• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:56
CEST 03:56
KST 10:56
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
StarCraft open world shooter announced at BlizzCon97Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?175Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Team Liquid Map Contest #22: Results and Winners
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
New 3v3 BGH Ladder (and more) on ShieldBattery! Official StarCraft website teases new content ahead of BlizzCon? [D] Brainstorming a balance patch for Brood war Making an Online Broodwar Manager Game [ASL22] Ro16 Preview: Holy Diver
Tourneys
[ASL22] Ro16 Group D [ASL22] Ro16 Group C [Megathread] Daily Proleagues [ASL22] Ro16 Group B
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Stormgate/Frost Giant Megathread Diablo IV [Maplestory Hardcore] Let's Play~!!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8737 users

[H] Physics C vector proof

Blogs > n.DieJokes
Post a Reply
Normal
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
Last Edited: 2009-09-15 03:29:52
September 15 2009 02:50 GMT
#1
This is a bonus problem I was given today in Physics C AP. If anyone would please help me out and point me in the right direction to solving this problem, I'd really appreciate it. I've spent an hour and half staring at this problem and I literally have nothing. If this sounds like your cup of tea and you have a moment, please give me a tip. That said

THE PROBLEM:+ Show Spoiler +
If vector A= ((Ax)(i-hat))+((Ay)(j hat))+((Az)(k hat)) and vector B= ((Bx)(i hat))+((By)(j hat))+((Bz)(k hat)), prove that A X B (the cross product of A and B) is perpendicular to A vector and B vector. **(i hat) is pure X direction, (j hat) is the pure Y direction, (k hat) is the pure Z direction


WHAT I DON'T UNDERSTAND:+ Show Spoiler +
So firstly, I don't even know how to prove that A and B meet at the point (and are thus co-planear) so I'm assuming that they do meet at a vertex. Beyond that, the problem is, to me, very abstract; I'm having an impossibly hard time separating vectors from magnitudes. I simply have no plan or direction for going about proving this, it's unlike any proof I've ever done before (geometric ones). I don't even know what I would need to get in order to prove perpendicular. I'm just lost


DISCLAIMER:+ Show Spoiler +
I know homework threads are generally frowned upon but I don't think they are necessarily prohibited. If they are, please close this, I'm very sorry and I won't make another. I know some people on tl are very very good at math and I am very confused.


SUCCESS: Wow, that was prompt and accurate and generally awesome. Thanks you tl and specifically,
Divinek
Luddite
crate
NevilleS
statix
l10f
jonnyp
OhNoes
You guys are awesome, thank you for the help. I'm gonna go do this now; if I get stuck I'll be back. Thanks again : )

MyLove + Your Love= Supa Love
SanguineToss
Profile Blog Joined August 2009
Canada815 Posts
September 15 2009 02:59 GMT
#2
I cant help you with your physics problem but i can say that there is a site
http://www.physicshelpforum.com/physics-help/?
that assists people with physics :D
jonnyp
Profile Blog Joined May 2009
United States415 Posts
Last Edited: 2009-09-15 03:05:59
September 15 2009 03:01 GMT
#3
i'm pretty sure they don't have to meet at a point, perpendicular doesn't mean they touch, only that their dot product = 0 (i think, it's been a while, sorry ) so if you prove that their dot product = 0 you should be good

edit, they are coplanar already since any two vectors define a plane, although this assumes the two vectors aren't parallel
The number of years it takes for the Internet to move past anything is way, way over 9000.
Divinek
Profile Blog Joined November 2006
Canada4045 Posts
Last Edited: 2009-09-15 03:06:28
September 15 2009 03:04 GMT
#4
does this help?

+ Show Spoiler +

Making the requirement of rotational invariance more stringent for the cross product, we need the cross product of two vectors to yield another vector. Consider, for instance, two 3-dimensional vectors u and v in a plane (two non-parallel vectors always define a plane, in the same way that two lines do. If we rotate this plane, the vectors will change direction, but we don't want the cross product w = u×v to change at all. However, if w has any non-zero components in the plane of u and v , those components will necessarily change under rotation (they get rotated just like everything else). The only vectors that won't change at all under a rotation of the u - v plane are those vectors that are perpendicular to the plane. Hence, the cross product of two vectors u and v must give a new vector which is perpendicular to both u and v .

oh and ill throw in the definition of the cross product too

u×v = (u 1 v 2 - u 2 v 1)k + (u 3 v 1 - u 1 v 3)j + (u 2 v 3 - u 3 v 2)i
Never attribute to malice that which can be adequately explained by stupidity.
Oh goodness me, FOX tv where do you get your sight? Can't you keep track, the puck is black. That's why the ice is white.
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
September 15 2009 03:06 GMT
#5
On September 15 2009 11:59 SanguineToss wrote:
I cant help you with your physics problem but i can say that there is a site
http://www.physicshelpforum.com/physics-help/?
that assists people with physics :D

That site is great, I've been there before. I use that site to get concepts and I think I understand vectors, specifically dot and cross products pretty well. I just don't know how to prove any thing with them. I really should make an account there and ask, ty.
MyLove + Your Love= Supa Love
Luddite
Profile Blog Joined April 2007
United States2315 Posts
September 15 2009 03:08 GMT
#6
you just have to do (A x B) dot A and (A x B) dot B. Both equal 0.
Can't believe I'm still here playing this same game
crate
Profile Blog Joined May 2009
United States2474 Posts
Last Edited: 2009-09-15 03:10:07
September 15 2009 03:09 GMT
#7
Yeah, proving that (A x B) dot A = 0 and that (A x B) dot B = 0 shows that (A x B) is mutually perpendicular to A and B.

I like calculating the cross product using the matrix form. Calculate the determinant of the 3x3 matrix:

[i j k]
[Ax Ay Az]
[Bx By Bz]

Where i, j, k, are the unit vectors in those directions, Ax = the x-component of A, etc. That is taking the cross product. It's easier mathematically for most situations imo.

I can't be bothered to bold the vectors in my post; if you have trouble understanding it let me know.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
NevilleS
Profile Blog Joined July 2009
Canada266 Posts
September 15 2009 03:13 GMT
#8
This proof lies in the definition of the cross product itself. I don't remember the specifics, but it'll just be a linear algebra thing. Just write out axb as an expression of Ax, Ay, Az and Bx, By and Bz and then do both cross-products. You will find (axb)*a = 0 since all x, y and z components will negate eachother, and the same for (axb)*b. I'd prove it for myself, but a) I don't remember the formal definitions for cross product (I believe dot is just sum of x+y+z...) and b) that would ruin the exercise for you...
OhNoes
Profile Blog Joined November 2008
United States58 Posts
Last Edited: 2009-09-15 03:15:48
September 15 2009 03:14 GMT
#9
EDIT: more of the same.

a dot b = abval (a) * abval (b) cos theta, where theta is the angle between the two vectors.

a dot b = 0, the vectors are orthogonal.

Also, by it's definition, the cross product of a X b is perpendicular to a and b.

You can prove this by doing (a X b) dot a. If you get zero, hooray!
jonnyp
Profile Blog Joined May 2009
United States415 Posts
September 15 2009 03:15 GMT
#10
+ Show Spoiler +
C = ((Ay*Bz)-(By*Az))i+((Az*Bx)-(Bz*Ax))j+((Ax*By)-(Bx*Ay))k

so the dot product of the vectors A . C = Ax*Ay*Bz-AxBy*Az+Ay*Az*Bx-Ay*Bz*Ax+Az*Ax*By-Az*Bx*Ay = 0 thus they are perpendicular


hope it helps, i proved that the first vector was perpendicular to the cross product, you can do the rest

hope there aren't any mistakes lol
The number of years it takes for the Internet to move past anything is way, way over 9000.
l10f *
Profile Blog Joined January 2009
United States3241 Posts
September 15 2009 03:17 GMT
#11
+ Show Spoiler +
[image loading]


Sorry, I'm not that good with physics. Good luck though!
Writer
statix
Profile Blog Joined October 2004
United States1760 Posts
September 15 2009 03:18 GMT
#12
whatever you do don't ask micronesia for advice.
SCC-Caliban
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
September 15 2009 03:20 GMT
#13
On September 15 2009 12:04 Divinek wrote:
does this help?

+ Show Spoiler +

Making the requirement of rotational invariance more stringent for the cross product, we need the cross product of two vectors to yield another vector. Consider, for instance, two 3-dimensional vectors u and v in a plane (two non-parallel vectors always define a plane, in the same way that two lines do. If we rotate this plane, the vectors will change direction, but we don't want the cross product w = u×v to change at all. However, if w has any non-zero components in the plane of u and v , those components will necessarily change under rotation (they get rotated just like everything else). The only vectors that won't change at all under a rotation of the u - v plane are those vectors that are perpendicular to the plane. Hence, the cross product of two vectors u and v must give a new vector which is perpendicular to both u and v .

oh and ill throw in the definition of the cross product too

u×v = (u 1 v 2 - u 2 v 1)k + (u 3 v 1 - u 1 v 3)j + (u 2 v 3 - u 3 v 2)i

I really want to understand what you said but it's not clicking unfortunately. I'm going to continue re-reading your post though, thank you very much. I don't think I understand "However, if w has any non-zero components in the plane of u and v , those components will necessarily change under rotation (they get rotated just like everything else". I know the cross product makes a perpendicular line to the plane of A and B (U and V) but aren't the components for vector C (W) in the perpendicular plane of C (and thus none of it's components exist in plane u of v)?
MyLove + Your Love= Supa Love
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
September 15 2009 03:23 GMT
#14
On September 15 2009 12:17 l10f wrote:
+ Show Spoiler +
[image loading]


Sorry, I'm not that good with physics. Good luck though!

LOL, thats awesome dude, your a math prodigy
MyLove + Your Love= Supa Love
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
September 15 2009 03:25 GMT
#15
On September 15 2009 12:08 Luddite wrote:
you just have to do (A x B) dot A and (A x B) dot B. Both equal 0.

Oh... that makes more and more sense the more I think about it... You're amazing, ty.
MyLove + Your Love= Supa Love
l10f *
Profile Blog Joined January 2009
United States3241 Posts
September 15 2009 03:27 GMT
#16
On September 15 2009 12:23 n.DieJokes wrote:
Show nested quote +
On September 15 2009 12:17 l10f wrote:
+ Show Spoiler +
[image loading]


Sorry, I'm not that good with physics. Good luck though!

LOL, thats awesome dude, your a math prodigy


Just give me a pm if you need solutions for any other Math-related questions

+ Show Spoiler +
I've taken AP Phys B if that means something
Writer
SatouxKisei
Profile Blog Joined June 2009
233 Posts
September 15 2009 03:58 GMT
#17
hw threads aren't allowed / you're lucky. or mods just hate me
wok
Profile Blog Joined July 2009
United States504 Posts
September 15 2009 04:07 GMT
#18
It's really easy. Perpendicular means dot product is 0 by definition.

We'll pick vector U = ai + bj + ck and V = di + ej + fk

Just take the cross product W = UxV and show that the dot product of U and W as well as V and W are both 0. I leave the algebra to you.
I'll race you to defeatism... you win.
wok
Profile Blog Joined July 2009
United States504 Posts
September 15 2009 04:08 GMT
#19
oh. ok. I got beaten to the punch.
I'll race you to defeatism... you win.
xalo
Profile Blog Joined August 2009
Peru80 Posts
September 15 2009 04:39 GMT
#20
On September 15 2009 12:14 OhNoes wrote:
EDIT: more of the same.

a dot b = abval (a) * abval (b) cos theta, where theta is the angle between the two vectors.

a dot b = 0, the vectors are orthogonal.

Also, by it's definition, the cross product of a X b is perpendicular to a and b.

You can prove this by doing (a X b) dot a. If you get zero, hooray!


Just do this but instead of

a dot b = abval (a) * abval (b) cos theta

do:

a dot (axb) = abval(a) x abval(axb)cos(theta)

if you solve [a dot axb] then you will get 0 / (abval(a) x abval(axb)) = Cos theta

then Cos theta will be 0 and that proves that theta might be 90º or 270º doesn't matter because it still proves both vectores are orthogonal
you can do the same with b dot axb
cheers.
wok
Profile Blog Joined July 2009
United States504 Posts
September 15 2009 04:55 GMT
#21
Gahhh.... you can't use those identities to prove anything... It's reverse logic.
I'll race you to defeatism... you win.
Turbovolver
Profile Blog Joined January 2009
Australia2449 Posts
September 15 2009 08:40 GMT
#22
It's not reverse logic, the dot product is basically a projection, and you prove from trigonometry that

u . v = u v cos (theta).

It's from there that it follows u . v = 0 implies u and v are perpendicular. So, he's working in the right direction.
The original Bogus fan.
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 8h 5m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 164
StarCraft: Brood War
GuemChi 2235
sSak 39
soO 15
Dota 2
monkeys_forever639
NeuroSwarm205
League of Legends
JimRising 630
Counter-Strike
taco 233
Super Smash Bros
hungrybox674
Other Games
summit1g11318
Day[9].tv327
PiGStarcraft317
Maynarde161
Organizations
Other Games
gamesdonequick2361
BasetradeTV34
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 90
• davetesta19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush646
Other Games
• Day9tv327
Upcoming Events
Afreeca Starleague
8h 5m
Snow vs Shinee
Shine vs EffOrt
GSL
9h 5m
PiGosaur Cup
22h 5m
The PondCast
1d 8h
Kung Fu Cup
1d 9h
Replay Cast
1d 22h
KCM Race Survival
2 days
IntoTheTV X SOOP
2 days
Replay Cast
2 days
IntoTheTV X SOOP
3 days
[ Show More ]
Replay Cast
3 days
GSL
4 days
Replay Cast
4 days
GSL
5 days
Shopify Rebellion Sundays
5 days
Spirit vs Mixu
Replay Cast
5 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Proleague 2026-09-14
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.