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Physics 12 · Physics · Lesson 1.1

Vector components

Level
Grade 12
Reading time
11 min reading
Review
Last reviewed 2026-09-03
Errata

Abstract

Split a vector into x and y parts so forces and motion add up correctly.

1Learning goals

  1. (i)Resolve a vector of given magnitude and angle into perpendicular components, with units, including on tilted axes
  2. (ii)Rebuild a vector's magnitude and direction from its components, in the correct quadrant
  3. (iii)Add two or more vectors by the component method, and find the equilibrant that balances them
  4. (iv)Find a resultant's magnitude with the cosine rule, and bound it with the triangle inequality
  5. (v)Convert between a compass bearing and a standard angle measured from the +x-axis

2Scalars carry size; vectors carry size AND direction

Physics 12 lives in two dimensions, so we have to be careful about direction. A scalar is just a number with a unit — mass, time, temperature, energy. A vector carries a magnitude and a direction — displacement, velocity, acceleration, force. We draw a vector as an arrow: its length is the magnitude and the way it points is the direction. The whole game of 2D kinematics is handling those directions correctly, and the single most powerful tool for that is breaking a vector into components.

3Why components beat drawing arrows

You could add vectors by carefully drawing them tip-to-tail and measuring the result with a ruler and protractor — but that is slow and imprecise. Instead we notice that any vector can be replaced by two perpendicular 'shadow' vectors: one along the x-axis and one along the y-axis. These are its components. Because x and y are independent, we can handle horizontal and vertical motion separately — and that trick unlocks projectiles, forces on ramps, and everything that follows.

Figure 1.1.1: Vector componentsResolving a vector into components. The vector A (the hypotenuse) at angle theta has a horizontal shadow A_x = A cos theta and a vertical shadow A_y = A sin theta.Resolving a vector into componentsxyθAAx = A cos θAy = A sin θ
Figure 1.1.1Resolving a vector into components. The vector A (the hypotenuse) at angle theta has a horizontal shadow A_x = A cos theta and a vertical shadow A_y = A sin theta.

4Resolving a vector: the cosine–sine recipe

Suppose a vector A⃗\vec{A} has magnitude AA and points at an angle θ\theta measured from the positive x-axis. Drop perpendiculars to each axis and a right triangle appears, with A⃗\vec{A} as the hypotenuse. Straight from trigonometry, the adjacent side is Ax=Acos⁡θA_x = A\cos\theta and the opposite side is Ay=Asin⁡θA_y = A\sin\theta. That is the entire recipe: x gets the cosine, y gets the sine — provided θ\theta is measured from the x-axis.

5Rebuilding the vector from its components

Going the other way is just Pythagoras and a tangent. Given the components, the magnitude is A=Ax2+Ay2A = \sqrt{A_x^{2} + A_y^{2}} and the direction is θ=tan⁡−1 ⁣(AyAx)\theta = \tan^{-1}\!\left(\dfrac{A_y}{A_x}\right). The components and the magnitude–direction pair are two languages for the same vector — you convert freely between them depending on which is easier for the problem in front of you.

Pause and thinkA force of 50 N50\ \text{N} points at 30∘30^\circ above the horizontal. What is its vertical component?Reveal

Fy=50sin⁡30∘=50×0.5=25 NF_y = 50\sin 30^\circ = 50 \times 0.5 = 25\ \text{N}.

6Adding vectors the smart way — component by component

Here is why components are worth the effort. To add several vectors, resolve each into x and y, then simply add the x-components together and add the y-components together: Rx=Ax+Bx+…R_x = A_x + B_x + \dots and Ry=Ay+By+…R_y = A_y + B_y + \dots. The sums RxR_x and RyR_y are the components of the resultant R⃗\vec{R}, which you then rebuild with R=Rx2+Ry2R = \sqrt{R_x^{2} + R_y^{2}} and θ=tan⁡−1(Ry/Rx)\theta = \tan^{-1}(R_y/R_x). No rulers, no protractors — just arithmetic.

Figure 1.1.2: Vector componentsAdding vectors by components: add all the x-components to get R_x, add all the y-components to get R_y, then rebuild the resultant R.Adding vectors tip−to−tail, resultant by componentsABRRx = Ax + BxRy = Ay + By
Figure 1.1.2Adding vectors by components: add all the x-components to get R_x, add all the y-components to get R_y, then rebuild the resultant R.

7Signs and quadrants: the step everyone rushes

Components carry signs. A vector pointing left has a negative AxA_x; one pointing down has a negative AyA_y. When you finish with tan⁡−1\tan^{-1}, your calculator only returns angles between −90∘-90^\circ and +90∘+90^\circ, so you must look at the *signs of RxR_x and RyR_y* to decide which quadrant the resultant truly lives in. A resultant with Rx<0R_x < 0 and Ry>0R_y > 0 is in the second quadrant, so add 180∘180^\circ to the calculator's answer. Skipping this is the classic 2D blunder.

Figure 1.1.3

Rebuilding a direction: the quadrant comes from the signs

Rebuilding a direction: the quadrant comes from the signs. Set the two components with the sliders and watch the arrow, the right triangle of its components and the quadrant it lands in. The figure rebuilds the magnitude with Pythagoras and asks the calculator for the inverse tangent, which only ever returns an angle between −90° and +90°: it cannot tell a vector pointing up and to the left from one pointing down and to the right. The signs of the components decide the quadrant, and the figure adds 180° to the calculator's answer when x is negative. Reverse either component to see the same calculator answer turn up in a different quadrant.
Read the complete figure

Rebuilding a direction: the quadrant comes from the signs: Set the two components with the sliders and watch the arrow, the right triangle of its components and the quadrant it lands in. The figure rebuilds the magnitude with Pythagoras and asks the calculator for the inverse tangent, which only ever returns an angle between −90° and +90°: it cannot tell a vector pointing up and to the left from one pointing down and to the right. The signs of the components decide the quadrant, and the figure adds 180° to the calculator's answer when x is negative. Reverse either component to see the same calculator answer turn up in a different quadrant.. Labels: . Set the two components with the sliders and watch the arrow, the right triangle of its components and the quadrant it lands in. The figure rebuilds the magnitude with Pythagoras and asks the calculator for the inverse tangent, which only ever returns an angle between −90° and +90°: it cannot tell a vector pointing up and to the left from one pointing down and to the right. The signs of the components decide the quadrant, and the figure adds 180° to the calculator's answer when x is negative. Reverse either component to see the same calculator answer turn up in a different quadrant.

8Advanced: the dot product measures alignment

For students ready to push further: two vectors can be multiplied to give a scalar through the dot product, A⃗⋅B⃗=ABcos⁡θ=AxBx+AyBy\vec{A}\cdot\vec{B} = AB\cos\theta = A_xB_x + A_yB_y, where θ\theta is the angle between them. It measures how much the two vectors point the same way: it is maximum when they are parallel, zero when they are perpendicular, and negative when they oppose. This is exactly the machinery behind W=F⃗⋅d⃗W = \vec{F}\cdot\vec{d} for work — a force does no work when it acts at right angles to the motion.

Formal theory

9Adding two vectors at an angle: the cosine rule

Components always work, but when you add just two vectors separated by an angle ϕ\phi there is a direct shortcut from the law of cosines: the resultant magnitude is R=A2+B2+2ABcos⁡ϕR = \sqrt{A^{2} + B^{2} + 2AB\cos\phi}, and its direction relative to A⃗\vec{A} is α=tan⁡−1 ⁣Bsin⁡ϕA+Bcos⁡ϕ\alpha = \tan^{-1}\!\dfrac{B\sin\phi}{A + B\cos\phi}. Always sanity-check the limits: when ϕ=0\phi = 0 (parallel) it gives R=A+BR = A+B; when ϕ=90∘\phi = 90^\circ, R=A2+B2R = \sqrt{A^2+B^2}; when ϕ=180∘\phi = 180^\circ (opposite), R=∣A−B∣R = |A-B|. Watch the sign — the +2ABcos⁡ϕ+2AB\cos\phi term automatically becomes a subtraction whenever ϕ\phi is obtuse, because cos⁡ϕ\cos\phi turns negative.

10Unit vectors: the î–ĵ shorthand

Physicists write any 2D vector compactly as A⃗=Ax i^+Ay j^\vec{A} = A_x\,\hat{i} + A_y\,\hat{j}, where i^\hat{i} and j^\hat{j} are unit vectors (length exactly 1) pointing along xx and yy. Addition then needs no diagram at all — you just collect like terms: A⃗+B⃗=(Ax+Bx)i^+(Ay+By)j^\vec{A} + \vec{B} = (A_x + B_x)\hat{i} + (A_y + B_y)\hat{j}. The dot product drops out the same way, since i^⋅i^=j^⋅j^=1\hat{i}\cdot\hat{i} = \hat{j}\cdot\hat{j} = 1 and i^⋅j^=0\hat{i}\cdot\hat{j} = 0, giving A⃗⋅B⃗=AxBx+AyBy\vec{A}\cdot\vec{B} = A_xB_x + A_yB_y. The notation extends to 3D by simply adding a k^\hat{k} term for the zz-direction.

11Strategy: a five-step routine for any vector problem

Almost every vector question yields to the same recipe, and building the habit now pays off all year. (1) Sketch the vectors tip-to-tail and choose xx–yy axes (often along the strongest force or the direction of motion). (2) Resolve each vector into components, watching the signs. (3) Sum separately: Rx=∑AxR_x = \sum A_x and Ry=∑AyR_y = \sum A_y. (4) Rebuild R=Rx2+Ry2R = \sqrt{R_x^2 + R_y^2} and θ=tan⁡−1(Ry/Rx)\theta = \tan^{-1}(R_y/R_x), then check the quadrant from the signs of RxR_x and RyR_y. For an object in equilibrium the net force is zero, so you instead set ∑Fx=0\sum F_x = 0 and ∑Fy=0\sum F_y = 0 and solve the two equations together — exactly how you crack tension-in-two-ropes and hanging-sign problems.

12Choosing smart axes: tilt them to match the problem

You are never forced to keep xx horizontal and yy vertical — the axes are yours to choose, and choosing them well can turn a messy problem into a clean one. On a ramp or inclined plane, tilt the whole coordinate system so that xx runs along the slope and yy runs perpendicular to it. Then the weight mgmg, which points straight down, splits into mgsin⁡θmg\sin\theta down the slope and mgcos⁡θmg\cos\theta pressing into the surface — and any sliding motion stays entirely along your new xx-axis. The working rule of thumb is simple: point one axis along the direction of motion or the strongest force, and most of your components will collapse to zero, leaving far less arithmetic to carry.

13A full walk-through: adding three vectors

Let us add A⃗=40\vec{A} = 40 units at 20∘20^\circ, B⃗=30\vec{B} = 30 units at 110∘110^\circ, and C⃗=25\vec{C} = 25 units at 250∘250^\circ, all measured from the positive xx-axis. Resolve each one in turn, carrying two decimals: Ax=40cos⁡20∘=37.59A_x = 40\cos 20^\circ = 37.59 and Ay=40sin⁡20∘=13.68A_y = 40\sin 20^\circ = 13.68; Bx=30cos⁡110∘=−10.26B_x = 30\cos 110^\circ = -10.26 and By=30sin⁡110∘=28.19B_y = 30\sin 110^\circ = 28.19; Cx=25cos⁡250∘=−8.55C_x = 25\cos 250^\circ = -8.55 and Cy=25sin⁡250∘=−23.49C_y = 25\sin 250^\circ = -23.49. Now sum the columns: Rx=37.59−10.26−8.55=18.78R_x = 37.59 - 10.26 - 8.55 = 18.78 and Ry=13.68+28.19−23.49=18.38R_y = 13.68 + 28.19 - 23.49 = 18.38. Rebuild the resultant: R=18.782+18.382=26.3R = \sqrt{18.78^{2} + 18.38^{2}} = 26.3 at θ=tan⁡−1(18.38/18.78)=44.4∘\theta = \tan^{-1}(18.38/18.78) = 44.4^\circ. Notice how the signs from each quadrant took care of themselves the moment every angle was measured consistently from the xx-axis.

Figure 1.1.4

Adding three vectors by components, step by step

Adding three vectors by components, step by step. The lesson's three vectors, 40 units at 20°, 30 units at 110° and 25 units at 250°, drawn tip to tail. Step through the method with the step slider: resolve each vector from the +x-axis, add the x-components and the y-components as separate columns, then rebuild the resultant with Pythagoras and the inverse tangent. Turn C to see the columns and the resultant change together, and draw the arrows in another order: the last tip lands in the same place, because the order of addition does not matter.
Read the complete figure

Adding three vectors by components, step by step: The lesson's three vectors, 40 units at 20°, 30 units at 110° and 25 units at 250°, drawn tip to tail. Step through the method with the step slider: resolve each vector from the +x-axis, add the x-components and the y-components as separate columns, then rebuild the resultant with Pythagoras and the inverse tangent. Turn C to see the columns and the resultant change together, and draw the arrows in another order: the last tip lands in the same place, because the order of addition does not matter.. Labels: . The lesson's three vectors, 40 units at 20°, 30 units at 110° and 25 units at 250°, drawn tip to tail. Step through the method with the step slider: resolve each vector from the +x-axis, add the x-components and the y-components as separate columns, then rebuild the resultant with Pythagoras and the inverse tangent. Turn C to see the columns and the resultant change together, and draw the arrows in another order: the last tip lands in the same place, because the order of addition does not matter.

Pause and thinkA vector has Ax=−5A_x = -5 and Ay=−5A_y = -5. In which quadrant does it lie, and what is its direction from the positive xx-axis?Reveal

Both components negative puts it in the third quadrant. The calculator returns tan⁡−1(−5/−5)=45∘\tan^{-1}(-5/-5) = 45^\circ, but the true direction is 45∘+180∘=225∘45^\circ + 180^\circ = 225^\circ.

14Vector subtraction is just adding the reverse

Subtracting one vector from another sounds like a new operation, but it is nothing more than addition in disguise: A⃗−B⃗=A⃗+(−B⃗)\vec{A} - \vec{B} = \vec{A} + (-\vec{B}), where −B⃗-\vec{B} is simply B⃗\vec{B} turned around by 180∘180^\circ, so every one of its components flips sign. In component form it could not be tidier — (A⃗−B⃗)x=Ax−Bx(\vec{A} - \vec{B})_x = A_x - B_x and (A⃗−B⃗)y=Ay−By(\vec{A} - \vec{B})_y = A_y - B_y. This is exactly what you compute to find a change in a vector quantity, such as Δv⃗=v⃗f−v⃗i\Delta\vec{v} = \vec{v}_f - \vec{v}_i when working out an acceleration, or the relative velocity of one object as seen from another. Geometrically, A⃗−B⃗\vec{A} - \vec{B} is the arrow that points from the tip of B⃗\vec{B} to the tip of A⃗\vec{A} when both are drawn from the same origin.

15The resultant is never just the sum of the lengths

A recurring instinct — and a wrong one — is to add magnitudes directly. If A⃗\vec{A} is 66 units and B⃗\vec{B} is 88 units, the resultant is 1414 only if they point the very same way. Set them at right angles and you get 62+82=10\sqrt{6^{2} + 8^{2}} = 10; point them in opposite directions and you get merely 22. In general the resultant magnitude obeys the triangle inequality, ∣A−B∣≤∣A⃗+B⃗∣≤A+B|A - B| \le |\vec{A} + \vec{B}| \le A + B: the sum can never exceed the total length, nor fall below their difference. Keeping this bracket in mind is a fast sanity check — if your computed resultant lands outside it, you have made an arithmetic slip somewhere and should hunt it down before moving on.

Figure 1.1.5

The resultant always lies between ∣A − B∣ and A + B\text{The resultant always lies between }|\text{A }-\text{ B}|\text{ and A }+\text{ B}

The resultant always lies between |A − B| and A + B. Two vectors of fixed length meet tip to tail at an angle φ that you choose. The figure computes the resultant with the cosine rule and marks it on a number line between |A − B| and A + B. Close the angle to zero and the lengths simply add; open it to 180° and they subtract; at every angle in between the resultant stays inside the bracket, which is the quick check the lesson recommends.
Read the complete figure

The resultant always lies between |A − B| and A + B: Two vectors of fixed length meet tip to tail at an angle φ that you choose. The figure computes the resultant with the cosine rule and marks it on a number line between |A − B| and A + B. Close the angle to zero and the lengths simply add; open it to 180° and they subtract; at every angle in between the resultant stays inside the bracket, which is the quick check the lesson recommends.. Labels: . Two vectors of fixed length meet tip to tail at an angle φ that you choose. The figure computes the resultant with the cosine rule and marks it on a number line between |A − B| and A + B. Close the angle to zero and the lengths simply add; open it to 180° and they subtract; at every angle in between the resultant stays inside the bracket, which is the quick check the lesson recommends.

16Scaling a vector: stretching and flipping

Multiplying a vector by a scalar kk scales its length by ∣k∣|k| and, when kk is negative, reverses its direction, while every component simply multiplies through: kA⃗=(kAx, kAy)k\vec{A} = (kA_x,\ kA_y). Doubling a velocity doubles both components and so doubles the speed; multiplying by −1-1 produces the anti-parallel vector we used in subtraction. This is precisely why F⃗=ma⃗\vec{F} = m\vec{a} works component by component — the scalar mass stretches the acceleration vector into the force vector without turning it at all. A unit vector is the special case A^=A⃗/A\hat{A} = \vec{A}/A, which keeps the direction but rescales the length to exactly 11, handy whenever you need a pure 'pointer' carrying no magnitude of its own.

Pause and thinkA velocity vector is v⃗=(3, 4) m/s\vec{v} = (3,\ 4)\ \text{m/s}. Write the unit vector pointing along it.Reveal

The magnitude is v=32+42=5v = \sqrt{3^{2}+4^{2}} = 5, so v^=(3/5, 4/5)=(0.6, 0.8)\hat{v} = (3/5,\ 4/5) = (0.6,\ 0.8).

17Bearings versus standard angles

Two angle conventions collide in real problems, and mixing them is a classic trap. In mathematics an angle is measured counter-clockwise from the positive xx-axis, so east is 0∘0^\circ and north is 90∘90^\circ. In navigation a bearing is measured clockwise from north, so north is 000∘000^\circ and east is 090∘090^\circ. A heading of 'N 30∘30^\circ E' means 30∘30^\circ east of due north, which is a standard angle of 60∘60^\circ. Before resolving anything, convert every direction into one consistent system — usually standard angles — and then apply Ax=Acos⁡θA_x = A\cos\theta and Ay=Asin⁡θA_y = A\sin\theta. A surprising fraction of all component errors trace back to a bearing that was never converted.

18Equilibrium: the components that must cancel

An object sitting still, or gliding at constant velocity, is in equilibrium — the net force on it is zero. In component language that single vector statement splits into two separate conditions that must hold at once: ∑Fx=0\sum F_x = 0 and ∑Fy=0\sum F_y = 0. A street lamp hung from two cables, a sign held out by a strut, a block resting on a ramp — each becomes a pair of simultaneous equations the instant you resolve every force into xx and yy. The real power of the method is exactly this reduction: a single vector balance ('the forces cancel') becomes two ordinary algebra equations, which you solve together for two unknowns such as the tensions in two supporting ropes.

19Parallel and perpendicular parts of one vector

Sometimes you need to know how much of one vector lies along a second vector and how much lies across it — the parallel and perpendicular parts. If ϕ\phi is the angle between them, the parallel piece has magnitude Acos⁡ϕA\cos\phi, which is exactly what the dot product extracts through A⃗⋅B^=Acos⁡ϕ\vec{A}\cdot\hat{B} = A\cos\phi, while the leftover perpendicular piece has magnitude Asin⁡ϕA\sin\phi. This decomposition is the engine behind resolving weight on a ramp, finding the effective driving force along a direction of travel, and computing work, where only the component of force parallel to the displacement counts toward W=Fdcos⁡ϕW = Fd\cos\phi. Learn to see any vector as 'so much along' plus 'so much across' and a great many problems simplify at a glance.

20Checking your answer: three quick tests

Before you trust a vector result, run three fast checks. First, the magnitude bracket: does the resultant sit between ∣A−B∣|A - B| and A+BA + B? Second, the quadrant: do the signs of RxR_x and RyR_y agree with the direction your sketch predicted? Third, a limiting case: push a variable to an extreme — set an angle to 0∘0^\circ or 90∘90^\circ — and confirm the formula gives the obvious answer. These habits cost only seconds and catch the overwhelming majority of sign slips, swapped sines and cosines, and forgotten quadrant corrections. Building them into your routine now is what separates a confident solver from someone merely hoping the calculator was kind.

21From two dimensions to three

Everything you have built extends to three dimensions with almost no new ideas. A vector simply gains a third component, A⃗=(Ax, Ay, Az)=Axi^+Ayj^+Azk^\vec{A} = (A_x,\ A_y,\ A_z) = A_x\hat{i} + A_y\hat{j} + A_z\hat{k}; its magnitude becomes A=Ax2+Ay2+Az2A = \sqrt{A_x^{2} + A_y^{2} + A_z^{2}}; and addition still means summing like components. The dot product just gains a term, A⃗⋅B⃗=AxBx+AyBy+AzBz\vec{A}\cdot\vec{B} = A_xB_x + A_yB_y + A_zB_z. Direction now needs two angles rather than one, but the philosophy is unchanged — break the problem into independent axes, work each separately, and reassemble at the end. Master the two-dimensional machinery and the jump to 3D, and later to velocity and acceleration vectors, is a genuinely short step.

22Displacement, velocity, and acceleration are all vectors

It is worth pausing on why all this vector machinery matters so much in kinematics: the three headline quantities — displacement, velocity, and acceleration — are every one of them vectors, so each obeys exactly the component rules of this lesson. Average velocity is the displacement vector divided by the time, v⃗avg=Δr⃗/Δt\vec{v}_{avg} = \Delta\vec{r}/\Delta t, and points the same way as the displacement. Acceleration is the change in the velocity vector divided by time, a⃗=Δv⃗/Δt\vec{a} = \Delta\vec{v}/\Delta t, and because it comes from a vector difference it can point in a wholly different direction from the velocity itself — which is precisely how an object rounding a curve accelerates even at constant speed. Every 2D motion problem from here on is really this component bookkeeping applied to r⃗\vec{r}, v⃗\vec{v}, and a⃗\vec{a}.

24Key results

Result 1.1.1 (Components). Ax=Acos⁡θ,Ay=Asin⁡θA_x = A\cos\theta, \quad A_y = A\sin\theta (θ from the x-axis)

Result 1.1.2 (Magnitude & direction). A=Ax2+Ay2,θ=tan⁡−1 ⁣(AyAx)A = \sqrt{A_x^{2}+A_y^{2}}, \quad \theta = \tan^{-1}\!\left(\dfrac{A_y}{A_x}\right)

Result 1.1.3 (Adding by components). Rx=∑Ax,Ry=∑AyR_x = \textstyle\sum A_{x}, \quad R_y = \textstyle\sum A_{y}

25Worked examples

Example 1.1.1 A displacement of 80 m80\ \text{m} points at 35∘35^\circ above the x-axis. Find its x- and y-components.

StepWorking
1dx=dcos⁡θ=80cos⁡35∘=80×0.819=65.5 md_x = d\cos\theta = 80\cos 35^\circ = 80 \times 0.819 = 65.5\ \text{m}.
2dy=dsin⁡θ=80sin⁡35∘=80×0.574=45.9 md_y = d\sin\theta = 80\sin 35^\circ = 80 \times 0.574 = 45.9\ \text{m}.
Resultdx≈65.5 m,  dy≈45.9 md_x \approx 65.5\ \text{m}, \; d_y \approx 45.9\ \text{m}
MistakeThe student swaps sine and cosine and gives the x-component the sine of 35∘35^\circ.

Example 1.1.2 A plane flies 60 km60\ \text{km} east then 80 km80\ \text{km} north. Find the magnitude and direction of its displacement.

StepWorking
1Rx=60 km,  Ry=80 kmR_x = 60\ \text{km}, \; R_y = 80\ \text{km}.
2R=602+802=3600+6400=10000=100 kmR = \sqrt{60^{2}+80^{2}} = \sqrt{3600+6400} = \sqrt{10000} = 100\ \text{km}.
3θ=tan⁡−1(80/60)=53∘\theta = \tan^{-1}(80/60) = 53^\circ north of east.
Result100 km100\ \text{km} at 53∘53^\circ N of E
MistakeThe student adds the two legs as plain numbers, 60+80=140 km60 + 80 = 140\ \text{km}.

Example 1.1.3 Two forces, 30 N30\ \text{N} and 40 N40\ \text{N}, act at a point with 60∘60^\circ between them. Find the magnitude and direction of the resultant.

StepWorking
1Cosine rule: R=302+402+2(30)(40)cos⁡60∘R = \sqrt{30^2 + 40^2 + 2(30)(40)\cos 60^\circ}.
2=900+1600+2400(0.5)=3700=60.8 N= \sqrt{900 + 1600 + 2400(0.5)} = \sqrt{3700} = 60.8\ \text{N}.
3Direction from the 30 N30\ \text{N} force: α=tan⁡−140sin⁡60∘30+40cos⁡60∘=tan⁡−134.650=34.7∘\alpha = \tan^{-1}\dfrac{40\sin 60^\circ}{30 + 40\cos 60^\circ} = \tan^{-1}\dfrac{34.6}{50} = 34.7^\circ.
Result≈60.8 N\approx 60.8\ \text{N} at 34.7∘34.7^\circ from the 30 N30\ \text{N} force
MistakeThe student uses Pythagoras on the two forces, 302+402=50 N\sqrt{30^2 + 40^2} = 50\ \text{N}, as if they were at right angles.

Example 1.1.4 Find the angle between A⃗=(2, 3)\vec{A} = (2,\ 3) and B⃗=(4, −1)\vec{B} = (4,\ -1) using the dot product.

StepWorking
1A⃗⋅B⃗=AxBx+AyBy=2(4)+3(−1)=5\vec{A}\cdot\vec{B} = A_xB_x + A_yB_y = 2(4) + 3(-1) = 5.
2∣A⃗∣=22+32=13=3.61|\vec{A}| = \sqrt{2^2+3^2} = \sqrt{13} = 3.61; ∣B⃗∣=42+12=17=4.12|\vec{B}| = \sqrt{4^2+1^2} = \sqrt{17} = 4.12.
3cos⁡θ=A⃗⋅B⃗∣A⃗∣∣B⃗∣=5(3.61)(4.12)=0.336⇒θ=70.4∘\cos\theta = \dfrac{\vec{A}\cdot\vec{B}}{|\vec{A}||\vec{B}|} = \dfrac{5}{(3.61)(4.12)} = 0.336 \Rightarrow \theta = 70.4^\circ.
Result≈70.4∘\approx 70.4^\circ
MistakeThe student takes cos⁡θ\cos\theta to be the dot product itself, 55, and finds that no angle fits.

26Check your understanding

Answer each one before you reveal it.

Question 1. With θ measured from the x-axis, which component uses cosine?Reveal

Answer

The x-component: Ax=Acos⁡θA_x = A\cos\theta.

Question 2. Two vectors are perpendicular. What is their dot product?Reveal

Answer

Zero — cos⁡90∘=0\cos 90^\circ = 0.

27Listen to this lesson

28Summary

  1. 1Resolve with Ax=Acos⁡θA_x = A\cos\theta and Ay=Asin⁡θA_y = A\sin\theta (θ from the x-axis).
  2. 2Rebuild with A=Ax2+Ay2A = \sqrt{A_x^{2}+A_y^{2}} and θ=tan⁡−1(Ay/Ax)\theta = \tan^{-1}(A_y/A_x).
  3. 3Add vectors by summing x-components and y-components separately; then check the quadrant.

What to practise nextNext: projectile motion, where the x- and y-components move completely independently.

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