In simple terms
A friendly intro before the formal notes — no formulas yet.
Vectors: Your GPS for Maths
A vector is a mathematical object that stores a size and a direction together, unlike an ordinary number, which stores only a size. Once you can add, scale and measure vectors, you can describe any situation where direction matters — a journey, a wind, a push.
Telling a friend to 'walk 500 metres' is not enough — that is a scalar, a bare size. Telling them to 'walk 500 metres north-east' is a vector: distance plus direction. A whole route with several turns is just a chain of vectors added nose-to-tail, and the single arrow from your start to your finish is their sum, the resultant.
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Write each quantity as a column vector, watching the signs of the components so that direction is captured correctly.
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Choose the operation the context calls for: add to combine effects, subtract to find the vector between two points ('destination minus start'), scalar-multiply to stretch or reverse.
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Work component by component — add x to x and y to y — keeping the arithmetic separate in each row.
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If a length, distance or speed is wanted, take the magnitude with Pythagoras; if an angle is wanted, reach for the scalar product.
Explore the concept
Use the live diagram, PhET or GeoGebra sim, and synced steps — play it, drag controls, or tap a step.
Step 1
Write each quantity as a column vector, watching the signs of the components so that direction is captured correctly.
Key formulas
Tap any symbol to reveal exactly what it means and its units.
Full topic notes
Formal explanation with the rigour you need for the exam.
Representing a vector
A vector is often pictured as an arrow: its length shows the magnitude and the way it points shows the direction. Numerically we describe it by its components — the change it makes in each coordinate direction. In two dimensions that means a horizontal component and a vertical component; in three dimensions we add a component along the third axis. The same vector can be written three equivalent ways, and you should be fluent moving between them.
Column form: . \n Base-vector form: , where and are the unit vectors along the - and -axes. \n In three dimensions: .
For instance means 3 units right and 2 units down, and is the same object as . A position vector is the special case that starts at the origin: the position vector of the point is , so its components are just the coordinates. A displacement vector between two points need not start at the origin, and you find it by subtracting position vectors — the single most useful move in the whole topic.
Displacement from to : ('destination minus start'), where and are the position vectors of and .
Vector operations
Vectors are added, subtracted and scaled component by component, and each operation has a clean geometric meaning. Adding is following and then nose-to-tail; the resultant is the direct arrow from the start of the first to the end of the second. Subtracting is adding the reverse of . Multiplying by a scalar stretches the vector by a factor and, if is negative, flips its direction.
Addition: add corresponding components — . Geometrically, arrows placed nose-to-tail.
Subtraction: subtract corresponding components — . Geometrically, the arrow from the tip of to the tip of .
Scalar multiplication: multiply each component by — . Magnitude scales by ; a negative reverses direction.
Magnitude and unit vectors
The magnitude (or modulus) of a vector is its length — a non-negative scalar written . It comes straight from Pythagoras on the components, and it is what a question means when it asks for a distance, a speed, or 'how far'. Once you have the magnitude you can also build the unit vector in the same direction, a vector of length exactly 1, by dividing the vector by its own magnitude. Unit vectors are how you record a pure direction.
Magnitude: in 2D, and in 3D. \n Unit vector in the direction of : .
Read the demand word carefully. A request for a vector ('find the displacement', 'find the resultant velocity') needs a column-vector answer; a request for a scalar ('find the distance', 'find the speed') needs the magnitude of that vector. Giving a vector where a length is wanted — or vice versa — throws away the accuracy mark even when the arithmetic is perfect.
The scalar (dot) product
The scalar product multiplies two vectors to give a single number, and it is the tool for angles. It can be computed two ways that always agree: from components, or from the two magnitudes and the angle between the vectors. Setting the two forms equal and rearranging gives a formula for the angle — and, as a special case, a one-line test for perpendicularity.
Component form: . \n Geometric form: . \n Angle between vectors: . \n Perpendicular test: .
The sign of the dot product already tells a story before you take an arccos: positive means an acute angle, zero means a right angle, and negative means an obtuse angle. That is why perpendicularity needs no angle calculation at all — if the components multiply and add to zero, the vectors meet at , because .
Model answer — marked the way our engine marks it
In Paper 1 the marks are analytic: each is tied to a specific line of working. A method mark (M) rewards the correct approach — the right formula with the candidate's numbers substituted — while an accuracy mark (A) rewards a correct value and depends on the method mark it follows. Follow-through (FT) means an error made early does not have to cost you the marks that depend on it, provided each later step is carried out correctly on your own figures. But that protection only exists if the method is written down. Study how every mark below is earned by a specific line.
Applications: displacement and forces
Vectors earn their keep in context. Displacement problems use to find the path between two positions, and the magnitude of that displacement is the straight-line distance. Velocity problems add a craft's velocity to a wind or current to get the true resultant, whose magnitude is the actual speed. Force problems add several forces acting on a body; when the resultant is the zero vector the body is in equilibrium, and a right angle between two forces is confirmed by a zero scalar product. In every case the routine is the same: model each quantity as a vector, combine with the right operation, then take a magnitude or an angle as the question demands.
Common mistakes examiners penalise
Getting the magnitude formula wrong — the magnitude is , not and not . Square the components, add, then take the square root. Signs vanish once you square, so a negative component never makes the length negative.
Adding magnitudes instead of vectors — in general. Add the vectors first, then take the magnitude of the resultant.
Using the wrong formula for the angle — the angle comes from , not from the dot product alone and not from . Divide the scalar product by the product of the two magnitudes before taking arccos.
Forgetting the perpendicular test is a zero dot product — for a right angle set and solve; do not compute an angle and hope it is . Likewise, do not confuse it with the parallel condition .
Slipping on component-wise arithmetic — add x to x and y to y, and mind double negatives: , while . Keep each row's arithmetic separate and never mix components.
Dropping a sign in the dot product — every component product carries its own sign, e.g. . Include the negative contributions; losing one changes both the value and the angle.
Reversing a displacement — is 'destination minus start'. Subtracting the wrong way gives , the opposite vector.
Answering a scalar with a vector (or vice versa) — 'distance' and 'speed' want a magnitude, a single number; 'displacement' and 'velocity' want a column vector. Match the answer type to the demand word.
Over-rounding mid-calculation — carry full figures such as or the calculator's value, and round only the final answer, to 3 significant figures unless told otherwise.
Where this leads
Everything here scales up. The addition and magnitude you practised in two dimensions work identically in three, where the same , , and the same dot-product angle formula describe lines and planes in space. The scalar product is the seed of the vector equation of a line and of measuring how one direction projects onto another, ideas that run through kinematics and modelling. And the discipline you have built — model each quantity as a vector, combine with the right operation, decide whether the answer is a length or an angle, and show every line so method and follow-through protect the result — is precisely what every vectors question on the exam rewards.
Worked examples
See the formulas applied — reveal one step at a time, like the exam.
Let and . Find the vector . [3]
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First scale by 2, multiplying each component:\n. [M1: correct scalar multiplication]\n\nThen subtract component by component, being careful with the double negative in the top row:\n. [M1: correct subtraction]\n\nSo . [A1]
A boat's engine drives it with velocity km/h while a current flows with velocity km/h. \n (a) Find the resultant velocity of the boat. \n (b) Find the boat's actual speed, correct to 3 significant figures. [4]
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(a) Resultant velocity. Combine the two velocities by adding components:\n km/h. [M1: adding vectors] [A1]\n\n**(b) Speed.** Speed is the magnitude of the resultant velocity, applied to the vector from part (a):\n [M1: magnitude of their resultant]\nSo the speed is km/h (3 s.f.). [A1: FT on their resultant]\n\nNote that — you must add the vectors before taking the magnitude.
The vectors and are perpendicular. Find the value of . [3]
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Perpendicular vectors have a zero scalar product, so set :\n. [M1: dot product in terms of ]\nSet equal to zero and solve:\n. [M1: set dot product to 0]\n. [A1]
Given and , find and the angle between and . [5]
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Model answer — full working.\n\nMagnitude of . Apply Pythagoras to the components:\n\n\nScalar product. Multiply matching components and add:\n\n\nMagnitude of .\n\n\nAngle. Use the angle formula:\n\n\n\n---\nHow our marking engine awards the 5 marks:\n\n- M1 — magnitude method. Awarded for applying — Pythagoras with the components substituted. It is the approach that scores, so it survives an arithmetic slip.\n- A1 — . The accuracy mark for the correct value . It depends on the M1 above.\n- M1 — scalar product. Awarded for , showing the component products added — including the negative one.\n- M1 — angle formula. Awarded for forming , the dot product over the product of the magnitudes. The engine checks the structure, not just the final number.\n- A1 — . The final accuracy mark for the correctly rounded angle. FT applies: a candidate with a slightly different dot product or magnitude who substitutes correctly and evaluates the arccos on their own figures still earns it.\n\n**'Accept equivalent forms and correct rounding.'** The engine accepts as or , accepts left as or written , and accepts the angle as or radians. Once a correct final answer appears, ISW (ignore subsequent working) means a later restatement does not lose the mark.\n\nBottom line: three of the five marks are method marks that survive an arithmetic slip, and the two accuracy marks are shielded by follow-through — but only because the magnitude, the dot product and the formula are all on the page. A student who writes just '' with no working risks losing 3-4 marks if a single number is off.
Two forces act on a point: N and N. \n (a) Find the resultant force . \n (b) Find the magnitude of the resultant force, correct to 3 significant figures. [4]
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(a) Resultant force. Add the forces component by component:\n N. [M1: adding the forces] [A1]\n\n**(b) Magnitude.** Take the magnitude of the resultant from part (a):\n [M1: magnitude of their resultant]\nSo the resultant force has magnitude N (3 s.f.). [A1: FT on their resultant]
How it all connects
The big idea sits in the middle — tap a linked idea to explore the link.
Tap a linked idea to see how it connects back to the main topic — that connection is what examiners reward.
Glossary
Try to recall each definition before you reveal it.
Quick check
Answer in your head first — then tap to check. No pressure.
Revision flashcards
Flip the card. Test yourself before the exam.
What is a vector?
A quantity with both magnitude (size) and direction. Examples: displacement, velocity, force.
Key takeaways
Review these before you close the topic — retrieval beats re-reading.
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Addition: add corresponding components — . Geometrically, arrows placed nose-to-tail.
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Subtraction: subtract corresponding components — . Geometrically, the arrow from the tip of to the tip of .
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Scalar multiplication: multiply each component by — . Magnitude scales by ; a negative reverses direction.
Practice — then mark it
The whole point: a real Cambridge question, marked mark-by-mark.
Get a Paper 2 vectors calculation marked: find a magnitude and the angle between two vectors with full working
Get a Paper 2 vectors calculation marked: find a magnitude and the angle between two vectors with full working
Extra simulations & links
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Frequently asked
Checkpoint
One marked question is worth ten re-reads — close the loop before you move on.
Reading it isn’t knowing it — prove it.
Before you move on: do Get a Paper 2 vectors calculation marked: find a magnitude and the angle between two vectors with full working on paper, snap a photo, and get examiner-style feedback on exactly where you win and lose marks.