1.1.9 · Physics › Measurement, Vectors & Kinematics
Ek akela arrow dobara banaya ja sakta hai do aur arrows se jo chosen directions mein rakhe gaye hon. Kisi vector ko resolve karna matlab hai yeh poochna: "is vector ka kitna hissa THIS axis ki taraf point karta hai, aur kitna THAT axis ki taraf?" Jab woh do numbers pata chal jaayein, toh original vector poori tarah describe ho jaata hai — humne "length + angle" wali picture ko ek "do-number" wali picture se replace kar diya jo add, subtract, aur calculate karne mein bahut zyada aasaan hai.
Intuition Kyun takleef uthayein?
Vectors ko graphically add karna (tip-to-tail) tedious aur inaccurate hota hai. Lekin ek fixed axis ke saath numbers ordinary numbers ki tarah add ho jaate hain . Toh trick yeh hai: har vector ko same set of axes ke saath pieces mein tod do, pieces ko alag se add karo, phir reassemble karo. Resolution geometry ko arithmetic mein badal deta hai.
Definition Rectangular components
A vector jo x-axis ke saath angle θ bana raha hai, uske components perpendicular axes par projections hain:
A x = A cos θ , A y = A sin θ
jahaan A = ∣ A ∣ hai. Vector ko A = A x x ^ + A y y ^ ke roop mein reconstruct kiya jaata hai.
A ki tip se x-axis par ek perpendicular daalo. Isse ek right triangle banta hai jiska hypotenuse A hai.
Woh side jo θ ke adjacent hai woh x ke saath hai. Cosine ki definition se: cos θ = hyp adjacent = A A x → A x = A cos θ . (Kyun? cosine literally hypotenuse ki shadow ko adjacent direction mein measure karta hai.)
Woh side jo θ ke opposite hai woh y ke saath hai: sin θ = A A y → A y = A sin θ .
Magnitude aur angle recover karna (inverse problem): usi triangle par Pythagoras deta hai
A = A x 2 + A y 2 , tan θ = A x A y .
Ek component bas ek shadow (projection) hai. Yeh pata karne ke liye ki A ka kitna hissa kisi bhi direction n ^ ke saath lie karta hai, n ^ ke perpendicular light chamaao aur shadow napo. Mathematically shadow ki length dot product hai.
DOT PRODUCT kyun? Isse derive karo: agar n ^ x ke saath angle α banaata hai aur A angle θ banaata hai, toh ϕ = θ − α hai. Expand karo:
A cos ( θ − α ) = A cos θ cos α + A sin θ sin α = A x cos α + A y sin α .
Lekin n ^ = ( cos α , sin α ) hai, toh right side exactly A ⋅ n ^ hai. Dot product IS the projection — proven, assumed nahi.
Definition Oblique resolution
Agar tum do aise axes par insist karo jo not 9 0 ∘ par hain, toh tum sirf cos/sin projections use nahi kar sakte — tumhe solve karna hoga taaki components wapas A mein add ho sakein. Directions u ^ , v ^ ke saath:
A = a u ^ + b v ^
Do simultaneous equations solve karo (ek per coordinate). Yahaan a u ^ + b v ^ parallelogram components hain, generally perpendicular projections ke = hain.
Common mistake Steel-man: "Oblique components ke liye bhi bas
A ⋅ u ^ lo"
Kyun sahi lagta hai: projection ne x–y axes ke liye hamesha answer diya, toh surely har jagah kaam karega.
Kyun galat hai: x–y ke liye projection parallelogram component ke equal hota hai sirf isliye kyunki axes perpendicular hain . Oblique axes ke liye u ^ par projection mein v ^ part ka "leak" aata hai. Fix: a u ^ + b v ^ = A demand karo aur linear system solve karo; projection ≠ component jab tak axes orthogonal na hon.
Worked example Example 2 — inclined plane (tilted axes!)
W = m g weight ka ek block θ par inclined plane par rakhaa hai. W ko incline ke saath aur perpendicular resolve karo.
Axis choose karo incline ke saath (down-slope) aur perpendicular (surface mein).
Component along incline: W ∥ = W sin θ . sin kyun? Vertical weight aur perpendicular-to-incline ke beech angle θ hai, toh along-slope part "opposite" side hai → sin.
Component perpendicular: W ⊥ = W cos θ (normal force N ko balance karta hai).
Kyun humne axes tilt kiye: motion slope ke saath hoti hai, toh ek tilted axis ek component ko driving force aur doosre ko balanced force bana deta hai — x–y se bahut zyada simple.
Worked example Example 3 — projection onto an arbitrary direction
A = 3 x ^ + 4 y ^ hai. n ^ ke saath iska component nikalo jo α = 5 3 ∘ par point karta hai (toh n ^ ≈ 0.6 x ^ + 0.8 y ^ ).
A n ^ = A ⋅ n ^ = 3 ( 0.6 ) + 4 ( 0.8 ) = 1.8 + 3.2 = 5.0 . Kyun? dot product = projection.
Sanity check: ∣ A ∣ = 5 hai, aur n ^ khud A ke saath hai (5 3 ∘ , tan − 1 ( 4/3 ) se match karta hai), toh poori length 5 project hoti hai — sahi hai!
Recall Feynman style: ek 12-saal ke bachche ko samjhao
Socho ek kite ki string ek tiraafi angle par kheench rahi hai. Us khinchaav ka ek part tumhe sideways kheenchta hai aur ek part tumhe upar . Vector ko resolve karna bas iska matlab hai "kitna sideways?" aur "kitna upar?" alag alag naapna. Tiraafi khinchaav wahin hai jahan woh do alag khinchaav ek saath hote hain. Agar tum khinchaav ko kisi aur direction mein jaanna chahte ho — maan lo kisi ped ki taraf — toh apna "shadow ruler" ped ki taraf tilt karo aur shadow kitni lambi hai woh padho. Woh shadow component hai.
Mnemonic Yaad karo kis ko cos milta hai
"COS hugs the Angle." Woh side jo angle ko touch karti hai (adjacent) woh cos use karti hai; woh side jo aar paar hai (opposite) woh sin use karti hai. Slogan: Adjacent–Cos, Opposite–Sin .
A x = A cos θ sirf tab kyun kaam karta hai jab θ x-axis se measure kiya jaaye?
Oblique axes ke liye projection component ke same kyun nahi hoti?
Kaun sa ek operation kisi bhi unit vector ke saath component deta hai?
Rectangular components of A at angle θ to x-axis A x = A cos θ , A y = A sin θ
Adjacent side cosine kyun use karta hai? cos θ = adjacent / hyp , toh adjacent = A cos θ
Components se magnitude recover karo Components se direction recover karo θ = tan − 1 ( A y / A x )
Component of A along unit vector n ^ A ⋅ n ^ = A cos ϕ (the projection)
Dot product projection kyun hai? A cos ( θ − α ) = A x cos α + A y sin α = A ⋅ n ^ expand karke
θ angle ke incline par, weight along slopeW sin θ
θ angle ke incline par, weight ⟂ to slopeW cos θ
Projection parallelogram component ke equal kab hoti hai? Sirf tab jab axes mutually perpendicular hon
Vectors ko resolve kyun karte hain? Fixed axis ke saath components ordinary numbers ki tarah add hote hain, geometry ko arithmetic mein badal dete hain
Graphical vector addition clumsy
Magnitude and angle recovered
Projection onto any axis n
Expand cos theta minus alpha
Simultaneous equations for a and b