Dirk Van de moortel wrote: > "Golden Boar" <goldenboar@hotmail.com> wrote in message > news:1160226593.247248.77960@i42g2000cwa.googlegroups.com... > > > > Dirk Van de moortel wrote: > >> "Golden Boar" <goldenboar@hotmail.com> wrote in message > >> news:1160225545.632563.120320@i3g2000cwc.googlegroups.com... > >> > > >> > Dirk Van de moortel wrote: > >> >> "Golden Boar" <goldenboar@hotmail.com> wrote in message > >> >> news:1160218752.188077.207720@h48g2000cwc.googlegroups.com... > >> >> > >> >> [snip] > >> >> > >> >> >> >> >> >> >> >> "Golden Boar" <goldenboar@hotmail.com> wrote in message > >> >> >> >> >> >> >> >> news:1159971408.504933.294930@m73g2000cwd.googlegroups.com... > >> >> > >> >> > Does anyone know the equations for the Lorentz transformations when the > >> >> > velocity is not along the x-axis only. I have been searching the > >> >> > internet, but with no success, so I have attempted to derive these > >> >> > equations myself, and have came up with the following: > >> >> > > >> >> > t' = c.(t - v.sqrt(x^2 + y^2 + z^2) / c^2) / sqrt(c^2 - v^2) > >> >> > x' = c.(x - x.v.t / sqrt(x^2 + y^2 + z^2)) / sqrt(c^2 - v^2) > >> >> > y' = c.(y - y.v.t / sqrt(x^2 + y^2 + z^2)) / sqrt(c^2 - v^2) > >> >> > z' = c.(z - z.v.t / sqrt(x^2 + y^2 + z^2)) / sqrt(c^2 - v^2) > >> >> > > >> >> > where, gamma = c / sqrt(c^2 - v^2) > >> >> > > >> >> > Can someone tell me if these equations are valid? > >> >> > > >> >> > >> >> Listen carefully now. These are the rules of the game: > >> >> > >> >> There are two systems with parallel spatial coordinate axes. > >> >> The origin of one of the systems has a given velocity V w.r.t. > >> >> to the other system. V is a vector in some arbitrary direction. > >> >> The vector has components ( vx, vy, vz ) as seen in one of the > >> >> frames. > >> >> > >> >> Don't ask how these numbers are calculated. They are given. > >> >> > >> >> They specify the direction and the magnitude of the velocity. > >> >> You asked for "the equations for the Lorentz transformations > >> >> when the velocity is not along the x-axis only". > >> >> The velocity having given components ( v, 0, 0 ) expresses > >> >> that the velocity is along the x-axis. > >> >> The velocity having given components ( vx, vy, vz ) expresses > >> >> that the velocity is not along the x-axis. > >> >> In the latter case the magnitude of the velocity is > >> >> sqrt( vx^2 + vy^2 + vz^2 ) > >> >> and this number is given the letter v. > >> >> > >> >> In general, an arbitrary point with coordinates > >> >> ( x, y, z ) = ( x1, y1, z1 ) in the unprimed frame. > >> >> has coordinates > >> >> ( x', y', z' ) = ( x1', y1', z1' ) in the primed frame. > >> >> and, taking time into the picture, an arbitrary event with coordinates > >> >> ( t, x, y, z ) = ( t1, x1, y1, z1 ) in the unprimed frame. > >> >> has coordinates > >> >> ( t', x', y', z' ) = ( t1', x1', y1', z1' ) in the primed frame. > >> >> > >> >> A coordinate transformation allows you to calculate the numbers > >> >> ( t', x', y', z' ) when the numbers ( t, x, y, z ) and the velocity > >> >> are known. In this case the velocity is given by the vector V > >> >> with components ( vx, vy, vz ) and magnitude > >> >> v = sqrt( vx^2 + vy^2 + vz^2 ) > >> >> > >> >> > >> >> This is what you are looking for: > >> >> ( t' ) ( g -g*v*nx -g*v*ny -g*v*nz ) ( t ) > >> >> ( x' ) ( -g*v*nx (g-1)*nx^2+1 (g-1)*ny*nx (g-1)*nz*nx ) ( x ) > >> >> ( y' ) = ( -g*v*ny (g-1)*nx*ny (g-1)*ny^2+1 (g-1)*nz*ny ) ( y ) > >> >> ( z' ) ( -g*v*nz (g-1)*nx*nz (g-1)*ny*nz (g-1)*nz^2+1 ) ( z ) > >> >> where > >> >> (nx,ny,nz) = unit vector in direction of velocity > >> >> v = amplitude of velocity > >> >> g = 1/sqrt(1-v^2) > >> >> > >> >> In component notation, writing the velocity vector with components > >> >> ( vx, vy, vz ) = ( v nx, v ny, v nz ) > >> >> and > >> >> v = sqrt( vx^2 + vy^2 + vz^2 ) > >> >> this becomes: > >> >> t' = g t - g vx x > >> >> - g vy y > >> >> - g vz z > >> >> x' = -g vx t + (g-1)/v^2 vx vx x + x > >> >> + (g-1)/v^2 vx vy y > >> >> + (g-1)/v^2 vx vz z > >> >> y' = -g vy t + (g-1)/v^2 vy vx x > >> >> + (g-1)/v^2 vy vy y + y > >> >> + (g-1)/v^2 vy vz z > >> >> z' = -g vz t + (g-1)/v^2 vz vx x > >> >> + (g-1)/v^2 vz vy y > >> >> + (g-1)/v^2 vz vz z + z > >> >> > >> >> If you don't like this, then you better find another game to play. > >> >> > >> >> Dirk Vdm > >> > > >> > I am not disputing the above, I am asking a simple question. > >> > If vx, vy and vz are not given, then how do I calculate them if v, t, > >> > x, y and z are given? > >> > > >> > The question is simple enough, so stop hand waving. > >> > >> No, you are not disputing the above. You don't understand the > >> first thing about the above. I think you haven't even read it. > >> You better find another game. > >> I repeat: > >> Doing physics without being fluent in elementary geometry > >> and algebra is a bad idea. > > > > If you're so fluent in elementary geometry and algebra, then why can't > > you answer the simple question? > > The question is answered above. > You just have to read it. > > Dirk Vdm You have not answered the question at all, and anyone reading this thread can see that. Pehaps you should make a guest appearance on your own website. |
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