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Lesson 3 of 6Vectors
Unit 5 · Lesson 3 of 6

Cartesian Vectors in 2-Space and 3-Space

Write a vector as a list of components, convert between magnitude-and-direction form and components, plot points and vectors in three dimensions, and add, subtract and scale vectors one component at a time.

4 min read9 practice questionsAsk AI about this →

Key things to remember

  1. 1 head minus tail
  2. 2; in 2-space drop .
  3. 3From magnitude and standard angle : , .
  4. 4From components: , , plus if , plus if and .
  5. 5Add, subtract and scale component by component; , , .

Arrows and the cosine law work well for two vectors on paper, but a drone autopilot or a video-game engine juggles thousands of vectors every second, many of them in three dimensions. Computers need numbers, not drawings. Writing a vector as COMPONENTS (how far it goes along each axis) turns every geometric operation into simple arithmetic, and it works just as easily in 3-space as in 2-space.

Vectors in 2-space

Place a vector's tail at the origin and its head lands on a point . That vector, , is the POSITION VECTOR of , and and are its components. Using the unit vectors and , the same vector is . The vector between two points is head minus tail: from to , . Two vectors are equal exactly when all their components are equal, and by Pythagoras the magnitude is .

Converting between direction form and components

r is the magnitude and θ is the standard angle, counterclockwise from the positive x-axis.

Going from direction form to components is direct: a vector of magnitude at is The signs take care of themselves in every quadrant, as long as is the standard angle (convert a bearing first). Going back needs care. The vector has and , fine because it lies in quadrant 1. A calculator's only returns angles between and , so for vectors pointing left it gives the wrong quadrant.

Quadrant of (x, y)SignsStandard angle
1,
2 or 3
4,
Quadrant adjustment. If x = 0 the vector points straight up (90 degrees) or straight down (270 degrees).
VideoUses cosine and sine to break a vector given by magnitude and direction into its x and y components.Watch on YouTube

Points and vectors in 3-space

Add a third axis, , perpendicular to both and . The axes form a RIGHT-HANDED system: curl the fingers of your right hand from the positive -axis toward the positive -axis and your thumb points along the positive -axis. A point is and its position vector is , with . The SAME triple of numbers describes the point and the vector; the context says which you mean. The three coordinate planes are the -plane (), the -plane () and the -plane ().

x2y3z4(2, 3, 0)P(2, 3, 4)OPORight-handed axesx: toward you (drawndown and to the left)y: to the right, z: upcurl fingers x → y:thumb points along zOP = (2, 3, 4)|OP| = √(2² + 3² + 4²)= √(4 + 9 + 16)= √29 ≈ 5.39
Fig 1Right-handed x, y and z axes with the point P(2, 3, 4) plotted inside a dashed box, its position vector OP, and the magnitude |OP| = √(4 + 9 + 16) = √29.
Pythagoras used twice: once across the floor of the box, once up its height.

Operations, one component at a time

OperationRule for a = (a₁, a₂, a₃) and b = (b₁, b₂, b₃)
Sum
Difference
Scalar multiple
Unit vector
Collinear test for one value of (every component ratio is the same)
In 2-space, drop the third component.
Why components work
Adding tip to tail means going along then more, so the components simply add, and likewise for and . Every property from the geometric lesson (commutative, associative, distributive) carries over, because each component is just ordinary arithmetic on numbers.
VideoMr. Cioffi adds, subtracts and scales vectors in 3-space component by component, the same arithmetic as in 2-space with one more coordinate.Watch on YouTube

Worked examples

Reveal one step at a time and try to beat it to the next line.

Example 1
(a) Write the vector of magnitude at a standard angle of in Cartesian form. (b) Write as a magnitude and standard angle.
Example 2
For and , find , , and the unit vector in the direction of .
Example 3
Let and . Find , and .
Example 4
Find so that is collinear with .

Where marks get lost

  • Trusting without checking the quadrant. and give the same calculator output, but their directions differ by .
  • Subtracting tail minus head for . The vector from to is ; doing gives the opposite vector.
  • Using a bearing as if it were a standard angle in . A true bearing of is a standard angle of , not .
  • Squaring a negative component wrongly, for example typing (which a calculator reads as ). In fact , so a negative component adds to the magnitude just as a positive one does.
  • Mixing up the coordinate planes: points on the -plane have , not .

Flashcards 7

Vector from to
Magnitude of
Components from magnitude and standard angle
Quadrant adjustment for
+ 3 more

Practice

1
Find .
2
A vector has magnitude and a standard angle of . Find its component to 2 decimal places.
3
Find the standard angle of , in degrees, with .
°
4
Find the distance between and .
5
Which point lies in the -plane?
6
If and , what is ?
7
Match each vector to its component form.
  1. A.
  2. B.
  3. C.
  4. D.
8
Find so that is collinear with .
9
In a right-handed coordinate system, you curl the fingers of your right hand from the positive -axis toward the positive -axis. Along which axis direction does your thumb point?

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