Vector Calculator
Add vectors, find magnitude and direction, and compute dot, cross, and unit vectors step by step
Vector Basics: Components, Magnitude, Direction
A vector carries both magnitude and direction. In component form or .
Magnitude (length) is the distance formula applied to the components:
Direction angle in 2D, measured counter-clockwise from the positive -axis:
Back to components from magnitude and direction :
Unit vector — same direction, length 1:
This is defined only for . Two vectors are equal when their components match; position on the page is irrelevant.
Adding Vectors and the Two Products
Addition and the resultant
Add component by component:
The sum is the resultant — the single vector with the same effect as applying both. Scalar multiplication scales the length by and reverses direction when . Subtraction is .
A warning that costs marks: unless the vectors point the same way. Always add components first, then take the magnitude.
Dot product — output is a scalar
Zero means perpendicular. Used for angles, projections, and work.
Cross product — output is a vector, 3D only
The result is perpendicular to both inputs, which is how you get a normal vector to a plane. Its length equals the area of the parallelogram they span, and order matters: .
Common Mistakes to Avoid
- Adding magnitudes instead of components. Two forces of 5 at right angles give a resultant of , not 10.
- Ignoring the quadrant in . A calculator returns only, so and produce the same raw output. Check the signs of the components and add when .
- Confusing the two products. The dot product returns a number; the cross product returns a vector and exists only in 3D.
- Reversing the cross product. Each component uses the other two indices in cyclic order, and the middle term is the one most often written backwards.
- Forgetting to normalise. A "unit normal" must be divided by its own magnitude — a raw cross product is rarely of length 1.
- Mixing 2D and 3D. The cross product is undefined for two 2D vectors; embed them as first if you need it.
示例题目
常见问题
Square every component, add the squares, and take the square root: ‖v‖ = √(v₁² + v₂² + v₃²). It is the distance formula applied to the components, so the magnitude is always non-negative and equals zero only for the zero vector.
The resultant is the sum of two or more vectors — the single vector that has the same combined effect. Add corresponding components to find it, then take the magnitude of that sum if you need its size. Adding the individual magnitudes instead gives the wrong answer whenever the vectors point in different directions.
The dot product multiplies matching components and returns a single number, measuring how much two vectors point the same way; it is zero for perpendicular vectors. The cross product returns a vector perpendicular to both inputs, exists only in 3D, and its length equals the area of the parallelogram the two vectors span.
Take two non-parallel vectors lying in the plane — often built by subtracting three known points — and compute their cross product. The result is perpendicular to both, hence normal to the plane. Divide by its magnitude if you need a unit normal.
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