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math: Add component operations and rearrange vector headers
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@ -372,7 +372,7 @@ In general, the x-plane is the one in and out of the page, the y-plane left and
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### Vector operations
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Please see [SL Physics 1#Adding/subtracting vectors diagrammatically](/sph3u7/#addingsubtracting-vectors-diagrammatically) for more details.
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Please see [SL Physics 1#Adding/subtracting vectors diagrammatically](/sph3u7/#addingsubtracting-vectors-diagrammatically) for more details. The sum of two vectors is known as the **resultant** while the negative (opposite direction) version of that vector is known as the **equilibrant**.
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The sum of two vectors can also be solved diagrammatically by envisioning the head-to-tail as a parallelogram.
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@ -459,11 +459,6 @@ If two lines are not parallel and in two dimensions, they intersect. To solve fo
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In three dimensions, there is a final possibility should the lines not be parallel: the lines may be *skew*. To determine if the lines are skew, the x, y, and z variables of **two** parametric equations should be equated to their counterparts in the other vector as if they intersect. The resulting $t$ and $s$ from the first and second line respectively should be substituted into the third equation and an equality check performed. Should there not be a solution that fulfills the third equation, the lines are skew. Otherwise, they intersect.
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### Applications of vector equations
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For an object moving at **constant velocity in 2D space**, where $\vec{s}$ is its displacement, $\vec{s}_0$ is its initial displacement at $t=0$, $t$ is the time elapsed, and $\vec{v}$ is its velocity:
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$$\vec{s}=\vec{s}_0+t\vec{v}$$
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### Vector projections
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If two vectors $\vec{a}$ and $\vec{b}$ are placed tail-to-tail, the **component** of $\vec{a}$ in the direction of $\vec{b}$ is known as the **vector projection of $\vec{a}$ onto $\vec{b}$**. Represented by $Projection$, its magnitude is called the **scalar projection**.
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@ -527,7 +522,7 @@ To determine the **direction** of a cross product, the right-hand rule can be us
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- the index finger is the direction of the second vector
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- the palm faces the direction of the cross product
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### Applications of dot and cross products
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### Applications of vector operations
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A **triple scalar product** is the result of a cross product performed first then put in a dot product.
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$$|\vec{c}\bullet(\vec{a}\times\vec{b})|$$
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@ -535,6 +530,9 @@ $$|\vec{c}\bullet(\vec{a}\times\vec{b})|$$
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In a **parallelpiped**, or a three-dimensional shape with six faces each a parallelogram with an identical one opposite it, the volume is the triple scalar product of the distinct three vectors that make up its side lengths:
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$$A=|\vec{c}\bullet(\vec{a}\times\vec{b})|$$
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For an object moving at **constant velocity in 2D space**, where $\vec{s}$ is its displacement, $\vec{s}_0$ is its initial displacement at $t=0$, $t$ is the time elapsed, and $\vec{v}$ is its velocity:
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$$\vec{s}=\vec{s}_0+t\vec{v}$$
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**Torque** ($\vec{\tau}$ or $\vec{M}$) is the ability to rotate an object — effectively angular/rotational force — and is the cross product of the **outward-pointing radius vector** ($\vec{r}$) and the **force** vector ($\vec{F}$).
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$$
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\begin{align*}
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@ -547,6 +545,17 @@ $$
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The direction of the torque can be found using the **right-hand rule**.
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**Force** and **velocity** are vectors with magnitude and direction. See [SL Physics 1#Force diagrams](/sph3u7/#force-diagrams) and [SL Physics 1#Velocity](/sph3u7/#velocity) for more information.
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### Operations with vector components
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If **Cartesian vectors** (see [SL Physics 1#Adding/subtracting vectors algebraically](/sph3u7/addingsubtracting-vectors-algebraically) for more details) cannot be used, the **sine and cosine laws** can be used, which are, respectively:
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Where $a$, $b$, and $c$ are the lengths of a triangle, and $A$, $B$, and $C$ are their angles opposite to them:
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$$\frac{\sin A}{a}=\frac{\sin B}{b}=\frac{\sin C}{c}$$
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$$c^2=a^2+b^2-2ab\cos C$$
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## Resources
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- [IB Math Analysis and Approaches Syllabus](/resources/g11/ib-math-syllabus.pdf)
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