This unit treats arrows with a length and a direction as objects you can add, stretch, and multiply, then uses them to prove and solve geometry problems with algebra. By the end you should be able to find a vector's magnitude and direction, combine vectors, use the dot product to find angles and test for perpendicular lines, and project one vector onto another.
Read the overview for the big picture, work through each topic note and its checkpoint, then scan the common mistakes before a quiz or test.
Vectors connect the coordinate geometry you already know to a more powerful toolkit. Instead of tracking slopes and distances separately, a single vector like (2, 3) carries both the direction and the length of a segment. This unit builds that toolkit and then puts it to work on proofs and real situations like forces.
Honors Geometry Unit 14 covers vectors, which are quantities with both magnitude (length) and direction. You learn to write vectors in component form, find magnitude with a2+b2, find direction angles for nonzero vectors, add and subtract vectors tip-to-tail or by components, and multiply vectors by scalars. You then use the dot product, a⋅b=axbx+ayby, to find the angle between nonzero vectors, check whether they are perpendicular, and project a vector onto a nonzero vector. Finally, you apply these tools to prove collinearity, parallel and perpendicular lines, and midpoint facts, and to find the resultant of several forces.
A vector is defined by its length and direction, not by where it sits.
Two arrows with the same length and the same direction are the same vector, even if they start at different points. That is why the vector from (1, 1) to (4, 5) and the vector from (0, 0) to (3, 4) are both (3, 4). You find a vector between two points by subtracting, end minus start.
Vector operations happen component by component.
To add or subtract vectors, you add or subtract matching components, so (3, 2) + (-1, 5) = (2, 7). Multiplying by a scalar multiplies every component and scales the length by the scalar's absolute value. A negative scalar reverses the direction, while a scalar of 0 produces the zero vector. Graphically, addition is the tip-to-tail method.
The dot product turns two vectors into one number that measures how aligned they are.
For nonzero vectors, the dot product is positive for an angle from 0° up to but not including 90°, zero for a right angle, and negative for an angle greater than 90° through 180°. Setting axbx+ayby equal to ∣a∣∣b∣cosθ lets you solve for the angle between two nonzero vectors. The same idea gives projections, which measure how much of one vector points along a nonzero direction.
Vectors let you prove and compute geometry with algebra.
Two nonzero vectors are parallel when one is a scalar multiple of the other, and they are perpendicular when their dot product is zero. Midpoints, distances, and angles all become short calculations with components. Once you translate a geometric claim into vector equations, many proofs shrink to a few lines of arithmetic.
Vectors give you an algebraic way to prove geometric facts. Treat each point as a position vector from the origin, and find the vector from A to B by subtracting, AB=B−A.
Three tests cover most proofs. If A and B are distinct, points A, B, and C are collinear exactly when AC=kAB for some scalar k. Two distinct lines are parallel if their nonzero direction vectors are scalar multiples. Two nonzero segments are perpendicular if their direction vectors have a dot product of 0.
The midpoint of AB is the average of the position vectors, M=2A+B. That gives a quick proof that a parallelogram's diagonals bisect each other, since both diagonals have the same midpoint.
Vectors also model forces. The resultant force is the sum of all the force vectors. If the sum is the zero vector, the object has no linear acceleration and is in translational equilibrium. An extended object also needs zero net torque to be in rotational equilibrium.
Worked example. Are A(1,2), B(3,5), and C(7,11) collinear? Compute AB=(3−1,5−2)=(2,3) and AC=(7−1,11−2)=(6,9). Since (6,9)=3(2,3), the vectors point the same way from the shared point A, so the three points lie on one line.
Position vector:The vector from the origin to a point, so point (4, -1) has position vector (4, -1).
Collinear points:Points on one line. If AAA and BBB are distinct, you can show that AAA, BBB, and CCC are collinear by writing AC⃗\vec{AC}AC as a scalar multiple of AB⃗\vec{AB}AB.
Resultant force:The single vector equal to the sum of all forces acting on an object.
Equilibrium:A state with no linear or rotational acceleration. The resultant force and the net torque are both zero.
Check yourself: Forces (5, -2) and (-3, 6) act on an object. What third force makes the resultant force zero? (Answer: The first two sum to (2, 4), so the third force must be (-2, -4).)
14.2
Vector basics and operations
A vector has magnitude (length) and direction. A scalar is a plain number with size only. In component form, v=(a,b) means move a horizontally and b vertically. You may also see this written as ⟨a,b⟩ or ai^+bj^.
Magnitude comes from the Pythagorean theorem, ∣v∣=a2+b2. For a nonzero vector, the direction angle is measured counterclockwise from the positive x-axis. When a=0, use tanθ=ab. Inverse tangent returns an angle between −90° and 90°, so add 180° when a<0, or add 360° when a>0 and b<0. When a=0, the angle is 90° if b>0 and 270° if b<0. The zero vector has no direction angle.
To add vectors, add components, or draw them tip-to-tail and connect the first tail to the last head. Subtracting b means adding −b. Multiplying by a scalar c scales the length by ∣c∣ and reverses direction when c<0. A unit vector has length 1. For a nonzero vector v, the unit vector in its direction is ∣v∣v.
Worked example. Find the magnitude, direction, and unit vector for v=(−3,4). The magnitude is 9+16=5. The calculator gives tan−1(−34)≈−53.1°, but the vector points up and left into Quadrant II, so add 180° to get about 126.9°. The unit vector is (−53,54).
Component form:Writing a vector as (a, b), its horizontal and vertical changes.
Magnitude:The length of a vector, a2+b2\sqrt{a^2 + b^2}a2+b2 in two dimensions, which is never negative.
Scalar multiplication:Multiplying every component of a vector by a number, which stretches, shrinks, or reverses it.
Unit vector:A vector of length 1. Divide a nonzero vector by its magnitude to get a unit vector in the same direction.
Check yourself: If u=(2,−1) and w=(−4,3), what is 3u−w? (Answer: 3u=(6,−3), and (6,−3)−(−4,3)=(10,−6).)
Operation
Rule with components
What it does to the arrow
Addition
(a, b) + (c, d) = (a + c, b + d)
Place tail of second at head of first, then connect
Subtraction
(a, b) - (c, d) = (a - c, b - d)
Flip the second vector, then add
Scalar multiple
k(a, b) = (ka, kb)
Scales length by |k|, reverses if k < 0
Unit vector
(a, b) divided by its magnitude, for (a, b) ≠ (0, 0)
Keeps direction, sets length to 1
14.3
Dot product and vector projections
The dot product multiplies matching components and adds, a⋅b=axbx+ayby. The answer is a single number, not a vector. For nonzero vectors, it also equals ∣a∣∣b∣cosθ, where θ is the angle between them. You can solve cosθ=∣a∣∣b∣a⋅b.
For nonzero vectors, the sign tells you the angle type. A positive dot product means an angle from 0° up to but not including 90°, zero means perpendicular (orthogonal), and negative means an angle greater than 90° through 180°.
A projection measures how much of a points along a nonzero vector b, like the shadow a casts on the line through b. The scalar projection is the signed length ∣b∣a⋅b. The vector projection is the shadow itself, projba=∣b∣2a⋅bb. Subtracting the projection from a leaves the part perpendicular to b.
Worked example. Let a=(2,4) and b=(3,1). The dot product is 6+4=10. Since ∣a∣=20 and ∣b∣=10, cosθ=20010=21, so θ=45°. The projection is 1010(3,1)=(3,1). The perpendicular part is (2,4)−(3,1)=(−1,3), and (−1,3)⋅(3,1)=0 confirms it.
Dot product:The number axbx+aybya_x b_x + a_y b_yaxbx+ayby. For nonzero vectors, it also equals ∣a⃗∣∣b⃗∣cosθ|\vec{a}||\vec{b}|\cos\theta∣a∣∣b∣cosθ, where θ\thetaθ is their angle.
Orthogonal:Perpendicular, which for nonzero vectors happens exactly when the dot product is 0.
Scalar projection:The signed length of the part of a⃗\vec{a}a along a nonzero vector b⃗\vec{b}b, equal to a⃗⋅b⃗∣b⃗∣\frac{\vec{a} \cdot \vec{b}}{|\vec{b}|}∣b∣a⋅b.
Vector projection:The vector along a nonzero vector b⃗\vec{b}b that matches the shadow of a⃗\vec{a}a, equal to a⃗⋅b⃗∣b⃗∣2b⃗\frac{\vec{a} \cdot \vec{b}}{|\vec{b}|^2}\vec{b}∣b∣2a⋅bb.
Check yourself: Is the angle between (5, -2) and (1, 4) acute, right, or obtuse? (Answer: The dot product is 5 - 8 = -3, which is negative, so the angle is obtuse.)
A quantity with both magnitude and direction, drawn as an arrow from a tail to a head.
Scalar
A real number with size but no direction, such as 3 or -0.5.
Magnitude
The length of a vector, written $|\vec{v}|$ and found with the Pythagorean theorem.
Equivalent vectors
Vectors with the same magnitude and direction, no matter where their tails are placed.
Resultant
The vector that results from adding two or more vectors, drawn from the first tail to the last head.
Zero vector
The vector (0, 0), which has magnitude 0 and leaves any vector unchanged when added.
Unit vector
A vector of magnitude 1 that describes direction only.
Dot product
The scalar $a_x b_x + a_y b_y$, used to find angles and test for perpendicular vectors.
Orthogonal
Perpendicular, meaning two nonzero vectors with a dot product of 0.
Projection
The part of one vector that lies along the direction of another, given as a signed length or as a vector.
Mistakes to avoid in Vectors
Subtracting points in the wrong order
The vector from A to B is B minus A, ending point minus starting point. Writing A minus B gives the opposite vector, which flips every sign and can lead to an incorrect vector equation. Reversing a vector alone does not change whether it is parallel to another vector. Say "end minus start" every time you build a vector from two points.
Trusting the calculator's inverse tangent for every direction angle
Inverse tangent only returns angles between -90° and 90°, so it can't tell (3, 4) apart from (-3, -4). Always sketch the vector first. If it points left, add 180°, and if you want a positive angle for a vector in Quadrant IV, add 360°. For a nonzero vertical vector, use 90° if it points up and 270° if it points down. The zero vector has no direction angle.
Treating the dot product as a vector
The dot product of (2, 4) and (3, 1) is 10, not (6, 4). Multiplying matching components is only the first step, and you then add the products. If your dot product answer has two components, you skipped the addition.
Mixing up the denominators in the two projection formulas
The scalar projection divides by ∣b∣, while the vector projection divides by ∣b∣2 and then multiplies by b. The extra factor of ∣b∣ appears because b itself has that length. Check your vector projection by confirming that a minus the projection has a dot product of 0 with b.