=3Nıˆ+1Nȷˆ5N𝒌ˆ, act on a particle. Find the net force on the particle.

Filename:pfigure-s95q14
Figure 1.25: Force vectors in 3D space.

Solution The net force on the particle is the vector sum of all the forces, i.e.,

𝑭net = 𝑭1+𝑭2+𝑭3
= (2Nıˆ+3Nȷˆ)+(10Nȷˆ)+(3Nıˆ+1Nȷˆ5N𝒌ˆ)
= 2Nıˆ+3Nȷˆ+0𝒌ˆ+0ıˆ10Nȷˆ+0𝒌ˆ+3Nıˆ+1Nȷˆ5𝒌ˆ
= (2N+3N)ıˆ+(3N10N+1N)ȷˆ+(5N)𝒌ˆ
= 5Nıˆ6Nȷˆ5N𝒌ˆ.

Answer: Fnet=5Nıˆ6Nȷˆ5Nkˆ

Comments: In general, we do not need to write the summation so elaborately. Once you feel comfortable with the idea of summing only similar components in a vector sum, you can do the calculation in two lines.

SAMPLE 1.6  Subtracting vectors: Two forces 𝑭1 and 𝑭2 act on a body. The net force on the body is 𝑭net=2Nıˆ. If 𝑭1=10Nıˆ10Nȷˆ, find the other force 𝑭2.

Filename:Danef94s3q2
Figure 1.26: 𝑭2=𝑭net𝑭1.

Solution

𝑭net = 𝑭1+𝑭2
 𝑭2 = 𝑭net𝑭1
= 2Nıˆ(10Nıˆ10Nȷˆ)
= 8Nıˆ+10Nȷˆ.

Answer: F2=8Nıˆ+10Nȷˆ

SAMPLE 1.7   Vector sums and their magnitudes: If |𝑨+2𝑩|=2|𝑨+𝑩|, does it imply that 𝑨+2𝑩=2(𝑨+𝑩)? Let 𝑨=16ıˆ+8ȷˆ, 𝑩=15ıˆ and 𝑪=𝑨+𝑩. Show that if 𝑫=𝑨+2𝑩, then |𝑫|=2|𝑪| but 𝑫2𝑪?

Solution

𝑪 = 𝑨+𝑩=(16ıˆ+8ȷˆ)+(15ıˆ)=1ıˆ+8ȷˆ
|𝑪| = 12+82=65.

If 𝑩 is doubled, then the new vector sum 𝑫 is

𝑫 = 𝑨+2𝑩=(16ıˆ+8ȷˆ)+2(15ıˆ)=14ıˆ+8ȷˆ
|𝑫| = 142+82=260=4×65=265=2|𝑪|.

Thus |𝑫|=2|𝑪|. But 2𝑪=2(1ıˆ+8ȷˆ)=2ıˆ+16ȷˆ14ıˆ+8ȷˆ𝑫.

Answer: If |𝑨+2𝑩|=2|𝑨+𝑩|, it does not imply that 𝑨+2𝑩=2(𝑨+𝑩)

SAMPLE 1.8  Position vector from the origin: In the xyz coordinate system, a particle is located at the coordinate (3m, 2m, 1m). Find the position vector of the particle.

Filename:bikefork1-ang-accel
Figure 1.27: The position vector of the particle is a vector drawn from the origin of the coordinate system to the position of the particle.

Solution

The position vector of the particle at P is a vector drawn from the origin of the coordinate system to the position P of the particle. See Fig. 1.27. We can write this vector as

𝒓P = (3m)ıˆ+(2m)ȷˆ+(1m)𝒌ˆ
or 𝒓P = (3ıˆ+2ȷˆ+𝒌ˆ)m.

Answer: rP=3mıˆ+2mȷˆ+1mkˆ

SAMPLE 1.9  Relative position vector: Let A (2m, 1m, 0) and B (0, 3m, 2m) be two points in the xyz coordinate system. Find the position vector of point B with respect to point A, i.e., find 𝒓AB (or 𝒓B/A).

Filename:bikefork-ang-accel
Figure 1.28: The position vector of B with respect to A is found from 𝒓AB=𝒓B𝒓A.

Solution

From the geometry of the position vectors shown in Fig. 1.28 and the rules of vector sums, we can write,

𝒓B = 𝒓A+𝒓AB
 𝒓AB = 𝒓B𝒓A=(0ıˆ+3mȷˆ+2m𝒌ˆ)(2mıˆ+1mȷˆ+0𝒌ˆ)
= 2mıˆ+2mȷˆ+2m𝒌ˆ.

Answer: rABrB/A=2mıˆ+2mȷˆ+2mkˆ

SAMPLE 1.10  Finding a force vector given its magnitude and line of action: A string AB is pulled with a force F=100N as shown in fig. 1.29. Write F as a vector.

Filename:bikefork1-alt
Figure 1.29:

Solution

Filename:bikefork-alt
Figure 1.30: 𝒓AB=𝒓B𝒓A.

A vector can be written as the product of a scalar and a unit vector along its direction. Here, the magnitude of the force is given and we know it acts along AB. Therefore, we may write 𝑭=F𝝀ˆAB, where 𝝀ˆAB is a unit vector along AB. So now we need to find 𝝀ˆAB. We can easily find 𝝀ˆAB if we know vector AB. Let us denote vector AB by 𝒓AB (same as 𝒓B/A ).

To find 𝒓AB, we note that (see Fig. 1.30)

𝒓A+𝒓AB=𝒓B

where 𝒓A and 𝒓B are the position vectors of point A and point B respectively. Hence,

𝒓B/A 𝒓AB=𝒓B𝒓A
= (0.2mıˆ+0.6mȷˆ+0.2m𝒌ˆ)(0.5mıˆ+1.0m𝒌ˆ)
= 0.3mıˆ+0.6mȷˆ0.8m𝒌ˆ.
Therefore,
𝝀ˆAB = 0.3mıˆ+0.6mȷˆ0.8m𝒌ˆ(0.3)2+(0.6)2+(0.8)2m=0.29ıˆ+0.57ȷˆ0.77𝒌ˆ,
and, finally,
𝑭 = (100NF)𝝀ˆAB=29Nıˆ+57Nȷˆ77N𝒌ˆ.

Answer: F=29Nıˆ+57Nȷˆ77Nkˆ

SAMPLE 1.11  Adding vectors on computers: The following six forces act at different points of a structure. 𝑭1=3Nȷˆ,𝑭2=20Nıˆ10Nȷˆ,𝑭3=1Nıˆ+20Nȷˆ5N𝒌ˆ,𝑭4=10Nıˆ,𝑭5=5N(ıˆ+ȷˆ+𝒌ˆ),𝑭6=10Nıˆ10Nȷˆ+2N𝒌ˆ.

  1. 1.

    Write all the force vectors in column form.

  2. 2.

    Find the net force by hand calculation.

  3. 3.

    Write a computer program to sum n vectors, each with three components. Use your program to compute the net force.

Solution

  1. 1.

    The 3-D vector 𝑭=Fxıˆ+Fyȷˆ+Fz𝒌ˆ is represented as a column (or a row) as follows:

    [𝑭]xyz=(FxFyFz)

    Following this convention, we write the given forces as

    [𝑭1]xyz=(03N0),[𝑭2]xyz=(20N10N0),,[𝑭6]xyz=(10N10N2N)
  2. 2.

    The net force 𝑭net=𝑭1+𝑭2+𝑭3+𝑭4+𝑭5+𝑭6, or

    [𝑭net]xyz = (0201105103+10+20+0+5+10005052)N
    = (2622)N
  3. 3.

    The steps to do this addition on computers are as follows.

    • Enter the vectors as rows or columns:

           F1 = [0  -3  0]
           F2 = [20  -10  0]
           F3 = [1  20  -5]
           F4 = [10  0  0]
           F5 = [5  5  5]
           F6 = [-10  -10  2]
      
    • Sum the vectors, using a summing operation that automatically does element by element addition of vectors:

           Fnet = F1 + F2 + F3 + F4 + F5 + F6
      
    • The computer generated answer is:

           Fnet = [26  2  2].
      

Answer: Fnet=26Nıˆ+2Nȷˆ+2Nkˆ

Problems for 1.1 Vector notation and vector addition

1.1.1  Draw the vector 𝒓=(5m)ıˆ+(5m)ȷˆ.

1.1.2  A vector 𝒂 is 2m long and points northwest at an angle 60 from the north. Draw the vector.

1.1.3  The position vector of a point B measures 3 m and is directed at 40 CCW from the negative x-axis. Show the position vector.

1.1.4  Draw a force vector that is given as 𝑭=2Nıˆ+2Nȷˆ+1N𝒌ˆ.

1.1.5  Represent the vector 𝒓=5mıˆ2mȷˆ in three different ways.

1.1.6  Which one of the following representations of the same vector F is wrong and why?

Filename:pfigure-blue-128-1
Figure 1.31

1.1.7  There are exactly two pairs that describe the same vector in the following pictures. The other two don’t match. Match the correct pictures into pairs.

Filename:tfigure8-syst-bods
Figure 1.32

1.1.8  A string connects a particle A at (1m, 2m) to a support B at (3m, 5m). The tension in the string is 10N. There are other strings also holding the particle in place. What is the force of string AB on the particle?

Filename:sfig8-7-2
Figure 1.33

1.1.9  A frictionless ramp connects A at (3m, 5m) to B at (12m, 17m). The ramp pushes a block with a force of 50N normal to the ramp surface. Express the force from the ramp as a vector 𝑭 (ignore the other forces that also act on the block holding it in place).

Filename:sfig8-7-2a
Figure 1.34

1.1.10  Find the sum of forces 𝑭1=20Nıˆ2Nȷˆ,𝑭2=30N(12ıˆ+12ȷˆ), and 𝑭3=20N(ıˆ+3ȷˆ).

1.1.11  The forces acting on a block of mass m=5kg are shown in the figure, where F1=20N,F2=50N, and W=mg. Find the sum 𝑭(=𝑭1+𝑭2+𝑾).

Filename:sfig8-7-2again
Figure 1.35

1.1.12  Given that the sum of four vectors 𝑭i,i= 1 to 4, is zero, where 𝑭1=20Nıˆ,𝑭2=50Nȷˆ,𝑭3=10N(ıˆ+ȷˆ), find 𝑭4.

1.1.13  Three forces 𝑭=2Nıˆ5Nȷˆ,𝑹=10N(cosθıˆ+sinθȷˆ) and 𝑾=WNȷˆ with W>0, sum up to zero. Determine θ and W and draw the force vector 𝑹 clearly showing its direction.

1.1.14  Given that 𝑹1=1Nıˆ+1.5Nȷˆ and 𝑹2=3.2Nıˆ0.4Nȷˆ, find 2𝑹1+5𝑹2.

1.1.15  Find the magnitudes of the forces 𝑭1=30Nıˆ40Nȷˆ and 𝑭2=30Nıˆ+40Nȷˆ. Draw the two forces, representing them with their magnitudes.

1.1.16  Two forces 𝑹=2N(0.16ıˆ+0.80ȷˆ) and 𝑾=36Nȷˆ act on a particle. Find the magnitude of the net force. What is the direction of this force?

1.1.17  In the figure shown, F1=100N and F2=300N. Find the magnitude and direction of 𝑭2𝑭1.

Filename:sfig8-7-2disks
Figure 1.36

1.1.18  Two points A and B are located in the xy plane. The coordinates of A and B are (4 mm, 8 mm) and (90 mm, 6 mm), respectively.

  1. 1.

    Draw position vectors 𝒓A and 𝒓B.

  2. 2.

    Find the magnitude of 𝒓A and 𝒓B.

  3. 3.

    How far is A from B?

1.1.19  Three position vectors are shown in the figure below. Given that 𝒓B/A=3m(12ıˆ+32ȷˆ) and 𝒓C/B=1mıˆ2mȷˆ, find 𝒓A/C.

Filename:sfig8-4-4
Figure 1.37

1.1.20  In the figure shown below, the position vectors are 𝒓AB=3ft𝒌ˆ,𝒓BC=2ftȷˆ, and 𝒓CD=2(ȷˆ𝒌ˆ)ft. Find the position vector 𝒓AD.

Filename:sfig8-4-4a
Figure 1.38

1.1.21  In the figure shown, a ball is suspended with a 0.8m long cord from a 2m long hoist OA.

  1. 1.

    Find the position vector 𝒓B of the ball.

  2. 2.

    Find the distance of the ball from the origin.

Filename:sfig8-4-4b
Figure 1.39

1.1.22  A cube of side 6 is shown in the figure.

  1. 1.

    Find the position vector of point F, 𝒓F, from the vector sum 𝒓F=𝒓D+𝒓C/D+𝒓F/c.

  2. 2.

    Calculate |𝒓F|.

  3. 3.

    Find 𝒓G using 𝒓F.

Filename:sfig8-4-4c
Figure 1.40

1.1.23  Find the unit vector 𝝀ˆAB, directed from point A to point B shown in the figure.

Filename:pfigure-s94h13p2
Figure 1.41

1.1.24  Find a unit vector along string BA and express the position vector of A with respect to B, 𝒓A/B, in terms of the unit vector.

Filename:pfigure-f93f5
Figure 1.42

1.1.25  In the structure shown in the figure, =2ft,h=1.5ft. The force on B from the spring is 𝑭=k𝒓AB, where k=100lbf/ft. Find a unit vector 𝝀ˆAB along AB and calculate the spring force 𝑭=F𝝀ˆAB.

Filename:pfigure-s94h13p3
Figure 1.43

1.1.26  Express the vector 𝒓A=2mıˆ3mȷˆ+5m𝒌ˆ in terms of its magnitude and a unit vector indicating its direction.

1.1.27  Let 𝑭=10lbfıˆ+30lbfȷˆ and 𝑾=20lbfȷˆ. Find a unit vector in the direction of the net force 𝑭+𝑾, and express the net force in terms of the unit vector.

1.1.28  Let 𝝀ˆ1=0.80ıˆ+0.60ȷˆ and 𝝀ˆ2=0.5ıˆ+0.866ȷˆ.

  1. 1.

    Show that 𝝀ˆ1 and 𝝀ˆ2 are unit vectors.

  2. 2.

    Is the sum of these two unit vectors also a unit vector? If not, find a unit vector along the sum of 𝝀ˆ1 and 𝝀ˆ2.

1.1.29  For the unit vectors 𝝀ˆ1 and 𝝀ˆ2 shown below, find the scalars α and β such that α𝝀ˆ13𝝀ˆ2=βȷˆ.

Filename:p-s96-p3-3
Figure 1.44

1.1.30  If a mass slides from point A towards point B along a straight path and the coordinates of points A and B are (0,5,0) and (10,0,10), respectively, find the unit vector 𝝀ˆAB directed from A to B along the path.

1.1.31  In the figure shown, T1=202N,T2=40N, and W is such that the sum of the three forces equals zero. If W is doubled, find α and β such that α𝑻1,β𝑻2, and 2𝑾 still sum up to zero.

Filename:bikefork1-ang-mom
Figure 1.45

1.1.32   In the figure shown, rods AB and BC are each 4 cm long and lie along y and x axes, respectively. Rod CD is in the xz plane and makes an angle θ=30 with the x-axis.

  1. 1.

    Find 𝒓AD in terms of the variable length .

  2. 2.

    Find and α such that

    𝒓AD=𝒓AB𝒓BC+α𝒌ˆ.
Filename:bikefork-ang-mom
Figure 1.46

1.1.33  In Problem 1.45, find such that the length of the position vector 𝒓AD is 6 cm.

1.1.34  Let two forces 𝑷 and 𝑸 act in the directions shown in the figure. You are allowed to change the direction of the forces by changing the angles α and θ while keeping the magnitudes fixed. What are the values of α and θ that maximize the magnitude of 𝑷+𝑸?

Filename:summer95f-5-a
Figure 1.47

1.1.35  A 1m×1m square board is supported by two strings AE and BF. The tension in the string BF is 20 N. Express this tension as a vector.

Filename:pfigure4-2-rp10
Figure 1.48

1.1.36  The top of an L-shaped bar, shown in the figure, is to be tied by strings AD and BD to the points A and B in the yz plane. Find the length of the strings AD and BD using vectors 𝒓AD and 𝒓BD.

Filename:pfigure-blue-125-2
Figure 1.49

1.1.37  A circular disk of radius 6 is mounted on axle x-x at the end of an L-shaped bar as shown in the figure. The disk is tipped 45 with respect to the horizontal bar AC. Two points, D and Q, are marked on the rim of the disk; with CP directly into the page, and Q at the highest point above the center C. Taking the base vectors ıˆ,ȷˆ, and 𝒌ˆ as shown in the figure (ȷˆ into the page), find

  1. 1.

    the relative position vector 𝒓Q/P,

  2. 2.

    the magnitude |𝒓Q/P|.

Filename:pfigure-blue-68-1
Figure 1.50

1.1.38  Write the vectors 𝑭1=30Nıˆ+40Nȷˆ10N𝒌ˆ,𝑭2=20Nȷˆ+2N𝒌ˆ,and𝑭3=10Nıˆ100N𝒌ˆ as a list of numbers (rows or columns). Find the sum of the forces using a computer.

1.1.39  Let α𝑭1+β𝑭2+γ𝑭3=𝟎, where 𝑭1,𝑭2,and𝑭3 are as given in Problem 1.50. Solve for α,β,andγ using a computer.

1.1.40  Let 𝒓n=1m(cosθnıˆ+sinθnȷˆ), where θn=θ0nΔθ. Using a computer generate the required vectors and find the sum

n=044𝒓i,with Δθ=1andθ0=45.

1.1.41  Find two non-zero and non-parallel vectors 𝑨 and 𝑩 so that |𝑨+2𝑩| = 2|𝑨+𝑩|.

Answer: One solution, given in sample 1.26, is 𝑨=16ıˆ+8ȷˆ and 𝑩=15ıˆ

1.2 The dot product of two vectors

The dot product of two vectors 𝑨 and 𝑩 is written 𝑨𝑩 (pronounced ‘A dot B’). The dot product of 𝑨 and 𝑩 is the product of the magnitudes of the two vectors times a number that expresses the degree to which 𝑨 and 𝑩 are parallel: cosθAB, where θAB is the angle between 𝑨 and 𝑩. That is,

Filename:pfigure-blue-58-1
Figure 1.51: The dot product of 𝑨 and 𝑩 is a scalar and so is not easily drawn. It is given by 𝑨𝑩=ABcosθAB which is A times the projection of 𝑩 in the A direction and also B times the projection of 𝑨 in the B direction.
𝑨𝑩=def|𝑨||𝑩|cosθAB

which is sometimes written more concisely as

𝑨𝑩=ABcosθ.

Key special cases. Here are two special cases that come up again and again.

Example: Parallel vectors

If 𝑨 and 𝑩 are parallel, then cosθAB=1, and

𝑨𝑩=AB.

Example: Perpendicular vectors

If 𝑨 and 𝑩 are perpendicular, then cosθAB=0, and

𝑨𝑩=0.

It is helpful to know, almost without a thought, that margin: Advice: Draw as many triangles and unit circles as it takes to get these 4 special cases into your head so they can be used with only a quick thought.

cos(0) =1,
sin(0) =0,
cos(π/2) =0, and
sin(π/2) =1.

The dot product of two vectors is a scalar. So the dot product is sometimes called the scalar product.

What is the dot product good for?

The dot product is used

  • To project a vector in a given direction;

  • To reduce a vector to components;

  • To reduce vector equations to scalar equations;

  • To define work and power; and

  • To help solve geometry problems.

Most fundamental is the third item ‘To reduce vector equations to scalar equations’. Mechanics equations are most often vector equations. Yet, when you solve problems, in the end, you are always solving scalar equations. Thus, you need, somehow or other, to use dot products for most mechanics problems. In some sense, the dot product is the only way to get from vector equations to scalar equations.

Using the geometric definition of dot product, and the rules for vector addition we have already discussed, you should be able to convince yourself of the features of the dot products in box 1.2.

Box 1.3 Useful basic features of the vector dot product

Here are some features of the dot product that you will use again and again. They all follow naturally from the definition

𝑨𝑩=ABcosθ.

Commutative law. Order doesn’t matter with dot products. ABcosθ=BAcosθ

  𝑨𝑩=𝑩𝑨.

A distributive law. Scalars slide through vector products like mercury through a chicken. (aA)Bcosθ=A(aB)cosθ

  (a𝑨)𝑩=𝑨(a𝑩)=a(𝑨𝑩).

Another distributive law. Vector dot products distribute like regular multiplication. the projection of 𝑩+𝑪 onto 𝑨 is the sum of the two separate projections, so

𝑨(𝑩+𝑪)=𝑨𝑩+𝑨𝑪.

Perpendicular vectors have zero for a dot product. If 𝑨𝑩 then the angle between them is π/2. Because ABcosπ/2=0

  𝑨𝑩=0if𝑨𝑩.

The dot product of parallel vectors is the product of their magnitudes. The angle between parallel vectors is zero and ABcos0=AB. In particular, 𝑨𝑨=A2 or |𝑨|=𝑨𝑨

  𝑨𝑩=|𝑨||𝑩|if𝑨𝑩.

The standard unit base vectors are orthonormal. They are unit vectors (in this case ‘normal’ means normalized, meaning taken down to size) and they are perpendicular (ortho) to each other.

ıˆıˆ=ȷˆȷˆ=𝒌ˆ𝒌ˆ=1andıˆȷˆ=ȷˆ𝒌ˆ=𝒌ˆıˆ=0

Also, the standard tilted base vectors are orthonormal.

ıˆıˆ=ȷˆȷˆ=𝒌ˆ𝒌ˆ=1andıˆȷˆ=ȷˆ𝒌ˆ=𝒌ˆıˆ=0

The identities in box 1.2 lead to the following equivalent ways of expressing the dot product of 𝑨 and 𝑩.

𝑨𝑩 = |𝑨||𝑩|cosθAB
= AxBx+AyBy+AzBz(component form)
= AxBx+AyBy+AzBz
= |𝑨|[scalar projection of 𝑩 in the 𝑨 direction]
= |𝑩|[scalar projection of 𝑨 in the 𝑩 direction]

Mechanics solutions make use of all of these relations. The most famous, of course, is the second, sometimes written as

𝑨𝑩=A1B1+A2B2+A3B3.

To see how this component formula for the dot product follows from the geometric definition above see box 1.2 on page 1.2.

Using the dot product to find components

To find the x component of a vector (or vector expression) one can use the dot product (fig. 1.52),

vx=projection of 𝒗 in the ıˆ direction=𝒗ıˆ. (1.9)
Filename:pfigure-blue-157-1
Figure 1.52: The dot product with unit vectors gives projection. For example, vx=𝒗ıˆ.

This idea can be used for finding components in any direction.

Tilted base vectors. If one knows the orientation of the tilted unit vectors ıˆ,ȷˆ,𝒌ˆ relative to the standard bases ıˆ,ȷˆ,𝒌ˆ then you can find the dot products between the standard base vectors and the tilted base vectors.

In 2D, assume that (fig. 1.53) ıˆȷˆ=sinθ and ȷˆȷˆ=cosθ.

One can then use the dot product to find the xy components (Ax,Ay) from the xy components (Ax,Ay). For example,

Filename:summer95f-5
Figure 1.53: The dot product helps find components in terms of tilted unit vectors. Note, the components of 𝑨 depend on which coordinate system you use. Nonetheless, 𝑨=𝑨, no matter how 𝑨 is represented.

We start with the absurdly obvious (and ridiculously useful) equation

𝑨=𝑨

and dot both sides with ȷˆ to get:

𝑨ȷˆ = 𝑨ȷˆ
(Axıˆ+Ayȷˆ)𝑨ȷˆ = (Axıˆ+Ayȷˆ)𝑨ȷˆ
Axıˆȷˆ0+Ayȷˆȷˆ1 = Axıˆȷˆ+Ayȷˆȷˆ
 Ay = Ax(ıˆȷˆ)sinθ+Ay(ȷˆȷˆ)cosθ.

Similarly, one could find the component Ax using a dot product with ıˆ as

Ax=Ax(ıˆıˆ)cosθ+Ay(ȷˆıˆ)sinθ.

Using dot products to find components of vectors is particularly useful when more than one base vector system is used.

Matrix form. For those comfortable with linear algebra, note that the results above can be condensed into the matrix equations

[𝑨]xy =[R][𝑨]xy, or (1.10)
[AxAy] =[cos(θ)sin(θ)sin(θ)cos(θ)]R[AxAy]. (1.17)

Using dot products to get scalar equations

Again note that,

Dot products are the way to get scalar equations from vector equations.

Example: Force balance

The statics vector force-balance equation

𝑭1+𝑭2+𝑭3=𝟎 (1.18)

can be reduced to two scalar equations by taking the dot product of both sides with ıˆ and ȷˆ

{(1.18)}ıˆ  F1x+F2x+F3x=0 (1.19)
{(1.18)}ȷˆ  F1y+F2y+F3y=0. (1.20)

This approach is more general than the common (informal) approach of ‘taking x and y components’.

Dotting with vectors other than ıˆ, ȷˆ, or kˆ We will often use unit vectors other than ıˆ, ȷˆ, and 𝒌ˆ. We can use dot products with these ‘crooked’ vectors to get scalar equations.

Example: Getting scalar equations without dotting with ıˆ, ȷˆ, or kˆ.

Given the vector equation

mgȷˆ+N𝒏ˆ=ma𝝀ˆ

where it is known that the unit vector 𝒏ˆ is perpendicular to the unit vector 𝝀ˆ, we can get a scalar equation and eliminate an unknown at the same time by dotting both sides with 𝝀ˆ,

{(mgȷˆ+N𝒏ˆ) = (ma𝝀ˆ)}𝝀ˆ
(mgȷˆ+N𝒏ˆ)𝝀ˆ = (ma𝝀ˆ)𝝀ˆ
mgȷˆ𝝀ˆ+N𝒏ˆ𝝀ˆ0 = ma𝝀ˆ𝝀ˆ1
mgȷˆ𝝀ˆ = ma  a=gcosθ

with ȷˆ𝝀ˆ being cosθ, with θ being the angle between ȷˆ and 𝝀ˆ.

Using dot products to solve geometry problems

A big part of solving many mechanics problems is the solving of geometry problems. Vector math, including the dot product, is useful for solving geometry problems.

Perpendicular and parallel parts. Given any vector 𝑨 and a unit vector 𝝀ˆ, vector 𝑨 can be written as the sum of two parts,

Filename:pfigure-blue-127-2
Figure 1.54: For any 𝑨 and 𝝀ˆ, 𝑨 can be decomposed into a part parallel to 𝝀ˆ and a part perpendicular to 𝝀ˆ.
𝑨=𝑨+𝑨

where 𝑨 (‘A parallel’) is parallel to 𝝀ˆ and 𝑨 (‘A perp’) is perpendicular to 𝝀ˆ (see fig. 1.54). The part parallel to 𝝀ˆ is

𝑨=(projection of 𝑨 in 𝝀ˆ direction)𝝀ˆ=(𝑨𝝀ˆ)𝝀ˆ.

The perpendicular part of 𝑨 is just what you get when you subtract out the parallel part, namely,

𝑨=𝑨𝑨=𝑨(𝑨𝝀ˆ)𝝀ˆ

The claimed properties of the decomposition can now be checked, namely that 𝑨=𝑨+𝑨 (just add the 2 equations above and see), that 𝑨 is in the direction of 𝝀ˆ (it’s a scalar multiple), and that 𝑨 is perpendicular to 𝝀ˆ (𝑨𝝀ˆ=0).

Example: Closest point on a given line, to a given point off of the line

What point D on line AB is closest to point C?

Filename:tfigure-geometryABC

In other words, a line is defined by the two given points A and B. A given point C is off of the line. What point D, on the line, is closest to C. Or, in vector language, Given vectors 𝒓A and 𝒓B defining a line, and 𝒓C, defining a point off of the line, find 𝒓D, the position of the point on the line that is closest to C.

What is point 𝒓D, the point on the line AB that is closest to C? The answer is,

𝒓D=𝒓A+𝒓C/A

where 𝒓C/A is the part of 𝒓C/A that is parallel to the line segment AB. Thus,

𝒓D=𝒓A+[(𝒓C𝒓A)𝒓B𝒓A|𝒓B𝒓A|]𝒓B𝒓A|𝒓B𝒓A|.

Example: Gram-Schmidt orthogonalization

A plane is defined in 3D by two vectors 𝑨 and 𝑩 that lie in a plane. The goal of ‘Gram-Schmidt orthogonalization’ is to find a pair of orthonormal vectors

margin: A set of orthonormal vectors are a set of unit vectors that are all perpendicular to each other. The ‘ortho’ is for orthogonal, meaning perpendicular. And, for no good reason, vectors are called normalized if you replace them with unit vectors in their directions.

that lie in the plane. First find a unit vector 𝝀ˆA in the 𝑨 direction:

𝝀ˆA=𝑨/|𝑨|.

Then find the part 𝑩 of 𝑩 that is orthogonal to 𝝀ˆA:

𝑩=𝑩𝑩=𝑩(𝑩𝝀ˆA)𝝀ˆA.

Finally, normalize:

𝝀ˆB=𝑩/|𝑩|

From two vectors in a plane, 𝑨 and 𝑩, we have found a pair of vectors (𝝀ˆA,𝝀ˆB) that are orthonormal (unit vectors that are orthogonal to each other) and in the same plane.

Components of a vector perpendicular and parallel to a given plane. The ideas above also apply to planes. What parts of a vector 𝑪 are in (𝑪) and orthogonal (𝑪) to a given plane?

Method 1. The plane is defined by two vectors 𝑨 and 𝑩 (two vectors that are in the plane). But 𝑨 and 𝑩 are not necessarily orthogonal. So, we first use Gram-Schmidt orthogonalization (sample above) to find orthonormal vectors 𝝀ˆA and 𝝀ˆB (see the example above). Then, we have that

𝑪=(𝑪𝝀ˆA)𝝀ˆA+(𝑪𝝀ˆB)𝝀ˆBand𝑪=𝑪𝑪

Method 2. If the plane has known normal 𝒏ˆ then

𝑪=(𝑪𝒏ˆ)𝒏ˆand𝑪=𝑪𝑪.

Vector algebra

Vectors are algebraic quantities. So you use algebra to manipulate them in equations. The rules for vector algebra are similar to the rules for ordinary (scalar) algebra. For example, if vector 𝑨 is the same as vector 𝑩, 𝑨=𝑩, then, for any scalar a and any vector 𝑪, we have,

𝑨+𝑪 = 𝑩+𝑪,
a𝑨 = a𝑩,and
𝑨𝑪 = 𝑩𝑪.

Why? Because performing the same operation on equal quantities gives equal results.

The vectors 𝑨, 𝑩, and 𝑪 might themselves be expressions involving other vectors.

The equations above show allmargin: All for now, that is. Later we will add ‘taking the cross product of both sides with a common vector’. of the allowable manipulations of vector equations:

  • Adding a common term to both sides,

  • Multiplying both sides by a common scalar, and

  • Taking the dot product of both sides with a common vector.

All the distributive, associative, and commutative laws of ordinary addition and multiplication hold except for when there is no sensible meaning to the expressions

margin: Beware. It does not make sense to add a vector and a scalar; 7+𝑨 is a nonsense expression. And you cannot divide a vector by a vector or a scalar by a vector; 7/ıˆ and𝑨/𝑪 are nonsense expressions.

.

More about vector algebra and the use of vector algebra to ‘solve triangles’ is discussed in sec. 1.5 starting on page 1.5.

Dot products on the computer

Using computers for vector addition was discussed on page 1.1. Most computer languages will agree to calculating a dot product for you in response to commands something like this:

    A   = [  1  2  5 ]
    B   = [ -2  4 19 ]
    D   = A(1)*B(1) + A(2)*B(2) + A(3)*B(3).

In pseudo code we could write D = A dot B. Many computer languages have a shorter way to write the dot product like dot(A,B). In a language built for linear algebra D = A*B’

margin: Recall that B’ means the transpose of B, in this case turning the row of numbers B into a column of numbers.

will work because the rules of matrix multiplication are then the same as the component formula for the dot product.

Box 1.4 Using the geometric definition of the dot product to find the components formula

This theoretical aside answers the question: ’Why does

ABcos(θ)=AxBx+AyBy+AzBz?

Vectors are essentially a geometric concept and we have consequently defined the dot product geometrically as 𝑨𝑩=ABcosθ. Almost 400 years ago René Descartes discovered that you could do geometry by doing algebra on the coordinates of points.

So we should be able to figure out the dot product of two vectors by knowing their components. The central key to finding this component formula is the distributive law

𝑨(𝑩+𝑪)=𝑨𝑩+𝑨𝑪

which we derived geometrically. If we write 𝑨=Axıˆ+Ayȷˆ+Az𝒌ˆ and 𝑩=Bxıˆ+Byȷˆ+Bz𝒌ˆ then we just repeatedly use the distributive law to derive the component formulae, as follows.

𝑨𝑩 = (Axıˆ+Ayȷˆ+Az𝒌ˆ)(Bxıˆ+Byȷˆ+Bz𝒌ˆ)
= (Axıˆ+Ayȷˆ+Az𝒌ˆ)Bxıˆ+
(Axıˆ+Ayȷˆ+Az𝒌ˆ)Byȷˆ+
(Axıˆ+Ayȷˆ+Az𝒌ˆ)Bz𝒌ˆ
= AxBxıˆıˆ+AyBxȷˆıˆ+AzBx𝒌ˆıˆ+
AxByıˆȷˆ+AyByȷˆȷˆ+AzBy𝒌ˆȷˆ+
AxBzıˆ𝒌ˆ+AyBzȷˆ𝒌ˆ+AzBz𝒌ˆ𝒌ˆ
= AxBx(1)+AyBx(0)+AzBx(0)+
AxBy(0)+AyBy(1)+AzBy(0)+
AxBz(0)+AyBz(0)+AzBz(1)

  𝑨𝑩=AxBx+AyBy+AzBz (3D).

 𝑨𝑩=AxBx+AyBy (2D).

If we call our coordinate x1,x2, and x3; and our unit base vectors 𝒆ˆ1,𝒆ˆ2, and 𝒆ˆ3 we would have 𝑨=A1𝒆ˆ1+A2𝒆ˆ2+A3𝒆ˆ3 and 𝑩=B1𝒆ˆ1+B2𝒆ˆ2+B3𝒆ˆ3 and the dot product has the familiar tidy form:

𝑨𝑩=A1B1+A2B2+A3B3=i=13AiBi.

Tilted coordinates: xyz vs xyz.

The demonstration above could have been carried out using a different orthogonal coordinate system xyz that was tilted with respect to the xyz system. By identical reasoning we would find that 𝑨𝑩=AxBx+AyBy+AzBz. Even though all of the numbers in the list [Ax,Ay,Az] might be different from the numbers in the list [Ax,Ay,Az] and similarly all the list [𝑩]xyz might be different than the list [𝑩]xyz, so (remarkably, luckily and necessarily),

AxBx+AyBy+AzBz=AxBx+AyBy+AzBz.

The formula for the dot product is the same in the different coordinate systems. And the value of the dot product is the same in the different coordinate systems. Yet all the numbers on the two sides of the formula above are likely different from each other.

SAMPLE 1.12

Filename:pfigure-s94h13p4
Figure 1.55:

Calculating dot products: Find the dot product of the two vectors 𝒂=2ıˆ+3ȷˆ2𝒌ˆ and 𝒓=5mıˆ2mȷˆ.

Solution The dot product of the two vectors is

𝒂𝒓 = (2ıˆ+3ȷˆ2𝒌ˆ)(5mıˆ2mȷˆ)
= (25m)ıˆıˆ1(22m)ıˆȷˆ0
+(35m)ȷˆıˆ0(32m)ȷˆȷˆ1
(25m)𝒌ˆıˆ0+(22m)𝒌ˆȷˆ0
= 10m6m=4m.

Answer: ar=4m

Comments: Note that with just a little bit of foresight, we could totally ignore the ˆ k component of a since r has no ˆ k component, i.e., 𝐤ˆ𝐫=0. Also, if we keep in mind that ıˆȷˆ=ȷˆıˆ=0, we could compute the above dot product in one line:

𝒂𝒓=(2ıˆ+3ȷˆ)(5mıˆ2mȷˆ)=(25m)ıˆıˆ1(32m)ȷˆȷˆ1=4m.

SAMPLE 1.13

Filename:pfigure-blue-90-2
Figure 1.56:

Component of a vector in a given direction: A force acting at some point is given as 𝑭=5Nıˆ+3Nȷˆ+2N𝒌ˆ.

  1. 1.

    Find the y-component of 𝑭.

  2. 2.

    Find the component of 𝑭 along the vector 𝒓=3mıˆ4mȷˆ.

Solution

  1. 1.

    Component along the y-direction: The y-component of 𝑭 is the scalar quantity multiplying the unit vector ȷˆ, that is, 3N. Although the y-component of 𝑭 is obvious here (and hence the problem is trivial), we can find it in a formal way using the dot product between 𝑭 and ȷˆ.

    Fy = 𝑭(a unit vector along y-axis)
    = (5Nıˆ+3Nȷˆ+2N𝒌ˆ)ȷˆ
    = 5Nıˆȷˆ0+3Nȷˆȷˆ1+2N𝒌ˆȷˆ0=3N.

    Answer: Fy=Fȷˆ=3N.

  2. 2.

    Component along the 𝐫-direction: The component of 𝑭 along 𝒓 is obtained from the dot product of 𝑭 with a unit vector along 𝒓. Therefore, we first need to find a unit vector 𝝀ˆr along r and then dot it with F .

    𝝀ˆr = 𝒓|𝒓|=3mıˆ4mȷˆ32+42m=0.6ıˆ0.8ȷˆ
    Fr = 𝑭𝝀ˆr
    = (5Nıˆ+3Nȷˆ+2N𝒌ˆ)(0.6ıˆ0.8ȷˆ)
    = 3.0N2.4N=0.6N.

    Answer: Fr=Fλˆr=0.6N

SAMPLE 1.14

Filename:s92f1p7
Figure 1.57:

Finding angle between two vectors using dot product: Find the angle between the vectors 𝒓1=2ıˆ+3ȷˆ and 𝒓2=2ıˆȷˆ.

Solution From the definition of dot product between two vectors

𝒓1𝒓2 = |𝒓1||𝒓2|cosθ
or cosθ = 𝒓1𝒓2|𝒓1||𝒓2|
= (2ıˆ+3ȷˆ)(2ıˆȷˆ)(22+32)(22+12)
= 43135=0.124
Therefore, θ = cos1(0.124)=82.87.

Answer: θ=83

SAMPLE 1.15

Filename:twodisks-ang-mom
Figure 1.58:

Finding direction cosines from unit vectors: Find the angles between 𝑭=4Nıˆ+6Nȷˆ+7N𝒌ˆ and each of the three axes.

Solution

𝑭 = F𝝀ˆ
𝝀ˆ = 𝑭F
= 4Nıˆ+6Nȷˆ+7N𝒌ˆ42+62+72N
= 0.4ıˆ+0.6ȷˆ+0.7𝒌ˆ.

Let the angles between 𝝀ˆ and the x,y, and z axes be θ,ϕ and ψ respectively. Then

cosθ = ıˆ𝝀ˆ|ıˆ||𝝀ˆ|=0.4|1||1|=0.4.
 θ = cos1(0.4)=66.4.

Similarly,

cosϕ = 0.6 or ϕ=53.1
cosψ = 0.7 or ψ=45.6.

Answer: θ=66.4,ϕ=53.1,ψ=45.6

Comments: The components of a unit vector give the direction cosines with the respective axes. That is, if the angle between the unit vector and the x,y, and z axes are θ,ϕ and ψ, respectively (as above), then

𝝀ˆ=cosθλxıˆ+cosϕλyȷˆ+cosψλz𝒌ˆ.

SAMPLE 1.16  Separating a vector equation into scalar equations: Assume that after writing the equilibrium equation as 𝑭=mgȷˆ in a particular problem, a student finds that 𝑭=(20NP1)ıˆ+7NȷˆP2𝒌ˆ. Separate the scalar equations in the ıˆ,ȷˆ, and 𝒌ˆ directions.

Solution From a vector equation, separating the scalar equations is trivial as long as both sides of a vector equation are in the same basis, e.g., , ıˆ, ȷˆ, and 𝒌ˆ. We just equate the individual components on both sides. That is, if

(20NP1)ıˆ+7NȷˆP2𝒌ˆ𝑭 = mgȷˆ
then,20NP1 = 0 (ıˆ component)
7N = mg (ȷˆ component)
P2 = 0. (𝒌ˆ component)

These are the three independent scalar equations in the ıˆ, ȷˆ and 𝒌ˆ directions.

Answer: 20NP1=0,7N=mg,P2=0

Comments: The results obtained by equating individual components on both sides of the vector equation are based on the general technique of taking the dot product of both sides of an equation with a vector. It gives a scalar equation valid in any direction that one desires. For the example at hand, the long but easily readable and illustrative calculation is as follows. Taking the dot product of both sides of 𝑭=mgȷˆ equation with ıˆ, we write

ıˆ[(20NP1)ıˆ+7NȷˆP2𝒌ˆ] = ıˆ[mgȷˆ]
 (20NP1)ıˆıˆ1+7Nȷˆıˆ0P2𝒌ˆıˆ0 = mgȷˆıˆ0)
 20NP1 = 0.

Similarly,

ȷˆ[𝑭]=ȷˆ[mgȷˆ] 7N=mg
𝒌ˆ[𝑭]=𝒌ˆ[mgȷˆ] P2=0.

Problems for 1.2 The dot product of two vectors

1.2.1  Find the dot product of 𝒂=2ıˆ+3ȷˆ𝒌ˆ and 𝒃=2ıˆ+ȷˆ+2𝒌ˆ.

1.2.2  Find the dot product of 𝑭=0.5Nıˆ+1.2Nȷˆ+1.5N𝒌ˆ and 𝝀ˆ=0.8ıˆ+0.6ȷˆ.

1.2.3  Find the dot product 𝑭𝒓 where 𝑭=(5ıˆ+4ȷˆ)N and 𝒓=(0.8ıˆ+ȷˆ)m . Draw the two vectors and justify your answer for the dot product.

1.2.4  Two vectors, 𝒂=43ıˆ+12ȷˆ and 𝒃=ıˆ3ȷˆ are given. Find the dot product of the two vectors. How is 𝒂𝒃 related to |𝒂||𝒃| in this case?

1.2.5  Find the dot product of two vectors 𝑭=10lbfıˆ20lbfȷˆ and 𝝀ˆ=0.8ıˆ+0.6ȷˆ. Sketch F and ˆ λ and show what their dot product represents .

1.2.6  The position vector of a point A is 𝒓A=30cmıˆ. Find the dot product of 𝒓A with 𝝀ˆ=32ıˆ+12ȷˆ.

1.2.7  From the figure below, find the component of force F in the direction of ˆ λ .

Filename:pfigure-blue-90-1
Figure 1.59

1.2.8  Find the angle between 𝑭1=2Nıˆ+5Nȷˆ and 𝑭2=2Nıˆ+6Nȷˆ.

1.2.9  Given 𝝎=2rad/sıˆ+3rad/sȷˆ,𝑯1=(20ıˆ+30ȷˆ)kgm2/s and 𝑯2=(10ıˆ+15ȷˆ+6𝒌ˆ)kgm2/s, find (a) the angle between 𝝎 and 𝑯1 and (b) the angle between 𝝎 and 𝑯2.

1.2.10  The unit normal to a surface is given as 𝒏ˆ=0.74ıˆ+0.67ȷˆ. If the weight of a block on this surface acts in the ȷˆ direction, find the angle that a 1000  N normal force makes with the direction of weight of the block.

1.2.11  Vector algebra. For each equation below state whether:

  1. 1.

    The equation is nonsense. If so, why?

  2. 2.

    Is always true. Why? Give an example.

  3. 3.

    Is never true. Why? Give an example.

  4. 4.

    Is sometimes true. Give examples both ways.

You may use trivial examples.

  1. (a)

    𝑨+𝑩=𝑩+𝑨

  2. (b)

    𝑨+b=b+𝑨

  3. (c)

    𝑨𝑩=𝑩𝑨

  4. (d)

    𝑩/𝑪=B/C

  5. (e)

    b/𝑨=b/A

  6. (f)

    𝑨=(𝑨𝑩)𝑩+(𝑨𝑪)𝑪+(𝑨𝑫)𝑫

1.2.12  Use the dot product to show ‘the law of cosines’; i. e.,

c2=a2+b2+2abcosθ.

(Hint: c = a + b ; also, 𝒄𝒄=𝒄𝒄)

Filename:pfigure-blue-110-1
Figure 1.60

1.2.13  Find the direction cosines of 𝑭=3Nıˆ4Nȷˆ+5N𝒌ˆ.

1.2.14  A force acting on a bead of mass m is given as 𝑭=20lbfıˆ+22lbfȷˆ+12lbf𝒌ˆ. What is the angle between the force and the z-axis?

1.2.15  (a) Draw the vector 𝒓=3.5ıˆ+3.5ȷˆ4.95𝒌ˆ. (b) Find the angle this vector makes with the z-axis. (c) Find the angle this vector makes with the x-y plane.

1.2.16  In the figure shown, ˆ λ and ˆ n are unit vectors parallel and perpendicular to the surface AB, respectively. A force 𝑾=50Nȷˆ acts on the block. Find the components of W along ˆ λ and ˆ n .

Filename:pfigure-blue-107-1
Figure 1.61

1.2.17  Express the unit vectors 𝒏ˆ and 𝝀ˆ in terms of ıˆ and ȷˆ shown in the figure. What are the x and y components of 𝒓=3.0ft𝒏ˆ1.5ft𝝀ˆ? Answer: rx=rıˆ=(3cosθ+1.5sinθ)ft,ry=rȷˆ=(3sinθ1.5cosθ)ft.

Filename:pfigure-s94h14p4
Figure 1.62

1.2.18  Find the projection of vector 𝒓AB (you have to first find this position vector)

  1. 1.

    on the y-axis, and

  2. 2.

    in the ˆ λ direction.

Filename:pfigure-blue-112-1
Figure 1.63

1.2.19  The net force acting on a particle is 𝑭=2Nıˆ+10Nȷˆ. Find the components of this force in another coordinate system with basis vectors ıˆ=cosθıˆ+sinθȷˆ and ȷˆ=sinθıˆcosθȷˆ. For θ=30, sketch the vector F and show its components in the two coordinate systems.

1.2.20  Find the unit vectors 𝒆ˆR and 𝒆ˆθ in terms of ıˆ and ȷˆ with the geometry shown in the figure. What are the components of W along 𝒆ˆR and 𝒆ˆθ?

Filename:tfigure8-alt-app2c
Figure 1.64

1.2.21  Write the position vector of point P in terms of 𝝀ˆ1and𝝀ˆ2 and

  1. 1.

    find the y-component of 𝒓P,

  2. 2.

    find the component of 𝒓P along 𝝀ˆ1.

Filename:sfig4-6-4a
Figure 1.65

1.2.22  Let 𝑭1=30Nıˆ+40Nȷˆ10N𝒌ˆ,𝑭2=20Nȷˆ+2N𝒌ˆ,and𝑭3=F3xıˆ+F3yȷˆF3z𝒌ˆ. If the sum of all these forces must equal zero, find the required scalar equations to solve for the components of 𝑭3.

1.2.23  A force 𝑭 is directed from point A(3,2,0) to point B(0,2,4). If the x-component of the force is 120  N, find the y- and z-components of 𝑭.

1.2.24  A vector equation for the sum of forces results in the following equation:

F2(ıˆ3ȷˆ)+R5(3ıˆ+6ȷˆ)=25N𝝀ˆ

where 𝝀ˆ=0.30ıˆ0.954ȷˆ. Find two scalar equations by dotting both sides of the equation first with 𝝀ˆ and then separately with a vector orthogonal to 𝝀ˆ.

1.2.25  Write a computer program (or use a canned program) to find the dot product of two 3-D vectors. Test the program by computing the dot products ıˆıˆ,ıˆȷˆ,andȷˆ𝒌ˆ. Now use the program to find the projections of 𝑭=(2ıˆ+2ȷˆ3𝒌ˆ)N along the line 𝒓AB=(0.5ıˆ0.2ȷˆ+0.1𝒌ˆ)m.

1.2.26  What is the shortest distance between the point A and the diagonal BC of the parallelepiped shown? (Use vector methods and don’t use cross product.)

Filename:sfig4-6-3
Figure 1.66

1.3 Vector cross product

The vector cross product

margin: Nomenclature. The vector cross product is sometimes just called ‘the vector product’. In this book we usually call it ‘the cross product’ because of the times symbol (×), a cross, we use for it. The name ‘cross’ might also be because the component formula uses ‘cross’ terms.
The angle between the vectors is typically represented with θ (pronounced ‘thay-tuh’, thay rhymes with hay) or Ψ (pronounced ‘sigh’).

is a second way of multiplying vectors together (the first was the dot product).

The cross product of vectors 𝑨 and 𝑩 is written 𝑨×𝑩

and is read ‘A cross B’ (and is not read as ‘A times B’). The cross product of two vectors is a third vector. It is geometrically defined to be that vector which has magnitude ABsin(θAB), where θAB is the angle between 𝑨 and 𝑩, and which is perpendicular to 𝑨 and 𝑩 in the direction given by the ‘right hand rule’ (to be explained below).

The cross product also has a component representation, which is admittedly confusing looking at first:

[𝑨×𝑩]=[AyBzAzByAzBxAxBzAxByAyBx].

All of the above is a mouthful which you can’t understand at a first reading. It is just put here up top for completeness and conciseness. The ideas are introduced more gradually below.

Box 1.5 Uses of the cross product

Here are the key uses of the cross product in this book. A first time reader is not supposed to understand all of these at the start. They are here for reference and inspiration.

Geometry

  1. 1.

    3D Normal to a plane. Find the normal 𝑵 to a plane containing points A,B and C as

    𝑵=𝒓B/A×𝒓C/A.
  2. 2.

    3D Unit normal to a plane. Use 𝑵 above to find the unit normal to a plane containing points A,B and C as

    𝒏ˆ=𝑵|𝑵|=𝒓B/A×𝒓C/A|𝒓B/A×𝒓C/A|
  3. 3.

    3D Distance between a point and a plane. Use 𝒏ˆ above to find the distance between a point D and the plane containing points A,B and C as

    d = 𝒓D/A𝒏ˆ = 𝒓D/A𝒓B/A×𝒓C/A|𝒓B/A×𝒓C/A|

    Replacing 𝒓D/A with 𝒓D/B or 𝒓D/C works too.

  4. 4.

    3D Distance between two lines. Find the distance between the line containing the points A and B and the line containing the points C and D as

    d =|(𝒓B/A×𝒓D/C)𝒓C/A|/|𝒓B/A×𝒓D/C|.

    Replacing 𝒓C/A with 𝒓D/A,𝒓C/B or 𝒓D/B works too.

  5. 5.

    2D Perpendicular in the xy plane. Find the in-plane normal 𝒓 to a vector 𝒓=rxıˆ+ryȷˆ in the xy plane as

    𝒓=𝒌ˆ×𝒓.

    (The vector 𝒓 is also rotation of 𝒓 counterclockwise by 90.)

  6. 6.

    2D unit perpendicular in xy plane. Use 𝒓 to find a unit vector perpendicular to 𝒓 as

    𝒏ˆ=𝒓|𝒓|=𝒌ˆ×𝒓|𝒌ˆ×𝒓|.
  7. 7.

    3D distance between point C and a line going through A and B can with cross product or dot product:

    d=|𝒓C/A×𝒓B/A|𝒓B/A||=|𝒓C/A(𝒓C/A𝒓B/A|𝒓B/A|)𝒓B/A|𝒓B/A||.
  8. 8.

    2D Distance between a point C and line AB in the plane. Use 𝒏ˆ to find this distance as

    d=|𝒏ˆ𝒓C/A|=|(𝒌ˆ×𝒓B/A)𝒓C/A|𝒌ˆ×𝒓B/A||.

    Replacing 𝒓C/A with 𝒓C/B works too.

  9. 9.

    3D Volume V of a parallelepiped with sides 𝑨, 𝑩 and 𝑪 is

    V=(𝑨×𝑩)𝑪.

    Statics

  10. 10.

    Moment of a force. Calculate moment 𝑴 of a force 𝑭 at position 𝒓 as

    𝑴=𝒓×𝑭

    .

  11. 11.

    Moment about an axis. Calculate moment M of a force 𝑭 at position 𝒓 relative to a point on the axis in the direction of a unit vector 𝝀ˆ as

    M=(𝒓×𝑭)𝝀ˆ.
  12. 12.

    Moment about an axis. Use the result above to calculate the moment of a force 𝑭 at position C about a line through A and B as

    M=(𝒓C/A×𝑭)𝒓B/A|𝒓B/A|=(𝒓C/B×𝑭)𝒓B/A|𝒓B/A|.

    Kinematics and Dynamics

  13. 13.

    Relative velocity of two points on a rigid object. The velocity of point B relative to point A, where both points are on the same rigid object with angular velocity 𝝎 is

    𝒗B/A=𝝎×𝒓B/A.
  14. 14.

    Angular momentum of a particle with velocity 𝒗, mass m and at position 𝒓 is

    𝑯=m𝒓×𝒗.
  15. 15.

    Centripetal acceleration of point B relative to point A on the same rigid object with angular velocity 𝝎 is

    Centripetal part of 𝒂B/A=𝝎×(𝝎×𝒓B/A).
  16. 16.

    Relative acceleration due to angular acceleration. The relative acceleration of points A and B on the same rigid object with angular acceleration 𝜶 is

    Contribution of angular acceleration to 𝒂B/A=𝜶×𝒓B/A.
  17. 17.

    Coriolis acceleration of a particle moving at velocity 𝒗rel relative to a rotating rigid object is

    𝒂Coriolis=2𝝎×𝒗rel.
  18. n.

    Variants and extensions of the kinematics and dynamics formulas are given in the tables at the back of the Dynamics book.

Uses of the cross product

The vector cross product is used to define (and calculate) moment, to solve geometry problems and to calculate various quantities associated with rotations in dynamics. Most uses of the cross product used in this book are listed in box 1.3 on page 1.3.

In this Mechanics Toolset book we treat the cross product as a mathematical calculation and as a geometrical calculation. Deeper understanding will come when you study statics and think about the cross product of 𝒓 and 𝑭 as a moment vector 𝑴. Comfort with the cross product is a tremendous aid for solving three-dimensional statics problems and for doing all of dynamics. You will probably need to refer back to this section from time to time.

Filename:sfig4-6-3a
Figure 1.67: Different interpretations of the 2D cross product. The cross product of 𝑨 and 𝑩, both in the xy plane, is |𝑨||𝑩|sinΨ𝒌ˆ. Grouping the sinΨ with |𝑨| or with |𝑩| gives two different geometric interpretations of the 2D cross product. First, you can think of the magnitude of the cross product as being the magnitude of 𝑨 times the projection of 𝑩 perpendicular to 𝑨. That’s |𝑨|(|𝑩|sinΨ). Or, you can think of it as the magnitude of 𝑩 times the distance |𝑨|sinΨ. This is marked in the tip-to-tail construction in the third picture above. (|𝑨|sinΨ)|𝑩|.

The 2D cross product

Although the cross product is fundamentally a three-dimensional idea, we start with the two-dimensional version.

The 2D cross product is defined as :

𝑨×𝑩‘A cross B’=def|𝑨||𝑩|sinθ𝒌ˆ. (1.21)

where θ is the amount that 𝑨 would need to be rotated counterclockwise to point in the same direction as 𝑩. An equivalent alternative approach is to define the cross product as

𝑨×𝑩=def|𝑨||𝑩|sinθ𝒏ˆ. (1.22)

with θ defined to be less than 180 and 𝒏ˆ defined as the unit vector pointing in the direction of the thumb when the fingers are curled from the direction of 𝑨 towards the direction of 𝑩.

Study of fig. 1.67 should convince you that the 2D definition of cross product in eqn.1.21 obeys these standard algebra rules (for any 3 2D vectors 𝑨, 𝑩, and 𝑪 and any scalar d):

d(𝑨×𝑩) = (d𝑨)×𝑩=𝑨×(d𝑩)
𝑨×(𝑩+𝑪) = 𝑨×𝑩+𝑨×𝑪.

A difference between the algebra rules for scalar multiplication and vector cross product multiplication is that for scalar multiplication AB=BA whereas for the cross product 𝑨×𝑩𝑩×𝑨 (because the definition of θ in eqn. 1.21 and 𝒏ˆ in  1.22 depends on order). In particular 𝑨×𝑩=𝑩×𝑨.

Because the magnitude of the cross product of 𝑨 and 𝑩 is the magnitude of 𝑨 times the magnitude of the projection of 𝑩 in the direction perpendicular to 𝑨 (as shown in the top two illustrations of fig. 1.89) you can think of the cross product as a measure of how much two vectors are perpendicular to each other. In particular,

if 𝑨 is perpendicular to 𝑩  |𝑨×𝑩| = |𝑨||𝑩|,and
if 𝑨 is parallel to 𝑩  |𝑨×𝑩| = 0.

For example, ıˆ×ȷˆ=𝒌ˆ,ȷˆ×ıˆ=𝒌ˆ,ıˆ×ıˆ=𝟎, and ȷˆ×ȷˆ=𝟎.

Component form for the 2D cross product

Just like the dot product, the cross product can be expressed using components. As can be verified by writing 𝑨=Axıˆ+Ayȷˆ, and 𝑩=Bxıˆ+Byȷˆ and using the distributive rules:

𝑨×𝑩=(AxByBxAy)𝒌ˆ. (1.23)

Determinant mnemonic. Some people remember this formula by putting the components of 𝑨 and 𝑩 into a matrix and calculating the determinant AxAyBxBy.

If you number the components of 𝑨 and 𝑩 (e.g., [𝐀]x1x2=[A1,A2]), the cross product is 𝑨×𝑩=(A1B2A2B1)𝒆ˆ3, or “first times second minus second times first.”

Example: Given that

𝑨 =1ıˆ+2ȷˆ
and 𝑩 =10ıˆ+20ȷˆ
then 𝑨×𝑩 =(120210)𝒌ˆ=0𝒌ˆ=𝟎.

For vectors with just a few components it is often most convenient to use the distributive rule directly.

Example: Given that

𝑨 =7ıˆ
and 𝑩 =37.6ıˆ+10ȷˆ
then 𝑨×𝑩 =(7ıˆ)×(37.6ıˆ+10ȷˆ)=(7ıˆ)×(37.6ıˆ)+(7ıˆ)×(10ȷˆ)
=𝟎+70𝒌ˆ=70𝒌ˆ.

There are many ways of calculating a 2D cross product

You have several options for calculating the 2D cross product. Which you choose depends on taste and convenience. You can use

  • the geometric definition directly,

  • the first times the perpendicular part of the second (distance times perpendicular component of force),

  • the second times the perpendicular part of the first (lever arm times the force),

  • components, or

  • break each of the vectors into a sum of vectors and use the distributive rule.

The 3D vector cross product

Filename:pfigure4-4-rp12
Figure 1.68: The cross product of 𝑨 and 𝑩 is perpendicular to 𝑨 and 𝑩 in the direction given by the right hand rule. The magnitude of 𝑨×𝑩 is ABsinθAB.

In contrast to the dot product, which gives a scalar and measures how much two vectors are parallel, the cross product is a vector and measures how much they are perpendicular.

Filename:pfigure-blue-38-2
Figure 1.69: The right hand rule for determining the direction of the cross product of two vectors. 𝑪=𝑨×𝑩.

The cross product is defined by:

𝑨×𝑩=def|𝑨||𝑩|sinθAB𝒏ˆ (1.24)
where |𝒏ˆ|=1,
𝒏ˆ𝑨,
𝒏ˆ𝑩,
0θABπ, and
𝒏ˆ is in the direction given by the right hand rule, that is, in the direction of the right thumb when the fingers of the right hand are pointed in the direction of 𝑨 and then wrapped towards the direction of 𝑩.

Refer to caption
Filename:pfigure-blue-49-2
Figure 1.70: Another way to use your right hand for the ‘right hand’ rule. Set thumb, pointer and middle finger mutually orthogonal to each other. Pointer cross middle finger is thumb. Or, shoot the gun, that is, lower your thumb and the direction of ‘thumb cross pointer’ is the middle finger.
Filename:pfigure4-4-rp13
Figure 1.71: Mnemonic device to remember the cross product of the standard base unit vectors.

If 𝑨 and 𝑩 are perpendicular then θAB is π/2, sinθAB=1, and the magnitude of the cross product is AB. If 𝑨 and 𝑩 are parallel then θAB is 0, sinθAB=0 and the cross product is 𝟎 (the zero vector). This is why we say the cross product is a measure of the degree of orthogonality of two vectors.

Using the definition above you should be able to verify to your own satisfaction that 𝑨×𝑩=𝑩×𝑨. Applying the definition to the standard base unit vectors you can see that ıˆ×ȷˆ=𝒌ˆ, ȷˆ×𝒌ˆ=ıˆ, and 𝒌ˆ×ıˆ=ȷˆ (fig. 1.71).

The geometric definition above and the geometric (tip to tail) definition of vector addition imply that the cross product follows the distributive rule, as explained in box 1.3 on page 1.3.

𝑨×(𝑩+𝑪)=𝑨×𝑩+𝑨×𝑪.

Applying the distributive rule to the cross products of 𝑨=Axıˆ+Ayȷˆ+Az𝒌ˆ and 𝑩=Bxıˆ+Byȷˆ+Bz𝒌ˆ leads to the algebraic formula for the Cartesian components of the cross product.

𝑨×𝑩 = [AyBzAzBy]ıˆ (1.27)
+[AzBxAxBz]ȷˆ
+[AxByAyBx]𝒌ˆ

How the distributive rule is used to derive the component formula for cross product is also described in box 1.3 on page 1.3.

Memory aids for the component formula for cross product. There are various mnemonics for remembering the component formula for cross products. The most common is to calculate a ‘determinant’ of the 3×3 matrix with one row given by ıˆ,ȷˆ,𝒌ˆ and the other two rows the components of 𝑨 and 𝑩.

𝑨×𝑩=det|ıˆȷˆ𝒌ˆAxAyAzBxByBz|

Some key facts about cross products. The following identities and special cases of cross products are worth knowing well:

  • (a𝑨)×𝑩=𝑨×(a𝑩)=a(𝑨×𝑩)  (a distributive law)

  • 𝑨×𝑩=𝑩×𝑨  (the cross product is not commutative!)

  • 𝑨×𝑩=𝟎if𝑨𝑩  (parallel vectors have zero cross product)

  • |𝑨×𝑩|=ABif𝑨𝑩

  • ıˆ×ȷˆ=𝒌ˆ,ȷˆ×𝒌ˆ=ıˆ,𝒌ˆ×ıˆ=ȷˆ  (assuming the x,y,z coordinate system is right handed — if you use your right hand and point your fingers along the positive x axis, then curl them towards the positive y axis, your thumb will point in the same direction as the positive z axis. )

  • ıˆ×ȷˆ=𝒌ˆ,ȷˆ×𝒌ˆ=ıˆ,𝒌ˆ×ıˆ=ȷˆ
    (assuming the xyz coordinate system is right handed.)

  • ıˆ×ıˆ=ȷˆ×ȷˆ=𝒌ˆ×𝒌ˆ=𝟎,   ıˆ×ıˆ=ȷˆ×ȷˆ=𝒌ˆ×𝒌ˆ=𝟎

The mixed triple product

The ‘mixed triple product’ of 𝑨, 𝑩, and 𝑪 is so called because it mixes both the dot product and cross product in a single expression. The mixed triple product is also sometimes called the scalar triple product because its value is a scalar. The mixed triple product of 𝑨, 𝑩, and 𝑪 is defined by and written as

𝑨(𝑩×𝑪)

and pronounced ‘A dot B cross C.’ The parentheses () are sometimes omitted, i.e.,

𝑨𝑩×𝑪,

because the wrong grouping (𝑨𝑩)×𝑪 is nonsense (you can’t take the cross product of a scalar with a vector) . It is apparent that one way of calculating the mixed triple product is to calculate the cross product of 𝑩 and 𝑪 and then to take the dot product of that result with 𝑨. Some people use the notation (𝑨,𝑩,𝑪) for the mixed triple product but it will not occur again in this book.

Filename:f92h7p1
Figure 1.72: One interpretation of the mixed triple product of 𝑨×𝑩𝑪 is as the volume (a scalar) of a parallelepiped with 𝑨, 𝑩, and 𝑪 as the three edges emanating from one corner. This interpretation only works if 𝑨, 𝑩, and 𝑪 are taken in the appropriate order, otherwise 𝑨×𝑩𝑪 is minus the volume which is calculated.

The mixed triple product has the same value if one takes the cross product of 𝑨 and 𝑩 and then the dot product of the result with 𝑪. That is 𝑨(𝑩×𝑪)=(𝑨×𝑩)𝑪. This identity can be verified using the geometric description below, or by looking at the (complicated) expression for the mixed triple product of three general vectors 𝑨, 𝑩, and 𝑪 in terms of their components as calculated the two different ways. One thus obtains the string of results

𝑨𝑩×𝑪=𝑨×𝑩𝑪=𝑩×𝑨𝑪=𝑩𝑨×𝑪=

The minus signs in the above expressions follow from the cross product identity that 𝑨×𝑩=𝑩×𝑨.

The mixed triple product has various geometric interpretations, one of them is that 𝑨𝑩×𝑪 is (plus or minus) the volume of the parallelepiped, the crooked shoe box, edged by 𝑨, 𝑩 and 𝑪 as shown in fig. 1.72.

Another way of calculating the value of the mixed triple product is with the determinant of a matrix whose rows are the components of the vectors.

𝑨(𝑩×𝑪)=AxAyAzBxByBzCxCyCz=Ax(ByCZBzCy)+Ay(BzCxBxCz)+Az(BxCyByCx)

The mixed triple product of three vectors is zero if

margin: In the language of linear algebra, the mixed triple product of three vectors is zero if the vectors are linearly dependent.
  • any two of them are parallel, or

  • all three of the vectors have one common plane.

Uses of the mixed triple product. The mixed triple product (or scalar triple product) is useful for calculating the moment of a force about an axis and for related dynamics quantities.

Vector triple product

A different triple product, sometimes called the ‘vector triple product’, 𝑨×(𝑩×𝑪), is discussed later (in the Dynamics book).

Cross products and computers

The components of the cross product can be calculated with computer code that may look something like this.

    A = [  1  2  5 ]
    B = [ -2  4 19 ]
    C = [ ( A(2)*B(3) - A(3)*B(2) ) ...
          ( A(3)*B(1) - A(1)*B(3) ) ...
          ( A(1)*B(2) - A(2)*B(1) ) ]

giving the result C=[18 -29 8]. Many computer languages have a shorter way to write the cross product like cross(A,B). The mixed triple product might be calculated by assembling a 3×3 matrix of rows and then taking a determinant like this:

        A   = [  1  2  5 ]
        B   = [ -2  4 19 ]
        C   = [ 32  4  5 ]
     matrix = [A ;     % Each row under the one above
               B ;
               C   ]
  mixedprod = det(matrix)

giving the result mixedprod = 500. A versatile computer language might allow a command like dot( A, cross(B,C) ) to calculate the mixed triple product.

Box 1.6 The cross product of vectors as matrix multiplication

For hand calculations in statics, this box is probably not useful. This box is for the theoretically inclined, and for people interested in doing complex dynamics calculations on a computer. We assume here that you know some linear algebra.

The cross product between two vectors 𝒂 and 𝒃 gives a new vector

𝒄=𝒂×𝒃

All three of these vectors have components:

[𝒂]xy=[axayaz],[𝒃]xy=[bxbybz]

and

[𝒄]xy=[cxcycz].

The components of 𝒄 can be calculated from those of 𝒂 and 𝒃 using the component rules from this section as

[cxcycz]=[aybzazbyazbxaxbzaxbyaybx].

Because the cross product 𝒂×𝒃 is linear in 𝒃 (meaning 𝒂×(𝒃1+𝒃2)=𝒂×𝒃1+𝒂×𝒃2, etc.) we can represent the cross product as some matrix times 𝒃.

We now define a matrix [A], that does the job. We associate the the vector 𝒂 with the matrix [A] as follows:

[A][0azayaz0axayax0]. (1.29)

[A] is an anti-symmetric matrix (also called a skew symmetric matrix), with

[A]=[A](A transpose is minus A).

The terms of [A] on the diagonal are zero and those off the diagonal are negative of their corresponding (transposed) terms. The conversion rule (Equation 1.29) that takes a vector and puts its components in a matrix in the right place we can call [𝒮] thus

[A]=[𝒮(𝒂)].

[A] is the anti-symmetric matrix defined in terms of the components of 𝒂 by [𝒮(𝒂)].

Just multiplying out the terms we see that

𝒮(𝒂)×𝒃 =[0azayaz0axayax0][𝒮(𝒂)][bxbybz] (1.36)
=[aybzazbyazbxaxbzaxbyaybx]. (1.40)

So we get our main result:

[𝒂×𝒃]xyz=[𝒮(𝒂)][𝒃]xyz=[A][𝒃]xyz.

That is, the components of the cross product of 𝒂 and 𝒃 can be found by multiplying the matrix [A] by the components of 𝒃.

Writing the cross product as a matrix multiplication is sometimes useful for dynamics when the first vector 𝒂 is 𝝎 (see box 16.2 on page 16.2). The advantage of the matrix representation over the cross product is that matrix multiplication satisfies the associative rule

[A]([B][C])=([A][B])[C]

whereas the vector cross product does not:

𝒂×(𝒃×𝒄)(𝒂×𝒃)×𝒄.

Computer calculation

One could write a short program (computer function) that does the conversion from vector 𝒂 to matrix [A]=𝒮(𝒂) and call it skew. That is, skew would calculate eqn. (1.29). Using skew we could carry out a cross product like this (see box 3.3 on page 3.3)

a = [1 2 3]’
b = [4 5 6]’
A = skew(a)
c = A*b
 Define vector 𝒂 with components
Define vector 𝒃 with components
Use the function skew’ to find A
Calculate the cross product 𝒄=𝒂×𝒃 using ordinary matrix multiplication.

For just one cross product this would be silly. But for a long calculation involving various vectors and matrices it often makes things simpler.

Box 1.7 The cross product: from geometry to components

Why is the 3D vector given by the component formula for the cross product ((1.27) on page 1.27)

[𝑨×𝑩]xyz=[(AyBzAzBy)(AzBxAxBz)(AxByAyBx)] (1.41)

the same vector as that given by the geometric definition ((1.24) on page 1.24),

𝑨×𝑽|𝑨||𝑽|sinθAV𝒏ˆAV?
Filename:tfigure1-cross2a

That these different-looking formulas should give the same answer is not obvious. Here we show why. Although the result is often used, the reasoning is not. But for logical completeness, and to entertain the curious, we present it here. We assume we know the geometric definition and want to find the component formula (1.41).

The reasoning has two big steps:

  • First we will show that the geometric definitions of the vector cross product ‘distributes’ over vector addition.

  • Then we apply the distributive rule to get our component formula.

A new definition of cross product

Start with 𝑨 and 𝑽:

Filename:tfigure1-cross2e

Now we will show that the geometric formula

𝑨×𝑽|𝑨||𝑽|sinθAV𝒏ˆAV

is equivalent to a sequence of three operations: Project, rotate and stretch.

  1. 1.

    Project V on to the plane P (normal to A). The projection of 𝑽 onto the plane orthogonal to 𝑨 is 𝑽.

    Filename:tfigure1-cross2d

    The magnitude of 𝑽 is

    |𝑽|=|𝑽|sinθAV.

    𝑽 is in the plane defined by 𝑨 and 𝑽 and also in the plane orthogonal to 𝑨.

  2. 2.

    Then rotate that projection by 90 about A.

    Filename:tfigure1-cross2c

    Call the result of this rotation 𝑽′′. The magnitude is unchanged by rotation so we still have

    |𝑽′′|=|𝑽|sinθAV.

    Note that 𝑽′′ is in the 𝒏ˆ direction that is perpendicular to both 𝑨 (it’s in the plane to 𝑨) and to 𝑽 (it’s rotated 90 from 𝑽. So 𝑽′′ is in the direction of 𝑨×𝑽.

  3. 3.

    Finally, stretch V′′ by |A|.

    Filename:tfigure1-cross2b

    This result has magnitude |𝑨||𝑽|sinθAV which is the magnitude of 𝑨×𝑽. This vector is in the direction normal to both 𝑨 and 𝑽 given by the right-hand rule, that’s the direction of 𝑨×𝑽. Having the same magnitude and direction as 𝑨×𝑽, it is 𝑨×𝑽. As infamously reasoned by Joseph McCarthy, “If it looks like a duck, walks like a duck and quacks like a duck,it’s a duck.”

Apply the new definition to 𝑩+𝑪

Consider 𝑫=𝑩+𝑪. We are interested in all three cross products: 𝑨×𝑫, 𝑨×𝑩, and 𝑨×𝑪.

Filename:tfigure1-crossc

First we will check that each of the operations above (project, rotate, stretch) is distributive.

  1. 1.

    Project. The projection of a sum is the sum of the projections (𝑫=𝑩+𝑪);

    Filename:tfigure1-crossb
  2. 2.

    Rotate. The sum of two 90 rotated vectors is the rotation of the sum (𝑫′′=𝑩′′+𝑪′′);

    Filename:tfigure1-crossa
  3. 3.

    Stretch. (stretched 𝑫′′) = (stretched 𝑩′′) + (stretched 𝑪′′), scalar multiplication is distributive.

    Filename:tfigure1-cross

Thus the act of taking the cross product of 𝑨 with 𝑩 and adding that to the cross product of 𝑨 with 𝑪 gives the same result as taking the cross product of 𝑨 with 𝑫𝑩+𝑪. That’s the distributive law for vector cross products over vector addition:

𝑨×(𝑩+𝑪)=𝑨×𝑩+𝑨×𝑪.

The distributive rule also works for a sum of 3 or more vectors (all of the reasoning above would be the same). And that the distributive rule works when the sum is on the left (i.e., that (𝑩+𝑪)×𝑨=𝑩×𝑨+𝑪×𝑨) also follows by very similar reasoning, so we skip those details. In sum, we know now that (𝑨+𝑩+𝑪)×(𝑫+𝑬+𝑭)=𝑨×𝑫+𝑨×𝑬+ (9 terms in all).

Applying the distributive rule to the vectors’ components

A vector is a sum of component parts. First note that

𝑨=Axıˆ+Ayȷˆ+Az𝒌ˆand𝑩=Bxıˆ+Byȷˆ+Bz𝒌ˆ

From the distributive rule (demonstrated with the 8 pictures above) we know that

𝑨×𝑩=[Axıˆ+Ayȷˆ+Az𝒌ˆ]×[Bxıˆ+Byȷˆ+Bz𝒌ˆ].

Now we just apply the distributive law, using what we know about the cross products of ıˆ,ȷˆ and 𝒌ˆ with each other (e.g., that ıˆ×ıˆ=𝟎 and that ıˆ×ȷˆ=𝒌ˆ).

First in 2D, to better show the patterns in the algebra:

𝑨×𝑩 = [Axıˆ+Ayȷˆ]×[Bxıˆ+Byȷˆ]
= [Axıˆ+Ayȷˆ]×Bxıˆ+[Axıˆ+Ayȷˆ]×Byȷˆ
= AxBxıˆ×ıˆ+AxByıˆ×ȷˆ
+AyBxȷˆ×ıˆ+AyByȷˆ×ȷˆ
= AxBx𝟎+AxBy𝒌ˆAyBx𝒌ˆ+AyBy𝟎

So 𝑨×𝑩=[AxByAyBx]𝒌ˆ   (2D)

Now in 3D, applying the distributive rule multiple times,

𝑨×𝑩 = [Axıˆ+Ayȷˆ+Az𝒌ˆ]×[Bxıˆ+Byȷˆ+Bz𝒌ˆ]
= AxBxıˆ×ıˆ+AxByıˆ×ȷˆ+AxBzıˆ×𝒌ˆ
+AyBxȷˆ×ıˆ+AyByȷˆ×ȷˆ+AyBzȷˆ×𝒌ˆ
+AzBx𝒌ˆ×ıˆ+AzBy𝒌ˆ×ȷˆ+AzBz𝒌ˆ×𝒌ˆ
= AxBx𝟎+AxBy𝒌ˆAxBzȷˆ
AyBx𝒌ˆ+AyBy𝟎+AyBzıˆ
+AzBxȷˆAzByıˆ+AzBz𝟎
So 𝑨×𝑩= [AyBzAzBy]ıˆ (1.42)
+ [AzBxAxBz]ȷˆ (1.43)
+ [AxByAyBx]𝒌ˆ (1.44)

from which you can pick out the familiar xyz components of the cross product. As hoped, we have derived the component formula for the cross product from its geometric definition.

[The other way around. On the other hand, if we are given the component formula we can (almost) verify that it corresponds to the geometric definition: Use the component formulas for the magnitude, dot product and cross product (1.1,1.2& 1.41) and tediously evaluate |𝑨×𝑩|2 and note that it is equal to |𝑨|2|𝑩|2|𝑨𝑩|2.. Because we already know that |𝑨𝑩|=|𝑨||𝑩|cosθ and that sin2θ=1cos2θ this gives |𝑨×𝑩|=|𝑨||𝑩||sinθ|. To show that 𝑨×𝑩 is orthogonal to 𝑨 and 𝑩 use the component formulas to show that (𝑨×𝑩)𝑨=0 and (𝑨×𝑩)𝑩=0. A final tricky point, which we skip here, is that the component formula obeys the right hand, as opposed to the left hand, rule.]

SAMPLE 1.17  Cross product in 2-D: Two vectors a and b of length 10 ft and 6 ft, respectively, are shown in the figure. The angle between the two vectors is θ=60. Find the cross product 𝒂×𝒃.

Filename:pfigure-blue-52-2
Figure 1.73:

Solution Both vectors a and b are in the xy plane. Therefore, their cross product will point in either +𝒌ˆ or 𝒌ˆ direction (normal to the plane formed by 𝒂 and 𝒃). To determine the direction of the normal, we use the right hand rule and curl our fingers from 𝒂 towards 𝒃, tracing angle θ counterclockwise. The thumb then points in the positive 𝒌ˆ direction, indicating 𝒏ˆ=𝒌ˆ. Thus,

𝒂×𝒃 = |𝒂||𝒃|sinθ𝒏ˆ
= (10ft)(6ft)sin60𝒌ˆ
= 60ft232𝒌ˆ
= 303ft2𝒌ˆ.

Answer: a×b=303ft2kˆ

SAMPLE 1.18

Filename:pfigure4-4-rp16
Figure 1.74:

Computing 2-D cross product in different ways: The two vectors shown in the figure are 𝒂=2ıˆȷˆ and 𝒃=4ıˆ+2ȷˆ. The angle between the two vectors turns out to be θ=sin1(4/5). Find the cross product 𝒂×𝒃

  1. 1.

    using the angle θ, and

  2. 2.

    using the components of the vectors.

Solution

  1. 1.

    Cross product using the angle θ:

    𝒂×𝒃 = |𝒂||𝒃|sinθ𝒏ˆ
    = |2ıˆȷˆ||4ıˆ+2ȷˆ|sin(sin145)𝒌ˆ
    = (22+12)(42+22)45𝒌ˆ
    = 52045𝒌ˆ=1045𝒌ˆ
    = 8𝒌ˆ.
  2. 2.

    Cross product using components:

    𝒂×𝒃 = (2ıˆȷˆ)×(4ıˆ+2ȷˆ)
    = 2ıˆ×(4ıˆ+2ȷˆ)ȷˆ×(4ıˆ+2ȷˆ)
    = 8ıˆ×ıˆ𝟎+4ıˆ×ȷˆ𝒌ˆ4ȷˆ×ıˆ𝒌ˆ2ȷˆ×ȷˆ𝟎
    = 4𝒌ˆ+4𝒌ˆ
    = 8𝒌ˆ.

The answers obtained from the two methods are, of course, the same as they must be.

Answer: a×b=8kˆ

SAMPLE 1.19  Find the shortest distance from a point to a line: A straight line passes through two points, A (-1,1) and B (2,2), in the xy plane. Find the shortest distance from the origin to the line.

Filename:pfigure4-4-rp14
Figure 1.75:

Solution There are various ways we can find the required distance. In 2-D, the following two methods can be used for quick calculations.

Method-1:
Filename:pfigure4-4-rp15
Figure 1.76:

The shortest distance d between a point P and a given line AB is obtained by taking the dot product of a vector from P to any point on the line with a unit normal to the given line. Thus, d=𝒏ˆ𝒓A=𝒏ˆ𝒓B where 𝒏ˆ is a unit vector normal to 𝒓B/A. Why?

From geometry we know that the shortest distance from a given point to a given line is the perpendicular distance from the line to the given point. Thus to find this distance, we need to draw a perpendicular from the given point to the line of interest. In fig. 1.76, this distance d is shown as line OC. From the figure, we also see that d= OC = OB cosα, that is, d is the projection of vector 𝒓B along OC. But OC is normal to AB, hence, we can find a unit vector 𝒏ˆ along OC by finding a normal to vector 𝒓B/A. Thus,

d=𝒓B𝒏ˆ,where𝒏ˆ𝒓B/A.

We can use cross product to find 𝒏ˆ. Since 𝒓B/A is in the xy plane, 𝒌ˆ×𝒓B/A gives us a vector perpendicular to AB and in the xy plane. Thus,

𝒏ˆ=𝒌ˆ×𝒓B/A|𝒌ˆ×𝒓B/A|,and hence,d=𝒓B𝒌ˆ×𝒓B/A|𝒌ˆ×𝒓B/A|.

From the given coordinates, 𝒓B=2ıˆ+2ȷˆ and 𝒓B/A=𝒓B𝒓A=3ıˆ+ȷˆ, we get

𝒏ˆ = 𝒌ˆ×(3ıˆ+ȷˆ)|𝒌ˆ×(3ıˆ+ȷˆ)|=3ȷˆıˆ|3ȷˆıˆ|=110ıˆ+310ȷˆ
d = 𝒓B𝒏ˆ=(2ıˆ+2ȷˆ)(110ıˆ+310ȷˆ)=410.

Answer: d=410

You can easily verify that we get the same result even if we use 𝒓A in place of 𝒓B (or for that matter, any vector from O to a point on line AB). For example, 𝒓A𝒏ˆ=(ui+ȷˆ)(ıˆ+3ȷˆ)/10=4/10, the same value as obtained above.

Method-2:
Filename:tfigure4-spherical-rotaxis
Figure 1.77:

The shortest distance between a point P and a given line AB can also be found by taking a cross product of a unit vector 𝝀ˆAB along the line with any vector from P to a point on the line, e.g., 𝒓B/P. For the given case, where P is the origin, we get, d=𝝀ˆAB×𝒓B. Why?

From fig. 1.77, we see that dOC=OBsinθ where θ is the angle between 𝒓B and 𝒓B/A. Let 𝝀ˆAB be a unit vector along line AB. Then,

𝝀ˆAB×𝒓B=|𝝀ˆAB|1|𝒓B|sinθ𝒏ˆ=|𝒓B|sinθ𝒌ˆ.

Thus, d=OBsinθ=|𝒓B|sinθ=|𝝀ˆAB×𝒓B|. We can, therefore, compute d easily by computing the cross product as follows.

d = |𝝀ˆAB×𝒓B|=|(3ıˆ+ȷˆ32+12)×(2ıˆ+2ȷˆ)|
= |410𝒌ˆ|=410.

which is the same answer as obtained by Method-1. Once again, you can verify that 𝝀ˆAB×𝒓A also gives the same answer.

Answer: d=4/10

SAMPLE 1.20   Computing cross product in 3-D: Compute 𝒂×𝒃, where 𝒂=ıˆ+ȷˆ2𝒌ˆ and 𝒃=3ıˆ+4ȷˆ+𝒌ˆ.

Solution The calculation of a cross product between two 3-D vectors can be carried out by either using a determinant or the distributive rule. Usually, if the vectors involved have just one or two components, it is easier to use the distributive rule. We show you both methods here and encourage you to learn both. We are given two vectors:

𝒂 = a1ıˆ+a2ȷˆ+a3𝒌ˆ=ıˆ+ȷˆ2𝒌ˆ,
𝒃 = b1ıˆ+b2ȷˆ+b3𝒌ˆ=3ıˆ+4ȷˆ+𝒌ˆ.
  • Calculation using the determinant formula: In this method, we first write a 3×3 matrix whose first row has the basis vectors as its elements, the second row has the components of the first vector as its elements, and the third row has the components of the second vector as its elements. Thus,

    𝒂×𝒃 = |ıˆȷˆ𝒌ˆa1a2a3b1b2b3|
    = ıˆ(a2b3a3b2)+ȷˆ(a3b1a1b3)+𝒌ˆ(a1b2b1a2)
    = ıˆ(18)+ȷˆ(61)+𝒌ˆ(43)
    = 7(ıˆ+ȷˆ+𝒌ˆ).
  • Calculation using the distributive rule: In this method, we carry out the cross product by distributing the cross product properly over the three basis vectors. The steps involved are shown below.

    Filename:tfigure5-7
    Figure 1.78: The cross product of any two basis vectors is positive in the direction of the arrow and negative if carried out backwards, e.g. ıˆ×ȷˆ=𝒌ˆ but ȷˆ×ıˆ=𝒌ˆ.
    𝒂×𝒃 = (a1ıˆ+a2ȷˆ+a3𝒌ˆ)×(b1ıˆ+b2ȷˆ+b3𝒌ˆ)
    = a1ıˆ×(b1ıˆ+b2ȷˆ+b3𝒌ˆ)+
    a2ȷˆ×(b1ıˆ+b2ȷˆ+b3𝒌ˆ)+
    a3𝒌ˆ×(b1ıˆ+b2ȷˆ+b3𝒌ˆ)
    = a1b1(ıˆ×ıˆ𝟎)+a1b2(ıˆ×ȷˆ𝒌ˆ)+a1b3(ıˆ×𝒌ˆȷˆ)+
    a2b1(ȷˆ×ıˆ𝒌ˆ)+a2b2(ȷˆ×ȷˆ𝟎)+a2b3(ȷˆ×𝒌ˆıˆ)+
    a3b1(𝒌ˆ×ıˆȷˆ)+a3b2(𝒌ˆ×ȷˆıˆ)+a3b3(𝒌ˆ×𝒌ˆ𝟎)
    = ıˆ(a2b3a3b2)+ȷˆ(a3b1a1b3)+𝒌ˆ(a1b2b1a2)
    = ıˆ(18)+ȷˆ(61)+𝒌ˆ(43)
    = 7(ıˆ+ȷˆ+𝒌ˆ)

    which, of course, is the same result as obtained above using the determinant. Making a sketch such as Fig. 1.78 is helpful while calculating cross products this way. The product of any two basis vectors is positive in the direction of the arrow and negative if carried out backwards, e.g., ıˆ×ȷˆ=𝐤ˆ but ȷˆ×ıˆ=𝒌ˆ.

Answer: a×b=7(ıˆ+ȷˆ+kˆ)

SAMPLE 1.21  Finding a vector normal to two given vectors: Find a unit vector perpendicular to the vectors 𝒓A=ıˆ2ȷˆ+𝒌ˆ and 𝒓b=3ȷˆ+2𝒌ˆ.

Solution The cross product between two vectors gives a vector perpendicular to the plane formed by the two vectors. The sense of direction is determined by the right hand rule.

Let 𝑵=N𝝀ˆ be the perpendicular vector.

𝑵 = 𝒓A×𝒓B
= (ıˆ2ȷˆ+𝒌ˆ)×(3ȷˆ+2𝒌ˆ)
= This calculation can be done in either of the two ways shown in the previous sample. 7ıˆ2ȷˆ+3𝒌ˆ.

Therefore,

𝝀ˆ = 𝑵N
= 7ıˆ2ȷˆ+3𝒌ˆ72+22+32
= 0.89ıˆ0.25ȷˆ+0.38𝒌ˆ

Answer: λˆ=0.89ıˆ0.25ȷˆ+0.38kˆ

Check:

  • |𝝀ˆ|=(0.89)2+(0.25)2+(0.38)2=1.  (it is a unit vector)

  • 𝝀ˆ𝒓A=1(0.89)2(0.25)+1(0.38)=0.(𝝀ˆ𝒓A).

  • 𝝀ˆ𝒓B=3(0.25)+2(0.38)=0.(𝝀ˆ𝒓B).

Comments: If ˆ λ is perpendicular to 𝒓A and 𝒓B, then so is 𝝀ˆ. The perpendicularity does not change by changing the sense of direction (from positive to negative) of the vector. In fact, if 𝝀ˆ is perpendicular to a vector 𝒓 then any scalar multiple of ˆ λ , i.e., α𝛌ˆ, is also perpendicular to 𝒓. This follows because

α𝝀ˆ𝒓=α(𝝀ˆ𝒓)=α(0)=0.

The case of 𝝀ˆ is just a particular instance of this rule with α=1.

SAMPLE 1.22  Finding a vector normal to a plane: Find a unit vector normal to the plane ABC shown in the figure.

Filename:tfigure5-gen-rigid-body
Figure 1.79:

Solution A vector normal to the plane ABC would be normal to any vector in that plane. In particular, if we take any two vectors, say 𝒓AB and 𝒓AC, the normal to the plane would be perpendicular to both 𝒓AB and 𝒓AC. Since the cross product of two vectors gives a vector perpendicular to both vectors, we can find the desired normal vector by taking the cross product of 𝒓AB and 𝒓AC. Thus,

𝑵 = 𝒓AB×𝒓AC
= (ıˆ𝒌ˆ)×(ȷˆ𝒌ˆ)
= ıˆ×ȷˆ𝒌ˆıˆ×𝒌ˆȷˆ𝒌ˆ×ȷˆıˆ+𝒌ˆ×𝒌ˆ𝟎
= ıˆ+ȷˆ+𝒌ˆ
 𝒏ˆ = 𝑵|𝑵|
= 13(ıˆ+ȷˆ+𝒌ˆ).

Answer: nˆ=13(ıˆ+ȷˆ+kˆ)

Check: Now let us check if ˆ n is normal to any vector in the plane ABC. It is fairly easy to show that 𝒏ˆ𝒓AB=𝒏ˆ𝒓AC=0. This is not a surprise because we found ˆ n from the cross product of 𝒓AB and 𝒓AC. Let us check if ˆ n is normal to 𝒓BC:

𝒏ˆ𝒓BC = 13(ıˆ+ȷˆ+𝒌ˆ)(ıˆ+ȷˆ)
= 13(ıˆıˆ+ȷˆȷˆ)
= 13(1+1)=0.

SAMPLE 1.23

Filename:tfigure5-term1-a
Figure 1.80:

The shortest distance between two lines: Two lines, AB and CD, in 3-D space are defined by four specified points, A(0,2m,1m), B(2m,1m,3m), C(-1m,0,0), and D(2m,2m,2m) as shown in the figure. Find the shortest distance between the two lines (which are the infinite extensions of the segments shown).

Solution The shortest distance between any pair of lines is the length of the line that is perpendicular to both the lines. We can find the shortest distance in three steps:

  1. 1.

    First find a vector that is perpendicular to both the lines. This is easy. Take two vectors 𝒓1and𝒓2, one along each of the two given lines. Take the cross product of the two vectors and normalize the result to get unit vector 𝒏ˆ.

  2. 2.

    Find a vector parallel to ˆ n that connects the two lines. This is a little tricky. We don’t know where to start on any of the two lines. However, we can take any vector from one line to the other and then, take its component along ˆ n .

  3. 3.

    Find the length (magnitude) of the vector just found (in the direction of ˆ n ). This is simply the component we find in step (b) devoid of its sign.

Now let us carry out these steps on the given problem.

  1. 1.

    Step-1: Find a unit vector ˆ n that is perpendicular to both the lines.

    𝒓AB = 2mıˆ1mȷˆ+2m𝒌ˆ
    𝒓CD = 3mıˆ+2mȷˆ+2m𝒌ˆ
     𝒓AB×𝒓CD = ıˆȷˆ𝒌ˆ212322m2
    = ıˆ(24)m2+ȷˆ(64)m2+𝒌ˆ(4+3)m2
    = (6ıˆ+2ȷˆ+7𝒌ˆ)m2
    𝒏ˆ = 𝒓AB×𝒓CD|𝒓AB×𝒓CD|
    = 189(6ıˆ+2ȷˆ+7𝒌ˆ).
  2. 2.

    Step-2: Find any vector from one line to the other line and find its component along ˆ n .

    𝒓AC = 1mıˆ2mȷˆ1m𝒌ˆ
    𝒓AC𝒏ˆ = (ıˆ+2ȷˆ+𝒌ˆ)m189(6ıˆ+2ȷˆ+7𝒌ˆ)
    = 189(647)m=589m.
  3. 3.

    Step-3: Find the required distance d by taking the magnitude of the component along ˆ n .

    d=|𝒓AC𝒏ˆ|=|589m|=0.53m

Answer: d=0.53m

SAMPLE 1.24  The mixed triple product: Calculate the mixed triple product 𝝀ˆ(𝒂×𝒃) for 𝝀ˆ=12(ıˆ+ȷˆ),𝒂=3ıˆ, and 𝒃=ıˆ+ȷˆ+3𝒌ˆ.


Solution We compute the given mixed triple product in two ways here:

  • Method-1: Straight calculation using cross product and dot product.

    Let𝒄 = 𝒂×𝒃
    = (3ıˆ)×(ıˆ+ȷˆ+3𝒌ˆ)
    = 3ıˆ×ıˆ𝟎+3ıˆ×ȷˆ𝒌ˆ+9ıˆ×𝒌ˆȷˆ
    = 9ȷˆ+3𝒌ˆ
    So,𝝀ˆ(𝒂×𝒃) = 𝝀ˆ𝒄
    = 12(ıˆ+ȷˆ)(9ȷˆ+3𝒌ˆ)
    = 12(9ıˆȷˆ0+3ıˆ𝒌ˆ09ȷˆȷˆ1+3ȷˆ𝒌ˆ0)
    = 92.

    Answer: λˆ(a×b)=92

  • Method-2: Using the determinant formula for mixed product.

    𝝀ˆ(𝒂×𝒃) = λxλyλzaxayazbxbybz
    = 12120300113
    = 12(00)+12(09)+0
    = 92.

Answer: λˆ(a×b)=92

Problems for 1.3 Vector Cross Product

1.3.1  Find the cross product of the two vectors shown in the figures below from the information given in the figures.

Filename:tfigure5-term1-b
Figure 1.81

1.3.2  Vector algebra. For each equation below state whether:

  1. 1.

    The equation is nonsense. If so, why?

  2. 2.

    Is always true. Why? Give an example.

  3. 3.

    Is never true. Why? Give an example.

  4. 4.

    Is sometimes true. Give examples both ways.

You may use trivial examples.

  1. (a)

    𝑩×𝑪=𝑪×𝑩

  2. (b)

    𝑩×𝑪=𝑪𝑩

  3. (c)

    𝑪(𝑨×𝑩)=𝑩(𝑪×𝑨)

  4. (d)

    𝑨×(𝑩×𝑪)=(𝑨𝑪)𝑩(𝑨𝑩)𝑪

1.3.3  What do you get when you cross a vector and a scalar? Answer: No partial credit.

1.3.4  Carry out the following cross products in different ways and determine which method takes the least amount of time for you.

  1. (a)

    𝒓=2.0ftıˆ+3.0ftȷˆ1.5ft𝒌ˆ;𝑭=0.3lbfıˆ1.0lbf𝒌ˆ;𝒓×𝑭=?

  2. (b)

    𝒓=(ıˆ+2.0ȷˆ+0.4𝒌ˆ)m;𝑳=(3.5ȷˆ2.0𝒌ˆ)kgm/s;𝒓×𝑳=?

  3. (c)

    𝝎=(ıˆ1.5ȷˆ)rad/s;𝒓=(10ıˆ2ȷˆ+3𝒌ˆ);𝝎×𝒓=?

1.3.5  Cross Product program Write a program that will calculate cross products. The input to the function should be the components of the two vectors and the output should be the components of the cross product. As a model, here is a function file that calculates dot products in pseudo code.

%program definition
z(1)=a(1)*b(1);
z(2)=a(2)*b(2);
z(3)=a(3)*b(3);
w=z(1)+z(2)+z(3);

1.3.6  Find a unit vector normal to the surface ABCD shown in the figure.

Filename:sfig1-2-12
Figure 1.82

1.3.7  If the magnitude of a force 𝑵 normal to the surface ABCD in the figure is 1000  N, write 𝑵 as a vector. Answer: N=1000N3(ıˆ+ȷˆ+kˆ).

Filename:sfig4-6-5
Figure 1.83

1.3.8  The equation of a surface is given as z=2xy. Find a unit vector 𝒏ˆ normal to the surface.

1.3.9  In the figure, a triangular plate ACB, attached to rod AB, rotates about the z-axis. At the instant shown, the plate makes an angle of 60 with the x-axis. Find and draw a vector normal to the surface ACB.

Filename:sfig4-6-5a
Figure 1.84

1.3.10  What is the distance d between the origin and the line AB shown? (You may write your solution in terms of 𝑨 and 𝑩 before doing any arithmetic). Answer: d=32.

Filename:sfig4-6-5b
Figure 1.85

1.3.11  What is the perpendicular distance between point A and line BC shown? (There are at least 3 ways to do this using various vector products, how many ways can you find?)

Filename:sfig4-6-5c
Figure 1.86

1.3.12  Given a force, 𝑭1=(3ıˆ+2ȷˆ+5𝒌ˆ)N acting at a point P whose position is given by 𝒓P/O=(4ıˆ2ȷˆ+7𝒌ˆ)m, what is the moment about an axis through the origin O with direction 𝝀ˆ=25ıˆ+15ȷˆ?

1.3.13   A, B, and C are located by position vectors 𝒓A=(1,2,3), 𝒓B=(4,5,6), and 𝒓C=(7,8,10).

  1. (a)

    Use the vector dot product to find the angle BAC (A is at the vertex of this angle).

  2. (b)

    Use the vector cross product to find the angle BCA (C is at the vertex of this angle).

  3. (c)

    Find a unit vector perpendicular to the plane ABC.

  4. (d)

    How far is the infinite line defined by AB from the origin? (That is, how close is the closest point on this line to the origin?)

  5. (e)

    Is the origin co-planar with the points A, B, and C?

1.3.14  Points A, B, and C in the figure define an infinite plane.

  1. (a)

    Find a unit normal vector to the plane. Answer: nˆ=13(2ıˆ+2ȷˆ+kˆ).

  2. (b)

    Find the perpendicular distance from point D to this infinite plane (not necessarily inside the triangle ABC). Answer: d=1.

  3. (c)

    What are the coordinates of the point on the plane closest to point D? Answer: 13(2,19,11).

  4. (d)

    Is this point on or off the triangle used to define the plane?

Filename:sfig4-6-5d
Figure 1.87

1.3.15  What point on the line that goes through the points (1,2,3) and (7,12,15) is closest to the origin?

1.3.16  A regular tetrahedron is a triangular-based pyramid where all 6 edges have the same length . What is the perpendicular distance between a pair of non-touching edges? (There are many ways to solve this problem). Answer: /2

1.3.17  Why did the chicken cross the road? Answer: To get chicken road sin theta.

1.4 Moment and moment about an axis

When you try to move something by pushing it or by turning it. In mechanics, the measure of your pushing is the net force you apply. The measure of your turning is the net moment, also sometimes called the net torque or net couple.

Although concepts involving moment (and rotation) are often harder for beginners than force (and translation), they were understood first. The ancient ‘principle of the lever’, which can be viewed as the root of all mechanics, is the basic idea incorporated by moments.

In this section we will define the moment of a force intuitively, geometrically, and finally using vector algebra. We will do this first in 2 dimensions and then in 3. The main mathematical tool here is the vector cross product from sec. 1.3.

To start with, however, we can more or less deduce the concept of moment by generalizing from common experience.

Teeter totter mechanics

Filename:sfig4-5-6
Figure 1.88: On a balanced teeter totter the bigger person gets the short end of the stick. A sideways force directed towards the hinge has no effect on the balance.

Joke: The poet Robert Burns suggested using a Teeter Totter to weigh hogs like this: 1) Get a perfectly symmetric plank and balance it across a saw horse, 2) Put the hog on one end of the plank, 3) pile rocks on the other end of the plank until the plank is again perfectly balanced, 4) Carefully guess the weight of the rocks.

The two people weighing down on the teeter totter in fig. 1.88 tend to rotate it about its hinge, the right one clockwise and the left one counterclockwise. We will now cook up a measure of the tendency of each force to cause rotation about the hinge and call it the moment of the force about the hinge.

As is verified a million times a year by young future engineering students,

  • To balance a teeter-totter the smaller person needs to be further from the hinge.

  • If two people are on one side then the teeter totter is balanced by two similar people an equal distance from the hinge on the other side.

  • Two people can balance one similar person by scooting twice as close to the hinge.

These proportionalities generalize to this:

For a force that is perpendicular to the teeter totter, the tendency of the force to cause teeter totter rotation is proportional to the size of the force and to its distance from the hinge.

Further, if someone standing nearby adds a force that is directed towards the hinge (the sideways force in the illustration), that force causes no tendency to rotate. We can deduce more. Because

  • any force can be decomposed into a sum of forces, one perpendicular to the teeter totter and the other towards the hinge, and because

  • we assume that the effect of the sum of these forces is the sum of the effects of each separately, and because

  • the force towards the hinge has no tendency to rotate,

we can conclude that:

The moment of a force about a hinge is the product of

  • its distance from the hinge, and

  • the component of the force perpendicular to the line from the hinge to the force.

Thus, by common sense, we have found the formula for tendency to rotate about a hinge C in 2D, the moment about C or moment with respect to C.

margin: The ‘/’ in the subscript of 𝑴 reads as ‘relative to’ or ‘about’. For simplicity we often leave the / out and just write 𝑴C. So we could say “moment relative to C”, or “moment about C”, or “M sub C”.
M/C=|𝒓|(|𝑭|sinθ)=(|𝒓|sinθ)|𝑭|. (1.49)

Here, θ is the angle between 𝒓 (the position of the point of force application relative to the hinge) and 𝑭 (see fig. 1.89). This formula for moment has all of the teeter totter deduced properties. Moment is proportional to r, and to the part of 𝑭 that is perpendicular to 𝒓. The re-grouping as (|𝒓|sinθ) shows that a force 𝑭 has the same effect if it is applied at a new location that is displaced in the direction of 𝑭. That is, the force 𝑭 can slide along its length without changing its M/C and is equivalent in its effect on the teeter totter. The quantity |𝒓|sinθ is sometimes called the lever arm of the force.

Sign conventions. We, like most others, define as positive a moment that causes a counterclockwise rotation. A moment that causes a clockwise rotation is negative. If we define θ appropriately then eqn. (1.49) obeys this sign convention. We define θ as the angle from the positive vector 𝒓 to the positive vector 𝑭 measured counterclockwise. Point the thumb of your right hand up, out of the paper. Your thumb is the moment direction. That is, the moment for an in-plane system is represented by a vector out of the plane.

Filename:sfig4-5-6a
Figure 1.89: The moment of a force |𝒓||𝑭|sinθ is either the product of its distance |𝒓| with its perpendicular component |𝑭|sinθ or of its lever arm (perpendicular distance) |𝒓|sinθ and the full force |𝑭|. The means ‘same as’, indicating that the lower two forces and positions have the same moment as the force at top.

Point the fingers of your right hand along 𝒓 and curl them towards the direction of 𝑭 and see how far you have to rotate them. The force caused by the person on the left of the teeter totter has θ=90 so sinθ=1 and the formula  1.49 gives a positive counterclockwise M. The force of the person on the right has θ=270 (3/4 of a revolution) so sinθ=1 and the formula 1.49 gives a negative M.

In two dimensions moment is really a scalar concept, it is either positive or negative. In three dimensions moment is a vector. But even in 2D we find it easier to keep track of signs if we treat moment as a vector. In the xy plane, the 2D moment is a vector in the 𝒌ˆ direction (straight out of the plane). So eqn. 1.49 becomes

𝑴/C=|𝒓||𝑭|sinθ𝒌ˆ. (1.50)

If you curl the fingers of your right hand in the direction of rotation caused by a force your thumb points in the direction of the moment vector.

2D moment by components

We can use the component form of the 2D cross product to find a component form for the moment 𝑴/C of eqn. 1.50. Given 𝑭=Fxıˆ+Fyȷˆ acting at P, where 𝒓P/C=rxıˆ+ryȷˆ, the moment of the force about C is

𝑴/C=(rxFyryFx)𝒌ˆ

or the moment of 𝑭 about the axis at C is

MC=rxFyryFx. (1.51)

We can derive this component formula with the sequence of vector manipulations shown graphically in fig. 1.90.

Filename:sfig4-6-8
Figure 1.90: The component form of the 2D moment can be found by sequentially breaking the force into components, sliding each component along its line of action to the x and y axis, and adding the moments of the two components.

3D moment about an axis

The concept of moment about an axis is historically, theoretically, and practically important. Moment about an axis describes the principle of the lever, which far precedes Newton’s laws. The net moment of a force system about enough different axes determines everything needed in mechanics about a force system. And one can sometimes quickly solve a statics or dynamics problem by considering moment about a judiciously chosen axis.

Let’s start by thinking about a teeter totter again. Looking from the side we thought of a teeter totter as a 2D system. But the teeter totter really lives in the 3D world (see fig. 1.91). We now re-interpret the 2D moment M as the moment of the 2D forces about the 𝒌ˆ axis of rotation at the hinge.

It is plain that a force 𝑭 pushing a teeter totter parallel to the axle causes no tendency to rotate. And we already agreed that a radial force 𝑭r (towards the hinge) causes no rotation. So, we see that the moment that a force causes about an axis is the distance of the force from the axis times the part of the force that is neither parallel to the axis nor directed towards the axis.

Filename:sfig4-6-8a
Figure 1.91: Teeter totter with applied forces broken into components parallel to the axis 𝑭, radial 𝑭r, and perpendicular to the plane containing the axis and the point of force application 𝑭.
Filename:sfig4-6-8b
Figure 1.92: Moment about an axis

Now look at this in the more 3-dimensional context of fig. 1.92. Here an imagined axis of rotation is defined as the line through C that is in the 𝝀ˆ direction. A force 𝑭 is applied at P. We can break 𝑭 into a sum of three vectors

𝑭=𝑭+𝑭r+𝑭

where 𝑭 is parallel to the axis, 𝑭r is directed along the shortest connection between the axis and P (and is thus perpendicular to the axis) and 𝑭 is out of the plane defined by C, P and 𝝀ˆ. By analogy with the teeter totter we see that 𝑭r and 𝑭 cause no tendency to rotate about the axis. So only the 𝑭 contributes.

Filename:sfig5-5-2
Figure 1.93: Force F3 has moment about the door’s hinge axis. But forces F1 and F2 do not. Force F4, with less moment arm than F3, rotates the door with less authority.

Example: Try this. Stand facing a partially open door with the front of your body parallel to the plane of the door (a door with no springs is best). Hold the outer edge of the door with one hand (see fig. 1.93).

  • Press down (F1) and note that the door is not opened or closed.

  • Push towards the hinge (F2) and note that the door is not opened or closed.

  • Push and pull away and towards your body (F3) and note how easily you cause the door to rotate.

So, the only force component that tends to rotate the door is perpendicular to the plane of the door (that is the plane defined by the hinge and the line from the hinge to your hand).

  • Now, move your hand to the middle of the door, half the distance from the hinge. Note that it takes more force (F4) to rotate the door with the same authority (push with your pinky if you have trouble feeling the difference).

Now, we know more. For causing rotation, not only is the only potent force perpendicular to the plane defined by the hinge and point of force application, but the potency of that force is increased with distance from the hinge.

We can also decompose 𝒓=𝒓P/C into two parts, one parallel to the hinge and one radial, as

𝒓=𝒓+𝒓.

Clearly 𝒓 has no effect on how much rotation 𝑭 causes about the axis. If for example the point of force application was moved parallel to the axis a few centimeters, the tendency to rotate would not be changed. Altogether, we have that the moment of the force 𝑭 about the axis 𝝀ˆ through C is given by

MλC=rF.

The perpendicular distance from the axis to the point of force application is |𝒓| and 𝑭 is the part of the force that causes right-handed rotation about the axis. Thus, a moment about an axis is positive if curling the fingers of your right hand gives the sense of rotation when your outstretched thumb is pointing along the axis (as in fig. 1.92). The force of the left person on the teeter totter causes a positive moment about the 𝒌ˆ axis through the hinge.

So long as you interpret the quantities correctly, the freshman physics line

“Moment is distance (|𝐫|) times force (|𝐅|)”

perfectly defines moment about an axis, or at least its magnitude.

Three-dimensional geometry is difficult, so a formula for moment about an axis in terms of components would be most useful. The needed formula depends on the 3D moment vector.

The 3D moment vector

We now define the moment of a force 𝑭 applied at P, relative to point C as

𝑴C=𝒓P/C×𝑭 (1.52)

which we read as ‘M is r cross F.’ The moment vector is hard to intuit. A look at its components is helpful.

𝑴C=(ryFzrzFy)ıˆ+(rzFxrxFz)ȷˆ+(rxFyryFx)𝒌ˆ

You can recognize the z component of the moment vector as the moment of the force about the 𝒌ˆ axis through C (eqn. 1.51). Similarly the x and y components of 𝑴C are the moments about the ıˆ and ȷˆ axis through C. So at least the components of 𝑴C have intuitive meaning. They are the moments around the positive x, y, and z axes respectively.

Starting with this moment-about-the-coordinate-axes interpretation of the moment vector, each of the three components can be deduced graphically by the moves shown in fig. 1.94. The force is first broken into components. The components are then moved along their lines of action to the coordinate planes. From the resulting picture you can see, say, that the moment about the positive y axis gets a positive contribution from Fx with lever arm rz and a negative contribution from Fz with lever arm rx. Thus the y component of 𝑴 is rzFxrxFz.

Maximum property. Finally, the moment of a force about C is a vector whose magnitude is the product of the distance of the force from C and the magnitude of the force. The direction is the orientation of the axis about which the force has the greatest moment.

More on moment about an axis

We defined moment about an axis geometrically using fig. 1.92 on page 1.92 as M𝝀ˆ=rrF. We can now verify that the mixed triple product gives the desired result by guessing the formula and seeing that it agrees with the geometric definition.

MλC=𝝀ˆ𝑴/C(An inspired guess…) (1.53)

We break both 𝒓 and 𝑭 into sums indicated in the figure, use the distributive law, and note that the mixed triple product gives zero if any two of the vectors are parallel. Thus,

𝝀ˆ𝑴/C = 𝝀ˆ𝒓P/C×𝑭
= 𝝀ˆ(𝒓r+𝒓)×(𝑭+𝑭+𝑭r)
= 𝝀ˆ𝒓r×𝑭+𝝀ˆ𝒓r×𝑭+𝝀ˆ𝒓r×𝑭r
+𝝀ˆ𝒓×𝑭+𝝀ˆ𝒓×𝑭+𝝀ˆ𝒓×𝑭r
= rrF+0+0+0+0+0
= rrF.( … and a good guess too.)
Filename:sfig5-5-2a
Figure 1.94: The three components of the 3D moment vector are the moments about the three axis. These can be found by sequentially breaking the force into components, sliding each component along its line of action to the coordinate planes, and noting the contribution of each component to moment about each axis. See fig. 1.90 on page 1.90 for the 2D version of this construction.

We can calculate the cross and dot product in any convenient way, say using vector components.

Example: Moment about an axis

Given a force, 𝑭1=(5ıˆ3ȷˆ+4𝒌ˆ)N acting at a point P whose position is given by 𝒓P/O=(3ıˆ+2ȷˆ2𝒌ˆ)m, what is the moment about an axis through the origin O with direction 𝝀ˆ=12ȷˆ+12𝒌ˆ?

M𝝀ˆ = (𝒓P/O×𝑭1)𝝀ˆ
= [(3ıˆ+2ȷˆ2𝒌ˆ)m×(5ıˆ3ȷˆ+4𝒌ˆ)N](12ȷˆ+12𝒌ˆ)
= 412mN.

The power of our abstract reasoning is apparent when we consider calculating the moment of a force about an axis with two different coordinate systems. Each of the vectors in eqn. 1.53 will have different components in the different systems. Yet the resulting scalar, after all the arithmetic, will be the same no matter what the coordinate system.

Finally, the moment about an axis gives us an interpretation of the moment vector. The direction of the moment vector 𝑴C is the direction of the axis through C about which 𝑭 has the greatest moment. The magnitude of 𝑴C is the moment of 𝑭 about that axis.

Filename:sfig5-5-2b
Figure 1.95: Optional drawing methods for moment vectors. (a) shows an arced arrow to represent vectors having to do with rotation in 2 dimensions. Such vectors point directly out of, or into, the page so are indicated with an arc in the direction of the rotation. (b) shows a double-headed arrow for torque or rotation quantity in three dimensions. (c) is another notation for a 3D vector quantity that uses rotations. But a vector is a vector and no special notation is usually used for vectors that concern turning or rotation.

Special optional ways to draw moment vectors

None of the special rotation notations below is needed because moment is a vector like any other. The same is true for the angular velocity vector and the angular momentum vector in dynamics. Nonetheless, sometimes people like to use a notation that suggests the rotational nature of these quantities.

Arced arrow for 2-D moment and angular velocity.

In 2D problems in the xy plane, the relevant moment, angular velocity, and angular momentum point straight out or into the plane in the z (𝒌ˆ) direction. A way of drawing this is to use an arced arrow. Wrap the fingers of your right hand in the direction of the arc and your thumb points in the direction of the unit vector that the scalar multiplies. The three representations in fig. 1.95a indicate the same moment vector.

Double headed arrow for 3-D rotations and moments.

Two other ways of indicating rotation are to use double-headed arrows or to use an arrow with an arced arrow around it as shown in fig. 1.95b.

SAMPLE 1.25  Moment of a force: A force 𝑭=1Nıˆ+20Nȷˆ acts at point A of an object pinned at O as shown in the figure. The distance OA = 2m. Find the moment of the force about the pin at point O.

Filename:sfig7-4-2
Figure 1.96:

Solution The given force acts through point A on the body. Therefore, we can compute its moment about O as follows.

𝑴O = 𝒓OA×𝑭
= (2mcos60ıˆ2msin60ȷˆ)𝒓OA×(1Nıˆ+20Nȷˆ)𝑭
= (1mıˆ3mȷˆ)×(1Nıˆ+20Nȷˆ)
= 20Nm𝒌ˆ+1.73Nm𝒌ˆ
= 18.27Nm𝒌ˆ.

Answer: MO=18.27Nmkˆ

SAMPLE 1.26

Filename:pfigure-blue-99-1
Figure 1.97:

A 2m×2m square plate hangs from one of its corners as shown in the figure. At the diagonally opposite end, a force of 50 N is applied by pulling on the string AB. Find the moment of the applied force about the center C of the plate using

  1. 1.

    The component of the force perpendicular to 𝒓A/C,

  2. 2.

    The lever arm (the perpendicular distance from C to the force vector), and

  3. 3.

    The vectors 𝑭 and 𝒓A/C.


Solution

  1. Filename:pfigure-blue-47-2
    Figure 1.98: The moment M/C=Fsinθ|𝒓A/C| and acts clockwise.[Note: this is not a free-body diagram. It is just an illustration of the force at A. Not shown are the reaction at O and the weight.
  2. 1.

    To find the moment about point C, we need to find the component of 𝑭 perpendicular to CA. From the figure, we see that the desired component is Fsinθ where θ=45. Therefore,

    M/C=|𝑭|sinθ|𝒓A/C|=50N122m=50Nm.

    The direction of this moment is obtained by curling the fingers of the right hand from 𝒓A/C towards 𝑭 which points into the page, i.e.,  𝒌ˆ direction. Thus, 𝑴/C=50Nm𝒌ˆ.

    Answer: M/C=50Nmkˆ

  3. 2.

    The lever arm is the perpendicular distance from point C to the line of action of 𝑭. This perpendicular distance is d=|𝒓A/C|sinθ=2m(1/2)=1m (see fig. 1.98). Therefore, the moment of F about point C is

    Filename:pfigure-blue-89-1
    Figure 1.99: The moment M/C=Fd and acts clockwise.
    𝑴/C = Fd(𝒌ˆ)
    = (50N)(1m)𝒌ˆ=50Nm𝒌ˆ.

    where the direction of the moment is evident from the right hand rule as pointed out above.

    Answer: M/C=50Nmkˆ

  4. 3.

    The moment 𝑴C is calculated from 𝑭 and 𝒓A/C by carrying out the cross product 𝒓A/C×𝑭 in a straightforward manner. For this calculation, we first need to find the vectors 𝒓A/C and 𝑭:

    𝒓A/C = CAȷˆ=2ȷˆ(since OA = 2 CA = 2)
    𝑭 = F(sinθıˆcosθȷˆ)=F(sinθıˆ+cosθȷˆ).

    Hence,

    𝑴/C = 𝒓A/C×𝑭
    = 2ȷˆ×[F(cosθıˆ+sinθȷˆ)]
    = 2Fcosθ𝒌ˆ
    = 2m250Ncos45𝒌ˆ=50Nm𝒌ˆ.

    Answer: M/C=50Nmkˆ

SAMPLE 1.27  Moment about an axis: A vertical force of unknown magnitude F acts at point B of a triangular plate ABC shown in the figure. Find the moment of the force about the edge CA of the plate.

Filename:pfigure-blue-35-2
Figure 1.100:

Solution The moment of a force F about an axis x-x is given by

Mxx=𝝀ˆxx(𝒓×𝑭)

where 𝝀ˆxx is a unit vector along the axis x-x, r is a position vector from any point on the axis to the applied force. In this problem, the given axis is CA. Therefore, we can take r to be 𝒓AB or 𝒓CB. Here,

𝝀ˆCA=𝒓CA|𝒓CA|=3(ıˆ+ȷˆ)9+9=12ıˆ+12ȷˆ.

Now, moment about point A is

𝑴A = 𝒓AB×𝑭
= (2ıˆ3ȷˆ)×F𝒌ˆ=2Fȷˆ3Fıˆ.
MCA = 𝝀ˆCA(𝒓AB×𝑭)=𝝀ˆCA𝑴A
= (12ıˆ+12ȷˆ)(3Fıˆ+2Fȷˆ)
= (32+22)F=52F.

Answer: MCA=52F

Comments: Note that the sign of MCA depends on whether we use 𝝀ˆCA or 𝝀ˆAC in our calculation. Because 𝝀ˆCA=𝝀ˆAC, MAC will turn out to be 52F. Since moment is a vector, it has a definite direction. Naturally, 𝑴CA=MCA𝝀ˆCA=MCA𝝀ˆAC. Thus, MAC=MCA.

Problems for 1.4 Moment and Moment about an Axis

1.4.1  What is the moment 𝑴 produced by a 20  N force F acting in the x direction with a lever arm of 𝒓=(16mm)ȷˆ?

1.4.2  Find the moment of the force shown on the rod about point O.

Filename:pfigure4-3Dpend
Figure 1.101

1.4.3  Find the sum of moments of forces W and T about the origin, given that W=100N,T=120N,=4m,andθ=30.

Filename:pfigure-s94h6p3
Figure 1.102

1.4.4  Find the moment of the force

  1. (a)

    about point A

  2. (b)

    about point O.

Filename:pfigure-s94h6p4
Figure 1.103

1.4.5  The line of action of a force 𝑭=20Nȷˆ5N𝒌ˆ passes through a point A with coordinates (200 mm, 300 mm, -100 mm). What is the moment 𝑴(=𝒓×𝑭) of the force about the origin?

1.4.6  Drawing vectors and computing with vectors. In an xyz coordinate system, let point O be the origin. Point A has xyz coordinates (0m,5m,12m) and point B has xyz coordinates (4m,5m,12m).

  1. (a)

    Make a neat sketch of the vectors OA, OB, and AB.

  2. (b)

    Find a unit vector in the direction of OA, call it 𝝀ˆOA.

  3. (c)

    Find the force 𝑭 which is 5N in size and is in the direction of OA.

  4. (d)

    What is the angle between OA and OB?

  5. (e)

    What is 𝒓BO×𝑭?

  6. (f)

    Assume 𝑭 acts at O. What is the moment of 𝑭 about a line parallel to the z axis that goes through point B?

1.4.7  In the figure shown, OA = AB = 2m. The force F=40N acts perpendicular to the arm AB. Find the moment of F about O, given that θ=45. If F always acts normal to the arm AB, would increasing θ increase the magnitude of the moment? In particular, what value of θ will give the largest moment?

Filename:pg84-3
Figure 1.104

1.4.8  Calculate the moment of the 2 kNpayload on the robot arm about (i) joint A, and (ii) joint B, if 1=0.8m,2=0.4m,and3=0.1m.

Filename:pfigure-blue-36-1
Figure 1.105

1.4.9  During a slam-dunk, a basketball player pulls on the hoop with a 250lbf force at point C of the ring as shown in the figure. Find the moment of the force about

  1. (a)

    the point of the ring attachment to the board (point B), and

  2. (b)

    the root of the pole, point O.

Filename:pfigure-s95q8
Figure 1.106

1.4.10  During weight training, an athlete pulls a weight of 500 N with his arms pulling on a handlebar connected to a universal machine by a cable. Find the moment of the force about the shoulder joint O in the configuration shown.

Filename:pfigure4-rpi
Figure 1.107

1.4.11  Find the sum of moments due to the two weights of the teeter-totter when the teeter-totter is tipped at an angle θ from its vertical position. Give your answer in terms of the variables shown in the figure. [Note that AC is not vertical.]

Filename:pfigure-blue-86-1
Figure 1.108

1.4.12  Find the percentage error in computing the moment of 𝑾 about the pivot point O as a function of θ, if the weight is assumed to act normal to the arm OA (a good approximation when θ is very small).

Filename:pfigure-blue-88-1
Figure 1.109

1.4.13  Vector Calculations and Geometry. The 5N force 𝑭1 is along the line OA. The 7N force 𝑭2 is along the line OB.

  1. (a)

    Find a unit vector in the direction OB. Answer: λˆOB=150(4ıˆ+3ȷˆ+5kˆ).

  2. (b)

    Find a unit vector in the direction OA. Answer: λˆOA=134(3ȷˆ+5kˆ).

  3. (c)

    Write both 𝑭1 and 𝑭2 as the product of their magnitudes and unit vectors in their directions. Answer: F1=5N34(3ȷˆ+5kˆ),F2=7N50(4ıˆ+3ȷˆ+5kˆ).

  4. (d)

    What is the angle AOB? Answer: AOB=34.45deg.

  5. (e)

    What is the component of 𝑭1 in the x-direction? Answer: F1x=0

  6. (f)

    What is 𝒓DO×𝑭1? (𝒓DO𝒓O/D is the position of O relative to D.) Answer: rDO×F1=(10034ȷˆ6034kˆ)Nm.

  7. (g)

    What is the moment of 𝑭2 about the axis DC? Answer: Mλ=14050Nm.

  8. (h)

    Again find the moment of 𝑭2 about the axis DC. This time use either a different reference point on the axis DC or a different point on the line of action OB. Does the solution agree? [Hint: it should.] Answer: Mλ=14050Nm.(same as (7))

Filename:pfigure4-2-rp3
Figure 1.110

1.5 Solving vector equations

Often you know less than you like. So you try to figure out more. One way to do this is with reasoning. In mechanics you reason with the laws of mechanics (including geometry and kinematics). You find some things you want to know from other things that you already do know. Because many of the laws of mechanics (and geometry) are vector equations,

Engineering analysis often involves solving vector equations.

How you calculate with vectors is the same whether the problems are in geometry, kinematics, statics, dynamics or a combination of these. In this section we will show a few methods for solving some of the more common vector equations. In a sense there are no new concepts here; it’s just a matter of guiding the rules of vector algebra that you already know.

Vector algebra

We want to manipulate equations that involve vectors (like 𝑨,𝑩, 𝑪, and 𝟎) and scalars (like a,b,c, and 0). Without knowing anything about mechanics, or even geometry, you can learn to do correct vector algebra by just following the manipulation rules in box 1.5. These are elaborations of elementary scalar algebra to accommodate vectors and the three new kinds of multiplication: scalar times vector, dot product (or scalar product), and cross product (or vector product).

Box 1.8 The rules of vector algebra.

You can do good vector calculations by just following the rules in this box. On the other hand, even if you know vector geometry and mechanics you are stuck with these rules.

Vector algebra

In the expressions below a,b and c are any scalars. And 𝑨,𝑩 and 𝑪 are any vectors.

You can add vectors

𝑨+𝑩

And you can multiply them three ways

  1. 1.

    Scalar multiplication: a𝑨.

  2. 2.

    Dot product, inner product or scalar product: 𝑨𝑩.

  3. 3.

    Cross product or vector product: 𝑨×𝑩.

And you can combine expressions using usual rules you are used to in scalar arithmetic (with some exceptions) and the extra vector simplification rules.

The usual rules.

Vector addition and all three kinds of multiplication (scalar multiplication, dot product, cross product) all follow many of the usual commutative, associative, and distributive laws (usual, meaning that which you know from regular scalar algebra).

Associative rules. These have to do with how you group terms.

  • (𝑨+𝑩)+𝑪=𝑨+(𝑩+𝑪)

  • a(b𝑪)=(ab)𝑪

  • (a𝑩)×𝑪=a(𝑩×𝑪)

Commutative rules. These have to do with the order of terms in a calculation.

  • 𝑨+𝑩=𝑩+𝑨

  • ab𝑪=ba𝑪=𝑪ab=𝑪ba

  • 𝑨𝑩=𝑩𝑨

Distributive rules. These have to do with multiplying individual terms that are added, rather than their sum.

  • a(𝑩+𝑪)=a𝑩+a𝑪

  • 𝑨(𝑩+𝑪)=𝑨𝑩+𝑨𝑪

  • 𝑨×(𝑩+𝑪)=𝑨×𝑩+𝑨×𝑪

Extra simplification rules

As you proceed with using the rules above you can simplify using the following extra vector simplification rules.

  • a𝑨 is a vector,

  • 𝑨𝑩 is a scalar,

  • 𝑨×𝑩 is a vector,

  • 𝑨×𝑩=𝑩×𝑨 (so 𝑨×𝑨=𝟎),

  • 𝑨(𝑩×𝑪)=(𝑨×𝑩)𝑪; in particular, setting 𝑨=𝑩 gives 𝑩(𝑩×𝑪)=0 (since 𝑩×𝑩=𝟎),

  • 𝑨×(𝑩×𝑪)=(𝑨𝑪)𝑩(𝑨𝑩)𝑪,  ‘BAC -CAB’ (see box 17.2 on page 17.2),

Exceptions

In the list of usual rules, above, we did not include all of the rules from scalar algebra, they don’t all work. So look out for these exceptions.

  • a+𝑨 is nonsense,

  • a/𝑨 is nonsense,

  • 𝑨/𝑩 is nonsense (a common beginner’s error),

  • a𝑨 is nonsense (unless you mean by it a𝑨),

  • a×𝑨 is nonsense,

  • 𝑨×𝑩𝑩×𝑨,

  • 𝑨×(𝑩×𝑪)(𝑨×𝑩)×𝑪.

Substitutions

In all of the expressions in this box, the scalars and vectors can be the result of other calculations. For example, all of the expressions above would be equally valid if every place you see a you substituted 𝑨𝑩 and everyplace you see 𝑨 you substituted 𝑩+𝑪 or 𝑩×𝑪.

Just looking out for the rules and exceptions is enough to make your manipulations correct. That’s enough to keep the car on the road. And if you just follow the traffic rules you might by chance get to your goal. But to get to your goal efficiently you need to steer correctly. For vector algebra this means using the simplification rules to your advantage.

Example. Say you know 𝑨,𝑩,𝑪 and 𝑫 and you know that

a𝑨+b𝑩+c𝑪=𝑫

but you don’t know a,b, and c. How could you find a? First dot both sides with 𝑩×𝑪 and then blindly follow the rules:

{a𝑨+b𝑩+c𝑪 = 𝑫}(𝑩×𝑪)
a𝑨(𝑩×𝑪)+b𝑩(𝑩×𝑪)0+c𝑪(𝑩×𝑪)0 = 𝑫(𝑩×𝑪)
 a=𝑫(𝑩×𝑪)𝑨(𝑩×𝑪). (1.54)

The two zeros followed from the general rules that 𝑫(𝑽×𝑾)=(𝑫×𝑽)𝑾) and 𝑫×𝑫=𝟎.

margin: The linear-algebra savvy reader may recognize the manipulation leading to eqn. (1.54) as a derivation of Cramer’s rule for a 3×3 matrix whose columns are the components of the vectors 𝑨,𝑩 and 𝑪, respectively. Note, if the vectors 𝑨, 𝑩, and 𝑪 are co-planar then the last line of the calculation would have 𝑨(𝑩×𝑪)=0 in the denominator. Bad. If 𝑨, 𝑩, and 𝑪 are coplanar the original problem is either nonsense (if 𝑫 is off that plane) or has non-unique solutions (if 𝑫 is on that plane). So the failure of the derivation in that case is sensible. See box 1.5 on page 1.5 for more discussion of when equations do and do not have solutions.)

.

The point of the example above was to show the vector algebra rules at work. However, to get to the end took the first ‘move’ of dotting the equation with the appropriate vector. That move could be motivated this way. We are trying to find a and not b or c. We can get rid of the terms in the equation that contain b and c if we can dot 𝑩 and 𝑪 with a vector perpendicular to both of them. 𝑩×𝑪 is perpendicular to both 𝑩 and 𝑪 so can be used to kill them off with a dot product. The 0s (the terms that dropped out) in the example calculation were thus expected for geometric reasons.

A simpler two-dimensional example using a judiciously chosen dot product, in the same spirit as the example above, is on page 1.5.

Count equations and unknowns.

One cannot (usually) find more unknowns than one has scalar equations

There are famous counter-examples where you can solve for more variables than you have equations.

Example: Finding more unknowns than you have equations

The simplest example is

x2+y2=0.

This is one equation which can be solved for both x and y to get x=0 and y=0.

Although such examples seem to be mathematical trickery, they do show up sometimes, but they are always nonlinear. The simultaneous equations in mechanics are most often linear equations. In short, the previous example is not generic.

That is, the previous exceptional example withstanding, before you do lots of algebra, you should check that you have as many equations as unknowns. If not, you probably can’t find all the unknowns.

How do you count vector equations and vector unknowns? A two- dimensional vector is fully described by two numbers. For example, a 2D vector is described by its x and y components or its magnitude and the angle it makes with the positive x axis. A three-dimensional vector is described by three numbers. So a vector equation counts as 2 or 3 equations in 2 or 3 dimensional problems, respectively. And an unknown vector counts as 2 or 3 unknowns in 2 or 3 dimensions, respectively. If the direction of a vector is known but its magnitude is not, then the magnitude is the only unknown. Magnitude is a scalar, so it counts as one unknown.

Example: Counting equations

Say you are doing a 2-D problem where you already know the vector 𝝀ˆ=2ıˆ+2ȷˆ and you are given the vector equation

C𝝀ˆ=𝒂.

You then have two equations (a vector equation in 2-D ) and three unknowns (the scalar C and the vector 𝒂). There are more unknowns than equations so this vector equation is not sufficient for finding C and 𝒂.

Most often:

  • When you have as many equations as unknowns the equations have a unique solution;

  • When you have more equations than unknowns there is no solution to the equations; and

  • When you have more unknowns than equations, you have a whole family of solutions.

However, these are only guidelines, although they usually work. In practice, no matter how many equations and unknowns you have, you could have no solutions, many solutions or a unique solution. The geometric significance of some cases that satisfy and that don’t satisfy these guidelines is given in box 1.5 on page  1.5.

Box 1.9 Vector triangles and the laws of sines and cosines

The tip to tail rule of vector addition defines a triangle. Knowing something about the vectors in this triangle how can we find more? One approach is to use the laws of sines and cosines.

Filename:tfigure-sincosine

Consider the vector sum 𝑨+𝑩=𝑪 represented by the triangle shown with traditionally labeled sides A,B, and C and internal angles a,b, and c.

The sides and angles are related by

sinaA =sinbB=sincC the law of sines, and (1.55)
C2 =A2+B22ABcosc the law of cosines. (1.56)

Proof of the law of sines The first equality in the law of sines can be proved by calculating the altitude from c two ways.

Filename:tfigure-sincosine2

On the one hand length P1P2 is given by P1P2=Bsina
and on the other hand by P1P2=Asinb
so Bsina=Asinb  sinaA=sinbB.
We can do likewise with all three altitudes thus proving the triple equality.

Proof of the law of cosines. Look at altitude h of the triangle.

Filename:tfigure-sincosine3

This is the base of two different right triangles. So by the pythagorean theorem we have on the one hand that

h2=A2d2 and on the other that h2=C2(B+d)2.

Equating these expressions and expanding the square we get

A2d2 = C2(B2+d22dB)
 A2+B2+2dB = C2 (1.57)

But d=Acosc so

C2=A2+B22ABcosc.

Sometimes the angle we call c is called θ.

Applications. These laws are useful when you want to figure out the shape and size of a triangle and when, of the six triangle quantities (three sides and three angles), only 3 are given. At least one of these three has to be a length.

As noted, it is possible to give problems of this type that have no solutions. And it is possible to give problems that have either 1 or 2 solutions.

In this era where vector algebra is popular, as is the representation of vectors in terms of their components, the laws of sines and cosines are used little. But sometimes they are the easiest approach.

Vector triangles

In 2D one often wants to know all three vectors in a triangle where the triangle comes from the diagram for expressions like

𝑨+𝑩=𝑪 or 𝑨𝑪=𝑩 or 𝑨+𝑩+𝑪=𝟎 etc.

Usually at least one vector is given and some information is given about the others. The situation is much like the geometry problem of drawing a triangle given various bits of information about the lengths of its sides and its interior angles. If enough information is given to prove triangle congruence, then enough information is given to determine all angles and sides. A difference between vector triangles and proofs of triangle congruence is that triangle congruence does not depend on the overall orientation, whereas vector triangles need to have the correct orientation. Nonetheless, the tools used to solve triangles are useful for solving vector equations.

Vector addition

We start with a problem that is in some sense solved at the start. Say 𝑨 and 𝑩 are known and you want to find 𝑪 given that

𝑪=𝑨+𝑩.

The obvious and correct answer is that you find 𝑪 by vector addition. You could do this addition graphically by drawing a scale picture, or by adding corresponding vector components. Suppose now that 𝑨 and 𝑩 are given to you in terms of magnitude and direction and that you are interested in the direction of 𝑪.

Example: adding vectors defined by magnitude and direction

Say direction is indicated by angle measured counterclockwise form the positive x axis and that A=52, θA=π/4, B=4, and θB=2π/3. So

𝑨 = A(cosθAıˆ+sinθAȷˆ)
= 52(cos(π/4)ıˆ+sin(π/4)ȷˆ)=5ıˆ+5ȷˆ
𝑩 = B(cosθBıˆ+sinθBȷˆ)
= 4(cos(2π/3)ıˆ+sin(2π/3)ȷˆ)=2ıˆ+23ȷˆ
𝑪 = 𝑨+𝑩=(5ıˆ+5ȷˆ)+(2ıˆ+23ȷˆ)
= 3ıˆ+(5+23)ȷˆ
 θC = tan1(Cy/Cx)=tan1((5+23)/3)1.2370.5
andC = 32+(5+23)28.98

To find θC we used the arctan (or tan1) function which can be off by πmargin: The problem is that, measuring angles between 0 and 2π (or equivalently between π and π) there are always two different angles that have the same tangent. The inverse tangent function picks one. Some computers or calculators always pick an angle between 0 and π, and some always pick a value between π/2 and π/2. Both of these could be the wrong answer. So you need to check and possibly add π to your answer. Alternatively, we recommend that you use one of these two commands: 1) the two-argument inverse tangent (arctan(y,x)) or 2) rectangular-to-polar coordinate conversion, using the angle as the desired arctangent. .To find the angle of 𝑪 we had to convert 𝑨 and 𝑩 to coordinate form, add components, and then convert back to find the angle of 𝑪. That is, even though the desired answer is given by a sum, carrying out the sum takes a bit of effort. An alternative approach avoids some work.

Filename:pfigure-s94q6p1
Figure 1.111: Using trig to solve vector triangles

Example: Same as above, different method

Start with picture of the situation, fig. 1.111. By adding angles,

θ2=π/4+π/3=7π/12.

From the law of cosines (see box 1.5 on page 1.5),

C2 = A2+B22ABcosθ2
 C = (52)2+422(52)4cos(7π/12)
8.98(as before)

And from the law of sines (see box 1.5),

sinθ1B = sinθ2C
 θ1 = sin1(Bsinθ2C)sin1(4sin(7π/12)8.98)
.445
 θC = θA+θ2π/4+.4451.23(as before).

This second approach is somewhat more direct in some situations.

The determination of a third vector by vector addition is analogous to the determination of a triangle in geometry by “side-angle-side”.

Vector subtraction

Say you want to find 𝑪 given 𝑨 and 𝑩 and that 𝑨,𝑩 and 𝑪 add to zero. So, subtracting 𝑪 from both sides and multiplying through by -1 we get

𝑨+𝑩+𝑪 = 𝟎
 𝑪 = 𝑨𝑩.

The problem has now been reduced to one of addition which can be done by drawing, components, or trig as shown above.

Find the magnitude of two vectors given their directions and their sum (2D)

Often one knows that 2 vectors 𝑨 and 𝑩 add to a given third vector 𝑪. The directions of 𝑨 and 𝑩 are known but not their magnitudes. That is, given 𝝀ˆA,𝝀ˆB and 𝑪 and that

𝑨+𝑩=𝑪A𝝀ˆA+B𝝀ˆB=𝑪 (1.58)

you would like to find 𝑨 and 𝑩 (which you will know if you find A and B).

Example: A walk on a flat earth

You walked SE (half way between South and East) for a while and NNW (half way between North and NorthWest, 22.5 West of North) for a while and ended up going a net distance of 200m East. 𝑨 and 𝑩 are your displacements on the first and second parts of your walk.

So, taking xy axes aligned with East and North, the directions are

𝝀ˆA=22ıˆ22ȷˆ and 𝝀ˆB=sin(π8)ıˆ+cos(π8)ȷˆ

and the given sum is 𝑪=200mıˆ. Still unknown are the distances A and B.

Filename:pfigure-spinningbrick
Figure 1.112: An indirect walk from O to C via D.

Statics problems of this type have A and B representing the unknown magnitudes of forces 𝑨 and 𝑩 and 𝝀ˆA and B𝝀ˆB their known directions. Here are four ways to solve eqn. (1.58) which will be illustrated with “a walk”.

Method I: Use dot products with ıˆ and ȷˆ

If we take the dot product of both sides of eqn. (1.58) with ıˆ and then again with ȷˆ we get:

ıˆ{eqn. (1.58)}  AλAx+BλBx=Cx,and (1.59)
ȷˆ{eqn. (1.58)}  AλAy+BλBy=Cy (1.60)

where the components of the vectors 𝝀ˆA, 𝝀ˆB, and 𝑪 are known, or easily determined, because the vectors are known (however they are represented). Eqns. 1.60 are two scalar equations in the unknowns A and B. You can solve these any way that pleases you. One method would be to write the equations in matrix form

[λAxλBxλAyλBy][AB]=[CxCy] (1.61)

Example: Solving “A walk”: method I, simultaneous equations

For the walk example above we would have

[2/2sin(π8)2/2cos(π8)][AB]=[200m0]

which solves (on a computer or calculator) to A483m and B370 (with the total walked distance being about 852m).

Taking dot products of a vector equation with ıˆ and ȷˆ is equivalent to extracting the x and y components of the equation. But we use the dot product notation to highlight that you could dot both sides of the vector equation with any vector that pleases you and you would get a legitimate scalar equation. Use any other vector that pleases you (not parallel with the first) and you will get a second independent equation. And the two resulting equations will have the same solution for A and B as the x and y (or “ıˆ” and “ȷˆ”) equations above.

Method II: pick a vector for a dot product that gets rid of terms you don’t know.

Pretend for a paragraph that you only want to find A in eqn. (1.58), for example that you only wanted to know the distance walked on the first leg of the indirect walk in the example above. It would be nice to reduce eqn. (1.58) to a single scalar equation in the single unknown A. We’d like to get rid of the term with B, a quantity that we do not know. Suppose we knew a vector 𝒏ˆB that was perpendicular to 𝝀ˆB. If we dotted both sides of eqn. (1.58) we’d get:

𝒏ˆ{eqn. (1.58)}  𝒏ˆB(A𝝀ˆA+B𝝀ˆB)=𝒏ˆB𝑪  𝒏ˆB(A𝝀ˆA)+𝒏ˆB(B𝝀ˆB)=𝒏ˆB𝑪𝒏ˆB𝝀ˆB=0  (𝒏ˆB𝝀ˆA)A=𝒏ˆB𝑪  A=𝒏ˆB𝑪𝒏ˆB𝝀ˆA.

To make use of this method we have to cook up a vector 𝒏ˆB that is perpendicular to 𝝀ˆBmargin: The vector 𝒌ˆ (the unit vector out of the page) is perpendicular to 𝝀ˆB but is unfortunately not suitable because it is also perpendicular to 𝝀ˆA and 𝑪 so only yields the equation 0+0=0 or the nonsense that A=0/0. .Crossing 𝝀ˆB with 𝒌ˆ serves the purpose:

𝒏ˆB=𝒌ˆ×𝝀ˆB=𝒌ˆ×(λBxıˆ+λByȷˆ)=λByıˆ+λBxȷˆ.

Without doing the cross product explicitly you can remember that a vector orthogonal to a 2D vector 𝝀ˆB has the x and y components switched and the sign of first component then changed. So we get

A=(𝒌ˆ×𝝀ˆB)𝑪(𝒌ˆ×𝝀ˆB)𝝀ˆA=λByCxλBxCyλByλAxλBxλAy

which is a direct formula for the desired answer margin: This solution is identical to the Cramer’s rule solution of eqn. (1.70) on page 1.70. That is, we have used dot products to derive Cramer’s rule for 2×2 matrices. . You could use this formula by substituting in numbers, but that requires memorization or look up. Rather, if you like this short cut, you should remember the idea and reproduce the steps with the symbols or numbers in your problem.

Summarizing,

To reduce eqn. (1.58) to one scalar equation in the one unknown A, use a judiciously chosen dot product. For example, get rid of the 𝝀ˆB or 𝑩 term by dotting both sides of with 𝒌ˆ×𝝀ˆB (or, to save the trouble of finding the unit vector 𝝀ˆB just dot with 𝒌ˆ×𝑩). .

margin: Judicious choice of vectors for dot products. The basic idea is this: Get rid of things you don’t know and don’t care about. Say a and b are unknown and appear in your equations in terms like a𝑨 and b𝑩. First take an interest in a. You don’t know anything about b, and for a moment you don’t care about it. So get rid of it. The two ways to get rid of a vector term you don’t know and don’t care about are 1) dotting the force-balance equation with a vector orthogonal to the vector of disinterest, and 2) using moment balance about a point or axis about which the force of disinterest has no moment. So, for example, dotting an equation containing a𝑨 and b𝑩 with a vector orthogonal to 𝑩 eliminates the unknown b from your equation.

.

Altogether you can think of this method as something like the “component” method. But we are taking components of the vectors in the direction perpendicular to 𝑩. Alternatively you can think of this method as taking the projection of the vector equation onto a line perpendicular to 𝑩.

Similarly dotting both sides of eqn. (1.58) with 𝒌ˆ×𝝀ˆA gives

B=(𝒌ˆ×𝝀ˆA)𝑪(𝒌ˆ×𝝀ˆA)𝝀ˆB.

Example: Solving “A walk”: method II, judicious dot products

You should be able to derive the formulas above as needed. Dotting, for example, both sides of eqn. (1.58) with 𝒌ˆ×𝝀ˆB and plugging in the known components yields

A=(𝒌ˆ×𝝀ˆB)𝑪(𝒌ˆ×𝝀ˆB)𝝀ˆA = λByCxλBxCyλByλAxλBxλAy
= cos(π/8)200m(sin(π/8))0cos(π/8)(2/2)(sin(π/8))(2/2)
483m(as before)

Method III, graphical solution

On the vector triangle defined by 𝑨+𝑩=𝑪 we call O the tail end of 𝑨. The location of the tip of 𝑪 at G can be drawn to scale. Then the point H can be located as at the intersection of two lines: one emanating from O and in the direction of 𝝀ˆA and one emanating from H and in the direction of 𝝀ˆB. Once the point H is located, the lengths A and B can be measured.

Filename:pfigure-s94f1p2
Figure 1.113: Method III: Find point H as the intersection of two known lines.

Example: Solving “A walk”: method III, graphing

Taking 100m as drawn to scale as, say 1cm, point G is drawn 2cm to the right of O. The location of the point H is found as the intersection of two lines: one emanating from O and pointing 45 counterclockwise from the ȷˆ axis, and the other emanating from G and pointing 22.5 counterclockwise from the ȷˆ axis. The distance from O to H can be measured as about 4.8cm yielding A480m.

This construction can be done with pencil and paper or with a computer drawing program.

Method IV, trigonometry

The final method, the classical method used predominantly before vector notation was well accepted, is to treat the vector triangle as a triangle with some known sides and some known angles, and to use the law of sines (discussed in box 1.5 ).

Because 𝑪 and the directions of 𝑨 and 𝑩 are assumed known, the angles a (opposite side A) and b (opposite side B) are known. Because the sum of interior angles in a triangle is π we know the angle c=πab. The law of sines tells us that

sinaA=sincC and sinbB=sincC

which we can rewrite as

A=Csinasinc and B=Csinbsinc.
Filename:s97f2
Figure 1.114: Solving “A walk” using the law of sines.

Example: Solving “A walk”: method IV, the law of sines

Referring to fig. 1.114 we get

A = Csinasinc=200msin(5π/8)sin(π/8)483m
andB = Csinbsinc=200msin(π/4)sin(π/8)370m

as we have found three times already.

The determination of two vectors by knowing their directions and their sum is analogous to determination of a triangle by “angle-side-angle”.

The magnitudes and sum of two vectors are known (2D)

Two vectors 𝑨 and 𝑩 in the plane have known magnitudes A and B but unknown directions 𝝀ˆA and 𝝀ˆB. Their sum 𝑪 is known. So, measuring angles counterclockwise relative to the positive x axis, we have:

𝑨+𝑩 = 𝑪
A𝝀ˆA+B𝝀ˆB = 𝑪
A(cosθAıˆ+sinθAȷˆ)+B(cosθBıˆ+sinθBȷˆ) = 𝑪 (1.62)

where eqn. (1.62) is one 2D vector equation in 2 unknowns: θA and θB.

Method 1: using an appropriate dot product

This problem is really best solved with trig (see below) and getting it right with component method is a matter of hindsight. Eqn. 1.62 can be rewritten as

C(cosθCıˆ+sinθCȷˆ)A(cosθAıˆ+sinθAȷˆ)=B(cosθBıˆ+sinθBȷˆ)

Taking the dot product of each side with itself gives

C2+A22AC(cosθCcosθA+sinθCsinθA)cos(θCθA)=B2

so

θA=θCarccos(C2+A2B22AC).

Now 𝑨 is fully determined and 𝑩 can be found by vector subtraction. Note that the arccos function is always double valued (the negative of any arccos is also a legitimate arccos), so that the solution of this problem is not unique. Also, if the argument of the arccos function is greater than 1 in magnitude, there is no solution; this happens if any two of A, B, and C are greater than the third (that is, if the so-called “triangle inequality” is violated) and there is no way of making a triangle with the given lengths.)

Filename:pg92-2
Figure 1.115: For use in using the law of cosines to solve a vector triangle.

Method II: The law of cosines

Referring to fig. 1.115, we can apply the law of cosines directly to get

B2 = A2+C22ACcosθB (1.63)
which we can solve to get θ1 = arccos(C2+A2B22AC). (1.64)

Thus the orientation of 𝑨 is determined in relation to 𝑪. This method is a bit quicker than the component method above because it skips the steps where, in effect, the component method derives the law of cosines.

Method III: graphical construction

Filename:summer95p2-3
Figure 1.116: Solving a vector triangle where vectors 𝑨 and 𝑩 have known magnitude but unknown direction.

From the tail of 𝑪 draw a circle with radius A (see fig. 1.116). From the tip of 𝑪 draw a circle with radius B. For each of the two points of intersection, P1 and P2, a solution has been found. Vector 𝑨 goes from the tail of 𝑪 to, say, P1, and 𝑩 goes from P1 to the tip of 𝑪. An 𝑨 and 𝑩 based on P2 is also a legitimate solution. Each pair is a legitimate solution to the problem. To get a unique solution set other information would have to be provided.

Determining a vector triangle when one vector is known and only the magnitudes of the other two are known is analogous to determining a triangle from ”side-side-side” in geometry. It is interesting that this, the most elementary of all geometric constructions does not have an equally simple analytic representation.

Find the magnitude of three vectors given their directions and their sum (3D)

This problem is close in approach to its junior 2D cousin on page 1.5 and to the example on page 1.5. It is the most common of the 3D vector equation problems. Assume that you know the directions of three vectors 𝑨,𝑩 and 𝑪 (given, say, as the unit vectors 𝝀ˆA,𝝀ˆB, and 𝝀ˆC), as well as their sum 𝑫. So we have

𝑨+𝑩+𝑪=𝑫A𝝀ˆA+B𝝀ˆB+C𝝀ˆC=𝑫 (1.65)

and we want to find A,B, and C from which we can find 𝑨,𝑩, and 𝑪  (e.g., 𝐀=A𝛌ˆA). We can think of the last of eqn. (1.65) as one 3D vector equation in three unknowns.

In three dimensions the graphical approach is essentially impossible. And the trigonometric approach is awkward to say the least, and probably only generally practical for people with British accents who are long dead. The general ideas in the first two methods still stand, however. Thus the use of vector concepts is basically unavoidable in 3D problems.

Method I: dotting with ıˆ,ȷˆ, and 𝒌ˆ.

We can dot the left and right sides of eqn. (1.65) with ıˆ or ȷˆ or 𝒌ˆ. This is equivalent to taking the x,y and z components of the equation. We get then

ıˆ{eqn. (1.65)}  AλAx+BλBx+CλCx=Dx, (1.66)
ȷˆ{eqn. (1.65)}  AλAy+BλBy+CλCy=Dy,and (1.67)
𝒌ˆ{eqn. (1.65)}  AλAz+BλBz+CλCz=Dz (1.68)

which can be written in matrix form as

[λAxλBxλCxλAyλByλCyλAzλBzλCz][ABC]=[DxDyDz]. (1.70)

Unless the matrix is sparse (has a lot of zeros as entries) it is probably best to solve such a set of equations for A,B and C on a computer or calculator.

Method II: pick a vector for dot product that kills terms you don’t know.

The philosophy here is the same as for method II in 2D (page 1.5).

Pretend for a paragraph that you only want to find A in eqn. (1.65). We can kill the terms involving the unknowns B and C by dotting both sides of the equation with a vector perpendicular to 𝝀ˆB and 𝝀ˆC. Such a vector is 𝝀ˆB×𝝀ˆC. Thus

(𝝀ˆB×𝝀ˆC){eqn. (1.58)}  (𝝀ˆB×𝝀ˆC)(A𝝀ˆA+B𝝀ˆB+C𝝀ˆC)=(𝝀ˆB×𝝀ˆC)𝑫  (𝝀ˆB×𝝀ˆC)(A𝝀ˆA)+𝟎+𝟎=(𝝀ˆB×𝝀ˆC)𝑫  A=𝑫(𝝀ˆB×𝝀ˆC)𝝀ˆA(𝝀ˆB×𝝀ˆC).

If you use a matrix determinant to evaluate the mixed triple product you can recognize this formula (like the formula solving the example on 1.5) as Cramer’s rule. By a judicious dot product we have reduced the vector equation to a scalar equation in one unknown. Similarly we could get one equation in one unknown for B or for C by doting eqn. (1.65) with 𝝀ˆA×𝝀ˆC and 𝝀ˆA×𝝀ˆB, respectively

margin: Note that the key to the method was dotting with a vector in an appropriate direction, the magnitude of the vector did not matter. So if, for example, you knew any vector 𝒗B in the direction of 𝝀ˆB and any vector 𝒗C in the direction of 𝝀ˆC you could dot both sides of eqn. (1.65) with 𝒗B×𝒗C to get one scalar equation for A. This can simplify calculations by avoiding the square roots (which cancel in the end) that you calculate to find unit vectors.

.

Parametric equations for lines and planes

A line in 2D

In geometry a line on a plane is often described as the set of x and y points that satisfy an equation like

Ax+By=Dory=mx+b

for given A,B, and D or m and b. However a line is a “one dimensional” object and it is nice to describe it that way. The parametric form that is often useful is:

𝒓=𝒓A+s𝒗 (1.71)

where 𝒓 are the position vectors of set of points on the line, one point for each value of the scalar parameter s. 𝒓A is the position vector of one given reference point on the line and 𝒗 is a vector parallel to the line. In the special case that 𝒗 is a unit vector, s is the distance from the point at 𝒓A to the point at 𝒓. If the vector 𝒗 was the velocity of a point moving on the line then s|𝒗| would be the distance of the point from the point at 𝒓A.

Filename:p-f96-p3-3
Figure 1.117: Parametric description of a line using vectors.

Example: Parametric equation of a line

A parametric equation for the line going through the points with position vectors 𝒓A and 𝒓B is

𝒓=𝒓A+s(𝒓B𝒓A𝒗)or better𝒓=𝒓A+s𝝀ˆA

where 𝝀ˆA=(𝒓B𝒓A)/|𝒓B𝒓A|

A line in 3D

In three dimensions a line is often described geometrically as the intersection of two planes. But a line in three dimensions is still a one dimensional object so the parametric form eqn. (1.71), applicable in three dimensions as well as two, is nice.

A plane

A plane in three dimensions can be described as the set of points x,y, and z that satisfy an equation like:

Ax+By+Cz=D

for a given A,B,C, and D. The parametric description of a plane uses two parameters s1 and s2 and is

𝒓=𝒓O+s1𝒗1+s2𝒗2 (1.72)

where 𝒓 is a typical point on the plane, 𝒗1 and 𝒗2 are any two non-parallel vectors that lie in the plane and s1 and s2 are any two real numbers. Each pair (s1,s2) corresponds to one point in the plane and vice versa. The numbers s1 and s2 can be thought of as in-plane distance coordinates if the vectors 𝒗1 and 𝒗2 are mutually orthogonal unit vectors.

Filename:s97p3-3
Figure 1.118: a) Parametric equation of a plane. b) the plane through the points A,B, and C

Example: A plane

A parametric equation for the plane going through the three points with position vectors 𝒓A, 𝒓B, and 𝒓C is

𝒓=𝒓A𝒓0+s1(𝒓B𝒓A)𝒗1+s2(𝒓C𝒓A)𝒗2

You can check that when s1=s2=0 the point on the plane 𝒓A is given. And when one of the s values is one and the other zero the points 𝒓B and 𝒓C are given.

Vectors, matrices, and linear algebraic equations

Once one has drawn a free-body diagram and written the force and moment balance equations one is left with vector equations to solve for various unknowns. The vector equations of mechanics can be reduced to scalar equations by using dot products. The simplest dot product to use is with the unit vectors ıˆ, ȷˆ, and 𝒌ˆ. This use of dot products is equivalent to taking the x, y, and z components of the vector equation. The two vector equations

aıˆ+bȷˆ=(c5)ıˆ+(d+7)ȷˆ(ac)ıˆ+(a+b)ȷˆ=(c+b)ıˆ+(2a+c)ȷˆ

with four scalar unknowns a,b,c, and d, can be rewritten as four scalar equations, two from each two-dimensional vector equation. Taking the dot product of the first equation with ıˆ gives a=c5. Similarly dotting with ȷˆ gives b=d+7. Repeating the procedure with the second equation gives 4 scalar equations:

a=c5b=d+7ac=c+ba+b=2a+c.

These equations can be re-arranged putting unknowns on the left side and knowns on the right side:

1a+0b+1c+0d=50a+1b+0c+1d=71a+1b+2c+0d=01a+1b+1c+0d=0

These equations can in turn be written in standard matrix form. The standard matrix form is a short hand notation for writing (linear) equations, such as the equations above:

[1010010111201110][𝑨][abcd][𝒙] = [5700][𝒚]
 [𝑨][𝒙] = [𝒚].

The matrix equation [𝑨][𝒙]=[𝒚] is in a form that is easy to input to any of several programs that solve linear equations. The computer (or a do-able but probably untrustworthy hand calculation) should return the following solution for [𝒙] (a, b, c, and d).

[abcd]=[55012].

That is, a=5, b=5, c=0, and d=12. If you doubt the solution, check it. To check the answer, plug it back into the original matrix equation and note the equality (or lack thereof!). In this case, we have done our calculations correctly and

[1010010111201110][55012]=[5700].

Going back to the original vector equations we can also check that

5ıˆ+5ȷˆ=(05)ıˆ+(12+7)ȷˆ(50)ıˆ+(5+5)ȷˆ=(0+5)ıˆ+(25+0)ȷˆ.

Computer solution of simultaneous equations

Depending on your computer package you might solve the equations above like this

    eqset  =  {  a     -  c      = -5
                    b       - d  =  7
                 a - b - 2c      =  0
                -a + b -  c      =  0}
    Solve eqset for a,b,c,d.

Or, if your computer package is set up especially for linear algebra then you could write something analogous to this:

     M =  [  1  0 -1  0
             0  1  0 -1
             1 -1 -2  0
            -1  1 -1  0]
     w = [-5 7 0 0]’
    Solve M*z = w for z
                 % the elements of z are a,b,c,d

‘Physical’ vectors and row or column vectors

The word ‘vector’ has two related but subtly different meanings. One is a physical vector like 𝑭=Fxıˆ+Fyȷˆ+Fz𝒌ˆ, a quantity with magnitude and direction. The other meaning is a list of numbers like the row vector

[𝒙]=[x1,x2,x3]

or the column vector

[𝒚]=[y1y2y3].

Once you have picked a basis, like ıˆ,ȷˆ, and 𝒌ˆ, you can represent a physical vector 𝑭 as a row vector [Fx,Fy,Fz] or a column vector [FxFyFz]. But the components of a given vector depend on the base coordinate system (or base vectors) that are used. For clarity it is best to distinguish a physical vector from a list of components using a notation like the following:

[𝑭]XYZ=[FxFyFz]

The square brackets around 𝑭 indicate that we are looking at its components. The subscript XYZ identifies what coordinate system or base vectors are being used. The right side is a list of three numbers (in this case arranged as a column, the default arrangement in linear algebra).

Box 1.10 Existence, uniqueness, and geometry

No homework problem solutions depend on your understanding this theoretical aside.

Sometimes there is a unique solution set to a set of simultaneous solutions. Sometimes it’s impossible to solve a set of vector equations; no solutions exist. And, sometimes there are lots of solutions; solutions exist but are not unique. These cases sometimes have simple geometric interpretations.

Example 1. Consider a very simple equation

a𝒗1=𝒘

where 𝒗1 and 𝒘 are given and you are to find a. The left hand side is a parametric expression for points on a line through the origin in the direction 𝒗1.

  • if 𝒘 is parallel to 𝒗 then the equation has exactly one solution for a;

  • if 𝒘 is not parallel to 𝒗 then there is no possible a that could make the equation true. The equation has no solutions.

This vector equation is equivalent to 2 scalar equations (3 in 3D) with one scalar unknown and we expect generally to find no solution. That is, two random vectors 𝒗1 and 𝒘 are unlikely to be parallel either in 2D or 3D.

Example 2. Now consider this 2D vector equation in two unknown scalars a and b:

a𝒗1+b𝒗2=𝒘.
  • If 𝒗1 and 𝒗2 are not parallel a𝒗1+b𝒗2 could be, with appropriate choice of a and b, any 2D vector. There would be a unique solution for every possible 𝒘.

  • But if 𝒗1 and 𝒗2 are parallel then the expression a𝒗1+b𝒗2 describes a line.

    • If 𝒘 is on this line there are many solutions for a and b because the two vectors a𝒗1 and 𝒗2 can be added various ways that partially cancel.

    • If 𝒘 is off the line then there are no combinations of a and b that get vectors off the line, there are no solutions.

In 2D a test to see if two vectors are parallel is to take their cross product. So, if

(𝒗1×𝒗2)𝒌ˆ=v1xv2yv1yv2x=det[v1xv2xv1yv2y]=0

then 𝒗1 and 𝒗2 are parallel and there are either many solutions or no solutions depending on whether or not 𝒘 is also parallel to 𝒗1 and 𝒗2.

Example 3. Consider the same example as above but now in 3D.

a𝒗1+b𝒗2=𝒘.

Now the question is whether the vector 𝒘 is in the plane described parametrically by a𝒗1+b𝒗2. We have more equations than unknowns, 3>2 so solution should be unlikely. Given 3 random vectors in 3D 𝒗1, 𝒗2 and 𝒘, it is unlikely that 𝒘 would be in the plane determined by 𝒗1 and 𝒗2. If 𝒘 is in that plane, we get again the three possibilities from the previous example.

Example 4. Finally consider this common equation in 3D.

a𝒗1+b𝒗2+c𝒗3=𝒘. (1.74)

where 𝒗1, 𝒗2, 𝒗3, and 𝒘 are given vectors and a, b and c are unknowns.

  • If 𝒗1, 𝒗2, and 𝒗3 are not co-planar, then by imagining flying in through space in each of three directions, you can see that you can get to any point in space 𝒘 by using one and only one set of multiples a, b and c of the three vectors.

  • On the other hand, if 𝒗1, 𝒗2, and 𝒗3 are co-planar, they are redundant, and

    • there can only be a solution if 𝒘 is on the plane and, assuming the three vectors are not also collinear, there are many solutions. There are various ways for combinations of 𝒗1, 𝒗2, and 𝒗3 to cancel each other out.

    • if 𝒘 is off this plane there are no solutions.

If the vectors 𝒗1, 𝒗2, and 𝒗3 are coplanar then there are either no solutions for a,b and c or many solutions. We can test for coplanarity of 𝒗1, 𝒗2, and 𝒗3 with geometric reasoning and cross products. The vector 𝒗1×𝒗2 is orthogonal to the plane of 𝒗1 and 𝒗2. So, if 𝒗3 is in the plane defined by 𝒗1 and 𝒗2 it will be orthogonal to 𝒗1×𝒗2. Thus if

(𝒗1×𝒗2)𝒗3=0

the three vectors are co-planar. This test can also be written as

det[v1xv2xv3xv1yv2yv3yv1zv2zv3z]=0

which is what we would expect from considering the matrix form of eqn. (1.74)

[v1xv2xv3xv1yv2yv3yv1zv2zv3z][abc]=[wxwywz]

and checking to see if the 3×3 matrix is “singular” (a linear algebra word meaning that the determinant is zero).

Relation to more general linear algebra. For systems of equations in 4 or more dimensions we can’t use our geometric intuition quite so directly. But the cases above are analogous to what one always finds. The geometric interpretations are helpful for gaining an intuition, even in higher than 3 dimensions when they don’t strictly hold. Consider the matrix equation

Mv=b

with the square matrix M and the column vector b given.

  • If the columns of M are not redundant (e.g., they are linearly independent) then there exists a unique v for any b. This is like having 𝒗1,𝒗2,𝒗3 not coplanar in 3D.

  • If the columns of M are redundant (e.g., they are linearly dependent) this is like having coplanar 𝒗1,𝒗2,𝒗3 and

    • if b is in the span of the columns of M, like 𝒘 being in the plane, there are many solutions, and

    • if b is not in the span of the columns of M, like 𝑾 being off the plane, there are no solutions.

SAMPLE 1.28

Filename:pfigure-s94h8p1
Figure 1.119:

Plain vanilla vector equation in 2-D: Three forces act on a particle as shown in the figure. The equilibrium condition of the particle requires that 𝑭1+𝑭2+𝑾=𝟎. It is given that 𝑾=20Nȷˆ. Find the magnitudes of forces 𝑭1 and 𝑭2.


Solution We are given a vector equation, 𝑭1+𝑭2+𝑾=𝟎, in which one vector 𝑾 is completely known and the directions of the other two vectors are given. We need to find their magnitudes. Let us write the vectors as

𝑭1=F1𝝀ˆ1,𝑭2=F2𝝀ˆ2,𝑾=Wȷˆ,

where 𝝀ˆ1 and 𝝀ˆ2 are unit vectors along 𝑭1 and 𝑭2, respectively (their directions are specified by the given angles in the figure), and W=20N as given. We can write the unit vectors in component form as

𝝀ˆ1=λ1xıˆ+λ1yȷˆ and 𝝀ˆ2=λ2xıˆ+λ2yȷˆ.

Now we can write the given vector equation as

F1(λ1xıˆ+λ1yȷˆ)+F2(λ2xıˆ+λ2yȷˆ)=Wȷˆ. (1.75)

Dotting both sides of eqn. (1.75) with ıˆ and ȷˆ respectively, we get

λ1xF1+λ2xF2 = 0 (1.76)
λ1yF1+λ2yF2 = W. (1.77)

Here, we have two equations in two unknowns (F1 and F2). We can solve these equations for the unknowns. Let us solve these two linear equations by first putting them into a matrix form and then solving the matrix equation. The matrix equation is

[λ1xλ2xλ1yλ2y](F1F2)=(0W).

Using Cramer’s rule for matrix inversion, we get

(F1F2)=1λ1xλ2yλ2xλ1y[λ2yλ2xλ1yλ1x](0W).

Substituting the numerical values of λ1x=cos30=3/2,λ1y=sin30=1/2 and similarly, λ2x=1/2,λ2y=1/2, and W=20N, we get

(F1F2)=(14.6417.93)N.

Answer: F1=14.64N,F2=17.93N

Check: We can easily check if the values we have got are correct. For example, substituting the numerical values in eqn. (1.76), we get

14.64N(32)+17.93N12=0.

SAMPLE 1.29

Filename:sfig4-7-DH1
Figure 1.120:

Solving for a single unknown from a 2-D vector equation: Consider the same problem as in Sample 1.5. That is, you are given that 𝑭1+𝑭2+𝑾=𝟎 where 𝑾=20Nȷˆ and 𝑭1 and 𝑭2 act along the directions shown in the figure. Find the magnitude of 𝑭2.


Solution Once again, we write the given vector equation as

F1𝝀ˆ1+F2𝝀ˆ2=Wȷˆ,

where

W = 20N,
𝝀ˆ1 = λ1xıˆ+λ1yȷˆ
= 3/2ıˆ+1/2ȷˆ,and
𝝀ˆ2 = λ2xıˆ+λ2yȷˆ
= 1/2(ıˆ+ȷˆ).

We are interested in finding F2 only. So, let us take a dot product of this equation with a vector that gets rid of the F1 term. Any such vector would have to be perpendicular to 𝝀ˆ1. One such vector is 𝒌ˆ×𝝀ˆ1. Let us call this vector 𝒏ˆ1, that is,

𝒏ˆ1=𝒌ˆ×(λ1xıˆ+λ1yȷˆ)=λ1xȷˆλ1yıˆ.

Now, dotting the given vector equation with 𝒏ˆ1, we get

F1(𝒏ˆ1𝝀ˆ1)0+F2(𝒏ˆ1𝝀ˆ2) = W(𝒏ˆ1ȷˆ)
 F2 = W𝒏ˆ1ȷˆ𝒏ˆ1𝝀ˆ2
= W(λ1xȷˆλ1yıˆ)ȷˆ(λ1xȷˆλ1yıˆ)(λ2xıˆ+λ2yȷˆ)
= Wλ1xλ1xλ2yλ1yλ2x
= 20N3/23/21/21/21/2
= 20N63+1=17.93N

which, of course, is the same value we got in Sample 1.5. Note that here we obtained one scalar equation in one unknown by dotting the 2-D vector equation with an appropriate vector to get rid of the other unknown F1.

Answer: F2=17.93N

SAMPLE 1.30   Solving a 3-D vector equation on a computer: Four forces, 𝑭1,𝑭2,𝑭3 and 𝑵 are in equilibrium, that is, 𝑭1+𝑭2++𝑭3+𝑵=𝟎 where 𝑵=100kN𝒌ˆ is known and the directions of the other three forces are known. 𝑭1 is directed from (0,0,0) to (1,-1,1), 𝑭2 from (0,0,0) to (-1,-1,1), and 𝑭3 from (0,0,0) to (0,1,1). Find the magnitudes of 𝑭1,𝑭2, and 𝑭3.

Solution Let 𝑭1=F1𝝀ˆ1,𝑭2=F2𝝀ˆ2, and 𝑭1=F3𝝀ˆ3, where 𝝀ˆ1,𝝀ˆ2 and 𝝀ˆ3 are unit vectors in the directions of 𝑭1,𝑭2, and 𝑭3, respectively. Then the given vector equation can be written as

F1𝝀ˆ1+F2𝝀ˆ2+F3𝝀ˆ3=𝑵=N𝒌ˆ

where N=100kN. Dotting this equation with ıˆ,ȷˆ and 𝒌ˆ respectively, and realizing that ıˆ𝝀ˆ1=λ1x,ȷˆ𝝀ˆ1=λ1y, etc., we get the following three scalar equations.

λ1xF1+λ2xF2+λ3xF3 = 0
λ1yF1+λ2yF2+λ3yF3 = 0
λ1zF1+λ2zF2+λ3zF3 = N.

Thus we get a system of three linear equations in three unknowns. To solve for the unknowns, we set up these equations as a matrix equation and then use a computer to solve it. In matrix form these equations are

[λ1xλ2xλ3xλ1yλ2yλ3yλ1zλ2zλ3z](F1F2F3)=(00N).

To solve this equation on a computer, we need to input the matrix of unit vector components and the known vector on the right hand side. From the given coordinates for the directions of forces, we have 𝝀ˆ1=(ıˆȷˆ+𝒌ˆ)/3, 𝝀ˆ2=(ıˆȷˆ+𝒌ˆ)/3, and 𝝀ˆ3=(ȷˆ+𝒌ˆ)/2. margin: These unit vectors are computed by taking a vector from one end point to the other end point (as given) and then dividing by its magnitude. For example, we find 𝝀ˆ1 by first finding 𝒓1=(1)ıˆ+(1)ȷˆ+(1)𝒌ˆ, a vector from (0,0,0) to (1,-1,1), and then 𝝀ˆ1=𝒓1|𝒓1|. We are also given that N=100kN. Now, we use the following pseudo-code to find the solution on a computer.

 Let s2 = sqrt(2),  s3 = sqrt(3)
     A = [ 1/s3  -1/s3  0
          -1/s3  -1/s3  1/s2
           1/s3   1/s3  1/s2 ]
     b = [ 0   0   100]’
     solve A*F = b for F

Using this pseudo-code we find the solution to be

     F = [ 43.3013
           43.3013
           70.7107 ]

That is, F1=F2=43.3kN and F3=70.7kN.

Answer: F1=43.3kN,F2=43.3kN,F3=70.7kN

SAMPLE 1.31  Vector operations on a computer: Consider the problem of Sample 1.120 again. That is, you are given the vector equation 𝑭1+𝑭2++𝑭3+𝑵=𝟎 where 𝑵=100kN𝒌ˆ and the directions of 𝑭1,𝑭2 and 𝑭3 are given by the unit vectors 𝝀ˆ1=(ıˆȷˆ+𝒌ˆ)/3,𝝀ˆ2=(ıˆȷˆ+𝒌ˆ)/3, and 𝝀ˆ3=(ȷˆ+𝒌ˆ)/2, respectively. Find F1.

Solution We can, of course, solve the problem as we did in Sample 1.120 and we get the answer as a part of the unknown forces we solved for. However, we would like to show here that we can extract one scalar equation in just one unknown (F3) from the given 3-D vector equation and solve for the unknown without solving a matrix equation. Although we can carry out all required calculations by hand, we will show how we can use a computer to do these operations.

We can write the given vector equation as

F1𝝀ˆ1+F2𝝀ˆ2+F3𝝀ˆ3=𝑵. (1.78)

We want to find F1. Therefore, we should dot this equation with a vector that gets rid of both F2 and F3, i.e., with a vector which is perpendicular to both 𝑭2 and 𝑭3. One such vector is 𝑭2×𝑭3 or 𝝀ˆ2×𝝀ˆ3. Let 𝒏ˆ=𝝀ˆ2×𝝀ˆ3. Now, dotting both sides of eqn. (1.78) with 𝒏ˆ, we get

F1(𝝀ˆ1𝒏ˆ)+F2(𝝀ˆ2𝒏ˆ)+F3(𝝀ˆ3𝒏ˆ)=𝑵𝒏ˆ

Since 𝝀ˆ2𝒏ˆ=0 and 𝝀ˆ3𝒏ˆ=0 (𝒏ˆ is normal to both 𝝀ˆ2 and 𝝀ˆ3), we get

F1(𝝀ˆ1𝒏ˆ) = 𝑵𝒏ˆ
 F1 = 𝑵𝒏ˆ𝝀ˆ1𝒏ˆ.

Thus we have found the solution. To compute the expression on the right hand side of the above equation we use the following pseudo-code which assumes that you have written (or have access to) two functions, dot and cross, that compute the dot and cross product of two given vectors.

     lambda_1 = 1/sqrt(3)*[1  -1  1]’;
     lambda_2 = 1/sqrt(3)*[-1  -1  1]’;
     lambda_3 = 1/sqrt(2)*[0  1  1]’;
            N = [0  0  -100]’;
            n = cross(lambda_2, lambda_3);
           F1 = - dot(N, n)/dot(lambda_1, n)

By following these steps on a computer, we get the output F1 = 43.3013, that is, F1=43.3kN, which, of course, is the same answer we obtained in Sample 1.120.

Answer: F1=43.3kN

Problems for 1.5 Solving vector equations

1.5.1  Consider the vector equation

a𝑨+b𝑩=𝑪

with 𝑨, 𝑩, and 𝑪 given. For the cases below find a and b if possible. If there are multiple solutions give at least 2. If there are no solutions explain why.

  1. (a)

    𝑨=ıˆ,𝑩=ȷˆ,
    𝑪=3ıˆ+4ȷˆ

  2. (b)

    𝑨=ıˆ,𝑩=2ıˆ,
    𝑪=3ıˆ

  3. (c)

    𝑨=ȷˆ,𝑩=2ȷˆ,
    𝑪=3ıˆ

  4. (d)

    𝑨=ıˆ+ȷˆ,𝑩=ıˆ+ȷˆ,
    𝑪=2ȷˆ

  5. (e)

    𝑨=ıˆ+2ȷˆ,𝑩=2ıˆ+3ȷˆ,
    𝑪=3ıˆ+4ȷˆ

  6. (f)

    𝑨=πıˆ+eȷˆ,𝑩=2ıˆ+3ȷˆ,
    𝑪=ıˆ

1.5.2  Consider the vector equation

a𝑨+b𝑩+c𝑪=𝑫

with 𝑨, 𝑩, 𝑪 and 𝑫 given. For the cases below find a if possible, there is no need to find b and c.

  1. (a)

    𝑨=ıˆ, 𝑪=𝒌ˆ
    𝑩=ȷˆ, 𝑫=3ıˆ+4ȷˆ+19𝒌ˆ

  2. (b)

    𝑨=2ıˆ, 𝑪=15ȷˆ+360𝒌ˆ
    𝑩=3ıˆ+4ȷˆ, 𝑫=2ıˆ+17ȷˆ+37𝒌ˆ

  3. (c)

    𝑨=𝒌ˆ, 𝑪=ıˆ+ȷˆ+𝒌ˆ
    𝑩=ȷˆ+𝒌ˆ, 𝑫=ȷˆ

  4. (d)

    𝑨=ıˆ+ȷˆ+𝒌ˆ, 𝑪=3ıˆ+4ȷˆ+5𝒌ˆ
    𝑩=2ıˆ+3ȷˆ+4𝒌ˆ, 𝑫=4ıˆ+5ȷˆ+7𝒌ˆ

  5. (e)

    𝑨=1ıˆ+2ȷˆ+3𝒌ˆ,
    𝑪=7ıˆ+8ȷˆ+9𝒌ˆ,
    𝑩=4ıˆ+5ȷˆ+6𝒌ˆ,
    𝑫=ıˆ+πȷˆ+e𝒌ˆ

1.5.3  In the problems below use matrix algebra on a computer to find a, b and c uniquely if possible. If not possible explain why not. You are given that

a𝑨+b𝑩+c𝑪=𝑫

and that

  1. (a)

    𝑨=ıˆ, 𝑩=ȷˆ,
    𝑪=𝒌ˆ, 𝑫=2ıˆ+5ȷˆ+10𝒌ˆ

  2. (b)

    𝑨=ıˆ+ȷˆ, 𝑩=ıˆ+ȷˆ,
    𝑪=𝒌ˆ, 𝑫=2ıˆ

  3. (c)

    𝑨=ıˆ+ȷˆ+𝒌ˆ, 𝑩=2ıˆ+ȷˆ+𝒌ˆ,
    𝑪=ıˆ+2ȷˆ+𝒌ˆ, 𝑫=2ıˆ+ȷˆ+𝒌ˆ

  4. (d)

    𝑨=1ıˆ+2ȷˆ+3𝒌ˆ, 𝑩=4ıˆ+5ȷˆ+6𝒌ˆ,
    𝑪=7ıˆ+8ȷˆ+9𝒌ˆ, 𝑫=10𝒌ˆ

  5. (e)

    𝑨=1ıˆ+2ȷˆ+3𝒌ˆ, 𝑩=4ıˆ+5ȷˆ+6𝒌ˆ,
    𝑪=7ıˆ+8ȷˆ+9𝒌ˆ, 𝑫=10𝒌ˆ

1.5.4  The three forces shown in the figure are in equilibrium, i.e., 𝐓1+𝐓2+𝐅=𝟎. If |𝑭|=10N, find tensions T1 and T2 (magnitudes of 𝑻1 and 𝑻2).

Filename:sfig4-7-DH2
Figure 1.121

1.5.5  Points A, B, and C are located in the xy plane as shown in the figure. For position vectors, we can write, 𝒓B+𝒓C/B=𝒓C. Find |𝒓B| and |𝒓C/B| if 𝒓C=10mıˆ.

Filename:sfig4-7-DH3
Figure 1.122

1.5.6  Three vectors, 𝑨,𝑩, and 𝑪, (shown in the figure) are such that 𝑨+𝑩+𝑪=𝟎. You are given that A=|𝑨|=5 and C=|𝑪|=8. Find θ.

Filename:sfig4-7-1
Figure 1.123

1.5.7  Let 𝑭1+𝑭2+𝑭3=𝟎, where 𝑭3=10N(ıˆȷˆ), and 𝑭1/|𝑭1|=0.250ıˆ+0.968ȷˆ and 𝑭2/|𝑭2|=0.425ıˆ0.905ȷˆ. Find |𝑭1| from a single scalar equation.

1.5.8  To evaluate the equation 𝑭=m𝒂 for some problem, a student writes 𝑭=Fxıˆ(Fy30N)ȷˆ+50N𝒌ˆ in the xyz coordinate system, but 𝒂=2.5m/s2ıˆ+1.8m/s2ȷˆaz𝒌ˆ in a rotated xyz coordinate system. If ıˆ=cos60ıˆ+sin60ȷˆ,ȷˆ=sin60ıˆ+cos60ȷˆ and 𝒌ˆ=𝒌ˆ, find the scalar equations for the x,y, and z directions.

1.5.9  A car travels straight north-east for a while on a dirt road that leads to a north-south highway. The car travels on the highway due north for a while. When the driver stops, the GPS system indicates that the car is 60 miles north and 30 miles east from the starting point. Find the distance travelled on the dirt road.

1.5.10  A particle is held at point P with the help of three rods PA, PB, and PC. Let the tensions in the three strings be TA,TB, and TC, respectively (so that TA acts along line PA and so on). The equilibrium of the particle requires that 𝑻A+𝑻B+𝑻C+𝑾=𝟎 where 𝑾=10N𝒌ˆ is the weight of the particle. Find the magnitudes of tensions in the three rods (note, tension can be negative).

Filename:sfig4-7-1a
Figure 1.124

1.5.11  You are given that 𝑭1+𝑭2+𝑭3=5kNȷˆ where 𝑭1=(2ıˆ3ȷˆ+4𝒌ˆ)kN, 𝑭2=(ıˆ+5𝒌ˆ)kN. Find the direction of 𝑭3 (An angle measured CCW from the +x axis to the direction of positive 𝑭3).

1.5.12  A plane intersects the x, y, and z axis at 3,4, and 5 respectively. What point on the plane is in the direction ıˆ+2ȷˆ+3𝒌ˆ from the point (10,10,10)? (Find the x, y and z components of the point.).

These problems concern the solution of simultaneous equations. These could come from various vector equations.

1.5.13  Write the following equations in matrix form to solve for x, y, and z:

2x3y+5=0,
y+2πz=21,
13x2y+πz11=0.

1.5.14

Are the following equations linearly independent?

  1. (a)

    x1+2x2+x3=30

  2. (b)

    3x1+6x2+9x3=4.5

  3. (c)

    2x1+4x2+15x3=7.5.

1.5.15  Write computer commands (or a program) to solve for x,y and z from the following equations with r as an input variable. Your program should display an error message if, for a particular r, the equations are not linearly independent.

  1. (a)

    5x+2ry+z=2

  2. (b)

    3x+6y+(2r1)z=3

  3. (c)

    2x+(r1)y+3rz=5.

Find the solutions for r= 3, 4.99, and 5.

1.5.16  An exam problem in statics has three unknown forces. A student writes the following three equations (he knows that he needs three equations for three unknowns!) — one for the force balance in the x-direction and the other two for the moment balance about two different points.

  1. (a)

    F112F2+12F3=0

  2. (b)

    2F1+32F2=0

  3. (c)

    52F2+2F3=0.

Can the student solve for F1,F2, and F3 uniquely from these equations? Answer: Yes.

1.5.17  What is the solution to the set of equations:

x+y+z+w = 0
xy+zw = 0
x+yzw = 0
x+y+zw = 2?