1.1.9 · D3Measurement, Vectors & Kinematics

Worked examples — Resolution of vectors — into components (any axes)

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The scenario matrix

Here is the full landscape of cases this topic can throw at you. Every worked example below is tagged with the cell it covers.

Cell What makes it different Example
C1 Quadrant I (both components positive) the "friendly" base case Ex 1
C2 Quadrant II () angle past , cos goes negative Ex 2
C3a Quadrant III (recovering the angle) naive lands off Ex 3
C3b Quadrant IV () naive gives a negative angle Ex 3b
C4 Degenerate: axis-aligned & zero vector ; the zero vector Ex 4
C5 Tilted (non-x/y) perpendicular axes inclined plane — real physics Ex 5
C6 Projection onto an arbitrary direction dot product does the work Ex 6
C7 Oblique (non-) axes projection ≠ component; solve a system Ex 7
C8 Word problem + equilibrium translate English → vectors → arithmetic Ex 8
C9 Exam twist (angle measured from the y-axis) which one gets cos? read carefully Ex 9

(In cell C7 the symbols and mean the two chosen axis directions — each an arrow of length pointing along one oblique axis. They are properly defined in Ex 7 before any calculation uses them.)


Ex 1 — Quadrant I, the base case (C1)

Figure 1 (below): a blue arrow of length in Quadrant I; its horizontal shadow (red, adjacent) and vertical shadow (yellow, opposite) form a right triangle, with the angle marked at the origin.

Figure — Resolution of vectors — into components (any axes)
  1. Draw the right triangle (Figure 1): hypotenuse , adjacent side along , opposite side along . Why this step? Components are the two perpendicular legs of this triangle — you can't read them off until you've drawn the triangle.
  2. . Why cos? The horizontal leg touches (is adjacent to) the angle, and cosine — it measures the shadow along the direction the angle is hugging.
  3. . Why sin? The vertical leg is across from the angle (opposite), and sine .

Ex 2 — Quadrant II, cosine goes negative (C2)

Figure 2 (below): a blue arrow at landing in Quadrant II; its horizontal shadow (red) now points backward onto the side, while its vertical shadow (yellow) still points up. The sweep is drawn as a white arc from .

Figure — Resolution of vectors — into components (any axes)
  1. Apply the same formulas — the signs take care of themselves if is measured all the way round from . Why trust them past ? and are defined for any angle by where the arrow lands on the unit circle, not just inside a triangle. Past the tip is left of the -axis, so its -shadow points backward → cosine is negative.
  2. . Why negative? The shadow lies on the side — the minus sign is the direction, encoded automatically.
  3. (positive, as forecast).

Ex 3 — Recovering the angle in Quadrant III (C3a)

Figure 3 (below): the true vector (red) points down-left into Quadrant III; a dashed yellow arrow shows where the naive answer wrongly lands, up in Quadrant I. Both share the same slope — that's exactly why is fooled.

Figure — Resolution of vectors — into components (any axes)
  1. Magnitude by Pythagoras: . Why Pythagoras? The components are perpendicular legs; the vector is the hypotenuse of that same right triangle.
  2. Naive angle: . Why is this wrong? repeats every : and are identical, so can't tell QI from QIII. It always returns the QI/QIV branch.
  3. Fix from the quadrant picture: we know the arrow is in QIII, so add : Why add ? Rotating half a turn flips both shadows' signs, sending to — exactly our quadrant, with the same tan value.

Ex 3b — Recovering the angle in Quadrant IV (C3b)

  1. Magnitude by Pythagoras: . Why? Same right triangle; the signs of the legs don't change their squared lengths.
  2. Naive angle: . Why is this the QIV branch? always returns an answer between and . A negative result means "below the axis" — which is Quadrant IV. So here the naive branch is already correct.
  3. Express as a positive angle (optional): add to get . Why? and are the same direction — one measured clockwise, the other the full counter-clockwise sweep from .

Ex 4 — Degenerate & limiting cases (C4)

  1. (a) , . Why? The arrow lies flat along ; its vertical shadow has length zero. Cosine of is (full shadow), sine of is (no rise).
  2. (b) , . Why? Now the arrow stands straight up; nothing spills onto . This is the limiting mirror of (a).
  3. (c) , and is undefined — division by zero. Why? A zero-length arrow has no tip to point anywhere, so "its angle" is a meaningless question. In code you must guard against before calling .

Ex 5 — Tilted perpendicular axes: inclined plane (C5)

Figure 4 (below): a wedge inclined at with a block on it. The blue arrow is the straight-down weight ; the yellow arrow is its down-slope part ; the red arrow is its into-surface part . The base angle is marked.

Figure — Resolution of vectors — into components (any axes)
  1. Tilt the axes to align with the slope (Figure 4): one axis down the slope, one perpendicular (into the surface). Why tilt? Motion happens along the slope. Tilted axes make one component the driving force and the other a balanced force — much simpler than plain . See Inclined plane dynamics.
  2. Geometry (Figure 4): the angle between the vertical weight and the perpendicular-to-slope axis equals . So the along-slope leg is opposite to : Why sin? Opposite side → sine.
  3. The perpendicular leg is adjacent to : Why cos? Adjacent side → cosine. This is what the normal force balances.

Ex 6 — Projection onto an arbitrary direction (C6)

Figure 5 (below): the blue arrow , a dashed yellow ray for the direction at , and a green arrow showing the shadow of dropped perpendicularly onto that ray — its length is the projection .

Figure — Resolution of vectors — into components (any axes)
  1. Build the unit vector: . Why a unit vector? A component is a length; the dot product only reads a pure length if has length .
  2. Dot product = projection: Why the dot product? As proven in the parent note, is exactly the shadow of along , where is the vector-to-vector angle just defined. See Dot product & scalar projection.
  3. Cross-check via that angle : here (the gap between 's and 's ), so . ✓ Why both routes? They must agree — that's the whole content of "dot product IS projection."

Ex 7 — Oblique axes: projection ≠ component (C7)

Figure 6 (below): the blue diagonal ; the yellow side laid along the horizontal axis; the green side laid along the axis, drawn from the tip of up to 's tip so the two sides close the parallelogram back onto .

Figure — Resolution of vectors — into components (any axes)
  1. Why not just project? For axes, the piece has its own shadow on — a "leak." Projection would double-count that leak. We must instead demand the pieces add back to . This is the parallelogram idea (see the definition above): is the diagonal; and are the two sides.
  2. Write one equation per coordinate (): Why two equations, and why does this "solve the system"? The single vector statement is really two statements — the -parts must match AND the -parts must match. Two matching conditions pin down the two unknowns exactly. Solving them forces the reassembled pieces to equal in both directions at once, which is precisely the definition of a component.
  3. From the -equation: . Substitute into the -equation: , so .
  4. Compare with the naive projection: . But the true component is — much smaller. Why smaller? The -piece already supplied of horizontal reach; the parallelogram must not recount it. Projection ; component ; they differ precisely because the axes are not orthogonal.

Ex 8 — Word problem + equilibrium (C8)

  1. Translate to components. Rope 1: . Rope 2: . Weight: . Why resolve? Equilibrium means the vector sum is zero; but the parent note's rule says components along a fixed axis just add as numbers. So "sum = 0" becomes two scalar equations. See Equilibrium of concurrent forces.
  2. -balance: , so . Why? No horizontal motion → horizontal shadows cancel.
  3. -balance: . Why? Vertical shadows must together lift the weight.
  4. Substitute : Then .

Ex 9 — Exam twist: angle measured from the y-axis (C9)

Figure 7 (below): a blue launch-velocity arrow leaning only away from straight-up. The vertical shadow (yellow) is the long, adjacent leg; the horizontal shadow (red) is the short, opposite leg. The angle is drawn hugging the vertical axis.

Figure — Resolution of vectors — into components (any axes)
  1. Redraw the triangle with the angle at the correct corner (Figure 7). The sits between the velocity and the vertical axis. Why redraw? The rule "adjacent → cos" is about which leg touches the angle, not about which is horizontal. Here the vertical leg is adjacent to .
  2. Vertical component (adjacent to the angle): . Why cos? The vertical leg hugs the angle → it is the adjacent side → cosine.
  3. Horizontal component (opposite the angle): . Why sin? The horizontal leg is across from the angle → opposite side → sine. This value feeds straight into Projectile motion as the constant horizontal speed.

Self-test

Why does alone fail in Quadrants II and III?
repeats every , so can't distinguish opposite quadrants — you must add using the sign picture.
In Quadrant IV, do you add to the naive ?
No — the raw already returns the QIV branch (a negative angle); add only if you want it positive.
What does the angle mean in ?
The angle between the vector and the unit direction (a vector-to-vector angle, not an axis angle).
For oblique axes, why is ?
The other axis's piece leaks a shadow onto ; projection double-counts it, so you must solve instead.
When the launch angle is given from the vertical, which component gets cosine?
The vertical one — cos goes with the axis the angle is measured from.

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