cross: torque
dot: work
Cross product tests for parallelism and Dot product tests for perpendicularity. Cross and Dot products are used in applications involving angles between vectors. For example given two vectors A and B; The parallel product is AxB= |AB|sin(AB). If AXB=|AB|sin(AB)=0 then Angle (AB) is an even multiple of 90 degrees. This is considered a parallel condition. Cross product tests for parallelism. The perpendicular product is A.B= -|AB|cos(AB) If A.B = -|AB|cos(AB) = 0 then Angle (AB) is an odd multiple of 90 degrees. This is considered a perpendicular condition. Dot product tests for perpendicular.
A dot product is a scalar product so it is a single number with only one component. A cross product or vector product is a vector which has three components like the original vectors.
Yes and no. It's the dot product, but not the cross product.
Dot Products in Physics denote scalar results fmo vector products, e.g Work = F.D = FDCos(FD) a scalar result from the dot product of two vectors, F Force and D Displacement.
Normally you use sine theta with the cross product and cos theta with the vector product, so that the cross product of parallel vectors is zero while the dot product of vectors at right angles is zero.
The dot-product and cross-product are used in high order physics and math when dealing with matrices or, for example, the properties of an electron (spin, orbit, etc.).
Cross product tests for parallelism and Dot product tests for perpendicularity. Cross and Dot products are used in applications involving angles between vectors. For example given two vectors A and B; The parallel product is AxB= |AB|sin(AB). If AXB=|AB|sin(AB)=0 then Angle (AB) is an even multiple of 90 degrees. This is considered a parallel condition. Cross product tests for parallelism. The perpendicular product is A.B= -|AB|cos(AB) If A.B = -|AB|cos(AB) = 0 then Angle (AB) is an odd multiple of 90 degrees. This is considered a perpendicular condition. Dot product tests for perpendicular.
Dot product and cross product are used in many cases in physics. Here are some examples:Work is sometimes defined as force times distance. However, if the force is not applied in the direction of the movement, the dot product should be used. Note that here - as well as in other cases where the dot product is used - the product is greatest when the angle is zero; also, the result is a scalar, not a vector.The cross product is used to define torque (distance from the axis of rotation, times force). In this case, the product is greatest when the two vectors are at right angles. Also - as in any cross product - the result is also a vector.Several interactions between electricity and magnetism are defined as cross products.
Because in dot product we take projection fashion and that is why we used cos and similar in cross product we used sin
A dot product is a scalar product so it is a single number with only one component. A cross product or vector product is a vector which has three components like the original vectors.
Yes and no. It's the dot product, but not the cross product.
Dot Products in Physics denote scalar results fmo vector products, e.g Work = F.D = FDCos(FD) a scalar result from the dot product of two vectors, F Force and D Displacement.
To multiply two vectors in 3D, you can use the dot product or the cross product. The dot product results in a scalar quantity, while the cross product produces a new vector that is perpendicular to the original two vectors.
Normally you use sine theta with the cross product and cos theta with the vector product, so that the cross product of parallel vectors is zero while the dot product of vectors at right angles is zero.
the physics of dot product shows that the electrice field is leanear behavior.
The cross product is used to find surface normals of triangles (the building blocks of objects in 3D games). Those surface normals can then be used in dot product tests with the camera to test if the normal is facing the camera or not. If the dot product angle is positive then the normal is facing the same direction as the camera, so the triangle does not need to be drawn (because it cannot be seen). If the angle is negative, then the two vectors are pointing at each other and the triangle may need to be rendered. These methods not only apply to camera viewing, but also to lighting and physics calculations as well.
It depends on the type of product used. A dot or scalar product of two vectors will result in a scalar. A cross or vector product of two vectors will result in a vector.