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How To Calculate A Cross

Cross Product Formula:

\[ \vec{a} \times \vec{b} = \begin{vmatrix} \hat{i} & \hat{j} & \hat{k} \\ a_x & a_y & a_z \\ b_x & b_y & b_z \end{vmatrix} = (a_yb_z - a_zb_y)\hat{i} - (a_xb_z - a_zb_x)\hat{j} + (a_xb_y - a_yb_x)\hat{k} \]

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1. What is a Cross Product?

The cross product is a binary operation on two vectors in three-dimensional space that results in a vector perpendicular to both original vectors. It has applications in physics, engineering, and computer graphics.

2. How Does the Calculator Work?

The calculator uses the standard cross product formula:

\[ \vec{a} \times \vec{b} = \begin{vmatrix} \hat{i} & \hat{j} & \hat{k} \\ a_x & a_y & a_z \\ b_x & b_y & b_z \end{vmatrix} = (a_yb_z - a_zb_y)\hat{i} - (a_xb_z - a_zb_x)\hat{j} + (a_xb_y - a_yb_x)\hat{k} \]

Where:

Explanation: The cross product magnitude equals the area of the parallelogram formed by the two vectors, and its direction follows the right-hand rule.

3. Properties of Cross Product

Details: The cross product is anti-commutative (a × b = −b × a), distributive over addition, and compatible with scalar multiplication. It produces a vector perpendicular to both input vectors.

4. Using the Calculator

Tips: Enter the x, y, z components of both vectors. The calculator will compute the resulting vector components. All fields are required.

5. Frequently Asked Questions (FAQ)

Q1: What's the difference between cross product and dot product?
A: Cross product yields a vector perpendicular to both inputs, while dot product yields a scalar representing their parallel component.

Q2: When is the cross product zero?
A: When vectors are parallel or one/both are zero vectors (collinear).

Q3: Can you calculate cross product in 2D?
A: Technically no, but you can treat 2D vectors as having z=0, resulting in a vector with only z-component.

Q4: What's the right-hand rule?
A: Point fingers in direction of first vector, curl toward second vector; thumb points in cross product direction.

Q5: What are practical applications?
A: Torque calculation, surface normals in graphics, magnetic force on moving charges, and more.

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