šŸ“ Vectors

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Math Lab Module

Learn vectors by dragging, comparing, projecting, and simulating motion.

Choose one level below and stay focused on that material only. Each level hides the others so the page feels like one workspace instead of a long stack of mixed topics.

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Select your level

Only one level is shown at a time so you can stay focused on the right concepts and labs.

Touch tip: choose a level card first, then open one topic at a time inside that level.

Foundational – High School

Scalars, components, arithmetic, and direction in the coordinate plane.

Start here
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Scalars vs Vectors

A scalar has magnitude only (temperature, mass, speed). A vector has both magnitude and direction (velocity, force, displacement).

Scalar: Temperature = 25 °C  |  Vector: Velocity = 30 m/s East
Scalar: Mass = 5 kg  |  Vector: Force = 10 N at 45°
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Vector Representation

Vectors can be written as arrows, ordered pairs, or unit-vector form. Common notations: \(\vec{v}\), \(\mathbf{v}\), or component form \(\langle v_x, v_y \rangle\).

\(\vec{v} = \langle 3, 4 \rangle = 3\hat{i} + 4\hat{j}\)
\(\mathbf{u} = 2\hat{i} + 5\hat{j}\)
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Vectors in the Coordinate Plane

Interactive lab

Drag the endpoint to change the vector, then read the updated components and angle below.

A 2-D vector is defined by its \(x\) and \(y\) components. Drag the endpoint below to explore how the components, magnitude, and direction angle update in real time.

\(A(1,2) \to B(4,6)\!:\;\vec{AB} = \langle 3, 4 \rangle\)

šŸ–±ļø Interactive: Drag the vector endpoint

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Vector Arithmetic

Interactive lab

Drag the vectors on the canvas or edit the input boxes below to test addition, subtraction, and scalar multiplication instantly.

Addition: \(\vec{u}+\vec{v} = \langle u_x+v_x,\;u_y+v_y \rangle\) (tip-to-tail rule)
Subtraction: \(\vec{u}-\vec{v} = \langle u_x-v_x,\;u_y-v_y \rangle\)
Scalar multiplication: \(k\vec{v} = \langle kv_x,\;kv_y \rangle\)
The magnitude of \(\vec{v}=\langle v_x, v_y \rangle\) is \(\|\vec{v}\|=\sqrt{v_x^2 + v_y^2}\).
The direction angle is \(\theta = \arctan\!\left(\dfrac{v_y}{v_x}\right)\).
Tip: the Coordinate Plane lab above already shows magnitude and direction live while you drag.

šŸ–±ļø Interactive: Drag u and v to see addition

Intermediate – Pre-Calculus

Relative motion, dot product, projection, and basis-vector thinking.

Applications
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Relative Velocity Applications

Interactive lab

Change the two speeds to see how independent motion vectors combine into one path.

Relative velocity combines two velocity vectors. A classic example: a boat crossing a river. The boat's velocity (north) and the river current (east) add to produce the resultant.

🚤 Boat-in-River Simulation

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Dot Product & Orthogonality

Interactive lab

Drag both vectors until the dot product approaches zero, then watch the projection shrink.

\(\vec{u} \cdot \vec{v} = u_x v_x + u_y v_y = \|\vec{u}\|\|\vec{v}\|\cos\theta\). When \(\vec{u} \cdot \vec{v} = 0\), the vectors are orthogonal (perpendicular).

\(\langle 1,2 \rangle \cdot \langle 3,4 \rangle = 3+8 = 11\)
\(\langle 2,3 \rangle \cdot \langle -3,2 \rangle = 0 \;\Rightarrow\; \perp\)

šŸ–±ļø Drag u and v — projection shown in purple

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Scalar & Vector Projections

Scalar projection: \(\text{comp}_{\vec{v}}\vec{u} = \dfrac{\vec{u}\cdot\vec{v}}{\|\vec{v}\|}\)
Vector projection: \(\text{proj}_{\vec{v}}\vec{u} = \dfrac{\vec{u}\cdot\vec{v}}{\|\vec{v}\|^2}\,\vec{v}\)

\(\text{proj}_{\langle 1,0 \rangle}\langle 3,4 \rangle = \langle 3,0 \rangle\)

Tip: The Dot Product interactive above also visualises the projection vector in purple.

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Basis Vectors & Linear Combinations

The standard basis in 2-D is \(\hat{i} = \langle 1,0 \rangle\) and \(\hat{j} = \langle 0,1 \rangle\). Any vector can be expressed as a linear combination: \(\vec{v} = v_x\hat{i} + v_y\hat{j}\).

\(\vec{v} = 3\hat{i} + 4\hat{j} = \langle 3,4 \rangle\)

Advanced – Early College

3-D vectors, cross products, line and plane equations, and motion functions.

Bridge to calculus
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Vectors in 3-D Space

Everything extends naturally: \(\vec{v} = \langle x, y, z \rangle\), \(\|\vec{v}\| = \sqrt{x^2+y^2+z^2}\). The standard basis adds \(\hat{k} = \langle 0,0,1 \rangle\).

\(\|\langle 1,2,2 \rangle\| = 3\)
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Cross Product & Geometric Applications

Interactive lab

Adjust the 3-D inputs and compare the resulting perpendicular vector in the readout.

\(\vec{u} \times \vec{v} = \begin{vmatrix}\hat{i}&\hat{j}&\hat{k}\\u_x&u_y&u_z\\v_x&v_y&v_z\end{vmatrix}\). The result is perpendicular to both inputs and its magnitude equals the area of the parallelogram they span.

\(\langle 1,0,0 \rangle \times \langle 0,1,0 \rangle = \langle 0,0,1 \rangle\)

🧊 3-D Cross Product Visualiser

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Vector Equations of Lines & Planes

Line: \(\vec{r}(t) = \vec{r}_0 + t\,\vec{d}\) where \(\vec{d}\) is the direction vector.
Plane: \(\vec{n} \cdot (\vec{r} - \vec{r}_0) = 0\) where \(\vec{n}\) is the normal.

Line through \((1,2,3)\) with direction \(\langle 1,1,0 \rangle\): \(\vec{r}=\langle 1+t,\;2+t,\;3 \rangle\)
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Vector-Valued Functions

Interactive lab

Set launch speed and angle, then animate the path to connect vectors with motion.

A vector-valued function \(\vec{r}(t) = \langle x(t),\;y(t) \rangle\) traces a curve. Its derivative \(\vec{r}'(t)\) gives the velocity vector; the second derivative gives acceleration. Projectile motion is a natural application:

\[\vec{r}(t) = \langle v_0\cos\theta\;t,\;\; v_0\sin\theta\;t - \tfrac{1}{2}gt^2 \rangle\]

šŸš€ Projectile Motion Simulation