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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 (A\vec{A}). The magnitude is written A|\vec{A}| or simply AA (italic, no arrow).

SCALAR m = 5 kg magnitude only VECTOR v⃗ = 12 m/s NE magnitude + direction
Scalars have magnitude only; vectors carry both magnitude and direction.

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 B\vec{B} at the head (tip) of A\vec{A}. The resultant R=A+B\vec{R} = \vec{A} + \vec{B} is the arrow drawn from the tail of A\vec{A} to the head of B\vec{B}.

A⃗ B⃗ R⃗ = A⃗ + B⃗
Head-to-tail addition: place B\vec{B}'s tail at A\vec{A}'s head; draw the resultant R\vec{R} from start to finish.
Commutative law: A+B=B+A\vec{A} + \vec{B} = \vec{B} + \vec{A}. You can add vectors in either order and the resultant is the same.

To subtract a vector, reverse its direction: AB=A+(B)\vec{A} - \vec{B} = \vec{A} + (-\vec{B}). The vector B-\vec{B} has the same magnitude as B\vec{B} 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 A\vec{A} 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.

x y Ax Ay A⃗ θ
A vector A\vec{A} decomposes into its x-component (green, horizontal) and y-component (amber, vertical).

If A\vec{A} makes an angle θ\theta with the positive x-axis, then:

Ax=AcosθAy=AsinθA_x = A\cos\theta \qquad A_y = A\sin\theta

And to go the other way — from components back to magnitude and direction:

A=Ax2+Ay2θ=arctan ⁣(AyAx)A = \sqrt{A_x^2 + A_y^2} \qquad \theta = \arctan\!\left(\frac{A_y}{A_x}\right)
Quadrant warning: arctan(Ay/Ax)\arctan(A_y/A_x) only gives a value in (90°,+90°)(-90°, +90°). Use the signs of both AxA_x and AyA_y to determine the correct quadrant before reporting the angle.

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 R=A+B\vec{R} = \vec{A} + \vec{B}:

Rx=Ax+BxRy=Ay+ByR_x = A_x + B_x \qquad R_y = A_y + B_y

Then recover the resultant's magnitude and direction:

R=Rx2+Ry2ϕ=arctan ⁣(RyRx)R = \sqrt{R_x^2 + R_y^2} \qquad \phi = \arctan\!\left(\frac{R_y}{R_x}\right)
A⃗ B⃗ R⃗ Rx = Ax + Bx Ry = Ay + By
Graphical view of component addition: A\vec{A} (blue) + B\vec{B} (amber) = R\vec{R} (green). Decompose each, add components, rebuild.

Worked Example

Let A=(3,4)\vec{A} = (3,\,4) and B=(5,2)\vec{B} = (5,\,-2) (components in meters). Find R=A+B\vec{R} = \vec{A} + \vec{B}.

Rx=3+5=8  mRy=4+(2)=2  mR_x = 3 + 5 = 8 \;\text{m} \qquad R_y = 4 + (-2) = 2 \;\text{m}
R=82+22=688.25  mθ=arctan ⁣(28)14.0°R = \sqrt{8^2 + 2^2} = \sqrt{68} \approx 8.25 \;\text{m} \qquad \theta = \arctan\!\left(\tfrac{2}{8}\right) \approx 14.0°

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:

î +x axis ĵ +y axis +z axis O
The three standard unit vectors: i^\hat{i} along +x (blue), j^\hat{j} along +y (amber), k^\hat{k} along +z (purple).

Any 3-D vector can be written as a sum of scaled unit vectors:

A=Axi^+Ayj^+Azk^\vec{A} = A_x\,\hat{i} + A_y\,\hat{j} + A_z\,\hat{k}

This notation is powerful because it makes arithmetic obvious: add the i^\hat{i} terms together, the j^\hat{j} terms together, and the k^\hat{k} terms together.

Key orthogonality facts: i^i^=1\hat{i}\cdot\hat{i}=1, i^j^=0\hat{i}\cdot\hat{j}=0, i^×j^=k^\hat{i}\times\hat{j}=\hat{k}, j^×k^=i^\hat{j}\times\hat{k}=\hat{i}, k^×i^=j^\hat{k}\times\hat{i}=\hat{j}. Cyclically forward gives a positive result; reversing the order flips the sign.

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:

AB=ABcosθ\vec{A}\cdot\vec{B} = AB\cos\theta

where θ\theta is the angle between the vectors and AA, BB are their magnitudes. Equivalently, in component form:

AB=AxBx+AyBy+AzBz\vec{A}\cdot\vec{B} = A_xB_x + A_yB_y + A_zB_z
A⃗ B⃗ θ B cosθ A⃗·B⃗ = AB cosθ (projection of B onto A)
The dot product equals ABcosθAB\cos\theta — the length of A\vec{A} times the projection of B\vec{B} onto A\vec{A} (green segment).

When θ=0°\theta = 0° (parallel) the dot product is maximum =AB= AB. When θ=90°\theta = 90° (perpendicular) it is zero. When θ=180°\theta = 180° (antiparallel) it is AB-AB.

Physical application: Work done by a force is W=Fd=FdcosθW = \vec{F}\cdot\vec{d} = Fd\cos\theta. Only the component of force along the displacement does work.

3.7 The Cross Product (Vector Product)

The cross product A×B\vec{A}\times\vec{B} produces a vector that is perpendicular to both A\vec{A} and B\vec{B}. Its magnitude is:

A×B=ABsinθ|\vec{A}\times\vec{B}| = AB\sin\theta

The direction is given by the right-hand rule: point your fingers along A\vec{A}, curl them toward B\vec{B}, and your thumb points in the direction of A×B\vec{A}\times\vec{B}.

A⃗ B⃗ A⃗×B⃗ θ area = AB sinθ right-hand rule →
The cross product A×B\vec{A}\times\vec{B} (purple) is perpendicular to both vectors. Its magnitude equals the area of the parallelogram (shaded).

In component form the cross product is computed from a determinant-like expansion:

A×B=(AyBzAzBy)i^(AxBzAzBx)j^+(AxByAyBx)k^\vec{A}\times\vec{B} = (A_yB_z - A_zB_y)\,\hat{i} - (A_xB_z - A_zB_x)\,\hat{j} + (A_xB_y - A_yB_x)\,\hat{k}
Anticommutative: A×B=B×A\vec{A}\times\vec{B} = -\vec{B}\times\vec{A}. Order matters! Reversing the vectors flips the direction of the result. (This is the opposite of the dot product, which is commutative.)

The cross product appears throughout physics: torque is τ=r×F\vec{\tau} = \vec{r}\times\vec{F}, angular momentum is L=r×p\vec{L} = \vec{r}\times\vec{p}, and the magnetic force on a charge is F=qv×B\vec{F} = q\vec{v}\times\vec{B}.

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:

Vector problem-solving strategy
StepWhat to do
1. Draw a diagramSketch all vectors with labeled arrows. Choose a convenient coordinate system.
2. DecomposeFind Ax=AcosθA_x = A\cos\theta, Ay=AsinθA_y = A\sin\theta for every vector. Watch signs.
3. Add componentsSum all x-components, sum all y-components separately.
4. ReconstructMagnitude: R=Rx2+Ry2R = \sqrt{R_x^2 + R_y^2}. Direction: ϕ=arctan(Ry/Rx)\phi = \arctan(R_y/R_x), corrected for quadrant.
5. CheckDoes the magnitude have the right units? Does the direction make sense physically?
Never add magnitudes directly. A+BA+B|\vec{A}| + |\vec{B}| \neq |\vec{A} + \vec{B}| in general — magnitudes add only when the vectors point in exactly the same direction.

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

Scalar vs. Vector
A scalar has magnitude only (e.g., mass, temperature, speed). A vector has both magnitude and direction (e.g., displacement, velocity, force). Vectors are denoted A\vec{A} or in bold.
Vector Components
Any 2D vector A\vec{A} making angle θ\theta with the +x axis has components Ax=AcosθA_x = A\cos\theta and Ay=AsinθA_y = A\sin\theta, where A=AA = |\vec{A}| is the magnitude.
Vector Addition
Add vectors component-wise: if C=A+B\vec{C} = \vec{A} + \vec{B}, then Cx=Ax+BxC_x = A_x + B_x and Cy=Ay+ByC_y = A_y + B_y. This is equivalent to the graphical head-to-tail method.
Unit Vectors
Unit vectors i^\hat{i}, j^\hat{j}, k^\hat{k} point along the positive x, y, z axes, each with magnitude 1. Any vector can be written A=Axi^+Ayj^+Azk^\vec{A} = A_x\hat{i} + A_y\hat{j} + A_z\hat{k}.
Dot Product (Scalar Product)
The dot product AB=ABcosθ=AxBx+AyBy\vec{A}\cdot\vec{B} = AB\cos\theta = A_xB_x + A_yB_y gives a scalar. It is zero when vectors are perpendicular. It measures the projection of one vector onto another.
Cross Product (Vector Product)
The cross product A×B\vec{A}\times\vec{B} gives a vector perpendicular to both, with magnitude A×B=ABsinθ|\vec{A}\times\vec{B}| = AB\sin\theta. Direction given by the right-hand rule. Used for torque and angular momentum.

Key Equations

Magnitude of a Vector
A=A=Ax2+Ay2|\vec{A}| = A = \sqrt{A_x^2 + A_y^2}
Length of a 2D vector from its components via the Pythagorean theorem.
Direction Angle
θ=arctan ⁣(AyAx)\theta = \arctan\!\left(\frac{A_y}{A_x}\right)
Angle the vector makes with the positive x-axis. Use atan2 to get the correct quadrant.
Dot Product
AB=ABcosθ=AxBx+AyBy\vec{A}\cdot\vec{B} = AB\cos\theta = A_xB_x + A_yB_y
Scalar result; equals zero for perpendicular vectors, maximum when parallel.
Cross Product Magnitude
A×B=ABsinθ|\vec{A}\times\vec{B}| = AB\sin\theta
The area of the parallelogram spanned by the two vectors.
Cross Product (component form)
A×B=(AyBzAzBy)i^(AxBzAzBx)j^+(AxByAyBx)k^\vec{A}\times\vec{B} = (A_yB_z - A_zB_y)\hat{i} - (A_xB_z - A_zB_x)\hat{j} + (A_xB_y - A_yB_x)\hat{k}
Full 3D component expression for the cross product.
Worked Example

Adding Two Vectors

Problem

Vector A\vec{A} has magnitude 5 at 37° above the +x axis. Vector B\vec{B} has magnitude 8 pointing along the +x axis. Find the magnitude and direction of A+B\vec{A} + \vec{B}.

Solution

Decompose each vector into components:

Ax=5cos37°3.99,Ay=5sin37°3.01A_x = 5\cos37° \approx 3.99, \quad A_y = 5\sin37° \approx 3.01
Bx=8,By=0B_x = 8, \quad B_y = 0

Add components:

Cx=3.99+8=11.99,Cy=3.01+0=3.01C_x = 3.99 + 8 = 11.99, \quad C_y = 3.01 + 0 = 3.01

Find magnitude and angle:

C=11.992+3.01212.4C = \sqrt{11.99^2 + 3.01^2} \approx 12.4
θ=arctan ⁣(3.0111.99)14.1°\theta = \arctan\!\left(\frac{3.01}{11.99}\right) \approx 14.1°
Answer |C| ≈ 12.4, directed 14.1° above the +x axis.
Practice

Exercises

7 problems
Free preview
1
2
2 free · 5 Pro
Exercise 1 / 7 Free
+10 XP
Vector Addition

Drag A and B head-to-tail, then enter |R| = |A + B|.

drag the blue and purple dots
A = (3, 4)
B = (0, 3)
R = (3, 7)

Your answer
|R| =
Exercise 2 / 7 Free
+10 XP
Vector Components

A vector of magnitude 12 points at 60° above the +x axis. Find its x-component.

|V| = 12
θ = 60°
Vₓ = ?
Vᵧ = 10.39

Your answer
Vx =
3 of 7

The same vector (magnitude 1212, angle 60°60°). What is its yy-component? Give your answer to one decimal place.

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4 of 7

Vector A=(5,0)\vec{A} = (5,\,0) and B=(0,12)\vec{B} = (0,\,12). What is A+B|\vec{A} + \vec{B}|?

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5 of 7

Two vectors each have magnitude 88. The angle between them is 60°60°. What is their dot product?

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6 of 7

Two vectors have magnitudes 55 and 44. The angle between them is 30°30°. What is the magnitude of their cross product?

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7 of 7

A force of 10 N10 \text{ N} is applied at 37°37° above the horizontal. What is the horizontal component of this force? (Use cos37°0.80\cos37° \approx 0.80)

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Key Takeaways

  • Always resolve vectors into x and y components before doing arithmetic — never add magnitudes directly.
  • The angle θ\theta 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 i^\hat{i}, j^\hat{j}, k^\hat{k} are orthonormal: i^i^=1\hat{i}\cdot\hat{i}=1, i^j^=0\hat{i}\cdot\hat{j}=0, i^×j^=k^\hat{i}\times\hat{j}=\hat{k}.