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๐Ÿ“Analytic Geometry and Calculus

Essential Vector Operations

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Why This Matters

Vectors are the language of motion, force, and spaceโ€”and you'll encounter them constantly throughout calculus and beyond. When you're working with position, velocity, and acceleration in multivariable calculus, or analyzing work, torque, and flux in physics applications, you're using vector operations. The AP exam tests whether you understand how vectors combine, how they measure relationships between directions, and how they describe geometric objects in space.

Don't just memorize formulasโ€”know what each operation does conceptually. Can you explain why the dot product tells you about angles? Why the cross product gives you area? These conceptual connections are exactly what FRQ prompts target. Master the underlying geometry, and the calculations become intuitive.


Combining and Scaling Vectors

These foundational operations let you build new vectors from existing ones. Addition combines effects; scalar multiplication stretches or shrinks without changing direction (unless you flip it).

Vector Addition and Subtraction

  • Component-wise combinationโ€”add corresponding components: uโƒ—+vโƒ—=โŸจu1+v1,u2+v2,u3+v3โŸฉ\vec{u} + \vec{v} = \langle u_1 + v_1, u_2 + v_2, u_3 + v_3 \rangle
  • Geometric interpretation uses the parallelogram law or tip-to-tail method to visualize the resultant
  • Subtraction means adding the negative: uโƒ—โˆ’vโƒ—=uโƒ—+(โˆ’vโƒ—)\vec{u} - \vec{v} = \vec{u} + (-\vec{v}), pointing from vโƒ—\vec{v}'s tip to uโƒ—\vec{u}'s tip

Scalar Multiplication

  • Scaling magnitudeโ€”multiplying by scalar cc gives cvโƒ—c\vec{v} with magnitude โˆฃcโˆฃโˆฃvโƒ—โˆฃ|c||\vec{v}|
  • Direction preserved when c>0c > 0; direction reversed when c<0c < 0
  • Zero scalar produces the zero vector regardless of the original vector's magnitude

Compare: Vector addition vs. scalar multiplicationโ€”both create new vectors, but addition combines two vectors while scalar multiplication modifies one vector's length. FRQs often ask you to express a vector as a linear combination, requiring both operations together.


Measuring Vectors

Before you can work with vectors effectively, you need to quantify their size and standardize their direction. Magnitude gives length; unit vectors give pure direction.

Magnitude (Length) of a Vector

  • Pythagorean extensionโ€”for vโƒ—=โŸจx,y,zโŸฉ\vec{v} = \langle x, y, z \rangle, magnitude is โˆฃvโƒ—โˆฃ=x2+y2+z2|\vec{v}| = \sqrt{x^2 + y^2 + z^2}
  • Always non-negativeโ€”magnitude equals zero only for the zero vector
  • Distance formula connectionโ€”the magnitude of PQโƒ—\vec{PQ} gives the distance between points PP and QQ

Unit Vectors

  • Magnitude of exactly 1โ€”obtained by dividing any nonzero vector by its magnitude: v^=vโƒ—โˆฃvโƒ—โˆฃ\hat{v} = \frac{\vec{v}}{|\vec{v}|}
  • Standard basis vectors i^,j^,k^\hat{i}, \hat{j}, \hat{k} point along the positive xx-, yy-, and zz-axes
  • Direction isolationโ€”unit vectors let you separate how far from which way

Compare: Magnitude vs. unit vectorโ€”magnitude answers "how long?" while the unit vector answers "which direction?" Together, any vector vโƒ—\vec{v} can be written as vโƒ—=โˆฃvโƒ—โˆฃv^\vec{v} = |\vec{v}| \hat{v}.


Products That Reveal Geometric Relationships

The dot and cross products are your primary tools for measuring angles, checking perpendicularity, and finding areas. The dot product outputs a scalar; the cross product outputs a vector.

Dot Product (Scalar Product)

  • Two equivalent formulas: uโƒ—โ‹…vโƒ—=u1v1+u2v2+u3v3\vec{u} \cdot \vec{v} = u_1v_1 + u_2v_2 + u_3v_3 or uโƒ—โ‹…vโƒ—=โˆฃuโƒ—โˆฃโˆฃvโƒ—โˆฃcosโกฮธ\vec{u} \cdot \vec{v} = |\vec{u}||\vec{v}|\cos\theta
  • Angle finderโ€”rearrange to get cosโกฮธ=uโƒ—โ‹…vโƒ—โˆฃuโƒ—โˆฃโˆฃvโƒ—โˆฃ\cos\theta = \frac{\vec{u} \cdot \vec{v}}{|\vec{u}||\vec{v}|}
  • Orthogonality testโ€”vectors are perpendicular if and only if uโƒ—โ‹…vโƒ—=0\vec{u} \cdot \vec{v} = 0

Cross Product (Vector Product)

  • Produces a perpendicular vectorโ€”uโƒ—ร—vโƒ—\vec{u} \times \vec{v} is orthogonal to both uโƒ—\vec{u} and vโƒ—\vec{v}
  • Determinant calculation: uโƒ—ร—vโƒ—=โˆฃi^j^k^u1u2u3v1v2v3โˆฃ\vec{u} \times \vec{v} = \begin{vmatrix} \hat{i} & \hat{j} & \hat{k} \\ u_1 & u_2 & u_3 \\ v_1 & v_2 & v_3 \end{vmatrix}
  • Magnitude equals parallelogram area: โˆฃuโƒ—ร—vโƒ—โˆฃ=โˆฃuโƒ—โˆฃโˆฃvโƒ—โˆฃsinโกฮธ|\vec{u} \times \vec{v}| = |\vec{u}||\vec{v}|\sin\theta

Compare: Dot product vs. cross productโ€”dot gives a scalar measuring alignment (maximum when parallel), cross gives a vector measuring perpendicular area (maximum when perpendicular). If an FRQ asks about work, use dot product; if it asks about torque or area, use cross product.


Breaking Vectors Apart

Sometimes you need to analyze how much of a vector points in a particular direction. Projection extracts the component along another vector; decomposition separates into coordinate directions.

Vector Projection

  • Formula: projvโƒ—uโƒ—=uโƒ—โ‹…vโƒ—โˆฃvโƒ—โˆฃ2vโƒ—\text{proj}_{\vec{v}}\vec{u} = \frac{\vec{u} \cdot \vec{v}}{|\vec{v}|^2}\vec{v} gives the component of uโƒ—\vec{u} in the direction of vโƒ—\vec{v}
  • Scalar projection (signed length) is compvโƒ—uโƒ—=uโƒ—โ‹…vโƒ—โˆฃvโƒ—โˆฃ\text{comp}_{\vec{v}}\vec{u} = \frac{\vec{u} \cdot \vec{v}}{|\vec{v}|}
  • Physics applicationโ€”resolving force into components parallel and perpendicular to a surface

Vector Decomposition

  • Component formโ€”any vector vโƒ—=โŸจa,b,cโŸฉ\vec{v} = \langle a, b, c \rangle decomposes as ai^+bj^+ck^a\hat{i} + b\hat{j} + c\hat{k}
  • Arbitrary directionsโ€”you can decompose along any set of basis vectors, not just coordinate axes
  • Problem-solving strategyโ€”choose axes aligned with the geometry of your problem to simplify calculations

Compare: Projection vs. decompositionโ€”projection finds the piece of one vector along another specific direction, while decomposition breaks a vector into all its coordinate components simultaneously. Projection is a special case of decomposition along a single direction.


Describing Geometric Objects

Vectors provide elegant equations for lines and planes in 3D space. A line needs a point and a direction; a plane needs a point and a normal.

Vector Equations of Lines and Planes

  • Line equation: rโƒ—(t)=rโƒ—0+tvโƒ—\vec{r}(t) = \vec{r}_0 + t\vec{v} where rโƒ—0\vec{r}_0 is a point and vโƒ—\vec{v} is the direction vector
  • Plane equation: nโƒ—โ‹…(rโƒ—โˆ’rโƒ—0)=0\vec{n} \cdot (\vec{r} - \vec{r}_0) = 0 where nโƒ—\vec{n} is the normal vector
  • Parametric conversionโ€”vector equations easily convert to parametric form for calculations

Vector-Valued Functions

  • Maps scalars to vectorsโ€”rโƒ—(t)=โŸจf(t),g(t),h(t)โŸฉ\vec{r}(t) = \langle f(t), g(t), h(t) \rangle traces a curve as tt varies
  • Derivatives give velocityโ€”rโƒ—โ€ฒ(t)\vec{r}'(t) is tangent to the curve and represents instantaneous velocity
  • Integrals recover positionโ€”integrating acceleration gives velocity; integrating velocity gives position

Compare: Line equations vs. vector-valued functionsโ€”a line is a specific vector-valued function where the components are linear in tt. General vector-valued functions can describe any curve, including circles, helices, and more complex paths.


Quick Reference Table

ConceptBest Examples
Combining vectorsAddition, subtraction, scalar multiplication
Measuring size/directionMagnitude, unit vectors
Angle and alignmentDot product, scalar projection
Perpendicularity and areaCross product, orthogonality test
Component analysisVector decomposition, vector projection
Geometric objectsLine equations, plane equations
Motion and curvesVector-valued functions, derivatives of rโƒ—(t)\vec{r}(t)

Self-Check Questions

  1. Which two operations both produce scalar outputs, and how do their geometric interpretations differ?

  2. If uโƒ—โ‹…vโƒ—=0\vec{u} \cdot \vec{v} = 0 and uโƒ—ร—vโƒ—=0โƒ—\vec{u} \times \vec{v} = \vec{0}, what can you conclude about vectors uโƒ—\vec{u} and vโƒ—\vec{v}?

  3. Compare and contrast: How would you use the dot product versus the cross product to solve a problem involving the angle between two vectors?

  4. A vector-valued function rโƒ—(t)\vec{r}(t) describes a particle's position. What operation gives the particle's speed at time tt, and what combination of concepts does this require?

  5. An FRQ gives you vectors uโƒ—\vec{u} and vโƒ—\vec{v} and asks for the area of the triangle they form. Which operation do you use, and what adjustment must you make to get triangle area instead of parallelogram area?