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Yes, a resultant vector is the vector sum of the two vectors. It has it's own direction and magnitude.

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Q: Does the resultant take into account the direction of the two vectors?
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How can you add three vectors of equal magnitude in a plane such as their resultant is zero?

Take any three vectors in a plane which, when placed end-to-end form a triangle. The resultant of the three vectors will be zero.


Can three vectors not in one plane give zero resultant?

No. For three vectors they must all lie in the same plane. Consider 2 vectors first. For them to resolve to zero, they must be in opposite direction and equal magnitude. So they will lie along the same line. For 3 vectors: take two of them. Any two vectors will lie in the same plane, and their resultant vector will also lie in that plane. Find the resultant of the first two vectors, and the third vector must be along the same line (equal magnitude, opposite direction), in order to result to zero. Since the third vector is along the same line as the resultant vector of the first two, then it must be in the same plane as the resultant of the first two. Therefore it lies in the same plane as the first two.


Why can't we add or subtract vectors like scalars?

Because scalars do not take in the direction but just the magnitude while vectors can. You can add vectors ONLY if they are in the same direction.


Can you add vector like scalars or not?

No. Because vectors have direction as well as magnitude, you must take the direction into account when you add them. Example: Vector A parallel to [0,0; 0,4] Vector B parallel to [0,0; 3,0] These vectors are at right angles to each other Vector A has a magnitude of 4, Vector B an magnitude of 3. A + B = has a magnitude of 5, parallel to [0,0;3,4]


How to find the area of a parallelogram with given vertices's in a 3D figure?

You need to take the magnitude of the cross-product of two position vectors. For example, if you had points A, B, C, and D, you could take the cross product of AB and BC, and then take the magnitude of the resultant vector.

Related questions

How can you add three vectors of equal magnitude in a plane such as their resultant is zero?

Take any three vectors in a plane which, when placed end-to-end form a triangle. The resultant of the three vectors will be zero.


Can three vectors not in one plane give zero resultant?

No. For three vectors they must all lie in the same plane. Consider 2 vectors first. For them to resolve to zero, they must be in opposite direction and equal magnitude. So they will lie along the same line. For 3 vectors: take two of them. Any two vectors will lie in the same plane, and their resultant vector will also lie in that plane. Find the resultant of the first two vectors, and the third vector must be along the same line (equal magnitude, opposite direction), in order to result to zero. Since the third vector is along the same line as the resultant vector of the first two, then it must be in the same plane as the resultant of the first two. Therefore it lies in the same plane as the first two.


Why can't we add or subtract vectors like scalars?

Because scalars do not take in the direction but just the magnitude while vectors can. You can add vectors ONLY if they are in the same direction.


When finding the resultant of two vectors at right triangles you should use what?

Like with all other right triangles, use the Pythagorean Theorem. If you have 2 vectors that form a right triangle, the resultant should be the hypotenuse. So you just need to square both of the vectors, add them together, then take the square root. a2+b2=c2


How do you find resultant velocity with perpendicular velocities?

To find the resultant velocity from two perpendicular velocities, you can use the Pythagorean theorem. Square each velocity, sum the squares, and then take the square root of the total to find the magnitude of the resultant velocity. The direction of the resultant velocity can be determined using trigonometry, typically with the arctangent function.


Can you add vector like scalars or not?

No. Because vectors have direction as well as magnitude, you must take the direction into account when you add them. Example: Vector A parallel to [0,0; 0,4] Vector B parallel to [0,0; 3,0] These vectors are at right angles to each other Vector A has a magnitude of 4, Vector B an magnitude of 3. A + B = has a magnitude of 5, parallel to [0,0;3,4]


Formula to calculate magnitude of the resultant vector?

Magnitude of the resultant vector = Square root of[ (sum of x-components of all component vectors)2 plus(sum of y-components of all component vectors)2plus (sum of z-components of all component vectors)2 ]


When two or more vectors have different directions combine them by?

If you wish to add the vectors, then the component parts must be added. For example if one vector is 3i + 2j - 4k, (i j & k are orthogonal direction vectors in the x y and z directions respectively), and say another vector is 2i + 8k {nothing in the j direction}, you would need to add the components individually.So in this example the new i component is (3 + 2)i = 5i and the new j component is (2 + 0)j = 2j, and the new k component is (-4 + 8)k = 4k. The vector sum of those two vectors is 5i + 2j + 4k.


How do you find the magnitude and bearing of resultant if force of 11 lbs. east and a force of 17 lbs. west act on a point?

Take east to be the positive direction, +11 lb. Take west to be the negative direction, -17 lb. Resultant (net force) = +11 lb + (-17 lb) = -6 lb, or 6 lb west.


How to find the area of a parallelogram with given vertices's in a 3D figure?

You need to take the magnitude of the cross-product of two position vectors. For example, if you had points A, B, C, and D, you could take the cross product of AB and BC, and then take the magnitude of the resultant vector.


Calculate resultant velocity?

To calculate resultant velocity, you would need to determine the magnitude and direction of the individual velocities that are involved. Then, you can use vector addition to find the resultant velocity by adding the velocities together considering both magnitude and direction.


How do you add two or more vectors?

Vectors are represented by arrows. They represent something that has magnitude, expressed by the length of the arrow, and direction shown by the direction the arrow head points away from the reference system. Vector addition is really quite simple. Make sure all vectors of interest use the same units of magnitude. Pick a vector and place the tail of the arrow on the intersection of the reference system. Do not change it's direction or magnitude. Take the next vector you wish to add and place the tail at the tip of the arrow of the first vector. Again, do not change either direction or magnitude. Do this with all vectors you wish to add. Remember, NEVER CHANGE MAGNITUDE OR DIRECTION. When you draw a new vector from the origin of the reference to the tip of the last vector in the chain of vectors being added, the new vector is the sum of all the vectors in the chain.