• Projection of on is kinda like how much of would lie on .
  • Projections are like the components of our original vector.
  • From physics, we know that the horizontal component (the projection) is .
  • Here we are just expressing it vectorially, without involving angles.
  • The dot product helps us replace the angle, but there are two problems with it.
  • First, dot product is scaler. It does not automatically tell us which direction the resulting projection points toward. We can use intuition in problems, but we also need a concrete math definition we can fall back on.
  • Second, while the dot product helps us replace the angle, it also brings along the second vector with it.
  • We solve the direction issue by calculating the unit vector of the projected-upon vector. Giving us the first fraction-bracket.
  • The second fraction helps us undo the dot product effect (partly). We are basically cancelling out the second vector.

Perp

  • Perp is the vertical component of the projection.
  • Since everything here is a vector:
  • Both are perpendicular to each other.

Directions of Projections

  • Use the cosine, angle rules from dot product to figure it out.