Adding Vectors
Picture a swimmer crossing a river. She swims straight across, aiming for the point directly
opposite her on the far bank. But the river's current is quietly pushing her downstream the whole
time. She isn't doing one thing or the other — she's doing both at once. Her actual path
through the water is neither her swimming alone nor the current alone, but something new: a
single combined push that is the sum of the two.
That combining process is vector addition, and it works the same way whether
you're adding a swimmer's effort to a current, two forces pulling on a hook, or two gusts of wind.
Walk along \vec{u}, and from wherever you end up, walk along
\vec{v}. The single arrow from your start to your finish is the
sum \vec{u} + \vec{v}. This is the
tip-to-tail rule: slide \vec{v} so its tail sits on
the tip of \vec{u}, and join up the ends.
In components it could not be simpler — just add the matching entries:
\begin{bmatrix} u_x \\ u_y \end{bmatrix} + \begin{bmatrix} v_x \\ v_y \end{bmatrix} = \begin{bmatrix} u_x + v_x \\ u_y + v_y \end{bmatrix}.
Tip to tail
Below, \vec{u} is drawn from the origin, then
\vec{v} is carried to its tip. The bold arrow back to the origin is
the sum. Drag the components and confirm the rule: the sum's entries are just the entries added.
Order doesn't matter — and here's the second picture
Walking \vec{u} then \vec{v} lands you in
exactly the same place as \vec{v} then
\vec{u} — the two routes are the two sides of a
parallelogram with the sum as its diagonal. So vector addition is
commutative, just like adding ordinary numbers:
\vec{u} + \vec{v} = \vec{v} + \vec{u}.
The figure below draws both routes at once on the very same pair of vectors: go
\vec{u} then \vec{v} along the bottom and
right sides of the parallelogram, or \vec{v} then
\vec{u} along the left and top sides. Either way you arrive at exactly
the same corner — the diagonal is the one true sum, seen two ways.
Vector addition is associative too, and adding the
\vec{0} vector changes nothing — the same friendly rules arithmetic
already taught you, now working on arrows.
Worked example: adding by components
Add (3, 1) and (2, 4). There's no picture
needed at all — just line up the matching components and add:
(3, 1) + (2, 4) = (3 + 2,\ 1 + 4) = (5, 5).
That's the whole method: horizontal with horizontal, vertical with vertical. If you like, sketch
it tip-to-tail as a check — an arrow to (3,1), then a second arrow
added on from there reaching 2 further across and 4 further up, should land you exactly on
(5, 5).
Worked example: crossing a river
Back to our swimmer. Relative to the still water, she swims straight across the river at
2 m/s — call "across" the y-direction, so
her swimming velocity is \vec{s} = (0, 2). The current flows downstream
at 1.5 m/s — call "downstream" the x-direction,
so the current's velocity is \vec{c} = (1.5, 0).
Her actual velocity over the ground is the sum of the two:
\vec{s} + \vec{c} = (0 + 1.5,\ 2 + 0) = (1.5, 2).
How fast is she really moving, and in what direction? The magnitude comes from Pythagoras, and the
direction from the arctangent of "sideways over across":
|\vec{s}+\vec{c}| = \sqrt{1.5^2 + 2^2} = \sqrt{6.25} = 2.5 \text{ m/s}, \qquad \theta = \arctan\!\left(\frac{1.5}{2}\right) \approx 36.9^\circ.
So although she is only trying to swim straight across, her true path over the ground is
2.5 m/s, angled about 37^\circ downstream of
straight across. If she wants to actually land directly opposite her starting point, she
has to aim upstream of it to compensate — exactly the correction pilots and sailors make every
day.
Worked example: three legs of a journey
Vector addition doesn't stop at two vectors — you can chain as many as you like, adding one
component at a time. Suppose a hiker walks three legs of a journey, measured in kilometres east
(x) and north (y):
- Leg 1: (2, 3) — 2 km east, 3 km north
- Leg 2: (1, -1) — 1 km east, 1 km south
- Leg 3: (3, 2) — 3 km east, 2 km north
Add all three, component by component, to find the net displacement — the single straight-line arrow from start to finish:
(2+1+3,\ 3-1+2) = (6, 4).
However winding the walk, the hiker ends up exactly where a single arrow of
(6, 4) would have taken her — about
\sqrt{6^2+4^2} = \sqrt{52} \approx 7.2 km from where she began, in a
straight line she never actually walked.
Three pictures, one idea
By now you've seen vector addition drawn three different ways, and it's worth holding all three
in your head together, because each one is the right tool for a different job:
-
Tip-to-tail is the most natural picture for a journey or a sequence of
movements — walk one leg, then the next, then the next.
-
The parallelogram is the natural picture when two vectors act on the
same starting point at the same time — like two forces pulling on one hook, or a
swimmer's effort and a current both acting on her at once.
-
Components is the picture that actually does the arithmetic — no drawing
required, just matching entries added, and it's exact every time, however many vectors you're
combining.
They always agree, because they're really the same fact seen from three angles. When a picture
gets confusing, drop down to components and add; when a number feels abstract, sketch it
tip-to-tail and watch it happen.
It's a very natural mistake to think that if \vec{u} has length
5 and \vec{v} has length
3, then \vec{u} + \vec{v} must have length
8. It almost never does. Lengths only add directly when both vectors
point in exactly the same direction; point them differently and the combined length
shrinks, sometimes a lot (two vectors pointing in exactly opposite directions can even cancel to
length zero).
The safe method is always the same: add the components first, then find the
length of whatever comes out —
|\vec{u}+\vec{v}| = \sqrt{(u_x+v_x)^2 + (u_y+v_y)^2}, never
|\vec{u}| + |\vec{v}|.
The second trap is in the drawing itself: tip-to-tail only works when the tail of
\vec{v} sits exactly on the tip (the arrowhead) of
\vec{u} — nose to tail, like train carriages. Drawing them overlapping,
or both starting from the origin, does not give you the sum; it just gives you two separate
arrows.
Every student pilot learns to draw what's nicknamed the wind triangle — three
vectors added tip-to-tail: the plane's heading through the air, the wind's velocity, and the
plane's actual path over the ground. If a crosswind blows from the side, a pilot who simply points
the nose where she wants to go will drift sideways and miss the airport entirely.
The fix is pure vector addition, done in reverse: knowing the desired ground path and the wind,
she works out exactly how far into the wind to angle the nose so that her heading vector
plus the wind vector adds up to the straight path she actually wants. It's the very same
river-crossing correction from the worked example above, just with an aeroplane instead of a
swimmer — and it's flown, precisely, thousands of times a day.
A tug-of-war rope shows the idea running the other way. Two teams each pull with their own force
vector; the rope stays put exactly when those two vectors add to the
\vec{0} vector — equal in size, opposite in direction, cancelling
perfectly. The moment one side's vector sum edges away from zero, the rope starts to move.
See it explained