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+ <?xml version="1.0" encoding="UTF-8"?>
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+ <tt xmlns="http://www.w3.org/2006/10/ttaf1" xmlns:tts="http://www.w3.org/2006/04/ttaf1#styling">
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+ <head>
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+ <styling>
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+ <style id="df" tts:textAlign="center" tts:fontFamily="Verdana" tts:fontSize="48" tts:wrapOption="wrap"/>
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+ </styling>
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+ </head>
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+ <body>
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+ <div xml:id="captions">
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+ <p begin="0:00:02.133" dur="0:00:03.000">The bad news today is that there<br />will be quite a bit of math.</p>
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+ <p begin="0:00:05.133" dur="0:00:02.967">But the good news<br />is that we will only do it once</p>
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+ <p begin="0:00:08.100" dur="0:00:05.200">and it will only take<br />something like half-hour.</p>
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+ <p begin="0:00:13.300" dur="0:00:02.466">There are quantities in physics</p>
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+ <p begin="0:00:15.766" dur="0:00:02.634">which are determined uniquely<br />by one number.</p>
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+ <p begin="0:00:18.400" dur="0:00:02.066">Mass is one of them.</p>
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+ <p begin="0:00:20.466" dur="0:00:01.367">Temperature is one of them.</p>
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+ <p begin="0:00:21.833" dur="0:00:01.533">Speed is one of them.</p>
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+ <p begin="0:00:23.366" dur="0:00:01.700">We call those scalars.</p>
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+ <p begin="0:00:25.066" dur="0:00:02.667">There are others where<br />you need more than one number</p>
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+ <p begin="0:00:27.733" dur="0:00:03.700">for instance, on a one-<br />dimensional motion, velocity</p>
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+ <p begin="0:00:31.433" dur="0:00:02.233">it has a certain magnitude--<br />that's the speed--</p>
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+ <p begin="0:00:33.666" dur="0:00:01.000">but you also have to know</p>
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+ <p begin="0:00:34.666" dur="0:00:02.000">whether it goes this way<br />or that way.</p>
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+ <p begin="0:00:36.666" dur="0:00:02.067">So there has to be a direction.</p>
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+ <p begin="0:00:38.733" dur="0:00:04.767">Velocity is a vector and<br />acceleration is a vector</p>
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+ <p begin="0:00:43.500" dur="0:00:06.466">and today we're going to learn<br />how to work with these vectors.</p>
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+ <p begin="0:00:49.966" dur="0:00:05.300">A vector has a length<br />and a vector has a direction</p>
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+ <p begin="0:00:55.266" dur="0:00:04.367">and that's why we actually<br />represent it by an arrow.</p>
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+ <p begin="0:00:59.633" dur="0:00:03.867">We all have seen...<br />this is a vector.</p>
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+ <p begin="0:01:03.500" dur="0:00:02.866">Remember this--<br />this is a vector.</p>
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+ <p begin="0:01:06.366" dur="0:00:02.234">If you look at the vector<br />head-on, you see a dot.</p>
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+ <p begin="0:01:08.600" dur="0:00:03.766">If you look at the vector<br />from behind, you see a cross.</p>
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+ <p begin="0:01:12.366" dur="0:00:02.100">This is a vector</p>
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+ <p begin="0:01:14.466" dur="0:00:04.867">and that will be<br />our representation of vectors.</p>
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+ <p begin="0:01:19.333" dur="0:00:05.500">Imagine that I am standing<br />on the table in 26.100.</p>
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+ <p begin="0:01:24.833" dur="0:00:09.967">This is the table and I am<br />standing, say, at point O</p>
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+ <p begin="0:01:34.800" dur="0:00:08.433">and I move along a straight line<br />from O to point P</p>
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+ <p begin="0:01:43.233" dur="0:00:04.233">so I move like so.</p>
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+ <p begin="0:01:47.466" dur="0:00:01.800">That's why I am on the table</p>
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+ <p begin="0:01:49.266" dur="0:00:03.400">and that's where you will see me<br />when you look from 26.100.</p>
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+ <p begin="0:01:52.666" dur="0:00:01.067">It just so happens</p>
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+ <p begin="0:01:53.733" dur="0:00:04.233">that someone is also going<br />to move the table--</p>
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+ <p begin="0:01:57.966" dur="0:00:04.234">in that same amount of time--<br />from here to there.</p>
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+ <p begin="0:02:02.200" dur="0:00:03.300">So that means that the table<br />will have moved down</p>
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+ <p begin="0:02:05.500" dur="0:00:07.500">and so my point P will have<br />moved down exactly the same way</p>
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+ <p begin="0:02:13.000" dur="0:00:03.666">and so you will see me<br />now at point S.</p>
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+ <p begin="0:02:16.666" dur="0:00:03.167">You will see me<br />at point S in 26.100</p>
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+ <p begin="0:02:19.833" dur="0:00:01.433">although I am still standing</p>
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+ <p begin="0:02:21.266" dur="0:00:02.067">at the same location<br />on the table.</p>
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+ <p begin="0:02:23.333" dur="0:00:03.233">The table has moved.</p>
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+ <p begin="0:02:26.566" dur="0:00:04.467">This is now the position<br />of the table.</p>
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+ <p begin="0:02:31.033" dur="0:00:02.333">See, the whole table<br />has shifted.</p>
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+ <p begin="0:02:33.366" dur="0:00:03.534">Now, if these two motions<br />take place simultaneously</p>
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+ <p begin="0:02:36.900" dur="0:00:03.300">then what you will see<br />from where you are sitting...</p>
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+ <p begin="0:02:40.200" dur="0:00:06.433">you will see me move in 26.100<br />from O straight line to S</p>
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+ <p begin="0:02:46.633" dur="0:00:06.700">and this holds the secret<br />behind the adding of vectors.</p>
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+ <p begin="0:02:53.333" dur="0:00:05.933">We say here that the vector OS--<br />we'll put an arrow over it--</p>
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+ <p begin="0:02:59.266" dur="0:00:07.067">is the vector OP, with an arrow<br />over it, plus PS.</p>
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+ <p begin="0:03:06.333" dur="0:00:05.567">This defines how we add vectors.</p>
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+ <p begin="0:03:11.900" dur="0:00:02.900">There are various ways<br />that you can add vectors.</p>
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+ <p begin="0:03:14.800" dur="0:00:08.733">Suppose I have here vector A<br />and I have here vector B.</p>
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+ <p begin="0:03:23.533" dur="0:00:01.867">Then you can do it this way</p>
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+ <p begin="0:03:25.400" dur="0:00:02.800">which I call<br />the "head-tail" technique.</p>
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+ <p begin="0:03:28.200" dur="0:00:06.166">I take B and I bring it<br />to the head of A.</p>
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+ <p begin="0:03:34.366" dur="0:00:03.600">So this is B, this is a vector</p>
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+ <p begin="0:03:37.966" dur="0:00:05.167">and then the net result<br />is A plus B.</p>
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+ <p begin="0:03:43.133" dur="0:00:07.433">This vector C equals A plus B.</p>
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+ <p begin="0:03:50.566" dur="0:00:01.167">That's one way of doing it.</p>
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+ <p begin="0:03:51.733" dur="0:00:02.567">It doesn't matter<br />whether you take B...</p>
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+ <p begin="0:03:54.300" dur="0:00:01.500">the tail of B to the head of A</p>
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+ <p begin="0:03:55.800" dur="0:00:03.500">or whether you take the tail of<br />A and bring it to the head of B.</p>
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+ <p begin="0:03:59.300" dur="0:00:01.533">You will get the same result.</p>
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+ <p begin="0:04:00.833" dur="0:00:01.833">There's another way<br />you can do it</p>
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+ <p begin="0:04:02.666" dur="0:00:03.600">and I call that<br />"the parallelogram method."</p>
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+ <p begin="0:04:06.266" dur="0:00:03.167">Here you have A.</p>
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+ <p begin="0:04:09.433" dur="0:00:06.100">You bring the two tails<br />together, so here is B now</p>
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+ <p begin="0:04:15.533" dur="0:00:01.567">so the tails are touching</p>
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+ <p begin="0:04:17.100" dur="0:00:06.300">and now you complete<br />this parallelogram.</p>
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+ <p begin="0:04:23.400" dur="0:00:05.600">And now this vector C<br />is the same sum vector</p>
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+ <p begin="0:04:29.000" dur="0:00:04.233">that you have here,<br />whichever way you prefer.</p>
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+ <p begin="0:04:33.233" dur="0:00:00.967">You see immediately</p>
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+ <p begin="0:04:34.200" dur="0:00:03.233">that A plus B is the same<br />as B plus A.</p>
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+ <p begin="0:04:37.433" dur="0:00:05.233">There is no difference.</p>
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+ <p begin="0:04:42.666" dur="0:00:03.500">What is the meaning<br />of a negative vector?</p>
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+ <p begin="0:04:46.166" dur="0:00:04.334">Well, A minus A equals zero--</p>
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+ <p begin="0:04:50.500" dur="0:00:04.466">vector A subtract<br />from vector A equals zero.</p>
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+ <p begin="0:04:54.966" dur="0:00:03.667">So here is vector A.</p>
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+ <p begin="0:04:58.633" dur="0:00:05.433">So which vector do I have<br />to add to get zero?</p>
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+ <p begin="0:05:04.066" dur="0:00:01.867">I have to add minus A.</p>
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+ <p begin="0:05:05.933" dur="0:00:02.500">Well, if you use<br />the head-tail technique...</p>
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+ <p begin="0:05:08.433" dur="0:00:01.300">This is A.</p>
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+ <p begin="0:05:09.733" dur="0:00:03.367">You have to add this vector<br />to have zero</p>
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+ <p begin="0:05:13.100" dur="0:00:01.700">so this is minus A</p>
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+ <p begin="0:05:14.800" dur="0:00:02.666">and so minus A is nothing<br />but the same as A</p>
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+ <p begin="0:05:17.466" dur="0:00:02.034">but flipped over 180 degrees.</p>
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+ <p begin="0:05:19.500" dur="0:00:03.566">We'll use that very often.</p>
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+ <p begin="0:05:23.066" dur="0:00:05.134">And that brings us to the point<br />of subtraction of vectors.</p>
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+ <p begin="0:05:28.200" dur="0:00:02.900">How do we subtract vectors?</p>
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+ <p begin="0:05:31.100" dur="0:00:07.166">So A minus B equals C.</p>
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+ <p begin="0:05:38.266" dur="0:00:06.567">Here we have vector A<br />and here we have--</p>
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+ <p begin="0:05:44.833" dur="0:00:08.600">let me write this down here--<br />and here we have vector B.</p>
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+ <p begin="0:05:53.433" dur="0:00:02.167">One way to look at this<br />is the following.</p>
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+ <p begin="0:05:55.600" dur="0:00:07.666">You can say A minus B<br />is A plus minus B</p>
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+ <p begin="0:06:03.266" dur="0:00:03.200">and we know how to add vectors<br />and we know what minus B is.</p>
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+ <p begin="0:06:06.466" dur="0:00:04.267">Minus B is the same vector<br />but flipped over</p>
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+ <p begin="0:06:10.733" dur="0:00:05.800">so we put here minus B</p>
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+ <p begin="0:06:16.533" dur="0:00:08.233">and so this vector now<br />here equals A minus B.</p>
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+ <p begin="0:06:24.766" dur="0:00:04.167">Here's vector C,<br />here's A minus B.</p>
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+ <p begin="0:06:28.933" dur="0:00:01.867">And, of course, you can do it<br />in different ways.</p>
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+ <p begin="0:06:30.800" dur="0:00:08.700">You can also think of it<br />as A plus... as C plus B is A.</p>
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+ <p begin="0:06:39.500" dur="0:00:02.466">Right? You can say you can<br />bring this to the other side.</p>
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+ <p begin="0:06:41.966" dur="0:00:04.900">You can say C plus B is A,<br />C plus B is A.</p>
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+ <p begin="0:06:46.866" dur="0:00:05.700">In other words, which vector<br />do I have to add to B to get A?</p>
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+ <p begin="0:06:52.566" dur="0:00:02.300">And then you have the<br />parallelogram technique again.</p>
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+ <p begin="0:06:54.866" dur="0:00:01.500">There are many ways<br />you can do it.</p>
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+ <p begin="0:06:56.366" dur="0:00:01.100">The head-tail technique</p>
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+ <p begin="0:06:57.466" dur="0:00:02.900">is perhaps the easiest<br />and the safest.</p>
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+ <p begin="0:07:00.366" dur="0:00:03.200">So you can add<br />a countless number of vectors</p>
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+ <p begin="0:07:03.566" dur="0:00:02.300">one plus the other,<br />and the next one</p>
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+ <p begin="0:07:05.866" dur="0:00:04.400">and you finally have the sum<br />of five or six or seven vectors</p>
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+ <p begin="0:07:10.266" dur="0:00:04.267">which, then, can be<br />represented by only one.</p>
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+ <p begin="0:07:14.533" dur="0:00:04.100">When you add scalars,<br />for instance, five and four</p>
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+ <p begin="0:07:18.633" dur="0:00:02.300">then there is only one answer,<br />that is nine.</p>
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+ <p begin="0:07:20.933" dur="0:00:01.733">Five plus four is nine.</p>
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+ <p begin="0:07:22.666" dur="0:00:01.434">Suppose you have two vectors.</p>
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+ <p begin="0:07:24.100" dur="0:00:02.400">You have no information<br />on their direction</p>
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+ <p begin="0:07:26.500" dur="0:00:02.666">but you do know that the<br />magnitude of one is four</p>
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+ <p begin="0:07:29.166" dur="0:00:01.634">and the magnitude<br />of the other is five.</p>
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+ <p begin="0:07:30.800" dur="0:00:01.866">That's all you know.</p>
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+ <p begin="0:07:32.666" dur="0:00:03.467">Then the magnitude of<br />the sum vector could be nine</p>
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+ <p begin="0:07:36.133" dur="0:00:02.500">if they are both in the same<br />direction-- that's the maximum--</p>
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+ <p begin="0:07:38.633" dur="0:00:03.333">or it could be one, if they<br />are in opposite directions.</p>
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+ <p begin="0:07:41.966" dur="0:00:02.434">So then you have<br />a whole range of possibilities</p>
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+ <p begin="0:07:44.400" dur="0:00:03.133">because you do not know<br />the direction.</p>
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+ <p begin="0:07:47.533" dur="0:00:02.567">So the adding and the<br />subtraction of vectors</p>
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+ <p begin="0:07:50.100" dur="0:00:05.300">is way more complicated<br />than just scalars.</p>
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+ <p begin="0:07:55.400" dur="0:00:03.666">As we have seen,<br />that the sum of vectors</p>
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+ <p begin="0:07:59.066" dur="0:00:03.000">can be represented by one vector</p>
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+ <p begin="0:08:02.066" dur="0:00:03.567">equally can we take one vector</p>
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+ <p begin="0:08:05.633" dur="0:00:03.700">and we can replace it<br />by the sum of others.</p>
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+ <p begin="0:08:09.333" dur="0:00:03.600">And we call that<br />"decomposition" of a vector.</p>
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+ <p begin="0:08:12.933" dur="0:00:02.433">And that's going to be<br />very important in 801</p>
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+ <p begin="0:08:15.366" dur="0:00:06.767">and I want you to follow this,<br />therefore, quite closely.</p>
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+ <p begin="0:08:22.133" dur="0:00:08.367">I have a vector which is<br />in three-dimensional space.</p>
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+ <p begin="0:08:30.500" dur="0:00:05.000">This is my z axis...</p>
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+ <p begin="0:08:35.500" dur="0:00:04.500">this is my x axis,<br />y axis and z axis.</p>
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+ <p begin="0:08:40.000" dur="0:00:04.166">This is the origin O<br />and here is a point P</p>
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+ <p begin="0:08:44.166" dur="0:00:08.300">and I have a vector OP--<br />that's the vector.</p>
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+ <p begin="0:08:52.466" dur="0:00:02.700">And what I do now,<br />I project this vector</p>
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+ <p begin="0:08:55.166" dur="0:00:04.367">onto the three axes,<br />x, y and z.</p>
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+ <p begin="0:08:59.533" dur="0:00:01.333">So there we go.</p>
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+ <p begin="0:09:06.200" dur="0:00:03.466">Each one has her or his<br />own method of doing this.</p>
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+ <p begin="0:09:17.766" dur="0:00:01.367">There we are.</p>
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+ <p begin="0:09:19.133" dur="0:00:03.200">I call this vector<br />vector A.</p>
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+ <p begin="0:09:28.133" dur="0:00:05.500">Now, this angle will be theta,<br />and this angle will be phi.</p>
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+ <p begin="0:09:35.566" dur="0:00:04.834">Notice that the projection of A<br />on the y axis has here</p>
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+ <p begin="0:09:40.400" dur="0:00:02.166">a number which I call A of y.</p>
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+ <p begin="0:09:42.566" dur="0:00:05.300">This number is A of x and<br />this number here is A of z--</p>
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+ <p begin="0:09:47.866" dur="0:00:04.167">simply a projection of<br />that vector onto the three axes.</p>
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+ <p begin="0:09:52.033" dur="0:00:05.233">We now introduce<br />what we call "unit vectors."</p>
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+ <p begin="0:09:57.266" dur="0:00:01.867">Unit vectors are always pointing<br />in the direction</p>
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+ <p begin="0:09:59.133" dur="0:00:02.333">of the positive axis</p>
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+ <p begin="0:10:01.466" dur="0:00:04.800">and the unit vector in<br />the x direction is this one.</p>
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+ <p begin="0:10:06.266" dur="0:00:04.167">It has a length one,<br />and we write for it "x roof."</p>
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+ <p begin="0:10:10.433" dur="0:00:02.400">"Roof" always means unit vector.</p>
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+ <p begin="0:10:12.833" dur="0:00:04.733">And this is the unit vector<br />in the y direction</p>
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+ <p begin="0:10:17.566" dur="0:00:07.100">and this is the unit vector<br />in the z direction.</p>
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+ <p begin="0:10:24.666" dur="0:00:03.934">And now I'm going<br />to rewrite vector A</p>
169
+ <p begin="0:10:28.600" dur="0:00:03.566">in terms of the three components<br />that we have here.</p>
170
+ <p begin="0:10:32.166" dur="0:00:03.167">So the vector A,<br />I'm going to write</p>
171
+ <p begin="0:10:35.333" dur="0:00:08.367">as "A of x times x roof,<br />plus A of y times y roof</p>
172
+ <p begin="0:10:43.700" dur="0:00:03.133">plus A of z times z roof."</p>
173
+ <p begin="0:10:46.833" dur="0:00:02.933">And this A of x times x<br />is really a vector</p>
174
+ <p begin="0:10:49.766" dur="0:00:03.200">that runs from the origin<br />to this point.</p>
175
+ <p begin="0:10:52.966" dur="0:00:02.467">So we could put in that<br />as a vector, if you want to.</p>
176
+ <p begin="0:10:55.433" dur="0:00:02.500">This makes it a vector.</p>
177
+ <p begin="0:10:57.933" dur="0:00:02.000">This is that vector.</p>
178
+ <p begin="0:10:59.933" dur="0:00:04.433">A of y times... oh, sorry,<br />it is A of x, this one.</p>
179
+ <p begin="0:11:04.366" dur="0:00:02.934">A of y times y roof is this one</p>
180
+ <p begin="0:11:07.300" dur="0:00:04.033">and A of z times z roof<br />is this one.</p>
181
+ <p begin="0:11:11.333" dur="0:00:03.633">And so these three green vectors<br />added together</p>
182
+ <p begin="0:11:14.966" dur="0:00:03.200">are exactly identical<br />to the vector OP</p>
183
+ <p begin="0:11:18.166" dur="0:00:04.767">so we have decomposed one vector<br />into three directions.</p>
184
+ <p begin="0:11:22.933" dur="0:00:04.967">And we will see that very often,<br />this is of great use in 801.</p>
185
+ <p begin="0:11:27.900" dur="0:00:03.366">The magnitude of the vector is</p>
186
+ <p begin="0:11:31.266" dur="0:00:08.000">the square root of Ax squared<br />plus Ay squared plus Az squared</p>
187
+ <p begin="0:11:41.566" dur="0:00:05.400">and so we can take<br />a simple example.</p>
188
+ <p begin="0:11:46.966" dur="0:00:05.400">For instance,<br />I take a vector A--</p>
189
+ <p begin="0:11:52.366" dur="0:00:03.967">this is just an example,<br />to see this in action--</p>
190
+ <p begin="0:11:56.333" dur="0:00:07.033">and we call A three X roof,</p>
191
+ <p begin="0:12:03.366" dur="0:00:08.000">so A of axis is three<br />minus five y roof plus 6 Z roof</p>
192
+ <p begin="0:12:14.633" dur="0:00:04.867">so that means that it's<br />three units in this direction</p>
193
+ <p begin="0:12:19.500" dur="0:00:02.300">it is five units<br />in this direction--</p>
194
+ <p begin="0:12:21.800" dur="0:00:02.000">in the minus y direction--</p>
195
+ <p begin="0:12:23.800" dur="0:00:01.700">and six in the plus z direction.</p>
196
+ <p begin="0:12:25.500" dur="0:00:06.800">That makes up a vector<br />and I call that vector A.</p>
197
+ <p begin="0:12:32.300" dur="0:00:02.100">What is the magnitude<br />of that vector--</p>
198
+ <p begin="0:12:34.400" dur="0:00:02.533">which I always write down<br />with vertical bars--</p>
199
+ <p begin="0:12:36.933" dur="0:00:03.267">if I put two bars on one side,<br />that's always the magnitude</p>
200
+ <p begin="0:12:40.200" dur="0:00:03.066">or sometimes<br />I simply leave the arrow off,</p>
201
+ <p begin="0:12:43.266" dur="0:00:03.334">but to be always on<br />the safe side, I like this idea</p>
202
+ <p begin="0:12:46.600" dur="0:00:01.833">that you know it's<br />really the magnitude</p>
203
+ <p begin="0:12:48.433" dur="0:00:03.300">becomes the scalar<br />when you do that.</p>
204
+ <p begin="0:12:51.733" dur="0:00:04.933">So that would be the square root<br />of three squared is nine</p>
205
+ <p begin="0:12:56.666" dur="0:00:04.100">five squared is 25,<br />six squared is 36</p>
206
+ <p begin="0:13:00.766" dur="0:00:02.334">so that's the square root of 70.</p>
207
+ <p begin="0:13:03.100" dur="0:00:04.166">And suppose I asked you,<br />"What is theta?"</p>
208
+ <p begin="0:13:07.266" dur="0:00:01.467">It's uniquely determined,<br />of course.</p>
209
+ <p begin="0:13:08.733" dur="0:00:01.333">This vector<br />is uniquely determined</p>
210
+ <p begin="0:13:10.066" dur="0:00:01.300">in three-dimensional space</p>
211
+ <p begin="0:13:11.366" dur="0:00:02.734">so you should be able to find<br />phi and theta.</p>
212
+ <p begin="0:13:14.100" dur="0:00:02.666">Well, the cosine of theta...</p>
213
+ <p begin="0:13:16.766" dur="0:00:04.100">See, this angle here...<br />90 degrees projection.</p>
214
+ <p begin="0:13:20.866" dur="0:00:05.000">So the cosine of theta<br />is A of z divided by A itself.</p>
215
+ <p begin="0:13:25.866" dur="0:00:05.734">So the cosine of theta equals<br />A of z divided by A itself</p>
216
+ <p begin="0:13:31.600" dur="0:00:01.433">which in our case</p>
217
+ <p begin="0:13:33.033" dur="0:00:04.233">would be six divided<br />by the square root of 70.</p>
218
+ <p begin="0:13:37.266" dur="0:00:01.800">And you can do fine.</p>
219
+ <p begin="0:13:39.066" dur="0:00:06.000">It's just simply a matter<br />of manipulating some numbers.</p>
220
+ <p begin="0:13:45.066" dur="0:00:03.767">We now come to a much more<br />difficult part of vectors</p>
221
+ <p begin="0:13:48.833" dur="0:00:02.833">and that is multiplication<br />of vectors.</p>
222
+ <p begin="0:13:59.800" dur="0:00:05.233">We're not going to need this<br />until October, but I decided</p>
223
+ <p begin="0:14:05.033" dur="0:00:02.133">we might as well<br />get it over with now.</p>
224
+ <p begin="0:14:07.166" dur="0:00:02.434">Now that we introduced vectors,<br />you can add and subtract</p>
225
+ <p begin="0:14:09.600" dur="0:00:02.233">you might as well learn<br />about multiplication.</p>
226
+ <p begin="0:14:11.833" dur="0:00:02.500">It's sort of, the job is done,<br />it's like going to the dentist.</p>
227
+ <p begin="0:14:14.333" dur="0:00:02.500">It's a little painful,<br />but it's good for you</p>
228
+ <p begin="0:14:16.833" dur="0:00:03.867">and when it's behind you,<br />the pain disappears.</p>
229
+ <p begin="0:14:20.700" dur="0:00:02.766">So we're going to talk about<br />multiplication of vectors</p>
230
+ <p begin="0:14:23.466" dur="0:00:03.067">something that will not<br />come back until October</p>
231
+ <p begin="0:14:26.533" dur="0:00:02.067">and later in the course.</p>
232
+ <p begin="0:14:28.600" dur="0:00:02.800">There are two ways<br />that we multiply vectors</p>
233
+ <p begin="0:14:31.400" dur="0:00:03.900">and one is called<br />the "dot product"</p>
234
+ <p begin="0:14:35.300" dur="0:00:04.500">often also called<br />the scalar product.</p>
235
+ <p begin="0:14:39.800" dur="0:00:08.966">A dot B, a fat dot, and that<br />is defined as it is a scalar.</p>
236
+ <p begin="0:14:48.766" dur="0:00:03.100">A of x times B of x,<br />just a number</p>
237
+ <p begin="0:14:51.866" dur="0:00:04.067">plus A of y times B of y--<br />that's another number--</p>
238
+ <p begin="0:14:55.933" dur="0:00:03.367">plus A of z times B of z--<br />that's another number.</p>
239
+ <p begin="0:14:59.300" dur="0:00:02.366">It is a scalar.</p>
240
+ <p begin="0:15:01.666" dur="0:00:03.434">It has no longer a direction.</p>
241
+ <p begin="0:15:05.100" dur="0:00:03.066">That is the dot product.</p>
242
+ <p begin="0:15:08.166" dur="0:00:01.300">So that's method number one.</p>
243
+ <p begin="0:15:09.466" dur="0:00:04.000">That's completely legitimate<br />and you can always use that.</p>
244
+ <p begin="0:15:13.466" dur="0:00:03.467">There is another way<br />to find the dot product</p>
245
+ <p begin="0:15:16.933" dur="0:00:02.467">depending upon<br />what you're being given--</p>
246
+ <p begin="0:15:19.400" dur="0:00:02.633">how the problem is<br />presented to you.</p>
247
+ <p begin="0:15:22.033" dur="0:00:09.700">If someone gives you the vector<br />A and you have the vector B</p>
248
+ <p begin="0:15:31.733" dur="0:00:02.533">and you happen to know<br />this angle between them,</p>
249
+ <p begin="0:15:34.266" dur="0:00:00.934">this angle theta--</p>
250
+ <p begin="0:15:35.200" dur="0:00:01.133">which has nothing to do<br />with that angle theta;</p>
251
+ <p begin="0:15:36.333" dur="0:00:03.833">it's the angle between the two--</p>
252
+ <p begin="0:15:40.166" dur="0:00:06.367">then the dot product<br />is also the following</p>
253
+ <p begin="0:15:46.533" dur="0:00:04.467">and you may make an attempt<br />to prove that.</p>
254
+ <p begin="0:15:51.000" dur="0:00:04.233">You project the vector B on A.</p>
255
+ <p begin="0:15:55.233" dur="0:00:03.133">This is that projection.</p>
256
+ <p begin="0:15:58.366" dur="0:00:06.534">The length of this vector<br />is B cosine theta.</p>
257
+ <p begin="0:16:04.900" dur="0:00:02.066">And then the dot product</p>
258
+ <p begin="0:16:06.966" dur="0:00:04.467">is the magnitude of A<br />times the magnitude of B</p>
259
+ <p begin="0:16:11.433" dur="0:00:02.200">times the cosine<br />of the angle theta.</p>
260
+ <p begin="0:16:13.633" dur="0:00:02.933">The two are<br />completely identical.</p>
261
+ <p begin="0:16:16.566" dur="0:00:01.534">Now, you may ask me,<br />you may say,</p>
262
+ <p begin="0:16:18.100" dur="0:00:02.333">"Gee, how do I know<br />what theta is?</p>
263
+ <p begin="0:16:20.433" dur="0:00:02.367">"How do I know<br />I should take theta this angle</p>
264
+ <p begin="0:16:22.800" dur="0:00:02.466">"or maybe I should take<br />theta this angle?</p>
265
+ <p begin="0:16:25.266" dur="0:00:02.434">I mean, what angle<br />is A making with B?"</p>
266
+ <p begin="0:16:27.700" dur="0:00:01.200">It makes no difference</p>
267
+ <p begin="0:16:28.900" dur="0:00:02.166">because the cosine<br />of this angle here</p>
268
+ <p begin="0:16:31.066" dur="0:00:03.167">is the same as the cosine<br />of 360 degrees minus theta</p>
269
+ <p begin="0:16:34.233" dur="0:00:02.867">so that makes no difference.</p>
270
+ <p begin="0:16:37.100" dur="0:00:01.133">Sometimes this is faster</p>
271
+ <p begin="0:16:38.233" dur="0:00:02.500">depending upon how the problem<br />is presented to you;</p>
272
+ <p begin="0:16:40.733" dur="0:00:03.900">sometimes the other is faster.</p>
273
+ <p begin="0:16:44.633" dur="0:00:03.067">You can immediately see<br />by looking at this--</p>
274
+ <p begin="0:16:47.700" dur="0:00:01.800">it's easier to see<br />than looking here--</p>
275
+ <p begin="0:16:49.500" dur="0:00:03.833">that the dot product can be<br />larger than zero</p>
276
+ <p begin="0:16:53.333" dur="0:00:03.633">it can be equal to zero<br />and it can be smaller than zero.</p>
277
+ <p begin="0:16:56.966" dur="0:00:03.000">A and B are, by definition,<br />always positive.</p>
278
+ <p begin="0:16:59.966" dur="0:00:02.100">They are a magnitude.</p>
279
+ <p begin="0:17:02.066" dur="0:00:02.134">That's always determined<br />by the cosine of theta.</p>
280
+ <p begin="0:17:04.200" dur="0:00:01.833">If the cosine of theta<br />is larger than zero,</p>
281
+ <p begin="0:17:06.033" dur="0:00:02.000">well, then<br />it's larger than zero.</p>
282
+ <p begin="0:17:08.033" dur="0:00:02.400">The cosine of theta can be zero.</p>
283
+ <p begin="0:17:10.433" dur="0:00:03.567">If the angle for theta<br />is pi over two--</p>
284
+ <p begin="0:17:14.000" dur="0:00:01.166">in other words,<br />if the two vectors</p>
285
+ <p begin="0:17:15.166" dur="0:00:01.767">are perpendicular<br />to each other--</p>
286
+ <p begin="0:17:16.933" dur="0:00:03.567">then the dot product is zero,<br />and if this angle theta</p>
287
+ <p begin="0:17:20.500" dur="0:00:03.000">is between 90 degrees<br />and 180 degrees</p>
288
+ <p begin="0:17:23.500" dur="0:00:02.633">then the cosine is negative.</p>
289
+ <p begin="0:17:26.133" dur="0:00:03.000">We will see that at work,<br />no pun implied</p>
290
+ <p begin="0:17:29.133" dur="0:00:03.100">when we're going to deal<br />with work in physics.</p>
291
+ <p begin="0:17:32.233" dur="0:00:02.133">You will see<br />that we can do positive work</p>
292
+ <p begin="0:17:34.366" dur="0:00:02.034">and we can do negative work</p>
293
+ <p begin="0:17:36.400" dur="0:00:02.233">and that has to do<br />with this dot product.</p>
294
+ <p begin="0:17:38.633" dur="0:00:04.933">Work and energy are<br />dot products.</p>
295
+ <p begin="0:17:43.566" dur="0:00:04.734">I could do an extremely<br />simple example with you;</p>
296
+ <p begin="0:17:48.300" dur="0:00:02.933">the simplest<br />that I can think of.</p>
297
+ <p begin="0:17:51.233" dur="0:00:05.267">Perhaps it's almost an insult--<br />it's not meant that way.</p>
298
+ <p begin="0:17:56.500" dur="0:00:05.400">Suppose we have A dot B</p>
299
+ <p begin="0:18:01.900" dur="0:00:04.200">and A is the one that you really<br />have on the blackboard there.</p>
300
+ <p begin="0:18:06.100" dur="0:00:02.100">Right here, that's A.</p>
301
+ <p begin="0:18:08.200" dur="0:00:06.666">But B is just two y roof.</p>
302
+ <p begin="0:18:14.866" dur="0:00:04.300">Two y roof, that's all it is.</p>
303
+ <p begin="0:18:19.166" dur="0:00:02.167">Well, what is A dot B?</p>
304
+ <p begin="0:18:21.333" dur="0:00:05.133">A dot B... there's<br />no x component of B</p>
305
+ <p begin="0:18:26.466" dur="0:00:03.500">so that becomes zero,<br />this term becomes zero.</p>
306
+ <p begin="0:18:29.966" dur="0:00:01.467">There is only<br />a y component of B</p>
307
+ <p begin="0:18:31.433" dur="0:00:04.300">so it is minus five<br />times plus two</p>
308
+ <p begin="0:18:35.733" dur="0:00:03.533">so I get minus ten, because<br />there was no z component.</p>
309
+ <p begin="0:18:39.266" dur="0:00:04.600">Simple as that,<br />so it's minus ten.</p>
310
+ <p begin="0:18:43.866" dur="0:00:04.800">I can give you another example,<br />example two.</p>
311
+ <p begin="0:18:48.666" dur="0:00:04.500">Suppose A itself is the unit<br />vector in the y direction</p>
312
+ <p begin="0:18:53.166" dur="0:00:06.200">and B is the unit vector<br />in the z direction.</p>
313
+ <p begin="0:18:59.366" dur="0:00:06.367">Then A dot B is what?</p>
314
+ <p begin="0:19:05.733" dur="0:00:01.733">I want to hear it<br />loud and clear.</p>
315
+ <p begin="0:19:07.466" dur="0:00:01.034">CLASS:<br />Zero.</p>
316
+ <p begin="0:19:08.500" dur="0:00:01.866">LEWIN:<br />Yeah! Zero.</p>
317
+ <p begin="0:19:10.366" dur="0:00:02.934">It is zero-- you don't even<br />have to think about anything.</p>
318
+ <p begin="0:19:13.300" dur="0:00:02.200">You know that these two<br />are at 90 degrees.</p>
319
+ <p begin="0:19:15.500" dur="0:00:01.800">If you want to waste your time</p>
320
+ <p begin="0:19:17.300" dur="0:00:01.933">and want to substitute it<br />in here</p>
321
+ <p begin="0:19:19.233" dur="0:00:02.267">you will see<br />that it comes out to be zero.</p>
322
+ <p begin="0:19:21.500" dur="0:00:03.133">It should work, because clearly<br />A of y means</p>
323
+ <p begin="0:19:24.633" dur="0:00:03.833">that this... this is one.</p>
324
+ <p begin="0:19:28.466" dur="0:00:01.467">That's what it means.</p>
325
+ <p begin="0:19:29.933" dur="0:00:04.000">And B is z, that means<br />that B of z... this is one</p>
326
+ <p begin="0:19:33.933" dur="0:00:02.900">and all the others do not exist.</p>
327
+ <p begin="0:19:36.833" dur="0:00:02.533">Well, I wish you luck<br />with that and we now go</p>
328
+ <p begin="0:19:39.366" dur="0:00:03.967">to a way more difficult<br />part of multiplication</p>
329
+ <p begin="0:19:43.333" dur="0:00:03.567">and that is<br />vector multiplication</p>
330
+ <p begin="0:19:46.900" dur="0:00:05.166">which is called<br />"the vector product."</p>
331
+ <p begin="0:19:52.066" dur="0:00:02.100">Or also called...<br />most of the time</p>
332
+ <p begin="0:19:54.166" dur="0:00:04.100">I refer to it<br />as "the cross product."</p>
333
+ <p begin="0:19:58.266" dur="0:00:08.034">The cross product is written<br />like so: A cross B equals C.</p>
334
+ <p begin="0:20:06.300" dur="0:00:03.800">It's a cross, very clear cross.</p>
335
+ <p begin="0:20:10.100" dur="0:00:01.900">And I will tell you<br />how I remember...</p>
336
+ <p begin="0:20:12.000" dur="0:00:01.100">that is, method number one.</p>
337
+ <p begin="0:20:13.100" dur="0:00:02.466">I'm going to teach you--<br />just like with the dot product--</p>
338
+ <p begin="0:20:15.566" dur="0:00:01.234">two methods.</p>
339
+ <p begin="0:20:16.800" dur="0:00:01.266">I will tell you<br />method number one</p>
340
+ <p begin="0:20:18.066" dur="0:00:02.134">which is the one<br />that always works.</p>
341
+ <p begin="0:20:20.200" dur="0:00:03.500">It's time-consuming,<br />but it always works.</p>
342
+ <p begin="0:20:23.700" dur="0:00:03.566">You write down here<br />a matrix with three rows.</p>
343
+ <p begin="0:20:27.266" dur="0:00:05.900">The first row is x roof,<br />y roof, z roof.</p>
344
+ <p begin="0:20:33.166" dur="0:00:05.167">The second one is<br />A of x, A of y, A of z.</p>
345
+ <p begin="0:20:38.333" dur="0:00:02.433">It's important,<br />if A is here first</p>
346
+ <p begin="0:20:40.766" dur="0:00:04.867">that that second row must be A<br />and the third row is then B.</p>
347
+ <p begin="0:20:45.633" dur="0:00:04.100">B of x, B of y, B of z.</p>
348
+ <p begin="0:20:49.733" dur="0:00:04.767">So these six are numbers<br />and these are the unit vectors.</p>
349
+ <p begin="0:20:54.500" dur="0:00:05.633">I repeat this here verbatim--</p>
350
+ <p begin="0:21:00.133" dur="0:00:06.933">you will see in a minute<br />why I need that--</p>
351
+ <p begin="0:21:07.066" dur="0:00:02.200">and I will do the same here.</p>
352
+ <p begin="0:21:17.066" dur="0:00:02.800">Okay, and now comes the recipe.</p>
353
+ <p begin="0:21:19.866" dur="0:00:05.000">You take... you go from<br />the upper left-hand corner</p>
354
+ <p begin="0:21:24.866" dur="0:00:03.834">to the one in this direction.</p>
355
+ <p begin="0:21:28.700" dur="0:00:04.100">You multiply them, all three,<br />and that's a plus sign.</p>
356
+ <p begin="0:21:32.800" dur="0:00:02.733">So you get Ay... so C</p>
357
+ <p begin="0:21:35.533" dur="0:00:08.000">which is A cross B equals Ay,<br />times Bz, times the x roof--</p>
358
+ <p begin="0:21:45.866" dur="0:00:02.167">but I'm not going to put<br />the x roof in yet--</p>
359
+ <p begin="0:21:48.033" dur="0:00:07.233">because I have to subtract<br />this one... minus sign</p>
360
+ <p begin="0:21:55.266" dur="0:00:03.200">which has Az By</p>
361
+ <p begin="0:21:58.466" dur="0:00:09.200">so it is minus Az By, and<br />that is in the direction x.</p>
362
+ <p begin="0:22:07.666" dur="0:00:03.467">The next one is this one.</p>
363
+ <p begin="0:22:11.133" dur="0:00:06.233">Az Bx...</p>
364
+ <p begin="0:22:17.366" dur="0:00:06.034">minus this one</p>
365
+ <p begin="0:22:23.400" dur="0:00:05.833">Ax Bz</p>
366
+ <p begin="0:22:29.233" dur="0:00:03.133">in the direction y.</p>
367
+ <p begin="0:22:32.366" dur="0:00:02.867">And last but not least</p>
368
+ <p begin="0:22:35.233" dur="0:00:07.333">Ax By...</p>
369
+ <p begin="0:22:42.566" dur="0:00:10.000">minus Ay Bx...</p>
370
+ <p begin="0:22:52.566" dur="0:00:06.734">in the direction<br />of the unit vector z.</p>
371
+ <p begin="0:22:59.300" dur="0:00:05.066">So this part here is<br />what we call "C of x".</p>
372
+ <p begin="0:23:04.366" dur="0:00:03.467">It's the x component<br />of this vector</p>
373
+ <p begin="0:23:07.833" dur="0:00:06.133">and this we can call "C of y"<br />and this we can call "C of z."</p>
374
+ <p begin="0:23:13.966" dur="0:00:02.067">So we can also write<br />that vector, then,</p>
375
+ <p begin="0:23:16.033" dur="0:00:07.067">that C equals C of x, x roof,<br />plus C of y, y roof</p>
376
+ <p begin="0:23:23.100" dur="0:00:04.433">plus C of z, z roof.</p>
377
+ <p begin="0:23:27.533" dur="0:00:04.033">Cross product of A and B.</p>
378
+ <p begin="0:23:31.566" dur="0:00:02.000">We will have lots of exercises,</p>
379
+ <p begin="0:23:33.566" dur="0:00:02.500">lots of chances you will have<br />on assignment, too</p>
380
+ <p begin="0:23:36.066" dur="0:00:01.867">to play with this a little bit.</p>
381
+ <p begin="0:23:37.933" dur="0:00:04.233">Now comes my method number two<br />and method number two is, again</p>
382
+ <p begin="0:23:42.166" dur="0:00:09.134">as we had with the dot product,<br />is a geometrical method.</p>
383
+ <p begin="0:23:51.300" dur="0:00:05.633">Let me try to work<br />on this board in between.</p>
384
+ <p begin="0:23:56.933" dur="0:00:08.400">If you know vector A<br />and you know vector B</p>
385
+ <p begin="0:24:05.333" dur="0:00:03.000">and you know<br />that the angle is theta</p>
386
+ <p begin="0:24:08.333" dur="0:00:06.033">then the cross product, C,<br />equals A cross B</p>
387
+ <p begin="0:24:14.366" dur="0:00:05.334">is the magnitude of A<br />times the magnitude of B</p>
388
+ <p begin="0:24:19.700" dur="0:00:02.266">times the sine of theta</p>
389
+ <p begin="0:24:21.966" dur="0:00:03.934">not the cosine of theta as we<br />had before with the dot product.</p>
390
+ <p begin="0:24:25.900" dur="0:00:03.733">It is the sine of theta.</p>
391
+ <p begin="0:24:29.633" dur="0:00:03.300">So you can really immediately<br />see that this will be zero</p>
392
+ <p begin="0:24:32.933" dur="0:00:03.133">if theta is either zero degrees<br />or 180 degrees</p>
393
+ <p begin="0:24:36.066" dur="0:00:01.800">whereas the dot product was zero</p>
394
+ <p begin="0:24:37.866" dur="0:00:05.534">when the angle between them<br />was 90 degrees.</p>
395
+ <p begin="0:24:43.400" dur="0:00:01.933">This number can be larger<br />than zero</p>
396
+ <p begin="0:24:45.333" dur="0:00:01.533">if the sine theta<br />is larger than zero.</p>
397
+ <p begin="0:24:46.866" dur="0:00:01.834">It can also be smaller<br />than zero.</p>
398
+ <p begin="0:24:48.700" dur="0:00:02.666">Now we only have<br />the magnitude of the vector</p>
399
+ <p begin="0:24:51.366" dur="0:00:01.734">and now comes the hardest part.</p>
400
+ <p begin="0:24:53.100" dur="0:00:02.766">What is the direction<br />of the vector?</p>
401
+ <p begin="0:24:55.866" dur="0:00:01.300">And that is something</p>
402
+ <p begin="0:24:57.166" dur="0:00:04.500">that you have to engrave<br />in your mind and not forget.</p>
403
+ <p begin="0:25:01.666" dur="0:00:03.234">The direction is found<br />as follows.</p>
404
+ <p begin="0:25:04.900" dur="0:00:03.233">You take A,<br />because it's first mentioned</p>
405
+ <p begin="0:25:08.133" dur="0:00:04.867">and you rotate A over the<br />shortest possible angle to B.</p>
406
+ <p begin="0:25:13.000" dur="0:00:02.200">If you had in your hand<br />a corkscrew--</p>
407
+ <p begin="0:25:15.200" dur="0:00:01.600">and I will show that<br />in a minute--</p>
408
+ <p begin="0:25:16.800" dur="0:00:03.500">then you turn the corkscrew as<br />seen from your seats clockwise</p>
409
+ <p begin="0:25:20.300" dur="0:00:02.733">and the corkscrew would go<br />into the blackboard.</p>
410
+ <p begin="0:25:23.033" dur="0:00:02.467">And if the corkscrew goes<br />into the blackboard</p>
411
+ <p begin="0:25:25.500" dur="0:00:02.300">you will see the tail<br />of the vector</p>
412
+ <p begin="0:25:27.800" dur="0:00:02.700">and you will see a cross,<br />little plus sign</p>
413
+ <p begin="0:25:30.500" dur="0:00:04.033">and therefore we put that<br />like so.</p>
414
+ <p begin="0:25:34.533" dur="0:00:05.700">A cross product is always<br />perpendicular to both A and B</p>
415
+ <p begin="0:25:40.233" dur="0:00:01.500">but it leaves you<br />with two choices:</p>
416
+ <p begin="0:25:41.733" dur="0:00:02.000">It can either come<br />out of the blackboard</p>
417
+ <p begin="0:25:43.733" dur="0:00:02.367">or it can go<br />in the blackboard</p>
418
+ <p begin="0:25:46.100" dur="0:00:03.966">and I just told you<br />which convention to use.</p>
419
+ <p begin="0:25:50.066" dur="0:00:02.000">And I want to show that to you</p>
420
+ <p begin="0:25:52.066" dur="0:00:04.467">in a way that may appeal<br />to you more.</p>
421
+ <p begin="0:25:56.533" dur="0:00:03.100">This is what I have used before</p>
422
+ <p begin="0:25:59.633" dur="0:00:06.100">on my television help sessions</p>
423
+ <p begin="0:26:05.733" dur="0:00:01.467">that I have given at MIT.</p>
424
+ <p begin="0:26:07.200" dur="0:00:01.433">I have an apple--<br />not an apple...</p>
425
+ <p begin="0:26:08.633" dur="0:00:01.533">This is a tomato--<br />not a tomato...</p>
426
+ <p begin="0:26:10.166" dur="0:00:01.134">It's a potato.</p>
427
+ <p begin="0:26:11.300" dur="0:00:00.933">(<i>class laughs</i>)</p>
428
+ <p begin="0:26:12.233" dur="0:00:03.667">I have a potato here<br />and here is a corkscrew.</p>
429
+ <p begin="0:26:15.900" dur="0:00:01.733">Here is a corkscrew.</p>
430
+ <p begin="0:26:17.633" dur="0:00:01.933">I'm going to turn the corkscrew</p>
431
+ <p begin="0:26:19.566" dur="0:00:02.934">as seen from your side,<br />clockwise.</p>
432
+ <p begin="0:26:22.500" dur="0:00:07.366">And you'll see that the<br />corkscrew goes into the potato</p>
433
+ <p begin="0:26:29.866" dur="0:00:03.667"><i>in</i>-- that's the direction,<br />then, of the vector.</p>
434
+ <p begin="0:26:33.533" dur="0:00:04.500">If we had B cross A,<br />then you take B in your hands</p>
435
+ <p begin="0:26:38.033" dur="0:00:02.667">and you rotate it over<br />the shortest angle to A.</p>
436
+ <p begin="0:26:40.700" dur="0:00:02.733">Now you have to rotate<br />counterclockwise</p>
437
+ <p begin="0:26:43.433" dur="0:00:02.067">and when you rotate<br />counterclockwise</p>
438
+ <p begin="0:26:45.500" dur="0:00:03.000">the corkscrew comes to you--<br />there you go--</p>
439
+ <p begin="0:26:48.500" dur="0:00:02.933">and so the vector is now<br />pointing in this direction.</p>
440
+ <p begin="0:26:51.433" dur="0:00:02.667">And if the vector<br />is pointing towards you</p>
441
+ <p begin="0:26:54.100" dur="0:00:03.966">then we would indicate that<br />with a circle and a dot.</p>
442
+ <p begin="0:26:58.066" dur="0:00:02.267">In other words, for this vector</p>
443
+ <p begin="0:27:00.333" dur="0:00:04.167">B cross A would have<br />exactly the same magnitude--</p>
444
+ <p begin="0:27:04.500" dur="0:00:04.500">no difference-- but it would<br />be coming out of the blackboard.</p>
445
+ <p begin="0:27:09.000" dur="0:00:08.000">In other words, A cross B<br />equals minus B cross A</p>
446
+ <p begin="0:27:21.066" dur="0:00:04.800">whereas A dot B<br />is the same as B dot A.</p>
447
+ <p begin="0:27:25.866" dur="0:00:03.367">We will encounter cross products<br />when we deal with torques</p>
448
+ <p begin="0:27:29.233" dur="0:00:02.667">and when we deal<br />with angular momentum</p>
449
+ <p begin="0:27:31.900" dur="0:00:03.633">which is not<br />the easiest part of 801.</p>
450
+ <p begin="0:27:35.533" dur="0:00:04.000">Let's take<br />an extremely simple example.</p>
451
+ <p begin="0:27:39.533" dur="0:00:05.400">Again, I don't mean to insult<br />you with such a simple example</p>
452
+ <p begin="0:27:44.933" dur="0:00:01.933">but you will get chances,</p>
453
+ <p begin="0:27:46.866" dur="0:00:02.134">more advanced chances<br />on your assignment.</p>
454
+ <p begin="0:27:49.000" dur="0:00:05.700">Suppose I gave<br />to vector A this x roof.</p>
455
+ <p begin="0:27:54.700" dur="0:00:02.966">It's a unit vector<br />in the x direction.</p>
456
+ <p begin="0:27:57.666" dur="0:00:03.267">That means A of x is one</p>
457
+ <p begin="0:28:00.933" dur="0:00:03.167">and A of y is zero<br />and A of z is zero.</p>
458
+ <p begin="0:28:04.100" dur="0:00:05.600">And suppose B is y roof.</p>
459
+ <p begin="0:28:09.700" dur="0:00:03.633">That means B of y is one</p>
460
+ <p begin="0:28:13.333" dur="0:00:04.600">and B of x is zero<br />and B of z is zero.</p>
461
+ <p begin="0:28:17.933" dur="0:00:05.167">What, now, is the dot product,<br />the cross product, A cross B?</p>
462
+ <p begin="0:28:26.666" dur="0:00:04.967">Well, you can apply that recipe</p>
463
+ <p begin="0:28:31.633" dur="0:00:02.967">but it's much easier to go</p>
464
+ <p begin="0:28:34.600" dur="0:00:04.700">to the x, y, z axes<br />that we have here.</p>
465
+ <p begin="0:28:39.300" dur="0:00:02.566">A was in the x direction,<br />the unit vector</p>
466
+ <p begin="0:28:41.866" dur="0:00:02.267">and B in the y direction.</p>
467
+ <p begin="0:28:44.133" dur="0:00:03.000">I take A in my hand, I rotate<br />over the smallest angle</p>
468
+ <p begin="0:28:47.133" dur="0:00:04.767">which is 90 degrees to y,<br />and my corkscrew will go up.</p>
469
+ <p begin="0:28:51.900" dur="0:00:01.566">So I know<br />the whole thing already.</p>
470
+ <p begin="0:28:53.466" dur="0:00:05.434">I know that this cross product<br />must be z roof.</p>
471
+ <p begin="0:28:58.900" dur="0:00:01.366">The magnitude must be one.</p>
472
+ <p begin="0:29:00.266" dur="0:00:01.300">That's immediately clear.</p>
473
+ <p begin="0:29:01.566" dur="0:00:02.434">But I immediately have<br />the direction</p>
474
+ <p begin="0:29:04.000" dur="0:00:02.266">by using the corkscrew rule.</p>
475
+ <p begin="0:29:06.266" dur="0:00:02.734">Now if you're very smart</p>
476
+ <p begin="0:29:09.000" dur="0:00:05.033">you may say,<br />"Aha! You find plus z</p>
477
+ <p begin="0:29:14.033" dur="0:00:02.833">"only because you have used<br />this coordinate system.</p>
478
+ <p begin="0:29:16.866" dur="0:00:05.134">"If this axis had been x,<br />and this one had been y</p>
479
+ <p begin="0:29:22.000" dur="0:00:02.700">"then the cross product<br />of x and y would be</p>
480
+ <p begin="0:29:24.700" dur="0:00:01.733">in the minus z direction."</p>
481
+ <p begin="0:29:26.433" dur="0:00:01.733">Yeah, you're right.</p>
482
+ <p begin="0:29:28.166" dur="0:00:02.867">But if you ever do that,<br />I will<i>kill</i>you!</p>
483
+ <p begin="0:29:31.033" dur="0:00:01.100">(<i>class laughs</i>)</p>
484
+ <p begin="0:29:32.133" dur="0:00:02.567">You will always,<br />always have to work</p>
485
+ <p begin="0:29:34.700" dur="0:00:04.100">with what we call "a right-<br />handed coordinate system."</p>
486
+ <p begin="0:29:38.800" dur="0:00:03.000">And a right-handed coordinate<br />system, by definition</p>
487
+ <p begin="0:29:41.800" dur="0:00:02.533">is one whereby the cross product</p>
488
+ <p begin="0:29:44.333" dur="0:00:04.500">of x with y is z<br />and not y minus z.</p>
489
+ <p begin="0:29:48.833" dur="0:00:01.567">So whenever you get,<br />in the future, involved</p>
490
+ <p begin="0:29:50.400" dur="0:00:02.500">with cross products and torques<br />and angular momentum</p>
491
+ <p begin="0:29:52.900" dur="0:00:03.800">always make yourself<br />an xyz diagram</p>
492
+ <p begin="0:29:56.700" dur="0:00:02.666">for which x cross y is z.</p>
493
+ <p begin="0:29:59.366" dur="0:00:03.500">Never, ever make it such<br />that x cross y is minus z.</p>
494
+ <p begin="0:30:02.866" dur="0:00:02.100">You're going to hang yourself.</p>
495
+ <p begin="0:30:04.966" dur="0:00:03.067">For one thing,<br />that wouldn't work anymore.</p>
496
+ <p begin="0:30:08.033" dur="0:00:02.100">So be very, very careful.</p>
497
+ <p begin="0:30:10.133" dur="0:00:02.567">You must work... if you use<br />the right-hand corkscrew rule</p>
498
+ <p begin="0:30:12.700" dur="0:00:06.733">make sure you work with the<br />right-handed coordinate system.</p>
499
+ <p begin="0:30:19.433" dur="0:00:04.967">All right,<br />now the worst part is over.</p>
500
+ <p begin="0:30:24.400" dur="0:00:06.366">And now I would like<br />to write down for you...</p>
501
+ <p begin="0:30:30.766" dur="0:00:02.667">We pick up some<br />of the fruits now</p>
502
+ <p begin="0:30:33.433" dur="0:00:02.733">although it will<br />penetrate slowly.</p>
503
+ <p begin="0:30:36.166" dur="0:00:06.434">I want to write down for you<br />equations for a moving particle</p>
504
+ <p begin="0:30:42.600" dur="0:00:05.666">a moving object<br />in three-dimensional space--</p>
505
+ <p begin="0:30:48.266" dur="0:00:01.600">very complicated motion</p>
506
+ <p begin="0:30:49.866" dur="0:00:05.500">which I can hardly imagine<br />what it's like.</p>
507
+ <p begin="0:30:55.366" dur="0:00:04.200">It is a point that is going<br />to move around in space</p>
508
+ <p begin="0:30:59.566" dur="0:00:02.700">and it is this point P</p>
509
+ <p begin="0:31:02.266" dur="0:00:03.600">this point P is going<br />to move around in space</p>
510
+ <p begin="0:31:05.866" dur="0:00:05.434">and I call this vector OP,<br />I call that now vector r</p>
511
+ <p begin="0:31:11.300" dur="0:00:02.200">and I give it a sub-index t</p>
512
+ <p begin="0:31:13.500" dur="0:00:02.533">which indicates<br />it's changing with time.</p>
513
+ <p begin="0:31:16.033" dur="0:00:05.833">I call this location A of y,<br />I am going to call that y of t.</p>
514
+ <p begin="0:31:21.866" dur="0:00:01.500">It's changing with time.</p>
515
+ <p begin="0:31:23.366" dur="0:00:03.300">I call this x of t--<br />it's going to change with time--</p>
516
+ <p begin="0:31:26.666" dur="0:00:02.600">and I call this point z of t</p>
517
+ <p begin="0:31:29.266" dur="0:00:01.800">which is going<br />to change with time</p>
518
+ <p begin="0:31:31.066" dur="0:00:03.067">because point P<br />is going to move.</p>
519
+ <p begin="0:31:34.133" dur="0:00:04.667">And so I'm going to write down<br />the vector r</p>
520
+ <p begin="0:31:38.800" dur="0:00:02.500">in its most general form<br />that I can do that.</p>
521
+ <p begin="0:31:41.300" dur="0:00:02.500">R, which changes with time</p>
522
+ <p begin="0:31:43.800" dur="0:00:05.800">is now x of t-- which is the<br />same as a over x there, before--</p>
523
+ <p begin="0:31:49.600" dur="0:00:06.300">times x roof plus y of t,</p>
524
+ <p begin="0:31:55.900" dur="0:00:05.000">y roof plus z of t, z roof.</p>
525
+ <p begin="0:32:00.900" dur="0:00:05.200">I have decomposed my vector r<br />into three independent vectors.</p>
526
+ <p begin="0:32:06.100" dur="0:00:03.966">Each one of those change<br />with time.</p>
527
+ <p begin="0:32:10.066" dur="0:00:02.500">What is the velocity<br />of this particle?</p>
528
+ <p begin="0:32:12.566" dur="0:00:06.400">Well, the velocity is the first<br />derivative of the position</p>
529
+ <p begin="0:32:18.966" dur="0:00:03.734">so that it is dr dt.</p>
530
+ <p begin="0:32:22.700" dur="0:00:03.500">So there we go-- first<br />the derivative of this one</p>
531
+ <p begin="0:32:26.200" dur="0:00:04.733">which is dx dt, x roof.</p>
532
+ <p begin="0:32:30.933" dur="0:00:05.367">I am going to write for dx dt<br />"x dot," because I am lazy</p>
533
+ <p begin="0:32:36.300" dur="0:00:04.900">and I am going to write for<br />d2x dt squared, "x double dots."</p>
534
+ <p begin="0:32:41.200" dur="0:00:01.800">It's often done,<br />but not in your book.</p>
535
+ <p begin="0:32:43.000" dur="0:00:02.466">But it is a notation<br />that I will often use</p>
536
+ <p begin="0:32:45.466" dur="0:00:03.334">because otherwise the equations<br />look so clumsy.</p>
537
+ <p begin="0:32:48.800" dur="0:00:07.633">Plus y dot times y roof<br />plus z dot times z roof.</p>
538
+ <p begin="0:32:56.433" dur="0:00:02.733">So z dot is the dz/dt.</p>
539
+ <p begin="0:32:59.166" dur="0:00:03.034">What is the acceleration<br />as a function of time?</p>
540
+ <p begin="0:33:02.200" dur="0:00:02.833">Well, the acceleration<br />as a function of time</p>
541
+ <p begin="0:33:05.033" dur="0:00:03.167">equals dv/dt.</p>
542
+ <p begin="0:33:08.200" dur="0:00:03.933">So that's the section derivative<br />of x versus time</p>
543
+ <p begin="0:33:12.133" dur="0:00:05.500">and so that becomes<br />x double dot times x roof</p>
544
+ <p begin="0:33:17.633" dur="0:00:09.067">plus y double dot times y roof<br />plus z double dot times z roof.</p>
545
+ <p begin="0:33:26.700" dur="0:00:03.600">And look<br />what we have now accomplished.</p>
546
+ <p begin="0:33:30.300" dur="0:00:03.000">It looks like minor, but<br />it's going to be big later on.</p>
547
+ <p begin="0:33:33.300" dur="0:00:04.766">We have a point P going<br />in three-dimensional space</p>
548
+ <p begin="0:33:38.066" dur="0:00:06.534">and here we have the entire<br />behavior of the object</p>
549
+ <p begin="0:33:44.600" dur="0:00:05.033">as it moves its projection<br />along the x axis.</p>
550
+ <p begin="0:33:49.633" dur="0:00:03.667">This is the position,<br />this is its velocity</p>
551
+ <p begin="0:33:53.300" dur="0:00:02.200">and this is its acceleration.</p>
552
+ <p begin="0:33:55.500" dur="0:00:05.666">And here you can see the<br />entire behavior on the z axis.</p>
553
+ <p begin="0:34:01.166" dur="0:00:01.867">This is the position<br />on the z axis</p>
554
+ <p begin="0:34:03.033" dur="0:00:02.500">this is the velocity component<br />in the z direction</p>
555
+ <p begin="0:34:05.533" dur="0:00:02.800">and this is the acceleration<br />on the z axis.</p>
556
+ <p begin="0:34:08.333" dur="0:00:01.433">And here you have the y.</p>
557
+ <p begin="0:34:09.766" dur="0:00:04.200">In other words, we have now...<br />the three-dimensional motion</p>
558
+ <p begin="0:34:13.966" dur="0:00:05.167">we have cut into three<br />one-dimensional motions.</p>
559
+ <p begin="0:34:19.133" dur="0:00:02.067">This is<br />a one-dimensional motion.</p>
560
+ <p begin="0:34:21.200" dur="0:00:03.033">This is behavior<br />only along the x axis</p>
561
+ <p begin="0:34:24.233" dur="0:00:02.533">and this is a behavior<br />only along the y axis</p>
562
+ <p begin="0:34:26.766" dur="0:00:02.500">and this is a behavior<br />only along the z axis</p>
563
+ <p begin="0:34:29.266" dur="0:00:03.734">and the three together make up</p>
564
+ <p begin="0:34:33.000" dur="0:00:04.500">the actual motion<br />of that particle.</p>
565
+ <p begin="0:34:37.500" dur="0:00:01.066">What have we gained now?</p>
566
+ <p begin="0:34:38.566" dur="0:00:02.634">It looks like... this looks<br />like a mathematical zoo.</p>
567
+ <p begin="0:34:41.200" dur="0:00:02.866">You would say, "Well, if this<br />is what it is going to be like</p>
568
+ <p begin="0:34:44.066" dur="0:00:01.734">it's going to be hell."</p>
569
+ <p begin="0:34:45.800" dur="0:00:03.200">Well, not quite--</p>
570
+ <p begin="0:34:49.000" dur="0:00:04.800">in fact, it's going<br />to help you a great deal.</p>
571
+ <p begin="0:34:53.800" dur="0:00:02.866">First of all, if I throw up<br />a tennis ball in class</p>
572
+ <p begin="0:34:56.666" dur="0:00:05.667">like this, then<br />the whole trajectory is...</p>
573
+ <p begin="0:35:02.333" dur="0:00:02.500">the whole trajectory is<br />in one plane</p>
574
+ <p begin="0:35:04.833" dur="0:00:01.433">in the vertical plane.</p>
575
+ <p begin="0:35:06.266" dur="0:00:01.734">So even though it is<br />in three dimensions</p>
576
+ <p begin="0:35:08.000" dur="0:00:04.000">we can always represent it by<br />two axes, by two dimensionally</p>
577
+ <p begin="0:35:12.000" dur="0:00:02.233">a y axis and an x axis</p>
578
+ <p begin="0:35:14.233" dur="0:00:02.033">so already<br />the three-dimensional problem</p>
579
+ <p begin="0:35:16.266" dur="0:00:04.300">often becomes<br />a two-dimensional problem.</p>
580
+ <p begin="0:35:20.566" dur="0:00:04.700">We will, with great success,<br />analyze these trajectories</p>
581
+ <p begin="0:35:25.266" dur="0:00:03.167">by decomposing<br />this very complicated motion.</p>
582
+ <p begin="0:35:28.433" dur="0:00:03.333">Imagine what an incredibly<br />complicated arc that is</p>
583
+ <p begin="0:35:31.766" dur="0:00:02.134">and yet we are going<br />to decompose it</p>
584
+ <p begin="0:35:33.900" dur="0:00:02.333">into a motion<br />in the x direction</p>
585
+ <p begin="0:35:36.233" dur="0:00:02.167">which lives a life of its own</p>
586
+ <p begin="0:35:38.400" dur="0:00:02.100">independent of the motion<br />in the y direction</p>
587
+ <p begin="0:35:40.500" dur="0:00:02.000">which lives a life of<i>its</i>own</p>
588
+ <p begin="0:35:42.500" dur="0:00:01.866">and, of course, you always have<br />to combine the two</p>
589
+ <p begin="0:35:44.366" dur="0:00:07.100">to know what the particle<br />is doing.</p>
590
+ <p begin="0:35:51.466" dur="0:00:05.167">We know the equations so well<br />from our last lecture</p>
591
+ <p begin="0:35:56.633" dur="0:00:06.733">from one-dimensional motion<br />with constant acceleration.</p>
592
+ <p begin="0:36:03.366" dur="0:00:01.134">The first line tells you</p>
593
+ <p begin="0:36:04.500" dur="0:00:03.300">what the x position is<br />as a function of time.</p>
594
+ <p begin="0:36:07.800" dur="0:00:03.966">The index t tells you<br />that it is changing with time.</p>
595
+ <p begin="0:36:11.766" dur="0:00:02.067">It is the position<br />at t equals zero</p>
596
+ <p begin="0:36:13.833" dur="0:00:02.500">plus the velocity<br />at t equals zero</p>
597
+ <p begin="0:36:16.333" dur="0:00:03.000">times t plus<br />one-half ax t squared</p>
598
+ <p begin="0:36:19.333" dur="0:00:02.600">if there is an acceleration<br />in the x direction.</p>
599
+ <p begin="0:36:21.933" dur="0:00:01.367">The velocity immediately comes</p>
600
+ <p begin="0:36:23.300" dur="0:00:02.433">from taking the derivative<br />of this function</p>
601
+ <p begin="0:36:25.733" dur="0:00:01.167">and the acceleration comes</p>
602
+ <p begin="0:36:26.900" dur="0:00:02.833">from taking the derivative<br />of this function.</p>
603
+ <p begin="0:36:29.733" dur="0:00:05.167">Now, if we have a motion<br />which is more complicated--</p>
604
+ <p begin="0:36:34.900" dur="0:00:02.466">which reaches out to two<br />or three dimensions--</p>
605
+ <p begin="0:36:37.366" dur="0:00:03.900">we can decompose the motion<br />in three perpendicular axes</p>
606
+ <p begin="0:36:41.266" dur="0:00:03.600">and you can replace<br />every x here by a y</p>
607
+ <p begin="0:36:44.866" dur="0:00:03.200">which gives you the entire<br />behavior in the y direction</p>
608
+ <p begin="0:36:48.066" dur="0:00:02.400">and if you want to know<br />the behavior in the z direction</p>
609
+ <p begin="0:36:50.466" dur="0:00:02.534">you replace every x here by z</p>
610
+ <p begin="0:36:53.000" dur="0:00:06.733">and then you have decomposed<br />the motion in three directions.</p>
611
+ <p begin="0:36:59.733" dur="0:00:04.367">Each of them are linear.</p>
612
+ <p begin="0:37:04.100" dur="0:00:02.200">And that's<br />what I want to do now.</p>
613
+ <p begin="0:37:06.300" dur="0:00:08.000">I'm going to throw up an object,<br />golf ball or an apple in 26.100</p>
614
+ <p begin="0:37:21.566" dur="0:00:03.000">and we know that it's in the<br />vertical plane, so we have...</p>
615
+ <p begin="0:37:24.566" dur="0:00:03.067">we only deal<br />with a two-dimensional problem</p>
616
+ <p begin="0:37:27.633" dur="0:00:02.033">this being...</p>
617
+ <p begin="0:37:29.666" dur="0:00:06.200">I call this my x axis and I'm<br />going to call this my y axis.</p>
618
+ <p begin="0:37:35.866" dur="0:00:02.467">I call this<br />increasing value of x</p>
619
+ <p begin="0:37:38.333" dur="0:00:04.333">and I call this<br />increasing value of y.</p>
620
+ <p begin="0:37:42.666" dur="0:00:03.200">I could have called<i>this</i><br />increasing value of y.</p>
621
+ <p begin="0:37:45.866" dur="0:00:03.300">Today I have decided to call<br /><i>this</i>increasing value of y.</p>
622
+ <p begin="0:37:49.166" dur="0:00:03.300">I am free in that choice.</p>
623
+ <p begin="0:37:52.466" dur="0:00:03.867">I throw up an object<br />at a certain angle</p>
624
+ <p begin="0:37:56.333" dur="0:00:03.100">and I see a motion<br />like this-- boing!--</p>
625
+ <p begin="0:37:59.433" dur="0:00:04.700">and it comes back to the ground.</p>
626
+ <p begin="0:38:04.133" dur="0:00:08.133">My initial speed<br />when I threw it was v zero</p>
627
+ <p begin="0:38:12.266" dur="0:00:03.900">and the angle here is alpha.</p>
628
+ <p begin="0:38:16.166" dur="0:00:06.100">The x component<br />of that initial velocity</p>
629
+ <p begin="0:38:22.266" dur="0:00:03.834">is v zero cosine alpha</p>
630
+ <p begin="0:38:26.100" dur="0:00:07.600">and the y component<br />equals v zero sine alpha.</p>
631
+ <p begin="0:38:33.700" dur="0:00:03.700">So that's the "begins" velocity<br />of the x direction.</p>
632
+ <p begin="0:38:37.400" dur="0:00:04.466">This is the "begins" velocity<br />in the y direction.</p>
633
+ <p begin="0:38:41.866" dur="0:00:09.634">A little later in time,<br />that object is here at point P</p>
634
+ <p begin="0:38:51.500" dur="0:00:02.700">and this is now<br />the position vector</p>
635
+ <p begin="0:38:54.200" dur="0:00:08.200">which we have called r of t,<br />it's this vector.</p>
636
+ <p begin="0:39:02.400" dur="0:00:03.600">That's the vector<br />that is moving through space.</p>
637
+ <p begin="0:39:06.000" dur="0:00:06.166">At this moment in time,<br />x of t is here</p>
638
+ <p begin="0:39:12.166" dur="0:00:08.000">and at this moment in time,<br />y of t is here.</p>
639
+ <p begin="0:39:22.400" dur="0:00:03.733">And now you're going to see,<br />for the first time</p>
640
+ <p begin="0:39:26.133" dur="0:00:07.600">the big gain by the way that we<br />have divided the two axes</p>
641
+ <p begin="0:39:33.733" dur="0:00:02.167">which live an independent life.</p>
642
+ <p begin="0:39:35.900" dur="0:00:02.000">First x.</p>
643
+ <p begin="0:39:37.900" dur="0:00:03.066">I want to know everything about<br />x that there has to be known.</p>
644
+ <p begin="0:39:40.966" dur="0:00:03.800">I want to know where it is<br />at any moment in time</p>
645
+ <p begin="0:39:44.766" dur="0:00:03.800">velocity and the acceleration,<br />only in x.</p>
646
+ <p begin="0:39:48.566" dur="0:00:04.467">First I want to know<br />that at t = 0.</p>
647
+ <p begin="0:39:53.033" dur="0:00:03.000">Well, at t = 0, I look there</p>
648
+ <p begin="0:39:56.033" dur="0:00:04.067">X zero-- that's the,<br />I can choose that to be zero.</p>
649
+ <p begin="0:40:00.100" dur="0:00:04.633">So I can say x zero is zero,<br />that's my free choice.</p>
650
+ <p begin="0:40:04.733" dur="0:00:03.867">Now I need v zero x--<br />what is the velocity?</p>
651
+ <p begin="0:40:08.600" dur="0:00:05.100">The velocity at t = 0,<br />which we have called v zero x</p>
652
+ <p begin="0:40:13.700" dur="0:00:04.200">is this velocity--<br />v zero cosine alpha.</p>
653
+ <p begin="0:40:17.900" dur="0:00:03.000">And it's not going to change.</p>
654
+ <p begin="0:40:20.900" dur="0:00:02.066">Why is it not going to change?</p>
655
+ <p begin="0:40:22.966" dur="0:00:06.200">Because there is no a of x,<br />so this term here is zero</p>
656
+ <p begin="0:40:29.166" dur="0:00:01.500">we only have this one.</p>
657
+ <p begin="0:40:30.666" dur="0:00:01.567">So at all moments in time</p>
658
+ <p begin="0:40:32.233" dur="0:00:04.233">the velocity in the x direction<br />is v zero cosine alpha</p>
659
+ <p begin="0:40:36.466" dur="0:00:03.867">and the a of x equals zero.</p>
660
+ <p begin="0:40:43.966" dur="0:00:06.134">Now I want to do the same<br />in the x direction for time t.</p>
661
+ <p begin="0:40:50.100" dur="0:00:05.800">Well, at time t, I look there<br />at the first equation.</p>
662
+ <p begin="0:40:55.900" dur="0:00:03.000">There it is-- x zero is zero.</p>
663
+ <p begin="0:40:58.900" dur="0:00:04.533">I know v zero x,<br />that is v zero cosine alpha</p>
664
+ <p begin="0:41:03.433" dur="0:00:05.867">so x of t is<br />v zero cosine alpha times t</p>
665
+ <p begin="0:41:09.300" dur="0:00:04.500">but there is no acceleration,<br />so that's it.</p>
666
+ <p begin="0:41:13.800" dur="0:00:02.800">What is vx of t?</p>
667
+ <p begin="0:41:16.600" dur="0:00:03.800">The velocity in the x direction<br />at any moment in time.</p>
668
+ <p begin="0:41:20.400" dur="0:00:04.166">That is that equation,<br />that is simply v zero x.</p>
669
+ <p begin="0:41:24.566" dur="0:00:01.500">It is not changing in time</p>
670
+ <p begin="0:41:26.066" dur="0:00:02.934">because there is<br />no acceleration.</p>
671
+ <p begin="0:41:29.000" dur="0:00:03.000">So the initial velocity<br />at t zero is the same</p>
672
+ <p begin="0:41:32.000" dur="0:00:04.333">as t seconds later<br />and the acceleration is zero.</p>
673
+ <p begin="0:41:36.333" dur="0:00:06.300">Now we're going to do this<br />for the y direction.</p>
674
+ <p begin="0:41:42.633" dur="0:00:04.167">And now you begin to see<br />the gain for the decomposition.</p>
675
+ <p begin="0:41:46.800" dur="0:00:04.700">In the y direction,<br />we change the x by y</p>
676
+ <p begin="0:41:51.500" dur="0:00:04.466">and so we do it first<br />at t = 0.</p>
677
+ <p begin="0:41:55.966" dur="0:00:01.300">So look there.</p>
678
+ <p begin="0:41:57.266" dur="0:00:02.867">This becomes y zero--<br />I call that zero.</p>
679
+ <p begin="0:42:00.133" dur="0:00:03.133">I can always call<br />my origin zero.</p>
680
+ <p begin="0:42:03.266" dur="0:00:03.134">I get v zero y times t.</p>
681
+ <p begin="0:42:06.400" dur="0:00:02.833">Well, v zero y is this quantity</p>
682
+ <p begin="0:42:09.233" dur="0:00:09.800">is v zero sine alpha,<br />v zero sine alpha.</p>
683
+ <p begin="0:42:19.033" dur="0:00:01.833">This is v zero sine alpha.</p>
684
+ <p begin="0:42:20.866" dur="0:00:04.867">That is the velocity at<br />time zero, and this is zero.</p>
685
+ <p begin="0:42:25.733" dur="0:00:04.433">At time zero...<br />this is zero at time zero.</p>
686
+ <p begin="0:42:30.166" dur="0:00:06.834">What is the acceleration<br />in the y direction at time zero?</p>
687
+ <p begin="0:42:37.000" dur="0:00:03.633">What is the acceleration?<br />That has to do with gravity.</p>
688
+ <p begin="0:42:40.633" dur="0:00:02.467">There is no acceleration<br />in the x direction</p>
689
+ <p begin="0:42:43.100" dur="0:00:02.866">but you better believe that<br />there is one in the y direction.</p>
690
+ <p begin="0:42:45.966" dur="0:00:02.334">So only when we deal<br />with the y equations</p>
691
+ <p begin="0:42:48.300" dur="0:00:01.800">does this acceleration come in--</p>
692
+ <p begin="0:42:50.100" dur="0:00:03.300">not at all when we deal<br />with the x direction.</p>
693
+ <p begin="0:42:53.400" dur="0:00:02.500">Well, if we call the<br />acceleration due to gravity</p>
694
+ <p begin="0:42:55.900" dur="0:00:06.233">g equals plus 9.80,<br />and I always call it g</p>
695
+ <p begin="0:43:02.133" dur="0:00:02.500">what would be the acceleration<br />in the y direction</p>
696
+ <p begin="0:43:04.633" dur="0:00:04.200">given the fact that I call this<br />increasing value of y?</p>
697
+ <p begin="0:43:08.833" dur="0:00:03.733">CLASS:<br />Minus 9.8.</p>
698
+ <p begin="0:43:12.566" dur="0:00:02.700">LEWIN:<br />Minus 9.8,<br />which I will also say</p>
699
+ <p begin="0:43:15.266" dur="0:00:03.634">always call minus g<br />because my g is always positive.</p>
700
+ <p begin="0:43:18.900" dur="0:00:03.766">So it is minus g.</p>
701
+ <p begin="0:43:22.666" dur="0:00:04.067">So that tells the story of t<br />equals zero in the y direction</p>
702
+ <p begin="0:43:26.733" dur="0:00:04.667">and now we have to complete it<br />at time t equals t.</p>
703
+ <p begin="0:43:31.400" dur="0:00:05.233">At time t equals t,<br />we have the first line there.</p>
704
+ <p begin="0:43:36.633" dur="0:00:02.067">Y zero is zero.</p>
705
+ <p begin="0:43:38.700" dur="0:00:03.800">So we have y as a function<br />of time, y zero is zero</p>
706
+ <p begin="0:43:42.500" dur="0:00:02.566">so we don't have to work<br />with that.</p>
707
+ <p begin="0:43:45.066" dur="0:00:05.900">Where is my... so this is zero,<br />so I get v zero y times t</p>
708
+ <p begin="0:43:50.966" dur="0:00:07.767">so I get<br />v zero sine alpha times t</p>
709
+ <p begin="0:43:58.733" dur="0:00:06.600">plus one-half, but it<br />is minus one-half g t squared</p>
710
+ <p begin="0:44:05.333" dur="0:00:03.867">and now I get the velocity<br />in the y direction at time t--</p>
711
+ <p begin="0:44:09.200" dur="0:00:01.900">that is my second line.</p>
712
+ <p begin="0:44:11.100" dur="0:00:08.300">That is going to be<br />v zero sine alpha minus g t</p>
713
+ <p begin="0:44:19.400" dur="0:00:03.866">and the acceleration in the y<br />direction at any moment in time</p>
714
+ <p begin="0:44:23.266" dur="0:00:02.567">equals minus g.</p>
715
+ <p begin="0:44:25.833" dur="0:00:02.067">And now I have done all I can</p>
716
+ <p begin="0:44:27.900" dur="0:00:03.200">to completely decompose<br />this complicated motion</p>
717
+ <p begin="0:44:31.100" dur="0:00:05.133">into two entirely independent<br />one-dimensional motions.</p>
718
+ <p begin="0:44:36.233" dur="0:00:01.833">And the next lecture</p>
719
+ <p begin="0:44:38.066" dur="0:00:03.200">we're going to use this again<br />and again and again and again.</p>
720
+ <p begin="0:44:41.266" dur="0:00:02.734">This lecture is not over yet<br />but I want you to know</p>
721
+ <p begin="0:44:44.000" dur="0:00:02.066">that this is<br />what we're going to apply</p>
722
+ <p begin="0:44:46.066" dur="0:00:01.634">for many lectures to come--</p>
723
+ <p begin="0:44:47.700" dur="0:00:04.233">the decomposition<br />of a complicated trajectory</p>
724
+ <p begin="0:44:51.933" dur="0:00:03.067">into two simple ones.</p>
725
+ <p begin="0:44:55.000" dur="0:00:02.200">Now, when you look at this</p>
726
+ <p begin="0:44:57.200" dur="0:00:02.266">there is something<br />quite remarkable</p>
727
+ <p begin="0:44:59.466" dur="0:00:01.700">and the remarkable thing</p>
728
+ <p begin="0:45:01.166" dur="0:00:02.367">is that the velocity<br />in the x direction</p>
729
+ <p begin="0:45:03.533" dur="0:00:01.700">throughout<br />this whole trajectory--</p>
730
+ <p begin="0:45:05.233" dur="0:00:02.300">if there is no air draft,<br />if there is no friction--</p>
731
+ <p begin="0:45:07.533" dur="0:00:01.700">is not changing.</p>
732
+ <p begin="0:45:09.233" dur="0:00:03.900">It's only the velocity in the<br />y direction that is changing.</p>
733
+ <p begin="0:45:13.133" dur="0:00:02.533">It means<br />if I throw up this golf ball--</p>
734
+ <p begin="0:45:15.666" dur="0:00:01.667">I throw it up like this--</p>
735
+ <p begin="0:45:17.333" dur="0:00:02.333">and it has a certain component<br />in x direction</p>
736
+ <p begin="0:45:19.666" dur="0:00:01.634">a certain velocity</p>
737
+ <p begin="0:45:21.300" dur="0:00:03.166">if I move myself with<br />exactly that same velocity--</p>
738
+ <p begin="0:45:24.466" dur="0:00:02.600">with exactly the same<br />horizontal velocity--</p>
739
+ <p begin="0:45:27.066" dur="0:00:01.900">I could catch the ball here.</p>
740
+ <p begin="0:45:28.966" dur="0:00:02.967">It would have to come back<br />exactly in my hands.</p>
741
+ <p begin="0:45:31.933" dur="0:00:04.633">That is because there is only an<br />acceleration in the y direction</p>
742
+ <p begin="0:45:36.566" dur="0:00:02.034">but the motion<br />in the y direction</p>
743
+ <p begin="0:45:38.600" dur="0:00:02.766">is completely independent<br />of the x direction.</p>
744
+ <p begin="0:45:41.366" dur="0:00:01.967">The x direction<br />doesn't even know</p>
745
+ <p begin="0:45:43.333" dur="0:00:01.867">what's going on<br />with the y direction.</p>
746
+ <p begin="0:45:45.200" dur="0:00:03.200">In the x direction,<br />if I throw an object like this</p>
747
+ <p begin="0:45:48.400" dur="0:00:02.966">the x direction simply,<br />very boringly,</p>
748
+ <p begin="0:45:51.366" dur="0:00:02.800">moves with a constant velocity.</p>
749
+ <p begin="0:45:54.166" dur="0:00:02.900">There is no time dependence.</p>
750
+ <p begin="0:45:57.066" dur="0:00:03.100">And the y direction,<br />on its own, does its own thing.</p>
751
+ <p begin="0:46:00.166" dur="0:00:04.567">It goes up, comes to a halt<br />and it stops.</p>
752
+ <p begin="0:46:04.733" dur="0:00:02.833">And, of course, the<br />actual motion is the sum</p>
753
+ <p begin="0:46:07.566" dur="0:00:03.434">the superposition of the two.</p>
754
+ <p begin="0:46:11.000" dur="0:00:02.566">We have tried to find a way</p>
755
+ <p begin="0:46:13.566" dur="0:00:04.500">to demonstrate<br />this quite bizarre behavior</p>
756
+ <p begin="0:46:18.066" dur="0:00:02.100">which is not so intuitive.</p>
757
+ <p begin="0:46:20.166" dur="0:00:04.000">That the x direction<br />really lives a life of its own.</p>
758
+ <p begin="0:46:24.166" dur="0:00:06.967">And the way we want<br />to do that is as follows.</p>
759
+ <p begin="0:46:31.133" dur="0:00:03.600">We have here a golf ball</p>
760
+ <p begin="0:46:34.733" dur="0:00:04.667">a gun we can shoot<br />up the golf ball</p>
761
+ <p begin="0:46:39.400" dur="0:00:01.900">and we do that in such a way</p>
762
+ <p begin="0:46:41.300" dur="0:00:04.166">that the golf ball,<br />if we do it correctly</p>
763
+ <p begin="0:46:45.466" dur="0:00:02.800">exactly comes back here.</p>
764
+ <p begin="0:46:48.266" dur="0:00:04.467">That's not easy-- that takes<br />hours and hours of adjustments.</p>
765
+ <p begin="0:46:52.733" dur="0:00:04.800">The golf ball goes up<br />and comes back here.</p>
766
+ <p begin="0:46:57.533" dur="0:00:03.267">Not here, not here,<br />not there-- that's easy.</p>
767
+ <p begin="0:47:00.800" dur="0:00:01.466">You can shoot it up<br />a little at an angle</p>
768
+ <p begin="0:47:02.266" dur="0:00:03.134">and the golf ball<br />will come back here.</p>
769
+ <p begin="0:47:05.400" dur="0:00:01.833">Once we have achieved that--</p>
770
+ <p begin="0:47:07.233" dur="0:00:02.667">that the golf ball<br />will come back there--</p>
771
+ <p begin="0:47:09.900" dur="0:00:03.766">then I'm going to give<br />this cart a push</p>
772
+ <p begin="0:47:13.666" dur="0:00:03.734">and the moment that it passes<br />through this switch</p>
773
+ <p begin="0:47:17.400" dur="0:00:01.833">the golf ball will fire</p>
774
+ <p begin="0:47:19.233" dur="0:00:03.500">so that the golf ball<br />will go straight up</p>
775
+ <p begin="0:47:22.733" dur="0:00:01.767">as seen from the cart</p>
776
+ <p begin="0:47:24.500" dur="0:00:01.833">but it has a horizontal velocity</p>
777
+ <p begin="0:47:26.333" dur="0:00:03.533">which is exactly the same<br />horizontal velocity as the cart</p>
778
+ <p begin="0:47:29.866" dur="0:00:02.034">so the cart are like my hands.</p>
779
+ <p begin="0:47:31.900" dur="0:00:01.966">As the golf ball goes like this</p>
780
+ <p begin="0:47:33.866" dur="0:00:03.234">the cart stays always exactly<br />under the golf ball</p>
781
+ <p begin="0:47:37.100" dur="0:00:02.666">always exactly<br />under the golf ball</p>
782
+ <p begin="0:47:39.766" dur="0:00:02.100">and if all works well</p>
783
+ <p begin="0:47:41.866" dur="0:00:04.267">the ball ends up exactly<br />on the cart again.</p>
784
+ <p begin="0:47:46.133" dur="0:00:01.433">Let me first show you--</p>
785
+ <p begin="0:47:47.566" dur="0:00:03.667">otherwise, if that doesn't work,<br />of course, it's all over--</p>
786
+ <p begin="0:47:51.233" dur="0:00:02.700">that if we shoot the ball<br />straight up</p>
787
+ <p begin="0:47:53.933" dur="0:00:00.633">that it comes back here.</p>
788
+ <p begin="0:47:54.566" dur="0:00:01.734">If it doesn't do that</p>
789
+ <p begin="0:47:56.300" dur="0:00:05.666">I don't even have to try this<br />more complicated experiment.</p>
790
+ <p begin="0:48:01.966" dur="0:00:01.434">So here's the golf ball.</p>
791
+ <p begin="0:48:03.400" dur="0:00:01.466">I'm going to fire the gun now.</p>
792
+ <p begin="0:48:07.900" dur="0:00:04.600">Close... close.</p>
793
+ <p begin="0:48:12.500" dur="0:00:02.666">Reasonably close.</p>
794
+ <p begin="0:48:15.166" dur="0:00:03.967">Well, since it's only<br />reasonably close, perhaps...</p>
795
+ <p begin="0:48:19.133" dur="0:00:05.300">(<i>class laughs</i>)</p>
796
+ <p begin="0:48:24.433" dur="0:00:04.500">Perhaps it would help if we<br />give it a little bit of leeway.</p>
797
+ <p begin="0:48:28.933" dur="0:00:04.433">There goes the gun.</p>
798
+ <p begin="0:48:33.366" dur="0:00:04.634">Here comes the ball.</p>
799
+ <p begin="0:48:38.000" dur="0:00:08.166">And this is just in case.</p>
800
+ <p begin="0:48:46.166" dur="0:00:01.834">Tape it down.</p>
801
+ <p begin="0:48:48.000" dur="0:00:06.733">So as I'm going to push<br />this now, give it a push</p>
802
+ <p begin="0:48:54.733" dur="0:00:02.700">the gun will be triggered</p>
803
+ <p begin="0:48:57.433" dur="0:00:02.933">when the middle<br />of the car is here.</p>
804
+ <p begin="0:49:00.366" dur="0:00:01.500">You've seen how high<br />that ball goes</p>
805
+ <p begin="0:49:01.866" dur="0:00:03.200">so that ball will go...<br />(<i>makes whooshing sound</i>)</p>
806
+ <p begin="0:49:05.066" dur="0:00:02.500">And depending upon<br />how hard I push it</p>
807
+ <p begin="0:49:07.566" dur="0:00:06.967">they may meet here<br />or they may meet there.</p>
808
+ <p begin="0:49:14.533" dur="0:00:02.000">You ready for this?</p>
809
+ <p begin="0:49:16.533" dur="0:00:01.233">You ready?</p>
810
+ <p begin="0:49:17.766" dur="0:00:01.000">CLASS:<br />Ready.</p>
811
+ <p begin="0:49:18.766" dur="0:00:01.200">LEWIN:<br />I'm ready.</p>
812
+ <p begin="0:49:23.366" dur="0:00:01.234">Physics works.</p>
813
+ <p begin="0:49:24.600" dur="0:00:03.566">(<i>class applauds</i>)</p>
814
+ <p begin="0:49:28.166" dur="0:00:01.600">LEWIN:<br />See you Wednesday.</p>
815
+
816
+ </div>
817
+ </body>
818
+ </tt>