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and 4­vectors 1

Minkowski space = 4­dimensional spacetime ≠ Euclidean 4­space Each point in is an event. In SR, Minkowski space is an absolute structure (like space in Newtonian theory).

Euclidean 3­space: each point has coords (x, y, z); the “metric” is the btwn 2 points: dr2 = dx2 + dy2 + dz2 dr2 is invariant under rotation of coords

Minkowski space: each point has coords (x, y, z, ct); the metric is ds2 = c2dt2 – dx2 – dy2 – dz2 ds2 is invariant under LTs; like rotation of coords in Minkowski space! Euclidean space: translations and rotations of coord axes => infinite 2 number of different Cartesian coord systems Minkowski space: translations and rotations of coord axes plus LTs => infinite number of different coord systems (different IFs with Cartesian coord systems)

Review of vectors in Euclidean 3­space (“3­vectors”) Vectors are absolute , independent of coord system. Representation (x, y, z) depends on coord system chosen.

Prototypical vector: the displacement r Definition of a 3­vector: object with 3 components that transforms under a change of coord system (rotations and translations) in exactly the same way as the displacement. Coordinate transformations are 3 accomplished using matrix algebra. e.g.: rotation of coord axes about z­axis:

x' = cos  x + sin  y r' = R ⋅r y' = ­  x  y sin + cos Note that the transformation eqns z' = z are linear. translation: = + r' r r0 : a number that doesn't depend on coord system In Newtonian theory, and are scalars. Equations involving only vectors and scalars are invariant; i.e, if 4 true in one coord system, then true in all coord systems.

Laws of must have this property.

Rotations and translations are linear transformations => sum of 2 vectors is a vector scalar vector is a vector

Derivative of vector wrt scalar is a vector.

Magnitude a = ∣a∣ of 3­vector a = (a , a , a ) : a2 = a 2 + a 2 + a 2 1 2 3 1 2 3 is a scalar, since a transforms like r and r2 is invariant.

Scalar product: ⋅ = a b + a b + a b a b 1 1 2 2 3 3 It's a scalar since ∣a + b∣ 2 = (a + b )2 + (a + b )2 + (a + b )2 1 1 2 2 3 3 = a2 + b2 + 2 (a b + a b + a b ) 1 1 2 2 3 3 Vectors in Minkowski space (4­vectors) 5

Notation: 3­vectors will be lowercase (e.g., r); 4­vectors uppercase (R) Prototypical 4­vector: displacement R = (x, y, z, ct) Definition of 4­vector: an object with 4 components that transforms like R under a Poincaré transformation (includes standard LTs, rotations, translations, and successive applications of these)

Matrix representation of standard LT:

4­vectors are absolute entities; components differ in different IFs. An equation involving only 4­vectors and scalars that is true in one IF is true in all IFs; called Lorentz­invariant, or covariant, equations. SR: Laws of physics must be Lorentz­invariant. (SR as meta­theory) Square of a 4­vector = (A , A , A , A ) : 2 = A 2 – A 2 – A 2 – A 2 6 A 1 2 3 4 A 4 1 2 3 A2 can be pos, neg, or 0 and is a scalar, since R2 is invariant. Magnitude A = ∣A2∣1/2 is also obviously a scalar. => scalar product ⋅ = A B – A B – A B – A B is a scalar. A B 4 4 1 1 2 2 3 3 Interval of : d2 ≡ ds2/c2 = dt2 – (dx2 + dy2 + dz2) / c2 d is a scalar and corresponds to time ticked on a clock at rest. For a particle with 3­ u, dt = (u) d

4­velocity:

: U = (u, c) A = (' u + a, ' c) (' = d/dt) 7

In instantaneous rest frame (u = 0):

=> A = (a, 0)

Square of 4­velocity, evaluated in arbitrary frame:

Evaluating in rest frame yields U2 = c2 immediately. This is a trivial example of the of relativity: evaluate scalars in the frame that makes the calculation the simplest.

Square of 4­accel: A2 = ­ 2 ( = mag of 3­accel in rest frame “proper acceleration”) SP 3.1­3 Rapidity  is defined by: cosh  =  ; sinh  =  => tanh  =  8 Recall: cosh  = (e + e­) / 2 ; sinh  = (e ­ e­) / 2 cosh2  ­ sinh2  = 1 => 2 ­ 22 = 1 => definition is consistent.

Standard LT: x' = (x ­ ct) = cosh  x – sinh  ct ct' = (ct ­ x) = ­ sinh  x + cosh  ct

Note similarity to rotation matrix. Consider 2 boosts along x­axis:  followed by  , yielding  9 1 2 3 vel add formula:

 =  +  ; rapidity, unlike velocity, adds! 3 1 2

SP 3.4 10 Nomenclature: A 4­vector A is ... timelike if A2 > 0 lightlike, or null, if A2 = 0 spacelike if A2 < 0

in analogy with prototype s2 = c2t2 ­ r2

s2 = 0 => light can travel from earlier to later event s2 > 0 => particle moving with v < c can travel from earlier to later event; can transform to a frame where r2 = 0 s2 < 0 => no particle can travel from one event to the other with v ≤ c; can transform to a frame where t = 0

Null and timelike 4­vectors are classed together as causal vectors: sign of 4th component is invariant (“future­pointing” if A > 0 4 “past­pointing” if A < 0) 4