1.1.9 · D5 · HinglishMeasurement, Vectors & Kinematics
Question bank — Resolution of vectors — into components (any axes)
1.1.9 · D5· Physics › Measurement, Vectors & Kinematics › Resolution of vectors — into components (any axes)
Yeh page sirf Resolution of vectors — into components (any axes) ke ideas assume karta hai: ek component kisi chosen direction mein vector ki shadow hoti hai, aur jab ko x-axis se measure kiya jaata hai, aur projection ek unit direction pe dot product hai .

Figure dekho: coral vector ki lavender ruler pe shadow exactly length ki hai, jahan unke beech ka opening angle hai.
True or false — justify
Ek vector ko resolve karna us vector ko khud badal deta hai
False. Resolution sirf us hi arrow ko chosen axes ke saath do (ya zyada) pieces ke roop mein re-describe karta hai; physical quantity — uski length aur direction — bilkul nahi badlti. Aapne description badli, cheez nahi.
Ek vector ke hamesha exactly do components hote hain
False. Components ki sankhya un axes ki sankhya ke barabar hoti hai jo aap choose karte hain. Ek plane mein hum usually do chunte hain, lekin usi vector ke alag-alag axis pairs pe alag-alag component values hote hain — aur koi bhi "real wala" nahi hota.
ek universal law hai jise aap hamesha quote kar sakte hain
False. Yeh tabhi kaam karta hai jab us axis se measure kiya jaaye jis pe aap project kar rahe hain. Dusri axis se angle measure karo to cosine aur sine swap ho jaate hain. Yeh formula ek picture encode karta hai, koi magic string nahi.
Ek vector ke do rectangular components hamesha positive hote hain
False. Sign axis ke saath direction batata hai. Second quadrant mein point karne wale vector ka hota hai. Signs drop kar ke sirf , ko positive numbers ke roop mein rakhna ek classic error hai.
Ek vector ki magnitude hoti hai
False. Components perpendicular directions mein hote hain, isliye woh Pythagoras se combine hote hain: , kabhi bhi simple addition se nahi. Unhe seedha add karne se over-count ho jaata.
Agar aap oblique (non-90°) axes pe resolve karein, to magnitude phir bhi hogi
False. Pythagoras ko axes ke beech right angle chahiye. Oblique axes ke liye components aur aur ke beech angle ke saath, law of cosines deta hai ; sirf jab ho tabhi yeh Pythagoras mein collapse hota hai.
ka ke along component se bada ho sakta hai
False. Kyunki aur , ek shadow kabhi bhi use daalne wali cheez se lambi nahi ho sakti. Equality () sirf tab hoti hai jab exactly ke along point kare (yaani ).
Ek component zero ho sakta hai chahe vector zero na ho
True. Agar , ke perpendicular hai to , isliye . Vector us direction pe koi shadow nahi daalta jo uske right angles pe ho.
Ek component negative ho sakta hai chahe length kabhi negative nahi hoti
True. Ek component ek signed number hai: yeh record karta hai kitna aur axis ke along kaun si taraf. jab ho, matlab shadow axis ke negative side pe padti hai.
Perpendicular axes ke liye, projection parallelogram component ke barabar hoti hai
True. Orthogonality exactly woh condition hai jiske under "shadow" aur "woh piece jo wapas add hoti hai" ek saath milti hain — ek axis ka dusri mein koi leak nahi hota.
Spot the error
" angle ke ek incline pe, weight along the slope hai."
Error: yeh hai. Jaise figure dikhata hai, vertical weight aur normal (plane ke perpendicular) ke beech ka angle exactly hai, isliye along-slope part us triangle ka opposite side hai → sine. Sin/cos swap karna sabse common incline mistake hai.

"Oblique axis ke along ka component paane ke liye, bas compute karo."
Error: non-perpendicular axes ke liye projection mein -part se ek "leak" aa jaata hai. Sahi parallelogram component solve karne se aata hai, na ki ek single dot product se.
" kisi bhi vector ki direction seedha deta hai."
Error: har pe repeat karta hai, isliye bare arctan quadrant II aur IV mein fark nahi kar sakta. Aapko ke signs inspect karne chahiye aur tab add karna chahiye jab ho, warna calculator arrow ki opposite direction return karta hai.
"Ek smooth incline pe ruke huye block ko in-place rehne ke liye slope ke upar force chahiye."
Error: sirf gravity ka along-slope pull, , balance hona chahiye. part surface ke push se cancel ho jaata hai. up-slope supply karna block ko over-push kar dega.
"Kyunki hai, ek vertical vector ka koi vertical component nahi hota."
Error: reference ki confusion hai. Ek vertical vector, vertical axis se banata hai, isliye uska vertical component hai (poori length). uske horizontal component pe apply hota hai.
" ko resolve karna aur phir components ko wapas add karna cos aur sin ki rounding ki wajah se slightly different vector deta hai."
Principle mein error: exactly, ko perfectly reconstruct karta hai. Koi bhi difference aapki arithmetic rounding hai, resolution mein koi flaw nahi.
Why questions
Adjacent side angle ke saath cosine kyu use karta hai, sine kyun nahi?
Kyunki right triangle mein definition se hota hai. Cosine literally angle ko touch karne wali direction pe hypotenuse ki shadow measure karta hai. Mnemonic: "COS hugs the Angle."
Projection ke liye dot product sahi tool kyun hai, sirf magnitudes multiply karne ki jagah?
Kyunki projection poochti hai "kitna , ke along point karta hai", aur unke beech ka angle build in karta hai. Plain yeh ignore karta hai ki woh aligned nahi bhi ho sakte.
Inclined plane pe horizontal–vertical axes ki jagah axes ko tilt kyun karte hain?
Kyunki motion slope ke along hoti hai, isliye tilted axes ek component ko pure driving force () aur dusre ko fully balanced force (, normal force se cancel — surface ka perpendicular push) banate hain. Horizontal–vertical dono effects ko dono axes mein smear kar deta.
Ek fixed axis ke along numbers ordinary numbers ki tarah add kyun hote hain, lekin poore vectors nahi?
Jab ek direction fix ho jaati hai, "us mein kitna" ek single signed scalar hai, aur scalars seedhe add hote hain. Poore vectors direction bhi carry karte hain, isliye unhe parallelogram/triangle rule chahiye.
Cos ya sin likhne se pehle angle ki reference direction jaanna zaroori kyun hai?
Kyunki cosine us side ke saath jaata hai jo angle ko touch karti hai. Agar aapko nahi pata ki angle kis axis se measure kiya gaya hai, to aapko nahi pata kaunsi axis "adjacent" hai, aur cos/sin galat components pe ja sakte hain.
Projection kyun hai aur ya kyun nahi?
Cosine along- shadow deta hai (projection triangle ki adjacent side). Sine perpendicular leftover deta, aur tangent koi shadow length hai hi nahi — woh ek side ko dusri se compare karta hai, hypotenuse se nahi.
Edge cases
Kisi vector ka us direction ke along component kya hoga jo uske perpendicular ho?
Exactly zero: deta hai . Physically vector us screen pe koi shadow nahi daalta jiske saath woh parallel ho.
Kisi bhi axes pe zero vector ke components kya hote hain?
Dono zero, axes ki har choice pe. Zero vector ki na length hai na direction, isliye yeh har jagah zero shadow daalta hai — ek rare case jahan answer axis-independent hota hai.
hone par aur ka kya hoga?
aur : vector purely vertical ho jaata hai, sab kuch y-component mein. Yeh limiting behaviour kisi bhi resolution ka quick sanity check hai.
Third quadrant mein ek vector ke liye (), naive kya return karta hai?
Do negatives ka ratio positive hota hai, isliye arctan ek first-quadrant angle return karta hai — exact opposite direction. Aapko add karna hoga kyunki tangent kisi direction aur uski reverse mein distinguish nahi kar sakta.
Agar exactly ke opposite point kare, to kya hoga?
, isliye : poori magnitude lekin negative, yeh signal karta hai ki shadow ke negative side pe completely land hoti hai.
Ek horizontal surface () pe, weight ke along-slope aur normal components kya hain?
Along-slope aur normal . Koi slope nahi matlab koi driving component nahi, aur surface poora weight support karti hai — flat-ground intuition se match karta hai.
Ek vertical wall () pe, weight ke woh components kya hain?
Along-slope aur normal . Gravity poori tarah "slope" ke neeche act karti hai aur wall koi normal support nahi deta — object freely vertically fall kar raha hai.
Connections
- Dot product & scalar projection
- Unit vectors and Cartesian coordinates
- Inclined plane dynamics
- Vectors — addition (parallelogram & triangle law)
- Projectile motion
- Equilibrium of concurrent forces