1. Scalars vs.
Vectors
• Scalar Quantity: Has only magnitude (e.g., mass, speed, distance, time).
• Vector Quantity: Has both magnitude and direction, and strictly obeys the
laws of vector addition (e.g., displacement, velocity, force, acceleration).
• Notation: A vector is typically denoted by a letter with an arrow over it ($\
vec{A}$ or $\vec{a}$). Its magnitude (length) is denoted by absolute value bars
$\vert{}\vec{A}\vert{}$ or simply the letter $A$.
2. Types of Vectors
Type Definition
Zero (Null)
Magnitude is zero, and direction is arbitrary ($\vec{0}$).
Vector
Magnitude is exactly 1. It is used solely to specify a direction.
Unit Vector
Calculated as: $\hat{a} = \frac{\vec{a}}{\vert{}\vec{a}\vert{}}$
Equal Two vectors that have the exact same magnitude and the exact
Vectors same direction.
Negative A vector with the same magnitude as a given vector but pointing
Vector in the exact opposite direction ($-\vec{A}$).
Collinear Vectors acting along the same line or parallel lines, regardless of
Vectors magnitude or direction.
Coplanar
Three or more vectors that lie in the exact same 2D plane.
Vectors
3. Resolution of Vectors (Components)
In a 3D Cartesian coordinate system, a vector is expressed using orthogonal unit
vectors along the x, y, and z axes ($\hat{i}$, $\hat{j}$, $\hat{k}$):
$$\vec{A} = A_x\hat{i} + A_y\hat{j} + A_z\hat{k}$$
• Magnitude: The total length of the vector is found using the 3D Pythagorean
theorem:
$$\vert{}\vec{A}\vert{} = \sqrt{A_x^2 + A_y^2 + A_z^2}$$
• Position Vector: The vector stretching from the origin $(0,0,0)$ to a specific
point $P(x,y,z)$ in space is written as $\vec{r} = x\hat{i} + y\hat{j} + z\hat{k}$.
4. Vector Addition
Vectors cannot be added algebraically; their directions must be factored in.
• Triangle Law: If two vectors are represented by two sides of a triangle in
sequence (head-to-tail), their sum (resultant) is the third side taken in the
opposite order (tail-to-head).
• Parallelogram Law: If two vectors act from the same starting point and
represent adjacent sides of a parallelogram, their resultant is the diagonal
passing through that common point.
• Magnitude of the Resultant ($\vec{R} = \vec{A} + \vec{B}$):
$$\vert{}\vec{R}\vert{} = \sqrt{A^2 + B^2 + 2AB\cos\theta}$$
(where $\theta$ is the angle between $\vec{A}$ and $\vec{B}$)
• Direction (angle $\alpha$ that $\vec{R}$ makes with $\vec{A}$):
$$\tan\alpha = \frac{B\sin\theta}{A + B\cos\theta}$$
5. Multiplication of Vectors
There are two primary ways to multiply vectors, yielding completely different types of
results:
The Dot (Scalar) Product
Yields a scalar (just a number) result. Geometrically, it measures how much of one
vector goes in the direction of the other.
$$\vec{A} \cdot \vec{B} = \vert{}\vec{A}\vert{}\vert{}\vec{B}\vert{}\cos\theta$$
• Key Properties:
• Commutative: $\vec{A} \cdot \vec{B} = \vec{B} \cdot \vec{A}$
• Perpendicularity Check: Two non-zero vectors are perfectly
perpendicular ($\theta = 90^\circ$) if and only if $\vec{A} \cdot \vec{B} =
0$.
• In component form: $\vec{A} \cdot \vec{B} = A_xB_x + A_yB_y + A_zB_z$
The Cross (Vector) Product
Yields a new vector that is strictly perpendicular to the plane containing the original
two vectors (determined by the right-hand rule).
$$\vec{A} \times \vec{B} = \vert{}\vec{A}\vert{}\vert{}\vec{B}\vert{}\sin\theta \hat{n}$
$
(where $\hat{n}$ is the unit vector perpendicular to both $\vec{A}$ and $\vec{B}$)
• Key Properties:
• Anti-commutative: $\vec{A} \times \vec{B} = -(\vec{B} \times \vec{A})$
• Parallel Check: Two non-zero vectors are perfectly parallel or anti-
parallel ($\theta = 0^\circ$ or $180^\circ$) if and only if $\vec{A} \times \
vec{B} = \vec{0}$.
• In component form (calculated using a matrix determinant):
$$\vec{A} \times \vec{B} = \begin{vmatrix} \hat{i} & \hat{j} & \hat{k} \\
A_x & A_y & A_z \\ B_x & B_y & B_z \end{vmatrix}$$