Physics 12 · Physics · Lesson 1.1
Vector components
- Level
- Grade 12
- Reading time
- 11 min reading
- Review
- Last reviewed 2026-09-03
- Standard
- Accuracy standard
- Errata
Abstract
Split a vector into x and y parts so forces and motion add up correctly.
1Learning goals
- (i)Resolve a vector of given magnitude and angle into perpendicular components, with units, including on tilted axes
- (ii)Rebuild a vector's magnitude and direction from its components, in the correct quadrant
- (iii)Add two or more vectors by the component method, and find the equilibrant that balances them
- (iv)Find a resultant's magnitude with the cosine rule, and bound it with the triangle inequality
- (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.
4Resolving a vector: the cosine–sine recipe
Suppose a vector has magnitude and points at an angle measured from the positive x-axis. Drop perpendiculars to each axis and a right triangle appears, with as the hypotenuse. Straight from trigonometry, the adjacent side is and the opposite side is . That is the entire recipe: x gets the cosine, y gets the sine — provided 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 and the direction is . 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 points at above the horizontal. What is its vertical component?Reveal
.
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: and . The sums and are the components of the resultant , which you then rebuild with and . No rulers, no protractors — just arithmetic.
7Signs and quadrants: the step everyone rushes
Components carry signs. A vector pointing left has a negative ; one pointing down has a negative . When you finish with , your calculator only returns angles between and , so you must look at the *signs of and * to decide which quadrant the resultant truly lives in. A resultant with and is in the second quadrant, so add 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
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, , where 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 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 there is a direct shortcut from the law of cosines: the resultant magnitude is , and its direction relative to is . Always sanity-check the limits: when (parallel) it gives ; when , ; when (opposite), . Watch the sign — the term automatically becomes a subtraction whenever is obtuse, because turns negative.
10Unit vectors: the î–ĵ shorthand
Physicists write any 2D vector compactly as , where and are unit vectors (length exactly 1) pointing along and . Addition then needs no diagram at all — you just collect like terms: . The dot product drops out the same way, since and , giving . The notation extends to 3D by simply adding a term for the -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 – axes (often along the strongest force or the direction of motion). (2) Resolve each vector into components, watching the signs. (3) Sum separately: and . (4) Rebuild and , then check the quadrant from the signs of and . For an object in equilibrium the net force is zero, so you instead set and 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 horizontal and 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 runs along the slope and runs perpendicular to it. Then the weight , which points straight down, splits into down the slope and pressing into the surface — and any sliding motion stays entirely along your new -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 units at , units at , and units at , all measured from the positive -axis. Resolve each one in turn, carrying two decimals: and ; and ; and . Now sum the columns: and . Rebuild the resultant: at . Notice how the signs from each quadrant took care of themselves the moment every angle was measured consistently from the -axis.
Figure 1.1.4
Adding three vectors by components, step by step
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 and . In which quadrant does it lie, and what is its direction from the positive -axis?Reveal
Both components negative puts it in the third quadrant. The calculator returns , but the true direction is .
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: , where is simply turned around by , so every one of its components flips sign. In component form it could not be tidier — and . This is exactly what you compute to find a change in a vector quantity, such as when working out an acceleration, or the relative velocity of one object as seen from another. Geometrically, is the arrow that points from the tip of to the tip of 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 is units and is units, the resultant is only if they point the very same way. Set them at right angles and you get ; point them in opposite directions and you get merely . In general the resultant magnitude obeys the triangle inequality, : 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
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 scales its length by and, when is negative, reverses its direction, while every component simply multiplies through: . Doubling a velocity doubles both components and so doubles the speed; multiplying by produces the anti-parallel vector we used in subtraction. This is precisely why 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 , which keeps the direction but rescales the length to exactly , handy whenever you need a pure 'pointer' carrying no magnitude of its own.
Pause and thinkA velocity vector is . Write the unit vector pointing along it.Reveal
The magnitude is , so .
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 -axis, so east is and north is . In navigation a bearing is measured clockwise from north, so north is and east is . A heading of 'N E' means east of due north, which is a standard angle of . Before resolving anything, convert every direction into one consistent system — usually standard angles — and then apply and . 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: and . 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 and . 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 is the angle between them, the parallel piece has magnitude , which is exactly what the dot product extracts through , while the leftover perpendicular piece has magnitude . 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 . 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 and ? Second, the quadrant: do the signs of and agree with the direction your sketch predicted? Third, a limiting case: push a variable to an extreme — set an angle to or — 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, ; its magnitude becomes ; and addition still means summing like components. The dot product just gains a term, . 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, , and points the same way as the displacement. Acceleration is the change in the velocity vector divided by time, , 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 , , and .
23Concept Lab
Drag the green and rust tips.
Magnitude
Direction
The dashed rust arrow shows b laid tip-to-tail on a; the heavy ink arrow is their sum. Components just add.
24Key results
Result 1.1.1 (Components). (θ from the x-axis)
Result 1.1.2 (Magnitude & direction).
Result 1.1.3 (Adding by components).
25Worked examples
Example 1.1.1 A displacement of points at above the x-axis. Find its x- and y-components.
| Step | Working |
|---|---|
| 1 | . |
| 2 | . |
| Result | |
| Mistake | The student swaps sine and cosine and gives the x-component the sine of . |
Example 1.1.2 A plane flies east then north. Find the magnitude and direction of its displacement.
| Step | Working |
|---|---|
| 1 | . |
| 2 | . |
| 3 | north of east. |
| Result | at N of E |
| Mistake | The student adds the two legs as plain numbers, . |
Example 1.1.3 Two forces, and , act at a point with between them. Find the magnitude and direction of the resultant.
| Step | Working |
|---|---|
| 1 | Cosine rule: . |
| 2 | . |
| 3 | Direction from the force: . |
| Result | at from the force |
| Mistake | The student uses Pythagoras on the two forces, , as if they were at right angles. |
Example 1.1.4 Find the angle between and using the dot product.
| Step | Working |
|---|---|
| 1 | . |
| 2 | ; . |
| 3 | . |
| Result | |
| Mistake | The student takes to be the dot product itself, , 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: .
Question 2. Two vectors are perpendicular. What is their dot product?Reveal
Answer
Zero — .
27Listen to this lesson
28Summary
- 1Resolve with and (θ from the x-axis).
- 2Rebuild with and .
- 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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