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  • Perplex
    IB Math AIHL
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    Vectors
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    Skills

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    Skill Checklist

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    Skill Checklist

    Track your progress across all skills in your objective. Mark your confidence level and identify areas to focus on.

    24 Skills Available

    Track your progress:

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    Working on it

    Confident

    πŸ“– = included in formula booklet β€’ 🚫 = not in formula booklet

    Track your progress:

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    πŸ“– = included in formula booklet β€’ 🚫 = not in formula booklet

    Vector arithmetic & geometry

    10 skills
    2D vector notation with base vectors
    AHL AI 3.10

    The equation of a vector in two dimensions can be written as a sum of its vertical and horizontal components, denoted i and j respectively. These are vectors that start from the origin and point right (i) and up (j), each with a length of 1. We call these base vectors.

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    2D vector notation with column vectors
    AHL AI 3.10

    A vector in two dimensions can be uniquely described by giving its vertical and horizontal components, meaning the number of units in each direction required to get from the "tail" to the "head" of the arrow. These components can be represented using a column vector.


    The column vector of a vector v whose head is located a horizontal and b vertical units from its tail is

    v=(ab​)

    The top number represents the horizontal component and the bottom number represents the vertical component.

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    3D base and column vectors
    AHL AI 3.10

    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

    βŽβŽ›β€‹v1​v2​v3β€‹β€‹βŽ βŽžβ€‹=v1​i+v2​j+v3​k

    where i, j, and k are called the base vectors:

    i=βŽβŽ›β€‹100β€‹βŽ βŽžβ€‹,j=βŽβŽ›β€‹010β€‹βŽ βŽžβ€‹,k=βŽβŽ›β€‹001β€‹βŽ βŽžβ€‹
    Adding & subtracting vectors
    AHL AI 3.10

    To add two vectors, add their corresponding components:

    βŽβŽ›β€‹x1​y1​z1β€‹β€‹βŽ βŽžβ€‹+βŽβŽ›β€‹x2​y2​z2β€‹β€‹βŽ βŽžβ€‹=βŽβŽ›β€‹x1​+x2​y1​+y2​z1​+z2β€‹β€‹βŽ βŽžβ€‹


    To subtract two vectors, subtract their corresponding components:

    βŽβŽ›β€‹x1​y1​z1β€‹β€‹βŽ βŽžβ€‹βˆ’βŽβŽ›β€‹x2​y2​z2β€‹β€‹βŽ βŽžβ€‹=βŽβŽ›β€‹x1β€‹βˆ’x2​y1β€‹βˆ’y2​z1β€‹βˆ’z2β€‹β€‹βŽ βŽžβ€‹

    Addition corresponds to placing vectors head-to-tail, and subtraction corresponds to the displacement between their tips.

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    Position & Displacement Vectors
    AHL AI 3.10

    A position vector describes the position of a point relative to a fixed origin. For example, the position vector of a point P describes the location of P relative to an origin O:

    OP=βŽβŽ›β€‹xyzβ€‹βŽ βŽžβ€‹

    A displacement vector describes how to move from one point to another. For instance, the displacement vector from point A to point B is given by subtracting position vectors:

    AB=OBβˆ’OA

    Thus, position vectors identify points relative to an origin, while displacement vectors represent movement or translation between points. Expressing AB as OBβˆ’OA is sometimes referred to as giving the relative position of B from A.

    Zero vector and negative vector
    AHL AI 3.10

    The zero vector 0 is a special vector without size or a defined direction, represented by

    0=βŽβŽ›β€‹000β€‹βŽ βŽžβ€‹

    The negative of a vector reverses the vector's direction while maintaining its size. If v=βŽβŽ›β€‹xyzβ€‹βŽ βŽžβ€‹, then the negative is

    βˆ’v=βŽβŽ›β€‹βˆ’xβˆ’yβˆ’zβ€‹βŽ βŽžβ€‹

    pointing in exactly the opposite direction.

    Scalar multiples of vectors
    AHL AI 3.10

    Scaling a vector means multiplying it by a number k, which changes its length without affecting its direction (unless k<0, which reverses direction). If

    v=βŽβŽ›β€‹xyzβ€‹βŽ βŽžβ€‹

    then scaling by k gives

    kv=βŽβŽ›β€‹kxkykzβ€‹βŽ βŽžβ€‹

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    Parallel vectors
    AHL AI 3.10

    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.

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    Vector Magnitude
    AHL AI 3.10

    The magnitude (or length) of a vector v=βŽβŽ›β€‹v1​v2​v3β€‹β€‹βŽ βŽžβ€‹ is calculated as

    ∣v∣=√v12​+v22​+v32β€‹β€‹πŸ“–


    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.

    Unit vectors
    AHL AI 3.10

    When a vector u has a magnitude of 1, we say u is a unit vector.


    We often express other vectors v with magnitude ∣vβˆ£ξ€ =1 as scalar multiples of the unit vector pointing in the same direction,

    v=ku

    where k=∣v∣.


    The unit vector in the same direction as a non-unit vector v is written as

    u=∣v∣v​

    Rescaling to form a vector with a magnitude of one is referred to as normalizing a vector.

    Scalar and vector products

    10 skills
    Scalar product
    AHL AI 3.13

    The scalar product, also called the dot product, takes two vectors and produces a scalar (a number). For two vectors v=βŽβŽ›β€‹v1​v2​v3β€‹β€‹βŽ βŽžβ€‹ and w=βŽβŽ›β€‹w1​w2​w3β€‹β€‹βŽ βŽžβ€‹, the scalar product is calculated as:

    vβ‹…w=v1​w1​+v2​w2​+v3​w3β€‹πŸ“–

    This operation combines corresponding components of each vector, resulting in a single numerical value.

    Angle between vectors
    AHL AI 3.13

    The scalar product also has a geometric interpretation involving the angle ΞΈ between two vectors:

    vβ‹…w=∣v∣∣w∣cosΞΈπŸ“–

    Equivalently, isolating cosΞΈ:

    cosΞΈ=∣v∣∣w∣v1​w1​+v2​w2​+v3​w3β€‹β€‹πŸ“–


    The angle ΞΈ is measured between the heads of v and w:

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    Acute vs Obtuse Angles
    AHL AI 3.13

    If the scalar product of two vectors is negative, then

    cosΞΈ=∣uβˆ£β‹…βˆ£v∣uβ‹…v​<0

    and thus ΞΈ must be an obtuse angle: 90Β°<θ≀180Β°.


    But since vectors always form an acute AND an obtuse angle, we can find the acute angle by subtracting

    180Β°βˆ’ΞΈ

    whenever ΞΈ>90Β°.


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    Perpendicular vectors
    AHL AI 3.13

    Since vβ‹…w=∣v∣∣w∣cosΞΈ, if two vectors are perpendicular then cos90Β°=0β‡’ their scalar product is 0.

    Properties of the scalar product
    AHL AI 3.13

    For any vectors u, v, and w, and scalar k:


    uβ‹…v=vβ‹…u🚫


    uβ‹…(v+w)=uβ‹…v+uβ‹…w🚫


    (ku)β‹…v=k(uβ‹…v)=uβ‹…(kv)🚫


    uβ‹…u=∣u∣2🚫


    Vector product
    AHL AI 3.13

    The vector product, sometimes called the cross product, of two vectors v and w is given by:

    vΓ—w=βŽβŽ›β€‹v2​w3β€‹βˆ’v3​w2​v3​w1β€‹βˆ’v1​w3​v1​w2β€‹βˆ’v2​w1β€‹β€‹βŽ βŽžβ€‹πŸ“–

    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 vΓ—w. The vector product thus creates a new vector perpendicular to both original vectors.

    Vector areas with cross product
    AHL AI 3.13

    The magnitude of the vector product vΓ—w gives the area of the parallelogram formed by vectors v and w:

    Area=∣vΓ—wβˆ£πŸ“–

    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.

    Vector product and sin of angle
    AHL AI 3.13

    The magnitude of the vector product is connected to the sine of the angle between the vectors by the formula

    ∣vΓ—w∣=∣v∣∣w∣sinΞΈπŸ“–

    Here, ΞΈ 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).

    Components of vectors
    AHL AI 3.13

    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

    ∣a∣cosΞΈ=∣b∣aβ‹…b​

    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

    ∣a∣sinΞΈ=∣b∣∣aΓ—bβˆ£β€‹

    where ΞΈ is the angle between the two vectors.

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    Properties of the vector product
    AHL AI 3.13

    For any vectors u, v, and w, and scalar k:


    uΓ—v=βˆ’(vΓ—u)🚫


    uΓ—(v+w)=uΓ—v+uΓ—w🚫


    (ku)Γ—v=k(uΓ—v)=uΓ—(kv)🚫


    uΓ—u=0🚫


    uΓ—v=0β‡’uβˆ₯v for non-zerou,v🚫

    Equations of a line

    4 skills
    Vector form
    AHL AI 3.11

    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:

    r  ​=a+Ξ»bπŸ“–Β =βŽβŽ›β€‹a1​a2​a3β€‹β€‹βŽ βŽžβ€‹+Ξ»βŽβŽ›β€‹b1​b2​b3β€‹β€‹βŽ βŽžβ€‹β€‹

    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.

    Parametric form
    AHL AI 3.11

    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:


    x=x0​+Ξ»l,y=y0​+Ξ»m,z=z0​+Ξ»nπŸ“–


    Here, (x0​,y0​,z0​) is a point on the line, (l,m,n) are the components of the direction vector, and the parameter Ξ» controls your position along the line. Changing Ξ» moves the point continuously along the direction of the vector, producing the full infinite line.

    Modeling with vectors
    AHL AI 3.12

    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 speedβ€”the rate at which it moves, irrespective of direction.

    Angle between lines
    AHL AI 3.13

    The angle between two lines is simply the angle between their direction vectors.


    For any two lines r1​=a1​+Ξ»b1​ and r2​=a2​+ΞΌb2​, the angle ΞΈ between r1​ and r2​ can be found via the formula

    ΞΈ=arccos(∣b1β€‹βˆ£βˆ£b2β€‹βˆ£b1​⋅b2​​)

    which is just the equation of the scalar product.