Overview
Introduction: Vector Algebra deals with quantities that have both magnitude and direction. In Class 12 (NCERT), the chapter develops the algebraic and geometric language of vectors in two and three dimensions, introduces vector operations and products, and links these operations to geometric measures such as angles, areas and volumes. Importance: Vector methods give compact, coordinate-free ways to solve geometry and physics problems (lines, planes, work, moments, areas, volumes). Mastery of vector algebra is essential for 3-D geometry, mechanics, and higher mathematics; it is frequently used in CBSE problems and competitive exams. Key themes: representation of vectors (geometric and component forms), vector addition and scalar multiplication, scalar (dot) product and its geometric significance, vector (cross) product and its use for area and orthogonality, scalar triple product for volume and coplanarity, and applications to lines and planes in space. What the student will learn: Students will learn to represent vectors in component form, compute magnitudes and direction ratios/cosines, perform vector addition/subtraction and scalar multiplication, apply and prove properties of…
Learning Objectives
- Define vector, zero vector, unit vector and position vector, and distinguish between scalar and vector quantities.
- Represent vectors in component (i, j, k) form and convert between magnitude-direction and Cartesian forms.
- Interpret geometrically vector addition, subtraction and scalar multiplication using triangle and parallelogram laws.
- Compute magnitude, direction cosines and unit vector for a given vector.
- Apply dot product to find the angle between two vectors and to test for orthogonality.
- Apply cross product to find a vector perpendicular to two given vectors and to compute areas of parallelograms and triangles.
- Evaluate scalar triple product to test coplanarity of three vectors and to compute volume of a parallelepiped.
- Derive and use vector and Cartesian equations of a straight line in space, and find points of intersection and distance from a point to a line.
Topics in this chapter
9 topics · tap a topic title to jump straight to it.
Basic concepts of vectors
What is a vector? A vector is a quantity that has both magnitude (size) and direction. Unlike scalars (which have only magnitude), vectors represent directed quantities such as displacement, velocity, and force. Vectors are usually denoted by boldface letters (a) or letters with an arrow on top (\u2192a).
Representation: Graphically a vector is shown as a directed line segment (an arrow). Algebraically in coordinate form in 2D: \u2192a = (x, y) or as a combination of unit vectors i and j: \u2192a = x i + y j. In 3D: \u2192a = (x, y, z) = x i + y j + z k.
Key types and definitions
- Zero vector: The vector with zero magnitude and undefined direction, denoted \u21920 or (0,0,0).
- Unit vector: A vector of unit magnitude. The unit vector in the direction of \u2192a is \u2192a/|\u2192a|.
- Negative of a vector: The vector with same magnitude but opposite direction: -\u2192a.
- Position (or radius) vector: The vector from the origin O to a point P(x,y,z) is \u2192OP = (x,y,z).
- Collinear vectors: Vectors that lie along the same line (one is a scalar multiple of the other).
Equality of vectors: Two vectors are equal if they have the same magnitude and same direction. In components: (x1,y1,z1) = (x2,y2,z2) iff x1=x2, y1=y2, z1=z2.
Operations
- Addition: Graphically by the triangle (head-to-tail) or parallelogram rule. Algebraically add components: \u2192a + \u2192b = (ax+bx, ay+by, az+bz).
- Subtraction: \u2192a - \u2192b = \u2192a + (-\u2192b) (subtract components).
- Scalar multiplication: For scalar \u03bb, \u03bb\u2192a scales magnitude and possibly reverses direction if \u03bb<0: \u03bb\u2192a = (\u03bb ax, \u03bb ay, \u03bb az).
Important properties
- Commutative law: \u2192a + \u2192b = \u2192b + \u2192a.
- Associative law: (\u2192a + \u2192b) + \u2192c = \u2192a + (\u2192b + \u2192c).
- Distributive: \u03bb(\u2192a + \u2192b) = \u03bb\u2192a + \u03bb\u2192b.
- Scalar magnitude: |\u03bb\u2192a| = |\u03bb| |\u2192a|.
- Triangle inequality: |\u2192a + \u2192b| \u2264 |\u2192a| + |\u2192b|.
These basic concepts form the foundation for vector algebra used in geometry, physics and engineering problems.
- Displacement: Walking 3 km east then 4 km north is represented by vectors (3,0) and (0,4). Resultant displacement = (3,4) with magnitude 5 km (by Pythagoras).
- Force addition: Two forces 5 N along (1,0) and 5 N along (0,1) give resultant force (5,5) N; magnitude = 5√2 N.
- Velocity and relative motion: A boat aims north with speed 10 m/s while a current of 3 m/s east acts; resultant velocity = (3,10) m/s, magnitude = √(3^2+10^2)=√109 m/s.
- Unit vector example: For vector a=(3,4), magnitude |a|=5 so unit vector in its direction is (3/5, 4/5).
- Scalar multiplication: If a=(2,1) and λ=−2, then λa = (−4, −2) — direction reversed and length doubled.
- Component form (2D): \u2192a = (ax, ay) = ax i + ay j
- Component form (3D): \u2192a = (ax, ay, az) = ax i + ay j + az k
- Magnitude: |\u2192a| = \u221A(ax^2 + ay^2) in 2D; |\u2192a| = \u221A(ax^2 + ay^2 + az^2) in 3D
- Unit vector: \u2192u = \u2192a / |\u2192a|
- Addition (components): \u2192a + \u2192b = (ax+bx, ay+by, az+bz)
- Scalar multiplication: \u03bb\u2192a = (\u03bb ax, \u03bb ay, \u03bb az) and |\u03bb\u2192a| = |\u03bb||\u2192a|
Representation and components of a vector
What is a vector? A vector is a quantity that has both magnitude (size) and direction. Common examples: displacement, velocity, force.
Geometric representation: A vector is shown as a directed line segment (an arrow). The length of the arrow represents magnitude and the arrowhead shows direction. If the tail is at the origin and the head at point (x,y) (or (x,y,z)), the arrow represents the position vector of that point.
Algebraic (component) representation:
- In 2D: v = xi + yj, where x and y are the components along the x- and y-axes, and i, j are the unit vectors along those axes.
- In 3D: v = xi + yj + zk, where x, y, z are components along x, y, z axes and k is the unit vector along z.
- Also written in coordinate form: v = <x, y> (2D) or v = <x, y, z> (3D), or as a column: [x y]^T or [x y z]^T.
Components from two points: If A(x1,y1) and B(x2,y2) are two points, the vector from A to B is AB = <x2 - x1, y2 - y1>. Similarly for 3D: AB = <x2 - x1, y2 - y1, z2 - z1>.
Magnitude: For v = <x, y> the magnitude |v| = sqrt(x^2 + y^2). For v = <x, y, z>: |v| = sqrt(x^2 + y^2 + z^2).
Direction:
- In 2D a vector's direction can be given by the angle θ it makes with the positive x-axis: v = |v|(cosθ i + sinθ j), so components are x = |v| cosθ, y = |v| sinθ.
- In 3D direction cosines: if v = <x,y,z> and |v| = r, then cosα = x/r, cosβ = y/r, cosγ = z/r, where α, β, γ are angles with x, y, z axes.
Unit vector: The unit vector in direction of v is v̂ = v / |v| = <x/|v|, y/|v|, z/|v|>.
Important properties:
- Two vectors are equal iff their corresponding components are equal.
- The zero vector has all components zero and no defined direction.
- Scalar multiplication scales each component: c v = <c x, c y, c z>.
This component representation makes calculations (addition, subtraction, dot/cross products, magnitudes, projections) straightforward and connects geometric intuition with algebraic operations.
- Simple 2D example: Point P(2, 3). Position vector OP = 2i + 3j. Magnitude |OP| = sqrt(2^2 + 3^2) = sqrt(13). Unit vector = (2/√13) i + (3/√13) j.
- Vector between points: A(1,2,3), B(4,0,-1). AB = <4-1, 0-2, -1-3> = <3, -2, -4>. Magnitude = sqrt(3^2 + (-2)^2 + (-4)^2) = sqrt(29).
- Resolving a force: A force of 10 N acts at 30° above the positive x-axis in the xy-plane. Components: Fx = 10 cos30° = 8.66 N, Fy = 10 sin30° = 5.00 N. Vector form: 8.66 i + 5.00 j N.
- Navigation example: A boat moves 5 km east then 3 km north. Resultant displacement vector = <5,3> km, magnitude = sqrt(34) km ≈ 5.83 km, direction = arctan(3/5) ≈ 31° north of east.
- 2D component form: v = xi + yj or v = <x, y>
- 3D component form: v = xi + yj + zk or v = <x, y, z>
- Magnitude (2D): |v| = sqrt(x^2 + y^2)
- Magnitude (3D): |v| = sqrt(x^2 + y^2 + z^2)
- Vector between points: AB = <x2 - x1, y2 - y1, z2 - z1>
- Unit vector: v̂ = v / |v| = <x/|v|, y/|v|, z/|v|>
Addition and subtraction of vectors
Overview: Vectors are quantities with magnitude and direction. Addition and subtraction combine such quantities either graphically (geometric rules) or algebraically (component-wise). These operations give the resultant vector.
Graphical methods:
- Triangle (tip-to-tail) rule: Place the tail of vector b at the tip of vector a; the vector from the tail of a to the tip of b is a + b.
- Parallelogram rule: Place both vectors with a common origin; complete the parallelogram. The diagonal from the origin is a + b.
- Subtraction: a − b = a + (−b). Reverse b (change its direction) and add by the rules above.
Algebraic (component) method: For vectors in 2D, write a = (a_x, a_y), b = (b_x, b_y). Then
- a + b = (a_x + b_x, a_y + b_y)
- a − b = (a_x − b_x, a_y − b_y)
Magnitude and direction of the resultant: If θ is the angle between a and b, then
- |a + b|^2 = |a|^2 + |b|^2 + 2|a||b| cosθ (law of cosines)
- |a − b|^2 = |a|^2 + |b|^2 − 2|a||b| cosθ
- If a + b = (r_x, r_y), its direction φ (measured from x-axis) is φ = arctan(r_y / r_x) (taking quadrant into account).
Properties: Addition of vectors is commutative and associative: a + b = b + a, (a + b) + c = a + (b + c). The zero vector 0 is the additive identity: a + 0 = a. Every vector a has an additive inverse −a: a + (−a) = 0.
Notes for 3D: Same rules apply with components (a_x, a_y, a_z). Addition and subtraction are performed component-wise.
- Real-life: Displacement — walking 3 km east then 4 km north gives resultant displacement equal to the vector sum; use triangle rule or components to get (3,4) → magnitude 5 km.
- Real-life: Forces — two forces acting on an object at a point can be replaced by their resultant using parallelogram rule; design and equilibrium use vector sum = 0.
- Numeric example (2D components): Let a = (3, 4), b = (1, 2). Then a + b = (4, 6). Magnitude |a + b| = sqrt(4^2 + 6^2) = sqrt(52) ≈ 7.21. Also a − b = (2, 2) with magnitude sqrt(8) ≈ 2.83.
- Navigation example: A plane has airspeed vector v_plane and wind vector v_wind. Ground velocity = v_plane + v_wind; to maintain a desired ground track, pilot adjusts heading so vector sum points toward the destination.
- Component addition (2D): a = (a_x, a_y), b = (b_x, b_y) ⇒ a + b = (a_x + b_x, a_y + b_y)
- Component subtraction: a − b = (a_x − b_x, a_y − b_y)
- Magnitude from components: |a| = sqrt(a_x^2 + a_y^2) (extend to 3D with a_z^2)
- Resultant magnitude (law of cosines): |a + b|^2 = |a|^2 + |b|^2 + 2|a||b| cosθ, where θ is angle between a and b
- Difference magnitude: |a − b|^2 = |a|^2 + |b|^2 − 2|a||b| cosθ
- Angle of resultant from components: if r = a + b = (r_x, r_y), direction φ = arctan(r_y / r_x) (use correct quadrant)
Multiplication of a vector by a scalar
Definition: Multiplication of a vector by a scalar means scaling the vector by a real number. If a is a vector and k is a scalar (real number), the product k a is a vector obtained by multiplying each component of a by k.
Algebraic form: If a = (x, y) in 2D or a = (x, y, z) in 3D, then
- k a = (k x, k y) in 2D
- k a = (k x, k y, k z) in 3D
Geometric effect:
- Magnitude: |k a| = |k| · |a|. The length of the vector is multiplied by |k|.
- Direction: If k > 0, k a has the same direction as a. If k < 0, k a has the opposite direction (it is reversed). If k = 0, k a is the zero vector.
- Collinearity: k a lies on the line through the origin and the head of a (i.e., k a is collinear with a).
Unit vector relation: If a ≠ 0 and û = a/|a| is the unit vector in the direction of a, then k a = (k |a|) û. This shows scaling acts only on magnitude.
Key vector-scalar properties:
- Associativity of scalars: (k₁ k₂) a = k₁ (k₂ a).
- Distributivity over vector addition: k (a + b) = k a + k b.
- Distributivity over scalar addition: (k₁ + k₂) a = k₁ a + k₂ a.
- 1 · a = a and 0 · a = 0 (zero vector).
Visual intuition: Draw vector a from the origin to point P(x,y). For k > 1 the arrow extends beyond P in the same line; for 0 < k < 1 the arrow is shorter and lies between origin and P; for k < 0 the arrow points in the exact opposite direction on the same line; for k = 0 the arrow collapses to the origin.
- Example 1 (2D numeric): Let a = (3, 4). If k = 2, then 2a = (6, 8). |a| = 5, |2a| = 10 = 2·5, direction same as a.
- Example 2 (sign reversal): Let a = (2, -1). If k = -1, then -a = (-2, 1). The vector is reversed; | -a | = |a|.
- Example 3 (real-life): Map displacement — if a displacement vector a represents 5 km east, then 0.5 a represents walking half that distance (2.5 km east). If a represents a force of 10 N in a direction, 3a represents applying three times that force (30 N) in the same direction.
- If a = (x, y, z), then k a = (k x, k y, k z).
- |k a| = |k| · |a|.
- Direction: sign(k) determines whether the direction is preserved (k > 0) or reversed (k < 0).
- Unit-vector form: if û = a/|a| (a ≠ 0), then k a = (k |a|) û.
- Properties: (k1 k2) a = k1 (k2 a); k(a + b) = k a + k b; (k1 + k2) a = k1 a + k2 a; 1·a = a; 0·a = 0.
Dot (scalar) product
Definition: The dot (or scalar) product is a binary operation on two vectors that returns a scalar. For vectors a and b, their dot product is written a · b.
Algebraic form (coordinates): If a = (a1, a2, ..., an) and b = (b1, b2, ..., bn) in R^n, then a · b = a1 b1 + a2 b2 + ... + an bn.
Geometric form: If |a| and |b| are magnitudes and θ is the angle between a and b (0 ≤ θ ≤ π), then
a · b = |a| |b| cos θ.
These two expressions are equivalent (can be shown using the law of cosines). The dot product therefore connects components and geometry.
Important consequences and interpretations:
- a · a = |a|^2, so the magnitude of a is |a| = sqrt(a · a).
- Two nonzero vectors are orthogonal (perpendicular) iff a · b = 0.
- The scalar projection (component) of a on b: comp_b(a) = (a · b)/|b|. The vector projection of a on b: proj_b(a) = ((a · b)/|b|^2) b.
- Angle between vectors: cos θ = (a · b)/(|a||b|).
- Distributive and bilinear properties: a · (b + c) = a · b + a · c and (λa) · b = λ (a · b).
Physical meaning and applications: The dot product measures how much one vector goes in the direction of another. In physics, work done by a force F during displacement d is W = F · d = |F||d|cos θ. Dot products appear in projections, orthogonality tests, computing angles, least-squares, and similarity measures (cosine similarity) in data science.
Useful inequalities: Cauchy–Schwarz: |a · b| ≤ |a| |b|, which yields the triangle inequality for lengths.
- Example 1 (coordinate computation): Let a = (2, 3, -1) and b = (1, 0, 4). Then a · b = 2·1 + 3·0 + (-1)·4 = 2 - 4 = -2. The angle: cos θ = (-2)/(√(2^2+3^2+(-1)^2) √(1^2+0^2+4^2)) = -2/(√14 · √17).
- Example 2 (orthogonality): Check if u = (1, 2, -1) and v = (2, -1, 0) are perpendicular. u · v = 1·2 + 2·(-1) + (-1)·0 = 2 - 2 + 0 = 0, so u ⟂ v.
- Example 3 (projection): Project a = (3, 4, 0) on b = (5, 0, 0). Scalar projection = (a · b)/|b| = (3·5 + 4·0 + 0·0)/5 = 15/5 = 3. Vector projection = (15/25) b = (3/5)·(5,0,0) = (3,0,0).
- Example 4 (work): A force of magnitude 10 N acts at 30° to the direction of motion; displacement = 5 m. Work = |F||d| cos30° = 10·5·(√3/2) = 25√3 J ≈ 43.3 J.
- Example 5 (angle from dot product in 2D): a = (1, 1), b = (√3, 1). Compute a · b = 1·√3 + 1·1 = √3 + 1. |a| = √2, |b| = √(3 + 1) = 2. cos θ = (√3 + 1)/(2√2).
- a · b = a1 b1 + a2 b2 + ... + an bn (coordinate form)
- a · b = |a||b| cos θ (geometric form)
- a · a = |a|^2, so |a| = sqrt(a · a)
- cos θ = (a · b)/(|a||b|) (angle between vectors)
- comp_b(a) = (a · b)/|b| (scalar projection of a on b)
- proj_b(a) = ((a · b)/|b|^2) b (vector projection of a on b)
Cross (vector) product
Definition: For two vectors a and b in three-dimensional space, the cross (vector) product a × b is a vector perpendicular to both a and b. Its direction is given by the right-hand rule and its magnitude is |a||b|sinθ, where θ is the smaller angle between a and b (0 ≤ θ ≤ π).
Computation (components): If a = (a1, a2, a3) and b = (b1, b2, b3), then
a × b = (a2 b3 − a3 b2, a3 b1 − a1 b3, a1 b2 − a2 b1)
Equivalently, a × b can be written as the determinant of a symbolic matrix: a × b = det([i j k; a1 a2 a3; b1 b2 b3]).
Direction (right-hand rule): Point your index finger along a and middle finger along b; your thumb then points in the direction of a × b. If you reverse the order, b × a = −(a × b).
Geometric meaning: The magnitude |a × b| equals the area of the parallelogram spanned by a and b. The area of the triangle with sides a and b from the same vertex is (1/2)|a × b|.
When it is zero: a × b = 0 exactly when a and b are parallel (θ = 0 or π) or when one vector is the zero vector.
Common identities: distributive over addition: a × (b + c) = a × b + a × c; anti-commutative: a × b = −(b × a); scalar triple product relation: a · (b × c) equals the volume of the parallelepiped formed by a, b, c.
Applications (brief): computing normals to planes, torque (τ = r × F), magnetic force on a moving charge (F = q v × B), angular momentum (L = r × p), and areas in geometry.
- Numeric example: Let a = (1, 2, 3) and b = (4, 5, 6). Then a × b = (2*6 − 3*5, 3*4 − 1*6, 1*5 − 2*4) = (−3, 6, −3). This vector is perpendicular to both a and b (check dot products a·(a×b)=0 and b·(a×b)=0).
- Torque: If a force F = (0, 10, 0) N acts at position r = (2, 0, 0) m, torque τ = r × F = (0, 0, 20) N·m. The torque vector points along the z-axis indicating axis of rotation.
- Magnetic force: A charge q moving with velocity v = (1, 0, 0) m/s in magnetic field B = (0, 0, 2) T experiences force F = q (v × B) = q(0, −2, 0). Direction given by right-hand rule.
- Area of parallelogram: Vectors a and b spanning a parallelogram have area |a × b|. For a = (3,0,0) and b = (0,4,0), |a × b| = 12 (area = 12).
- Normal to a plane: If two non-parallel direction vectors of a plane are u and v, then n = u × v is a normal vector. Use n to write plane equation n·(r − r0) = 0.
- Magnitude: |a × b| = |a| |b| sinθ, where θ is angle between a and b (0 ≤ θ ≤ π).
- Component form: a × b = (a2 b3 − a3 b2, a3 b1 − a1 b3, a1 b2 − a2 b1).
- Determinant form: a × b = det([i j k; a1 a2 a3; b1 b2 b3]).
- Anti-commutative: a × b = −(b × a).
- Distributive: a × (b + c) = a × b + a × c.
- Scalar triple product (volume): a · (b × c) = b · (c × a) = c · (a × b).
Scalar triple product (box product)
The scalar triple product (also called the box product) of three vectors u, v and w is defined as u · (v × w). It is a scalar whose absolute value equals the volume of the parallelepiped formed by the three vectors when placed tail-to-tail, and whose sign indicates the orientation (right-handed or left-handed) of the ordered triple (u,v,w).
Algebraic definition and determinant form:
- u · (v × w) = (u × v) · w.
- If u = (u1,u2,u3), v = (v1,v2,v3), w = (w1,w2,w3), then the scalar triple product equals the determinant of the 3x3 matrix with rows (or columns) u, v, w: u · (v × w) = det [[u1,u2,u3],[v1,v2,v3],[w1,w2,w3]].
Geometric meaning:
- |u · (v × w)| = volume of the parallelepiped with edges u, v, w.
- Volume of the tetrahedron formed by these three edge-vectors = |u · (v × w)| / 6 (parallelepiped has 6 congruent tetrahedra).
- If u · (v × w) = 0, the vectors are coplanar (volume zero).
- The sign of u · (v × w) is positive if (u,v,w) is a right-handed set and negative if left-handed; this follows from the right-hand rule for the cross product.
Key algebraic properties (useful for calculation):
- Distributive: u · (v + w) × z = u · (v × z) + u · (w × z).
- Scalar factor: (a u) · (v × w) = a [u · (v × w)].
- Permutation: u · (v × w) = v · (w × u) = w · (u × v) (cyclic permutations keep the same value).
- Swap sign: swapping any two vectors changes the sign: u · (v × w) = -v · (u × w).
Computation: Expand the determinant or compute v × w first and then take the dot product with u. For numeric vectors use the standard 3x3 determinant expansion or Sarrus' rule.
- Numeric coplanarity check: u=(1,2,3), v=(4,5,6), w=(7,8,9). Compute det[[1,2,3],[4,5,6],[7,8,9]] = 0, so the three vectors are coplanar.
- Parallelepiped volume: u=(1,0,0), v=(0,2,0), w=(0,0,3). u · (v × w) = det[[1,0,0],[0,2,0],[0,0,3]] = 6, so the parallelepiped volume = 6. A tetrahedron with these edges has volume = 6/6 = 1.
- Application in computer graphics/geometry: To compute the signed volume of a parallelepiped (useful for orientation tests or collision detection) given three edge vectors a,b,c, compute V_signed = a · (b × c). If V_signed < 0 the orientation is left-handed; if V_signed = 0 the points are coplanar.
- Scalar triple product: u · (v × w).
- Determinant form: u · (v × w) = det [[u1,u2,u3],[v1,v2,v3],[w1,w2,w3]] (rows or columns).
- Cyclic equality: u · (v × w) = v · (w × u) = w · (u × v).
- Sign change on swap: swapping two vectors changes sign: u · (v × w) = -v · (u × w).
- Volume of parallelepiped: Volume = |u · (v × w)|.
- Volume of tetrahedron: V_tetra = |u · (v × w)| / 6.
Vector triple product and identities
Overview
There are two related concepts called the vector triple product and the scalar (or mixed) triple product. Both are important in geometry and physics (volumes, torque, moments).
1. Scalar (mixed) triple product
Definition: A · (B × C). It is a scalar equal to the signed volume of the parallelepiped formed by A, B and C. In coordinates it equals the determinant whose rows (or columns) are the components of A, B, C.
- Geometric meaning: |A · (B × C)| = volume of parallelepiped with edges A, B, C.
- Coplanarity test: A · (B × C) = 0 ⇔ A, B, C are coplanar.
- Permutation property: A · (B × C) = B · (C × A) = C · (A × B) (cyclic). Swapping two vectors changes sign.
2. Vector triple product
Definition: A × (B × C) is a vector. The key identity (called BAC–CAB or Lagrange's identity) is:
A × (B × C) = B (A · C) − C (A · B)
This identity expresses the result as a linear combination of B and C (i.e. it lies in the plane spanned by B and C). A similar identity for the other ordering is:
(A × B) × C = B (C · A) − A (B · C)
Short proof idea of A × (B × C) = B(A·C) − C(A·B)
Decompose A into two parts: A = A_parallel + A_perp, where A_parallel lies in the plane spanned by B and C, and A_perp is perpendicular to that plane. Since A_perp is parallel to B × C, A_perp × (B × C) = 0. Hence only A_parallel matters. Write A_parallel = uB + vC and find u, v by dotting with C and B respectively (using A·B and A·C). Substituting gives the identity above.
Useful consequences
- A × (B × C) lies in span{B, C} (it is orthogonal to B × C).
- Scalar triple product equals determinant: A · (B × C) = det([A B C]).
- If any two of A, B, C are equal or linearly dependent, the scalar triple product is zero.
Applications / significance
- Volume computation of parallelepipeds and tetrahedra (via scalar triple product).
- Determining coplanarity of vectors.
- Simplifying expressions in mechanics and electromagnetism (e.g., manipulations of torque τ = r × F and identities in angular momentum and Lorentz force algebra).
- Simplifying cross-product algebra in rigid-body kinematics and vector calculus.
- Example 1 (Use identity): Let A = (1,2,3), B = (0,1,−1), C = (2,0,1). Compute A × (B × C) quickly. First compute A·C = 1*2 + 2*0 + 3*1 = 5 and A·B = 1*0 + 2*1 + 3*(−1) = −1. So A × (B × C) = B*(A·C) − C*(A·B) = (0,1,−1)*5 − (2,0,1)*(−1) = (0,5,−5) + (2,0,1) = (2,5,−4).
- Example 2 (Scalar triple product and volume): A = (1,0,0), B = (0,2,0), C = (0,0,3). Then A · (B × C) = determinant [[1,0,0],[0,2,0],[0,0,3]] = 6. Volume of parallelepiped = |6| = 6. If A, B, C were coplanar the determinant would be 0.
- Example 3 (Coplanarity test): Given A, B, C, compute A · (B × C). If result = 0 they are coplanar. For A=(1,1,1), B=(1,2,3), C=(2,3,4): B×C = ( (2*4−3*3), (3*2−1*4), (1*3−2*2) ) = (8−9,6−4,3−4) = (−1,2,−1). Then A·(B×C) = 1*(−1)+1*2+1*(−1)=0 ⇒ coplanar.
- Vector triple product (BAC−CAB): A × (B × C) = B (A · C) − C (A · B).
- Alternate ordering: (A × B) × C = B (C · A) − A (B · C).
- Scalar (mixed) triple product: A · (B × C) = determinant of matrix with rows A, B, C.
- Volume of parallelepiped: V = |A · (B × C)|.
- Coplanarity condition: A · (B × C) = 0 ⇔ A, B, C are coplanar.
- Cyclic property: A · (B × C) = B · (C × A) = C · (A × B).
Geometrical applications
Overview
Geometrical applications of vectors use vector operations (addition, scalar multiplication, dot and cross products) to describe and solve problems about points, lines, planes, distances, angles, areas and volumes in 2D and 3D space. Vectors provide compact coordinate-free formulas that are especially useful in analytic geometry and physics.
Basic ideas
- Position vector: The vector from the origin O to point P is r = OP.
- Vector equation of a line: A line through point A (position vector a) with direction vector b: r = a + t b, t ∈ R.
- Vector equation of a plane: A plane with normal vector n and at distance d from origin: r · n = d. Or through point A (position a): (r − a) · n = 0.
- Direction cosines: For a direction vector v = (l, m, n), the direction cosines are proportional to its components.
Key geometric operations
- Angle between two vectors b1 and b2: cos θ = (b1 · b2) / (|b1||b2|).
- Projection of a on b (scalar): comp_b(a) = (a · b) / |b|. (vector projection) proj_b(a) = ((a · b) / |b|^2) b.
- Area of triangle/parallelogram: If two sides are represented by vectors u and v, area of parallelogram = |u × v|, area of triangle = 1/2 |u × v|.
- Volume: Volume of parallelepiped formed by vectors a, b, c = |a · (b × c)|. Volume of corresponding tetrahedron = (1/6) |a · (b × c)|.
- Coplanarity: Points (or vectors) a, b, c are coplanar iff scalar triple product a · (b × c) = 0.
Distances
- Distance from point P (position p) to line L: r = a + t b is |(p − a) × b| / |b| (length of perpendicular).
- Distance from point P (p) to plane (r · n = d): |p · n − d| / |n|.
- Shortest distance between two skew lines r = a1 + λ b1 and r = a2 + μ b2:
distance = |(a2 − a1) · (b1 × b2)| / |b1 × b2|.
How to use these in typical problems
- To check if two lines intersect: equate r = a1 + λ b1 and r = a2 + μ b2 and solve for λ, μ. If consistent, they intersect; otherwise they are skew or parallel.
- To find foot of perpendicular from P to line or plane: use projection formulas or solve for parameter t by minimizing distance (set derivative or use orthogonality).
- To get angle between line and plane: get angle between line direction b and plane normal n; angle between line and plane = 90° − angle(b, n).
Why vectors help
Vector formulas replace coordinate-heavy algebra by compact algebraic operations (dot and cross products) that are easy to compute and generalize to 3D problems in physics (forces, velocities), engineering (structural geometry), and computer graphics (rendering, collision detection).
- Find the distance between skew lines L1: r = (1,0,2) + λ(1,2,1) and L2: r = (2,1,0) + μ(2,−1,1). Use distance = |(a2 − a1) · (b1 × b2)| / |b1 × b2|.
- Find the foot of the perpendicular from point P(3,0,1) to the line r = (1,1,0) + t(2,−1,1). Compute projection of (P − A) on direction b to get parameter t and hence the foot.
- Area of triangle with vertices A(1,0,0), B(0,1,0), C(0,0,1): compute vectors AB and AC, then area = 1/2 |AB × AC|.
- Equation of plane through A(1,1,1) with normal n = (2,−1,3): (r − (1,1,1)) · (2,−1,3) = 0, or 2(x−1) − (y−1) + 3(z−1) = 0.
- Distance from point Q(3,−1,2) to plane 2x − y + 3z = 7: distance = |2*3 − (−1) + 3*2 − 7| / √(2^2 + (−1)^2 + 3^2) = |6+1+6−7|/√14 = 6/√14.
- Check coplanarity of vectors a, b, c: compute scalar triple product a · (b × c); if zero they are coplanar.
- Position vector of P: r = OP.
- Line through a with direction b: r = a + t b.
- Plane with normal n through a: (r − a) · n = 0 or r · n = d.
- Dot product: a · b = |a||b| cos θ.
- Angle between vectors: cos θ = (a · b) / (|a||b|).
- Projection (scalar): comp_b(a) = (a · b) / |b|.
Key Concepts
- Vector
- A quantity having both magnitude and direction, represented by an ordered tuple (x,y,z) or an arrow.
- Scalar
- A real number that multiplies a vector or represents magnitude without direction.
- Zero vector
- The vector with all components zero, denoted 0; magnitude is 0.
- Position vector
- Vector from the origin to a point P(x,y,z), written r = (x,y,z).
- Unit vector
- A vector of magnitude 1. Unit vector in direction of a is a/|a|.
- Equality of vectors
- Two vectors are equal if their corresponding components are equal (same magnitude and direction).
- Addition of vectors
- Sum is obtained component-wise or by parallelogram/triangle rule: (a1,a2,a3)+(b1,b2,b3) = (a1+b1,a2+b2,a3+b3).
- Scalar multiplication
- Multiplying a vector by scalar k scales each component: k(a1,a2,a3) = (ka1,ka2,ka3).
- Magnitude (norm)
- Length of vector a = (x,y,z) given by |a| = sqrt(x^2 + y^2 + z^2).
- Direction cosines
- Cosines of angles α,β,γ that a vector makes with x-, y-, z-axes: l = cosα = a_x/|a|, m = a_y/|a|, n = a_z/|a|.
- Collinear vectors
- Vectors that lie along the same line; one is a scalar multiple of the other.
- Coplanar vectors
- Vectors that lie in the same plane. Three vectors a,b,c are coplanar if scalar triple product a·(b×c) = 0.
- Orthogonal vectors
- Vectors perpendicular to each other; their dot product is zero.
- Dot product (scalar product)
- a·b = a1b1 + a2b2 + a3b3 = |a||b|cosθ; yields a scalar.
- Cross product (vector product)
- a × b is a vector perpendicular to both a and b with magnitude |a||b|sinθ and direction given by right-hand rule; computed by determinant formula.
- Projection of a on b
- Scalar projection: comp_b(a) = (a·b)/|b|. Vector projection: ((a·b)/|b|^2) b.
- Component of a along a unit vector
- The scalar component of a along unit vector u is a·u (equals projection scalar).
- Scalar triple product
- a·(b×c); equals volume of parallelepiped formed by a,b,c; zero if vectors are coplanar.
- Vector equation of a line
- Line through point with position vector a and direction vector b: r = a + t b, t ∈ R.
- Vector equation of a plane
- Plane with normal n passing through point r0: (r - r0)·n = 0, equivalently r·n = d where d = r0·n.
End-of-Chapter Trial Paper & Test Questions
Topic-wise questions to test your understanding of every concept in this chapter.
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Define a unit vector and find the unit vector in the direction of a = 3i + 4j. / एकांक सदिश को परिभाषित कीजिए और a = 3i + 4j की दिशा में एकांक सदिश ज्ञात कीजिए।
Show answer
A unit vector has magnitude 1; û = a/|a|. Here |a|=5, so û = (3/5)i + (4/5)j. / एकांक सदिश का परिमाण 1 होता है; û = a/|a|. यहाँ |a|=5, अतः û = (3/5)i + (4/5)j।
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Find the vector AB and its magnitude for A(1,2,3), B(4,0,−1). / A(1,2,3), B(4,0,−1) के लिए सदिश AB तथा उसका परिमाण ज्ञात कीजिए।
Show answer
AB = (3, −2, −4); |AB| = √(9+4+16) = √29. / AB = (3, −2, −4); |AB| = √(9+4+16) = √29।
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Find the angle between a = (2,3,−1) and b = (1,0,4) using the dot product. / बिंदु गुणनफल का उपयोग कर a = (2,3,−1) तथा b = (1,0,4) के बीच कोण ज्ञात कीजिए।
Show answer
a·b = 2−4 = −2; cosθ = −2/(√14·√17), so θ = cos⁻¹(−2/√238). / a·b = 2−4 = −2; cosθ = −2/(√14·√17), अतः θ = cos⁻¹(−2/√238)।
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Show that u = (1,2,−1) and v = (2,−1,0) are orthogonal. / दिखाइए कि u = (1,2,−1) तथा v = (2,−1,0) लम्बवत हैं।
Show answer
u·v = 2 − 2 + 0 = 0; since the dot product is zero, the vectors are orthogonal. / u·v = 2 − 2 + 0 = 0; बिंदु गुणनफल शून्य होने से सदिश लम्बवत हैं।
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Compute a × b for a = (1,2,3), b = (4,5,6) and state its geometric meaning. / a = (1,2,3), b = (4,5,6) के लिए a × b ज्ञात कीजिए तथा उसका ज्यामितीय अर्थ बताइए।
Show answer
a × b = (−3, 6, −3); it is perpendicular to both a and b, and |a×b| equals the area of the parallelogram spanned by a and b. / a × b = (−3, 6, −3); यह a तथा b दोनों के लम्बवत है, और |a×b| = a व b द्वारा बने समांतर चतुर्भुज का क्षेत्रफल।
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Find the vector projection of a = (3,4,0) on b = (5,0,0). / a = (3,4,0) का b = (5,0,0) पर सदिश प्रक्षेप ज्ञात कीजिए।
Show answer
proj_b(a) = ((a·b)/|b|²)b = (15/25)(5,0,0) = (3,0,0). / proj_b(a) = ((a·b)/|b|²)b = (15/25)(5,0,0) = (3,0,0)।
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Using the scalar triple product, check whether (1,2,3),(4,5,6),(7,8,9) are coplanar. / अदिश त्रिक गुणनफल से जाँचिए कि (1,2,3),(4,5,6),(7,8,9) समतलीय हैं या नहीं।
Show answer
det of the rows = 0, so the scalar triple product is 0 and the three vectors are coplanar. / पंक्तियों का सारणिक = 0, अतः अदिश त्रिक गुणनफल 0 है और तीनों सदिश समतलीय हैं।
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Find the distance from point Q(3,−1,2) to the plane 2x − y + 3z = 7. / बिंदु Q(3,−1,2) से समतल 2x − y + 3z = 7 की दूरी ज्ञात कीजिए।
Show answer
Distance = |2(3) − (−1) + 3(2) − 7|/√(4+1+9) = |6+1+6−7|/√14 = 6/√14. / दूरी = |2(3) − (−1) + 3(2) − 7|/√(4+1+9) = |6+1+6−7|/√14 = 6/√14।
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