Topic 2 / 17basic
Vectors in the Plane and in Space
Represent vectors as arrows or components, compute magnitudes and unit vectors, add and scale them, and apply them to forces, tensions, and velocities.
A vector has both **magnitude** and **direction**. We represent vectors as arrows from a tail to a tip, or as ordered tuples of components. The same vector can sit anywhere in space — only its components matter.
Component form and i, j, k notation
A vector in 3-space has the form , equivalent to , where are the standard unit vectors along . The notation distinguishes a vector from a point .
Key takeaways
- .
- Vectors are free: same components, same vector, regardless of base point.
- Use for vectors, for points.
From two points: terminal minus initial
If a vector goes from to , then . **Terminal minus initial.** This is one of the most common sign-error sources in vector calculus.
Strategy tips
- Always do tip minus tail: terminal point minus initial point.
- Reversing direction reverses sign of every component.
Magnitude and unit vectors
The magnitude of is . A **unit vector** is a vector of length 1; the unit vector in the direction of is . To construct, compute the magnitude first, then divide each component by it.
Key takeaways
- Magnitude: square components, sum, take square root.
- Unit vector .
- always.
Sums, differences, scalar multiples
Addition and subtraction are componentwise. A scalar multiple scales the magnitude by and reverses direction if . Geometrically, addition follows the **tip-to-tail** or parallelogram rule. The triangle inequality holds, with equality only when and point in the same direction.
Key takeaways
- Addition: .
- Scalar mult: .
- in general.
Applications: forces, tensions, velocities
Resolve each given quantity into a vector with components along chosen axes, then add the vectors. The resultant magnitude and direction give the answer in physical terms. For an airplane heading at speed in direction angle in 2D, .
Strategy tips
- Always sketch the situation first — direction angles are slippery.
- Add component-by-component, then take magnitude at the end.
- Interpret the final answer in physical units.
Worked examples
Example 1
Given and , find , , and the unit vector in the direction of .
- 1Subtract initial from terminal.
- 2Magnitude.
- 3Unit vector: divide each component by the magnitude.
Answer
, , unit vector .Example 2
An airplane flies northwest at 550 mph and encounters a 40 mph crosswind from the south. Find the resultant velocity vector and ground speed.
- 1Set up: east = , north = . Northwest means equal parts and , so .
- 2Wind blows from south to north, so it has only a component.
- 3Add component-by-component.
- 4Compute magnitudes numerically.
Answer
mph; ground speed mph.Example 3
Find the unit vector that points from toward .
- 1Compute .
- 2Magnitude.
- 3Divide.
Answer
.Interactive visualizations
Loading visualization…
Three sliders per vector. Watch how the parallelogram changes as you move the tips. (Cross-product output preview—covered in detail later.)
Formulas in this topic
Vector magnitude
Length of a 3D vector.
Vector addition
Add componentwise.
Scalar multiple
Scale each component by c.
Vector from points
Terminal minus initial.
Unit vector
Direction with length 1.
2D vector from angle
Build a vector from magnitude and direction.