1 00:00:01 --> 00:00:03 The following content is provided under a Creative 2 00:00:03 --> 00:00:05 Commons license. Your support will help MIT 3 00:00:05 --> 00:00:08 OpenCourseWare continue to offer high quality educational 4 00:00:08 --> 00:00:13 resources for free. To make a donation or to view 5 00:00:13 --> 00:00:18 additional materials from hundreds of MIT courses, 6 00:00:18 --> 00:00:23 visit MIT OpenCourseWare at ocw.mit.edu. 7 00:00:23 --> 00:00:25 So let's start right away with stuff that we will need to see 8 00:00:25 --> 00:00:28 before we can go on to more advanced things. 9 00:00:28 --> 00:00:31 So, hopefully yesterday in recitation, you heard a bit 10 00:00:31 --> 00:00:34 about vectors. How many of you actually knew 11 00:00:34 --> 00:00:39 about vectors before that? OK, that's the vast majority. 12 00:00:39 --> 00:00:42 If you are not one of those people, well, 13 00:00:42 --> 00:00:45 hopefully you'll learn about vectors right now. 14 00:00:45 --> 00:00:48 I'm sorry that the learning curve will be a bit steeper for 15 00:00:48 --> 00:00:50 the first week. But hopefully, 16 00:00:50 --> 00:00:55 you'll adjust fine. If you have trouble with 17 00:00:55 --> 00:00:59 vectors, do go to your recitation instructor's office 18 00:00:59 --> 00:01:03 hours for extra practice if you feel the need to. 19 00:01:03 --> 00:01:09 You will see it's pretty easy. So, just to remind you, 20 00:01:09 --> 00:01:18 a vector is a quantity that has both a direction and a magnitude 21 00:01:18 --> 00:01:20 of length. 22 00:01:20 --> 00:01:33 23 00:01:33 --> 00:01:38 So -- So, concretely the way you draw a vector is by some 24 00:01:38 --> 00:01:40 arrow, like that, OK? 25 00:01:40 --> 00:01:43 And so, it has a length, and it's pointing in some 26 00:01:43 --> 00:01:45 direction. And, so, now, 27 00:01:45 --> 00:01:49 the way that we compute things with vectors, 28 00:01:49 --> 00:01:53 typically, as we introduce a coordinate system. 29 00:01:53 --> 00:01:57 So, if we are in the plane, x-y-axis, if we are in space, 30 00:01:57 --> 00:02:00 x-y-z axis. So, usually I will try to draw 31 00:02:00 --> 00:02:04 my x-y-z axis consistently to look like this. 32 00:02:04 --> 00:02:07 And then, I can represent my vector in terms of its 33 00:02:07 --> 00:02:10 components along the coordinate axis. 34 00:02:10 --> 00:02:13 So, that means when I have this row, I can ask, 35 00:02:13 --> 00:02:15 how much does it go in the x direction? 36 00:02:15 --> 00:02:17 How much does it go in the y direction? 37 00:02:17 --> 00:02:20 How much does it go in the z direction? 38 00:02:20 --> 00:02:25 And, so, let's call this a vector A. 39 00:02:25 --> 00:02:29 So, it's more convention. When we have a vector quantity, 40 00:02:29 --> 00:02:32 we put an arrow on top to remind us that it's a vector. 41 00:02:32 --> 00:02:35 If it's in the textbook, then sometimes it's in bold 42 00:02:35 --> 00:02:39 because it's easier to typeset. If you've tried in your 43 00:02:39 --> 00:02:44 favorite word processor, bold is easy and vectors are 44 00:02:44 --> 00:02:49 not easy. So, the vector you can try to 45 00:02:49 --> 00:02:56 decompose terms of unit vectors directed along the coordinate 46 00:02:56 --> 00:02:59 axis. So, the convention is there is 47 00:02:59 --> 00:03:03 a vector that we call ***amp***lt;i***amp***gt; 48 00:03:03 --> 00:03:08 hat that points along the x axis and has length one. 49 00:03:08 --> 00:03:10 There's a vector called ***amp***lt;j***amp***gt; 50 00:03:10 --> 00:03:12 hat that does the same along the y axis, 51 00:03:12 --> 00:03:14 and the ***amp***lt;k***amp***gt; 52 00:03:14 --> 00:03:16 hat that does the same along the z axis. 53 00:03:16 --> 00:03:20 And, so, we can express any vector in terms of its 54 00:03:20 --> 00:03:24 components. So, the other notation is 55 00:03:24 --> 00:03:29 ***amp***lt;a1, a2, a3 ***amp***gt; 56 00:03:29 --> 00:03:37 between these square brackets. Well, in angular brackets. 57 00:03:37 --> 00:03:42 So, the length of a vector we denote by, if you want, 58 00:03:42 --> 00:03:47 it's the same notation as the absolute value. 59 00:03:47 --> 00:03:50 So, that's going to be a number, as we say, 60 00:03:50 --> 00:03:54 now, a scalar quantity. OK, so, a scalar quantity is a 61 00:03:54 --> 00:03:58 usual numerical quantity as opposed to a vector quantity. 62 00:03:58 --> 00:04:08 And, its direction is sometimes called dir A, 63 00:04:08 --> 00:04:13 and that can be obtained just by scaling the vector down to 64 00:04:13 --> 00:04:17 unit length, for example, 65 00:04:17 --> 00:04:26 by dividing it by its length. So -- Well, there's a lot of 66 00:04:26 --> 00:04:32 notation to be learned. So, for example, 67 00:04:32 --> 00:04:37 if I have two points, P and Q, then I can draw a 68 00:04:37 --> 00:04:42 vector from P to Q. And, that vector is called 69 00:04:42 --> 00:04:46 vector PQ, OK? So, maybe we'll call it A. 70 00:04:46 --> 00:04:48 But, a vector doesn't really have, necessarily, 71 00:04:48 --> 00:04:50 a starting point and an ending point. 72 00:04:50 --> 00:04:54 OK, so if I decide to start here and I go by the same 73 00:04:54 --> 00:04:57 distance in the same direction, this is also vector A. 74 00:04:57 --> 00:05:04 It's the same thing. So, a lot of vectors we'll draw 75 00:05:04 --> 00:05:08 starting at the origin, but we don't have to. 76 00:05:08 --> 00:05:19 So, let's just check and see how things went in recitation. 77 00:05:19 --> 00:05:23 So, let's say that I give you the vector 78 00:05:23 --> 00:05:34 ***amp***lt;3,2,1***amp***gt;. And so, what do you think about 79 00:05:34 --> 00:05:46 the length of this vector? OK, I see an answer forming. 80 00:05:46 --> 00:05:49 So, a lot of you are answering the same thing. 81 00:05:49 --> 00:05:54 Maybe it shouldn't spoil it for those who haven't given it yet. 82 00:05:54 --> 00:05:59 OK, I think the overwhelming vote is in favor of answer 83 00:05:59 --> 00:06:02 number two. I see some sixes, I don't know. 84 00:06:02 --> 00:06:06 That's a perfectly good answer, too, but hopefully in a few 85 00:06:06 --> 00:06:10 minutes it won't be I don't know anymore. 86 00:06:10 --> 00:06:17 So, let's see. How do we find -- -- the length 87 00:06:17 --> 00:06:24 of a vector three, two, one? 88 00:06:24 --> 00:06:30 Well, so, this vector, A, it comes towards us along 89 00:06:30 --> 00:06:37 the x axis by three units. It goes to the right along the 90 00:06:37 --> 00:06:42 y axis by two units, and then it goes up by one unit 91 00:06:42 --> 00:06:46 along the z axis. OK, so, it's pointing towards 92 00:06:46 --> 00:06:51 here. That's pretty hard to draw. 93 00:06:51 --> 00:06:55 So, how do we get its length? Well, maybe we can start with 94 00:06:55 --> 00:06:58 something easier, the length of the vector in the 95 00:06:58 --> 00:07:01 plane. So, observe that A is obtained 96 00:07:01 --> 00:07:04 from a vector, B, in the plane. 97 00:07:04 --> 00:07:09 Say, B equals three (i) hat plus two (j) hat. 98 00:07:09 --> 00:07:15 And then, we just have to, still, go up by one unit, 99 00:07:15 --> 00:07:17 OK? So, let me try to draw a 100 00:07:17 --> 00:07:20 picture in this vertical plane that contains A and B. 101 00:07:20 --> 00:07:23 If I draw it in the vertical plane, 102 00:07:23 --> 00:07:27 so, that's the Z axis, that's not any particular axis, 103 00:07:27 --> 00:07:38 then my vector B will go here, and my vector A will go above 104 00:07:38 --> 00:07:43 it. And here, that's one unit. 105 00:07:43 --> 00:07:49 And, here I have a right angle. So, I can use the Pythagorean 106 00:07:49 --> 00:07:57 theorem to find that length A^2 equals length B^2 plus one. 107 00:07:57 --> 00:08:00 Now, we are reduced to finding the length of B. 108 00:08:00 --> 00:08:02 The length of B, we can again find using the 109 00:08:02 --> 00:08:06 Pythagorean theorem in the XY plane because here we have the 110 00:08:06 --> 00:08:09 right angle. Here we have three units, 111 00:08:09 --> 00:08:12 and here we have two units. OK, so, if you do the 112 00:08:12 --> 00:08:15 calculations, you will see that, 113 00:08:15 --> 00:08:18 well, length of B is square root of (3^2 2^2), 114 00:08:18 --> 00:08:23 that's 13. So, the square root of 13 -- -- 115 00:08:23 --> 00:08:32 and length of A is square root of length B^2 plus one (square 116 00:08:32 --> 00:08:41 it if you want) which is going to be square root of 13 plus one 117 00:08:41 --> 00:08:49 is the square root of 14, hence, answer number two which 118 00:08:49 --> 00:08:54 almost all of you gave. OK, so the general formula, 119 00:08:54 --> 00:09:02 if you follow it with it, in general if we have a vector 120 00:09:02 --> 00:09:07 with components a1, a2, a3, 121 00:09:07 --> 00:09:16 then the length of A is the square root of a1^2 plus a2^2 122 00:09:16 --> 00:09:23 plus a3^2. OK, any questions about that? 123 00:09:23 --> 00:09:29 Yes? Yes. 124 00:09:29 --> 00:09:32 So, in general, we indeed can consider vectors 125 00:09:32 --> 00:09:36 in abstract spaces that have any number of coordinates. 126 00:09:36 --> 00:09:38 And that you have more components. 127 00:09:38 --> 00:09:40 In this class, we'll mostly see vectors with 128 00:09:40 --> 00:09:44 two or three components because they are easier to draw, 129 00:09:44 --> 00:09:47 and because a lot of the math that we'll see works exactly the 130 00:09:47 --> 00:09:50 same way whether you have three variables or a million 131 00:09:50 --> 00:09:52 variables. If we had a factor with more 132 00:09:52 --> 00:09:55 components, then we would have a lot of trouble drawing it. 133 00:09:55 --> 00:09:58 But we could still define its length in the same way, 134 00:09:58 --> 00:10:01 by summing the squares of the components. 135 00:10:01 --> 00:10:04 So, I'm sorry to say that here, multi-variable, 136 00:10:04 --> 00:10:07 multi will mean mostly two or three. 137 00:10:07 --> 00:10:13 But, be assured that it works just the same way if you have 138 00:10:13 --> 00:10:20 10,000 variables. Just, calculations are longer. 139 00:10:20 --> 00:10:28 OK, more questions? So, what else can we do with 140 00:10:28 --> 00:10:31 vectors? Well, another thing that I'm 141 00:10:31 --> 00:10:35 sure you know how to do with vectors is to add them to scale 142 00:10:35 --> 00:10:39 them. So, vector addition, 143 00:10:39 --> 00:10:48 so, if you have two vectors, A and B, then you can form, 144 00:10:48 --> 00:10:52 their sum, A plus B. How do we do that? 145 00:10:52 --> 00:10:54 Well, first, I should tell you, 146 00:10:54 --> 00:10:56 vectors, they have this double life. 147 00:10:56 --> 00:10:59 They are, at the same time, geometric objects that we can 148 00:10:59 --> 00:11:02 draw like this in pictures, and there are also 149 00:11:02 --> 00:11:06 computational objects that we can represent by numbers. 150 00:11:06 --> 00:11:09 So, every question about vectors will have two answers, 151 00:11:09 --> 00:11:11 one geometric, and one numerical. 152 00:11:11 --> 00:11:14 OK, so let's start with the geometric. 153 00:11:14 --> 00:11:17 So, let's say that I have two vectors, A and B, 154 00:11:17 --> 00:11:21 given to me. And, let's say that I thought 155 00:11:21 --> 00:11:24 of drawing them at the same place to start with. 156 00:11:24 --> 00:11:28 Well, to take the sum, what I should do is actually 157 00:11:28 --> 00:11:33 move B so that it starts at the end of A, at the head of A. 158 00:11:33 --> 00:11:38 OK, so this is, again, vector B. So, observe, 159 00:11:38 --> 00:11:41 this actually forms, now, a parallelogram, 160 00:11:41 --> 00:11:43 right? So, this side is, 161 00:11:43 --> 00:11:48 again, vector A. And now, if we take the 162 00:11:48 --> 00:11:57 diagonal of that parallelogram, this is what we call A plus B, 163 00:11:57 --> 00:12:00 OK, so, the idea being that to move along A plus B, 164 00:12:00 --> 00:12:03 it's the same as to move first along A and then along B, 165 00:12:03 --> 00:12:09 or, along B, then along A. A plus B equals B plus A. 166 00:12:09 --> 00:12:13 OK, now, if we do it numerically, 167 00:12:13 --> 00:12:19 then all you do is you just add the first component of A with 168 00:12:19 --> 00:12:23 the first component of B, the second with the second, 169 00:12:23 --> 00:12:28 and the third with the third. OK, say that A was 170 00:12:28 --> 00:12:31 ***amp***lt;a1, a2, a3***amp***gt; 171 00:12:31 --> 00:12:35 B was ***amp***lt;b1, b2, b3***amp***gt;, 172 00:12:35 --> 00:12:40 then you just add this way. OK, so it's pretty 173 00:12:40 --> 00:12:44 straightforward. So, for example, 174 00:12:44 --> 00:12:48 I said that my vector over there, its components are three, 175 00:12:48 --> 00:12:54 two, one. But, I also wrote it as 3i 2j k. 176 00:12:54 --> 00:12:57 What does that mean? OK, so I need to tell you first 177 00:12:57 --> 00:13:06 about multiplying by a scalar. So, this is about addition. 178 00:13:06 --> 00:13:11 So, multiplication by a scalar, it's very easy. 179 00:13:11 --> 00:13:15 If you have a vector, A, then you can form a vector 180 00:13:15 --> 00:13:20 2A just by making it go twice as far in the same direction. 181 00:13:20 --> 00:13:24 Or, we can make half A more modestly. 182 00:13:24 --> 00:13:31 We can even make minus A, and so on. 183 00:13:31 --> 00:13:35 So now, you see, if I do the calculation, 184 00:13:35 --> 00:13:38 3i 2j k, well, what does it mean? 185 00:13:38 --> 00:13:43 3i is just going to go along the x axis, but by distance of 186 00:13:43 --> 00:13:47 three instead of one. And then, 2j goes two units 187 00:13:47 --> 00:13:51 along the y axis, and k goes up by one unit. 188 00:13:51 --> 00:13:54 Well, if you add these together, you will go from the 189 00:13:54 --> 00:13:58 origin, then along the x axis, then parallel to the y axis, 190 00:13:58 --> 00:14:02 and then up. And, you will end up, 191 00:14:02 --> 00:14:05 indeed, at the endpoint of a vector. 192 00:14:05 --> 00:14:19 OK, any questions at this point? Yes? 193 00:14:19 --> 00:14:21 Exactly. To add vectors geometrically, 194 00:14:21 --> 00:14:25 you just put the head of the first vector and the tail of the 195 00:14:25 --> 00:14:30 second vector in the same place. And then, it's head to tail 196 00:14:30 --> 00:14:35 addition. Any other questions? 197 00:14:35 --> 00:14:41 Yes? That's correct. 198 00:14:41 --> 00:14:43 If you subtract two vectors, that just means you add the 199 00:14:43 --> 00:14:45 opposite of a vector. So, for example, 200 00:14:45 --> 00:14:49 if I wanted to do A minus B, I would first go along A and 201 00:14:49 --> 00:14:52 then along minus B, which would take me somewhere 202 00:14:52 --> 00:14:55 over there, OK? So, A minus B, 203 00:14:55 --> 00:15:01 if you want, would go from here to here. 204 00:15:01 --> 00:15:08 OK, so hopefully you've kind of seen that stuff either before in 205 00:15:08 --> 00:15:13 your lives, or at least yesterday. 206 00:15:13 --> 00:15:23 So, I'm going to use that as an excuse to move quickly forward. 207 00:15:23 --> 00:15:28 So, now we are going to learn a few more operations about 208 00:15:28 --> 00:15:31 vectors. And, these operations will be 209 00:15:31 --> 00:15:34 useful to us when we start trying to do a bit of geometry. 210 00:15:34 --> 00:15:37 So, of course, you've all done some geometry. 211 00:15:37 --> 00:15:40 But, we are going to see that geometry can be done using 212 00:15:40 --> 00:15:42 vectors. And, in many ways, 213 00:15:42 --> 00:15:44 it's the right language for that, 214 00:15:44 --> 00:15:47 and in particular when we learn about functions we really will 215 00:15:47 --> 00:15:51 want to use vectors more than, maybe, the other kind of 216 00:15:51 --> 00:15:54 geometry that you've seen before. 217 00:15:54 --> 00:15:56 I mean, of course, it's just a language in a way. 218 00:15:56 --> 00:15:59 I mean, we are just reformulating things that you 219 00:15:59 --> 00:16:02 have seen, you already know since childhood. 220 00:16:02 --> 00:16:07 But, you will see that notation somehow helps to make it more 221 00:16:07 --> 00:16:10 straightforward. So, what is dot product? 222 00:16:10 --> 00:16:16 Well, dot product as a way of multiplying two vectors to get a 223 00:16:16 --> 00:16:21 number, a scalar. And, well, let me start by 224 00:16:21 --> 00:16:25 giving you a definition in terms of components. 225 00:16:25 --> 00:16:29 What we do, let's say that we have a vector, 226 00:16:29 --> 00:16:32 A, with components a1, a2, a3, vector B with 227 00:16:32 --> 00:16:34 components b1, b2, b3. 228 00:16:34 --> 00:16:38 Well, we multiply the first components by the first 229 00:16:38 --> 00:16:43 components, the second by the second, the third by the third. 230 00:16:43 --> 00:16:46 If you have N components, you keep going. 231 00:16:46 --> 00:16:49 And, you sum all of these together. 232 00:16:49 --> 00:16:55 OK, and important: this is a scalar. 233 00:16:55 --> 00:16:59 OK, you do not get a vector. You get a number. 234 00:16:59 --> 00:17:01 I know it sounds completely obvious from the definition 235 00:17:01 --> 00:17:03 here, but in the middle of the action 236 00:17:03 --> 00:17:07 when you're going to do complicated problems, 237 00:17:07 --> 00:17:14 it's sometimes easy to forget. So, that's the definition. 238 00:17:14 --> 00:17:17 What is it good for? Why would we ever want to do 239 00:17:17 --> 00:17:20 that? That's kind of a strange 240 00:17:20 --> 00:17:23 operation. So, probably to see what it's 241 00:17:23 --> 00:17:27 good for, I should first tell you what it is geometrically. 242 00:17:27 --> 00:17:29 OK, so what does it do geometrically? 243 00:17:29 --> 00:17:38 244 00:17:38 --> 00:17:42 Well, what you do when you multiply two vectors in this 245 00:17:42 --> 00:17:45 way, I claim the answer is equal to 246 00:17:45 --> 00:17:51 the length of A times the length of B times the cosine of the 247 00:17:51 --> 00:17:59 angle between them. So, I have my vector, A, 248 00:17:59 --> 00:18:04 and if I have my vector, B, and I have some angle between 249 00:18:04 --> 00:18:06 them, I multiply the length of A 250 00:18:06 --> 00:18:10 times the length of B times the cosine of that angle. 251 00:18:10 --> 00:18:13 So, that looks like a very artificial operation. 252 00:18:13 --> 00:18:16 I mean, why would want to do that complicated multiplication? 253 00:18:16 --> 00:18:21 Well, the basic answer is it tells us at the same time about 254 00:18:21 --> 00:18:25 lengths and about angles. And, the extra bonus thing is 255 00:18:25 --> 00:18:29 that it's very easy to compute if you have components, 256 00:18:29 --> 00:18:32 see, that formula is actually pretty easy. 257 00:18:32 --> 00:18:39 So, OK, maybe I should first tell you, how do we get this 258 00:18:39 --> 00:18:41 from that? Because, you know, 259 00:18:41 --> 00:18:44 in math, one tries to justify everything to prove theorems. 260 00:18:44 --> 00:18:45 So, if you want, that's the theorem. 261 00:18:45 --> 00:18:47 That's the first theorem in 18.02. 262 00:18:47 --> 00:18:52 So, how do we prove the theorem? How do we check that this is, 263 00:18:52 --> 00:18:55 indeed, correct using this definition? 264 00:18:55 --> 00:19:06 So, in more common language, what does this geometric 265 00:19:06 --> 00:19:11 definition mean? Well, the first thing it means, 266 00:19:11 --> 00:19:14 before we multiply two vectors, let's start multiplying a 267 00:19:14 --> 00:19:17 vector with itself. That's probably easier. 268 00:19:17 --> 00:19:19 So, if we multiply a vector, A, with itself, 269 00:19:19 --> 00:19:22 using this dot product, so, by the way, 270 00:19:22 --> 00:19:24 I should point out, we put this dot here. 271 00:19:24 --> 00:19:28 That's why it's called dot product. 272 00:19:28 --> 00:19:33 So, what this tells us is we should get the same thing as 273 00:19:33 --> 00:19:38 multiplying the length of A with itself, so, squared, 274 00:19:38 --> 00:19:43 times the cosine of the angle. But now, the cosine of an 275 00:19:43 --> 00:19:49 angle, of zero, cosine of zero you all know is 276 00:19:49 --> 00:19:52 one. OK, so that's going to be 277 00:19:52 --> 00:19:56 length A^2. Well, doesn't stand a chance of 278 00:19:56 --> 00:19:57 being true? Well, let's see. 279 00:19:57 --> 00:20:03 If we do AdotA using this formula, we will get a1^2 a2^2 280 00:20:03 --> 00:20:07 a3^2. That is, indeed, 281 00:20:07 --> 00:20:14 the square of the length. So, check. 282 00:20:14 --> 00:20:18 That works. OK, now, what about two 283 00:20:18 --> 00:20:23 different vectors? Can we understand what this 284 00:20:23 --> 00:20:27 says, and how it relates to that? 285 00:20:27 --> 00:20:33 So, let's say that I have two different vectors, 286 00:20:33 --> 00:20:40 A and B, and I want to try to understand what's going on. 287 00:20:40 --> 00:20:45 So, my claim is that we are going to be able to understand 288 00:20:45 --> 00:20:49 the relation between this and that in terms of the law of 289 00:20:49 --> 00:20:52 cosines. So, the law of cosines is 290 00:20:52 --> 00:20:56 something that tells you about the length of the third side in 291 00:20:56 --> 00:21:00 the triangle like this in terms of these two sides, 292 00:21:00 --> 00:21:07 and the angle here. OK, so the law of cosines, 293 00:21:07 --> 00:21:11 which hopefully you have seen before, says that, 294 00:21:11 --> 00:21:14 so let me give a name to this side. 295 00:21:14 --> 00:21:19 Let's call this side C, and as a vector, 296 00:21:19 --> 00:21:29 C is A minus B. It's minus B plus A. 297 00:21:29 --> 00:21:37 So, it's getting a bit cluttered here. 298 00:21:37 --> 00:21:45 So, the law of cosines says that the length of the third 299 00:21:45 --> 00:21:53 side in this triangle is equal to length A2 plus length B2. 300 00:21:53 --> 00:21:56 Well, if I stopped here, that would be Pythagoras, 301 00:21:56 --> 00:22:01 but I don't have a right angle. So, I have a third term which 302 00:22:01 --> 00:22:07 is twice length A, length B, cosine theta, 303 00:22:07 --> 00:22:10 OK? Has everyone seen this formula 304 00:22:10 --> 00:22:13 sometime? I hear some yeah's. 305 00:22:13 --> 00:22:16 I hear some no's. Well, it's a fact about, 306 00:22:16 --> 00:22:19 I mean, you probably haven't seen it with vectors, 307 00:22:19 --> 00:22:22 but it's a fact about the side lengths in a triangle. 308 00:22:22 --> 00:22:27 And, well, let's say, if you haven't seen it before, 309 00:22:27 --> 00:22:32 then this is going to be a proof of the law of cosines if 310 00:22:32 --> 00:22:39 you believe this. Otherwise, it's the other way 311 00:22:39 --> 00:22:43 around. So, let's try to see how this 312 00:22:43 --> 00:22:47 relates to what I'm saying about the dot product. 313 00:22:47 --> 00:22:54 So, I've been saying that length C^2, that's the same 314 00:22:54 --> 00:22:56 thing as CdotC, OK? 315 00:22:56 --> 00:23:01 That, we have checked. Now, CdotC, well, 316 00:23:01 --> 00:23:06 C is A minus B. So, it's A minus B, 317 00:23:06 --> 00:23:09 dot product, A minus B. 318 00:23:09 --> 00:23:11 Now, what do we want to do in a situation like that? 319 00:23:11 --> 00:23:16 Well, we want to expand this into a sum of four terms. 320 00:23:16 --> 00:23:19 Are we allowed to do that? Well, we have this dot product 321 00:23:19 --> 00:23:22 that's a mysterious new operation. 322 00:23:22 --> 00:23:24 We don't really know. Well, the answer is yes, 323 00:23:24 --> 00:23:27 we can do it. You can check from this 324 00:23:27 --> 00:23:31 definition that it behaves in the usual way in terms of 325 00:23:31 --> 00:23:34 expanding, vectoring, and so on. 326 00:23:34 --> 00:23:49 So, I can write that as AdotA minus AdotB minus BdotA plus 327 00:23:49 --> 00:23:55 BdotB. So, AdotA is length A^2. 328 00:23:55 --> 00:23:56 Let me jump ahead to the last term. 329 00:23:56 --> 00:24:01 BdotB is length B^2, and then these two terms, 330 00:24:01 --> 00:24:04 well, they're the same. You can check from the 331 00:24:04 --> 00:24:07 definition that AdotB and BdotA are the same thing. 332 00:24:07 --> 00:24:20 333 00:24:20 --> 00:24:24 Well, you see that this term, I mean, this is the only 334 00:24:24 --> 00:24:30 difference between these two formulas for the length of C. 335 00:24:30 --> 00:24:34 So, if you believe in the law of cosines, then it tells you 336 00:24:34 --> 00:24:39 that, yes, this a proof that AdotB equals length A length B 337 00:24:39 --> 00:24:41 cosine theta. Or, vice versa, 338 00:24:41 --> 00:24:45 if you've never seen the law of cosines, you are willing to 339 00:24:45 --> 00:24:49 believe this. Then, this is the proof of the 340 00:24:49 --> 00:24:53 law of cosines. So, the law of cosines, 341 00:24:53 --> 00:24:59 or this interpretation, are equivalent to each other. 342 00:24:59 --> 00:25:07 OK, any questions? Yes? 343 00:25:07 --> 00:25:12 So, in the second one there isn't a cosine theta because I'm 344 00:25:12 --> 00:25:16 just expanding a dot product. OK, so I'm just writing C 345 00:25:16 --> 00:25:19 equals A minus B, and then I'm expanding this 346 00:25:19 --> 00:25:22 algebraically. And then, I get to an answer 347 00:25:22 --> 00:25:24 that has an A.B. So then, if I wanted to express 348 00:25:24 --> 00:25:27 that without a dot product, then I would have to introduce 349 00:25:27 --> 00:25:31 a cosine. And, I would get the same as 350 00:25:31 --> 00:25:34 that, OK? So, yeah, if you want, 351 00:25:34 --> 00:25:38 the next step to recall the law of cosines would be plug in this 352 00:25:38 --> 00:25:43 formula for AdotB. And then you would have a 353 00:25:43 --> 00:25:58 cosine. OK, let's keep going. 354 00:25:58 --> 00:26:03 OK, so what is this good for? Now that we have a definition, 355 00:26:03 --> 00:26:06 we should figure out what we can do with it. 356 00:26:06 --> 00:26:11 So, what are the applications of dot product? 357 00:26:11 --> 00:26:14 Well, will this discover new applications of dot product 358 00:26:14 --> 00:26:17 throughout the entire semester,but let me tell you at 359 00:26:17 --> 00:26:20 least about those that are readily visible. 360 00:26:20 --> 00:26:33 So, one is to compute lengths and angles, especially angles. 361 00:26:33 --> 00:26:39 So, let's do an example. Let's say that, 362 00:26:39 --> 00:26:44 for example, I have in space, 363 00:26:44 --> 00:26:51 I have a point, P, which is at (1,0,0). 364 00:26:51 --> 00:26:55 I have a point, Q, which is at (0,1,0). 365 00:26:55 --> 00:26:58 So, it's at distance one here, one here. 366 00:26:58 --> 00:27:03 And, I have a third point, R at (0,0,2), 367 00:27:03 --> 00:27:07 so it's at height two. And, let's say that I'm 368 00:27:07 --> 00:27:11 curious, and I'm wondering what is the angle here? 369 00:27:11 --> 00:27:15 So, here I have a triangle in space connect P, 370 00:27:15 --> 00:27:20 Q, and R, and I'm wondering, what is this angle here? 371 00:27:20 --> 00:27:23 OK, so, of course, one solution is to build a 372 00:27:23 --> 00:27:25 model and then go and measure the angle. 373 00:27:25 --> 00:27:28 But, we can do better than that. We can just find the angle 374 00:27:28 --> 00:27:32 using dot product. So, how would we do that? 375 00:27:32 --> 00:27:38 Well, so, if we look at this formula, we see, 376 00:27:38 --> 00:27:44 so, let's say that we want to find the angle here. 377 00:27:44 --> 00:27:50 Well, let's look at the formula for PQdotPR. 378 00:27:50 --> 00:27:56 Well, we said it should be length PQ times length PR times 379 00:27:56 --> 00:27:59 the cosine of the angle, OK? 380 00:27:59 --> 00:28:01 Now, what do we know, and what do we not know? 381 00:28:01 --> 00:28:04 Well, certainly at this point we don't know the cosine of the 382 00:28:04 --> 00:28:06 angle. That's what we would like to 383 00:28:06 --> 00:28:08 find. The lengths, 384 00:28:08 --> 00:28:11 certainly we can compute. We know how to find these 385 00:28:11 --> 00:28:14 lengths. And, this dot product we know 386 00:28:14 --> 00:28:17 how to compute because we have an easy formula here. 387 00:28:17 --> 00:28:20 OK, so we can compute everything else and then find 388 00:28:20 --> 00:28:25 theta. So, I'll tell you what we will 389 00:28:25 --> 00:28:31 do is we will find theta -- -- in this way. 390 00:28:31 --> 00:28:34 We'll take the dot product of PQ with PR, and then we'll 391 00:28:34 --> 00:28:36 divide by the lengths. 392 00:28:36 --> 00:29:14 393 00:29:14 --> 00:29:27 OK, so let's see. So, we said cosine theta is 394 00:29:27 --> 00:29:33 PQdotPR over length PQ length PR. 395 00:29:33 --> 00:29:36 So, let's try to figure out what this vector, 396 00:29:36 --> 00:29:39 PQ, well, to go from P to Q, 397 00:29:39 --> 00:29:43 I should go minus one unit along the x direction plus one 398 00:29:43 --> 00:29:46 unit along the y direction. And, I'm not moving in the z 399 00:29:46 --> 00:29:49 direction. So, to go from P to Q, 400 00:29:49 --> 00:29:54 I have to move by ***amp***lt;-1,1,0***amp***gt;. 401 00:29:54 --> 00:29:59 To go from P to R, I go -1 along the x axis and 2 402 00:29:59 --> 00:30:04 along the z axis. So, PR, I claim, is this. 403 00:30:04 --> 00:30:12 OK, then, the lengths of these vectors, well,(-1)^2 (1)^2 404 00:30:12 --> 00:30:19 (0)^2, square root, and then same thing with the 405 00:30:19 --> 00:30:24 other one. OK, so, the denominator will 406 00:30:24 --> 00:30:30 become the square root of 2, and there's a square root of 5. 407 00:30:30 --> 00:30:34 What about the numerator? Well, so, remember, 408 00:30:34 --> 00:30:37 to do the dot product, we multiply this by this, 409 00:30:37 --> 00:30:40 and that by that, that by that. 410 00:30:40 --> 00:30:45 And, we add. Minus 1 times minus 1 makes 1 411 00:30:45 --> 00:30:49 plus 1 times 0, that's 0. 412 00:30:49 --> 00:30:55 Zero times 2 is 0 again. So, we will get 1 over square 413 00:30:55 --> 00:30:59 root of 10. That's the cosine of the angle. 414 00:30:59 --> 00:31:03 And, of course if we want the actual angle, 415 00:31:03 --> 00:31:08 well, we have to take a calculator, find the inverse 416 00:31:08 --> 00:31:12 cosine, and you'll find it's about 71.5°. 417 00:31:12 --> 00:31:18 Actually, we'll be using mostly radians, but for today, 418 00:31:18 --> 00:31:26 that's certainly more speaking. OK, any questions about that? 419 00:31:26 --> 00:31:29 No? OK, so in particular, 420 00:31:29 --> 00:31:32 I should point out one thing that's really neat about the 421 00:31:32 --> 00:31:34 answer. I mean, we got this number. 422 00:31:34 --> 00:31:37 We don't really know what it means exactly because it mixes 423 00:31:37 --> 00:31:39 together the lengths and the angle. 424 00:31:39 --> 00:31:41 But, one thing that's interesting here, 425 00:31:41 --> 00:31:45 it's the sign of the answer, the fact that we got a positive 426 00:31:45 --> 00:31:48 number. So, if you think about it, 427 00:31:48 --> 00:31:50 the lengths are always positive. 428 00:31:50 --> 00:31:56 So, the sign of a dot product is the same as a sign of cosine 429 00:31:56 --> 00:32:00 theta. So, in fact, 430 00:32:00 --> 00:32:13 the sign of AdotB is going to be positive if the angle is less 431 00:32:13 --> 00:32:17 than 90°. So, that means geometrically, 432 00:32:17 --> 00:32:21 my two vectors are going more or less in the same direction. 433 00:32:21 --> 00:32:27 They make an acute angle. It's going to be zero if the 434 00:32:27 --> 00:32:33 angle is exactly 90°, OK, because that's when the 435 00:32:33 --> 00:32:39 cosine will be zero. And, it will be negative if the 436 00:32:39 --> 00:32:43 angle is more than 90°. So, that means they go, 437 00:32:43 --> 00:32:46 however, in opposite directions. 438 00:32:46 --> 00:32:50 So, that's basically one way to think about what dot product 439 00:32:50 --> 00:32:54 measures. It measures how much the two 440 00:32:54 --> 00:32:58 vectors are going along each other. 441 00:32:58 --> 00:33:02 OK, and that actually leads us to the next application. 442 00:33:02 --> 00:33:05 So, let's see, did I have a number one there? 443 00:33:05 --> 00:33:07 Yes. So, if I had a number one, 444 00:33:07 --> 00:33:12 I must have number two. The second application is to 445 00:33:12 --> 00:33:16 detect orthogonality. It's to figure out when two 446 00:33:16 --> 00:33:21 things are perpendicular. OK, so orthogonality is just a 447 00:33:21 --> 00:33:26 complicated word from Greek to say things are perpendicular. 448 00:33:26 --> 00:33:34 So, let's just take an example. Let's say I give you the 449 00:33:34 --> 00:33:41 equation x 2y 3z = 0. OK, so that defines a certain 450 00:33:41 --> 00:33:46 set of points in space, and what do you think the set 451 00:33:46 --> 00:33:52 of solutions look like if I give you this equation? 452 00:33:52 --> 00:34:01 So far I see one, two, three answers, 453 00:34:01 --> 00:34:06 OK. So, I see various competing 454 00:34:06 --> 00:34:11 answers, but, yeah, I see a lot of people 455 00:34:11 --> 00:34:18 voting for answer number four. I see also some I don't knows, 456 00:34:18 --> 00:34:22 and some other things. But, the majority vote seems to 457 00:34:22 --> 00:34:26 be a plane. And, indeed that's the correct 458 00:34:26 --> 00:34:28 answer. So, how do we see that it's a 459 00:34:28 --> 00:34:28 plane? 460 00:34:28 --> 00:34:43 461 00:34:43 --> 00:34:49 So, I should say, this is the equation of a 462 00:34:49 --> 00:34:52 plane. So, there's many ways to see 463 00:34:52 --> 00:34:55 that, and I'm not going to give you all of them. 464 00:34:55 --> 00:34:58 But, here's one way to think about it. 465 00:34:58 --> 00:35:03 So, let's think geometrically about how to express this 466 00:35:03 --> 00:35:09 condition in terms of vectors. So, let's take the origin O, 467 00:35:09 --> 00:35:13 by convention is the point (0,0,0). 468 00:35:13 --> 00:35:18 And, let's take a point, P, that will satisfy this 469 00:35:18 --> 00:35:21 equation on it, so, at coordinates x, 470 00:35:21 --> 00:35:24 y, z. So, what does this condition 471 00:35:24 --> 00:35:28 here mean? Well, it means the following 472 00:35:28 --> 00:35:32 thing. So, let's take the vector, OP. 473 00:35:32 --> 00:35:37 OK, so vector OP, of course, has components x, 474 00:35:37 --> 00:35:40 y, z. Now, we can think of this as 475 00:35:40 --> 00:35:44 actually a dot product between OP and a mysterious vector that 476 00:35:44 --> 00:35:47 won't remain mysterious for very long, 477 00:35:47 --> 00:35:50 namely, the vector one, two, three. 478 00:35:50 --> 00:35:59 OK, so, this condition is the same as OP.A equals zero, 479 00:35:59 --> 00:36:03 right? If I take the dot product 480 00:36:03 --> 00:36:09 OPdotA I get x times one plus y times two plus z times three. 481 00:36:09 --> 00:36:14 But now, what does it mean that the dot product between OP and A 482 00:36:14 --> 00:36:19 is zero? Well, it means that OP and A 483 00:36:19 --> 00:36:25 are perpendicular. OK, so I have this vector, A. 484 00:36:25 --> 00:36:28 I'm not going to be able to draw it realistically. 485 00:36:28 --> 00:36:32 Let's say it goes this way. Then, a point, 486 00:36:32 --> 00:36:37 P, solves this equation exactly when the vector from O to P is 487 00:36:37 --> 00:36:40 perpendicular to A. And, I claim that defines a 488 00:36:40 --> 00:36:41 plane. For example, 489 00:36:41 --> 00:36:45 if it helps you to see it, take a vertical vector. 490 00:36:45 --> 00:36:47 What does it mean to be perpendicular to the vertical 491 00:36:47 --> 00:36:49 vector? It means you are horizontal. 492 00:36:49 --> 00:36:56 It's the horizontal plane. Here, it's a plane that passes 493 00:36:56 --> 00:37:05 through the origin and is perpendicular to this vector, 494 00:37:05 --> 00:37:14 A. OK, so what we get is a plane 495 00:37:14 --> 00:37:25 through the origin perpendicular to A. 496 00:37:25 --> 00:37:29 And, in general, what you should remember is 497 00:37:29 --> 00:37:35 that two vectors have a dot product equal to zero if and 498 00:37:35 --> 00:37:41 only if that's equivalent to the cosine of the angle between them 499 00:37:41 --> 00:37:46 is zero. That means the angle is 90°. 500 00:37:46 --> 00:37:51 That means A and B are perpendicular. 501 00:37:51 --> 00:37:57 So, we have a very fast way of checking whether two vectors are 502 00:37:57 --> 00:38:01 perpendicular. So, one additional application 503 00:38:01 --> 00:38:05 I think we'll see actually tomorrow is to find the 504 00:38:05 --> 00:38:10 components of a vector along a certain direction. 505 00:38:10 --> 00:38:13 So, I claim we can use this intuition I gave about dot 506 00:38:13 --> 00:38:16 product telling us how much to vectors go in the same direction 507 00:38:16 --> 00:38:19 to actually give a precise meaning to the notion of 508 00:38:19 --> 00:38:22 component for vector, not just along the x, 509 00:38:22 --> 00:38:27 y, or z axis, but along any direction in 510 00:38:27 --> 00:38:31 space. So, I think I should probably 511 00:38:31 --> 00:38:34 stop here. But, I will see you tomorrow at 512 00:38:34 --> 00:38:38 2:00 here, and we'll learn more about that and about cross 513 00:38:38 --> 00:38:44 products. 514 00:38:44 --> 00:38:49