1 0:00:02 --> 00:00:08 The bad news today is that there will be quite a bit of math. 2 00:00:05 --> 00:00:11 But the good news is that we will only do it once 3 00:00:08 --> 00:00:14 and it will only take something like half-hour. 4 00:00:13 --> 00:00:19 There are quantities in physics 5 00:00:15 --> 00:00:21 which are determined uniquely by one number. 6 00:00:18 --> 00:00:24 Mass is one of them. 7 00:00:20 --> 00:00:26 Temperature is one of them. 8 00:00:21 --> 00:00:27 Speed is one of them. 9 00:00:23 --> 00:00:29 We call those scalars. 10 00:00:25 --> 00:00:31 There are others where you need more than one number 11 00:00:27 --> 00:00:33 for instance, on a one- dimensional motion, velocity 12 00:00:31 --> 00:00:37 it has a certain magnitude-- that's the speed-- 13 00:00:33 --> 00:00:39 but you also have to know 14 00:00:34 --> 00:00:40 whether it goes this way or that way. 15 00:00:36 --> 00:00:42 So there has to be a direction. 16 00:00:38 --> 00:00:44 Velocity is a vector and acceleration is a vector 17 00:00:43 --> 00:00:49 and today we're going to learn how to work with these vectors. 18 00:00:49 --> 00:00:55 A vector has a length and a vector has a direction 19 00:00:55 --> 00:01:01 and that's why we actually represent it by an arrow. 20 00:00:59 --> 00:01:05 We all have seen... this is a vector. 21 00:01:03 --> 00:01:09 Remember this-- this is a vector. 22 00:01:06 --> 00:01:12 If you look at the vector head-on, you see a dot. 23 00:01:08 --> 00:01:14 If you look at the vector from behind, you see a cross. 24 00:01:12 --> 00:01:18 This is a vector 25 00:01:14 --> 00:01:20 and that will be our representation of vectors. 26 00:01:19 --> 00:01:25 Imagine that I am standing on the table in 26.100. 27 00:01:24 --> 00:01:30 This is the table and I am standing, say, at point O 28 00:01:34 --> 00:01:40 and I move along a straight line from O to point P 29 00:01:43 --> 00:01:49 so I move like so. 30 00:01:47 --> 00:01:53 That's why I am on the table 31 00:01:49 --> 00:01:55 and that's where you will see me when you look from 26.100. 32 00:01:52 --> 00:01:58 It just so happens 33 00:01:53 --> 00:01:59 that someone is also going to move the table-- 34 00:01:57 --> 00:02:03 in that same amount of time-- from here to there. 35 00:02:02 --> 00:02:08 So that means that the table will have moved down 36 00:02:05 --> 00:02:11 and so my point P will have moved down exactly the same way 37 00:02:13 --> 00:02:19 and so you will see me now at point S. 38 00:02:16 --> 00:02:22 You will see me at point S in 26.100 39 00:02:19 --> 00:02:25 although I am still standing 40 00:02:21 --> 00:02:27 at the same location on the table. 41 00:02:23 --> 00:02:29 The table has moved. 42 00:02:26 --> 00:02:32 This is now the position of the table. 43 00:02:31 --> 00:02:37 See, the whole table has shifted. 44 00:02:33 --> 00:02:39 Now, if these two motions take place simultaneously 45 00:02:36 --> 00:02:42 then what you will see from where you are sitting... 46 00:02:40 --> 00:02:46 you will see me move in 26.100 from O straight line to S 47 00:02:46 --> 00:02:52 and this holds the secret behind the adding of vectors. 48 00:02:53 --> 00:02:59 We say here that the vector OS-- we'll put an arrow over it-- 49 00:02:59 --> 00:03:05 is the vector OP, with an arrow over it, plus PS. 50 00:03:06 --> 00:03:12 This defines how we add vectors. 51 00:03:11 --> 00:03:17 There are various ways that you can add vectors. 52 00:03:14 --> 00:03:20 Suppose I have here vector A and I have here vector B. 53 00:03:23 --> 00:03:29 Then you can do it this way 54 00:03:25 --> 00:03:31 which I call the "head-tail" technique. 55 00:03:28 --> 00:03:34 I take B and I bring it to the head of A. 56 00:03:34 --> 00:03:40 So this is B, this is a vector 57 00:03:37 --> 00:03:43 and then the net result is A plus B. 58 00:03:43 --> 00:03:49 This vector C equals A plus B. 59 00:03:50 --> 00:03:56 That's one way of doing it. 60 00:03:51 --> 00:03:57 It doesn't matter whether you take B... 61 00:03:54 --> 00:04:00 the tail of B to the head of A 62 00:03:55 --> 00:04:01 or whether you take the tail of A and bring it to the head of B. 63 00:03:59 --> 00:04:05 You will get the same result. 64 00:04:00 --> 00:04:06 There's another way you can do it 65 00:04:02 --> 00:04:08 and I call that "the parallelogram method." 66 00:04:06 --> 00:04:12 Here you have A. 67 00:04:09 --> 00:04:15 You bring the two tails together, so here is B now 68 00:04:15 --> 00:04:21 so the tails are touching 69 00:04:17 --> 00:04:23 and now you complete this parallelogram. 70 00:04:23 --> 00:04:29 And now this vector C is the same sum vector 71 00:04:29 --> 00:04:35 that you have here, whichever way you prefer. 72 00:04:33 --> 00:04:39 You see immediately 73 00:04:34 --> 00:04:40 that A plus B is the same as B plus A. 74 00:04:37 --> 00:04:43 There is no difference. 75 00:04:42 --> 00:04:48 What is the meaning of a negative vector? 76 00:04:46 --> 00:04:52 Well, A minus A equals zero-- 77 00:04:50 --> 00:04:56 vector A subtract from vector A equals zero. 78 00:04:54 --> 00:05:00 So here is vector A. 79 00:04:58 --> 00:05:04 So which vector do I have to add to get zero? 80 00:05:04 --> 00:05:10 I have to add minus A. 81 00:05:05 --> 00:05:11 Well, if you use the head-tail technique... 82 00:05:08 --> 00:05:14 This is A. 83 00:05:09 --> 00:05:15 You have to add this vector to have zero 84 00:05:13 --> 00:05:19 so this is minus A 85 00:05:14 --> 00:05:20 and so minus A is nothing but the same as A 86 00:05:17 --> 00:05:23 but flipped over 180 degrees. 87 00:05:19 --> 00:05:25 We'll use that very often. 88 00:05:23 --> 00:05:29 And that brings us to the point of subtraction of vectors. 89 00:05:28 --> 00:05:34 How do we subtract vectors? 90 00:05:31 --> 00:05:37 So A minus B equals C. 91 00:05:38 --> 00:05:44 Here we have vector A and here we have-- 92 00:05:44 --> 00:05:50 let me write this down here-- and here we have vector B. 93 00:05:53 --> 00:05:59 One way to look at this is the following. 94 00:05:55 --> 00:06:01 You can say A minus B is A plus minus B 95 00:06:03 --> 00:06:09 and we know how to add vectors and we know what minus B is. 96 00:06:06 --> 00:06:12 Minus B is the same vector but flipped over 97 00:06:10 --> 00:06:16 so we put here minus B 98 00:06:16 --> 00:06:22 and so this vector now here equals A minus B. 99 00:06:24 --> 00:06:30 Here's vector C, here's A minus B. 100 00:06:28 --> 00:06:34 And, of course, you can do it in different ways. 101 00:06:30 --> 00:06:36 You can also think of it as A plus... as C plus B is A. 102 00:06:39 --> 00:06:45 Right? You can say you can bring this to the other side. 103 00:06:41 --> 00:06:47 You can say C plus B is A, C plus B is A. 104 00:06:46 --> 00:06:52 In other words, which vector do I have to add to B to get A? 105 00:06:52 --> 00:06:58 And then you have the parallelogram technique again. 106 00:06:54 --> 00:07:00 There are many ways you can do it. 107 00:06:56 --> 00:07:02 The head-tail technique 108 00:06:57 --> 00:07:03 is perhaps the easiest and the safest. 109 00:07:00 --> 00:07:06 So you can add a countless number of vectors 110 00:07:03 --> 00:07:09 one plus the other, and the next one 111 00:07:05 --> 00:07:11 and you finally have the sum of five or six or seven vectors 112 00:07:10 --> 00:07:16 which, then, can be represented by only one. 113 00:07:14 --> 00:07:20 When you add scalars, for instance, five and four 114 00:07:18 --> 00:07:24 then there is only one answer, that is nine. 115 00:07:20 --> 00:07:26 Five plus four is nine. 116 00:07:22 --> 00:07:28 Suppose you have two vectors. 117 00:07:24 --> 00:07:30 You have no information on their direction 118 00:07:26 --> 00:07:32 but you do know that the magnitude of one is four 119 00:07:29 --> 00:07:35 and the magnitude of the other is five. 120 00:07:30 --> 00:07:36 That's all you know. 121 00:07:32 --> 00:07:38 Then the magnitude of the sum vector could be nine 122 00:07:36 --> 00:07:42 if they are both in the same direction-- that's the maximum-- 123 00:07:38 --> 00:07:44 or it could be one, if they are in opposite directions. 124 00:07:41 --> 00:07:47 So then you have a whole range of possibilities 125 00:07:44 --> 00:07:50 because you do not know the direction. 126 00:07:47 --> 00:07:53 So the adding and the subtraction of vectors 127 00:07:50 --> 00:07:56 is way more complicated than just scalars. 128 00:07:55 --> 00:08:01 As we have seen, that the sum of vectors 129 00:07:59 --> 00:08:05 can be represented by one vector 130 00:08:02 --> 00:08:08 equally can we take one vector 131 00:08:05 --> 00:08:11 and we can replace it by the sum of others. 132 00:08:09 --> 00:08:15 And we call that "decomposition" of a vector. 133 00:08:12 --> 00:08:18 And that's going to be very important in 801 134 00:08:15 --> 00:08:21 and I want you to follow this, therefore, quite closely. 135 00:08:22 --> 00:08:28 I have a vector which is in three-dimensional space. 136 00:08:30 --> 00:08:36 This is my z axis... 137 00:08:35 --> 00:08:41 this is my x axis, y axis and z axis. 138 00:08:40 --> 00:08:46 This is the origin O and here is a point P 139 00:08:44 --> 00:08:50 and I have a vector OP-- that's the vector. 140 00:08:52 --> 00:08:58 And what I do now, I project this vector 141 00:08:55 --> 00:09:01 onto the three axes, x, y and z. 142 00:08:59 --> 00:09:05 So there we go. 143 00:09:00 --> 00:09:06 144 00:09:06 --> 00:09:12 Each one has her or his own method of doing this. 145 00:09:09 --> 00:09:15 146 00:09:17 --> 00:09:23 There we are. 147 00:09:19 --> 00:09:25 I call this vector vector A. 148 00:09:22 --> 00:09:28 149 00:09:28 --> 00:09:34 Now, this angle will be theta, and this angle will be phi. 150 00:09:33 --> 00:09:39 151 00:09:35 --> 00:09:41 Notice that the projection of A on the y axis has here 152 00:09:40 --> 00:09:46 a number which I call A of y. 153 00:09:42 --> 00:09:48 This number is A of x and this number here is A of z-- 154 00:09:47 --> 00:09:53 simply a projection of that vector onto the three axes. 155 00:09:52 --> 00:09:58 We now introduce what we call "unit vectors." 156 00:09:57 --> 00:10:03 Unit vectors are always pointing in the direction 157 00:09:59 --> 00:10:05 of the positive axis 158 00:10:01 --> 00:10:07 and the unit vector in the x direction is this one. 159 00:10:06 --> 00:10:12 It has a length one, and we write for it "x roof." 160 00:10:10 --> 00:10:16 "Roof" always means unit vector. 161 00:10:12 --> 00:10:18 And this is the unit vector in the y direction 162 00:10:17 --> 00:10:23 and this is the unit vector in the z direction. 163 00:10:24 --> 00:10:30 And now I'm going to rewrite vector A 164 00:10:28 --> 00:10:34 in terms of the three components that we have here. 165 00:10:32 --> 00:10:38 So the vector A, I'm going to write 166 00:10:35 --> 00:10:41 as "A of x times x roof, plus A of y times y roof 167 00:10:43 --> 00:10:49 plus A of z times z roof." 168 00:10:46 --> 00:10:52 And this A of x times x is really a vector 169 00:10:49 --> 00:10:55 that runs from the origin to this point. 170 00:10:52 --> 00:10:58 So we could put in that as a vector, if you want to. 171 00:10:55 --> 00:11:01 This makes it a vector. 172 00:10:57 --> 00:11:03 This is that vector. 173 00:10:59 --> 00:11:05 A of y times... oh, sorry, it is A of x, this one. 174 00:11:04 --> 00:11:10 A of y times y roof is this one 175 00:11:07 --> 00:11:13 and A of z times z roof is this one. 176 00:11:11 --> 00:11:17 And so these three green vectors added together 177 00:11:14 --> 00:11:20 are exactly identical to the vector OP 178 00:11:18 --> 00:11:24 so we have decomposed one vector into three directions. 179 00:11:22 --> 00:11:28 And we will see that very often, this is of great use in 801. 180 00:11:27 --> 00:11:33 The magnitude of the vector is 181 00:11:31 --> 00:11:37 the square root of Ax squared plus Ay squared plus Az squared 182 00:11:41 --> 00:11:47 and so we can take a simple example. 183 00:11:46 --> 00:11:52 For instance, I take a vector A-- 184 00:11:52 --> 00:11:58 this is just an example, to see this in action-- 185 00:11:56 --> 00:12:02 and we call A three X roof, 186 00:12:03 --> 00:12:09 so A of axis is three minus five y roof plus 6 Z roof 187 00:12:14 --> 00:12:20 so that means that it's three units in this direction 188 00:12:19 --> 00:12:25 it is five units in this direction-- 189 00:12:21 --> 00:12:27 in the minus y direction-- 190 00:12:23 --> 00:12:29 and six in the plus z direction. 191 00:12:25 --> 00:12:31 That makes up a vector and I call that vector A. 192 00:12:32 --> 00:12:38 What is the magnitude of that vector-- 193 00:12:34 --> 00:12:40 which I always write down with vertical bars-- 194 00:12:36 --> 00:12:42 if I put two bars on one side, that's always the magnitude 195 00:12:40 --> 00:12:46 or sometimes I simply leave the arrow off, 196 00:12:43 --> 00:12:49 but to be always on the safe side, I like this idea 197 00:12:46 --> 00:12:52 that you know it's really the magnitude 198 00:12:48 --> 00:12:54 becomes the scalar when you do that. 199 00:12:51 --> 00:12:57 So that would be the square root of three squared is nine 200 00:12:56 --> 00:13:02 five squared is 25, six squared is 36 201 00:13:00 --> 00:13:06 so that's the square root of 70. 202 00:13:03 --> 00:13:09 And suppose I asked you, "What is theta?" 203 00:13:07 --> 00:13:13 It's uniquely determined, of course. 204 00:13:08 --> 00:13:14 This vector is uniquely determined 205 00:13:10 --> 00:13:16 in three-dimensional space 206 00:13:11 --> 00:13:17 so you should be able to find phi and theta. 207 00:13:14 --> 00:13:20 Well, the cosine of theta... 208 00:13:16 --> 00:13:22 See, this angle here... 90 degrees projection. 209 00:13:20 --> 00:13:26 So the cosine of theta is A of z divided by A itself. 210 00:13:25 --> 00:13:31 So the cosine of theta equals A of z divided by A itself 211 00:13:31 --> 00:13:37 which in our case 212 00:13:33 --> 00:13:39 would be six divided by the square root of 70. 213 00:13:37 --> 00:13:43 And you can do fine. 214 00:13:39 --> 00:13:45 It's just simply a matter of manipulating some numbers. 215 00:13:45 --> 00:13:51 We now come to a much more difficult part of vectors 216 00:13:48 --> 00:13:54 and that is multiplication of vectors. 217 00:13:51 --> 00:13:57 218 00:13:59 --> 00:14:05 We're not going to need this until October, but I decided 219 00:14:05 --> 00:14:11 we might as well get it over with now. 220 00:14:07 --> 00:14:13 Now that we introduced vectors, you can add and subtract 221 00:14:09 --> 00:14:15 you might as well learn about multiplication. 222 00:14:11 --> 00:14:17 It's sort of, the job is done, it's like going to the dentist. 223 00:14:14 --> 00:14:20 It's a little painful, but it's good for you 224 00:14:16 --> 00:14:22 and when it's behind you, the pain disappears. 225 00:14:20 --> 00:14:26 So we're going to talk about multiplication of vectors 226 00:14:23 --> 00:14:29 something that will not come back until October 227 00:14:26 --> 00:14:32 and later in the course. 228 00:14:28 --> 00:14:34 There are two ways that we multiply vectors 229 00:14:31 --> 00:14:37 and one is called the "dot product" 230 00:14:35 --> 00:14:41 often also called the scalar product. 231 00:14:39 --> 00:14:45 A dot B, a fat dot, and that is defined as it is a scalar. 232 00:14:48 --> 00:14:54 A of x times B of x, just a number 233 00:14:51 --> 00:14:57 plus A of y times B of y-- that's another number-- 234 00:14:55 --> 00:15:01 plus A of z times B of z-- that's another number. 235 00:14:59 --> 00:15:05 It is a scalar. 236 00:15:01 --> 00:15:07 It has no longer a direction. 237 00:15:05 --> 00:15:11 That is the dot product. 238 00:15:08 --> 00:15:14 So that's method number one. 239 00:15:09 --> 00:15:15 That's completely legitimate and you can always use that. 240 00:15:13 --> 00:15:19 There is another way to find the dot product 241 00:15:16 --> 00:15:22 depending upon what you're being given-- 242 00:15:19 --> 00:15:25 how the problem is presented to you. 243 00:15:22 --> 00:15:28 If someone gives you the vector A and you have the vector B 244 00:15:31 --> 00:15:37 and you happen to know this angle between them, 245 00:15:34 --> 00:15:40 this angle theta-- 246 00:15:35 --> 00:15:41 which has nothing to do with that angle theta; 247 00:15:36 --> 00:15:42 it's the angle between the two-- 248 00:15:40 --> 00:15:46 then the dot product is also the following 249 00:15:46 --> 00:15:52 and you may make an attempt to prove that. 250 00:15:51 --> 00:15:57 You project the vector B on A. 251 00:15:55 --> 00:16:01 This is that projection. 252 00:15:58 --> 00:16:04 The length of this vector is B cosine theta. 253 00:16:04 --> 00:16:10 And then the dot product 254 00:16:06 --> 00:16:12 is the magnitude of A times the magnitude of B 255 00:16:11 --> 00:16:17 times the cosine of the angle theta. 256 00:16:13 --> 00:16:19 The two are completely identical. 257 00:16:16 --> 00:16:22 Now, you may ask me, you may say, 258 00:16:18 --> 00:16:24 "Gee, how do I know what theta is? 259 00:16:20 --> 00:16:26 "How do I know I should take theta this angle 260 00:16:22 --> 00:16:28 "or maybe I should take theta this angle? 261 00:16:25 --> 00:16:31 I mean, what angle is A making with B?" 262 00:16:27 --> 00:16:33 It makes no difference 263 00:16:28 --> 00:16:34 because the cosine of this angle here 264 00:16:31 --> 00:16:37 is the same as the cosine of 360 degrees minus theta 265 00:16:34 --> 00:16:40 so that makes no difference. 266 00:16:37 --> 00:16:43 Sometimes this is faster 267 00:16:38 --> 00:16:44 depending upon how the problem is presented to you; 268 00:16:40 --> 00:16:46 sometimes the other is faster. 269 00:16:44 --> 00:16:50 You can immediately see by looking at this-- 270 00:16:47 --> 00:16:53 it's easier to see than looking here-- 271 00:16:49 --> 00:16:55 that the dot product can be larger than zero 272 00:16:53 --> 00:16:59 it can be equal to zero and it can be smaller than zero. 273 00:16:56 --> 00:17:02 A and B are, by definition, always positive. 274 00:16:59 --> 00:17:05 They are a magnitude. 275 00:17:02 --> 00:17:08 That's always determined by the cosine of theta. 276 00:17:04 --> 00:17:10 If the cosine of theta is larger than zero, 277 00:17:06 --> 00:17:12 well, then it's larger than zero. 278 00:17:08 --> 00:17:14 The cosine of theta can be zero. 279 00:17:10 --> 00:17:16 If the angle for theta is pi over two-- 280 00:17:14 --> 00:17:20 in other words, if the two vectors 281 00:17:15 --> 00:17:21 are perpendicular to each other-- 282 00:17:16 --> 00:17:22 then the dot product is zero, and if this angle theta 283 00:17:20 --> 00:17:26 is between 90 degrees and 180 degrees 284 00:17:23 --> 00:17:29 then the cosine is negative. 285 00:17:26 --> 00:17:32 We will see that at work, no pun implied 286 00:17:29 --> 00:17:35 when we're going to deal with work in physics. 287 00:17:32 --> 00:17:38 You will see that we can do positive work 288 00:17:34 --> 00:17:40 and we can do negative work 289 00:17:36 --> 00:17:42 and that has to do with this dot product. 290 00:17:38 --> 00:17:44 Work and energy are dot products. 291 00:17:43 --> 00:17:49 I could do an extremely simple example with you; 292 00:17:48 --> 00:17:54 the simplest that I can think of. 293 00:17:51 --> 00:17:57 Perhaps it's almost an insult-- it's not meant that way. 294 00:17:56 --> 00:18:02 Suppose we have A dot B 295 00:18:01 --> 00:18:07 and A is the one that you really have on the blackboard there. 296 00:18:06 --> 00:18:12 Right here, that's A. 297 00:18:08 --> 00:18:14 But B is just two y roof. 298 00:18:14 --> 00:18:20 Two y roof, that's all it is. 299 00:18:19 --> 00:18:25 Well, what is A dot B? 300 00:18:21 --> 00:18:27 A dot B... there's no x component of B 301 00:18:26 --> 00:18:32 so that becomes zero, this term becomes zero. 302 00:18:29 --> 00:18:35 There is only a y component of B 303 00:18:31 --> 00:18:37 so it is minus five times plus two 304 00:18:35 --> 00:18:41 so I get minus ten, because there was no z component. 305 00:18:39 --> 00:18:45 Simple as that, so it's minus ten. 306 00:18:43 --> 00:18:49 I can give you another example, example two. 307 00:18:48 --> 00:18:54 Suppose A itself is the unit vector in the y direction 308 00:18:53 --> 00:18:59 and B is the unit vector in the z direction. 309 00:18:59 --> 00:19:05 Then A dot B is what? 310 00:19:05 --> 00:19:11 I want to hear it loud and clear. 311 00:19:07 --> 00:19:13 CLASS: Zero. 312 00:19:08 --> 00:19:14 LEWIN: Yeah! Zero. 313 00:19:10 --> 00:19:16 It is zero-- you don't even have to think about anything. 314 00:19:13 --> 00:19:19 You know that these two are at 90 degrees. 315 00:19:15 --> 00:19:21 If you want to waste your time 316 00:19:17 --> 00:19:23 and want to substitute it in here 317 00:19:19 --> 00:19:25 you will see that it comes out to be zero. 318 00:19:21 --> 00:19:27 It should work, because clearly A of y means 319 00:19:24 --> 00:19:30 that this... this is one. 320 00:19:28 --> 00:19:34 That's what it means. 321 00:19:29 --> 00:19:35 And B is z, that means that B of z... this is one 322 00:19:33 --> 00:19:39 and all the others do not exist. 323 00:19:36 --> 00:19:42 Well, I wish you luck with that and we now go 324 00:19:39 --> 00:19:45 to a way more difficult part of multiplication 325 00:19:43 --> 00:19:49 and that is vector multiplication 326 00:19:46 --> 00:19:52 which is called "the vector product." 327 00:19:52 --> 00:19:58 Or also called... most of the time 328 00:19:54 --> 00:20:00 I refer to it as "the cross product." 329 00:19:58 --> 00:20:04 The cross product is written like so: A cross B equals C. 330 00:20:06 --> 00:20:12 It's a cross, very clear cross. 331 00:20:10 --> 00:20:16 And I will tell you how I remember... 332 00:20:12 --> 00:20:18 that is, method number one. 333 00:20:13 --> 00:20:19 I'm going to teach you-- just like with the dot product-- 334 00:20:15 --> 00:20:21 two methods. 335 00:20:16 --> 00:20:22 I will tell you method number one 336 00:20:18 --> 00:20:24 which is the one that always works. 337 00:20:20 --> 00:20:26 It's time-consuming, but it always works. 338 00:20:23 --> 00:20:29 You write down here a matrix with three rows. 339 00:20:27 --> 00:20:33 The first row is x roof, y roof, z roof. 340 00:20:33 --> 00:20:39 The second one is A of x, A of y, A of z. 341 00:20:38 --> 00:20:44 It's important, if A is here first 342 00:20:40 --> 00:20:46 that that second row must be A and the third row is then B. 343 00:20:45 --> 00:20:51 B of x, B of y, B of z. 344 00:20:49 --> 00:20:55 So these six are numbers and these are the unit vectors. 345 00:20:54 --> 00:21:00 I repeat this here verbatim-- 346 00:21:00 --> 00:21:06 you will see in a minute why I need that-- 347 00:21:07 --> 00:21:13 and I will do the same here. 348 00:21:09 --> 00:21:15 349 00:21:17 --> 00:21:23 Okay, and now comes the recipe. 350 00:21:19 --> 00:21:25 You take... you go from the upper left-hand corner 351 00:21:24 --> 00:21:30 to the one in this direction. 352 00:21:28 --> 00:21:34 You multiply them, all three, and that's a plus sign. 353 00:21:32 --> 00:21:38 So you get Ay... so C 354 00:21:35 --> 00:21:41 which is A cross B equals Ay, times Bz, times the x roof-- 355 00:21:45 --> 00:21:51 but I'm not going to put the x roof in yet-- 356 00:21:48 --> 00:21:54 because I have to subtract this one... minus sign 357 00:21:55 --> 00:22:01 which has Az By 358 00:21:58 --> 00:22:04 so it is minus Az By, and that is in the direction x. 359 00:22:07 --> 00:22:13 The next one is this one. 360 00:22:11 --> 00:22:17 Az Bx... 361 00:22:17 --> 00:22:23 minus this one 362 00:22:23 --> 00:22:29 Ax Bz 363 00:22:29 --> 00:22:35 in the direction y. 364 00:22:32 --> 00:22:38 And last but not least 365 00:22:35 --> 00:22:41 Ax By... 366 00:22:42 --> 00:22:48 minus Ay Bx... 367 00:22:52 --> 00:22:58 in the direction of the unit vector z. 368 00:22:59 --> 00:23:05 So this part here is what we call "C of x". 369 00:23:04 --> 00:23:10 It's the x component of this vector 370 00:23:07 --> 00:23:13 and this we can call "C of y" and this we can call "C of z." 371 00:23:13 --> 00:23:19 So we can also write that vector, then, 372 00:23:16 --> 00:23:22 that C equals C of x, x roof, plus C of y, y roof 373 00:23:23 --> 00:23:29 plus C of z, z roof. 374 00:23:27 --> 00:23:33 Cross product of A and B. 375 00:23:31 --> 00:23:37 We will have lots of exercises, 376 00:23:33 --> 00:23:39 lots of chances you will have on assignment, too 377 00:23:36 --> 00:23:42 to play with this a little bit. 378 00:23:37 --> 00:23:43 Now comes my method number two and method number two is, again 379 00:23:42 --> 00:23:48 as we had with the dot product, is a geometrical method. 380 00:23:51 --> 00:23:57 Let me try to work on this board in between. 381 00:23:56 --> 00:24:02 If you know vector A and you know vector B 382 00:24:05 --> 00:24:11 and you know that the angle is theta 383 00:24:08 --> 00:24:14 then the cross product, C, equals A cross B 384 00:24:14 --> 00:24:20 is the magnitude of A times the magnitude of B 385 00:24:19 --> 00:24:25 times the sine of theta 386 00:24:21 --> 00:24:27 not the cosine of theta as we had before with the dot product. 387 00:24:25 --> 00:24:31 It is the sine of theta. 388 00:24:29 --> 00:24:35 So you can really immediately see that this will be zero 389 00:24:32 --> 00:24:38 if theta is either zero degrees or 180 degrees 390 00:24:36 --> 00:24:42 whereas the dot product was zero 391 00:24:37 --> 00:24:43 when the angle between them was 90 degrees. 392 00:24:43 --> 00:24:49 This number can be larger than zero 393 00:24:45 --> 00:24:51 if the sine theta is larger than zero. 394 00:24:46 --> 00:24:52 It can also be smaller than zero. 395 00:24:48 --> 00:24:54 Now we only have the magnitude of the vector 396 00:24:51 --> 00:24:57 and now comes the hardest part. 397 00:24:53 --> 00:24:59 What is the direction of the vector? 398 00:24:55 --> 00:25:01 And that is something 399 00:24:57 --> 00:25:03 that you have to engrave in your mind and not forget. 400 00:25:01 --> 00:25:07 The direction is found as follows. 401 00:25:04 --> 00:25:10 You take A, because it's first mentioned 402 00:25:08 --> 00:25:14 and you rotate A over the shortest possible angle to B. 403 00:25:13 --> 00:25:19 If you had in your hand a corkscrew-- 404 00:25:15 --> 00:25:21 and I will show that in a minute-- 405 00:25:16 --> 00:25:22 then you turn the corkscrew as seen from your seats clockwise 406 00:25:20 --> 00:25:26 and the corkscrew would go into the blackboard. 407 00:25:23 --> 00:25:29 And if the corkscrew goes into the blackboard 408 00:25:25 --> 00:25:31 you will see the tail of the vector 409 00:25:27 --> 00:25:33 and you will see a cross, little plus sign 410 00:25:30 --> 00:25:36 and therefore we put that like so. 411 00:25:34 --> 00:25:40 A cross product is always perpendicular to both A and B 412 00:25:40 --> 00:25:46 but it leaves you with two choices: 413 00:25:41 --> 00:25:47 It can either come out of the blackboard 414 00:25:43 --> 00:25:49 or it can go in the blackboard 415 00:25:46 --> 00:25:52 and I just told you which convention to use. 416 00:25:50 --> 00:25:56 And I want to show that to you 417 00:25:52 --> 00:25:58 in a way that may appeal to you more. 418 00:25:56 --> 00:26:02 This is what I have used before 419 00:25:59 --> 00:26:05 on my television help sessions 420 00:26:05 --> 00:26:11 that I have given at MIT. 421 00:26:07 --> 00:26:13 I have an apple-- not an apple... 422 00:26:08 --> 00:26:14 This is a tomato-- not a tomato... 423 00:26:10 --> 00:26:16 It's a potato. 424 00:26:11 --> 00:26:17 (class laughs ) 425 00:26:12 --> 00:26:18 I have a potato here and here is a corkscrew. 426 00:26:15 --> 00:26:21 Here is a corkscrew. 427 00:26:17 --> 00:26:23 I'm going to turn the corkscrew 428 00:26:19 --> 00:26:25 as seen from your side, clockwise. 429 00:26:22 --> 00:26:28 And you'll see that the corkscrew goes into the potato 430 00:26:29 --> 00:26:35 in -- that's the direction, then, of the vector. 431 00:26:33 --> 00:26:39 If we had B cross A, then you take B in your hands 432 00:26:38 --> 00:26:44 and you rotate it over the shortest angle to A. 433 00:26:40 --> 00:26:46 Now you have to rotate counterclockwise 434 00:26:43 --> 00:26:49 and when you rotate counterclockwise 435 00:26:45 --> 00:26:51 the corkscrew comes to you-- there you go-- 436 00:26:48 --> 00:26:54 and so the vector is now pointing in this direction. 437 00:26:51 --> 00:26:57 And if the vector is pointing towards you 438 00:26:54 --> 00:27:00 then we would indicate that with a circle and a dot. 439 00:26:58 --> 00:27:04 In other words, for this vector 440 00:27:00 --> 00:27:06 B cross A would have exactly the same magnitude-- 441 00:27:04 --> 00:27:10 no difference-- but it would be coming out of the blackboard. 442 00:27:09 --> 00:27:15 In other words, A cross B equals minus B cross A 443 00:27:21 --> 00:27:27 whereas A dot B is the same as B dot A. 444 00:27:25 --> 00:27:31 We will encounter cross products when we deal with torques 445 00:27:29 --> 00:27:35 and when we deal with angular momentum 446 00:27:31 --> 00:27:37 which is not the easiest part of 801. 447 00:27:35 --> 00:27:41 Let's take an extremely simple example. 448 00:27:39 --> 00:27:45 Again, I don't mean to insult you with such a simple example 449 00:27:44 --> 00:27:50 but you will get chances, 450 00:27:46 --> 00:27:52 more advanced chances on your assignment. 451 00:27:49 --> 00:27:55 Suppose I gave to vector A this x roof. 452 00:27:54 --> 00:28:00 It's a unit vector in the x direction. 453 00:27:57 --> 00:28:03 That means A of x is one 454 00:28:00 --> 00:28:06 and A of y is zero and A of z is zero. 455 00:28:04 --> 00:28:10 And suppose B is y roof. 456 00:28:09 --> 00:28:15 That means B of y is one 457 00:28:13 --> 00:28:19 and B of x is zero and B of z is zero. 458 00:28:17 --> 00:28:23 What, now, is the dot product, the cross product, A cross B? 459 00:28:23 --> 00:28:29 460 00:28:26 --> 00:28:32 Well, you can apply that recipe 461 00:28:31 --> 00:28:37 but it's much easier to go 462 00:28:34 --> 00:28:40 to the x, y, z axes that we have here. 463 00:28:39 --> 00:28:45 A was in the x direction, the unit vector 464 00:28:41 --> 00:28:47 and B in the y direction. 465 00:28:44 --> 00:28:50 I take A in my hand, I rotate over the smallest angle 466 00:28:47 --> 00:28:53 which is 90 degrees to y, and my corkscrew will go up. 467 00:28:51 --> 00:28:57 So I know the whole thing already. 468 00:28:53 --> 00:28:59 I know that this cross product must be z roof. 469 00:28:58 --> 00:29:04 The magnitude must be one. 470 00:29:00 --> 00:29:06 That's immediately clear. 471 00:29:01 --> 00:29:07 But I immediately have the direction 472 00:29:04 --> 00:29:10 by using the corkscrew rule. 473 00:29:06 --> 00:29:12 Now if you're very smart 474 00:29:09 --> 00:29:15 you may say, "Aha! You find plus z 475 00:29:14 --> 00:29:20 "only because you have used this coordinate system. 476 00:29:16 --> 00:29:22 "If this axis had been x, and this one had been y 477 00:29:22 --> 00:29:28 "then the cross product of x and y would be 478 00:29:24 --> 00:29:30 in the minus z direction." 479 00:29:26 --> 00:29:32 Yeah, you're right. 480 00:29:28 --> 00:29:34 But if you ever do that, I willkill you! 481 00:29:31 --> 00:29:37 (class laughs ) 482 00:29:32 --> 00:29:38 You will always, always have to work 483 00:29:34 --> 00:29:40 with what we call "a right- handed coordinate system." 484 00:29:38 --> 00:29:44 And a right-handed coordinate system, by definition 485 00:29:41 --> 00:29:47 is one whereby the cross product 486 00:29:44 --> 00:29:50 of x with y is z and not y minus z. 487 00:29:48 --> 00:29:54 So whenever you get, in the future, involved 488 00:29:50 --> 00:29:56 with cross products and torques and angular momentum 489 00:29:52 --> 00:29:58 always make yourself an xyz diagram 490 00:29:56 --> 00:30:02 for which x cross y is z. 491 00:29:59 --> 00:30:05 Never, ever make it such that x cross y is minus z. 492 00:30:02 --> 00:30:08 You're going to hang yourself. 493 00:30:04 --> 00:30:10 For one thing, that wouldn't work anymore. 494 00:30:08 --> 00:30:14 So be very, very careful. 495 00:30:10 --> 00:30:16 You must work... if you use the right-hand corkscrew rule 496 00:30:12 --> 00:30:18 make sure you work with the right-handed coordinate system. 497 00:30:19 --> 00:30:25 All right, now the worst part is over. 498 00:30:24 --> 00:30:30 And now I would like to write down for you... 499 00:30:30 --> 00:30:36 We pick up some of the fruits now 500 00:30:33 --> 00:30:39 although it will penetrate slowly. 501 00:30:36 --> 00:30:42 I want to write down for you equations for a moving particle 502 00:30:42 --> 00:30:48 a moving object in three-dimensional space-- 503 00:30:48 --> 00:30:54 very complicated motion 504 00:30:49 --> 00:30:55 which I can hardly imagine what it's like. 505 00:30:55 --> 00:31:01 It is a point that is going to move around in space 506 00:30:59 --> 00:31:05 and it is this point P 507 00:31:02 --> 00:31:08 this point P is going to move around in space 508 00:31:05 --> 00:31:11 and I call this vector OP, I call that now vector r 509 00:31:11 --> 00:31:17 and I give it a sub-index t 510 00:31:13 --> 00:31:19 which indicates it's changing with time. 511 00:31:16 --> 00:31:22 I call this location A of y, I am going to call that y of t. 512 00:31:21 --> 00:31:27 It's changing with time. 513 00:31:23 --> 00:31:29 I call this x of t-- it's going to change with time-- 514 00:31:26 --> 00:31:32 and I call this point z of t 515 00:31:29 --> 00:31:35 which is going to change with time 516 00:31:31 --> 00:31:37 because point P is going to move. 517 00:31:34 --> 00:31:40 And so I'm going to write down the vector r 518 00:31:38 --> 00:31:44 in its most general form that I can do that. 519 00:31:41 --> 00:31:47 R, which changes with time 520 00:31:43 --> 00:31:49 is now x of t-- which is the same as a over x there, before-- 521 00:31:49 --> 00:31:55 times x roof plus y of t, 522 00:31:55 --> 00:32:01 y roof plus z of t, z roof. 523 00:32:00 --> 00:32:06 I have decomposed my vector r into three independent vectors. 524 00:32:06 --> 00:32:12 Each one of those change with time. 525 00:32:10 --> 00:32:16 What is the velocity of this particle? 526 00:32:12 --> 00:32:18 Well, the velocity is the first derivative of the position 527 00:32:18 --> 00:32:24 so that it is dr dt. 528 00:32:22 --> 00:32:28 So there we go-- first the derivative of this one 529 00:32:26 --> 00:32:32 which is dx dt, x roof. 530 00:32:30 --> 00:32:36 I am going to write for dx dt "x dot," because I am lazy 531 00:32:36 --> 00:32:42 and I am going to write for d2x dt squared, "x double dots." 532 00:32:41 --> 00:32:47 It's often done, but not in your book. 533 00:32:43 --> 00:32:49 But it is a notation that I will often use 534 00:32:45 --> 00:32:51 because otherwise the equations look so clumsy. 535 00:32:48 --> 00:32:54 Plus y dot times y roof plus z dot times z roof. 536 00:32:56 --> 00:33:02 So z dot is the dz/dt. 537 00:32:59 --> 00:33:05 What is the acceleration as a function of time? 538 00:33:02 --> 00:33:08 Well, the acceleration as a function of time 539 00:33:05 --> 00:33:11 equals dv/dt. 540 00:33:08 --> 00:33:14 So that's the section derivative of x versus time 541 00:33:12 --> 00:33:18 and so that becomes x double dot times x roof 542 00:33:17 --> 00:33:23 plus y double dot times y roof plus z double dot times z roof. 543 00:33:26 --> 00:33:32 And look what we have now accomplished. 544 00:33:30 --> 00:33:36 It looks like minor, but it's going to be big later on. 545 00:33:33 --> 00:33:39 We have a point P going in three-dimensional space 546 00:33:38 --> 00:33:44 and here we have the entire behavior of the object 547 00:33:44 --> 00:33:50 as it moves its projection along the x axis. 548 00:33:49 --> 00:33:55 This is the position, this is its velocity 549 00:33:53 --> 00:33:59 and this is its acceleration. 550 00:33:55 --> 00:34:01 And here you can see the entire behavior on the z axis. 551 00:34:01 --> 00:34:07 This is the position on the z axis 552 00:34:03 --> 00:34:09 this is the velocity component in the z direction 553 00:34:05 --> 00:34:11 and this is the acceleration on the z axis. 554 00:34:08 --> 00:34:14 And here you have the y. 555 00:34:09 --> 00:34:15 In other words, we have now... the three-dimensional motion 556 00:34:13 --> 00:34:19 we have cut into three one-dimensional motions. 557 00:34:19 --> 00:34:25 This is a one-dimensional motion. 558 00:34:21 --> 00:34:27 This is behavior only along the x axis 559 00:34:24 --> 00:34:30 and this is a behavior only along the y axis 560 00:34:26 --> 00:34:32 and this is a behavior only along the z axis 561 00:34:29 --> 00:34:35 and the three together make up 562 00:34:33 --> 00:34:39 the actual motion of that particle. 563 00:34:37 --> 00:34:43 What have we gained now? 564 00:34:38 --> 00:34:44 It looks like... this looks like a mathematical zoo. 565 00:34:41 --> 00:34:47 You would say, "Well, if this is what it is going to be like 566 00:34:44 --> 00:34:50 it's going to be hell." 567 00:34:45 --> 00:34:51 Well, not quite-- 568 00:34:49 --> 00:34:55 in fact, it's going to help you a great deal. 569 00:34:53 --> 00:34:59 First of all, if I throw up a tennis ball in class 570 00:34:56 --> 00:35:02 like this, then the whole trajectory is... 571 00:35:02 --> 00:35:08 the whole trajectory is in one plane 572 00:35:04 --> 00:35:10 in the vertical plane. 573 00:35:06 --> 00:35:12 So even though it is in three dimensions 574 00:35:08 --> 00:35:14 we can always represent it by two axes, by two dimensionally 575 00:35:12 --> 00:35:18 a y axis and an x axis 576 00:35:14 --> 00:35:20 so already the three-dimensional problem 577 00:35:16 --> 00:35:22 often becomes a two-dimensional problem. 578 00:35:20 --> 00:35:26 We will, with great success, analyze these trajectories 579 00:35:25 --> 00:35:31 by decomposing this very complicated motion. 580 00:35:28 --> 00:35:34 Imagine what an incredibly complicated arc that is 581 00:35:31 --> 00:35:37 and yet we are going to decompose it 582 00:35:33 --> 00:35:39 into a motion in the x direction 583 00:35:36 --> 00:35:42 which lives a life of its own 584 00:35:38 --> 00:35:44 independent of the motion in the y direction 585 00:35:40 --> 00:35:46 which lives a life ofits own 586 00:35:42 --> 00:35:48 and, of course, you always have to combine the two 587 00:35:44 --> 00:35:50 to know what the particle is doing. 588 00:35:51 --> 00:35:57 We know the equations so well from our last lecture 589 00:35:56 --> 00:36:02 from one-dimensional motion with constant acceleration. 590 00:36:03 --> 00:36:09 The first line tells you 591 00:36:04 --> 00:36:10 what the x position is as a function of time. 592 00:36:07 --> 00:36:13 The index t tells you that it is changing with time. 593 00:36:11 --> 00:36:17 It is the position at t equals zero 594 00:36:13 --> 00:36:19 plus the velocity at t equals zero 595 00:36:16 --> 00:36:22 times t plus one-half ax t squared 596 00:36:19 --> 00:36:25 if there is an acceleration in the x direction. 597 00:36:21 --> 00:36:27 The velocity immediately comes 598 00:36:23 --> 00:36:29 from taking the derivative of this function 599 00:36:25 --> 00:36:31 and the acceleration comes 600 00:36:26 --> 00:36:32 from taking the derivative of this function. 601 00:36:29 --> 00:36:35 Now, if we have a motion which is more complicated-- 602 00:36:34 --> 00:36:40 which reaches out to two or three dimensions-- 603 00:36:37 --> 00:36:43 we can decompose the motion in three perpendicular axes 604 00:36:41 --> 00:36:47 and you can replace every x here by a y 605 00:36:44 --> 00:36:50 which gives you the entire behavior in the y direction 606 00:36:48 --> 00:36:54 and if you want to know the behavior in the z direction 607 00:36:50 --> 00:36:56 you replace every x here by z 608 00:36:53 --> 00:36:59 and then you have decomposed the motion in three directions. 609 00:36:59 --> 00:37:05 Each of them are linear. 610 00:37:04 --> 00:37:10 And that's what I want to do now. 611 00:37:06 --> 00:37:12 I'm going to throw up an object, golf ball or an apple in 26.100 612 00:37:21 --> 00:37:27 and we know that it's in the vertical plane, so we have... 613 00:37:24 --> 00:37:30 we only deal with a two-dimensional problem 614 00:37:27 --> 00:37:33 this being... 615 00:37:29 --> 00:37:35 I call this my x axis and I'm going to call this my y axis. 616 00:37:35 --> 00:37:41 I call this increasing value of x 617 00:37:38 --> 00:37:44 and I call this increasing value of y. 618 00:37:42 --> 00:37:48 I could have calledthis increasing value of y. 619 00:37:45 --> 00:37:51 Today I have decided to call this increasing value of y. 620 00:37:49 --> 00:37:55 I am free in that choice. 621 00:37:52 --> 00:37:58 I throw up an object at a certain angle 622 00:37:56 --> 00:38:02 and I see a motion like this-- boing!-- 623 00:37:59 --> 00:38:05 and it comes back to the ground. 624 00:38:04 --> 00:38:10 My initial speed when I threw it was v zero 625 00:38:12 --> 00:38:18 and the angle here is alpha. 626 00:38:16 --> 00:38:22 The x component of that initial velocity 627 00:38:22 --> 00:38:28 is v zero cosine alpha 628 00:38:26 --> 00:38:32 and the y component equals v zero sine alpha. 629 00:38:33 --> 00:38:39 So that's the "begins" velocity of the x direction. 630 00:38:37 --> 00:38:43 This is the "begins" velocity in the y direction. 631 00:38:41 --> 00:38:47 A little later in time, that object is here at point P 632 00:38:51 --> 00:38:57 and this is now the position vector 633 00:38:54 --> 00:39:00 which we have called r of t, it's this vector. 634 00:39:02 --> 00:39:08 That's the vector that is moving through space. 635 00:39:06 --> 00:39:12 At this moment in time, x of t is here 636 00:39:12 --> 00:39:18 and at this moment in time, y of t is here. 637 00:39:22 --> 00:39:28 And now you're going to see, for the first time 638 00:39:26 --> 00:39:32 the big gain by the way that we have divided the two axes 639 00:39:33 --> 00:39:39 which live an independent life. 640 00:39:35 --> 00:39:41 First x. 641 00:39:37 --> 00:39:43 I want to know everything about x that there has to be known. 642 00:39:40 --> 00:39:46 I want to know where it is at any moment in time 643 00:39:44 --> 00:39:50 velocity and the acceleration, only in x. 644 00:39:48 --> 00:39:54 First I want to know that at t = 0. 645 00:39:53 --> 00:39:59 Well, at t = 0, I look there 646 00:39:56 --> 00:40:02 X zero-- that's the, I can choose that to be zero. 647 00:40:00 --> 00:40:06 So I can say x zero is zero, that's my free choice. 648 00:40:04 --> 00:40:10 Now I need v zero x-- what is the velocity? 649 00:40:08 --> 00:40:14 The velocity at t = 0, which we have called v zero x 650 00:40:13 --> 00:40:19 is this velocity-- v zero cosine alpha. 651 00:40:17 --> 00:40:23 And it's not going to change. 652 00:40:20 --> 00:40:26 Why is it not going to change? 653 00:40:22 --> 00:40:28 Because there is no a of x, so this term here is zero 654 00:40:29 --> 00:40:35 we only have this one. 655 00:40:30 --> 00:40:36 So at all moments in time 656 00:40:32 --> 00:40:38 the velocity in the x direction is v zero cosine alpha 657 00:40:36 --> 00:40:42 and the a of x equals zero. 658 00:40:40 --> 00:40:46 659 00:40:43 --> 00:40:49 Now I want to do the same in the x direction for time t. 660 00:40:50 --> 00:40:56 Well, at time t, I look there at the first equation. 661 00:40:55 --> 00:41:01 There it is-- x zero is zero. 662 00:40:58 --> 00:41:04 I know v zero x, that is v zero cosine alpha 663 00:41:03 --> 00:41:09 so x of t is v zero cosine alpha times t 664 00:41:09 --> 00:41:15 but there is no acceleration, so that's it. 665 00:41:13 --> 00:41:19 What is vx of t? 666 00:41:16 --> 00:41:22 The velocity in the x direction at any moment in time. 667 00:41:20 --> 00:41:26 That is that equation, that is simply v zero x. 668 00:41:24 --> 00:41:30 It is not changing in time 669 00:41:26 --> 00:41:32 because there is no acceleration. 670 00:41:29 --> 00:41:35 So the initial velocity at t zero is the same 671 00:41:32 --> 00:41:38 as t seconds later and the acceleration is zero. 672 00:41:36 --> 00:41:42 Now we're going to do this for the y direction. 673 00:41:42 --> 00:41:48 And now you begin to see the gain for the decomposition. 674 00:41:46 --> 00:41:52 In the y direction, we change the x by y 675 00:41:51 --> 00:41:57 and so we do it first at t = 0. 676 00:41:55 --> 00:42:01 So look there. 677 00:41:57 --> 00:42:03 This becomes y zero-- I call that zero. 678 00:42:00 --> 00:42:06 I can always call my origin zero. 679 00:42:03 --> 00:42:09 I get v zero y times t. 680 00:42:06 --> 00:42:12 Well, v zero y is this quantity 681 00:42:09 --> 00:42:15 is v zero sine alpha, v zero sine alpha. 682 00:42:19 --> 00:42:25 This is v zero sine alpha. 683 00:42:20 --> 00:42:26 That is the velocity at time zero, and this is zero. 684 00:42:25 --> 00:42:31 At time zero... this is zero at time zero. 685 00:42:30 --> 00:42:36 What is the acceleration in the y direction at time zero? 686 00:42:37 --> 00:42:43 What is the acceleration? That has to do with gravity. 687 00:42:40 --> 00:42:46 There is no acceleration in the x direction 688 00:42:43 --> 00:42:49 but you better believe that there is one in the y direction. 689 00:42:45 --> 00:42:51 So only when we deal with the y equations 690 00:42:48 --> 00:42:54 does this acceleration come in-- 691 00:42:50 --> 00:42:56 not at all when we deal with the x direction. 692 00:42:53 --> 00:42:59 Well, if we call the acceleration due to gravity 693 00:42:55 --> 00:43:01 g equals plus 9.80, and I always call it g 694 00:43:02 --> 00:43:08 what would be the acceleration in the y direction 695 00:43:04 --> 00:43:10 given the fact that I call this increasing value of y? 696 00:43:08 --> 00:43:14 CLASS: Minus 9.8. 697 00:43:12 --> 00:43:18 LEWIN: Minus 9.8, which I will also say 698 00:43:15 --> 00:43:21 always call minus g because my g is always positive. 699 00:43:18 --> 00:43:24 So it is minus g. 700 00:43:22 --> 00:43:28 So that tells the story of t equals zero in the y direction 701 00:43:26 --> 00:43:32 and now we have to complete it at time t equals t. 702 00:43:31 --> 00:43:37 At time t equals t, we have the first line there. 703 00:43:36 --> 00:43:42 Y zero is zero. 704 00:43:38 --> 00:43:44 So we have y as a function of time, y zero is zero 705 00:43:42 --> 00:43:48 so we don't have to work with that. 706 00:43:45 --> 00:43:51 Where is my... so this is zero, so I get v zero y times t 707 00:43:50 --> 00:43:56 so I get v zero sine alpha times t 708 00:43:58 --> 00:44:04 plus one-half, but it is minus one-half g t squared 709 00:44:05 --> 00:44:11 and now I get the velocity in the y direction at time t-- 710 00:44:09 --> 00:44:15 that is my second line. 711 00:44:11 --> 00:44:17 That is going to be v zero sine alpha minus g t 712 00:44:19 --> 00:44:25 and the acceleration in the y direction at any moment in time 713 00:44:23 --> 00:44:29 equals minus g. 714 00:44:25 --> 00:44:31 And now I have done all I can 715 00:44:27 --> 00:44:33 to completely decompose this complicated motion 716 00:44:31 --> 00:44:37 into two entirely independent one-dimensional motions. 717 00:44:36 --> 00:44:42 And the next lecture 718 00:44:38 --> 00:44:44 we're going to use this again and again and again and again. 719 00:44:41 --> 00:44:47 This lecture is not over yet but I want you to know 720 00:44:44 --> 00:44:50 that this is what we're going to apply 721 00:44:46 --> 00:44:52 for many lectures to come-- 722 00:44:47 --> 00:44:53 the decomposition of a complicated trajectory 723 00:44:51 --> 00:44:57 into two simple ones. 724 00:44:55 --> 00:45:01 Now, when you look at this 725 00:44:57 --> 00:45:03 there is something quite remarkable 726 00:44:59 --> 00:45:05 and the remarkable thing 727 00:45:01 --> 00:45:07 is that the velocity in the x direction 728 00:45:03 --> 00:45:09 throughout this whole trajectory-- 729 00:45:05 --> 00:45:11 if there is no air draft, if there is no friction-- 730 00:45:07 --> 00:45:13 is not changing. 731 00:45:09 --> 00:45:15 It's only the velocity in the y direction that is changing. 732 00:45:13 --> 00:45:19 It means if I throw up this golf ball-- 733 00:45:15 --> 00:45:21 I throw it up like this-- 734 00:45:17 --> 00:45:23 and it has a certain component in x direction 735 00:45:19 --> 00:45:25 a certain velocity 736 00:45:21 --> 00:45:27 if I move myself with exactly that same velocity-- 737 00:45:24 --> 00:45:30 with exactly the same horizontal velocity-- 738 00:45:27 --> 00:45:33 I could catch the ball here. 739 00:45:28 --> 00:45:34 It would have to come back exactly in my hands. 740 00:45:31 --> 00:45:37 That is because there is only an acceleration in the y direction 741 00:45:36 --> 00:45:42 but the motion in the y direction 742 00:45:38 --> 00:45:44 is completely independent of the x direction. 743 00:45:41 --> 00:45:47 The x direction doesn't even know 744 00:45:43 --> 00:45:49 what's going on with the y direction. 745 00:45:45 --> 00:45:51 In the x direction, if I throw an object like this 746 00:45:48 --> 00:45:54 the x direction simply, very boringly, 747 00:45:51 --> 00:45:57 moves with a constant velocity. 748 00:45:54 --> 00:46:00 There is no time dependence. 749 00:45:57 --> 00:46:03 And the y direction, on its own, does its own thing. 750 00:46:00 --> 00:46:06 It goes up, comes to a halt and it stops. 751 00:46:04 --> 00:46:10 And, of course, the actual motion is the sum 752 00:46:07 --> 00:46:13 the superposition of the two. 753 00:46:11 --> 00:46:17 We have tried to find a way 754 00:46:13 --> 00:46:19 to demonstrate this quite bizarre behavior 755 00:46:18 --> 00:46:24 which is not so intuitive. 756 00:46:20 --> 00:46:26 That the x direction really lives a life of its own. 757 00:46:24 --> 00:46:30 And the way we want to do that is as follows. 758 00:46:31 --> 00:46:37 We have here a golf ball 759 00:46:34 --> 00:46:40 a gun we can shoot up the golf ball 760 00:46:39 --> 00:46:45 and we do that in such a way 761 00:46:41 --> 00:46:47 that the golf ball, if we do it correctly 762 00:46:45 --> 00:46:51 exactly comes back here. 763 00:46:48 --> 00:46:54 That's not easy-- that takes hours and hours of adjustments. 764 00:46:52 --> 00:46:58 The golf ball goes up and comes back here. 765 00:46:57 --> 00:47:03 Not here, not here, not there-- that's easy. 766 00:47:00 --> 00:47:06 You can shoot it up a little at an angle 767 00:47:02 --> 00:47:08 and the golf ball will come back here. 768 00:47:05 --> 00:47:11 Once we have achieved that-- 769 00:47:07 --> 00:47:13 that the golf ball will come back there-- 770 00:47:09 --> 00:47:15 then I'm going to give this cart a push 771 00:47:13 --> 00:47:19 and the moment that it passes through this switch 772 00:47:17 --> 00:47:23 the golf ball will fire 773 00:47:19 --> 00:47:25 so that the golf ball will go straight up 774 00:47:22 --> 00:47:28 as seen from the cart 775 00:47:24 --> 00:47:30 but it has a horizontal velocity 776 00:47:26 --> 00:47:32 which is exactly the same horizontal velocity as the cart 777 00:47:29 --> 00:47:35 so the cart are like my hands. 778 00:47:31 --> 00:47:37 As the golf ball goes like this 779 00:47:33 --> 00:47:39 the cart stays always exactly under the golf ball 780 00:47:37 --> 00:47:43 always exactly under the golf ball 781 00:47:39 --> 00:47:45 and if all works well 782 00:47:41 --> 00:47:47 the ball ends up exactly on the cart again. 783 00:47:46 --> 00:47:52 Let me first show you-- 784 00:47:47 --> 00:47:53 otherwise, if that doesn't work, of course, it's all over-- 785 00:47:51 --> 00:47:57 that if we shoot the ball straight up 786 00:47:53 --> 00:47:59 that it comes back here. 787 00:47:54 --> 00:48:00 If it doesn't do that 788 00:47:56 --> 00:48:02 I don't even have to try this more complicated experiment. 789 00:48:01 --> 00:48:07 So here's the golf ball. 790 00:48:03 --> 00:48:09 I'm going to fire the gun now. 791 00:48:04 --> 00:48:10 792 00:48:07 --> 00:48:13 Close... close. 793 00:48:12 --> 00:48:18 Reasonably close. 794 00:48:15 --> 00:48:21 Well, since it's only reasonably close, perhaps... 795 00:48:19 --> 00:48:25 (class laughs ) 796 00:48:24 --> 00:48:30 Perhaps it would help if we give it a little bit of leeway. 797 00:48:28 --> 00:48:34 There goes the gun. 798 00:48:33 --> 00:48:39 Here comes the ball. 799 00:48:38 --> 00:48:44 And this is just in case. 800 00:48:46 --> 00:48:52 Tape it down. 801 00:48:48 --> 00:48:54 So as I'm going to push this now, give it a push 802 00:48:54 --> 00:49:00 the gun will be triggered 803 00:48:57 --> 00:49:03 when the middle of the car is here. 804 00:49:00 --> 00:49:06 You've seen how high that ball goes 805 00:49:01 --> 00:49:07 so that ball will go... (makes whooshing sound ) 806 00:49:05 --> 00:49:11 And depending upon how hard I push it 807 00:49:07 --> 00:49:13 they may meet here or they may meet there. 808 00:49:14 --> 00:49:20 You ready for this? 809 00:49:16 --> 00:49:22 You ready? 810 00:49:17 --> 00:49:23 CLASS: Ready. 811 00:49:18 --> 00:49:24 LEWIN: I'm ready. 812 00:49:19 --> 00:49:25 813 00:49:23 --> 00:49:29 Physics works. 814 00:49:24 --> 00:49:30 (class applauds ) 815 00:49:28 --> 00:49:34 LEWIN: See you Wednesday. 816 00:49:29 --> 00:49:35.000