Vector Scalar Equal Vectors A quantity that requires both magnitude and direction. A quantity that requires only magnitude. Two vectors are equal if they have the exact same magnitude and exact same direction. Ex) Velocity (not speed!) Ex) Speed (not velocity!) Tip/Head You can multiply a scalar by a vector. You CANNOT divide a vector by a scalar – you must multiply it by its reciprocal. Tail Set the components in each individual vector equal to each other. 𝑥 𝑎 for [ ] = [𝑦] 𝑏 𝑎 = 𝑥 and 𝑏 = 𝑦 Particularly useful when dealing with shapes or comparing vectors. Negative Vectors Zero Vector Magnitude Negative vectors have the same length, but are perfectly opposite in direction. A vector that has a magnitude of 0 and no defined direction. The length of a vector. Also called “modulus”. Represented as |𝑎|. Defined as ⃗0. 𝑥 If 𝑎 = [𝑦] , 𝑧 𝑎 + (−𝑎) = ⃗0 𝑣 |𝑎| = √𝑥 2 + 𝑦 2 + 𝑧 2 −𝑣 |𝑎| is always positive |𝑎| is a scalar Helps you find lengths and distances – useful with shapes (triangles). Vector between two points Addition of Vectors Component form of a vector To find the vector between two points, subtract the first from the second: Geometric: Add the vectors tip-to-tail. For algebraic vectors rather than geometric vectors. For points 𝐴(𝑎1 , 𝑎2 , 𝑎3 ) and 𝐵(𝑏1 , 𝑏2 , 𝑏3 ), 𝑏1 − 𝑎1 ⃗⃗⃗⃗⃗ = [𝑏2 − 𝑎2 ] Vector 𝐴𝐵 𝑏3 − 𝑎3 Don’t forget to draw the actual answer (the resultant – from the tail of the first to tip of the last) 𝑢 ⃗ 𝑣 𝑣 𝑢 ⃗ Algebraic: Add the individual components. 𝑎1 + 𝑏1 ⃗ 𝑎 𝑎 + 𝑏 = [ 2 + 𝑏2 ] 𝑎3 + 𝑏3 A vector can be written in its 𝑥 “component” form where 𝑎 = [𝑦] 𝑧 where 𝑥, 𝑦 and 𝑧 represent the amount of units in each direction on the axis. Ex) 𝑎 = [ 2 ] −1 Right 2 Down 1 Standard Basis Vectors/ Unit Vector Form All vectors can be created from the vectors: 1 0 0 ⃗ = [0] 𝑖 = [0], 𝑗 = [1], 𝑘 0 0 1 1 0 (or 𝑖 = [ ], 𝑗 = [ ], in 2D). 0 1 Used regularly with vector addition, scalar multiplication, dot product, properties etc…. it is just as common to see 3𝑖 + 3 ⃗ as [ 4 ] 4𝑗 − 𝑘 −1 Parallel Vectors Collinear Vectors If 𝑎 is parallel to 𝑏⃗, then there exists a scalar k such that 𝑎 = 𝑘𝑏⃗. Three or more points are said to be collinear if they lie on the same straight line. In general, 𝑘𝑎 is a vector parallel to 𝑎, where 𝑘𝜖ℝ. It has the same direction as 𝑎, if 𝑘 > 0 , and It has the opposite direction as 𝑎, if 𝑘 < 0 . ka k a Points 𝐴, 𝐵 and 𝐶 are collinear if ⃗⃗⃗⃗⃗ 𝐴𝐵 = ⃗⃗⃗⃗⃗ 𝑘𝐵𝐶 for some scalar k. Used when working with shapes (showing three points do not form a triangle for example but that instead the points all lie on the same line. ) Useful in many applications, shapes, scalar multiples etc…. Useful when working with ratios of division. ** See Vector Notation Card** Vector Subtraction Scalar Multiplication Dot Product Vectors are not subtracted…rather you add the opposite vectors. Geometrically this means that you change the direction and then attach the vectors tip-to-tail. You can multiply any vector by a scalar 𝑘 to change its length or switch it to the opposite direction. Used to help find angles between vectors (tail-to-tail). Particularly important with perpendicularity. Note: There is no such thing as dividing a vector by a scalar; you must multiply it by ⃗ ∙𝒘 ⃗⃗⃗ = 𝑣1 𝑤1 + 𝑣2 𝑤2 + 𝑣3 𝑤3 𝒗 1 𝑎⃗ 3 3 the reciprocal. i.e. 𝑎, NOT In general, 𝑘𝑎 : has the same direction as 𝑎, if 𝑘 > 0 , and has the opposite direction as 𝑎, if 𝑘 < 0. (Algebraic) ⃗ ∙𝒘 ⃗ ||𝒘 ⃗⃗⃗ = |𝒗 ⃗⃗⃗ |𝐜𝐨𝐬𝜽 𝒗 (Geometric) If 0 ≤ 𝜃 < 90°, cos 𝜃 > 0 so 𝑣 ∙ 𝑤 ⃗⃗ > 0 If 𝜃 = 90°, cos 𝜃 = 0 so 𝑣 ∙ 𝑤 ⃗⃗ = 0 If 90° < 𝜃 ≤ 180°, cos 𝜃 < 0 so 𝑣 ∙ 𝑤 ⃗⃗ < 0 Useful in almost any and every application of vectors. Unit Vector Coordinate Axes Dot Product Properties Useful for simplifying vector equations. Be very careful of notation and of what is a scalar vs. a vector! A unit vector is any vector which has a magnitude of 1. A unit vector in the direction of 𝑣 is given by: 𝑎 ∙ 𝑏⃗ = 𝑏⃗ ∙ 𝑎 1 𝑣̂ = |𝑣⃗| 𝑣 (Commutative) where ̂ indicates a unit vector. 𝑎 ∙ (𝑏⃗ + 𝑐) = 𝑎 ∙ 𝑏⃗ + 𝑎 ∙ 𝑐 (Distributive) Paricularly useful when needing to change or find sizes of certain vectors and also has certain properties when using “Dot Product Properties” (see card). Hint: If you have three points in 3D that form a shape, it is easier to just draw a sketch in 2D rather than try to do it in 3D. The result with the math will be the same! 𝑎 ∙ 𝑎 = |𝑎|2 (Magnitudes Property) 𝑎 ∙ 𝑏⃗ = 0 if 𝑎 ⊥ 𝑏⃗ (Perpendicularity) Position Vector Distance Mid-Point A vector that has its tail at the origin and its head at any other point. Used to find the distance between the two points and equivalently the distance of a vector from point 𝐴 to 𝐵 ⃗⃗⃗⃗⃗ ). (aka 𝐴𝐵 Mid-point: All vectors can be represented as position vectors. If you see an "𝑂" as part of the vector, this indicates ⃗⃗⃗⃗⃗ origin. i.e. 𝑂𝑃 to the right. 𝑑 = √(𝑥2 − 𝑥1 )2 + (𝑦2 − 𝑦1 )2 + (𝑧2 − 𝑧1 )2 Always positive! Closely related to the magnitude or modulus of a vector. 𝑥1 +𝑦1 2 ( , 𝑥2 +𝑦2 2 , 𝑧1 +𝑧2 2 ) Use for questions that state “half way”, “bisector”, “middle” etc…. The midpoint for 2-Space (2D) would not have the z-coordinate. Perpendicular Vectors Vector Notation Tip-to-Tail Two vectors are perpendicular if 𝑎 ∙ 𝑏⃗ = 0. Must be used with vectors! You use: 𝑎 Text/IB: 𝒂 Used when adding vectors. Can be used for more than just two vectors. Notice that if you see tip-to-tip, one of these two vectors will be the resultant! Useful for geometric shapes (right angle triangles, rectangles) and slopes of lines (negative reciprocal). ⃗ Be careful with the zero vector! 0 Tip-to-Tip – Means one of these is the resultant! If you see 𝑎, this is just a scalar! 3𝑖 3 ⃗ = [ 4 ], NOT [ 4𝑗 ]. Note that 3𝑖 + 4𝑗 − 𝑘 −1 ⃗ −𝑘 (You cannot have vectors within vectors!) Tail-to-Tail Angle Between Two Vectors A Vector in the Direction of… Set two vectors tail-to-tail if you want to find the angle between the two vectors. To find the angle between two vectors, they must be placed TAIL-toTAIL! You can create a vector that is in the same direction as another vector with whatever length you want by: See “Dot Product” card for more details. 1 𝑏⃗ = ±𝑘 ( ) 𝑎 |𝑎| 𝑢 ⃗ 𝑢 ⃗ 𝑣 where 𝑏⃗ is the vector that you want to create and 𝑎 is the vector you have. 𝑣 Notice that you first turn 𝑎 into a unit vector and then you multiply it by whatever scalar 𝑘 you would like.