Vector Basics
A vector has both magnitude (length) and direction.
Notation
- Bold: v or u
- Arrow: v
- Component form: v=⟨a,b⟩ or v=ai+bj
Position Vector
A vector from origin to point (a,b):
v=⟨a,b⟩
Vector Operations
Addition
u+v=⟨u1+v1,u2+v2⟩
Subtraction
u−v=⟨u1−v1,u2−v2⟩
Scalar Multiplication
cv=⟨cu1,cu2⟩
- c>0: Same direction, scaled
- c<0: Opposite direction, scaled
- c=0: Zero vector
Magnitude (Length)
For v=⟨a,b⟩:
∣v∣=a2+b2
For v=⟨a,b,c⟩ in 3D:
∣v∣=a2+b2+c2
Unit Vector
A vector with magnitude 1 in the direction of v:
u^=∣v∣v=⟨∣v∣a,∣v∣b⟩
Standard Unit Vectors
i=⟨1,0⟩(x-direction)
j=⟨0,1⟩(y-direction)
k=⟨0,0,1⟩(z-direction, 3D)
Direction Angle
For v=⟨a,b⟩, the direction angle θ:
tanθ=ab
θ=arctan(ab)
Component Form from Magnitude and Angle
v=∣v∣⟨cosθ,sinθ⟩
v=∣v∣cosθ⋅i+∣v∣sinθ⋅j
Dot Product (Scalar Product)
u⋅v=u1v1+u2v2
Properties
u⋅v=v⋅u(commutative)
u⋅(v+w)=u⋅v+u⋅w(distributive)
c(u⋅v)=(cu)⋅v=u⋅(cv)
u⋅u=∣u∣2
Angle Between Vectors
u⋅v=∣u∣∣v∣cosθ
cosθ=∣u∣∣v∣u⋅v
Orthogonal Vectors
Vectors are perpendicular (orthogonal) if:
u⋅v=0
Cross Product (3D only)
For u=⟨u1,u2,u3⟩ and v=⟨v1,v2,v3⟩:
u×v=⟨u2v3−u3v2,u3v1−u1v3,u1v2−u2v1⟩
Properties
u×v=−(v×u)(anti-commutative)
∣u×v∣=∣u∣∣v∣sinθ(magnitude)
u×v⊥u and u×v⊥v(perpendicular to both)
Projection
Projection of u onto v:
projvu=∣v∣2u⋅vv
Scalar projection (component):
compvu=∣v∣u⋅v
Vector Between Two Points
Vector from point P(x1,y1) to Q(x2,y2):
PQ=⟨x2−x1,y2−y1⟩
Applications
- Physics: Force, velocity, acceleration
- Navigation: Displacement, heading
- Computer Graphics: Transformations, lighting
- Engineering: Stress analysis, fluid flow