Introduction As a course, Physics 2000, is quite likely to be distinctly different from your first introductory course in physics, particularly if your first introductory course was Physics 1000 or Physics 1050. This is neither good nor bad, it is simply something to be aware of as the course begins, and not to loose sight of as the course progresses. The difference lies in your experience. In a course like Physics 1000 for example your intuitive experience with things like motion or forces was probably helpful as you made your way through the mathematical expressions for these quantities. Your ability to mentally visualize various interactions based on your experience while solving physics problems would have also been advantageous. In essence you had some, if not a lot, of intuition to guide you as you worked to gasped concepts, and conquer mathematical representations of physical interactions. Your intuitions about electricity and magnetism are probably not as well developed as those about motion etc. So what tools will you use to develop the proper concepts? Ultimately, you will need to rely more heavily on mathematics than was the case in your first introductory physics course. A quick example: F = qv X B. You may, or may not, have seen this equation before, none the less, it describes quite concisely the interaction between a charged particle and a magnetic field (it is also the basis for constructing a television). This equation tells you that as a charged particle enters a region of space containing a magnetic field it will experience a force that moves the particle in a direction that is perpendicular to the plane containing the v and B vectors. For example, if the particle has a positive charge and is traveling across this page from left to right, and the magnetic field is oriented upwards on the page, then the force of the magnetic field on the particle will direct it out of the page toward you. If you are not familiar or comfortable with the vector cross product (X) then you may have some difficulty understanding the details of the motion of charged particles in magnetic fields. Compounding the situation, an understanding of the vector cross product hinges on the use of unit vector notation. In other words, understanding the physics is difficult enough, if your mathematical background is incomplete things only get harder and harder. Before you panic there are a couple of things to remember: 1. – You do not need to be an expert this instant. 2. – If you work consistently at filling in the weak spots you will be an expert, or at least be able to survive. The most important thing you can do right now is to be aware that mathematics will be an important part of physics 2000, and to regularly schedule study time to improve your skills. We will take some time in the lab to review the mathematical essentials beginning with vectors and continuing to calculus. Vectors A vector is a mathematical description of a quantity for which both the magnitude and the direction of the quantity are important and must be taken in to account (by contrast a scalar has only one important quantity, its magnitude). Since vectors are different than scalars they require a distinct notation. Typically, letters are used to denote variables and/or constants. For scalars a letter such as x, or y, or π is normal practice. To distinguish vectors, for example the “vector A”, representations like, A , A , or A are commonly used. Vectors usually find themselves in a coordinate system. For introductory physics the coordinate system is almost always the Cartesian coordinate system or reference frame. This is the familiar X, Y grid. Cartesian Coordinate System Two Dimensions Y A location denoted by a specific value of (X,Y) Note that the axes are perpendicular to each other and Therefore completely distinct form one another. No value of Y (except 0) intersects the X axis and vice versa. This brings up a subtle but important point about coordinate frames. If you pause for a moment and think about how you refer to this coordinate frame you might find yourself referring to the X X and Y directions. This is a habit which while useful in the past will need to change for Physics 2000. X and Y are not directions, they never where. X and Y are locations. We will need something else to denote direction when we work with vectors. Three Dimensions As you can see all the axes are mutually perpendicular. Y To specify a location in three dimensions you will need three coordinates (scalars) X,Y,Z. X Z Unit Vectors Now back to the issue of scalars and vectors. Given that direction and magnitude are equally important and must be accounted for in vector operations we will require a more precise and usable notation to work with that one that employs X and Y as directional information. It is quite likely that you have used a notation in the past like P = Px + Py (remember, bold face characters are one way of representing vector quantities). This notation implies that X and Y are directions which is not true. If you think of the vector P as representing a move from the origin of the reference frame to the point (X,Y) then clearly the path taken by the vectors Px and Py is equal to P in the sense that they end in the same location, clearly P = Px + Py Y P Py Examine the vector Px. It travels some distance along the X axis. That distance is represented by the value of X in the order pair (X,Y) which is a scalar. Since X is not a direction it makes some sense to use Px (note, not bolded therefore not a vector) to represent that quantity and to use something else to designate the direction. Px X A vector can be considered to be the product of a scalar and another vector. For example, if you take five steps in a particular direction that could be described as taking “one step in that direction five times”. The one step is the vector, doing it five times is multiplying the vector by the scalar number, five. The result is a vector of magnitude five in some direction. This idea is the basis for unit vectors. If we define a vector that has a magnitude of one in any direction we choose then that vector contains only directional information. We can then multiply that vector by any scalar (magnitude) we wish to produce a vector description of some physical quantity. This notation for vectors has the important feature that it completely separates magnitude information from directional information. By convention the three axes of the Cartesian coordinate frame (X,Y,Z) are given directions i, j, k. Now the directions of the axes are distinct from locations along the axes. Y j X k i Z The vector P from the previous example can now be expressed as P = Px i + Py j. Make careful note of what is a vector and what is a scalar in this equation. Y Px is a point on the X axis. The vector Px i is the displacement from the origin to the point Px along the X axis, which is the “i direction.” P Pyj The vector P could also be expressed as Pp, where p is a unit vector in the direction of P, and P is the magnitude of P. The unit vector p has components Like any other vector and can be expressed as p = px i + py j. The values of px and py contain special information in that they will are equal to the value of the cosine of the angle The value of px will equal cos x and py will equal cos y. Y y P p x Pxi X Any vector can be expressed in unit vector notation i.e. the vector A can be expressed A = Ax i+ Ay j + Az k = Aa. The coefficients of i, j, k are the magnitudes of the components of A along the respective axes of the coordinate frame and can be used to calculate the magnitude of A by the Pythagorean theorem A = Ax 2 Ay 2 Az 2 . The unit vector a can be calculated as , a A Ax i Ay j Az k A Ax 2 Ay 2 Az 2 Vector Algebra We saw earlier that the vector P was equal to the sum of its components, Px i and Py j. There are any number of ways to move from the origin to the position (X,Y) where the tip of P is located. In the diagram below we will move to (X,Y) using two other vectors, Q and R. Now we can write P = Q + R and as before, P = Px i + Py j . The only thing these vectors have in common are the reference axes. Because these axes are perpendicular to each other we can use them as the basis for operations like addition and subtraction. Y R P Q X X By resolving each vector into it components the process of adding Q and R becomes clear. Qx i + Rx i = Px i and Qy j + Ry j = Py j therefore P = (Qx+ Rx) i + (Qy + Ry) j. Likewise we could write an expression Q = P – R and show that Q = (Px – Rx) i + (Py –Ry) j . Perhaps a numerical example is in order. Suppose P extends from the origin to the point (6,7), Q to the point (9,3) and R from the point (9,3) to the point (6,7). What are the unit vector representations of P, Q, and R? The components of these vectors are easy to calculate, simply subtract the location of the tail of the vector from the location of the tip of the vector. Y R Ry j P Q Qy j Rx i Qx i X Px i Px = (6 - 0), Py = (7 - 0) , so the vector P can be expressed as P = 6 i + 7 j. Likewise Q = 9 i + 3 j, and R = - 3 i + 4 j. So P = Q + R = (9 + (-3)) i + (3 + 4) j = 6 i + 7 j and Q = P – R = (6 – (-3)) i + (7 – 4) j = 9 i + 3 j . While a vector can be multiplied or divided by a scalar there is no operation for the division of a vector by a vector, and multiplication of a vector by a vector takes place in two different forms called the dot product and the cross product. Vector Multiplication The Dot Product ( Scalar Product) The Dot product is one way of multiplying two vectors. The outcome of this operation is to produce a scalar quantity whose meaning varies depending on the context of the operation. The dot product may be used to find the magnitude of a vector, or to find the projection of a vector along some axis, or to confirm the orthogonality of two vectors. At this point it is important to remember that this operation is an operates on vectors to produce a scalar. A$B=C scalar vector vector Symbol for Dot Product The process of calculating the dot product requires a knowledge of the orientation of the two vectors in question with respect to one another. Py j One can picture the process of calculating the Dot product as arranging the vectors to be tail to tail somewhere space separated by an angle . The calculation of their dot product is defined as Multiplying the magnitudes of the two vectors along with A the cosine of the angle between them. angle between vectors A$B = A B cos θ = C scalar result magnitude magnitude B A = Axi+ Ayj + Az k , B = Bxi + Byj + Bzk Note: i$i = 1, j$j = 1,k$k = 1, and all other combinations (e.g., i$j ) are equal to zero. In terms of the components of vectors, the dot product is A$B = AxBx( i $ i) + AyBy( j $ j ) + AzBz( k $ k) = AxBx + AyBy + AzBz. Note that the dot product of A and B produces a scalar, and that A$B = B$A. The Magnitude of a Vector: We have A$A = A2cosθ = A2.