Introduction to Vectors
Vectors in 2D and 3D (notation, components, magnitude, unit vectors), the scalar product, angles and projections, motion in vector form including relative velocity, and projectile motion, with worked examples.
Contents
1.What you need to know
Introduction to vectors is one of the two biggest focus areas in Extension 1: it was worth 14 marks on NESA's sample paper for the 2024 syllabus and 11–14 marks in most recent HSC papers. Expect multiple choice questions on the scalar product and a long Section II question on motion or projectiles. The 2024 syllabus adds 3D vectors and relative velocity.
- Representation: vectors as directed line segments, notation, position vectors, equal vectors.
- 2D and 3D vectors: points in space, the distance formula, coordinate planes, unit vectors , , , component and column form.
- Operations: scalar multiples, parallel vectors, addition and subtraction, magnitude, unit vectors.
- The scalar product: algebraic and geometric forms, angles, perpendicular and parallel tests, projections.
- Motion in two dimensions: position, velocity and acceleration vectors, parametric paths, constant velocity and relative velocity (crosswind or current).
- Projectile motion: derive the equations of motion from , and find time of flight, maximum height, range and impact velocity.
Vector equations of lines and the vector (cross) product are not in this course.
2.Vectors in two and three dimensions
A vector has magnitude and direction; a scalar is just a real number. In handwriting, vectors are written with a tilde underneath, , or as for the vector from to . Vectors with the same magnitude and direction are equal, wherever they are drawn. A position vector has its tail at the origin.
In 3D, the -axis is added. Points on the -plane have , on the -plane and on the -plane ; these are the equations of the coordinate planes.
For points and , , so its components are "end minus start", and is the distance . Drop the terms for 2D.
Operations
- Scalar multiple: multiplies every component by ; if the direction reverses.
- Parallel: non-zero and are parallel if for some .
- Add or subtract component by component; geometrically, use the triangle or parallelogram rule.
- Unit vector: has magnitude 1 in the direction of .
3.The scalar product and projections
The scalar (dot) product has two equivalent forms. In components (3D shown; drop for 2D):
Geometrically, with the angle between the vectors ():
Consequences you must know and be able to prove:
- , which is very useful in proofs.
- Perpendicular (non-zero vectors): .
- Parallel: .
- If then and are perpendicular, because their dot product is .
The projection of onto is the vector "shadow" of along . The part of perpendicular to is .
To see why: the projection is with perpendicular to , so
Worked example 1: angle and projection in 3D
Let and . Find the angle between them, , and the component of perpendicular to .
Check: the dot product of this with is , so it is perpendicular to as it should be.
4.Motion in two dimensions
A particle's position at time is . The pair , are parametric equations of the path; eliminate to get the Cartesian equation (a line, parabola or circle in this course). For a circle, use .
Differentiate to get velocity and acceleration, and integrate (using initial conditions for each component) to go back:
Speed is ; the distance between two positions is the magnitude of the displacement vector.
Relative velocity
When an object moves through a medium that is itself moving (a plane in wind, a boat in a current), its actual velocity is the sum of its velocity relative to the medium and the medium's velocity. Draw the vector triangle and describe the direction as a bearing or as an angle from a stated direction.
For example, a plane heads due north at 400 km/h in a wind blowing towards the east at 60 km/h. Its ground velocity is , so its ground speed is km/h on a bearing of (rounded to 1 decimal place).
5.Projectile motion
Near the Earth's surface, with air resistance ignored, the only force is gravity, so . Integrate twice, using the initial velocity and the initial position. You may be asked to derive these, so practise doing it from , not just quoting the result.
That is for launch from the origin; add the starting height to the component otherwise.
- Maximum height: the vertical velocity is 0.
- Time of flight: the vertical position equals the landing height (often 0).
- Range: the horizontal position at the time of flight.
- Impact velocity: substitute the time of flight into ; give the speed and the angle to the horizontal.
Worked example 2: a projectile from a platform
A ball is launched from a platform 20 m above level ground with speed 25 m/s at angle above the horizontal, where . Take m/s². Find its maximum height, horizontal range, impact speed and the Cartesian equation of its path.
Since and , the initial velocity is . Integrating with :
Maximum height: gives , and m.
Range: gives , so and s (reject ). The range is m.
Impact: , so the speed is m/s at below the horizontal.
Path: , so
6.Common mistakes
- Subtracting the wrong way round: , end minus start.
- Using the scalar projection (a number) when the question asks for the vector projection, or dividing by instead of .
- Finding the angle between vectors without checking that is between and ; a negative dot product means an obtuse angle.
- Forgetting the constant of integration in each component, or using the wrong initial position when launching from a height.
- Giving impact speed but not direction (or vice versa) when asked for the velocity.
- In relative velocity, adding the wind's "from" direction instead of the direction it blows towards.
7.Exam tips
- Derive the equations of motion means start from , integrate, and use initial conditions. Quoting the final formulas earns little.
- Show that vectors are perpendicular: calculate the dot product and say it equals 0. For parallel, find explicitly.
- Vector proofs in geometry (rhombus diagonals, angles in a semicircle) usually come down to writing each side in terms of two base vectors and using .
- When the angle or speed of projection is unknown, write the conditions you know as equations in and and solve them simultaneously; and are the usual tools.
- Round only at the end and state units on every answer.
8.Links to other topics
- Advanced, Applications of Calculus (MA12-AC): motion in a straight line; vector motion applies the same calculus to each component.
- Further calculus skills (ME12-CS): parametric equations and their derivatives give the gradient of a path.
- Further trigonometry (ME11-TR): 3D diagrams, the cosine rule and exact values appear in vector and projectile problems.
- Inverse trigonometric functions (ME12-IT): angles between vectors and directions of motion use and .
Test yourself
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