The vector A has x, y, and z components of 2.00, -5.00, and 0.99 units, respectively. (a) Write a vector expression for A in unit-vector notation. (b) Obtain a unit-vector expression for a vector B one-fourth the length of A pointing in the same direction as A (c) Obtain a unit-vector expression for a vector C three times the length of A pointing in the direction opposite the direction of A

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Chapter1: Units, Trigonometry. And Vectors
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Problem 1CQ: Estimate the order of magnitude of the length, in meters, of each of the following; (a) a mouse, (b)...
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Tutorial Exercise
The vector A has x, y, and z components of 2.00, -5.00, and 0.99 units, respectively.
(a) Write a vector expression for A in unit-vector notation.
(b) Obtain a unit-vector expression for a vector B one-fourth the length of A pointing in the same direction as A
.
Step 3
(c) Obtain a unit-vector expression for a vector C three times the length of A pointing in the direction opposite
the direction of A.
Step 1
Let's visualize the vectors in three dimensions. We begin by using cm as our unit of length. Look at the axes in the
figure. Let the edge of your desk be the x axis with unit vector î in the positive x direction. The positive z axis with unit
vector k points toward you. Unit vector ĵ points up vertically from your desk in the positive y direction. Hold your
fingertip at the center of the front edge of your desk; this point will be the origin of our desk-based three-dimensional
coordinate system. Move your finger 2.00 cm to the right, then -5.00 cm vertically up, and then -0.99 cm horizontally
away from you. This location relative to the starting point roughly represents position vector A. Move three fourths of
the way back toward the origin along A. Now the position of your fingertip relative to the origin roughly represents
position vector B. To approximate position vector C, move your finger in the opposite direction of A, for three times the
length of A, from the origin. Relative to the origin, or starting point on your desk, this approximates the position vector
č.
Step 2
We use unit-vector notation throughout. We will perform scalar multiplication on vector A to form vectors B and C. For
our desktop demonstration, we used cm as a convenient unit, but no specific units are given in this problem.
(a) A = A¸î + A₁Ĵ+AK A =
(b) B=
Ā
4
(c) C = -3A
B =
Q
č
How do we find the magnitude of a three-dimensional vector? We apply the Pythagorean Theorem in three dimensions.
The magnitude of vector A, for example, is given by A = √√A₂² + A, ². + A₂². You can see that multiplying a vector by
a scalar multiplies the magnitude of the resulting vector by the absolute value of the scalar, for example,
C = 3v Ax + Av
+ A₂² = 3A.
Transcribed Image Text:Tutorial Exercise The vector A has x, y, and z components of 2.00, -5.00, and 0.99 units, respectively. (a) Write a vector expression for A in unit-vector notation. (b) Obtain a unit-vector expression for a vector B one-fourth the length of A pointing in the same direction as A . Step 3 (c) Obtain a unit-vector expression for a vector C three times the length of A pointing in the direction opposite the direction of A. Step 1 Let's visualize the vectors in three dimensions. We begin by using cm as our unit of length. Look at the axes in the figure. Let the edge of your desk be the x axis with unit vector î in the positive x direction. The positive z axis with unit vector k points toward you. Unit vector ĵ points up vertically from your desk in the positive y direction. Hold your fingertip at the center of the front edge of your desk; this point will be the origin of our desk-based three-dimensional coordinate system. Move your finger 2.00 cm to the right, then -5.00 cm vertically up, and then -0.99 cm horizontally away from you. This location relative to the starting point roughly represents position vector A. Move three fourths of the way back toward the origin along A. Now the position of your fingertip relative to the origin roughly represents position vector B. To approximate position vector C, move your finger in the opposite direction of A, for three times the length of A, from the origin. Relative to the origin, or starting point on your desk, this approximates the position vector č. Step 2 We use unit-vector notation throughout. We will perform scalar multiplication on vector A to form vectors B and C. For our desktop demonstration, we used cm as a convenient unit, but no specific units are given in this problem. (a) A = A¸î + A₁Ĵ+AK A = (b) B= Ā 4 (c) C = -3A B = Q č How do we find the magnitude of a three-dimensional vector? We apply the Pythagorean Theorem in three dimensions. The magnitude of vector A, for example, is given by A = √√A₂² + A, ². + A₂². You can see that multiplying a vector by a scalar multiplies the magnitude of the resulting vector by the absolute value of the scalar, for example, C = 3v Ax + Av + A₂² = 3A.
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