Easy
Show solution
- Tip to tail: , and since opposite sides are equal vectors. So .
- .
Answer: and
Grade 12 · MCV4U · Calculus & Vectors
A vector has a length and a direction, and nothing else. Two arrows with the same length and the same direction are the same vector, wherever you draw them. That freedom to slide arrows around is what makes adding them work.
Adding: tip to tail. To find , draw , then start at the tip of . The sum, called the resultant, runs from the tail of to the tip of . Put the two tails together instead and you get the parallelogram law: the sum is the diagonal from the shared tail. Same answer, since the opposite sides of a parallelogram are equal vectors.
Subtracting: add the opposite. has the length of and points the other way, so . With tails together, is the other diagonal of the parallelogram, from the tip of to the tip of .
Scalar multiples. stretches by , and flips it when . Vectors combine by the usual rules of algebra, so you can expand brackets and collect like terms.
Length and direction of a resultant. Draw the triangle tip to tail. If the angle between and (tails together) is , the angle inside the triangle is . The cosine law gives the length of the resultant and the sine law gives its direction. When the vectors are perpendicular, Pythagoras and tangent do the job.
Most mistakes come from using itself in the cosine law. Sketch the triangle every time and read the angle off the sketch. State a direction as an angle from a named reference, such as south of east.
Easy first, test level last. Try each one on paper, then open the solution.
Easy
Answer: and
Easy
Answer: km at about north of east
Medium
Answer:
Medium
Answer: and
Test level
Answer: About units, south of east
Martian Lab teaches this in the Geometric Vectors lesson of its MCV4U Geometric Vectors unit. Watch it, then take the Geometric Vectors practice tests to see if it stuck.
Watch the Geometric Vectors lesson freeFree Geometric Vectors practice test, with solutions
More Geometric Vectors topics: Cartesian Vectors in 2D and 3D · Force and Velocity Vector Problems
More MCV4U topics: Evaluating Limits · Chain Rule · Optimization Problems · Related Rates · Curve Sketching Steps · Dot Product and Projections · Cross Product, Area and Torque · Equations of Planes · Intersection of Three Planes · Continuity · Derivative from First Principles · Power, Product and Quotient Rules · Velocity and Acceleration · Increasing, Decreasing and Critical Points · Concavity and the Second Derivative Test · Derivatives of e^x and a^x · Derivatives of Sin, Cos and Tan · Equations of Lines in 3D · Intersection of Lines and Planes · Distance from a Point to a Line or Plane