3.2 Geometry and trigonometry - AHL content

Syllabus
First assessment 2021
Topic
3.2
Level
HL

Radians measure angle by the arc it cuts

HL only

One radian is the angle subtended by an arc whose length equals the radius. A full turn is 2π radians, so radians connect angle directly to circle geometry.

Convert degrees using θ(rad)=θ°π/180. In radian measure, arc length is s=rθ and sector area is ½r²θ, with θ in radians.

For r=5 and θ=1.2, the arc length is 6 units and the sector area is 15 square units. Using 1.2° instead would give a completely different scale.

Do not substitute degrees into s=rθ or ½r²θ. Check the angle unit before using a formula.

Trig equations need a period and a domain

HL only

Solving a trigonometric equation means finding every angle in the stated interval that produces the target value. Periodicity creates repeated solutions.

Use the unit circle or graph to identify the reference angle and the quadrants with the correct sign, then add the function's period. A calculator's principal value is only one solution unless the interval makes it complete.

For sin x=0.5 on 0≤x≤2π, x=π/6 and 5π/6. Stopping at π/6 misses the second intersection of the sine curve with 0.5.

The number of solutions depends on the interval and period. Check endpoints and do not use the cosine rule for a sine equation.

Unit-circle definitions are cosheta=x\cos heta=x and sinheta=y\sin heta=y for the point (x,y)(x,y) on the unit circle, so cos2heta+sin2heta=1\cos^2 heta+\sin^2 heta=1 and tanheta=sinheta/cosheta\tan heta=\sin heta/\cos heta when cosheta0\cos heta\ne0. The sine rule's ambiguous case can give two triangles because sinheta=sin(πheta)\sin heta=\sin(\pi- heta); accept only solutions that satisfy the side lengths and stated interval. Exact trig values are helpful but are not directly assessed.

A transformation matrix acts on a coordinate vector

HL only

A 2×2 matrix maps a point vector to its image: x′=Ax. The columns show where the basis vectors go, so the matrix encodes the geometric action.

Apply the matrix to the column vector in the stated order. Determinant magnitude gives area scale; a negative determinant reverses orientation. To recover an original point, solve with A⁻¹ when it exists.

The matrix [[0,−1],[1,0]] sends (1,0) to (0,1) and (0,1) to (−1,0): a 90° anticlockwise rotation. Multiplying by the row vector would describe a different operation.

Do not read rows as images of basis vectors without checking the convention. A zero determinant means the transformation has no inverse.

The syllabus also includes affine maps (x\y)=A(x\y)+(e\f)\begin{pmatrix}x'\y'\end{pmatrix}=A\begin{pmatrix}x\y\end{pmatrix}+\begin{pmatrix}e\f\end{pmatrix}, so translation requires the added vector and cannot be represented by a 2×22\times2 matrix alone. In a composition, the rightmost transformation acts first; BAxBAx means apply AA, then BB. Iterating one or more transformation rules from an initial shape or point can generate a fractal, while detA|\det A| remains the area scale for the linear part.

Vectors encode direction and magnitude together

HL only

A vector has magnitude and direction. Two non-zero vectors are parallel when one is a scalar multiple of the other; the scalar's sign tells whether their directions agree or oppose.

Compare components rather than relying on a sketch. The length is √(a·a), and addition represents successive displacements. In 3D, every component must satisfy the same scalar relationship.

(2,−4,6) is 2(1,−2,3), so the vectors are parallel and point the same way. (−2,4,−6) is a negative multiple and points oppositely.

Equal length does not mean parallel, and a single matching component is not enough. Check all components and exclude the zero vector when using direction tests.

A unit vector in the direction of non-zero vv is v^=v/v\hat v=v/|v|; rescaling to magnitude ss gives sv^s\hat v. For example, a particle moving at 7 m s17\text{ m s}^{-1} in direction 3i+4j3i+4j has unit direction (3i+4j)/5(3i+4j)/5 and velocity (21i+28j)/5 m s1(21i+28j)/5\text{ m s}^{-1}. A resultant is the vector sum, and the zero vector has magnitude zero but no defined direction.

A vector line is a point plus every multiple of a direction

HL only

A line through point a with direction vector d is r=a+td, where t is a real parameter. Changing t moves along the line without changing its direction.

Use two points P and Q to form d=Q−P. To test whether X lies on the line, solve the component equations for one common t; inconsistent values mean X is not on it.

Through (1,0,2) and (3,4,2), r=(1,0,2)+t(2,4,0). The point (2,2,2) has t=1/2 in every component, so it lies on the line.

Matching one coordinate is not enough. Check the same parameter across all components and distinguish a line from a finite segment.

Vector kinematics keeps position, velocity and time together

HL only

A vector kinematics model writes position as r(t)=r₀+vt for constant velocity, or uses the corresponding component equations when acceleration is present.

To test whether two moving objects meet, solve their position vectors for a common time in the allowed interval. A closest approach is different: minimise the squared separation rather than forcing an exact intersection.

If r₁=(0,0)+t(3,1) and r₂=(6,4)+t(−1,−1), solving gives t=2 and position (6,2); the same time in both equations is the evidence of an intersection.

Equal coordinates at different times do not mean collision. State the time domain and distinguish position from velocity.

For variable velocity in two dimensions, v(t)=r(t)v(t)=r'(t) and r(t)=v(t)dt+Cr(t)=\int v(t)\,dt+C, with the initial position fixing CC; speed is v(t)|v(t)|. Relative position of BB from AA is rBrAr_B-r_A. To find closest approach, minimize rBrA2|r_B-r_A|^2 over the allowed time interval and check endpoints as well as stationary values; projectile and circular motion are special cases of this vector model.

Products answer different geometric questions

HL only

The scalar product a·b=|a||b|cosθ measures alignment and is zero for perpendicular vectors. The vector product a×b is perpendicular to both and has magnitude |a||b|sinθ, the area of the parallelogram they span.

Use a·b for angles, projections and perpendicular tests; use a×b for normals, orientation and areas. Order matters for the cross product: b×a=−(a×b).

For a=(1,0,0) and b=(0,2,0), a·b=0 and a×b=(0,0,2), so the vectors are perpendicular and span area 2.

The cross product is not a scalar and the dot product is not a vector. Check the dimension and interpretation of the requested result.

The scalar component of aa in the direction of non-zero bb is ab/b=acoshetaa\cdot b/|b|=|a|\cos heta; the magnitude of the component perpendicular to bb in their plane is a×b/b=asinheta|a\times b|/|b|=|a|\sin heta. Thus a×b|a\times b| is parallelogram area and half of it is triangle area. For line directions, use the acute angle by replacing cosheta\cos heta with ab/(ab)|a\cdot b|/(|a||b|).

A graph models connections, not just locations

HL only

A graph consists of vertices and edges representing objects and connections. Edges may be directed or undirected and weighted or unweighted, depending on the relationship being modelled.

The degree counts incident edges; a path records a route and a cycle returns to its start. Choose the graph type to match whether direction, capacity or cost matters.

In a delivery network, a one-way road needs a directed edge and travel time needs a weight. Treating it as an unweighted undirected graph can permit an impossible or misleading route.

A graph edge is not automatically a physical straight line. State what vertices and edges mean before interpreting an algorithm's result.

Graph checklist: a simple graph has no loops or parallel edges; a complete graph joins every pair of distinct vertices; a subgraph uses selected vertices and edges; a tree is connected and has no cycles. In a directed graph distinguish in-degree from out-degree. Connected means every vertex pair is linked by a path in an undirected graph; strongly connected means directed paths exist in both directions between every pair.

Adjacency matrices turn walks into multiplication

HL only

An adjacency matrix records which vertices are directly connected. For an unweighted graph, Aᵢⱼ=1 means an edge from i to j under the chosen row/column convention.

The entry (A^k)ᵢⱼ counts walks of length k from i to j. Matrix multiplication works because each intermediate vertex is summed over, linking consecutive steps.

If two different two-step routes connect A to C, the corresponding entry of A² is 2. In a weighted matrix, the same multiplication may represent a different quantity, so do not mix conventions.

A walk may revisit vertices; it is not automatically a simple path. Check whether the graph is directed and what the matrix entries mean.

A weighted adjacency table stores a cost, distance or time rather than just 0 or 1. A transition matrix converts each vertex's outgoing weights or links into probabilities whose relevant row or column sums to 1 under the declared convention; repeated multiplication models movement through a strongly connected graph, as in a simplified PageRank model. Do not interpret powers of a weighted cost matrix as counts of walks unless that convention is explicitly justified.

Graph algorithms trade speed against certainty

HL only

A graph algorithm is a rule for extracting a route, assignment or bound from network data. A heuristic such as nearest neighbour chooses a locally short next edge; it is fast but not generally optimal.

Record the starting vertex and tie rule, then compare the resulting tour with a lower or upper bound when evaluating quality. Deleted-vertex or spanning-tree reasoning can provide a bound without proving the exact optimum.

A nearest-neighbour tour can choose the closest next city and later be forced into one very long final edge. A different early choice may produce a shorter total route, so the first route is a candidate, not a proof.

Greedy does not mean optimal. State the algorithm, its assumptions and whether the conclusion is a route, a bound or a proven minimum.

Algorithm map: an Eulerian trail uses every edge once (exactly two odd vertices) and an Eulerian circuit has all vertices even; Hamiltonian paths or cycles visit every vertex once. Kruskal selects globally smallest non-cycling edges, while Prim grows a minimum spanning tree from a chosen vertex. For a Chinese postman route, pair up to four odd vertices using least-distance paths, duplicate the minimum-total pairing, then take an Eulerian circuit. For a complete weighted travelling-salesman graph, nearest neighbour gives an upper bound and deleted-vertex plus MST reasoning gives a lower bound; complete a least-distance table first when the practical graph is not complete. State and justify the selected algorithm.

Objective notes

10 learning objectives
AHL 3.7 (HL)—Radian measure• Define radians and convert between degrees and radians.• Use radians for arc length and sector area.ViewAHL 3.8 (HL)—Unit circle and trigonometric equations• Define sin theta and cos theta using the unit circle; tan theta=sin theta/cos theta.• Use cos^2 theta + sin^2 theta = 1 and ambiguous sine-rule case.• Construct sin x and cos x graphs from the unit circle; solve trig equations graphically on finite intervals.ViewAHL 3.9 (HL)—Matrix transformations and fractals• Use matrices for 2D transformations: reflections, stretches, enlargements, translations and rotations.• Compose transformations and interpret determinant as area scale factor.• Use iterative techniques to generate fractals.ViewAHL 3.10 (HL)—Vectors• Use vectors/scalars, directed line segments, unit vectors and base vectors i, j, k.• Use components, column representation, vector algebra, magnitude, normalization and resultants.ViewAHL 3.11 (HL)—Vector equations of lines• Use vector equation r=a+lambda b in 2D and 3D.• Convert vector line equations to parametric form.ViewAHL 3.12 (HL)—Vector kinematics• Model constant-velocity linear motion in 2D/3D with r=r0+vt.• Find positions, intersections, paths, closest approach times and distances.• Include variable velocity in 2D; projectile and circular motion are special cases.ViewAHL 3.13 (HL)—Scalar and vector products• Use scalar product to find angles and test perpendicular vectors.• Use vector product, right-hand rule and |v x w| for parallelogram/triangle area.• Resolve components parallel and perpendicular to another vector.ViewAHL 3.14 (HL)—Graph theory basics• Use graph terminology: vertices, edges, adjacent items, degree, simple/complete/weighted graphs.• Represent real-world structures as weighted or unweighted graphs.• Know connected, strongly connected, directed graphs, in/out degree, subgraphs and trees.ViewAHL 3.15 (HL)—Adjacency matrices and transition matrices• Use adjacency matrices to count k-length walks using powers of a matrix.• Use weighted adjacency tables.• Construct transition matrices for strongly connected directed/undirected graphs.ViewAHL 3.16 (HL)—Graph algorithms• Use walks, trails, paths, circuits, cycles, Eulerian trails/circuits and Hamiltonian paths/cycles.• Use Kruskal's and Prim's algorithms for minimum spanning trees.• Solve Chinese postman problems for weighted graphs with up to four odd vertices.• Use nearest-neighbour and deleted-vertex algorithms for travelling salesman bounds.View