Vectors in Physics
Push a lawnmower across the lawn and something quietly frustrating happens. You shove along the
handle, which slants down toward the ground, so your 200\ \text{N} of effort
does not all go into moving the mower forward. Part of it drives the mower ahead — the
useful part — and part of it merely presses the mower harder into the grass, doing nothing but tiring
you out. Tilt the handle steeper and you press down more and push forward less; hold it flatter and
almost all your effort goes into motion. The same force, aimed differently, does a different
job.
That is the whole reason physics needs vectors. A force isn't just "how hard" — it is
"how hard and which way", and to predict what it actually accomplishes you must split it into
directions and recombine the pieces. On this page we take the physical quantities that carry a
direction — displacement, velocity, force — and learn the three moves that make them useful:
resolving a vector into components, adding vectors, and the two
products that hide inside real physics laws — the dot product (which gives you
work) and the cross product (which gives you torque).
Scalars carry a size; vectors carry a size and a direction
Some physical quantities are fully described by a single number with a unit. Your mass is
70\ \text{kg}; the room is at 21\,^\circ\text{C};
the trip took 3\ \text{hours}. There is no "direction of 70 kilograms".
These are scalars — mass, temperature, time, energy, speed, electric charge.
Other quantities are meaningless until you also say which way. "I walked
5\ \text{km}" doesn't tell you where I ended up; "I walked
5\ \text{km} north-east" does. Quantities that need a
magnitude and a direction are vectors — displacement, velocity,
acceleration, force, momentum. We write them in bold, \vec{F}, and draw them
as arrows: the length is the magnitude |\vec{F}| = F, the way the arrow
points is the direction.
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A scalar is a magnitude alone: mass, time, temperature, energy,
speed. Add scalars with ordinary arithmetic.
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A vector carries a magnitude and a direction: displacement, velocity,
acceleration, force, momentum. Add vectors head-to-tail, not by adding the numbers.
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Speed vs. velocity is the classic pair:
60\ \text{km/h} is a speed (scalar);
60\ \text{km/h} due east is a velocity (vector).
Resolving a vector into components
To do anything quantitative with a slanted vector, we break it into pieces that point along the axes —
a horizontal part and a vertical part. Drop a perpendicular from the tip of the arrow to the
x-axis and you make a right triangle whose hypotenuse is the
vector itself. If the force \vec{F} has magnitude F
and makes an angle \theta with the horizontal, plain trigonometry on that
triangle gives the two components:
F_x = F\cos\theta, \qquad F_y = F\sin\theta.
Reveal the figure step by step: first the slanted force, then the horizontal leg it casts onto the
x-axis, then the vertical leg, and finally the angle that ties them together.
The components are the vector's shadow on each axis. Going the other way, if you know
F_x and F_y you rebuild the magnitude with
Pythagoras and the direction with the tangent:
F = \sqrt{F_x^{\,2} + F_y^{\,2}}, \qquad \theta = \tan^{-1}\!\frac{F_y}{F_x}.
Notice the magnitude is not F_x + F_y — a point two blocks east and
two blocks north is only 2\sqrt{2}\approx 2.83 blocks away, not four.
Adding vectors: add the components
Two forces act on the same object; what single force do they amount to? Geometrically you slide one
arrow so its tail sits on the other's head, and the resultant runs from the very first
tail to the very last head — the "head-to-tail" rule. But the arithmetic is where the magic is: once
every vector is resolved into components, you just add the components separately.
\vec{R} = \vec{A} + \vec{B} \quad\Longrightarrow\quad R_x = A_x + B_x, \qquad R_y = A_y + B_y.
The awkward geometry of adding slanted arrows collapses into two easy sums, one per axis. Then Pythagoras
rebuilds the magnitude of the resultant and the tangent rebuilds its direction. This "resolve, add
component-wise, recombine" recipe is the single most-used technique in first-year mechanics — every
free-body-diagram problem is really this.
The dot product: how much a force works
Back to the lawnmower. You push with force \vec{F} along the handle while the
mower moves through a displacement \vec{d} along the ground. The
work you do — the energy you transfer — depends only on the part of the force that lies
along the motion. That "amount of one vector along another" is exactly what the
dot product computes:
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Work is the dot product of force and displacement:
W = \vec{F}\cdot\vec{d} = F\,d\cos\theta, where
\theta is the angle between them.
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The result is a scalar — a plain number of joules, with no direction.
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In components, \vec{F}\cdot\vec{d} = F_x d_x + F_y d_y + F_z d_z.
The \cos\theta is the whole story. When the force points along the motion
(\theta = 0, \cos\theta = 1) you get maximum work,
W = Fd. When the force is perpendicular to the motion
(\theta = 90^\circ, \cos\theta = 0) you do
zero work, no matter how hard you push. And when the force opposes the motion
(\theta = 180^\circ, \cos\theta = -1) the work is
negative — friction, for instance, drains energy away. The graph below plots
W = Fd\cos\theta against the angle for a fixed
F and d; watch it cross zero at exactly
90^\circ.
The cross product: how much a force turns
Loosen a stubborn bolt with a wrench. Pushing straight along the handle does nothing; pushing
perpendicular to it, as far out as you can reach, turns it best. The turning effect — the
torque — grows with how far out you push (r), how hard
(F), and how squarely (the angle between them). That is the fingerprint of the
cross product:
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Torque is the cross product of the position and the force:
\vec{\tau} = \vec{r}\times\vec{F}, with magnitude
|\vec{\tau}| = rF\sin\theta.
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The result is a vector, pointing along the axis of rotation — given by the
right-hand rule: curl your right fingers from \vec{r}
toward \vec{F} and your thumb points along \vec{\tau}.
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The turning is strongest when the force is perpendicular to the arm
(\theta = 90^\circ, \sin\theta = 1) and zero
when it points straight along the arm (\theta = 0).
Notice the beautiful contrast. The dot product uses \cos\theta and peaks when
the vectors are parallel; the cross product uses \sin\theta and peaks
when they are perpendicular. Work cares about pushing along; torque cares about pushing
across. One returns a scalar (energy), the other a vector (an axis of spin). Between them they
capture most of what forces actually do.
Worked examples
Example 1 — resolve a force. A child pulls a sled with a rope, exerting
F = 50\ \text{N} at \theta = 37^\circ above the
horizontal. Split it into components (using
\cos 37^\circ \approx 0.80, \sin 37^\circ \approx 0.60):
F_x = F\cos\theta = 50(0.80) = 40\ \text{N}, \qquad F_y = F\sin\theta = 50(0.60) = 30\ \text{N}.
Only the 40\ \text{N} horizontal part drags the sled forward; the
30\ \text{N} vertical part lifts it, easing the load on the ground.
Example 2 — work done. That same sled is pulled
d = 10\ \text{m} along level ground by the
50\ \text{N} rope at 37^\circ. The work done by the
rope is
W = Fd\cos\theta = (50)(10)(0.80) = 400\ \text{J}.
Equivalently, only the 40\ \text{N} horizontal component acts over the
10\ \text{m}: 40 \times 10 = 400\ \text{J} — the same
answer, as it must be.
Example 3 — torque on a wrench. You push with
F = 80\ \text{N} at the end of a
r = 0.25\ \text{m} wrench, at 90^\circ to the
handle. The torque magnitude is
|\vec{\tau}| = rF\sin\theta = (0.25)(80)\sin 90^\circ = 20\ \text{N·m}.
Push at only 30^\circ to the handle instead and
\sin 30^\circ = 0.5, so the torque halves to
10\ \text{N·m} — same force, half the turning.
Example 4 — add two forces. Two ropes pull a boat:
\vec{A} = 30\ \text{N} due east and
\vec{B} = 40\ \text{N} due north. Their components add axis by axis:
R_x = 30, R_y = 40, so the resultant has magnitude
R = \sqrt{R_x^{\,2} + R_y^{\,2}} = \sqrt{30^2 + 40^2} = \sqrt{2500} = 50\ \text{N},
at an angle \theta = \tan^{-1}(40/30) \approx 53^\circ north of east. Note
50 \ne 30 + 40: vectors don't add like plain numbers.
Watch out — the answer is exactly zero, and this trips up almost everyone. Surely a
force that huge, acting for years, must do enormous work? But work is
W = \vec{F}\cdot\vec{d} = Fd\cos\theta, and for a satellite in a circular
orbit gravity points straight toward the centre while the motion is along the circle — the two
are always at 90^\circ. With \cos 90^\circ = 0, the
work is zero at every instant, forever.
That is why the satellite's speed (and kinetic energy) never changes: no work, no change in energy. The
same logic explains why the normal force from the floor does no work as you walk across a room, and why
the tension in a string does no work on a ball whirled in a circle. Any force that stays perpendicular to
the motion is a steering force, not a working force — it bends the path without adding
or draining energy. Whenever someone says "but the force is so big!", answer with the angle, not the
magnitude.
A turning can be clockwise or anticlockwise, and in three dimensions it can happen about any
axis — a wheel spins about one axis, a spinning top about another. A single number couldn't tell those
apart. So torque, like angular velocity and angular momentum, is a genuine vector: its
magnitude is how much turning (rF\sin\theta) and its direction is the
axis the turning happens about, fixed by the right-hand rule. Anticlockwise turns point the
torque out of the page toward you; clockwise turns point it away.
This is why the cross product \vec{r}\times\vec{F} is the right tool: it takes
two vectors and returns a third, perpendicular to both, whose length is rF\sin\theta.
Writing a torque as a bare scalar is fine for a flat problem where everything turns about one fixed axis
(and we just track the sign), but the moment a second axis enters — a gyroscope, a tumbling satellite —
you need the full vector, or the physics simply won't close.