Tuesday, November 22, 2011
Is there an open source vector drawing program similar to adobe illustrator?
I am in need of an open source vector drawing program VERY similar to Adobe Illustrator... Any sites and or programs that could help me out?|||get illustrator, its worth it.
How do I solve this vector problem for my phyics homework?
V is a vector 14.3 units in magnitude and points at an angle of 34.8 degrees above the negative x axis
a)find Vx and Vy
b)use Vx and Vy to obtain (again) the magnitude and direction of V.|||a)Vx=Vcos(180-34.8)=14.3cos(145.2)
Vy=Vsin(180-34.8)=14.3sin(145.2)
b) V^2=Vx^2+Vy^2
a)find Vx and Vy
b)use Vx and Vy to obtain (again) the magnitude and direction of V.|||a)Vx=Vcos(180-34.8)=14.3cos(145.2)
Vy=Vsin(180-34.8)=14.3sin(145.2)
b) V^2=Vx^2+Vy^2
Is there a way to find a perpendicular vector without using a matrix/cross product?
I need help with finding perpendicular vectors, is there a way of finding a perpendicular vector to two others without using a matrix/ cross product rule?|||Hello
Yes, you can use the scalar product: the scalar product of two perpendicular vectors = 0:
Let your two vectors be (1,2,3) and (4,5,6). And the unknown vector = (x,y,z), then set up
(x,y,z)*(1,2,3) = 0 and
(x,y,z)*(4,5,6) = 0
-------
which is written out:
x + 2y + 3z = 0 and
4x + 5y + 6z = 0
now set x = any number, like x = 1:
and solve for y and z:
(1): 1 + 2y + 3z = 0 --%26gt; *2
(2): 4 + 5y + 6z = 0
-------------------
(3): 2 + 4y + 6z = 0 --%26gt; (2-3):
2 +y = 0
y = -2 plug into (1)
1 - 4 + 3z = 0
z = 1
the vector (1, -2,1) is perpendicular to (1,2,3) and (4,5,6)
Regards|||You don't have to use a matrix. You can calculate the coefficients of the perpendicular vector directly. This formula is from wikipedia:
a 脳 b = (a2b3 鈭?a3b2) i + (a3b1 鈭?a1b3) j + (a1b2 鈭?a2b1) k
a 脳 b = (a2b3 鈭?a3b2, a3b1 鈭?a1b3, a1b2 鈭?a2b1).
where
a= a1i+a2j+a3k
b = b1i+b2j+b3k
Or if a and b lie in one of the coordinate planes, you can calculate the magnitude of the vector from:
|a| |b| sin(theta)
and then manually assign the third unit direction vector.
Yes, you can use the scalar product: the scalar product of two perpendicular vectors = 0:
Let your two vectors be (1,2,3) and (4,5,6). And the unknown vector = (x,y,z), then set up
(x,y,z)*(1,2,3) = 0 and
(x,y,z)*(4,5,6) = 0
-------
which is written out:
x + 2y + 3z = 0 and
4x + 5y + 6z = 0
now set x = any number, like x = 1:
and solve for y and z:
(1): 1 + 2y + 3z = 0 --%26gt; *2
(2): 4 + 5y + 6z = 0
-------------------
(3): 2 + 4y + 6z = 0 --%26gt; (2-3):
2 +y = 0
y = -2 plug into (1)
1 - 4 + 3z = 0
z = 1
the vector (1, -2,1) is perpendicular to (1,2,3) and (4,5,6)
Regards|||You don't have to use a matrix. You can calculate the coefficients of the perpendicular vector directly. This formula is from wikipedia:
a 脳 b = (a2b3 鈭?a3b2) i + (a3b1 鈭?a1b3) j + (a1b2 鈭?a2b1) k
a 脳 b = (a2b3 鈭?a3b2, a3b1 鈭?a1b3, a1b2 鈭?a2b1).
where
a= a1i+a2j+a3k
b = b1i+b2j+b3k
Or if a and b lie in one of the coordinate planes, you can calculate the magnitude of the vector from:
|a| |b| sin(theta)
and then manually assign the third unit direction vector.
How do I find a vector that is perpendicular to a plane?
Let P be the plane in space that intersects the x-axis at 1, the y-axis at -4, and the z-axis at -2. Find a vector v that is perpendicular to P.|||The intersection information can be interpreted as the plane passes through the points (1, 0, 0), (0, -4, 0) and (0, 0, -2).
Okay, lets call these points A, B, and C. The vectors AB and AC (initial end at A and terminal end at B or C) both lay in the plane P. These vectors are
AB = (-1, -4, 0) and AC = (-1, 0, -2).
The normal to the plane has to be perpendicular to both of these vectors. This just screams cross product! A vector perpendicular to the plane is
v = AB x AC = (8, -2, -4).
You can take any nonzero scalar multiple of this.
Okay, lets call these points A, B, and C. The vectors AB and AC (initial end at A and terminal end at B or C) both lay in the plane P. These vectors are
AB = (-1, -4, 0) and AC = (-1, 0, -2).
The normal to the plane has to be perpendicular to both of these vectors. This just screams cross product! A vector perpendicular to the plane is
v = AB x AC = (8, -2, -4).
You can take any nonzero scalar multiple of this.
How can I store a number in a vector in matlab?
I have to write a function in matlab.
it will prompt the user for a number, and then store the number in a vector and ask for another number until a negative number is given, then the function will stop and return the vector of positive numbers previously stored.
Thanks so much!|||The command that you want to use in your function will be "INPUT".
You would use it something like this:
a = input("Enter a value: ")
The variable "a" will hold the numeric value and then you can test to see if it is less than zero. If not, then you can assign the value of "a" to the next index in your vector.
it will prompt the user for a number, and then store the number in a vector and ask for another number until a negative number is given, then the function will stop and return the vector of positive numbers previously stored.
Thanks so much!|||The command that you want to use in your function will be "INPUT".
You would use it something like this:
a = input("Enter a value: ")
The variable "a" will hold the numeric value and then you can test to see if it is less than zero. If not, then you can assign the value of "a" to the next index in your vector.
What is the equation for percent diffrerences using vector addition and force table experiment.?
I need to know how to calculate the percent difference. I know the general equation, but do not know the variation to use for the vector addition and force table experiment.
I know it needs to be something like %diff (exp-act/act) x 100%
However, with the vector addition experiment, we did not recieve an actual. Is it something that should be obvious?|||I presume you hung some known weights from the table and then experimentally found the weight (and its location) that would balance the known weights. This balancing weight and the angle of its placement are the experimental values.
You can also calculate, algebraically, what the balancing weight should be and where it should be placed. This would be your actual value(s).
OR
You can graphically determine the actual value(s).
Either way these non-experimental methods would be what goes in the "act" part of the error eq.
You could actually have two error eqs. One for the magnitude of the balancing weight and one for the angle of its location.
Note: if you are trying to balance more then one known weight the answer "act" is not obvious and requires calculation.
If you are only trying to balance one known weight then the answer "act" is obvious; equal and opposite.
I know it needs to be something like %diff (exp-act/act) x 100%
However, with the vector addition experiment, we did not recieve an actual. Is it something that should be obvious?|||I presume you hung some known weights from the table and then experimentally found the weight (and its location) that would balance the known weights. This balancing weight and the angle of its placement are the experimental values.
You can also calculate, algebraically, what the balancing weight should be and where it should be placed. This would be your actual value(s).
OR
You can graphically determine the actual value(s).
Either way these non-experimental methods would be what goes in the "act" part of the error eq.
You could actually have two error eqs. One for the magnitude of the balancing weight and one for the angle of its location.
Note: if you are trying to balance more then one known weight the answer "act" is not obvious and requires calculation.
If you are only trying to balance one known weight then the answer "act" is obvious; equal and opposite.
How to draw a velocity vector for these three situations?
A marble is positioned at the top of a ramp and the ramp is placed on a table top. Draw a velocity vector for when
1) the ball just rolls off the table top
2) in mid flight
3) just before it hits the ground
please help me, my teacher isn't a good one and i have no idea what to do.|||1. Just before the ball rolls off the table top it is going horizontally.
2. In mid-flight it is going both horizontally and vertically downward.
3. Just before hitting the ground it is still going horizontal and vertically downward but this time the vertical component is bigger than before.|||It is pretty much how jcm said (unless we are building a wrong mental image, ofc).
I think this page is a good one to understand how the movement works (and therefore how the velocity vector behaves): http://www.physicsclassroom.com/class/1d鈥?/a>
Basically all you need to do is look at a given instant (the ball leaving the table, for example) and imagine: If there was no gravity, no friction or any other force, in what direction would the marble continue its movement after this instant? It will be a straight line and the vector follows it (you will just not have a precise size, but the overall direction you get).
1) the ball just rolls off the table top
2) in mid flight
3) just before it hits the ground
please help me, my teacher isn't a good one and i have no idea what to do.|||1. Just before the ball rolls off the table top it is going horizontally.
2. In mid-flight it is going both horizontally and vertically downward.
3. Just before hitting the ground it is still going horizontal and vertically downward but this time the vertical component is bigger than before.|||It is pretty much how jcm said (unless we are building a wrong mental image, ofc).
I think this page is a good one to understand how the movement works (and therefore how the velocity vector behaves): http://www.physicsclassroom.com/class/1d鈥?/a>
Basically all you need to do is look at a given instant (the ball leaving the table, for example) and imagine: If there was no gravity, no friction or any other force, in what direction would the marble continue its movement after this instant? It will be a straight line and the vector follows it (you will just not have a precise size, but the overall direction you get).
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