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Vectors describe quantities that have both size and direction, such as displacement, velocity, and force. This cheat sheet covers vectors in the coordinate plane and in three-dimensional space. Students need it to quickly remember notation, component form, magnitude formulas, and operations.

It is especially useful for geometry problems involving directed segments, distances, angles, and coordinates.

The most important ideas are that a vector can be written by components, added component by component, and scaled by multiplying each component. Magnitude is found with the distance formula, using x2+y2\sqrt{x^2+y^2} in 22D and x2+y2+z2\sqrt{x^2+y^2+z^2} in 33D. The dot product connects algebra and geometry through uv=uvcosθ\vec{u}\cdot\vec{v}=|\vec{u}||\vec{v}|\cos\theta.

Unit vectors help show direction without changing the line of motion.

Key Facts

  • A 22D vector in component form is written v=a,b\vec{v}=\langle a,b\rangle, where aa is the horizontal component and bb is the vertical component.
  • A 33D vector in component form is written v=a,b,c\vec{v}=\langle a,b,c\rangle, where aa, bb, and cc measure movement along the coordinate axes.
  • The magnitude of v=a,b\vec{v}=\langle a,b\rangle is v=a2+b2|\vec{v}|=\sqrt{a^2+b^2}.
  • The magnitude of v=a,b,c\vec{v}=\langle a,b,c\rangle is v=a2+b2+c2|\vec{v}|=\sqrt{a^2+b^2+c^2}.
  • Vector addition is done by adding corresponding components: a,b+c,d=a+c,b+d\langle a,b\rangle+\langle c,d\rangle=\langle a+c,b+d\rangle.
  • Scalar multiplication changes the length and possibly the direction: ka,b,c=ka,kb,kck\langle a,b,c\rangle=\langle ka,kb,kc\rangle.
  • The dot product in 22D is a,bc,d=ac+bd\langle a,b\rangle\cdot\langle c,d\rangle=ac+bd, and in 33D it is a,b,cd,e,f=ad+be+cf\langle a,b,c\rangle\cdot\langle d,e,f\rangle=ad+be+cf.
  • The angle between nonzero vectors satisfies cosθ=uvuv\cos\theta=\frac{\vec{u}\cdot\vec{v}}{|\vec{u}||\vec{v}|}.

Vocabulary

Vector
A vector is a quantity with both magnitude and direction, often written as v\vec{v} or in component form such as a,b\langle a,b\rangle.
Magnitude
Magnitude is the length of a vector, found by v=a2+b2|\vec{v}|=\sqrt{a^2+b^2} for v=a,b\vec{v}=\langle a,b\rangle.
Component
A component is one coordinate part of a vector, such as aa and bb in v=a,b\vec{v}=\langle a,b\rangle.
Unit vector
A unit vector has magnitude 11 and can be found using v^=vv\hat{v}=\frac{\vec{v}}{|\vec{v}|} when v0\vec{v}\ne\vec{0}.
Dot product
The dot product is a scalar result of multiplying vectors, with uv=uvcosθ\vec{u}\cdot\vec{v}=|\vec{u}||\vec{v}|\cos\theta.
Zero vector
The zero vector has all components equal to 00, such as 0=0,0\vec{0}=\langle 0,0\rangle, and has no defined direction.

Common Mistakes to Avoid

  • Adding magnitudes instead of components is wrong because u+v|\vec{u}+\vec{v}| is not usually equal to u+v|\vec{u}|+|\vec{v}|.
  • Forgetting the square root in magnitude is wrong because a2+b2a^2+b^2 gives the squared length, while the length is a2+b2\sqrt{a^2+b^2}.
  • Using the dot product as if it were a vector is wrong because uv\vec{u}\cdot\vec{v} produces a scalar, not a component vector.
  • Dividing by a vector to make a unit vector is wrong because vectors are not divided that way; use v^=vv\hat{v}=\frac{\vec{v}}{|\vec{v}|}.
  • Ignoring direction when using scalar multiplication is wrong because multiplying by a negative scalar reverses the vector direction.

Practice Questions

  1. 1 Find the magnitude of v=6,8\vec{v}=\langle 6,8\rangle.
  2. 2 Given u=3,2,5\vec{u}=\langle 3,-2,5\rangle and v=1,4,2\vec{v}=\langle -1,4,2\rangle, find u+v\vec{u}+\vec{v} and uv\vec{u}\cdot\vec{v}.
  3. 3 Find a unit vector in the direction of w=2,1,2\vec{w}=\langle 2,-1,2\rangle.
  4. 4 Explain how the sign of uv\vec{u}\cdot\vec{v} tells whether the angle between two nonzero vectors is acute, right, or obtuse.

Understanding Vectors in 2D & 3D Reference

A vector is not tied to one starting point. The same movement can be drawn anywhere on a grid and still represent the same vector. This is different from a position, which tells where an object is located relative to an origin.

To find the vector from one point to another, subtract the starting coordinates from the ending coordinates. For a trip from a point with coordinates two, negative one to a point with coordinates seven, three, the movement is five right and four up. Keeping the order correct matters.

Ending minus starting gives the travel direction. Reversing that order gives the opposite vector.

Components are useful because they break one movement into independent axis movements. A diagonal walk across a field can be treated as one eastward part and one northward part. In three dimensions, the third component tracks height, depth, or any direction chosen as perpendicular to the first two axes.

This appears in video game graphics, GPS systems, building design, and science labs. A drone moving forward, sideways, and upward needs all three components to describe its change in location. Coordinate axes must be labeled carefully, since positive vertical direction in a graph may not match a real-world convention such as downward screen position.

The dot product gives more than a calculation rule. It measures how strongly two vectors point in the same general direction. A positive result means their directions have an acute angle between them.

A negative result means they point mostly opposite ways. A result of zero means the vectors are perpendicular, provided neither vector has zero length. This makes the dot product a fast tool for checking right angles in coordinate geometry.

In physics, work depends on the part of a force that acts along an object’s displacement. A force pushing sideways contributes no work in the direction of travel. This is why perpendicular vectors matter in real situations.

A unit vector is a direction reference with length one. Dividing a nonzero vector by its magnitude creates one. This process is called normalizing.

It is useful when a problem gives a direction but needs a chosen speed, force, or distance. First find the unit vector, then multiply it by the required size. Students often make errors by mixing up a vector’s magnitude with its components, forgetting parentheses around negative values, or treating vector multiplication like ordinary multiplication.

Check whether the answer has the expected direction and whether every component uses the same coordinate order. A quick sketch often catches a sign error before it becomes a larger algebra mistake.