4.5.4 · D3 · Maths › Linear Algebra (Full) › Projection of vectors
Intuition Yeh page kis liye hai
Parent note ne tumhe do formulas diye. Yeh page unpe har tarah ka input daalta hai — sharp angles, right angles, obtuse angles, zero vectors, ek giant vector, ek real-world ramp, aur ek exam twist — taaki tum koi aisa case kabhi na dekho jo tumne pehle worked out na kiya ho.
Dono boxed tools apne paas rakhna poore time:
comp b a = ∣ b ∣ a ⋅ b proj b a = b ⋅ b a ⋅ b b
Dono Dot product aur ek unit vector b ^ se bane hain. Kuch aur nahi.
Definition Dono operator names ko zor se padhna
comp b a — padho "b ki direction mein a ka component ." Yeh ek plain number hai (ek signed length): a kitna door tak b ki line ke saath jaata hai? Subscript b kehta hai "measured along b "; a kehta hai "vector a ka." ("comp" = component.)
proj b a — padho "a ka b pe projection ." Yeh ek vector hai — wahi signed length ab b ki direction deke, taaki woh b ki line pe ek actual arrow ki tarah rahe (shadow khud).
Do names kyun? Ek jawaab deta hai kitna (ek number), doosra jawaab deta hai kaun sa arrow (ek vector). Same shadow, do descriptions. Jab bhi comp dekho ek number expect karo; jab bhi proj dekho ek arrow expect karo.
Har projection problem exactly inhi cells mein se ek mein aati hai. Last column us example ka naam deta hai jo isse cover karta hai.
#
Case class
Kya special hai
Sign of a ⋅ b
Covered by
C1
Acute angle (0 ∘ < θ < 9 0 ∘ )
shadow b ke saath point karta hai
positive
Ex 1
C2
Right angle (θ = 9 0 ∘ )
shadow zero hai
zero
Ex 2
C3
Obtuse angle (9 0 ∘ < θ < 18 0 ∘ )
shadow backward point karta hai
negative
Ex 3
C4
Non-unit / long b
b ⋅ b se divide karna zaroori, $
\vec b
$ se nahi
C5
Degenerate: b = 0
division by zero — undefined
0/0
Ex 5
C5′
Degenerate: a = 0
project karne ko kuch nahi — result hai 0
zero
Ex 5b
C6
Collinear (θ = 0 ∘ ya 18 0 ∘ )
shadow = poora vector, ±
$\pm
\vec a
C7
3-D decomposition
parallel + perpendicular mein split karo
any
Ex 7
C8
Real-world word problem (ramp / force)
units attach karo, meaning samjho
positive
Ex 8
C9
Exam twist (projection se unknown solve karo)
ulta kaam karo
given
Ex 9
Ab hum sab walk karenge.
Definition Wo teen quantities jo har step ko chahiye
a ⋅ b = dot product = matching coordinates multiply karo aur add karo: a = ( a 1 , a 2 ) , b = ( b 1 , b 2 ) ke liye yeh hai a 1 b 1 + a 2 b 2 . Yeh ek single number hai.
∣ b ∣ = b ki length = b 1 2 + b 2 2 (iske components pe Pythagoras).
b ⋅ b = b 1 2 + b 2 2 = ∣ b ∣ 2 — b ka khud ke saath dot product uski length squared hai.
θ woh angle hai jo dono arrows ke beech hota hai jab unki tails ek jagah rakh di jaayein. Hum θ almost kabhi compute nahi karte — dot product humaarey liye ise chhupaata hai. Dot product ko θ measure karne se zyada prefer kyun karein? Kyunki ise sirf coordinates aur arithmetic chahiye, koi protractor nahi.
Figure s01 neeche exactly yahi setup draw karta hai: magenta arrow a , violet arrow b , aur orange shadow jo seedha b ki line pe giraaya gaya hai. Dashed navy line woh perpendicular "sun ray" hai jo define karti hai shadow kahan khatam hoti hai — ise dhyaan mein rakhna, har example is ek picture ka ek version hai.
Worked example Sharp angle: shadow aage point karta hai
a = ( 4 , 3 ) , b = ( 2 , 0 ) . a ka b pe scalar aur vector projections nikalo.
Forecast: b + x ke saath point karta hai, aur a upar-aur-right lean karta hai. Guess: shadow a ka x -part hai, toh scalar = 4 aur vector = ( 4 , 0 ) . Confirm karte hain. (Yeh exactly figure s01 ki geometry hai — orange shadow b ke saath.)
Step 1. a ⋅ b = 4 ( 2 ) + 3 ( 0 ) = 8 .
Yeh step kyun? Dot product dono formulas ka numerator hai; pehle ise compute karo.
Step 2. b ⋅ b = 2 2 + 0 2 = 4 , toh ∣ b ∣ = 4 = 2 .
Yeh step kyun? Scalar ko ∣ b ∣ chahiye; vector ko b ⋅ b chahiye. Dono abhi le lo.
Step 3. Scalar projection = 2 8 = 4 .
Yeh step kyun? ∣ b ∣ a ⋅ b apply karo. Positive ⇒ shadow b ke saath hai (acute angle, cell C1).
Step 4. Vector projection = 4 8 ( 2 , 0 ) = 2 ( 2 , 0 ) = ( 4 , 0 ) .
Yeh step kyun? b ⋅ b a ⋅ b b apply karo. Direction b ki hai, length shadow ki hai.
Verify: ( 4 , 0 ) x -axis pe lie karta hai (correct direction), aur iska length 4 scalar projection ke barabar hai. y -part 3 gaya — exactly shadow ka idea. ✓
Worked example Perpendicular: shadow collapse ho jaata hai
a = ( 0 , 5 ) , b = ( 3 , 0 ) . a ko b pe project karo.
Forecast: a seedha upar point karta hai, b seedha right — woh perpendicular hain. Ek vertical stick seedhe-neeche sun ke neeche koi horizontal shadow nahi daalta. Guess: sab zero hai.
Step 1. a ⋅ b = 0 ( 3 ) + 5 ( 0 ) = 0 .
Yeh step kyun? Zero dot product hi perpendicular ki definition hai (cos 9 0 ∘ = 0 ).
Step 2. b ⋅ b = 3 2 + 0 2 = 9 , toh ∣ b ∣ = 9 = 3 .
Yeh step kyun? Chahe humein zero answer ki expect ho, denominators explicitly likhna zaroori hai taaki kuch hidden na ho: scalar ∣ b ∣ = 3 use karega, vector b ⋅ b = 9 use karega.
Step 3. Scalar projection = 3 0 = 0 .
Yeh step kyun? Shadow ki length genuinely zero hai.
Step 4. Vector projection = 9 0 ( 3 , 0 ) = ( 0 , 0 ) .
Yeh step kyun? Zero length × koi bhi direction = zero vector.
Verify: Perpendicular part a ⊥ = a − 0 = ( 0 , 5 ) = a — yaani saara a b ke perpendicular hai, jo picture se match karta hai. ✓
Worked example Shadow peeche girta hai
a = ( − 3 , 1 ) , b = ( 4 , 0 ) . a ko b pe project karo.
Forecast: a left ki taraf lean karta hai, b right point karta hai — unke beech ka angle obtuse hai. Guess: negative scalar, aur left point karta vector. Figure s02 yahi case dikhata hai — dekho orange shadow origin ke peeche girta hai.
Step 1. a ⋅ b = ( − 3 ) ( 4 ) + 1 ( 0 ) = − 12 .
Yeh step kyun? Negative dot product matlab cos θ < 0 , yaani θ > 9 0 ∘ (cell C3). Sign pehle se hi story bata raha hai.
Step 2. b ⋅ b = 4 2 + 0 2 = 16 , toh ∣ b ∣ = 16 = 4 .
Yeh step kyun? Scalar ∣ b ∣ = 4 se divide karta hai; vector b ⋅ b = 16 se divide karta hai.
Step 3. Scalar projection = 4 − 12 = − 3 .
Yeh step kyun? Minus encode karta hai "shadow back side pe hai"; ise drop mat karo .
Step 4. Vector projection = 16 − 12 ( 4 , 0 ) = − 4 3 ( 4 , 0 ) = ( − 3 , 0 ) .
Yeh step kyun? Negative scalar × direction ( 4 , 0 ) ise flip karta hai − x ki taraf point karne ke liye, b se opposite.
Verify: ( − 3 , 0 ) b ke against point karta hai aur length 3 = ∣ − 3 ∣ hai = scalar projection ki magnitude. Sign aur picture agree karte hain. ✓
b ko longer banana answer change nahi karna chahiye
a = ( 2 , 3 ) , b = ( 0 , 10 ) . b pe project karo, phir b ′ = ( 0 , 1 ) (same direction, shorter) ke saath redo karo. Kya vector answers match karte hain?
Forecast: Dono b vectors seedhe upar point karte hain. a ka vertical direction pe shadow iska y -part hona chahiye, ( 0 , 3 ) , chahe b kitna bhi lamba draw kiya ho. Guess: identical vector projections.
Step 1 (b = ( 0 , 10 ) ke saath). a ⋅ b = 2 ( 0 ) + 3 ( 10 ) = 30 , aur b ⋅ b = 0 + 100 = 100 .
Yeh step kyun? Dono b ki length ke saath badhte hain; dekho kaise woh cancel karte hain.
Step 2. Vector projection = 100 30 ( 0 , 10 ) = 0.3 ( 0 , 10 ) = ( 0 , 3 ) .
Yeh step kyun? Denominator mein b ⋅ b b ki extra length ko khatam kar deta hai. Yahi wajah hai ki vector form ke liye hum ∣ b ∣ ki jagah b ⋅ b se divide karte hain.
Step 3 (b ′ = ( 0 , 1 ) ke saath). a ⋅ b ′ = 3 , b ′ ⋅ b ′ = 1 , projection = 1 3 ( 0 , 1 ) = ( 0 , 3 ) .
Yeh step kyun? Scale-independence confirm karta hai.
Verify: Dono vector projections ( 0 , 3 ) hain — bilkul same , toh b ko das guna lamba karne se kuch nahi badla. (Scalar projections bhi dono 3 nikle hain: ∣ b ∣ = 10 ke saath a ⋅ b = 30 deta hai 30/10 = 3 , aur 3/1 = 3 ; dono directions same hain, toh unki measured lengths bhi agree karti hain.) Length-invariance confirmed. ✓
Worked example Jab formula toot jaata hai
a = ( 5 , 2 ) , b = ( 0 , 0 ) . a ko b pe project karo.
Forecast: b ki koi length nahi aur koi direction nahi — koi line nahi jis pe shadow cast kiya jaaye. Guess: undefined.
Step 1. a ⋅ b = 5 ( 0 ) + 2 ( 0 ) = 0 aur b ⋅ b = 0 .
Yeh step kyun? Dekho formula aage kya demand karta hai.
Step 2. Scalar = ∣ b ∣ 0 = 0 0 aur vector = 0 0 b .
Yeh step kyun? Division by zero — expression undefined hai, zero nahi.
Step 3 — sahi statement. Projection exist nahi karta jab b = 0 , kyunki "b ki direction" meaningless hai. Hamesha b = 0 demand karo.
Yeh step kyun? Zero-length arrow ka koi unit vector b ^ nahi hota, toh project karne ke liye koi direction nahi.
Verify: b ^ = b /∣ b ∣ = ( 0 , 0 ) /0 banane ki koshish karo — impossible. Poora construction b ^ ke exist karne pe depend karta hai. ✓ (Undefined confirmed.)
0/0 ko 0 padhna
Right angle deta hai number / nonzero = 0 (ek genuine zero shadow, Ex 2). Zero b deta hai 0/0 — koi answer hi nahi. Yeh dono similar lagte hain lekin bahut alag hain: ek ka ek picture hai, doosre ka koi line hi nahi jis pe picture draw kiya jaaye.
Worked example DOOSRA zero case
a = ( 0 , 0 ) , b = ( 3 , 4 ) . a ko b pe project karo.
Forecast: Is baar b ek perfectly good direction hai, lekin a kuch bhi nahi — origin pe ek point. Zero-length stick zero-length shadow daalta hai. Guess: scalar 0 , vector 0 (aur is baar yeh sach mein defined hai).
Step 1. a ⋅ b = 0 ( 3 ) + 0 ( 4 ) = 0 .
Yeh step kyun? Zero vector ke saath koi bhi dot product 0 hota hai.
Step 2. b ⋅ b = 3 2 + 4 2 = 25 , toh ∣ b ∣ = 25 = 5 — ek nonzero denominator.
Yeh step kyun? Kyunki b = 0 , division legal hai (Ex 5 se alag).
Step 3. Scalar = 5 0 = 0 ; vector = 25 0 ( 3 , 4 ) = ( 0 , 0 ) .
Yeh step kyun? 0/25 ek genuine zero hai, 0/0 nahi. Answer exist karta hai aur zero vector ke barabar hai.
Verify: Ex 5 se compare karo: yahan denominators 5 aur 25 nonzero hain, toh hum legally divide karte hain aur well-defined 0 paate hain. Zero input a → zero output; zero direction b → undefined. Yeh do bahut alag degenerate cases hain. ✓
Worked example Same line, dono directions
(a) a = ( 6 , 0 ) , b = ( 2 , 0 ) (same direction, θ = 0 ∘ ).
(b) a = ( 6 , 0 ) , b = ( − 2 , 0 ) (opposite direction, θ = 18 0 ∘ ).
Forecast: a already b ki line pe lie karta hai. Iska shadow khud hi hona chahiye, ( 6 , 0 ) , dono cases mein — kyunki vector projection a ki line pe wapas aata hai dono taraf. Scalar (b) mein sign flip karna chahiye.
Step 1 (a). a ⋅ b = 12 , b ⋅ b = 4 toh ∣ b ∣ = 2 . Vector = 4 12 ( 2 , 0 ) = ( 6 , 0 ) . Scalar = 2 12 = 6 .
Yeh step kyun? θ = 0 ∘ , cos 0 ∘ = 1 , toh scalar = ∣ a ∣ = 6 : shadow poori length hai.
Step 2 (b). a ⋅ b = − 12 , b ⋅ b = 4 toh ∣ b ∣ = 2 . Vector = 4 − 12 ( − 2 , 0 ) = ( 6 , 0 ) . Scalar = 2 − 12 = − 6 .
Yeh step kyun? θ = 18 0 ∘ , cos 18 0 ∘ = − 1 , toh scalar = − ∣ a ∣ = − 6 ; lekin negative scalar × negative direction ( − 2 , 0 ) vector ko wapas ( 6 , 0 ) pe le jaata hai.
Verify: Dono cases mein vector projection ( 6 , 0 ) = a hai (poori tarah recover hua, jaise collinear vector ke liye hona chahiye). Sirf scalar direction sign carry karta hai. ✓
Worked example Ek vector ko "along" + "perpendicular" mein split karna
a = ( 3 , 2 , 6 ) , b = ( 0 , 0 , 2 ) . a = proj b a + a ⊥ mein split karo.
Forecast: b z -axis ke saath point karta hai. Parallel part a ki height ( 0 , 0 , 6 ) honi chahiye; bacha hua ground part ( 3 , 2 , 0 ) .
Step 1. a ⋅ b = 3 ( 0 ) + 2 ( 0 ) + 6 ( 2 ) = 12 , b ⋅ b = 0 + 0 + 4 = 4 .
Yeh step kyun? Same machinery — dot products ko dimension ki parwah nahi.
Step 2. proj b a = 4 12 ( 0 , 0 , 2 ) = 3 ( 0 , 0 , 2 ) = ( 0 , 0 , 6 ) .
Yeh step kyun? Parallel piece — a ki "height".
Step 3. a ⊥ = a − proj b a = ( 3 , 2 , 6 ) − ( 0 , 0 , 6 ) = ( 3 , 2 , 0 ) .
Yeh step kyun? Jo bhi bacha woh b ke perpendicular hona chahiye (yeh Orthogonal decomposition hai; repeat karo, yeh Gram-Schmidt process ko power deta hai).
Verify: a ⊥ ⋅ b = 3 ( 0 ) + 2 ( 0 ) + 0 ( 2 ) = 0 ✓ (perpendicular). Aur ( 0 , 0 , 6 ) + ( 3 , 2 , 0 ) = ( 3 , 2 , 6 ) = a ✓ (pieces reassemble ho jaate hain). ✓
Worked example Kitna force slope ke saath push karta hai?
Ek box ek ramp pe F = ( 0 , − 10 ) N force feel karta hai (gravity, seedha neeche point karta). Ramp direction hai b = ( 4 , 3 ) (rightward aur incline ke upar). Kitna force ramp ke saath act karta hai, aur iske saath ka vector kya hai?
Forecast: Gravity neeche point kati hai, ramp upar-right jaata hai, toh gravity ka component b ke saath up-ramp direction ko oppose karta hai — expect karo negative scalar (force box ko slope ke neeche kheechtaa hai). Figure s03 box, neeche-point karta gravity, aur iska orange shadow ramp ke neeche slide karta draw karta hai. Work done by a force se link, jahan W = F ⋅ d exactly yahi projection idea hai.
Step 1. F ⋅ b = 0 ( 4 ) + ( − 10 ) ( 3 ) = − 30 .
Yeh step kyun? Dot product b ki direction mein force ki signed amount hai.
Step 2. b ⋅ b = 4 2 + 3 2 = 25 , toh ∣ b ∣ = 25 = 5 .
Yeh step kyun? Scalar (newtons mein) ke liye ∣ b ∣ chahiye aur vector ke liye b ⋅ b .
Step 3. Scalar projection = 5 − 30 = − 6 N.
Yeh step kyun? 6 N gravity ramp line ke saath act karta hai; minus matlab woh slope ke neeche point karta hai, box ko neeche kheenchta hai. Units: N (ek force), correct.
Step 4. Vector projection = 25 − 30 ( 4 , 3 ) = − 1.2 ( 4 , 3 ) = ( − 4.8 , − 3.6 ) N.
Yeh step kyun? Direction ramp ke saath neeche-aur-left point karti hai — box neeche slide karta hai.
Verify: Vector ki magnitude = ( − 4.8 ) 2 + ( − 3.6 ) 2 = 23.04 + 12.96 = 36 = 6 N, scalar magnitude se match karta hai. Direction ( − 4.8 , − 3.6 ) hai − 1.2 × ( 4 , 3 ) : exactly up-ramp direction ke opposite. Physically sensible. ✓
Worked example Diye gaye projection se ulta kaam karo
a = ( t , 4 ) unknown t ke saath. Diya gaya hai ki a ka b = ( 3 , 0 ) pe scalar projection 5 ke barabar hai. t nikalo. Phir woh value of t nikalo jo projection ko zero banata hai.
Forecast: x -axis pe scalar projection basically a ka x -part hai. Agar yeh 5 hona chahiye, toh guess karo t = 5 ; agar zero, toh guess karo t = 0 .
Step 1. b ⋅ b = 3 2 + 0 2 = 9 , toh ∣ b ∣ = 3 . Scalar projection = ∣ b ∣ a ⋅ b = 3 3 t + 0 = t .
Yeh step kyun? Solve karne se pehle unknown ke terms mein given quantity express karo.
Step 2 (projection = 5 ). t = 5 set karo.
Yeh step kyun? Equation seedha t = 5 mein collapse ho gayi. Clean.
Step 3 (projection = 0 ). t = 0 set karo.
Yeh step kyun? Zero projection matlab a b ke perpendicular hai; b x ke saath hone ki wajah se, woh a ka x -part = 0 force karta hai, yaani t = 0 , deta hai a = ( 0 , 4 ) (seedha upar — x -axis ke perpendicular ✓).
Verify: t = 5 ke liye: a ⋅ b = 3 ( 5 ) = 15 , scalar = 15/3 = 5 ✓. t = 0 ke liye: a ⋅ b = 0 , scalar = 0 ✓, aur ( 0 , 4 ) ⊥ ( 3 , 0 ) . ✓
Recall Kaun sa cell kaun sa hai?
Obtuse angle scalar projection ka kaun sa sign deta hai? ::: Negative — shadow peeche girta hai.
b = 0 pe project karne se kya milta hai? ::: Undefined — koi direction nahi, 0/0 .
Zero vector a = 0 ko nonzero b pe project karne se kya milta hai? ::: Zero vector ( 0 , 0 ) — well-defined, kyunki denominator b ⋅ b = 0 .
Right-angle projection ki value? ::: Exactly 0 (ek genuine zero, undefined nahi).
b ko das guna longer banana vector projection ko kaise change karta hai? ::: Bilkul nahi — b ⋅ b extra length cancel kar deta hai.
Collinear opposite vectors: scalar sign? ::: Negative (cos 18 0 ∘ = − 1 ), lekin vector projection phir bhi a ki line pe aata hai.
Force ( 0 , − 10 ) along ramp ( 4 , 3 ) : scalar projection? ::: − 6 N (slope ke neeche).
comp b a ka words mein kya matlab hai? ::: b ke saath a ka component — ek signed number (shadow ki length).
Mnemonic Sign ek compass hai
Positive = aage, zero = right-angle, negative = peeche, 0/0 = ramp hi nahi.
right angle C2 zero shadow
obtuse C3 backward shadow
split into parallel plus perp C7