Vector Addition and Subtraction
Vector addition and subtraction let you combine or compare quantities like forces, velocities, and displacements that have both magnitude and direction. These operations are essential for analyzing motion in two dimensions, where objects don't just move along a single line.
Graphical methods give you a visual way to perform these operations, while trigonometry lets you calculate precise results. Both approaches show up constantly in projectile motion, navigation problems, and force analysis.

Vector Addition and Subtraction

Head-to-tail method for vectors
The head-to-tail method is the most common graphical technique for adding vectors. Here's how it works:
- Draw the first vector, , starting from an origin point.
- Place the tail of the second vector, , at the head (tip) of .
- For any additional vectors, keep chaining them: each new tail goes at the previous head.
- Draw the resultant vector from the tail of the very first vector to the head of the very last vector.
The resultant represents the net effect of all the vectors combined. For example, if you walk 4 m east and then 3 m north, the resultant displacement points from your starting position to your final position.
Subtraction works by adding the negative of a vector. To compute , you flip so it points in the opposite direction (same magnitude, reversed direction), then add that flipped vector to using the head-to-tail method.
Vector addition is commutative, meaning the order doesn't matter:
You can verify this graphically: no matter which vector you draw first, the resultant ends up the same.
The parallelogram method is an alternative approach. Place both vectors tail-to-tail, then complete a parallelogram. The diagonal drawn from the shared tail point is the resultant. This gives the same answer as head-to-tail but can be more intuitive when two forces act on the same point.

Magnitude and direction of resultants
Once you've drawn the resultant vector, you need its magnitude (how long it is) and its direction (what angle it points).
Graphically:
- Measure the length of the resultant with a ruler and convert using your diagram's scale (e.g., 1 cm = 5 N).
- Measure the angle with a protractor, typically counterclockwise from the positive x-axis.
Using trigonometry (more precise):
When the component vectors are perpendicular, the resultant forms the hypotenuse of a right triangle. In that case:
- Identify the two sides of the right triangle. These are typically the horizontal and vertical components, and .
- Calculate the magnitude with the Pythagorean theorem:
- Calculate the direction using inverse tangent:
For example, if and , then and north of east.
Watch the quadrant. The inverse tangent function on your calculator only returns angles between and . If your resultant points into the second or third quadrant, you'll need to add to get the correct angle from the positive x-axis.
Vector diagrams in motion problems
When solving a two-dimensional motion problem, vector diagrams turn abstract quantities into something you can see and measure. Follow these steps:
- Choose a scale and reference axis. For instance, 1 cm = 10 m/s, with the positive x-axis pointing east.
- Draw each given vector (velocity, displacement, force) to scale, labeling magnitudes and directions.
- Add the vectors using the head-to-tail method.
- Find the resultant by measuring or calculating its magnitude and direction.
The magnitude of the resultant tells you the total displacement or net velocity. The direction tells you the angle of motion relative to your reference axis.
If a problem asks for horizontal and vertical components separately (common in projectile motion), resolve the resultant into x and y components:
These components let you analyze each dimension independently, which is how you'll solve for things like time of flight, range, or maximum height in projectile problems.
Vector representation and manipulation
Before performing any vector operation, establish a coordinate system. This defines your reference directions (typically x points right and y points up) and keeps your signs consistent.
Vectors can be expressed using unit vectors: points along the positive x-axis and points along the positive y-axis, each with a magnitude of 1. A vector with components and is written as:
This notation makes addition straightforward: just add the x-components together and the y-components together. Vector decomposition, the process of breaking a single vector into its x and y components, is the reverse of this. It's especially useful when vectors aren't aligned with the axes, since you can decompose each one, work with the components, and then recombine at the end.