← Unit 5: Vectors
MCV4U · Unit 5 test review
Vectors: Test Review
Everything for the Unit 5 test on one page: the key facts from all 6 lessons, the mistakes that cost the most marks, and a practice test that points you back to the lessons you need.
Key facts
Vectors, Scalars and Direction
- A scalar has magnitude only; a vector has magnitude and direction. Magnitude .
- Equal vectors have the same magnitude and direction, regardless of position. .
- Standard angle: counterclockwise from the positive -axis. True bearing: clockwise from north, three digits.
- Convert between them with (add if negative).
- Quadrant bearing: start at N or S, turn toward E or W, angle from to (for example, a true bearing of is N W).
Adding, Subtracting and Scaling Vectors
- Triangle law: place the tail of on the head of ; runs from the first tail to the last head.
- ; tail to tail, it runs from the head of to the head of .
- ; reverses the direction. Non-zero and are collinear when .
- With the angle between them (tail to tail):
- Addition is commutative and associative; scalar multiplication distributes over both vector and scalar addition.
Cartesian Vectors in 2-Space and 3-Space
- head minus tail
- ; in 2-space drop .
- From magnitude and standard angle : , .
- From components: , , plus if , plus if and .
- Add, subtract and scale component by component; , , .
Applications: Forces, Wind and Current
- Resultant ; equilibrant .
- Ground velocity air (or water) velocity wind (or current) velocity.
- A wind FROM the south blows TOWARD the north; a current is named by the way it flows.
- For a heading measured from north, east component , north component .
- Crossing time ; to land directly opposite, aim upstream at with .
The Dot Product
- a scalar.
- ; non-zero vectors are orthogonal exactly when .
- ; the dot product is commutative and distributive, and scalars factor out.
- Scalar projection of onto : . Vector projection: .
- Work , in joules.
The Cross Product
- perpendicular to both and (right-hand rule).
- = area of the parallelogram on and ; a triangle is half.
- ; collinear vectors give ; distributive, but not associative.
- Torque , (N·m), largest at .
- Volume of a parallelepiped ; zero means the three vectors are coplanar.
Where marks get lost
- Treating speed and velocity (or distance and displacement) as the same quantity. Speed is a scalar; velocity is speed together with a direction. (Vectors, Scalars and Direction)
- Reading N W as from west. The first letter is the starting direction, so it is from north, toward west. (Vectors, Scalars and Direction)
- Measuring a standard angle clockwise, or a true bearing counterclockwise. Standard angles turn counterclockwise from the positive -axis; bearings turn clockwise from north. (Vectors, Scalars and Direction)
- Writing for opposite sides of parallelogram . The sides are parallel and equal in length, but the arrows point opposite ways, so . (Vectors, Scalars and Direction)
- Thinking a negative scalar such as °C has a direction. The sign places it on a scale; it is still a scalar. (Vectors, Scalars and Direction)
- Adding magnitudes: only when the vectors point the same way (or one of them is ). In general . (Adding, Subtracting and Scaling Vectors)
- Using the angle between the vectors directly in the cosine law for . In the tip-to-tail triangle the interior angle is . (Adding, Subtracting and Scaling Vectors)
- Drawing from the head of to the head of . That arrow is ; with tails together, points TO the head of . (Adding, Subtracting and Scaling Vectors)
- Forgetting that a negative scalar reverses the direction: is twice as long as AND points the opposite way. (Adding, Subtracting and Scaling Vectors)
- Joining tail to tail when using the triangle law. The triangle law needs head to tail; tail to tail is the parallelogram law, where the sum is the diagonal. (Adding, Subtracting and Scaling Vectors)
- Trusting without checking the quadrant. and give the same calculator output, but their directions differ by . (Cartesian Vectors in 2-Space and 3-Space)
- Subtracting tail minus head for . The vector from to is ; doing gives the opposite vector. (Cartesian Vectors in 2-Space and 3-Space)
- Using a bearing as if it were a standard angle in . A true bearing of is a standard angle of , not . (Cartesian Vectors in 2-Space and 3-Space)
- 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. (Cartesian Vectors in 2-Space and 3-Space)
- Mixing up the coordinate planes: points on the -plane have , not . (Cartesian Vectors in 2-Space and 3-Space)
- Drawing the wind the wrong way. A wind FROM the south points north; drawing it pointing south turns a tailwind into a headwind. (Applications: Forces, Wind and Current)
- Using cosine for the east component of a bearing. For an angle measured from NORTH, east and north , the reverse of the standard-angle formulas. (Applications: Forces, Wind and Current)
- Using the angle between the vectors (tail to tail) as the interior angle of the tip-to-tail triangle. For the plane, the triangle angle is , not . (Applications: Forces, Wind and Current)
- Dividing the river width by the ground speed to find the crossing time. Only the component straight across the river counts. (Applications: Forces, Wind and Current)
- Giving the ground speed without the track, or the equilibrant with the resultant's direction. A vector answer needs magnitude and direction. (Applications: Forces, Wind and Current)
- Writing the dot product as a vector, for example instead of . Multiply matching components, then ADD them. (The Dot Product)
- Dividing by the wrong magnitude in a projection. The projection of onto divides by (the vector you project ONTO). (The Dot Product)
- Dividing by instead of in the vector projection, which gives a vector of the wrong length. (The Dot Product)
- Measuring with the vectors placed tip to tail. The angle in is between the vectors drawn tail to tail. (The Dot Product)
- Assuming the dot product is associative. is meaningless, because is a number. (The Dot Product)
- Getting the middle component backwards. It is ; writing flips its sign. Dotting the answer with and catches this immediately. (The Cross Product)
- Assuming . Swapping the order reverses the direction. (The Cross Product)
- Forgetting the for a triangle, or using in the magnitude formula. Cross products use ; dot products use . (The Cross Product)
- Trying to take a cross product of 2-D vectors. The cross product is defined in 3-space; write as if you need it. (The Cross Product)
- Leaving a negative volume. The scalar triple product can be negative (it depends on the order of the vectors), so take its absolute value. (The Cross Product)
Practice test
24 questions from across the unit. Each one shows the lesson it comes from.
- Vectors, Scalars and Direction1A hiker is known to be km from Lindsay, Ontario. Why is that not enough to locate the hiker?
- Vectors, Scalars and Direction2A vector points N W. What is its standard angle (counterclockwise from the positive -axis), in degrees?°
- Vectors, Scalars and Direction3A vector has a standard angle of . What is its true bearing, in degrees?°
- Vectors, Scalars and Direction4Two arrows are drawn in different places on a page. Both are cm long and both point N E. Which statement is true?
- Adding, Subtracting and Scaling Vectors5, , and the angle between them (tail to tail) is . Find to 2 decimal places.
- Adding, Subtracting and Scaling Vectors6Simplify .
- Adding, Subtracting and Scaling Vectors7Which statement is FALSE for all non-zero vectors and with ?
- Adding, Subtracting and Scaling Vectors8Two non-zero vectors satisfy . One word: are they collinear or non-collinear?
- Cartesian Vectors in 2-Space and 3-Space9Find .
- Cartesian Vectors in 2-Space and 3-Space10Find the distance between and .
- Cartesian Vectors in 2-Space and 3-Space11If and , what is ?
- Cartesian Vectors in 2-Space and 3-Space12In 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?
- Applications: Forces, Wind and Current13A plane on a heading of N E has an air speed of km/h, and the wind is blowing from the south at km/h. Find the ground speed to 1 decimal place.km/h
- Applications: Forces, Wind and Current14A plane heads due east () at an air speed of km/h, and the wind blows from the north at km/h. Find the true bearing of its track, to the nearest degree.°
- Applications: Forces, Wind and Current15Match each navigation term to its meaning.HeadingTrackAir speedGround speed
- Applications: Forces, Wind and Current16A boat travels at m/s relative to the water in a river whose current is m/s. Can it land directly opposite its starting point?
- The Dot Product17Find .
- The Dot Product18Find so that and are orthogonal.
- The Dot Product19A rope pulls a sled m across flat snow with a force of N at above the horizontal. How much work does the rope do, to the nearest joule?J
- The Dot Product20Simplify in terms of the magnitude of .
- The Cross Product21Find the component (the second component) of .
- The Cross Product22Find the area of the triangle with vertices , and .square units
- The Cross Product23If , what is ?
- The Cross Product24What rule do you use to find the direction of ?
Endless drill
Fresh numbers every time, for the calculation questions in this unit.
Endless drillnew numbers every time
Generating a problem…