video_id stringclasses 7
values | text stringlengths 2 29.3k |
|---|---|
PxCxlsl_YwY | vector from P to Q.
And, that vector is called |
PxCxlsl_YwY | vector PQ, OK?
So, maybe we'll call it A. |
PxCxlsl_YwY | But, a vector doesn't really
have, necessarily, |
PxCxlsl_YwY | a starting point and an ending
point. |
PxCxlsl_YwY | OK, so if I decide to start
here and I go by the same |
PxCxlsl_YwY | distance in the same direction,
this is also vector A. |
PxCxlsl_YwY | It's the same thing.
So, a lot of vectors we'll draw |
PxCxlsl_YwY | starting at the origin,
but we don't have to. |
PxCxlsl_YwY | So, let's just check and see
how things went in recitation. |
PxCxlsl_YwY | So, let's say that I give you
the vector |
PxCxlsl_YwY | ***amp***lt;3,2,1***amp***gt;.
And so, what do you think about |
PxCxlsl_YwY | the length of this vector?
OK, I see an answer forming. |
PxCxlsl_YwY | So, a lot of you are answering
the same thing. |
PxCxlsl_YwY | Maybe it shouldn't spoil it for
those who haven't given it yet. |
PxCxlsl_YwY | OK, I think the overwhelming
vote is in favor of answer |
PxCxlsl_YwY | number two.
I see some sixes, I don't know. |
PxCxlsl_YwY | That's a perfectly good answer,
too, but hopefully in a few |
PxCxlsl_YwY | minutes it won't be I don't know
anymore. |
PxCxlsl_YwY | So, let's see.
How do we find -- -- the length |
PxCxlsl_YwY | of a vector three,
two, one? |
PxCxlsl_YwY | Well, so, this vector,
A, it comes towards us along |
PxCxlsl_YwY | the x axis by three units.
It goes to the right along the |
PxCxlsl_YwY | y axis by two units,
and then it goes up by one unit |
PxCxlsl_YwY | along the z axis.
OK, so, it's pointing towards |
PxCxlsl_YwY | here.
That's pretty hard to draw. |
PxCxlsl_YwY | So, how do we get its length?
Well, maybe we can start with |
PxCxlsl_YwY | something easier,
the length of the vector in the |
PxCxlsl_YwY | plane.
So, observe that A is obtained |
PxCxlsl_YwY | from a vector,
B, in the plane. |
PxCxlsl_YwY | Say, B equals three (i) hat
plus two (j) hat. |
PxCxlsl_YwY | And then, we just have to,
still, go up by one unit, |
PxCxlsl_YwY | OK?
So, let me try to draw a |
PxCxlsl_YwY | picture in this vertical plane
that contains A and B. |
PxCxlsl_YwY | If I draw it in the vertical
plane, |
PxCxlsl_YwY | so, that's the Z axis,
that's not any particular axis, |
PxCxlsl_YwY | then my vector B will go here,
and my vector A will go above |
PxCxlsl_YwY | it.
And here, that's one unit. |
PxCxlsl_YwY | And, here I have a right angle.
So, I can use the Pythagorean |
PxCxlsl_YwY | theorem to find that length A^2
equals length B^2 plus one. |
PxCxlsl_YwY | Now, we are reduced to finding
the length of B. |
PxCxlsl_YwY | The length of B,
we can again find using the |
PxCxlsl_YwY | Pythagorean theorem in the XY
plane because here we have the |
PxCxlsl_YwY | right angle.
Here we have three units, |
PxCxlsl_YwY | and here we have two units.
OK, so, if you do the |
PxCxlsl_YwY | calculations,
you will see that, |
PxCxlsl_YwY | well, length of B is square
root of (3^2 2^2), |
PxCxlsl_YwY | that's 13.
So, the square root of 13 -- -- |
PxCxlsl_YwY | and length of A is square root
of length B^2 plus one (square |
PxCxlsl_YwY | it if you want) which is going
to be square root of 13 plus one |
PxCxlsl_YwY | is the square root of 14,
hence, answer number two which |
PxCxlsl_YwY | almost all of you gave.
OK, so the general formula, |
PxCxlsl_YwY | if you follow it with it,
in general if we have a vector |
PxCxlsl_YwY | with components a1,
a2, a3, |
PxCxlsl_YwY | then the length of A is the
square root of a1^2 plus a2^2 |
PxCxlsl_YwY | plus a3^2.
OK, any questions about that? |
PxCxlsl_YwY | Yes?
Yes. |
PxCxlsl_YwY | So, in general,
we indeed can consider vectors |
PxCxlsl_YwY | in abstract spaces that have any
number of coordinates. |
PxCxlsl_YwY | And that you have more
components. |
PxCxlsl_YwY | In this class,
we'll mostly see vectors with |
PxCxlsl_YwY | two or three components because
they are easier to draw, |
PxCxlsl_YwY | and because a lot of the math
that we'll see works exactly the |
PxCxlsl_YwY | same way whether you have three
variables or a million |
PxCxlsl_YwY | variables.
If we had a factor with more |
PxCxlsl_YwY | components, then we would have a
lot of trouble drawing it. |
PxCxlsl_YwY | But we could still define its
length in the same way, |
PxCxlsl_YwY | by summing the squares of the
components. |
PxCxlsl_YwY | So, I'm sorry to say that here,
multi-variable, |
PxCxlsl_YwY | multi will mean mostly two or
three. |
PxCxlsl_YwY | But, be assured that it works
just the same way if you have |
PxCxlsl_YwY | 10,000 variables.
Just, calculations are longer. |
PxCxlsl_YwY | OK, more questions?
So, what else can we do with |
PxCxlsl_YwY | vectors?
Well, another thing that I'm |
PxCxlsl_YwY | sure you know how to do with
vectors is to add them to scale |
PxCxlsl_YwY | them.
So, vector addition, |
PxCxlsl_YwY | so, if you have two vectors,
A and B, then you can form, |
PxCxlsl_YwY | their sum, A plus B.
How do we do that? |
PxCxlsl_YwY | Well, first,
I should tell you, |
PxCxlsl_YwY | vectors, they have this double
life. |
PxCxlsl_YwY | They are, at the same time,
geometric objects that we can |
PxCxlsl_YwY | draw like this in pictures,
and there are also |
PxCxlsl_YwY | computational objects that we
can represent by numbers. |
PxCxlsl_YwY | So, every question about
vectors will have two answers, |
PxCxlsl_YwY | one geometric,
and one numerical. |
PxCxlsl_YwY | OK, so let's start with the
geometric. |
PxCxlsl_YwY | So, let's say that I have two
vectors, A and B, |
PxCxlsl_YwY | given to me.
And, let's say that I thought |
PxCxlsl_YwY | of drawing them at the same
place to start with. |
PxCxlsl_YwY | Well, to take the sum,
what I should do is actually |
PxCxlsl_YwY | move B so that it starts at the
end of A, at the head of A. |
PxCxlsl_YwY | OK, so this is, again, vector B.
So, observe, |
PxCxlsl_YwY | this actually forms,
now, a parallelogram, |
PxCxlsl_YwY | right?
So, this side is, |
PxCxlsl_YwY | again, vector A.
And now, if we take the |
PxCxlsl_YwY | diagonal of that parallelogram,
this is what we call A plus B, |
PxCxlsl_YwY | OK, so, the idea being that to
move along A plus B, |
PxCxlsl_YwY | it's the same as to move first
along A and then along B, |
PxCxlsl_YwY | or, along B, then along A.
A plus B equals B plus A. |
PxCxlsl_YwY | OK, now, if we do it
numerically, |
PxCxlsl_YwY | then all you do is you just add
the first component of A with |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.