Vector and Scalar Quantities Scalars Every measurable quantity has a numerical value associated with it, which is called the "magnitude" of the quantity. There will also be a unit of measurement. If this is all that is needed to completely describe the measurement, then the quantity is known as a scalar quantity. Some examples are energy, time, price, temperature, pressure and area. Other quantities have an associated direction that must also be given in order to completely define the quantity. These are called vector quantities. Examples are force, momentum and velocity. Another type of quantity is the phasor. Representing vectors and scalars In type, as well as handwritten text, scalar quantities are represented by letters in normal format. They may be upper or lower case, Roman or Greek. P, G, x, d, h, µ, 0. In type, vectors are usually represented by bold, italic symbols. The ~ symbol is used under a handwritten symbol for a vector. F, v, a, p. ~ Similar vector and scalar quantities Sometimes, whether or not a direction has to be considered depends on the situation, or may be a matter of opinion. This is particularly the case when considering movement. There are two versions of some quantities. "Distance" is a scalar, measuring how far something has travelled. "Displacement" is a vector, measuring how far an end point is from the starting point, and in what direction ("as the crow flies.") "Speed" is a measure of how much ground is being covered in a set time. "Velocity" measured how far you travel in a particular direction per unit of time. "Acceleration" may be a scalar or a vector, but we do not have separate names for the two. 25th St 24th St 23rd St H 22nd St Example: You are staying at a hotel in Manhattan (H on the "map". You walk 3 blocks north, then 2 blocks west, then 3 blocks south. The "distance" you have walked is 8 blocks. Your "displacement" from H the hotel is 2 blocks west. Vector Diagrams It is often necessary to draw diagrams to represent vector quantities. Each vector is represented by a "directed line segment" - an arrow. The length of the arrow represents the magnitude of the vector (so there must be a scale for the diagram.) The direction of the arrow represents the direction of the vector (so there must be a reference direction or directions on the diagram.) The universe, as we perceive it, is three-dimensional. However, physics problems are often restricted to one or two dimensions. In a 1-D problem, the only directions will be forwards and backwards, or up and down. Frequently + and - will be enough to indicate which is which. In a 2-D problem, the directions will usually be vertical and horizontal or the compass directions. Compass Directions Use these names for exact directions only. Measure bearings clockwise from north. Give the values in 3 figures e.g. West is 270°, NE is 045° Vector Arithmetic Calculations with scalar quantities can be carried out using normal arithmetic. However, a geometric method is needed with vectors, in order to take account of the directions. Multiplying a vector by a scalar No change of direction is involved. The magnitude of the vector is multiplied by the scalar. On a vector diagram, the arrow changes length, but not direction. Adding vectors Place the vectors head-to-tail on the diagram. The sum (resultant vector) is found by drawing an arrow from the beginning of the first vector to the end of the last. Note that vector diagrams do not take account of the location of the vectors. (On hand drawings, the resultant is conventionally indicated with a double arrowhead.) a b+a b 3b a+b Subtracting vectors The simple rule for subtracting vectors is "add the opposite", so a - b becomes a + -b so we have a b -b Note that a - b = -(b - a) -a Resolving vectors into components Sometimes 2-D vector problems can be simplified by splitting them into 1-D problems. Some vectors must then be split into two separate parts of which the original vector is the resultant. The components will normally be in two perpendicular directions. This is often vertical and horizontal, or sometimes "parallel to the surface" and "perpendicular to the surface." e.g. a ball is thrown with a velocity of 20 ms-1 at an angle of 30° above the horizontal. The horizontal component of this velocity is 20 cos 30° or 17 ms-1 . The vertical component if this velocity is 20 sin 30° or 10 ms-1. These problems are much easier if you are familiar with the ratios of the most common triangles, 3-4-5, 30°- 60°- 90° and 45°- 45°- 90° Triangles 45 degree triangle sin 45° = 1/√2 cos 45° = 1/√2 tan 45° = 1 30-60-90° triangle sin 30° = 1/2 cos 30° = √3/2 tan 30° = 1/√3 sin 60° = √3/2 cos 60° = 1/2 tan 60°= √3 3-4-5 triangle sin 37° = 3/5 = 0.6 cos 37° = 4/5 = 0.8 tan 37° = 3/4 = 0.75 sin 53° = 4/5 = 0.8 cos 53° = 3/5 = 0.6 tan 53° = 4/3 = 1.33