Vectors as Coordinates
"A length and an angle" describes a vector, but it's awkward to compute with. There's a
tidier way. On the
coordinate plane,
any arrow from the origin is fixed by where its head lands. So we can describe the
whole vector with just two numbers: how far it goes across and how far it goes
up.
These two numbers are the vector's components. We stack them in a column:
\vec{v} = \begin{bmatrix} v_x \\ v_y \end{bmatrix}.
For example \begin{bmatrix} 3 \\ 2 \end{bmatrix} means "go
3 right, then 2 up." The arrow and the
pair of numbers are two faces of the same thing — that's the bridge linear algebra is built on.
Reading off the components
Steer the head of the vector below. The dashed legs show its two components — the
across step v_x and the up step
v_y — and the column updates to match. Every arrow you can draw has
exactly one such pair, and every pair draws exactly one arrow.
Points, displacements, and the zero vector
A vector \begin{bmatrix} 3 \\ 2 \end{bmatrix} can name a
position (the point at (3, 2)) or a
displacement (the move "3 right, 2 up" from wherever you are). Same
numbers, two readings — and both are useful.
The special vector \vec{0} = \begin{bmatrix} 0 \\ 0 \end{bmatrix} is
the zero vector: no length, no direction, an arrow that goes nowhere. And
nothing forces us to stop at two components — a vector in
three dimensions
has three, and a data point with 100 features is a vector with
100 components. The picture stops at 3D; the arithmetic never does.