3.1: Position Vectors and Components (2024)

  1. Last updated
  2. Save as PDF
  • Page ID
    86949
  • \( \newcommand{\vecs}[1]{\overset { \scriptstyle \rightharpoonup} {\mathbf{#1}}}\)

    \( \newcommand{\vecd}[1]{\overset{-\!-\!\rightharpoonup}{\vphantom{a}\smash{#1}}} \)

    \( \newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\)

    ( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\)

    \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\)

    \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\)

    \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\)

    \( \newcommand{\Span}{\mathrm{span}}\)

    \( \newcommand{\id}{\mathrm{id}}\)

    \( \newcommand{\Span}{\mathrm{span}}\)

    \( \newcommand{\kernel}{\mathrm{null}\,}\)

    \( \newcommand{\range}{\mathrm{range}\,}\)

    \( \newcommand{\RealPart}{\mathrm{Re}}\)

    \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\)

    \( \newcommand{\Argument}{\mathrm{Arg}}\)

    \( \newcommand{\norm}[1]{\| #1 \|}\)

    \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\)

    \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\AA}{\unicode[.8,0]{x212B}}\)

    \( \newcommand{\vectorA}[1]{\vec{#1}} % arrow\)

    \( \newcommand{\vectorAt}[1]{\vec{\text{#1}}} % arrow\)

    \( \newcommand{\vectorB}[1]{\overset { \scriptstyle \rightharpoonup} {\mathbf{#1}}}\)

    \( \newcommand{\vectorC}[1]{\textbf{#1}}\)

    \( \newcommand{\vectorD}[1]{\overrightarrow{#1}}\)

    \( \newcommand{\vectorDt}[1]{\overrightarrow{\text{#1}}}\)

    \( \newcommand{\vectE}[1]{\overset{-\!-\!\rightharpoonup}{\vphantom{a}\smash{\mathbf {#1}}}} \)

    \( \newcommand{\vecs}[1]{\overset { \scriptstyle \rightharpoonup} {\mathbf{#1}}}\)

    \( \newcommand{\vecd}[1]{\overset{-\!-\!\rightharpoonup}{\vphantom{a}\smash{#1}}} \)

    \(\newcommand{\avec}{\mathbf a}\) \(\newcommand{\bvec}{\mathbf b}\) \(\newcommand{\cvec}{\mathbf c}\) \(\newcommand{\dvec}{\mathbf d}\) \(\newcommand{\dtil}{\widetilde{\mathbf d}}\) \(\newcommand{\evec}{\mathbf e}\) \(\newcommand{\fvec}{\mathbf f}\) \(\newcommand{\nvec}{\mathbf n}\) \(\newcommand{\pvec}{\mathbf p}\) \(\newcommand{\qvec}{\mathbf q}\) \(\newcommand{\svec}{\mathbf s}\) \(\newcommand{\tvec}{\mathbf t}\) \(\newcommand{\uvec}{\mathbf u}\) \(\newcommand{\vvec}{\mathbf v}\) \(\newcommand{\wvec}{\mathbf w}\) \(\newcommand{\xvec}{\mathbf x}\) \(\newcommand{\yvec}{\mathbf y}\) \(\newcommand{\zvec}{\mathbf z}\) \(\newcommand{\rvec}{\mathbf r}\) \(\newcommand{\mvec}{\mathbf m}\) \(\newcommand{\zerovec}{\mathbf 0}\) \(\newcommand{\onevec}{\mathbf 1}\) \(\newcommand{\real}{\mathbb R}\) \(\newcommand{\twovec}[2]{\left[\begin{array}{r}#1 \\ #2 \end{array}\right]}\) \(\newcommand{\ctwovec}[2]{\left[\begin{array}{c}#1 \\ #2 \end{array}\right]}\) \(\newcommand{\threevec}[3]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \end{array}\right]}\) \(\newcommand{\cthreevec}[3]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \end{array}\right]}\) \(\newcommand{\fourvec}[4]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \\ #4 \end{array}\right]}\) \(\newcommand{\cfourvec}[4]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \\ #4 \end{array}\right]}\) \(\newcommand{\fivevec}[5]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \\ #4 \\ #5 \\ \end{array}\right]}\) \(\newcommand{\cfivevec}[5]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \\ #4 \\ #5 \\ \end{array}\right]}\) \(\newcommand{\mattwo}[4]{\left[\begin{array}{rr}#1 \amp #2 \\ #3 \amp #4 \\ \end{array}\right]}\) \(\newcommand{\laspan}[1]{\text{Span}\{#1\}}\) \(\newcommand{\bcal}{\cal B}\) \(\newcommand{\ccal}{\cal C}\) \(\newcommand{\scal}{\cal S}\) \(\newcommand{\wcal}{\cal W}\) \(\newcommand{\ecal}{\cal E}\) \(\newcommand{\coords}[2]{\left\{#1\right\}_{#2}}\) \(\newcommand{\gray}[1]{\color{gray}{#1}}\) \(\newcommand{\lgray}[1]{\color{lightgray}{#1}}\) \(\newcommand{\rank}{\operatorname{rank}}\) \(\newcommand{\row}{\text{Row}}\) \(\newcommand{\col}{\text{Col}}\) \(\renewcommand{\row}{\text{Row}}\) \(\newcommand{\nul}{\text{Nul}}\) \(\newcommand{\var}{\text{Var}}\) \(\newcommand{\corr}{\text{corr}}\) \(\newcommand{\len}[1]{\left|#1\right|}\) \(\newcommand{\bbar}{\overline{\bvec}}\) \(\newcommand{\bhat}{\widehat{\bvec}}\) \(\newcommand{\bperp}{\bvec^\perp}\) \(\newcommand{\xhat}{\widehat{\xvec}}\) \(\newcommand{\vhat}{\widehat{\vvec}}\) \(\newcommand{\uhat}{\widehat{\uvec}}\) \(\newcommand{\what}{\widehat{\wvec}}\) \(\newcommand{\Sighat}{\widehat{\Sigma}}\) \(\newcommand{\lt}{<}\) \(\newcommand{\gt}{>}\) \(\newcommand{\amp}{&}\) \(\definecolor{fillinmathshade}{gray}{0.9}\)

    Vectors

    As we saw at the beginning of the chapter, vectors are a simple way of representing a value that has both a magnitude and a direction. One of the simplest things we can represent using vectors is the position of an object. Imagine you have a teddy bear somewhere on a football field.

    3.1: Position Vectors and Components (1)

    Now, imagine you have forgotten it and you need to tell someone where to find it in the middle of the night.

    First, you have to set up a coordinate system. This means you need to tell someone what direction your "x" values will go and what direction your "y" values will go. What we can do is say that going the length of the field will be our "x" direction and going across the field will be our "y" direction. We also need to say where we are going to be measuring from, in other words where do we start from. This is called our origin. We will set this in the bottom left corner at the orange cone. When we have done all of this, we will have the following.

    3.1: Position Vectors and Components (2)

    Now that we have this all set up, we can draw a vector that points directly to the teddy bear!

    3.1: Position Vectors and Components (3)

    Great, but this is getting pretty hard to see. Let's remove all of the distracting parts and just show the representations of everything:

    3.1: Position Vectors and Components (4)

    where I've labeled the point the teddy bear is at "B" for Bear! The vector I will call \(r_B\). (For some reason, we often use the letter "r" for vectors that point to positions.

    Great! Now we can see everything and start do do some math! First, the best way of representing a vector is by its components. You can think of components as telling someone how much to move in each direction to get to the bear. For instance, you may say that they should move 17 yards in the x-direction and 35 yards in the y-direction. (Apologies for using silly units like "yards" instead of nice units like "meters". That's American football for you! I promise not to do it again.) These measurements are called the x-component and y-component, respectively. You would say that \(r_B,x=17 \textrm{ yards}\) and \(r_B,y= 35 \textrm{ yards}\). We can show these components on the graph.

    However, this will get cumbersome very quickly and I hate the double subscripts (although they are necessary sometimes). This representation will also be a real pain when we need to start adding and subtracting vectors. So, we will introduce a new represenation of vectors called column vector notation. Here is that same vector, \(r_B\) represented in column vector form:

    \[ \vec{r_B}=\begin{bmatrix} r_B,x \\ r_B,y \end{bmatrix} =\begin{bmatrix} 17 \textrm{ yards} \\ 35 \textrm{ yards} \end{bmatrix} \label{2.10} \]

    This is all looking great. But, what if the person getting your teddy bear is not starting at the origin? What do we do then?

    3.1: Position Vectors and Components (6)

    Well, of course now we need to construct our second position vector. To tell the person where to go, we also need a third vector. This will be called a displacement vector. This is just a vector that points from one point to another. However, unlike our position vectors, a displacement vector can start anywhere. We'll have our start at the person and point to the teddy bear.

    3.1: Position Vectors and Components (7)

    As you can see, \(\Delta \vec{r}\) is the vector that points between point P and point B. This is where the person, P, would need to walk to get to the bear, B. How do we find this mathematically? Well, first we need to know the coordinates of point P. Let's say \(\vec{r_P}=\begin{bmatrix} 68 \textrm{ yards} \\ 16 \textrm{ yards} \end{bmatrix}\). Now, to get the displacement vector, \(\Delta \vec{r}\), we simply subtract the components of vector \(r_P\) from the components of \(r_B\).

    \[ \Delta \vec{r}=\begin{bmatrix} r_B,x \\ r_B,y \end{bmatrix} - \begin{bmatrix} r_P,x \\ r_P,y \end{bmatrix} \label{2.11} \]

    \[ \Delta \vec{r}=\begin{bmatrix} 17 \textrm{ yards} \\ 35 \textrm{ yards} \end{bmatrix} - \begin{bmatrix} 68 \textrm{ yards} \\ 16 \textrm{ yards} \end{bmatrix} \label{2.12} \]

    \[ \Delta \vec{r}=\begin{bmatrix} -51 \textrm{ yards} \\ 19 \textrm{ yards} \end{bmatrix} \label{2.13} \]

    So, this is the vector that says where the person should walk to get to the teddy bare from where they are currently standing.

    We may want to express this vector in different ways. If we want to know how far the person needs to walk, we just use the Pythagorean theorem. This is just the magnitude of the vector. We normally indicate this with an absolute value sign around the vector, \( | \Delta \vec{r}|\).

    \[ |\Delta \vec{r}|=\sqrt{\Delta r_x^2 + \Delta r_y^2}= \sqrt{(-51\textrm{ yards})^2+(19\textrm{ yards})^2} = 54.4 \textrm{ yards} \label{2.14} \]

    And we can find the angle by using \(\sin\), \(\cos\), or \(\tan\) functions. I will use \(\tan\), as it does not rely on me getting the magnitude of \(|\Delta \vec{r}|\) correct.

    \[ \theta = \tan \frac{\Delta r_y}{\Delta r_x} = \tan \frac{19}{51} = 20.4^{\circ} \label{2.15} \]

    So now, we can just tell our helper to walk 54.4 yards at an angle \(20.4^{\circ}\) above the x-axis.

    Vectors in 3 Dimensions

    The last thing we should do is extend this into three dimensions. After all, we live in a (spatially) 3D world. The good news is that this is easy! Just add one more component (the z-component) to your column vector! For a 3-dimensional column vector, \(\vec(A)\), we will have:

    \[ \vec{A}=\begin{bmatrix} A_x \\ A_y \\ A_Z \end{bmatrix} \label{2.16} \]

    This is pretty straightforward. Luckily, it is rare that we encounter a 3-dimensional problem, so often you will be setting one of these components to zero.

    In the next section, we will learn how to do math with vectors in one dimension and the two dimensions.

    3.1: Position Vectors and Components (2024)

    FAQs

    How to solve position vectors? ›

    The position vector is found by subtracting the initial point coordinates from the final point coordinates in a 3D space. Its representation usually is r = xi + yj + zk where (x, y, z) are the final coordinates of a point.

    What is the formula for the position vector? ›

    For that, consider a point M with coordinates (xk, yk) and another point N with coordinates (xk+1, yk+1), and both are in the XY plane. Then, the formula to find the position vector AB will be: (xk+1 – xk, yk+1 – yk).

    How to solve vectors in math? ›

    How to Calculate a Vector's Magnitude and Direction from its Components. Step 1: Use the equation A = A x 2 + A y 2 to calculate the magnitude of the vector. Step 2: Use the equation Θ = tan − 1 ⁡ ( A y A x ) to calculate the direction of the vector.

    What is the formula for a vector? ›

    Formula of Magnitude of a Vector
    The Magnitude of a Vector Formulas
    Magnitude Formula for a Vector When End Point is Origin| v | = x 2 + y 2
    Magnitude Formula for a Vector when starting points are (x1, y1) and endpoints are (x2, y2)| v | = ( x 2 + x 1 ) 2 + ( y 2 + y 1 ) 2

    How to calculate component form of a vector? ›

    To find the vector in component form given the initial and terminal points, simply subtract the initial point from the terminal point.

    What do you mean by position vector? ›

    A position vector is defined as a vector that symbolises either the position or the location of any given point with respect to any arbitrary reference point like the origin. The direction of the position vector always points from the origin of that vector towards a given point.

    How do you know if a vector is a position vector? ›

    Vectors are identified by magnitude, or the length of the line, and direction, represented by the arrowhead pointing toward the terminal point. The position vector has an initial point at (0,0) and is identified by its terminal point ⟨a,b⟩.

    What is each component of a vector? ›

    Vector has two components in which it can be broken, that is, magnitude and direction. By using the hypotenuse method, we can calculate the horizontal component and vertical component of the vector by using the angle that the vector makes with the two components.

    How do you solve vector component method? ›

    Vector Addition Without Graphical Representation
    1. Break down the vectors into horizontal and vertical components using the following rules. ...
    2. Add together the horizontal components of all vectors. ...
    3. Find the magnitude of the resultant vector using the Pythagorean theorem.

    How do you find the position of a vector element? ›

    Follow the steps below to solve the problem:
    1. find(): Used to find the position of element in the vector.
    2. Subtract from the iterator returned from the find function, the base iterator of the vector .
    3. Finally return the index returned by the subtraction.
    Jan 10, 2023

    How do you find the position vector mechanics? ›

    If a particle starts from the point with positive vector r0 and moves with constant velocity v , then it's initial position at time t is vt and it's position vector r=r0+vt r = r 0 + v t .

    How do you find the resultant position of a vector? ›

    1. The magnitude of resultant R of two vectors A and B is given by;
    2. R² = A² + B² + 2 A B Cos ( A, B ); where.
    3. R = magnitude of the resultant R =| R |,
    4. A = magnitude of the vector A = | A |
    5. B = magnitude of vector B = | B |
    6. ( A, B ) = Angle between vectors A, and B.
    7. R is maximum when Cos ( A, B) = +1 ie angle between ve...
    Jul 29, 2017

    What is the formula for position vector in projectile motion? ›

    In a projectile motion, the position vector is given by r = 6t î+ 8t 5t2 ĵ; the range is.

    References

    Top Articles
    Ig Web Baja2 - [PDF Document]
    skillmine hiring Sales Engineer, Sr. Sales Engineer in Hyderabad, Telangana, India | LinkedIn
    Funny Roblox Id Codes 2023
    Golden Abyss - Chapter 5 - Lunar_Angel
    Www.paystubportal.com/7-11 Login
    Joi Databas
    DPhil Research - List of thesis titles
    Shs Games 1V1 Lol
    Evil Dead Rise Showtimes Near Massena Movieplex
    Steamy Afternoon With Handsome Fernando
    Which aspects are important in sales |#1 Prospection
    Top Hat Trailer Wiring Diagram
    World History Kazwire
    R/Altfeet
    George The Animal Steele Gif
    Red Tomatoes Farmers Market Menu
    Nalley Tartar Sauce
    Chile Crunch Original
    Immortal Ink Waxahachie
    Craigslist Free Stuff Santa Cruz
    Mflwer
    Spergo Net Worth 2022
    Costco Gas Foster City
    Obsidian Guard's Cutlass
    Marvon McCray Update: Did He Pass Away Or Is He Still Alive?
    Mccain Agportal
    Amih Stocktwits
    Fort Mccoy Fire Map
    Uta Kinesiology Advising
    Kcwi Tv Schedule
    What Time Does Walmart Auto Center Open
    Nesb Routing Number
    Olivia Maeday
    Random Bibleizer
    10 Best Places to Go and Things to Know for a Trip to the Hickory M...
    Black Lion Backpack And Glider Voucher
    Gopher Carts Pensacola Beach
    Duke University Transcript Request
    Lincoln Financial Field, section 110, row 4, home of Philadelphia Eagles, Temple Owls, page 1
    Jambus - Definition, Beispiele, Merkmale, Wirkung
    Ark Unlock All Skins Command
    Craigslist Red Wing Mn
    D3 Boards
    Jail View Sumter
    Nancy Pazelt Obituary
    Birmingham City Schools Clever Login
    Thotsbook Com
    Funkin' on the Heights
    Vci Classified Paducah
    Www Pig11 Net
    Ty Glass Sentenced
    Latest Posts
    Article information

    Author: Kimberely Baumbach CPA

    Last Updated:

    Views: 6522

    Rating: 4 / 5 (61 voted)

    Reviews: 92% of readers found this page helpful

    Author information

    Name: Kimberely Baumbach CPA

    Birthday: 1996-01-14

    Address: 8381 Boyce Course, Imeldachester, ND 74681

    Phone: +3571286597580

    Job: Product Banking Analyst

    Hobby: Cosplaying, Inline skating, Amateur radio, Baton twirling, Mountaineering, Flying, Archery

    Introduction: My name is Kimberely Baumbach CPA, I am a gorgeous, bright, charming, encouraging, zealous, lively, good person who loves writing and wants to share my knowledge and understanding with you.