When a vector \(\mathbf{v}\) is multiplied by a scalar \(\lambda\) (a real number):
If \(\lambda > 0\), \(\lambda \mathbf{v}\) is a vector in the same direction as \(\mathbf{v}\) but with magnitude \(\lambda\) times that of \(\mathbf{v}\).
If \(\lambda < 0\), \(\lambda \mathbf{v}\) is a vector in the opposite direction of \(\mathbf{v}\) with magnitude \(|\lambda|\) times that of \(\mathbf{v}\).
If \(\lambda = 0\), \(0 \mathbf{v} = \mathbf{0}\).
Note
Any vector in the same direction as \(\mathbf{v}\) can be written as \(\lambda \mathbf{v}\) for some \(\lambda > 0\).
Properties of Vector Operations
Vector addition and scalar multiplication follow several important properties:
Commutativity of Addition:\(\mathbf{u} + \mathbf{v} = \mathbf{v} + \mathbf{u}\)
In 3-space, we use a rectangular coordinate system with three mutually perpendicular axes.
Right-handed system: Imagine your right-hand palm along the positive x-axis, rotate \(90^{\circ}\) towards the positive y-axis, your thumb points in the positive z-axis.
A vector from \(P_1=(x_1,y_1,z_1)\) to \(P_2=(x_2,y_2,z_2)\) is \(\overrightarrow{P_1P_2} = (x_2-x_1, y_2-y_1, z_2-z_1)\).
If starting from origin \(O=(0,0,0)\) to \(P=(x_0,y_0,z_0)\), then \(\overrightarrow{OP} = (x_0, y_0, z_0)\).
Components: \(x_0, y_0, z_0\).
Also written as \(\mathbf{v} = x_0\mathbf{i} + y_0\mathbf{j} + z_0\mathbf{k}\).
\(\mathbf{i}=(1,0,0)\), \(\mathbf{j}=(0,1,0)\), \(\mathbf{k}=(0,0,1)\) are unit vectors along x, y, z axes.
Scalar Multiplication:\(k\mathbf{u} = (ku_1, ku_2, ku_3)\), where \(k \in \mathbb{R}\).
Length (Norm or Magnitude) of a Vector
The length of a vector is calculated using the Pythagorean theorem.
In 2-space: For \(\mathbf{u} = (u_1, u_2)\), the length is \[\|\mathbf{u}\| = \sqrt{u_1^2 + u_2^2}\]
In 3-space: For \(\mathbf{u} = (u_1, u_2, u_3)\), the length is \[\|\mathbf{u}\| = \sqrt{u_1^2 + u_2^2 + u_3^2}\]
Note
The distance \(d\) between two points \(P=(u_1,u_2,u_3)\) and \(Q=(v_1,v_2,v_3)\) is the norm of the vector \(\overrightarrow{PQ}\): \(d = \sqrt{(v_1-u_1)^2 + (v_2-u_2)^2 + (v_3-u_3)^2}\).
Unit Vectors
A unit vector is a vector of length 1.
Example: \(\mathbf{u} = \left(-\frac{1}{\sqrt{2}}, 0, \frac{1}{\sqrt{2}}\right)\) is a unit vector because \(\|\mathbf{u}\| = \sqrt{\left(-\frac{1}{\sqrt{2}}\right)^2 + 0^2 + \left(\frac{1}{\sqrt{2}}\right)^2} = \sqrt{\frac{1}{2} + 0 + \frac{1}{2}} = \sqrt{1} = 1\).
The standard unit vectors are: \(\mathbf{i} = (1, 0, 0)\), \(\mathbf{j} = (0, 1, 0)\), and \(\mathbf{k} = (0, 0, 1)\).
For any nonzero vector \(\mathbf{u}\), the unit vector in the direction of \(\mathbf{u}\) is \[\hat{\mathbf{u}} = \frac{1}{\|\mathbf{u}\|} \mathbf{u}\]
Dot Product (Scalar Product)
The dot product of two non-zero vectors \(\mathbf{u}\) and \(\mathbf{v}\) is defined as:
\[\mathbf{u} \cdot \mathbf{v} = \|\mathbf{u}\| \|\mathbf{v}\| \cos \theta\] where \(\theta \in [0, \pi]\) is the angle between the two vectors.
If either \(\mathbf{u}\) or \(\mathbf{v}\) is a zero vector, then \(\mathbf{u} \cdot \mathbf{v} = 0\).
Angle between vectors
Properties of the Dot Product
Scalar Result: The dot product of two vectors is a real number (scalar).
Self-Dot Product: For any vector \(\mathbf{u}\), \(\mathbf{u} \cdot \mathbf{u} = \|\mathbf{u}\|^2\).
Orthogonality: If \(\mathbf{u}\) and \(\mathbf{v}\) are non-zero vectors, then \(\mathbf{u} \cdot \mathbf{v} = 0 \Leftrightarrow \mathbf{u} \perp \mathbf{v}\) (they are perpendicular).
One key application of the dot product is calculating work done by a constant force.
Force (\(\mathbf{F}\)) and displacement (\(\mathbf{D}\)) are vector quantities.
The work done (\(W\)) by a constant force \(\mathbf{F}\) acting through a displacement \(\mathbf{D}\) is the dot product: \[W = \mathbf{F} \cdot \mathbf{D}\]
Work Done
Projection of a Vector
The projection of vector \(\mathbf{u}\) onto vector \(\mathbf{v}\) gives the component of \(\mathbf{u}\) that lies in the direction of \(\mathbf{v}\).
Length of projection of \(\mathbf{u}\) onto \(\mathbf{v}\) (scalar projection): \[\left|\frac{\mathbf{u} \cdot \mathbf{v}}{\|\mathbf{v}\|}\right|\]
Vector projection of \(\mathbf{u}\) onto \(\mathbf{v}\), denoted \(\operatorname{proj}_{\mathbf{v}} \mathbf{u}\): \[\operatorname{proj}_{\mathbf{v}} \mathbf{u} = \left(\frac{\mathbf{u} \cdot \mathbf{v}}{\|\mathbf{v}\|}\right) \hat{\mathbf{v}} = \left(\frac{\mathbf{u} \cdot \mathbf{v}}{\|\mathbf{v}\|^2}\right) \mathbf{v}\] where \(\hat{\mathbf{v}}\) is the unit vector in the direction of \(\mathbf{v}\).
Vector Projection
Cross Product (Vector Product)
The cross product (or vector product) of two vectors \(\mathbf{u}\) and \(\mathbf{v}\) is defined as:
\(\theta\) is the angle between \(\mathbf{u}\) and \(\mathbf{v}\) (\(0 \le \theta \le \pi\)).
\(\hat{\mathbf{n}}\) is a unit vector perpendicular to both \(\mathbf{u}\) and \(\mathbf{v}\), determined by the right-hand rule.
Caution
The cross product is only defined for vectors in 3-space (\(\mathbb{R}^3\)).
Right-Hand Rule
Properties of the Cross Product
Vector Result: The cross product of two vectors is a vector.
Parallel Vectors: If \(\mathbf{u}\) and \(\mathbf{v}\) are parallel, then \(\theta = 0\) or \(\theta = \pi\), so \(\mathbf{u} \times \mathbf{v} = \mathbf{0}\).
(Follow a cyclic order for positive results, reverse for negative)
Cross Product in Component Form (Determinant Formula)
If \(\mathbf{u} = \left( \begin{array}{l} u_{1} \\ u_{2} \\ u_{3} \end{array} \right)\) and \(\mathbf{v} = \left( \begin{array}{l} v_{1} \\ v_{2} \\ v_{3} \end{array} \right)\), then the cross product can be computed using a determinant:
Perpendicular Vector:\(\mathbf{u} \times \mathbf{v}\) is a vector perpendicular to both \(\mathbf{u}\) and \(\mathbf{v}\). This is crucial for finding normal vectors to planes.
Area of Parallelogram: The magnitude of the cross product gives the area of the parallelogram formed by \(\mathbf{u}\) and \(\mathbf{v}\): \[\text{Area} = \|\mathbf{u} \times \mathbf{v}\|\]
Area of Triangle: The area of a triangle with sides \(\mathbf{u}\) and \(\mathbf{v}\) is half the area of the parallelogram: \[\text{Area} = \frac{1}{2} \|\mathbf{u} \times \mathbf{v}\|\]
Scalar Triple Product
For three vectors \(\mathbf{u}, \mathbf{v}, \mathbf{w}\) in \(\mathbb{R}^3\): \[\mathbf{u} \cdot (\mathbf{v} \times \mathbf{w})\] This is called the scalar triple product.
It can be computed as a determinant: \[\mathbf{u} \cdot (\mathbf{v} \times \mathbf{w}) = \left| \begin{array}{c c c} u_1 & u_2 & u_3 \\ v_1 & v_2 & v_3 \\ w_1 & w_2 & w_3 \end{array} \right|\]
Volume of Parallelepiped: The absolute value of the scalar triple product, \(|\mathbf{u} \cdot (\mathbf{v} \times \mathbf{w})|\), represents the volume of the parallelepiped formed by the three vectors.
Coplanarity: If the scalar triple product \(\mathbf{u} \cdot (\mathbf{v} \times \mathbf{w}) = 0\), then:
At least one of the vectors is a zero vector, OR
The three vectors are coplanar (they lie on the same plane).
Lines in 3-Space: Vector Equation
A line \(\ell\) in space is uniquely determined by:
A point on the line with position vector \(\mathbf{r}_0\).
A direction vector \(\mathbf{v}\) parallel to the line.
The vector equation of the line\(\ell\) is: \[\ell: \mathbf{r}(t) = \mathbf{r}_0 + t \mathbf{v}, \quad t \in \mathbb{R}\] Here, \(\mathbf{r}(t)\) is the position vector of any point on the line, and \(t\) is a scalar parameter.
Line in 3D
Lines in 3-Space: Parametric and Cartesian Equations
Given \(\mathbf{r}_0 = \left( \begin{array}{l}x_0\\ y_0\\ z_0 \end{array} \right)\) and \(\mathbf{v} = \left( \begin{array}{l}v_{1}\\ v_{2}\\ v_{3} \end{array} \right)\), any point \((x,y,z)\) on the line has a position vector \(\mathbf{r} = \left( \begin{array}{l} x \\ y \\ z \end{array} \right)\).
Parametric Equations:\[x = x_0 + t v_1\]\[y = y_0 + t v_2\]\[z = z_0 + t v_3\] for \(t \in \mathbb{R}\).
Cartesian (Symmetric) Equations: If \(v_1, v_2, v_3 \neq 0\), we can solve for \(t\): \[\frac{x - x_0}{v_1} = \frac{y - y_0}{v_2} = \frac{z - z_0}{v_3}\]
Warning
If any \(v_i = 0\), that component’s equation becomes constant (e.g., \(x=x_0\) if \(v_1=0\)), and it cannot be part of the symmetric form.
Angle Between Two Lines
To find the angle between two lines \(\ell_1\) and \(\ell_2\):
Let \(\mathbf{v}_1\) and \(\mathbf{v}_2\) be their respective direction vectors.
The angle \(\theta\) between the lines is the acute angle between their direction vectors. \[\theta = \cos^{-1} \left| \frac{\mathbf{v}_1 \cdot \mathbf{v}_2}{\|\mathbf{v}_1\| \|\mathbf{v}_2\|} \right|\]
Tip
We use the absolute value of the dot product to ensure we get the acute angle. If we didn’t, \(\cos \theta\) could be negative, giving an obtuse angle.
Distance from a Point to a Line
The distance from a point \(S\) to a line \(\ell\) (passing through point \(P\) and parallel to vector \(\mathbf{v}\)) is:
\[d = \frac{\|\overrightarrow{PS} \times \mathbf{v}\|}{\|\mathbf{v}\|} = \|\overrightarrow{PS} \times \hat{\mathbf{v}}\|\] where \(\overrightarrow{PS}\) is the vector from any point \(P\) on the line to the point \(S\), and \(\hat{\mathbf{v}}\) is the unit direction vector of the line.
Distance Point to Line
Planes in 3-Space: Vector Equation
A plane \(M\) in space is defined by:
A point on the plane \(P_0\) with position vector \(\mathbf{r}_0\).
A non-zero normal vector\(\mathbf{n}\) that is perpendicular to the plane.
For any point \(P\) with position vector \(\mathbf{r}\) on the plane, the vector \(\overrightarrow{P_0P}\) lies in the plane and is therefore perpendicular to \(\mathbf{n}\).
So, \(\mathbf{n} \cdot \overrightarrow{P_0P} = 0\), which can be written as: \[\mathbf{n} \cdot (\mathbf{r} - \mathbf{r}_0) = 0\] Rearranging, we get the vector equation of the plane: \[\mathbf{r} \cdot \mathbf{n} = \mathbf{r}_0 \cdot \mathbf{n} = d\]
Planes in 3-Space: Vector Equation
Plane Definition
Planes in 3-Space: Scalar Equation
Given \(P_0 = (x_0, y_0, z_0)\) and \(\mathbf{n} = (a, b, c)\), and \(P = (x, y, z)\):
From \(\mathbf{n} \cdot \overrightarrow{P_0P} = 0\): \[\left( \begin{array}{c} a \\ b \\ c \end{array} \right) \cdot \left( \begin{array}{c} x - x_0 \\ y - y_0 \\ z - z_0 \end{array} \right) = 0\] Expanding this gives the scalar equation of the plane: \[a(x - x_0) + b(y - y_0) + c(z - z_0) = 0\] This can be simplified to the general form: \[ax + by + cz = d\] where \(d = ax_0 + by_0 + cz_0\).
Distance from a Point to a Plane
The distance from a point \(S\) to a plane (with normal vector \(\mathbf{n}\) and containing point \(P\)) is the length of the vector projection of \(\overrightarrow{PS}\) onto \(\mathbf{n}\):