Welcome to the World of Vectors!

In this chapter, we are going to explore Vectors. If you’ve ever followed directions to a friend's house (e.g., "walk 500 meters North"), you have already used vectors! While a simple number (a scalar) tells us "how much," a vector tells us "how much" AND "in what direction." This is a fundamental tool for mathematicians, engineers, and even video game developers.

Don't worry if this seems a bit abstract at first. We will break it down step-by-step, from 2D flat surfaces to 3D space.


1. The Basics: Scalars vs. Vectors

Before we dive in, let's distinguish between the two types of measurements you'll encounter:

  • Scalar: A quantity that only has magnitude (size). Examples: Mass, time, temperature, or speed (e.g., 30 mph).
  • Vector: A quantity that has both magnitude and direction. Examples: Force, velocity (e.g., 30 mph East), and displacement.

How do we write them?

In your exam and textbooks, you will see vectors written in two main ways:

  1. Bold letters: Like \(\mathbf{a}\) or \(\mathbf{v}\). (Since you can't write in bold, you should underline them: \(\underline{a}\)).
  2. Component Form (Column Vectors): This looks like a bracket with two numbers: \(\mathbf{a} = \begin{pmatrix} x \\ y \end{pmatrix}\). The top number tells you how far to move across (x), and the bottom number tells you how far to move up (y).
  3. Unit Vector Notation: Using \(\mathbf{i}\) and \(\mathbf{j}\). Think of \(\mathbf{i}\) as "one step right" and \(\mathbf{j}\) as "one step up." So, \(\begin{pmatrix} 3 \\ 4 \end{pmatrix}\) is written as \(3\mathbf{i} + 4\mathbf{j}\).

Quick Review: To turn a column vector into \(\mathbf{i}, \mathbf{j}\) form, just put the top number next to \(\mathbf{i}\) and the bottom number next to \(\mathbf{j}\)!

Key Takeaway: A vector is simply a set of instructions on how to get from point A to point B.


2. Adding and Subtracting Vectors

Working with vectors is very logical. You can do it with a diagram or with just the numbers.

The Algebraic Way (Easy!)

To add or subtract, just handle the top and bottom numbers separately. If \(\mathbf{a} = \begin{pmatrix} 2 \\ 5 \end{pmatrix}\) and \(\mathbf{b} = \begin{pmatrix} 3 \\ -1 \end{pmatrix}\):

\(\mathbf{a} + \mathbf{b} = \begin{pmatrix} 2+3 \\ 5+(-1) \end{pmatrix} = \begin{pmatrix} 5 \\ 4 \end{pmatrix}\)

The Visual Way (The "Tip-to-Tail" Rule)

Imagine the vectors are arrows. To add \(\mathbf{a} + \mathbf{b}\), draw vector \(\mathbf{a}\), then start vector \(\mathbf{b}\) at the tip of \(\mathbf{a}\). The Resultant vector is the shortcut arrow drawn from the very start to the very end.

Multiplying by a Scalar

If you multiply a vector by a number (a scalar), you just multiply both components. For example, \(3\mathbf{a}\) is just three of the same arrow joined together. It goes in the same direction but is 3 times as long.

Example: \(2 \times \begin{pmatrix} 3 \\ -4 \end{pmatrix} = \begin{pmatrix} 6 \\ -8 \end{pmatrix}\)

Common Mistake: When subtracting vectors like \(\mathbf{a} - \mathbf{b}\), remember it is the same as \(\mathbf{a} + (-\mathbf{b})\). Flipping the sign of a vector just flips its direction 180 degrees!

Key Takeaway: Add the components to find the combined effect (the resultant) of two vectors.


3. Magnitude and Direction

Sometimes we know the components (\(x\) and \(y\)), but we want to know the actual length of the arrow and the angle it makes.

Calculating Magnitude (Length)

The magnitude of vector \(\mathbf{a}\) is written as \(|\mathbf{a}|\). Because a vector forms a right-angled triangle, we use Pythagoras’ Theorem:

\(|\mathbf{a}| = \sqrt{x^2 + y^2}\)

Calculating Direction (Angle)

We usually measure the angle \(\theta\) from the positive x-axis (the \(\mathbf{i}\) direction). We use trigonometry:

\(\tan \theta = \frac{y}{x}\)

Did you know? This is exactly how GPS systems calculate the distance and heading between your phone and a satellite!

Key Takeaway: Magnitude is the "size" (use Pythagoras), and Direction is the "angle" (use Tan).


4. Position Vectors and Distance

It is important to know where a vector starts.

  • A Position Vector is a vector that starts at the origin \(O (0,0)\). If a point \(P\) has coordinates \((3, 4)\), its position vector is \(\vec{OP} = \begin{pmatrix} 3 \\ 4 \end{pmatrix}\).
  • To find the vector between two points \(A\) and \(B\), we use the formula:
    \(\vec{AB} = \mathbf{b} - \mathbf{a}\)
    (where \(\mathbf{a}\) and \(\mathbf{b}\) are the position vectors of \(A\) and \(B\)).

Finding the Distance between two points

To find the distance between two points, first find the vector \(\vec{AB}\) by subtracting the coordinates, then find the magnitude of that vector.

Memory Aid: "End minus Start." To find the vector from A to B, always subtract A (start) from B (end).

Key Takeaway: \(\vec{AB} = \mathbf{b} - \mathbf{a}\) is one of the most important formulas you will use in this chapter!


5. Vectors in Three Dimensions (3D)

Good news! Everything you learned about 2D vectors applies to 3D. We just add one more component: \(z\).

  • Components: \(\mathbf{a} = \begin{pmatrix} x \\ y \\ z \end{pmatrix}\)
  • Unit Vectors: We add \(\mathbf{k}\) for the third dimension. So, \(x\mathbf{i} + y\mathbf{j} + z\mathbf{k}\).
  • Magnitude in 3D: \(|\mathbf{a}| = \sqrt{x^2 + y^2 + z^2}\)

Imagine the \(\mathbf{i}\) direction is "East," the \(\mathbf{j}\) direction is "North," and the \(\mathbf{k}\) direction is "Up" (altitude).

Quick Review for 3D:
- Addition: Add all three components.
- Magnitude: Square all three, add them, then square root.
- Parallel: Two 3D vectors are parallel if one is a scalar multiple of the other (e.g., \(\begin{pmatrix} 1 \\ 2 \\ 3 \end{pmatrix}\) is parallel to \(\begin{pmatrix} 2 \\ 4 \\ 6 \end{pmatrix}\)).

Key Takeaway: 3D vectors look more complex, but the math is exactly the same as 2D, just with one extra step.


Summary Checklist

Before moving on to the next chapter, make sure you can:

  • Convert between column vectors and \(\mathbf{i}, \mathbf{j}, \mathbf{k}\) notation.
  • Add, subtract, and multiply vectors by a constant.
  • Calculate the magnitude of a 2D or 3D vector.
  • Find the direction of a 2D vector using trig.
  • Use \(\vec{AB} = \mathbf{b} - \mathbf{a}\) to find the vector between two points.
  • Identify if two vectors are parallel (one is a multiple of the other).

Keep practicing! Vectors are a "doing" topic—the more diagrams you draw and the more components you add, the more natural it will feel.