Re: Simple books on 4-vectors
From: Danny Ross Lunsford (antimatter33_at_yahoo.com)
Date: 10/13/04
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Date: Wed, 13 Oct 2004 08:45:20 +0000 (UTC)
Oz <oz@farmeroz.port995.com> wrote in message news:<xb2zOWA22oZBFww8@farmeroz.port995.com>...
> >I assume you are familiar with the notion of a vector. Let's defer the
> >precise definition until later. It's a "directed length" - which
> >means, it has a direction and a length. Let's call it an "oriented
> >length" - oriented because you pick the direction from one endpoint to
> >the other. Let's call it
> >
> >X
>
> OK.
> As a detail, can we not say that in principle we can express this object
> as being in any number of dimensions by re-orienting any arbitrary set
> of axes so one 'points' in the direction of X. In this case X can be
> expressed as two numbers, 'start' and 'end' on some number line. We note
> that
>
> end - start = - (start - end)
>
> Direction in this case is either + or - so is a 0D dimension.
Don't worry about dimensions yet, only that eventually we can't make
anything beyond an N-form.
> Oooh. Trickier.
>
> >The magnitude of X ^ Y is just the area of the parallelogram.
>
> Hang on. You haven't defined 'area'.
> It certainly isn't typically a linear combination of X & Y.
Whoa - who said anything about linear combinations? Stick to the plan.
I haven't said a word about how these things transform yet. So far all
we've done is take your intuitive idea of a vector as an "oriented
length" and shown a way to "oriented N-lengths".
> >Now suppose X and Y are the same oriented length X = Y. The
> >parallelogram collapses to a line segment and the area is 0. That is,
> >
> >X ^ Y = 0 if X = Y
>
> Yes, but hang on. What you are really saying ix X ^ X = 0
> Ahh, hang on, you are saying nX ^ X = 0, n any real number.
No one said a word about components or real numbers yet, other than
the magnitude.
> Ahh, but we should be able to define an orthogonal axis this way.
> Hmm, needs some thought though.
No one said a word about orthogonal transformations yet.
So let's back up - so far we have
X - oriented length - vector
X^Y - oriented surface element - bivector
X^Y^Z - oriented volume element - trivector
X^Y^Z^W - in 3D, 0.
Clear? Next we'll talk about linearity and I'll be more precise about
magnitude, after introducing a few more rules.
-drl
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