MH1810 Math

Chapter 2: Vectors

Imron Rosyadi

What are Vectors?

Vectors are fundamental quantities in mathematics and physics.

They possess both magnitude (size) and direction.

Tip

Think about it:

When you drive, your speed (e.g., 60 mph) is a scalar quantity.

Your velocity (60 mph North) is a vector!

Examples of Vectors

Vectors appear in various fields. Some common examples include:

  • Acceleration: Rate of change of velocity.
  • Displacement: Change in position.
  • Force: A push or a pull.
  • Momentum: Mass times velocity.
  • Velocity: Speed in a given direction.

Geometrical Representation of Vectors

We can represent a vector graphically using a directed line segment.

  • A directed segment from point \(A\) to point \(B\) is denoted by \(\overrightarrow{AB}\).
  • The length \(|AB|\) of the segment represents the magnitude of the vector.
  • The arrow indicates the direction.
  • We can also use lowercase bold letters like \(\mathbf{u}\), \(\mathbf{v}\), \(\mathbf{w}\).

Vector from A to B

Key Vector Concepts

Understanding these definitions is crucial:

  • Equal Vectors: Two vectors are equal if they have the same magnitude and direction.
  • Negative Vector: Given a vector \(\mathbf{v}\), its negative \(-\mathbf{v}\) has the same magnitude but the opposite direction.
  • Zero Vector: The zero vector \(\mathbf{0}\) is a vector with zero magnitude. It has no specific direction.

Vector Addition (Triangle Law)

To add two vectors \(\mathbf{u}\) and \(\mathbf{v}\):

  • If \(\mathbf{u} = \overrightarrow{AB}\) and \(\mathbf{v} = \overrightarrow{BC}\),
  • Then \(\mathbf{u} + \mathbf{v} = \overrightarrow{AC}\).
  • Simply: \(\overrightarrow{AB} + \overrightarrow{BC} = \overrightarrow{AC}\).

This is known as the Triangle Law of Vector Addition.

Vector Addition

Vector Addition (Parallelogram Law)

Another way to visualize vector addition:

  • If \(\mathbf{u} = \overrightarrow{OA}\) and \(\mathbf{v} = \overrightarrow{OB}\),
  • Then \(\mathbf{u} + \mathbf{v}\) is the diagonal of the parallelogram formed by \(\mathbf{u}\) and \(\mathbf{v}\) starting from \(O\).

This is the Parallelogram Law of Vector Addition.

Parallelogram Law

Vector Subtraction

Vector subtraction can be understood as adding the negative of a vector:

  • \(\mathbf{u} - \mathbf{v} = \mathbf{u} + (-\mathbf{v})\).
  • If \(\mathbf{u} = \overrightarrow{OA}\) and \(\mathbf{v} = \overrightarrow{OB}\),
  • Then \(\overrightarrow{AB} = \mathbf{v} - \mathbf{u}\).
  • Simply: \(\overrightarrow{AB} = \overrightarrow{OB} - \overrightarrow{OA}\).

Vector Subtraction

Scalar Multiplication

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: \(\mathbf{u} + \mathbf{v} = \mathbf{v} + \mathbf{u}\)
  • Associativity of Addition: \(\mathbf{u} + (\mathbf{v} + \mathbf{w}) = (\mathbf{u} + \mathbf{v}) + \mathbf{w}\)
  • Associativity of Scalar Multiplication: \(\lambda (\mu \mathbf{v}) = (\lambda \mu)\mathbf{v}\), where \(\lambda, \mu \in \mathbb{R}\)
  • Distributivity (Scalar over Vector Addition): \((\lambda + \mu) \mathbf{v} = \lambda \mathbf{v} + \mu \mathbf{v}\)
  • Distributivity (Scalar Multiplication over Vector Addition): \(\lambda (\mathbf{u} + \mathbf{v}) = \lambda \mathbf{u} + \lambda \mathbf{v}\)

Vectors in 2-Space (\(\mathbb{R}^2\))

In a Cartesian coordinate system, we can represent a vector \(\mathbf{v}\) in 2-space:

  • Initial point at the origin \(O=(0,0)\).
  • Terminal point \((v_1, v_2)\).
  • Written as \(\mathbf{v} = (v_1, v_2)\) or \(\mathbf{v} = v_1\mathbf{i} + v_2\mathbf{j}\).
    • \(\mathbf{i}\) is the unit vector along the positive x-axis: \((1,0)\).
    • \(\mathbf{j}\) is the unit vector along the positive y-axis: \((0,1)\).
  • Column vector form: \(\mathbf{v} = \left( \begin{array}{l} v_{1} \\ v_{2} \end{array} \right)\).

Vectors in 2-Space

Vector Operations in \(\mathbb{R}^2\)

Let \(\mathbf{u} = (u_1, u_2)\) and \(\mathbf{v} = (v_1, v_2)\).

  1. Zero Vector: \(\mathbf{u} = (0,0)\) if and only if \(u_1 = 0\) and \(u_2 = 0\).
  2. Equality: \(\mathbf{u} = \mathbf{v}\) if and only if \(u_1 = v_1\) and \(u_2 = v_2\).
  3. Addition: \(\mathbf{u} + \mathbf{v} = (u_1 + v_1, u_2 + v_2)\).
  4. Scalar Multiplication: \(\lambda \mathbf{u} = (\lambda u_1, \lambda u_2)\), where \(\lambda \in \mathbb{R}\).

Vectors in 3-Space (\(\mathbb{R}^3\))

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.
  • Column vector form: \(\mathbf{v} = \left( \begin{array}{l}x_0\\ y_0\\ z_0 \end{array} \right)\).

Vectors in 3-Space

Vector Operations in \(\mathbb{R}^3\)

Let \(\mathbf{u} = (u_1, u_2, u_3)\) and \(\mathbf{v} = (v_1, v_2, v_3)\).

  1. Zero Vector: \(\mathbf{u} = (0,0,0)\) if and only if \(u_1 = u_2 = u_3 = 0\).
  2. Equality: \(\mathbf{u} = \mathbf{v}\) if and only if \(u_1 = v_1\), \(u_2 = v_2\), and \(u_3 = v_3\).
  3. Addition: \(\mathbf{u} + \mathbf{v} = (u_1 + v_1, u_2 + v_2, u_3 + v_3)\).
  4. 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

  1. Scalar Result: The dot product of two vectors is a real number (scalar).
  2. Commutativity: \(\mathbf{u} \cdot \mathbf{v} = \mathbf{v} \cdot \mathbf{u}\).
  3. Self-Dot Product: For any vector \(\mathbf{u}\), \(\mathbf{u} \cdot \mathbf{u} = \|\mathbf{u}\|^2\).
  4. 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).
  5. Scalar Multiplier: \((\lambda \mathbf{u}) \cdot (\mu \mathbf{v}) = (\lambda \mu)(\mathbf{u} \cdot \mathbf{v})\).
  6. Distributivity over Addition: \(\mathbf{u} \cdot (\mathbf{v} + \mathbf{c}) = \mathbf{u} \cdot \mathbf{v} + \mathbf{u} \cdot \mathbf{c}\).
  7. Distributivity over Addition (II): \((\mathbf{u} + \mathbf{v}) \cdot \mathbf{c} = \mathbf{u} \cdot \mathbf{c} + \mathbf{v} \cdot \mathbf{c}\).

Dot Product in Component Form

For vectors in coordinate systems, the dot product is calculated as the sum of the products of their corresponding components.

  • In 2-space: If \(\mathbf{u} = \left( \begin{array}{l} u_{1} \\ u_{2} \end{array} \right)\) and \(\mathbf{v} = \left( \begin{array}{l} v_{1} \\ v_{2} \end{array} \right)\), then \[\mathbf{u} \cdot \mathbf{v} = u_1 v_1 + u_2 v_2\]
  • In 3-space: 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 \[\mathbf{u} \cdot \mathbf{v} = u_1 v_1 + u_2 v_2 + u_3 v_3\]

Angle Between Two Vectors

The dot product formula provides a direct way to find the angle \(\theta\) between two non-zero vectors \(\mathbf{u}\) and \(\mathbf{v}\):

\[\cos \theta = \frac{\mathbf{u} \cdot \mathbf{v}}{\|\mathbf{u}\| \|\mathbf{v}\|}\]

Therefore, \[\theta = \cos^{-1}\left(\frac{\mathbf{u} \cdot \mathbf{v}}{\|\mathbf{u}\| \|\mathbf{v}\|}\right)\]

Application: Work Done

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:

\[\mathbf{u} \times \mathbf{v} = (\|\mathbf{u}\| \|\mathbf{v}\| \sin \theta) \hat{\mathbf{n}}\] where:

  • \(\theta\) 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

  1. Vector Result: The cross product of two vectors is a vector.
  2. Parallel Vectors: If \(\mathbf{u}\) and \(\mathbf{v}\) are parallel, then \(\theta = 0\) or \(\theta = \pi\), so \(\mathbf{u} \times \mathbf{v} = \mathbf{0}\).
  3. Anti-Commutativity: \(\mathbf{u} \times \mathbf{v} = -\mathbf{v} \times \mathbf{u}\).
  4. Distributivity over Addition: \(\mathbf{u} \times (\mathbf{v} + \mathbf{w}) = \mathbf{u} \times \mathbf{v} + \mathbf{u} \times \mathbf{w}\).
  5. Scalar Multiplier: \((\lambda \mathbf{u}) \times (\mu \mathbf{v}) = (\lambda \mu)(\mathbf{u} \times \mathbf{v})\).

Note

Special Cross Products of Unit Vectors:

\(\mathbf{i} \times \mathbf{i} = \mathbf{j} \times \mathbf{j} = \mathbf{k} \times \mathbf{k} = \mathbf{0}\)

\(\mathbf{i} \times \mathbf{j} = \mathbf{k}\); \(\mathbf{j} \times \mathbf{k} = \mathbf{i}\); \(\mathbf{k} \times \mathbf{i} = \mathbf{j}\)

(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:

\[\mathbf{u} \times \mathbf{v} = \left| \begin{array}{c c c} \mathbf{i} & \mathbf{j} & \mathbf{k} \\ u_1 & u_2 & u_3 \\ v_1 & v_2 & v_3 \end{array} \right|\]

Expanding the determinant gives: \[\mathbf{u} \times \mathbf{v} = (u_2 v_3 - u_3 v_2) \mathbf{i} - (u_1 v_3 - u_3 v_1) \mathbf{j} + (u_1 v_2 - u_2 v_1) \mathbf{k}\]

Applications of the Cross Product

  1. 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.

  2. 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 Parallelogram

  3. 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: \[\mathbf{u} \cdot (\mathbf{v} \times \mathbf{w}) = \left| \begin{array}{c c c} u_1 & u_2 & u_3 \\ v_1 & v_2 & v_3 \\ w_1 & w_2 & w_3 \end{array} \right|\]

Note

Cyclic property: \(\mathbf{u} \cdot (\mathbf{v} \times \mathbf{w}) = \mathbf{v} \cdot (\mathbf{w} \times \mathbf{u}) = \mathbf{w} \cdot (\mathbf{u} \times \mathbf{v})\).

Applications of the Scalar Triple Product

  1. 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.

  2. 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 \(\mathbf{n}\):

\[d = \left| \frac{\overrightarrow{PS} \cdot \mathbf{n}}{\|\mathbf{n}\|} \right| = |\overrightarrow{PS} \cdot \hat{\mathbf{n}}|\]

Alternatively, if the plane is \(ax + by + cz = d_{plane}\) and the point is \(S(x_S, y_S, z_S)\), the distance is:

\[D = \frac{|ax_S + by_S + cz_S - d_{plane}|}{\sqrt{a^2 + b^2 + c^2}}\]

Distance from a Point to a Plane

Distance Point to Plane

Angles Between Two Planes

The angle between two planes is defined as the acute angle between their respective normal vectors.

If plane 1 has normal \(\mathbf{n}_1\) and plane 2 has normal \(\mathbf{n}_2\), and \(\theta\) is the acute angle between the planes:

\[\cos \theta = \left| \frac{\mathbf{n}_1 \cdot \mathbf{n}_2}{\|\mathbf{n}_1\| \|\mathbf{n}_2\|} \right|\] Therefore: \[\theta = \cos^{-1} \left( \left| \frac{\mathbf{n}_1 \cdot \mathbf{n}_2}{\|\mathbf{n}_1\| \|\mathbf{n}_2\|} \right| \right)\]

Key Takeaways

  1. Vectors have Magnitude & Direction: They represent physical quantities like displacement, velocity, force.
  2. Geometric & Algebraic Representation: Vectors can be visualized as directed segments and calculated using components in coordinate systems.
  3. Vector Operations:
    • Addition/Subtraction: Head-to-tail rule, parallelogram rule (component-wise).
    • Scalar Multiplication: Changes magnitude and/or reverses direction (component-wise).
  4. Dot Product:
    • Result: Scalar.
    • Applications: Angle between vectors, work done, projection length, checking for perpendicularity.
  5. Cross Product (3D only):
    • Result: Vector perpendicular to both input vectors.
    • Applications: Finding normal vectors, area of parallelogram/triangle.
  6. Scalar Triple Product (3D only):
    • Result: Scalar.
    • Applications: Volume of parallelepiped, checking for coplanarity.
  7. Lines & Planes:
    • Lines: Defined by a point and a direction vector.
    • Planes: Defined by a point and a normal vector.
    • Equations: Vector, Parametric, Cartesian forms for lines; Vector, Scalar forms for planes.
    • Applications: Distance calculations, angles between geometric objects.

Key Equations

Equation Description
\(\mathbf{r}(t) = \mathbf{r}_0 + t \mathbf{v}\) Vector equation of a line
\(\frac{x - x_0}{v_1} = \frac{y - y_0}{v_2} = \frac{z - z_0}{v_3}\) Cartesian equation of a line
\(\mathbf{r} \cdot \mathbf{n} = d\) Vector equation of a plane
\(ax + by + cz = d\) Scalar equation of a plane
\(\|\mathbf{u}\| = \sqrt{u_1^2 + u_2^2 + u_3^2}\) Length (magnitude) of a vector
\(\hat{\mathbf{u}} = \frac{1}{\|\mathbf{u}\|} \mathbf{u}\) Unit vector in direction of \(\mathbf{u}\)
\(\mathbf{u} \cdot \mathbf{v} = \|\mathbf{u}\| \|\mathbf{v}\| \cos \theta\) Dot product (geometric definition)
\(\mathbf{u} \cdot \mathbf{v} = u_1 v_1 + u_2 v_2 + u_3 v_3\) Dot product (component form)
\(\mathbf{u} \times \mathbf{v} = (\|\mathbf{u}\| \|\mathbf{v}\| \sin \theta) \hat{\mathbf{n}}\) Cross product (geometric definition)
\(\mathbf{u} \times \mathbf{v} = \left| \begin{array}{c c c} \mathbf{i} & \mathbf{j} & \mathbf{k} \\ u_1 & u_2 & u_3 \\ v_1 & v_2 & v_3 \end{array} \right|\) Cross product (determinant form)
\(\mathbf{u} \cdot (\mathbf{v} \times \mathbf{w}) = \left| \begin{array}{c c c} u_1 & u_2 & u_3 \\ v_1 & v_2 & v_3 \\ w_1 & w_2 & w_3 \end{array} \right|\) Scalar triple product
\(\operatorname{proj}_{\mathbf{v}} \mathbf{u} = \left(\frac{\mathbf{u} \cdot \mathbf{v}}{\|\mathbf{v}\|^2}\right) \mathbf{v}\) Vector projection of \(\mathbf{u}\) onto \(\mathbf{v}\)
\(W = \mathbf{F} \cdot \mathbf{D}\) Work done by constant force \(\mathbf{F}\) through displacement \(\mathbf{D}\)
\(D = \frac{|ax_S + by_S + cz_S - d_{plane}|}{\sqrt{a^2 + b^2 + c^2}}\) Distance from point \(S(x_S, y_S, z_S)\) to plane \(ax+by+cz=d_{plane}\)

Key Terms

Term Definition
Vector A quantity having both magnitude and direction.
Magnitude (Norm) The length of a vector.
Direction The orientation of a vector in space.
Zero Vector A vector with zero magnitude and no specific direction (\(\mathbf{0}\)).
Unit Vector A vector with a magnitude of 1.
Scalar A quantity having only magnitude (e.g., mass, temperature, time).
Component Form Representing a vector by its projections along coordinate axes (e.g., \((u_1, u_2)\)).
Dot Product A scalar product of two vectors, related to the cosine of the angle between them.
Cross Product A vector product of two vectors in \(\mathbb{R}^3\), perpendicular to both.
Scalar Triple Product The dot product of one vector with the cross product of two others.
Coplanar Vectors Vectors that lie in the same plane.
Normal Vector A vector perpendicular to a plane.
Direction Vector A vector parallel to a line, indicating its orientation.
Projection The component of one vector along the direction of another.