Vector Algebra

Vectors carry magnitude and direction — forces, velocities, fields. Learn scalars vs vectors, components, magnitude and unit vectors, direction cosines, addition and scalar multiplication, dot product (angles, projections, work), cross product (area, torque, normal vectors), scalar and vector triple products, and orthogonality.

Statics, dynamics, electromagnetism, robotics and computer graphics are written in vectors. Two operations — dot and cross products — capture work, power, torque, magnetic force and surface normals.

An analogy

A vector is an arrow: its length is the magnitude and its direction is where it points. Adding vectors means placing arrows head to tail.

Components and unit vectors

Resolve a force into x, y, z components: F = F cosα i + F cosβ j + F cosγ k, with direction cosines satisfying cos²α + cos²β + cos²γ = 1.

Dot product

Measures alignment: zero when perpendicular. Work W = F · d; power P = F · v; projection of a force onto a member direction in truss analysis.

Cross product

Perpendicular to both vectors (right-hand rule); magnitude = parallelogram area. Torque τ = r × F; magnetic force F = qv × B; surface normals in CAD.

Triple products and bases

Scalar triple product gives volume and tests coplanarity (zero). Orthonormal bases simplify everything — the basis of linear algebra and coordinate frames in robotics.

Formulas

Worked example: Dot and cross products

Given: a = (1, 2, 3), b = (4, −5, 6)

Find: a·b, angle, a × b.

Answer: 12, 68.6°, (27, 6, −13)

Worked example: Torque

Given: r = (0.3, 0, 0) m, F = (0, 50, 0) N

Find: τ.

Answer: 15 N·m about +z

Common mistakes

Applications

Key takeaways

Going further