1. What a vector is
A vector is an object with both magnitude and direction. In geometry and physics, vectors represent quantities such as displacement, velocity, acceleration, and force.
In algebra, vectors are often treated as ordered lists of numbers in $\mathbb{R}^n$:
The numbers $v_1, v_2, \dots, v_n$ are the components of the vector.
Geometric view
In 2D or 3D, a vector can be drawn as an arrow:
Length represents magnitude
Arrow direction represents orientation
The vector is independent of its position in space
Two vectors are equal if they have the same magnitude and direction, even if they start at different points.
Free vectors and position vectors
A free vector can be translated anywhere without changing it.
A position vector starts at the origin and ends at a point.
If $P = (x, y, z)$, then the position vector of $P$ is
2. Notation and components
Vectors may be written in several equivalent forms:
In 3D:
where $\mathbf{i}$, $\mathbf{j}$, and $\mathbf{k}$ are the standard basis vectors:
Component form from two points
If a vector goes from point $A(x_1, y_1)$ to point $B(x_2, y_2)$, then
In 3D:
This is one of the most common ways vectors appear in geometry problems.
3. Magnitude and unit vectors
The magnitude or length of $\mathbf{v} = \langle v_1, v_2, \dots, v_n \rangle$ is
In 2D:
In 3D:
Unit vectors
A unit vector has length 1. The unit vector in the direction of $\mathbf{v}$ is
provided $\mathbf{v} \neq \mathbf{0}$.
Example:
If $\mathbf{v} = \langle 3, 4 \rangle$, then
Direction in 2D
If $\mathbf{v} = \langle x, y \rangle$, then the direction angle $\theta$ satisfies
with the correct quadrant chosen from the signs of $x$ and $y$.
4. Basic vector operations
Addition and subtraction
For $\mathbf{u} = \langle u_1, u_2, \dots \rangle$ and $\mathbf{v} = \langle v_1, v_2, \dots \rangle$:
Geometrically, addition follows the tip-to-tail or parallelogram rule.
Scalar multiplication
For scalar $c$:
Effects:
If $|c| > 1$, the vector stretches
If $0 < |c| < 1$, the vector shrinks
If $c < 0$, the direction reverses
Zero vector
The zero vector is
It has zero magnitude and no direction.
Interactive visual
Vector addition
Change the x and y components of two vectors and watch the resultant update in real time.
5. Dot product
The dot product of two vectors in $\mathbb{R}^n$ is
In 2D:
In 3D:
Angle between vectors
The dot product also satisfies
where $\theta$ is the angle between the vectors.
So
This is often the fastest way to find an angle.
Orthogonality
Two nonzero vectors are orthogonal if their dot product is zero:
This means the vectors are perpendicular.
Projection idea from the dot product
The scalar component of $\mathbf{v}$ along $\mathbf{u}$ is
The vector projection is covered in the next section.
6. Cross product
The cross product is defined for vectors in $\mathbb{R}^3$.
For
the cross product is
which expands to
Geometric meaning
$\mathbf{u} \times \mathbf{v}$ is perpendicular to both $\mathbf{u}$ and $\mathbf{v}$
Its magnitude is
It gives the area of the parallelogram spanned by the two vectors
So the triangle area is
Orientation
The cross product is not commutative:
Use the right-hand rule to determine direction.
7. Vector projections
The projection of $\mathbf{v}$ onto $\mathbf{u}$ is the component of $\mathbf{v}$ that points along $\mathbf{u}$.
Scalar projection
Vector projection
This formula is useful in decomposition problems and least-squares geometry.
Orthogonal decomposition
Any vector can be split into parallel and perpendicular parts relative to $\mathbf{u}$:
where
and $\mathbf{v}_\perp \cdot \mathbf{u} = 0$.
8. Lines and planes
Vectors provide compact equations for geometric objects.
Line in 2D or 3D
A line through point $\mathbf{r}_0$ with direction vector $\mathbf{d}$ has vector equation
where $t$ is a parameter.
In components:
if $\mathbf{d} = \langle a, b, c \rangle$.
Plane in 3D
A plane through point $\mathbf{r}_0$ with normal vector $\mathbf{n}$ satisfies
If $\mathbf{n} = \langle A, B, C \rangle$ and $\mathbf{r}_0 = (x_0, y_0, z_0)$, then
This is the standard point-normal form of a plane.
Distance from a point to a plane
For plane
and point $(x_0, y_0, z_0)$, the distance is
9. Common workflows
Find the vector from one point to another
Identify the initial point $A$ and terminal point $B$
Subtract coordinates: $B - A$
Simplify the components
Example:
If $A = (1, -3)$ and $B = (5, 2)$, then
Find an angle between vectors
Compute $\mathbf{u} \cdot \mathbf{v}$
Compute $\|\mathbf{u}\|$ and $\|\mathbf{v}\|$
Use
Apply inverse cosine
Test perpendicularity or parallelism
Perpendicular: $\mathbf{u} \cdot \mathbf{v} = 0$
Parallel: one vector is a scalar multiple of the other
Build a line or plane
Line: point plus direction vector
Plane: point plus normal vector
If the problem gives a geometric picture, convert it to vectors first. The algebra is usually simpler afterward.
10. Formula summary
Core formulas
11. Pitfalls
Sign mistakes in components
When subtracting coordinates, always use
not the other way around unless the direction is intentionally reversed.
Confusing dot product with multiplication
The dot product produces a scalar, not a vector.
Confusing dot and cross products
Dot product measures alignment and angle
Cross product measures perpendicularity and area in 3D
Forgetting absolute value in distance formulas
Distance is always nonnegative. Use absolute value when needed.
Using the wrong dimension
Dot product works in any dimension
Cross product, in the standard form, is a 3D operation
Losing the direction of a vector
A vector is not just its length. Reversing a vector changes its direction even if the magnitude stays the same.
Final checks
Before moving on in a vector problem, verify:
The components point the correct way
The dimensions match the operation
Units are consistent if the vectors are physical quantities
The final answer has the right geometric meaning
Sources
Stewart, Calculus: Early Transcendentals
Lay, Linear Algebra and Its Applications
Rosen, Discrete Mathematics and Its Applications
Boyce and DiPrima, Elementary Differential Equations and Boundary Value Problems
Blitzstein and Hwang, Introduction to Probability