Vector arithmetic: Addition, scalar multiplication, magnitude and unit vectors
“Perform vector arithmetic with vectors in the plane, including component and column-vector notation, and find the magnitude and unit vector”
A 2D vector is an arrow with components , added and scaled componentwise (head to tail or by the parallelogram rule). Its magnitude is by Pythagoras, and its unit vector is . The vector from to is (end minus start), and its magnitude is the distance .
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What this dot point is asking
NESA wants you to be fluent with two-dimensional vectors: their notation (column, component and form), what they mean as arrows, how to add and subtract them both algebraically and geometrically, how to scale them, and how to find a magnitude (length) and a unit vector. This is the alphabet of the whole Vectors module. Every later dot point, the scalar product, projection, lines and geometric proofs, is written in this language, so the few minutes spent making it automatic here are repaid many times over.
The answer
A vector is an arrow: magnitude and direction
A vector carries two pieces of information at once, a magnitude (length) and a direction, and nothing else. Picture it as an arrow. Crucially, a vector is free: an arrow of the same length pointing the same way is the same vector, wherever you draw it on the page. This is why addition works by sliding arrows around, and why depends only on where and are, not on any axes. A quantity with size but no direction (mass, time, temperature) is a scalar, an ordinary number.
A two-dimensional vector has a horizontal component and a vertical component . The three notations you must read and write fluently are
where and are the standard unit vectors along the axes. In handwriting a vector is underlined () or written with an arrow; printed work uses bold. The components and tell you "how far across" and "how far up" the arrow goes, so they encode the magnitude and direction together.
Vector addition: head to tail, or the parallelogram
To add vectors, add components:
The picture is the part NESA cares about. There are two equivalent constructions, and you should be able to draw either.
- Head to tail (the triangle rule). Draw , then draw starting from the head of . The sum is the single arrow from the tail of to the head of . It is the net displacement of "go along , then along ".
- The parallelogram rule. Draw and from a common point. Complete the parallelogram. The diagonal from the common point is .
They give the same arrow because the far side of the parallelogram is just a copy of moved to the head of , which is exactly the head-to-tail picture.
Below, is built up one move at a time, finishing with the full parallelogram so you can see both diagonals.
Stage 1, the two vectors. Draw and with their tails together at a point . So far nothing has been added; these are the two arrows we want to combine.
Stage 2, slide b to the head of a. A vector is free, so move a copy of (keeping its length and direction) until its tail sits at the head of . The original is left dashed for reference.
Stage 3, the sum closes the triangle. The resultant is the arrow from (the tail of ) straight to the head of the moved . It closes the triangle, which is why this is called the triangle rule.
Stage 4, the parallelogram and the difference. Drawing both and from and completing the parallelogram gives the same diagonal . The other diagonal, from the head of to the head of , is (think " plus what gets you to ").
Vector subtraction
Subtract componentwise:
There are two reliable ways to see geometrically. Either read it as the addition , where is reversed, or read it straight off the parallelogram above: with and from a common point, is the arrow from the head of to the head of . The second picture is the engine behind the displacement rule next.
The vector from point to point is
where are the position vectors of . Its length is the distance . Reversing the order gives , the same arrow pointing the other way.
Scalar multiplication: stretching and flipping
For a scalar and a vector ,
Geometrically is parallel to with magnitude : same direction if , opposite if , and the zero vector if . This single idea is the definition of parallel that every proof uses: two vectors are parallel exactly when one is a scalar multiple of the other.
Magnitude by Pythagoras
The magnitude (length, or modulus) of is
This is just Pythagoras' theorem on the right triangle whose legs are the components and and whose hypotenuse is the arrow itself.
For a displacement , the same formula gives the distance between the points:
This is literally the distance formula from coordinate geometry, which is no coincidence: the distance formula is the magnitude of a displacement vector.
Unit vectors
A unit vector has magnitude . The unit vector in the direction of a non-zero is
Dividing by the length rescales the arrow to length without turning it, so by construction. Two everyday uses: to build a vector of a prescribed length in a given direction, take ; and to extract a direction from a vector while throwing away its size, take .
The vector laws and the triangle inequality
Vector addition is commutative () and associative (); scalar multiplication distributes over addition (). These mirror the laws of ordinary arithmetic and let you rearrange vector expressions freely, which is exactly what geometric proofs rely on.
One law does not carry over from numbers, and it is a favourite trap. Magnitudes do not add:
with equality only when and point the same way. The reason is geometric: in the triangle rule, the side can never be longer than the broken path along then , and is shorter whenever the path bends.
How exam questions ask about vector arithmetic
The wording is rarely "do vector arithmetic". Learn to translate:
- "Find " or "the displacement from to ": compute (end minus start).
- "Find the distance " or "the length of ": take .
- "Find a unit vector in the direction of ...": divide the vector by its magnitude.
- "Find the vector of magnitude in the direction of ...": form , then multiply by .
- "Show that , , are collinear": show for some scalar (parallel and sharing the point forces one straight line).
- "Are and parallel?": test whether one is a scalar multiple of the other (equal ratios of components).
- "Express in terms of and ": build a head-to-tail route through the named points (for example ).
Lay every magnitude out in full: , then the surd. Markers want to see the squared terms before the root, and a dropped square root is the single most common lost mark. Keep magnitudes as exact surds (, ) unless a decimal is asked for. For displacement, write " (end minus start)" so the order is unambiguous, and remember the answer is the distance when a magnitude is taken. Stay in one notation per question (default to column vectors), and never write "" between a vector and a scalar: is a vector, is a number.
Add vectors component by component and find the magnitude
For and , add componentwise, then apply Pythagoras to the result:
Leave it as the exact surd . As a sanity check on the triangle inequality, and , and indeed .
Scale a vector to unit length
For , find the magnitude first, then divide the vector by it so the length becomes exactly :
Check: . Good.
Compute the displacement and distance between two points
The vector from to is end minus start, and its magnitude is the distance:
Compute a scalar combination componentwise
For and , find . Scale each vector, then subtract:
Build a vector of prescribed magnitude in a given direction
Find the vector of magnitude in the direction of . Form the unit vector first, then scale it to the required length:
Test whether two vectors are parallel
Are and parallel? Check whether one is a scalar multiple of the other by comparing the ratios of corresponding components: and . The ratios agree, so : the vectors are parallel, pointing in opposite directions (anti-parallel).
Prove three points are collinear
Show that , and lie on one straight line. Compute two displacements from the same point and test for parallelism:
Since is a scalar multiple of and both start at , the three points are collinear (and is three times as far from as is, in the same direction).
- Sign error in
- It is (end minus start), not . Reversing gives , the opposite arrow.
- Forgetting the square root for magnitude
- , not . Always take the root.
- Adding magnitudes
- in general; the triangle inequality only gives , with equality only for same-direction vectors.
- Treating a unit vector as "one component"
- A unit vector has length , found by dividing by the magnitude; it is not a vector with a in it.
- Mixing notations mid-question
- , and are the same vector. Pick one (column form unless told otherwise) and stay with it.
- Equating a vector with a scalar
- is an arrow; is its length. Do not write a magnitude equal to a vector or vice versa.
Exam-style questions
Questions in the style of NESA exam questions on this dot point, each with a worked answer. They are written by ExamExplained unless tagged "Past paper"; the year shows the paper a question is modelled on.
HSC-style2 marksIf , find and the unit vector in the direction of .Show worked answer →
Magnitude: .
Unit vector: .
Markers reward the Pythagorean magnitude calculation, the explicit scaling by , and the components of the unit vector.
HSC-style3 marksThe points and have position vectors and . Find and the distance .Show worked answer →
.
Distance .
Markers reward the subtraction (end minus start), the components of , and the magnitude as the distance.