Pure · Vectors
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Modelling with vectors
Vectors as physical quantities — displacement, velocity and force — with constant-velocity motion r = r₀ + tv, speed as the magnitude of velocity, bearings from north, resultant forces and equilibrium, and "passes through O".
Pure · Vectors
Modelling with vectors
Vectors as physical quantities — displacement, velocity and force — with constant-velocity motion r = r₀ + tv, speed as the magnitude of velocity, bearings from north, resultant forces and equilibrium, and "passes through O".
Why it works
Anything with a size and a direction is a vector, so vectors model the physical world: displacement (how far and which way), velocity (speed and heading), force (push and direction). In these questions you are usually told that points east and points north.Constant velocity. If a particle starts at position vector and moves with constant velocity , then after time its position is Over an interval, velocity = displacement ÷ time, where the displacement is "final position minus initial position", .
Speed is a magnitude. Velocity is a vector; speed is its size, . A question asking for speed (a single number) wants the magnitude, not the velocity vector — this is the most common slip.
Bearings are measured clockwise from north as a three-figure angle. With east and north, a heading in the first quadrant has bearing where (east over north) — sketch it to get the quadrant right.
Forces add as vectors. The single force with the same effect as several forces is their resultant, the vector sum . A particle is in equilibrium when the resultant is the zero vector, so a balancing force is . Its magnitude is found from components — you cannot just add the sizes of the separate forces.
"Passes through ". A particle moving in a straight line passes through the origin exactly when lies on its path — that is, when its position vectors at two times are parallel (so the start, and a later point are collinear).