Physics needs two kinds of quantities. Some are fully described by a single number with units: a mass of 2 kg, a temperature of 300 K. These are scalars. Others also need a direction. A push of 10 newtons to the left is a different thing from a push of 10 newtons upward. Quantities like this are vectors. Position, displacement, velocity, acceleration, force and momentum are all vectors.
This first lesson is about the language of vectors. Almost everything that follows uses it, including, in the end, the motion of galaxies in an expanding universe.
Vectors as arrows#
We draw a vector as an arrow. The arrow points in the vector's direction, and its length shows the vector's magnitude, written or just . Where the arrow is drawn does not matter. Two arrows with the same length and direction are the same vector, wherever they sit.
Vectors come with two operations.
Addition. To add to , place the tail of at the tip of . The sum is the arrow from the tail of to the tip of . You can also draw both arrows from the same point and complete the parallelogram; the diagonal is the same .
The order does not matter (adding is commutative), and when you add three vectors it does not matter which pair you add first (it is associative):
In words
vector A plus vector B equals vector B plus vector A , ( vector A plus vector B ) plus vector C equals vector A plus ( vector B plus vector C )
There is a zero vector that changes nothing when added, and every vector has an opposite, : same length, reversed direction, so that . Subtracting a vector means adding its opposite.
Multiplication by a number. Multiplying by a number stretches its length by . If is positive the direction stays the same; if is negative the direction flips. Dividing a vector by its own magnitude leaves an arrow of length exactly 1 that points the same way. This is a unit vector, marked with a hat:
In words
A hat equals vector A over | vector A | , | A hat | equals 1
Try it#
Drag the arrows in the simulation, add them, and watch the components and the sum change. Compare what you see with the rules above.
Coordinate systems#
Arrows are good for intuition, but to calculate we need numbers. A coordinate system turns vectors into numbers. Setting one up takes four choices:
- an origin, the point every position is measured from;
- a set of axes;
- a positive direction on each axis;
- a set of unit vectors at every point.
These choices are ours to make. A good choice can turn a messy problem into an easy one, which is why it pays to draw the coordinate system before calculating anything.
Cartesian coordinates use three perpendicular axes , , . At every point the unit vectors , , point toward increasing , and . They point the same way everywhere, which makes Cartesian coordinates the simplest system to calculate in.
Polar coordinates describe a point in a plane by its distance from the origin and the angle from the axis, measured counterclockwise. Adding a height gives cylindrical coordinates. The two descriptions are linked by
In words
x equals r cos theta , y equals r sine theta is equivalent to r equals the square root of x squared plus y squared , theta equals inverse tan (y/x)
(The inverse tangent needs care about which quadrant the point is in; more on that below.) Polar coordinates also have their own unit vectors: points straight away from the origin and points around the circle, counterclockwise. Unlike and , these change direction from point to point. That will matter when we study circular motion.
Components#
Once we have unit vectors, any vector can be split into pieces along the axes. The numbers in front of the unit vectors are the components:
In words
vector A equals A sub x i hat plus A sub y j hat plus A sub z k hat
A component is a signed number: is negative if points partly toward . So one vector in three dimensions is described by three numbers .
Magnitude. By Pythagoras, the length of the arrow is
In words
A equals | vector A | equals the square root of A sub x squared plus A sub y squared plus A sub z squared
Direction. For a vector in the -plane that makes an angle with the axis,
In words
A sub x equals A cos theta , A sub y equals A sine theta , tan theta equals A sub y over A sub x
Adding vectors with components#
Adding arrows head to tail is exactly the same as adding their components separately:
In words
vector C equals vector A plus vector B is equivalent to C sub x equals A sub x plus B sub x , C sub y equals A sub y plus B sub y
That is the real reason components are useful. Adding arrows takes geometry; adding numbers takes arithmetic.
Two displacements
A rover drives 5.0 m in a direction above the axis, then 3.0 m in a direction from the axis. How far is it from where it started, and in which direction?
Choose the coordinate system
Put the origin at the start, to the east and to the north, with angles measured counterclockwise from . Call the two displacements and .
Find the components of each vector
m, m.
m, m.
is negative because the second leg points partly west.
Add component by component
m and m.
Convert back to magnitude and direction
m. Both components are positive, so the vector is in the first quadrant and .
Check the answer another way
The two legs differ in direction by exactly , so they form a right triangle: m, and points beyond the first leg, at . The two methods agree.
Summary#
- A vector has a magnitude and a direction; it adds head to tail, and multiplying by a number stretches or flips it.
- A coordinate system needs an origin, axes, positive directions and unit vectors.
- In components, , with .
- Vectors add component by component. Watch the quadrant when you convert components back into an angle.