Vectors & Complex NumbersTopic #21 of 32

Vectors

Vector operations, magnitude, direction, dot product, and applications.

Vector Basics

A vector has both magnitude (length) and direction.

Notation

  • Bold: v\mathbf{v} or u\mathbf{u}
  • Arrow: v⃗\vec{v}
  • Component form: v=⟨a,b⟩\mathbf{v} = \langle a, b \rangle or v=ai+bj\mathbf{v} = a\mathbf{i} + b\mathbf{j}

Position Vector

A vector from origin to point (a,b)(a, b):

v=⟨a,b⟩\mathbf{v} = \langle a, b \rangle

Vector Operations

Addition

u+v=⟨u1+v1,u2+v2⟩\mathbf{u} + \mathbf{v} = \langle u_1 + v_1, u_2 + v_2 \rangle

Subtraction

u−v=⟨u1−v1,u2−v2⟩\mathbf{u} - \mathbf{v} = \langle u_1 - v_1, u_2 - v_2 \rangle

Scalar Multiplication

cv=⟨cu1,cu2⟩c\mathbf{v} = \langle cu_1, cu_2 \rangle

  • c>0c > 0: Same direction, scaled
  • c<0c < 0: Opposite direction, scaled
  • c=0c = 0: Zero vector

Magnitude (Length)

For v=⟨a,b⟩\mathbf{v} = \langle a, b \rangle:

∣v∣=a2+b2|\mathbf{v}| = \sqrt{a^2 + b^2}

For v=⟨a,b,c⟩\mathbf{v} = \langle a, b, c \rangle in 3D:

∣v∣=a2+b2+c2|\mathbf{v}| = \sqrt{a^2 + b^2 + c^2}

Unit Vector

A vector with magnitude 1 in the direction of v\mathbf{v}:

u^=v∣v∣=⟨a∣v∣,b∣v∣⟩\hat{\mathbf{u}} = \frac{\mathbf{v}}{|\mathbf{v}|} = \left\langle \frac{a}{|\mathbf{v}|}, \frac{b}{|\mathbf{v}|} \right\rangle

Standard Unit Vectors

i=⟨1,0⟩(x-direction)\mathbf{i} = \langle 1, 0 \rangle \quad \text{(x-direction)}

j=⟨0,1⟩(y-direction)\mathbf{j} = \langle 0, 1 \rangle \quad \text{(y-direction)}

k=⟨0,0,1⟩(z-direction, 3D)\mathbf{k} = \langle 0, 0, 1 \rangle \quad \text{(z-direction, 3D)}

Direction Angle

For v=⟨a,b⟩\mathbf{v} = \langle a, b \rangle, the direction angle θ\theta:

tan⁡θ=ba\tan\theta = \frac{b}{a}

θ=arctan⁡(ba)\theta = \arctan\left(\frac{b}{a}\right)

Component Form from Magnitude and Angle

v=∣v∣⟨cos⁡θ,sin⁡θ⟩\mathbf{v} = |\mathbf{v}|\langle \cos\theta, \sin\theta \rangle

v=∣v∣cos⁡θ⋅i+∣v∣sin⁡θ⋅j\mathbf{v} = |\mathbf{v}|\cos\theta \cdot \mathbf{i} + |\mathbf{v}|\sin\theta \cdot \mathbf{j}

Dot Product (Scalar Product)

u⋅v=u1v1+u2v2\mathbf{u} \cdot \mathbf{v} = u_1 v_1 + u_2 v_2

Properties

u⋅v=v⋅u(commutative)\mathbf{u} \cdot \mathbf{v} = \mathbf{v} \cdot \mathbf{u} \quad \text{(commutative)}

u⋅(v+w)=u⋅v+u⋅w(distributive)\mathbf{u} \cdot (\mathbf{v} + \mathbf{w}) = \mathbf{u} \cdot \mathbf{v} + \mathbf{u} \cdot \mathbf{w} \quad \text{(distributive)}

c(u⋅v)=(cu)⋅v=u⋅(cv)c(\mathbf{u} \cdot \mathbf{v}) = (c\mathbf{u}) \cdot \mathbf{v} = \mathbf{u} \cdot (c\mathbf{v})

u⋅u=∣u∣2\mathbf{u} \cdot \mathbf{u} = |\mathbf{u}|^2

Angle Between Vectors

u⋅v=∣u∣∣v∣cos⁡θ\mathbf{u} \cdot \mathbf{v} = |\mathbf{u}||\mathbf{v}|\cos\theta

cos⁡θ=u⋅v∣u∣∣v∣\cos\theta = \frac{\mathbf{u} \cdot \mathbf{v}}{|\mathbf{u}||\mathbf{v}|}

Orthogonal Vectors

Vectors are perpendicular (orthogonal) if:

u⋅v=0\mathbf{u} \cdot \mathbf{v} = 0

Cross Product (3D only)

For u=⟨u1,u2,u3⟩\mathbf{u} = \langle u_1, u_2, u_3 \rangle and v=⟨v1,v2,v3⟩\mathbf{v} = \langle v_1, v_2, v_3 \rangle:

u×v=⟨u2v3−u3v2,u3v1−u1v3,u1v2−u2v1⟩\mathbf{u} \times \mathbf{v} = \langle u_2 v_3 - u_3 v_2, u_3 v_1 - u_1 v_3, u_1 v_2 - u_2 v_1 \rangle

Properties

u×v=−(v×u)(anti-commutative)\mathbf{u} \times \mathbf{v} = -(\mathbf{v} \times \mathbf{u}) \quad \text{(anti-commutative)}

∣u×v∣=∣u∣∣v∣sin⁡θ(magnitude)|\mathbf{u} \times \mathbf{v}| = |\mathbf{u}||\mathbf{v}|\sin\theta \quad \text{(magnitude)}

u×v⊥u and u×v⊥v(perpendicular to both)\mathbf{u} \times \mathbf{v} \perp \mathbf{u} \text{ and } \mathbf{u} \times \mathbf{v} \perp \mathbf{v} \quad \text{(perpendicular to both)}

Projection

Projection of u\mathbf{u} onto v\mathbf{v}:

projvu=u⋅v∣v∣2v\text{proj}_{\mathbf{v}} \mathbf{u} = \frac{\mathbf{u} \cdot \mathbf{v}}{|\mathbf{v}|^2} \mathbf{v}

Scalar projection (component):

compvu=u⋅v∣v∣\text{comp}_{\mathbf{v}} \mathbf{u} = \frac{\mathbf{u} \cdot \mathbf{v}}{|\mathbf{v}|}

Vector Between Two Points

Vector from point P(x1,y1)P(x_1, y_1) to Q(x2,y2)Q(x_2, y_2):

PQ→=⟨x2−x1,y2−y1⟩\overrightarrow{PQ} = \langle x_2 - x_1, y_2 - y_1 \rangle

Applications

  • Physics: Force, velocity, acceleration
  • Navigation: Displacement, heading
  • Computer Graphics: Transformations, lighting
  • Engineering: Stress analysis, fluid flow