Vectors
A vector is a quantity with both magnitude and direction. Forces, velocities, accelerations, and momenta are all vectors. Mastering vector decomposition into components — and the rules for adding and multiplying vectors — is essential for every topic that follows in physics.
3.1 Scalars and Vectors
Physical quantities come in two flavors. A scalar is described completely by a single number with a unit — mass (2.5 kg), temperature (300 K), speed (12 m/s). A vector requires both a magnitude and a direction — displacement, velocity, force, and acceleration are all vectors.
On paper we draw vectors as arrows. The length of the arrow represents the magnitude; the arrowhead shows the direction. We write vectors in boldface (A) or with an overhead arrow (). The magnitude is written or simply (italic, no arrow).
Two vectors are equal if and only if they have the same magnitude and the same direction — regardless of where their tails are placed. This means you can slide a vector arrow anywhere in space without changing it, as long as you keep its length and direction the same.
3.2 Adding Vectors Geometrically
The geometric rule for adding two vectors is the head-to-tail method: place the tail of at the head (tip) of . The resultant is the arrow drawn from the tail of to the head of .
To subtract a vector, reverse its direction: . The vector has the same magnitude as but points the opposite way.
For more than two vectors, simply continue the head-to-tail chain. The resultant always runs from the very first tail to the very last head.
3.3 Components and the Coordinate System
Any 2-D vector can be "projected" onto perpendicular axes. The x-component is the shadow it casts on the horizontal axis; the y-component is its shadow on the vertical axis. Together they completely specify the vector.
If makes an angle with the positive x-axis, then:
And to go the other way — from components back to magnitude and direction:
3.4 Adding Vectors by Components
The component method turns every vector-addition problem into simple arithmetic. The rule: add x-components together, add y-components together.
For :
Then recover the resultant's magnitude and direction:
Worked Example
Let and (components in meters). Find .
3.5 Unit Vectors
A unit vector has magnitude exactly 1. Its only job is to specify a direction. The standard Cartesian unit vectors are:
Any 3-D vector can be written as a sum of scaled unit vectors:
This notation is powerful because it makes arithmetic obvious: add the terms together, the terms together, and the terms together.
3.6 The Dot Product (Scalar Product)
Multiplying two vectors together can produce either a scalar or a vector, depending on which multiplication rule you use. The dot product (or scalar product) gives a scalar:
where is the angle between the vectors and , are their magnitudes. Equivalently, in component form:
When (parallel) the dot product is maximum . When (perpendicular) it is zero. When (antiparallel) it is .
3.7 The Cross Product (Vector Product)
The cross product produces a vector that is perpendicular to both and . Its magnitude is:
The direction is given by the right-hand rule: point your fingers along , curl them toward , and your thumb points in the direction of .
In component form the cross product is computed from a determinant-like expansion:
The cross product appears throughout physics: torque is , angular momentum is , and the magnetic force on a charge is .
3.8 Putting It All Together
Most physics problems involving multiple forces, velocities, or displacements reduce to a sequence of vector operations. Here is the strategy that works every time:
| Step | What to do |
|---|---|
| 1. Draw a diagram | Sketch all vectors with labeled arrows. Choose a convenient coordinate system. |
| 2. Decompose | Find , for every vector. Watch signs. |
| 3. Add components | Sum all x-components, sum all y-components separately. |
| 4. Reconstruct | Magnitude: . Direction: , corrected for quadrant. |
| 5. Check | Does the magnitude have the right units? Does the direction make sense physically? |
Mastering vectors now pays dividends in every topic that follows — 2D kinematics, Newton's second law in two dimensions, work and energy, torque, and fields all depend on fluent vector algebra.
Key Concepts
Key Equations
Adding Two Vectors
Vector has magnitude 5 at 37° above the +x axis. Vector has magnitude 8 pointing along the +x axis. Find the magnitude and direction of .
Decompose each vector into components:
Add components:
Find magnitude and angle:
Exercises
7 problemsDrag A and B head-to-tail, then enter |R| = |A + B|.
A vector of magnitude 12 points at 60° above the +x axis. Find its x-component.
The same vector (magnitude , angle ). What is its -component? Give your answer to one decimal place.
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Upgrade to Pro →Vector and . What is ?
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Upgrade to Pro →Two vectors each have magnitude . The angle between them is . What is their dot product?
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Upgrade to Pro →Two vectors have magnitudes and . The angle between them is . What is the magnitude of their cross product?
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Upgrade to Pro →A force of is applied at above the horizontal. What is the horizontal component of this force? (Use )
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Upgrade to Pro →Key Takeaways
- Always resolve vectors into x and y components before doing arithmetic — never add magnitudes directly.
- The angle in component equations is measured from the positive x-axis; adjust signs for other quadrants.
- Dot product gives a scalar and tells you how "parallel" two vectors are.
- Cross product gives a vector perpendicular to both inputs and is used for torque and angular momentum.
- The unit vectors , , are orthonormal: , , .