Vector Components: Resolving "a" in 3 Quadrant

AI Thread Summary
The discussion centers on resolving an acceleration vector 'a' in the third quadrant, making a 30-degree angle with the negative Y-axis. The confusion arises from the use of sine and cosine in vector resolution, as the standard reference for angles is typically from the X-axis. The correct resolution involves using sine for the X component and cosine for the Y component due to the angle's reference point being the Y-axis. Additionally, there is clarification that a 30-degree angle from the negative Y-axis corresponds to 300 degrees when measured from the positive X-axis, not 240 degrees. Understanding the properties of sine and cosine in relation to the quadrant and reference angles is crucial for accurate vector resolution.
th77
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I have a problem that includes an acceleration vector 'a' located in the 3 quadrant and it makes an angle (theta) 30 degrees to the Negative Y axis.
The solution manual shows the the vector resolved like
a = (12.0 sin 30 m/s^2) i - (12.0 cos 30 m/s^2) j
Why take the sin of 30 for the x direction and the cos of 30 for y? I've always done it cos of x and sin of y.
 
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th77 said:
I have a problem that includes an acceleration vector 'a' located in the 3 quadrant and it makes an angle (theta) 30 degrees to the Negative Y axis.
The solution manual shows the the vector resolved like
a = (12.0 sin 30 m/s^2) i - (12.0 cos 30 m/s^2) j
Why take the sin of 30 for the x direction and the cos of 30 for y? I've always done it cos of x and sin of y.


Because the angle is here defined differently than usual...
 
The reason you flip them is because the reference angle is made with the y-axis instead of the x. Usually we measure the angle from the x axis.. The reason it works when you flip then is due to the two properties of sin and cos:

\sin(x-90) = \cos(x)

\cos(x-90) = \sin(x)
 
whozum said:
The reason you flip them is because the reference angle is made with the y-axis instead of the x. Usually we measure the angle from the x axis.. The reason it works when you flip then is due to the two properties of sin and cos:
\sin(x-90) = \cos(x)
\cos(x-90) = \sin(x)
Thanks! That leands me to another question...
In this problem, the angle is 30 degrees with the negative axis so shouldn't cos 240 be equal to sin 30? They come to -0.5 and 0.5 respectively.
 
th77 said:
Thanks! That leands me to another question...
In this problem, the angle is 30 degrees with the negative axis so shouldn't cos 240 be equal to sin 30? They come to -0.5 and 0.5 respectively.

You're turning in the wrong direction: 30 degrees starting from the negative Y axis (=270 degrees) gives you 300 degrees, not 240...
 
vanesch said:
You're turning in the wrong direction: 30 degrees starting from the negative Y axis (=270 degrees) gives you 300 degrees, not 240...


the vector is in the 3rd quadrant so isn't it 240?
 
\cos(240) measures the (60 deg) reference angle from the negative x-axis in the third quadrant, where cosine is always negative. However if you are going to refer to the angle from hte positive x axis, then you are also taking \sin(240) and not \sin(30). Those relations are technically supposed to be used in the first quadrant, or just as a relative measure.
 
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