- #36
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Here is another method that you might find more to your liking.
1. Draw your vector ##\vec A## in a standard Cartesian axes frame.
2. Define angle ##\theta## starting from the positive x-axis to your vector counterclockwise. Note that this angle can be between 0° and 360°.
3. Figure out what ##\theta## is for your particular situation. For example, if your given angle is 30° below the positive x-axis in quadrant IV, then ##\theta = 330^{\circ}##; if your given angle is 30° to the left of the positive y-axis in quadrant II, then ##\theta = 120^{\circ}##; if your given angle is 40° to the left of the negative y-axis in quadrant III, then ##\theta = 200^{\circ}##, and so on.
4. With this (unit circle) convention, you can always write the components as ##A_x=A\cos\theta## and ##A_y=A\sin\theta## which takes care of everything automatically. You don't have to figure out where the sine or cosine go or where to put negative signs.
1. Draw your vector ##\vec A## in a standard Cartesian axes frame.
2. Define angle ##\theta## starting from the positive x-axis to your vector counterclockwise. Note that this angle can be between 0° and 360°.
3. Figure out what ##\theta## is for your particular situation. For example, if your given angle is 30° below the positive x-axis in quadrant IV, then ##\theta = 330^{\circ}##; if your given angle is 30° to the left of the positive y-axis in quadrant II, then ##\theta = 120^{\circ}##; if your given angle is 40° to the left of the negative y-axis in quadrant III, then ##\theta = 200^{\circ}##, and so on.
4. With this (unit circle) convention, you can always write the components as ##A_x=A\cos\theta## and ##A_y=A\sin\theta## which takes care of everything automatically. You don't have to figure out where the sine or cosine go or where to put negative signs.
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