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PxCxlsl_YwY | the first component of B,
the second with the second, |
PxCxlsl_YwY | and the third with the third.
OK, say that A was |
PxCxlsl_YwY | ***amp***lt;a1,
a2, a3***amp***gt; |
PxCxlsl_YwY | B was ***amp***lt;b1,
b2, b3***amp***gt;, |
PxCxlsl_YwY | then you just add this way.
OK, so it's pretty |
PxCxlsl_YwY | straightforward.
So, for example, |
PxCxlsl_YwY | I said that my vector over
there, its components are three, |
PxCxlsl_YwY | two, one.
But, I also wrote it as 3i 2j k. |
PxCxlsl_YwY | What does that mean?
OK, so I need to tell you first |
PxCxlsl_YwY | about multiplying by a scalar.
So, this is about addition. |
PxCxlsl_YwY | So, multiplication by a scalar,
it's very easy. |
PxCxlsl_YwY | If you have a vector,
A, then you can form a vector |
PxCxlsl_YwY | 2A just by making it go twice as
far in the same direction. |
PxCxlsl_YwY | Or, we can make half A more
modestly. |
PxCxlsl_YwY | We can even make minus A,
and so on. |
PxCxlsl_YwY | So now, you see,
if I do the calculation, |
PxCxlsl_YwY | 3i 2j k, well,
what does it mean? |
PxCxlsl_YwY | 3i is just going to go along
the x axis, but by distance of |
PxCxlsl_YwY | three instead of one.
And then, 2j goes two units |
PxCxlsl_YwY | along the y axis,
and k goes up by one unit. |
PxCxlsl_YwY | Well, if you add these
together, you will go from the |
PxCxlsl_YwY | origin, then along the x axis,
then parallel to the y axis, |
PxCxlsl_YwY | and then up.
And, you will end up, |
PxCxlsl_YwY | indeed, at the endpoint of a
vector. |
PxCxlsl_YwY | OK, any questions at this point?
Yes? |
PxCxlsl_YwY | Exactly.
To add vectors geometrically, |
PxCxlsl_YwY | you just put the head of the
first vector and the tail of the |
PxCxlsl_YwY | second vector in the same place.
And then, it's head to tail |
PxCxlsl_YwY | addition.
Any other questions? |
PxCxlsl_YwY | Yes?
That's correct. |
PxCxlsl_YwY | If you subtract two vectors,
that just means you add the |
PxCxlsl_YwY | opposite of a vector.
So, for example, |
PxCxlsl_YwY | if I wanted to do A minus B,
I would first go along A and |
PxCxlsl_YwY | then along minus B,
which would take me somewhere |
PxCxlsl_YwY | over there, OK?
So, A minus B, |
PxCxlsl_YwY | if you want,
would go from here to here. |
PxCxlsl_YwY | OK, so hopefully you've kind of
seen that stuff either before in |
PxCxlsl_YwY | your lives, or at least
yesterday. |
PxCxlsl_YwY | So, I'm going to use that as an
excuse to move quickly forward. |
PxCxlsl_YwY | So, now we are going to learn a
few more operations about |
PxCxlsl_YwY | vectors.
And, these operations will be |
PxCxlsl_YwY | useful to us when we start
trying to do a bit of geometry. |
PxCxlsl_YwY | So, of course,
you've all done some geometry. |
PxCxlsl_YwY | But, we are going to see that
geometry can be done using |
PxCxlsl_YwY | vectors.
And, in many ways, |
PxCxlsl_YwY | it's the right language for
that, |
PxCxlsl_YwY | and in particular when we learn
about functions we really will |
PxCxlsl_YwY | want to use vectors more than,
maybe, the other kind of |
PxCxlsl_YwY | geometry that you've seen
before. |
PxCxlsl_YwY | I mean, of course,
it's just a language in a way. |
PxCxlsl_YwY | I mean, we are just
reformulating things that you |
PxCxlsl_YwY | have seen, you already know
since childhood. |
PxCxlsl_YwY | But, you will see that notation
somehow helps to make it more |
PxCxlsl_YwY | straightforward.
So, what is dot product? |
PxCxlsl_YwY | Well, dot product as a way of
multiplying two vectors to get a |
PxCxlsl_YwY | number, a scalar.
And, well, let me start by |
PxCxlsl_YwY | giving you a definition in terms
of components. |
PxCxlsl_YwY | What we do, let's say that we
have a vector, |
PxCxlsl_YwY | A, with components a1,
a2, a3, vector B with |
PxCxlsl_YwY | components b1,
b2, b3. |
PxCxlsl_YwY | Well, we multiply the first
components by the first |
PxCxlsl_YwY | components, the second by the
second, the third by the third. |
PxCxlsl_YwY | If you have N components,
you keep going. |
PxCxlsl_YwY | And, you sum all of these
together. |
PxCxlsl_YwY | OK, and important:
this is a scalar. |
PxCxlsl_YwY | OK, you do not get a vector.
You get a number. |
PxCxlsl_YwY | I know it sounds completely
obvious from the definition |
PxCxlsl_YwY | here,
but in the middle of the action |
PxCxlsl_YwY | when you're going to do
complicated problems, |
PxCxlsl_YwY | it's sometimes easy to forget.
So, that's the definition. |
PxCxlsl_YwY | What is it good for?
Why would we ever want to do |
PxCxlsl_YwY | that?
That's kind of a strange |
PxCxlsl_YwY | operation.
So, probably to see what it's |
PxCxlsl_YwY | good for, I should first tell
you what it is geometrically. |
PxCxlsl_YwY | OK, so what does it do
geometrically? |
PxCxlsl_YwY | Well, what you do when you
multiply two vectors in this |
PxCxlsl_YwY | way,
I claim the answer is equal to |
PxCxlsl_YwY | the length of A times the length
of B times the cosine of the |
PxCxlsl_YwY | angle between them.
So, I have my vector, A, |
PxCxlsl_YwY | and if I have my vector, B,
and I have some angle between |
PxCxlsl_YwY | them,
I multiply the length of A |
PxCxlsl_YwY | times the length of B times the
cosine of that angle. |
PxCxlsl_YwY | So, that looks like a very
artificial operation. |
PxCxlsl_YwY | I mean, why would want to do
that complicated multiplication? |
PxCxlsl_YwY | Well, the basic answer is it
tells us at the same time about |
PxCxlsl_YwY | lengths and about angles.
And, the extra bonus thing is |
PxCxlsl_YwY | that it's very easy to compute
if you have components, |
PxCxlsl_YwY | see, that formula is actually
pretty easy. |
PxCxlsl_YwY | So, OK, maybe I should first
tell you, how do we get this |
PxCxlsl_YwY | from that?
Because, you know, |
PxCxlsl_YwY | in math, one tries to justify
everything to prove theorems. |
PxCxlsl_YwY | So, if you want,
that's the theorem. |
PxCxlsl_YwY | That's the first theorem in
18.02. |
PxCxlsl_YwY | So, how do we prove the theorem?
How do we check that this is, |
PxCxlsl_YwY | indeed, correct using this
definition? |
PxCxlsl_YwY | So, in more common language,
what does this geometric |
PxCxlsl_YwY | definition mean?
Well, the first thing it means, |
PxCxlsl_YwY | before we multiply two vectors,
let's start multiplying a |
PxCxlsl_YwY | vector with itself.
That's probably easier. |
PxCxlsl_YwY | So, if we multiply a vector,
A, with itself, |
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