Section 2.1 · Topic 3 of 8

2.1.3 Adding, subtracting and scaling vectors

Vectors are added (or subtracted) component by component:

Geometrically this is the familiar head-to-tail (or parallelogram) rule of Figure 2.1.3: walk along , then along , and the arrow from the start to the end point is . Addition is commutative, (the two routes around the parallelogram end at the same corner), and associative, . The difference is . Drawn from a common tail, it is the arrow from the head of to the head of , a picture we shall use again for the displacement vector in Section 2.3.

Multiplying a vector by a scalar multiplies every component by , . It stretches the vector by the factor and reverses it if . Only quantities with the same unit can be added: a force can be added to a force, but not to an electric field.

The geometry of vector addition and scaling. (a) To add \vec B to \vec A, start \vec B at the head of \vec A. (b) The same sum as the diagonal of the parallelogram spanned by \vec A and \vec B. (c) Drawn from a common tail, \vec A-\vec B goes from the head of \vec B to the head of \vec A (check: \vec B+(\vec A-\vec B)=\vec A). (d) k\vec A is parallel to \vec A, |k| times as long, and reversed when k<0.
Figure 2.1.3. The geometry of vector addition and scaling. (a) To add to , start at the head of . (b) The same sum as the diagonal of the parallelogram spanned by and . (c) Drawn from a common tail, goes from the head of to the head of (check: ). (d) is parallel to , times as long, and reversed when .
Remark

Equation (2.1.4) works because are the same at every point of space. We shall see in Section 2.3.4 that this is not true of the cylindrical unit vectors and , and that adding cylindrical components of vectors located at different points is a classic mistake.

Common mistake

Adding magnitudes instead of vectors. In general : the lengths add only when the two vectors point the same way. For and we get with , not . Always add the components first and take the magnitude at the end.

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