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PxCxlsl_YwY
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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
|
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