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Vocabulary practice flashcards covering fundamental 2D and 3D vector concepts, operations, dot products, projections, and cross products for Calculus 3.
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Scalar
A real number that has only magnitude (size) and no direction, such as temperature (72∘F) or mass (5kg).
Vector
A mathematical object characterized solely by having both magnitude (length) and direction, represented geometrically as an arrow from an initial point P to a terminal point Q.
Standard Position
The placement of a vector on a coordinate grid such that its initial point (tail) is located at the origin (0,0) and its terminal point (tip) is at (v1,v2).
Component Form
The representation of a vector using angle brackets, written as ⟨v1,v2⟩, where v1 is horizontal displacement and v2 is vertical displacement.
Magnitude
The length of a vector v=⟨v1,v2⟩, denoted as ∣∣v∣∣ or ∣v∣, calculated using the Pythagorean theorem formula ∣∣v∣∣=v12+v22.
Tip-to-Tail Rule
The geometric procedure for vector addition where the tail of vector v is placed at the tip of vector u, resulting in u+v running from the tail of u to the tip of v.
Scalar Multiplication
The operation of multiplying a vector by a scalar c, defined algebraically as c⟨v1,v2⟩=⟨cv1,cv2⟩, which scales vector length and reverses direction if c<0.
Unit Vector
Any vector whose magnitude (length) is equal to exactly 1.
Standard Basis Vectors (2D)
The unit vectors along the coordinate axes in 2D space, defined as i=⟨1,0⟩ along the x-axis and j=⟨0,1⟩ along the y-axis.
Vector Normalization
The process of constructing a unit vector u in the exact same direction as a non-zero vector v by dividing v by its magnitude: u=∣∣v∣∣v.
Standard Basis Vectors (3D)
The standard unit vectors in 3D space, defined as i=⟨1,0,0⟩, j=⟨0,1,0⟩, and k=⟨0,0,1⟩.
Right-Hand Rule for Axes
An orientation rule for 3D coordinate systems where pointing the right index finger along the positive x-axis and curling fingers toward the positive y-axis results in the thumb pointing toward the positive z-axis.
3D Distance Formula
The formula used to calculate distance between points P(x1,y1,z1) and Q(x2,y2,z2), given by d=(x2−x1)2+(y2−y1)2+(z2−z1)2.
Coordinate Planes in R³
Planes formed by fixing one coordinate to zero: z=0 defines the xy-plane, y=0 defines the xz-plane, and x=0 defines the yz-plane.
Standard Equation of a Sphere
The algebraic equation (x−h)2+(y−k)2+(z−l)2=R2, representing all points at constant distance R from center (h,k,l).
Dot Product
An operation combining two vectors to produce a scalar, defined algebraically as u⋅v=u1v1+u2v2+u3v3 and geometrically as u⋅v=∣∣u∣∣∣∣v∣∣cos(θ).
Orthogonal Vectors
Two non-zero vectors that are perpendicular to each other, occurring if and only if their dot product is equal to zero (u⋅v=0).
Scalar Component (comp_v u)
The length or magnitude of the shadow created by vector projection of u onto v, given by compvu=∣∣v∣∣u⋅v.
Vector Projection (proj_v u)
The actual shadow vector of u directed along v, calculated using the formula projvu=(∣∣v∣∣u⋅v)∣∣v∣∣v.
Cross Product
An operation defined exclusively in 3D space that combines two vectors u and v to produce a new vector perpendicular to both original vectors.
Anti-commutative Property
A mathematical property of the cross product where changing the order of multiplication negates the resulting vector: v×u=−(u×v).
Cross Product Magnitude Formula
The magnitude of a cross product given by ∣∣u×v∣∣=∣∣u∣∣∣∣v∣∣sin(θ), which equals the area of the parallelogram formed by vectors u and v.
Parallel Test (Cross Product)
A test determining that two vectors u and v are parallel if and only if their cross product yields the zero vector (u×v=0).
Scalar Triple Product
A 3×3 determinant expression combining vectors u, v, and w used to calculate the volume of a 3D box (parallelepiped).