WHAT: just read off the two shadow formulas. WHY cos on x: the x-side touches the angle → adjacent → cosine.
Ax=12cos60∘=12(0.5)=6,Ay=12sin60∘=12(23)=63≈10.39.Sanity:62+(63)2=36+108=144=12 ✓ — the shadows rebuild the arrow.
Recall Solution 1.2
The dot productAn^=A⋅n^=Acosϕ. WHY: a component is a shadow; the dot product measures the shadow of A along n^'s direction. Only this one works for any direction, not just x or y.
WHAT: run the inverse formulas.
A=32+42=25=5,θ=tan−1(34)≈53.13∘.WHY tan−1:tanθ=adjacentopposite=AxAy encodes the steepness; tan−1 asks "which angle has this steepness?" Both Ax,Ay>0 → first quadrant, so no sign correction needed.
Recall Solution 2.3
ux=20cos30∘=20(23)≈17.32 m/s,uy=20sin30∘=20(0.5)=10 m/s.WHY split like this: in Projectile motion the horizontal and vertical directions obey independent laws (constant ux; gravity only touches uy). Resolving turns one slanted launch into two clean 1-D problems.
WHY tilt the axes: motion (if any) happens along the slope, so we want one component to be the driving pull and the other the surface-pressing part — see the figure above.
W∥=Wsinθ=100sin30∘=50 N (down the slope),W⊥=Wcosθ=100cos30∘=100(23)≈86.60 N (into surface).WHY sin for along-slope: the vertical weight and the perpendicular-to-slope axis differ by exactly θ, so the along-slope piece is the "opposite" side → sine. See Inclined plane dynamics.
Recall Solution 3.2
WHAT: magnitude ignores signs (it squares them):
A=(−3)2+(−4)2=25=5.The sign subtlety:tan−1(Ay/Ax)=tan−1(−3−4)=tan−1(1.333)≈53.13∘ — but that's a first-quadrant answer, and both components are negative, so A points into quadrant III (down-left).
WHY the calculator lies:tan repeats every 180∘, so it cannot tell quadrant I from quadrant III. Fix: add 180∘:
θ=53.13∘+180∘=233.13∘.
Look at the plum arrow in the figure below.
Recall Solution 3.3
Ax=+2>0, Ay=−5<0 → quadrant IV (right and down).
tan−1(2−5)≈−68.20∘.
A negative angle is correct in quadrant IV (it means "below the x-axis"). To state it as a positive angle, add 360∘: 291.80∘. Both name the same direction.
WHY resolve first: components along a fixed axis add like plain numbers (the whole point — see Vectors — addition (parallelogram & triangle law)).
Rx=6cos0∘+8cos90∘=6+0=6,Ry=6sin0∘+8sin90∘=0+8=8.
Rebuild:
R=62+82=10 N,θ=tan−1(68)≈53.13∘.
Both components positive → quadrant I, so no correction needed.
Recall Solution 4.2
Along n^ (dot product = projection):An^=A⋅n^=3(0.6)+4(0.8)=1.8+3.2=5.0.
Since ∣A∣=5 and n^ points the same way as A (both at 53.13∘), the entire length projects — the perpendicular part must be zero.
Perpendicular component (check): using A2=An^2+A⊥2,
A⊥=A2−An^2=25−25=0✓.
See Dot product & scalar projection.
Recall Solution 4.3
Add componentwise:
vg=(4+2)x^+(3+0)y^=6x^+3y^.∣vg∣=62+32=45=35≈6.71 m/s,θ=tan−1(63)≈26.57∘ N of E.
WHY not just dot products: the axes are 60∘ apart, not perpendicular, so projection ≠ component (a projection onto u^ would "leak" some of the v^ part). We must demand the pieces rebuildA.
Write the two coordinate equations of au^+bv^=A:
x:a(1)+b(0.5)=5,y:a(0)+b(23)=0.
From the y-equation: b⋅23=0⇒b=0. Then a=5.
Interpretation:A already lies exactly along u^, so it needs none of v^ — the oblique decomposition correctly returns a=5,b=0.
Recall Solution 5.2
Set up au^+bv^=B:
x:a+0.5b=4,y:23b=4.Solve y first:b=3/24=38=383≈4.619.
Back-substitute:a=4−0.5b=4−0.5(4.619)=4−2.309=1.691.
Contrast with the naive projectionB⋅u^=4(1)+4(0)=4=a=1.691 — proof that projection ≠ oblique component when axes aren't perpendicular.
Check reassembly:au^+bv^=(1.691+0.5⋅4.619,23⋅4.619)=(4.000,4.000) ✓.
Recall Solution 5.3
WHY components:Equilibrium of concurrent forces demands ∑Fx=0 and ∑Fy=0separately — resolve everything onto x and y.
Assume ∣F3∣=F. Sum the x-components:
∑Fx=10cos0∘+10cos120∘+Fcos240∘=10+10(−0.5)+F(−0.5)=5−0.5F.
Set to zero: 5−0.5F=0⇒F=10 N.
Check the y-equation with F=10:∑Fy=10sin0∘+10sin120∘+10sin240∘=0+10(23)+10(−23)=0✓.
Three equal forces at 120∘ apart cancel perfectly — a symmetric "Mercedes star" of forces.
Recall Feynman recap — what this whole ladder taught
Every problem here is the same trick wearing different clothes: cast shadows onto chosen axes, do arithmetic on the shadows, rebuild the arrow. L1–L2 practise the shadows. L3 warns that the calculator's tan−1 can't see quadrants — you must read the signs. L4 adds shadows from several arrows. L5 shows what breaks when your axes aren't at right angles, and how equilibrium is just "all shadows cancel."