3.7 Vectors
- Syllabus
- 9709–2028–2029
- Topic
- 3.7
- Level
- A2
| Meaning | 2D | 3D |
|---|---|---|
| column components | (xy) | xyz |
| basis-vector form | xi+yj | xi+yj+zk |
AB is the directed vector from A to B; a bold/lowercase symbol such as a can name the same free vector. Equality means equal corresponding components.
A point P(x,y,z) names a location. Its position vector OP has the same numerical entries only because the origin and direction from O are specified.
$\begin{pmatrix}2\\-1\\4\end{pmatrix}=2\mathbf i-\mathbf j+4\mathbf k$.
Use arrow/bold/column notation consistently. Magnitude and unit-vector calculations belong to objective 3, not to the notation definition.
Add/subtractcomponentwiseandscaleeverycomponent:(a_1,a_2,a_3)\pm(b_1,b_2,b_3),\qquad k\mathbf a.A negative $k$ reverses direction.
Directed displacements chain head-to-tail: AB+BC=AC. Opposite direction gives BA=−AB.
| Geometry | Position-vector equation |
|---|---|
| OABC parallelogram | OB=OA+OC (with the stated vertex order) |
| midpoint M of AB | OM=21(OA+OB) |
If OA=(2,1) and OB=(8,5), midpoint M has position (5,3). Check by equal displacements AM=MB=(3,2).
The general ratio theorem and scalar product are not included in this objective. Use only component operations, geometric chaining, parallelogram and midpoint.
| Quantity | Formula |
|---|---|
| displacement A to B | AB=OB−OA |
| magnitude of v=(v1,v2,v3) | ∣v∣=v12+v22+v32 |
| unit vector along non-zero v | v^=v/∣v∣ |
Keep one origin for position vectors, subtract final minus initial for displacement, calculate its magnitude, then divide every component by that magnitude if a unit direction is required. The same workflow works in 2D or 3D.
From $A(1,-2,3)$ to $B(3,1,9)$:\overrightarrow{AB}=(2,3,6),\quad |\overrightarrow{AB}|=7,\quad \hat{\mathbf{AB}}=\tfrac17(2,3,6).
A unit vector must have magnitude 1. Reversing direction negates the unit vector but keeps the same magnitude.
AB is final minus initial; dividing by ∣v∣2 does not normalise the vector.
| Symbol in r=a+tb | Meaning |
|---|---|
| r | position vector of a general point on the line |
| a | position vector of one fixed point on the line |
| t∈R | scalar parameter |
| b=0 | direction vector |
Given point A and direction b, use r=OA+tb. Given points A,B, use direction AB=OB−OA.
Through $A(1,2,-1)$ and $B(4,0,5)$:\mathbf r=\begin{pmatrix}1\2\-1\end{pmatrix}+t\begin{pmatrix}3\-2\6\end{pmatrix}.
A different point on the same line or any non-zero scalar multiple of the direction produces an equivalent equation.
A point vector fixes location; a direction vector controls movement. Do not use A+B as the direction between two points.
| Check | Conclusion |
|---|---|
| directions proportional | parallel; test a point to distinguish coincident/distinct |
| directions not proportional and one parameter pair satisfies every component | intersecting |
| directions not proportional and component equations are inconsistent | skew |
Use different parameters for the two lines. Equate position components, solve two equations, then verify the same parameter pair in the remaining component. If consistent, substitute to find the intersection point.
For $\mathbf r=\mathbf a+t\mathbf b$ and $\mathbf r=\mathbf c+s\mathbf d$, solve\mathbf a+t\mathbf b=\mathbf c+s\mathbf d.Avalid3Dintersectionrequiresallthreescalarequationssimultaneously.
If d=kb, test whether c−a is also parallel to b. If yes the equations describe the same line; otherwise they are distinct parallel lines.
Two non-parallel 3D lines need not intersect. Shortest distance between skew lines and the equation of their common perpendicular are explicitly not required.
\mathbf a\cdot\mathbf b=a_1b_1+a_2b_2+a_3b_3=|\mathbf a||\mathbf b|\cos\theta.Non-zero vectors are perpendicular exactly when their dot product is $0$.
For line directions b,d, compute cosθ=(b⋅d)/(∣b∣∣d∣). If the smaller angle between lines is requested, use the acute value, equivalently ∣b⋅d∣ in the numerator.
For line $\mathbf r=\mathbf a+t\mathbf b$ and point position $\mathbf p$, the foot is $\mathbf q=\mathbf a+t\mathbf b$ where(\mathbf p-\mathbf q)\cdot\mathbf b=0.Solve for $t$, then state $\mathbf q$.
This foot method works in 2D or 3D and in cuboid/tetrahedron contexts: the joining vector from the foot to the point must be perpendicular to the line direction.
The dot product is a scalar. Knowledge of the vector (cross) product is explicitly not required.