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Vector Scalar Equal Vectors

A quantity that requires both A quantity that requires only Two vectors are equal if they have the
magnitude and direction. magnitude. exact same magnitude and exact
same direction.
Ex) Velocity (not speed!) Ex) Speed (not velocity!)
 Set the components in each
Tip/Head individual vector equal to each
 You can multiply a scalar by a other.
vector.
 You CANNOT divide a vector by a 𝑎 𝑥
 for [ ] = [𝑦]
scalar – you must multiply it by its 𝑏
reciprocal. 𝑎 = 𝑥 and 𝑏 = 𝑦

Tail Particularly useful when dealing with


shapes or comparing vectors.

Negative Vectors Zero Vector Magnitude

Negative vectors have the same A vector that has a magnitude of 0 The length of a vector. Also called
length, but are perfectly opposite in and no defined direction. “modulus”. Represented as |𝑎|.
direction.
𝑥
Defined as ⃗0.
If 𝑎 = [𝑦] ,
𝑧
𝑎 + (−𝑎) = ⃗0
|𝑎| = √𝑥 2 + 𝑦 2 + 𝑧 2
𝑣 −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 Geometric: Add the vectors tip-to-tail. For algebraic vectors rather than
points, subtract the first from the geometric vectors.
second: Don’t forget to draw the actual
answer (the resultant – from the tail A vector can be written in its
For points 𝐴(𝑎1 , 𝑎2 , 𝑎3 ) of the first to tip of the last) 𝑥
and 𝐵(𝑏1 , 𝑏2 , 𝑏3 ), 𝑢
⃗ “component” form where 𝑎 = [𝑦]
𝑣 𝑣 𝑧
where 𝑥, 𝑦 and 𝑧 represent the
𝑏1 − 𝑎1 𝑢

⃗⃗⃗⃗⃗ = [𝑏2 − 𝑎2 ] amount of units in each direction on
Vector 𝐴𝐵
the axis.
𝑏3 − 𝑎3 Algebraic: Add the individual
components. 2
𝑎1 + 𝑏1 Ex) 𝑎 = [ ] Right 2
−1

𝑎 + 𝑏 = [ 2 + 𝑏2 ]
𝑎
Down 1
𝑎3 + 𝑏3
Standard Basis Vectors/ Parallel Vectors Collinear Vectors
Unit Vector Form
If 𝑎 is parallel to 𝑏⃗, then there exists a Three or more points are said to be
All vectors can be created from the scalar k such that 𝑎 = 𝑘𝑏⃗. collinear if they lie on the same
vectors: straight line.
1 0 0
⃗ = [0]
𝑖 = [0], 𝑗 = [1], 𝑘 In general, 𝑘𝑎 is a vector parallel to 𝑎,
0 0 1 where 𝑘𝜖ℝ. Points 𝐴, 𝐵 and 𝐶 are collinear if ⃗⃗⃗⃗⃗
𝐴𝐵 =
 It has the same direction as 𝑎, ⃗⃗⃗⃗⃗
𝑘𝐵𝐶 for some scalar k.
1 0 if 𝑘 > 0 , and
(or 𝑖 = [ ], 𝑗 = [ ], in 2D).
0 1
 It has the opposite direction Used when working with shapes
Used regularly with vector addition, scalar as 𝑎, if 𝑘 < 0 . (showing three points do not form a
multiplication, dot product, properties  ka  k a triangle for example but that instead
etc…. it is just as common to see 3𝑖 + the points all lie on the same line. )
3
⃗ as [ 4 ]
4𝑗 − 𝑘 Useful in many applications, shapes,
Useful when working with ratios of
−1 scalar multiples etc….
division.
** See Vector Notation Card**
Vector Subtraction Scalar Multiplication Dot Product

Vectors are not subtracted…rather You can multiply any vector by a Used to help find angles between
you add the opposite vectors. scalar 𝑘 to change its length or switch vectors (tail-to-tail). Particularly
Geometrically this means that you it to the opposite direction. important with perpendicularity.
change the direction and then attach
the vectors tip-to-tail. Note: There is no such thing as dividing a ⃗ ∙𝒘
𝒗 ⃗⃗⃗ = 𝑣1 𝑤1 + 𝑣2 𝑤2 + 𝑣3 𝑤3
vector by a scalar; you must multiply it by (Algebraic)
1 𝑎⃗
the reciprocal. i.e. 𝑎, NOT
3 3
⃗⃗⃗ = |𝒗
⃗ ∙𝒘
𝒗 ⃗ ||𝒘
⃗⃗⃗ |𝐜𝐨𝐬𝜽
(Geometric)
In general, 𝑘𝑎 :
 has the same direction as 𝑎, if 𝑘 > 0 ,
and
 If 0 ≤ 𝜃 < 90°, cos 𝜃 > 0 so 𝑣 ∙ 𝑤
⃗⃗ > 0
 has the opposite direction as 𝑎, if 𝑘 < 0.  If 𝜃 = 90°, cos 𝜃 = 0 so 𝑣 ∙ 𝑤
⃗⃗ = 0
 If 90° < 𝜃 ≤ 180°, cos 𝜃 < 0 so 𝑣 ∙ 𝑤⃗⃗ < 0
Useful in almost any and every
application of vectors.

Unit Vector Coordinate Axes Dot Product Properties

A unit vector is any vector which has a Useful for simplifying vector
magnitude of 1. A unit vector in the equations. Be very careful of notation
direction of 𝑣 is given by: and of what is a scalar vs. a vector!

1
𝑣̂ = |𝑣⃗| 𝑣 𝑎 ∙ 𝑏⃗ = 𝑏⃗ ∙ 𝑎
(Commutative)

where ̂ indicates a unit vector. 𝑎 ∙ (𝑏⃗ + 𝑐) = 𝑎 ∙ 𝑏⃗ + 𝑎 ∙ 𝑐


(Distributive)
Paricularly useful when needing to Hint: If you have three points in 3D
change or find sizes of certain vectors that form a shape, it is easier to just 𝑎 ∙ 𝑎 = |𝑎|2
and also has certain properties when draw a sketch in 2D rather than try to (Magnitudes Property)
using “Dot Product Properties” (see do it in 3D. The result with the math
card). will be the same! 𝑎 ∙ 𝑏⃗ = 0 if 𝑎 ⊥ 𝑏⃗
(Perpendicularity)
Position Vector Distance Mid-Point

A vector that has its tail at the origin Used to find the distance between the Mid-point:
and its head at any other point. two points and equivalently the
distance of a vector from point 𝐴 to 𝐵 𝑥1 +𝑦1 𝑥2 +𝑦2 𝑧1 +𝑧2
( 2
, 2
, 2
)
All vectors can be represented as ⃗⃗⃗⃗⃗ ).
(aka 𝐴𝐵
position vectors.
Use for questions that state “half
𝑑 = √(𝑥2 − 𝑥1 )2 + (𝑦2 − 𝑦1 )2 + (𝑧2 − 𝑧1 )2 way”, “bisector”, “middle” etc….
If you see an "𝑂" as part of the
vector, this  Always positive!
The midpoint for 2-Space (2D) would
indicates
not have the z-coordinate.
⃗⃗⃗⃗⃗
origin. i.e. 𝑂𝑃  Closely related to the magnitude
to the right. or modulus of a vector.

Perpendicular Vectors Vector Notation Tip-to-Tail

Two vectors are perpendicular if 𝑎 ∙ Must be used with vectors! Used when adding vectors. Can be
𝑏⃗ = 0. You use: 𝑎 used for more than just two vectors.
Text/IB: 𝒂 Notice that if you see tip-to-tip, one of
Useful for geometric shapes (right these two vectors will be the
angle triangles, rectangles) and slopes ⃗
Be careful with the zero vector! 0 resultant!
of lines (negative reciprocal).

If you see 𝑎, this is just a scalar! Tip-to-Tip


– Means
one of
3 3𝑖 these is
⃗ = [ 4 ], NOT [ 4𝑗 ].
Note that 3𝑖 + 4𝑗 − 𝑘
the
−1 −𝑘⃗
(You cannot have vectors within vectors!) resultant!

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 two You can create a vector that is in the
to find the angle between the two vectors, they must be placed TAIL-to- same direction as another vector with
vectors. TAIL! whatever length you want by:

See “Dot Product” card for more 1


𝑏⃗ = ±𝑘 ( ) 𝑎
details. |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.

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