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Track your progress across all skills in your objective. Mark your confidence level and identify areas to focus on.
Track your progress:
Don't know
Working on it
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📖 = included in formula booklet • 🚫 = not in formula booklet
Track your progress:
Don't know
Working on it
Confident
📖 = included in formula booklet • 🚫 = not in formula booklet
Track your progress across all skills in your objective. Mark your confidence level and identify areas to focus on.
Track your progress:
Don't know
Working on it
Confident
📖 = included in formula booklet • 🚫 = not in formula booklet
Track your progress:
Don't know
Working on it
Confident
📖 = included in formula booklet • 🚫 = not in formula booklet
Track your progress across all skills in your objective. Mark your confidence level and identify areas to focus on.
Track your progress:
Don't know
Working on it
Confident
📖 = included in formula booklet • 🚫 = not in formula booklet
Track your progress:
Don't know
Working on it
Confident
📖 = included in formula booklet • 🚫 = not in formula booklet
Just as points in the plane have an x and a y, 2D vectors have 2 components. We call these i and j.
The following diagram shows the vector −3i−4j, which can also be written as (−3−4)
A vector is an arrow in space. It specifies movement in a particular direction. For example, the vector i+2j means "move 1 unit right and 2 units up".
The difference between the vector i+2j and the point (1,2) is that a vector can start anywhere, and only specifies a movement. For example, all the vectors below are i+2j.
Vectors in 2D can be added an subtracted using a diagram. For example, if a=−i+2j and b=3i−2j, then we can find 2a+b as follows:
So 2a+b=i+2j, which we can also find by adding components:
Vectors can be used to describe the position of points in space, relative to the origin O. For example, if the point A has coordinates A(3,1), then its position vector is
This vector tells you how to get from the origin to point A, and is only subtly different from the concept of coordinates. If B has coordinates B(−4,3), then its position vector is
In the diagram below, the arrows are the position vectors, which are technically different from the points themselves.
A displacement vector tells you how to go from one point to another in space.
For example, suppose point A has position vector OA=3i+j=(31), and B has position vector OB=−4i+3j=(−43).
The displacement vector AB is the vector that goes from A to B:
To find the displacement vector AB, we could count squares on the grid. But the more important thing to realize is that these three vectors form a triangle, and if we reverse one of the position vectors it forms a loop, meaning we've gone nowhere:
But
So
Now isolate:
In general, we find the displacement vector from X to Y by finding
You can think of this as saying
Scaling a vector means multiplying it by a number k, which stretches the vector by a factor of k. If k<0, then the direction of the vector flips.
Two vectors are parallel if one can be written as a scalar multiple of the other, i.e., if u=kv for some scalar k. Parallel vectors have identical or exactly opposite directions.
A vector is a mathematical object that has both magnitude (size) and direction in space. A three-dimensional vector is typically described by its components along the x, y, and z axes.
In 3 dimensions, a vector is expressed as
where i, j, and k are called the base vectors:
To add two vectors, add their corresponding components:
To subtract two vectors, subtract their corresponding components:
Addition corresponds to placing vectors head-to-tail, and subtraction corresponds to the displacement between their tips.
The zero vector 0 is a special vector without size or a defined direction, represented by
The negative of a vector reverses the vector's direction while maintaining its size. If v=⎝⎛xyz⎠⎞, then the negative is
pointing in exactly the opposite direction.
The magnitude (or length) of a vector v=⎝⎛v1v2v3⎠⎞ is calculated as
Geometrically, this represents the distance from the vector's starting point to its endpoint in 3D space. For example, the magnitude of the displacement vector AB equals the straight-line distance between points A and B.
When a vector u has a magnitude of 1, we say u is a unit vector.
We often express other vectors v with magnitude ∣v∣=1 as scalar multiples of the unit vector pointing in the same direction,
where k=∣v∣.
The unit vector in the same direction as a non-unit vector v is written as
Rescaling to form a vector with a magnitude of one is referred to as normalizing a vector.
The scalar product, also called the dot product, takes two vectors and produces a scalar (a number). For two vectors v=⎝⎛v1v2v3⎠⎞ and w=⎝⎛w1w2w3⎠⎞, the scalar product is calculated as:
This operation combines corresponding components of each vector, resulting in a single numerical value.
The scalar product also has a geometric interpretation involving the angle θ between two vectors:
Equivalently, isolating cosθ:
The angle θ is measured between the heads of v and w:
If the scalar product of two vectors is negative, then
and thus θ must be an obtuse angle: 90°<θ≤180°.
But since vectors always form an acute AND an obtuse angle, we can find the acute angle by subtracting
whenever θ>90°.
Since v⋅w=∣v∣∣w∣cosθ, if two vectors are perpendicular then cos90°=0⇒ their scalar product is 0.
For any vectors u, v, and w, and scalar k:
The vector product, sometimes called the cross product, of two vectors v and w is given by:
This vector is perpendicular to both original vectors. Using the right-hand rule, if your index finger points in the direction of v and your middle finger points towards w, your thumb points towards v×w. The vector product thus creates a new vector perpendicular to both original vectors.
The magnitude of the vector product v×w gives the area of the parallelogram formed by vectors v and w:
Intuitively, this happens because the magnitude combines both vectors’ lengths and how "spread out" they are from each other, capturing exactly the amount of two-dimensional space they span.
The magnitude of the vector product is connected to the sine of the angle between the vectors by the formula
Here, θ is the angle between vectors v and w. This relationship holds because the area of the parallelogram formed by the two vectors depends on their lengths and the angle separating them.
Specifically, the area is largest when the vectors are perpendicular (sin90∘=1) and zero when they are parallel (sin0∘=0).
For two vectors a and b, the magnitude of the component of vector a that acts in the direction of vector b is given by
The magnitude of the component of vector a that acts perpendicular to vector b, in the plane formed by the two vectors, is given by
where θ is the angle between the two vectors.
For any vectors u, v, and w, and scalar k:
A vector line is defined by specifying one fixed point on the line and a direction vector. If the fixed point is given by position vector a, and the direction vector by b, then the line in vector form is:
Here, λ∈R is a parameter that varies over all real numbers, generating every point on the line. Changing λ moves the point r along the direction of b, creating the full infinite line.
A vector line in three-dimensional space can also be expressed in parametric form, showing explicitly the equations for the x, y, and z coordinates separately:
Here, (x0,y0,z0) is a point on the line, (l,m,n) are the components of the direction vector, and the parameter λ controls your position along the line. Changing λ moves the point continuously along the direction of the vector, producing the full infinite line.
In kinematics (the mathematical description of motion), 3D motion can be modeled by a vector line, often expressed with the parameter representing time, t.
Specifically, the direction vector b represents the velocity of an object, indicating both its direction and magnitude of movement. The magnitude of this vector, ∣b∣, is the object's speed—the rate at which it moves, irrespective of direction.
The angle between two lines is simply the angle between their direction vectors.
For any two lines r1=a1+λb1 and r2=a2+μb2, the acute angle θ between r1 and r2 can be found via the formula
which is just the equation of the scalar product.
Track your progress across all skills in your objective. Mark your confidence level and identify areas to focus on.
Track your progress:
Don't know
Working on it
Confident
📖 = included in formula booklet • 🚫 = not in formula booklet
Track your progress:
Don't know
Working on it
Confident
📖 = included in formula booklet • 🚫 = not in formula booklet
Just as points in the plane have an x and a y, 2D vectors have 2 components. We call these i and j.
The following diagram shows the vector −3i−4j, which can also be written as (−3−4)
A vector is an arrow in space. It specifies movement in a particular direction. For example, the vector i+2j means "move 1 unit right and 2 units up".
The difference between the vector i+2j and the point (1,2) is that a vector can start anywhere, and only specifies a movement. For example, all the vectors below are i+2j.
Vectors in 2D can be added an subtracted using a diagram. For example, if a=−i+2j and b=3i−2j, then we can find 2a+b as follows:
So 2a+b=i+2j, which we can also find by adding components:
Vectors can be used to describe the position of points in space, relative to the origin O. For example, if the point A has coordinates A(3,1), then its position vector is
This vector tells you how to get from the origin to point A, and is only subtly different from the concept of coordinates. If B has coordinates B(−4,3), then its position vector is
In the diagram below, the arrows are the position vectors, which are technically different from the points themselves.
A displacement vector tells you how to go from one point to another in space.
For example, suppose point A has position vector OA=3i+j=(31), and B has position vector OB=−4i+3j=(−43).
The displacement vector AB is the vector that goes from A to B:
To find the displacement vector AB, we could count squares on the grid. But the more important thing to realize is that these three vectors form a triangle, and if we reverse one of the position vectors it forms a loop, meaning we've gone nowhere:
But
So
Now isolate:
In general, we find the displacement vector from X to Y by finding
You can think of this as saying
Scaling a vector means multiplying it by a number k, which stretches the vector by a factor of k. If k<0, then the direction of the vector flips.
Two vectors are parallel if one can be written as a scalar multiple of the other, i.e., if u=kv for some scalar k. Parallel vectors have identical or exactly opposite directions.
A vector is a mathematical object that has both magnitude (size) and direction in space. A three-dimensional vector is typically described by its components along the x, y, and z axes.
In 3 dimensions, a vector is expressed as
where i, j, and k are called the base vectors:
To add two vectors, add their corresponding components:
To subtract two vectors, subtract their corresponding components:
Addition corresponds to placing vectors head-to-tail, and subtraction corresponds to the displacement between their tips.
The zero vector 0 is a special vector without size or a defined direction, represented by
The negative of a vector reverses the vector's direction while maintaining its size. If v=⎝⎛xyz⎠⎞, then the negative is
pointing in exactly the opposite direction.
The magnitude (or length) of a vector v=⎝⎛v1v2v3⎠⎞ is calculated as
Geometrically, this represents the distance from the vector's starting point to its endpoint in 3D space. For example, the magnitude of the displacement vector AB equals the straight-line distance between points A and B.
When a vector u has a magnitude of 1, we say u is a unit vector.
We often express other vectors v with magnitude ∣v∣=1 as scalar multiples of the unit vector pointing in the same direction,
where k=∣v∣.
The unit vector in the same direction as a non-unit vector v is written as
Rescaling to form a vector with a magnitude of one is referred to as normalizing a vector.
The scalar product, also called the dot product, takes two vectors and produces a scalar (a number). For two vectors v=⎝⎛v1v2v3⎠⎞ and w=⎝⎛w1w2w3⎠⎞, the scalar product is calculated as:
This operation combines corresponding components of each vector, resulting in a single numerical value.
The scalar product also has a geometric interpretation involving the angle θ between two vectors:
Equivalently, isolating cosθ:
The angle θ is measured between the heads of v and w:
If the scalar product of two vectors is negative, then
and thus θ must be an obtuse angle: 90°<θ≤180°.
But since vectors always form an acute AND an obtuse angle, we can find the acute angle by subtracting
whenever θ>90°.
Since v⋅w=∣v∣∣w∣cosθ, if two vectors are perpendicular then cos90°=0⇒ their scalar product is 0.
For any vectors u, v, and w, and scalar k:
The vector product, sometimes called the cross product, of two vectors v and w is given by:
This vector is perpendicular to both original vectors. Using the right-hand rule, if your index finger points in the direction of v and your middle finger points towards w, your thumb points towards v×w. The vector product thus creates a new vector perpendicular to both original vectors.
The magnitude of the vector product v×w gives the area of the parallelogram formed by vectors v and w:
Intuitively, this happens because the magnitude combines both vectors’ lengths and how "spread out" they are from each other, capturing exactly the amount of two-dimensional space they span.
The magnitude of the vector product is connected to the sine of the angle between the vectors by the formula
Here, θ is the angle between vectors v and w. This relationship holds because the area of the parallelogram formed by the two vectors depends on their lengths and the angle separating them.
Specifically, the area is largest when the vectors are perpendicular (sin90∘=1) and zero when they are parallel (sin0∘=0).
For two vectors a and b, the magnitude of the component of vector a that acts in the direction of vector b is given by
The magnitude of the component of vector a that acts perpendicular to vector b, in the plane formed by the two vectors, is given by
where θ is the angle between the two vectors.
For any vectors u, v, and w, and scalar k:
A vector line is defined by specifying one fixed point on the line and a direction vector. If the fixed point is given by position vector a, and the direction vector by b, then the line in vector form is:
Here, λ∈R is a parameter that varies over all real numbers, generating every point on the line. Changing λ moves the point r along the direction of b, creating the full infinite line.
A vector line in three-dimensional space can also be expressed in parametric form, showing explicitly the equations for the x, y, and z coordinates separately:
Here, (x0,y0,z0) is a point on the line, (l,m,n) are the components of the direction vector, and the parameter λ controls your position along the line. Changing λ moves the point continuously along the direction of the vector, producing the full infinite line.
In kinematics (the mathematical description of motion), 3D motion can be modeled by a vector line, often expressed with the parameter representing time, t.
Specifically, the direction vector b represents the velocity of an object, indicating both its direction and magnitude of movement. The magnitude of this vector, ∣b∣, is the object's speed—the rate at which it moves, irrespective of direction.
The angle between two lines is simply the angle between their direction vectors.
For any two lines r1=a1+λb1 and r2=a2+μb2, the acute angle θ between r1 and r2 can be found via the formula
which is just the equation of the scalar product.