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๐ŸPrinciples of Physics I Unit 1 Review

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1.4 Vectors and Scalar Quantities

1.4 Vectors and Scalar Quantities

Written by the Fiveable Content Team โ€ข Last updated August 2025
Written by the Fiveable Content Team โ€ข Last updated August 2025
๐ŸPrinciples of Physics I
Unit & Topic Study Guides

Vector and Scalar Quantities

Physics describes the world using two types of quantities: scalars and vectors. Scalars only have a size (magnitude), while vectors carry both a size and a direction. Understanding the difference, and knowing how to work with vectors mathematically, is essential for nearly every topic you'll encounter in this course.

Scalar vs. Vector Quantities

A scalar is any quantity fully described by its magnitude alone. There's no direction involved.

  • Mass (5 kg)
  • Temperature (98.6ยฐF)
  • Time (3.2 s)
  • Speed (60 mph)
  • Energy (200 J)

A vector is a quantity that requires both magnitude and direction to be fully described.

  • Displacement (10 m east)
  • Velocity (25 m/s at 30ยฐ north of east)
  • Acceleration (9.8 m/sยฒ downward)
  • Force (50 N to the right)
  • Momentum (12 kgยทm/s at 45ยฐ)

A common point of confusion: speed is a scalar, but velocity is a vector. Speed tells you how fast something moves; velocity tells you how fast and in what direction. The same distinction applies to distance (scalar) vs. displacement (vector).

Scalar vs vector quantities, Basics of Kinematics | Boundless Physics

Vector Operations and Calculations

Vector Addition combines two or more vectors into a single resultant vector Rโƒ—=Aโƒ—+Bโƒ—\vec{R} = \vec{A} + \vec{B}. You can do this two ways:

  • Graphically (tip-to-tail method): Draw the first vector, then place the tail of the second vector at the tip of the first. The resultant points from the tail of the first to the tip of the last.
  • Analytically (component method): Add the corresponding components: Rx=Ax+BxR_x = A_x + B_x, Ry=Ay+ByR_y = A_y + B_y. This is the method you'll use most in problem-solving.

Vector Subtraction works by adding the negative of a vector. Flipping a vector's direction gives you its negative:

Aโƒ—โˆ’Bโƒ—=Aโƒ—+(โˆ’Bโƒ—)\vec{A} - \vec{B} = \vec{A} + (-\vec{B})

Scalar Multiplication scales a vector's magnitude and can reverse its direction. Multiplying Aโƒ—\vec{A} by a scalar cc:

cAโƒ—=(cAx,โ€…โ€ŠcAy,โ€…โ€ŠcAz)c\vec{A} = (cA_x,\; cA_y,\; cA_z)

If c>0c > 0, the direction stays the same. If c<0c < 0, the vector flips direction.

Scalar vs vector quantities, Vector Nature of Forces | Boundless Physics

Vector Magnitude and Direction

To find the magnitude (length) of a vector from its components:

  • In two dimensions: โˆฃAโƒ—โˆฃ=Ax2+Ay2|\vec{A}| = \sqrt{A_x^2 + A_y^2}
  • In three dimensions: โˆฃAโƒ—โˆฃ=Ax2+Ay2+Az2|\vec{A}| = \sqrt{A_x^2 + A_y^2 + A_z^2}

To find the direction angle measured from the positive x-axis:

ฮธ=tanโกโˆ’1โ€‰โฃ(AyAx)\theta = \tan^{-1}\!\left(\frac{A_y}{A_x}\right)

Be careful with this formula. Your calculator's inverse tangent only returns values between โˆ’90ยฐ-90ยฐ and 90ยฐ90ยฐ, so you need to check which quadrant the vector actually points into and adjust accordingly. If Ax<0A_x < 0, add 180ยฐ180ยฐ to the calculator's result.

A unit vector points in the same direction as the original vector but has a magnitude of exactly 1. You calculate it by dividing the vector by its magnitude:

A^=Aโƒ—โˆฃAโƒ—โˆฃ\hat{A} = \frac{\vec{A}}{|\vec{A}|}

The standard unit vectors i^\hat{i}, j^\hat{j}, and k^\hat{k} point along the x, y, and z axes, respectively.

Vector Components and Analysis

Resolving a vector means breaking it into perpendicular components along the x and y axes. If a vector has magnitude AA and makes an angle ฮธ\theta with the positive x-axis:

  • x-component: Ax=AcosโกฮธA_x = A\cos\theta
  • y-component: Ay=AsinโกฮธA_y = A\sin\theta

This is one of the most-used skills in introductory physics. You'll apply it to:

  • Projectile motion: Breaking initial velocity into horizontal and vertical components
  • Forces on inclined planes: Splitting gravity into components parallel and perpendicular to the surface
  • Relative motion: Adding velocity vectors of objects moving in different directions

Dot Product (Scalar Product) multiplies two vectors and returns a scalar:

Aโƒ—โ‹…Bโƒ—=ABcosโกฮธ\vec{A} \cdot \vec{B} = AB\cos\theta

where ฮธ\theta is the angle between the two vectors. This shows up in work calculations, where W=Fโƒ—โ‹…dโƒ—W = \vec{F} \cdot \vec{d}. When the vectors are perpendicular (ฮธ=90ยฐ\theta = 90ยฐ), the dot product is zero.

Cross Product (Vector Product) multiplies two vectors and returns a new vector:

โˆฃAโƒ—ร—Bโƒ—โˆฃ=ABsinโกฮธ|\vec{A} \times \vec{B}| = AB\sin\theta

The direction of the resulting vector is perpendicular to both Aโƒ—\vec{A} and Bโƒ—\vec{B}, determined by the right-hand rule: point your fingers along Aโƒ—\vec{A}, curl them toward Bโƒ—\vec{B}, and your thumb points in the direction of Aโƒ—ร—Bโƒ—\vec{A} \times \vec{B}. Cross products appear in torque (ฯ„โƒ—=rโƒ—ร—Fโƒ—\vec{\tau} = \vec{r} \times \vec{F}) and magnetic force calculations. When the vectors are parallel (ฮธ=0ยฐ\theta = 0ยฐ), the cross product is zero.