More on vectors

All physical quantities we class as vectors are derived from DISPLACEMENT so obey exactly the same rules for "adding" and "subtracting" as displacement - that is geometry.
 

Notice that we multiply or divide by directionless quantities ( scalars )  which merely change the size of the original arrow but not the direction - ie the scale of the arrow.
 

Different methods of adding vectors

There are many ways of doing the geometry of adding vectors. In the end they give the same answers ( for most people ! ) so are entirely equivalent. Simply adopt the way with which you are most comfortable.
 

This method has results as good as your drawings. The larger the scale drawing the better. It is the method used in traditional navigation whether by sailors, pilots or bushwalkers.

You need a fine pencil, ruler, eraser for your errors, protractor and room for your drawing.

Technique

If you have many vectors, keep tacking them on to the end of each other. The sum still goes from the start to finish.


 
 
 
 
 
 
 


 
 


When scale drawings are not accurate enough, it will be necessary to use the algebraic rules for triangles.

METHOD 1          Using COSINE  and SINE RULES for triangles


 

In the above vector triangle,  angles and sides are labeled according to usual ways - just spot the lower case letters to any old side but use capitals for the angles opposite the sides.

COS RULE            No matter what the sides are

a2 = b2 + c2 - 2bc cos A      or         b2 = a2 + c2  - 2 ac cos B   or     c2 = a2 + b2 - 2abcos C

SIN RULE

a/ sin A    =   b/ sin B  =  c/ sin C

Technique

Sometimes you may have to use sin rule first then cos rule.
BEWARE: Example

If we add the two vectors above namely 25 ms-1 N300W to 50 ms-1 N300E then from the diagram of the heads to tails, the angle opposite the sum = 1200 ( not 600! ) so the SIZE of the sum using cos rule

a2 = b2 + c2 - 2bc cos A
    = 252 + 502 - 2x25x50xcos1200  =  625 + 2500 + 2500x0.5 = 4375   thus  a = sum = 66.1ms-1

Angle using sin rule

a/ sin A    =   b/ sin B ,    66.1 / sin1200  = 50/ sin B      thus  sin B = 50 sin 1200 / 66.1 = 0.6551

B  =  40.90
The vector sum is   66.1ms-1  with an angle  of   N(40.9 - 30)0E    ie N10.9 0E

METHOD 2        USING    COMPONENTS

This is used when many vectors are being manipulated.  It is not efficient for two vectors but great for multiple sytems and advanced work.

Link to Components

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