Definition 2.3: Vector Addition The sum, $\vc{u}+\vc{v}$, of two vectors, $\vc{u}$ and $\vc{v}$, is
constructed by placing $\vc{u}$, at some
arbitrary location, and then placing $\vc{v}$ such that $\vc{v}$'s tail
point coincides with $\vc{u}$'s tip point, and $\vc{u}+\vc{v}$ is the vector
that starts at $\vc{u}$'s tail point, and ends at $\vc{v}$'s tip point.
Definition 2.4: Scalar Vector Multiplication When a vector, $\vc{v}$, is multiplied by a scalar, $k$, the vector $k\vc{v}$ is obtained,
which is parallel to $\vc{v}$ and its length is $\abs{k}\,\ln{v}$. The direction
of $k\vc{v}$ is opposite $\vc{v}$ if $k$ is negative, and otherwise it has the same direction as $\vc{v}$.
If $k=0$, then $k\vc{v}=\vc{0}$.
Theorem 2.1: Properties of Vector Arithmetic Assuming that $\vc{u}$, $\vc{v}$, and $\vc{w}$ are vectors of the same size, and that $k$ and $l$ are scalars,
then the following rules hold:
\begin{gather}
\begin{array}{llr}
(i) & \vc{u}+\vc{v} = \vc{v}+\vc{u} & \spc\text{(commutativity)} \\
(ii) & (\vc{u}+\vc{v})+\vc{w} = \vc{u}+(\vc{v}+\vc{w}) & \spc\text{(associativity)} \\
(iii) & \vc{v}+\vc{0} = \vc{v} & \spc\text{(zero existence)} \\
(iv) & \vc{v}+ (-\vc{v}) = \vc{0} & \spc\text{(negative vector existence)} \\
(v) & k(l\vc{v}) = (kl)\vc{v} & \spc\text{(associativity)}\\
(vi) & 1\vc{v} = \vc{v} & \spc\text{(multiplicative one)} \\
(vii) & 0\vc{v} = \vc{0} & \spc\text{(multiplicative zero)} \\
(viii) & k\vc{0} = \vc{0} & \spc\text{(multiplicative zero vector)} \\
(ix) & k(\vc{u}+\vc{v}) = k\vc{u}+k\vc{v} & \spc\text{(distributivity 1)} \\
(x) & (k+l)\vc{v} = k\vc{v}+l\vc{v} & \spc\text{(distributivity 2)} \\
\end{array}
\end{gather}
Theorem 2.2: The Middle Point Formula Assume that $M$ is the middle point of the line segment that goes between $A$ and $B$ as shown in the illustration to the right.
Assume $O$ is another point. The vector $\overrightarrow{OM}$, i.e., from $O$ to $M$, can be written as
\begin{equation}
\overrightarrow{OM} = \frac{1}{2}(\overrightarrow{OA} + \overrightarrow{OB}).
\end{equation}
Theorem 2.3: Coordinate in One Dimension Let $\vc{e}$ be a non-zero vector on a straight line.
For each vector, $\vc{v}$, on the line, there is only one number, $x$, such that
\begin{equation}
\vc{v} = x \vc{e}.
\end{equation}
(The vector, $\vc{v}$, in the figure to the right can be moved around.)
Equation 2.25: \begin{equation}
\vc{v} = \vc{u} + \vc{w} = x \vc{e}_1 + y \vc{e}_2.
\end{equation}
Theorem 2.4: Coordinates in Two Dimensions Let $\vc{e}_1$ and $\vc{e}_2$ be two non-parallel vectors (which both lie in a plane).
For every vector, $\vc{v}$, in this plane, there is a single coordinate pair, $(x,y)$, such that
\begin{equation}
\vc{v} = x\vc{e}_1 + y\vc{e}_2.
\end{equation}
(The vectors $\vc{v}$, $\vc{e}_1$, and $\vc{e}_2$ can be moved around in the figure.)
Equation 2.31: \begin{equation}
\vc{v} = x \vc{e}_1 + y \vc{e}_2 + z \vc{e}_3.
\end{equation}
Definition 2.5: Column Vector Notation Given a basis, a column vector, $\vc{v}$, in $n$ dimensions (we have used $n\in [1,2,3]$) is a column of $n$
scalar values. These scalar components, sometimes called vector elements,
of the vector can either be numbered, i.e., $v_1$, $v_2$, and $v_3$,
or we can use $x$, $y$, and $z$ as subscripts when that is more convenient. The notation is:
\begin{gather}
\underbrace{ \vc{u} =
\begin{pmatrix} u_x
\end{pmatrix} =
\begin{pmatrix} u_1
\end{pmatrix}}_{\text{1D vector}},
\spc\spc
\underbrace{ \vc{v} =
\begin{pmatrix} v_x \\
v_y
\end{pmatrix} =
\begin{pmatrix} v_1 \\
v_2
\end{pmatrix}}_{\text{2D vector}},
\spc\spc
\\
\underbrace{ \vc{w} =
\begin{pmatrix} w_x \\
w_y \\
w_z
\end{pmatrix} =
\begin{pmatrix} w_1 \\
w_2 \\
w_3
\end{pmatrix}}_{\text{3D vector}},
\end{gather}
where $\vc{u} = u_x \vc{e}_1$, $\vc{v} = v_x \vc{e}_1 + v_y \vc{e}_2$,
and $\vc{w} = w_x \vc{e}_1 + w_y \vc{e}_2 + w_z \vc{e}_3$.
Definition 2.9: Real Coordinate Space The vector space $\R^n$ is defined as $n$-tuples $\vc{u} = (u_1, u_2, \ldots, u_n)$,
where each $u_i$ is a real number. It is a vector space over the real numbers $\R$, where
vector addition $\vc{u}+\vc{v}$ is defined as $\vc{u}+\vc{v} = (u_1+v_1, u_2+v_2, \ldots, u_n+v_n)$
and scalar-vector multiplications is defined as $k\vc{v} = (k v_1, k v_2, \ldots, k v_n)$, where $k\in \R$.
One of the most important and fundamental concepts in linear algebra is the vector.
Luckily, vectors are all around us, but they are, in general, not visible. The common
ways to introduce a vector is either to begin with the strict mathematical definition,
or to discuss examples of vectors, such as velocities, forces,
acceleration, etc.
For a more intuitive and hopefully faster understanding of this important concept, this chapter instead begins with an
interactive demonstration and a clear visualization of what a vector can be.
In this case, a ball's velocity, which consists of a direction (where the ball is
going) and a speed (how fast it is going there), is shown
in Interactive Illustration 2.1.
Interactive Illustration 2.1:
This little breakout game shows the concept of a vector. Play along for an interactive introduction.
Control the paddle with left/right keys, or touch/swipe.
Interactive Illustration 2.1:
This little breakout game shows the concept of a vector. Play along for an interactive introduction.
Control the paddle with left/right keys, or touch/swipe.
In this book, we denote points by capital italic letters, e.g., $A$, $B$, and $Q$. For most of the presentation in the
early chapters, we will use two- and three-dimensional points, and some occasional one-dimensional points.
We start with a definition of a vector.
Definition 2.1:Vector
Let $A$ and $B$ be two points. A directed line segment from $A$ to $B$ is denoted by:
This directed line segment constitutes a
vector. If you can move the line segment to another line
segment with the same direction and length, they constitute the
same vector.
$A$
$B$
$\overrightarrow{AB}$
$C$
$D$
$\overrightarrow{CD} = \vc{v}$
For instance, the two line segments
$\overrightarrow{AB}$ and $\overrightarrow{CD}$
in Interactive Illustration 2.2 constitute
the same vector as can be seen when pushing the "forward" button.
We say that
$\overrightarrow{AB}$ is a vector and that
A shorter notation for vectors is to use a single bold face characters, such as $\vc{v}$. As is shown in the illustration, $\vc{v} = \overrightarrow{AB} = \overrightarrow{CD}$.
Some books make a difference between directed line segments and vectors, and reserve the short hand variant $\vc{v}$ for true vectors and the
longer $\overrightarrow{AB}$ for directed line segments. While this may be mathematically more stringent,
this difference is ignored for the purposes of this book, and we use vectors and directed line segments as one and the same thing.
We also use the terms tail point and tip point of a vector when this is convenient, where the tip point is
where the arrowhead is, and the tail point is the other end.
A vector is completely defined by its
direction, and
its length
Note that a starting position of a vector is missing from the list above. As long as the direction and length is not changed,
it is possible to move it around and have it start in any location. This is illustrated in Interactive Illustration 2.3.
Interactive Illustration 2.3:
A vector does not have a specific starting position. This vector
is drawn at a certain position, but even when it is moved to start somewhere
else, it is still the same vector. Click/touch Forward to move the
vector.
Interactive Illustration 2.3:
Even though the vector has moved, it is still the same vector.
Interactive Illustration 2.3:
Now, there are two arrows, both representing the same vector.
This is equivalent to how the weight of two $80$ kg persons are
represented by the same number ($80$).
Interactive Illustration 2.3:
All these arrows represent the same vector.
The arrows can be moved by click/touch-dragging their start or end points.
Interactive Illustration 2.3:
A vector does not have a specific starting position. This vector
is drawn at a certain position, but even when it is moved to start somewhere
else, it is still the same vector. Click/touch Forward to move the
vector.
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
The length of a vector is denoted by $\ln{\overrightarrow{AB}}$, or in shorthand by $\ln{\vc{v}}$.
\begin{equation}
\text{length of vector:}\spc\spc \ln{\vc{v}}
\end{equation}
(2.3)
The length of a vector is a scalar, which just means that it is a regular number, such as $7.5$. The term scalar is used to emphasize
that it is just a number and not a vector or a point. Exactly how the length of a vector can be calculated will
be deferred to Chapter 3.
Note that the order of the points is important, i.e., if you change the order of $A$ and $B$,
another vector, $\overrightarrow{BA}$, is obtained. It has opposite direction, but the same length,
i.e., $\ln{\overrightarrow{AB}} = \ln{\overrightarrow{BA}}$.
Even $\overrightarrow{AA}$ is a vector, which is called the zero vector, as shown in the definition below.
Definition 2.2:Zero Vector
The zero vector is denoted by $\vc{0}$, and can be created using a directed line segment using the same point twice,
i.e., $\vc{0}=\overrightarrow{AA}$. Note that $\ln{\vc{0}}=0$, i.e., the length of the zero vector is zero.
Two vectors, $\vc{u}$ and $\vc{v}$, are parallel if they have the same direction or opposite directions, but not necessarily
the same lengths. This is shown to the right in Figure 2.4. Note how you can change the vectors in the figure, some can be changed by grabbing the tip, others by grabbing the tail.
The notation
means that $\vc{u}$ is parallel to $\vc{v}$.
The zero vector $\vc{0}$ is said to be parallel to all other vectors.
Next, we will present how two vectors can be added to form a new vector, and then
follows scalar vector multiplication in Section 2.3.
There are two fundamental vector operations in linear algebra, namely, vector addition and
scalar vector multiplication, where the latter is sometimes called vector scaling.
Most of the mathematics in this book build upon these two operations,
and even the most complex operations often lead back to addition and scaling.
Vector scaling is described in Section 2.3, while
vector addition is described here. Luckily, both vector addition and vector scaling
behave as we would expect them to.
Definition 2.3:Vector Addition
The sum, $\vc{u}+\vc{v}$, of two vectors, $\vc{u}$ and $\vc{v}$, is
constructed by placing $\vc{u}$, at some
arbitrary location, and then placing $\vc{v}$ such that $\vc{v}$'s tail
point coincides with $\vc{u}$'s tip point, and $\vc{u}+\vc{v}$ is the vector
that starts at $\vc{u}$'s tail point, and ends at $\vc{v}$'s tip point.
Interactive Illustration 2.5:
Two vectors, $\vc{u}$ and $\vc{v}$, are shown. These will be added to form the vector sum $\vc{u} + \vc{v}$.
Note that the vectors can be changed as usual by dragging their tips.
Click/press Forward to continue to the next stage of the illustration.
Interactive Illustration 2.5:
The first step is to translate $\vc{v}$ so that its tail point is located at
the tip point of $\vc{u}$.
Interactive Illustration 2.5:
The vector sum is then formed from the tail point of $\vc{u}$ to the tip point of $\vc{v}$ at its new location.
Interactive Illustration 2.5:
The vector sum $\vc{u} + \vc{v}$ is shown in blue.
Interactive Illustration 2.5:
It is also possible to instead translate $\vc{u}$.
Interactive Illustration 2.5:
Again, the vector is formed from the tail point of the first vector $\vc{v}$ to the tip point of $\vc{u}$.
Interactive Illustration 2.5:
As shown here, the resulting vector sum (blue vector) is the same.
Interactive Illustration 2.5:
Notice how $\vc{u}$, $\vc{v}$, and their translated versions form a parallelogram with $\vc{u}+\vc{v}$ as the diagonal.
Interactive Illustration 2.5:
Two vectors, $\hid{\vc{u}}$ and $\hid{\vc{v}}$, are shown. These will be added to form the vector sum $\hid{\vc{u} + \vc{v}}$.
Note that the vectors can be changed as usual by dragging their tips.
Click/press Forward to continue to the next stage of the illustration.
$\vc{u}+\vc{v}$
$\vc{v}$
$\vc{v}$
$\vc{v}$
$\vc{u}$
$\vc{u}$
$\vc{u}$
$\vc{v}$
So far, we have only illustrated the vector addition in the plane, i.e., in two dimensions.
However, it can also be illustrated in three dimensions. This is done below in
Interactive Illustration 2.6. Remember that you can rotate the figure by moving the mouse while right clicking or by using a two-finger swipe.
Interactive Illustration 2.6:
Two vectors, $\vc{u}$ and $\vc{v}$, are shown. These will be added to form the vector sum, $\vc{u} + \vc{v}$.
Note that the vectors can be changed as usual by dragging their tip points. If you do so, you will move the points in the plane of the screen.
Click/press Forward to continue to the next stage of the illustration.
Interactive Illustration 2.6:
The first step is to translate $\vc{v}$ so that its tail point is located at
the tip point of $\vc{u}$.
Interactive Illustration 2.6:
The vector sum is then formed from the tail point of $\vc{u}$ to the tip point of $\vc{v}$ at its new location.
Interactive Illustration 2.6:
Here, the vector sum $\vc{u} + \vc{v}$ is shown.
Interactive Illustration 2.6:
In this final stage, we have added some dashed support lines to make it easier to see the spatial relationships.
Recall that you can press the right mouse button, keep it pressed, and move the mouse to see the vector addition from
another view point. For tablets, the same maneuver is done by swiping with two fingers.
Note that by changing the point of view like this, you can verify that $\vc{u}$, $\vc{v}$, and
$\vc{u}+\vc{v}$ all lie in the same plane. Try also to move the vectors so that the projected points no longer end up on a straight line.
Interactive Illustration 2.6:
In this final stage, we have added some dashed support lines to make it easier to see the spatial relationships.
Recall that you can press the right mouse button, keep it pressed, and move the mouse to see the vector addition from
another view point. For tablets, the same maneuver is done by swiping with two fingers.
Note that by changing the point of view like this, you can verify that $\hid{\vc{u}}$, $\hid{\vc{v}}$, and
$\hid{\vc{u}+\vc{v}}$ all lie in the same plane. Try also to move the vectors so that the projected points no longer end up on a straight line.
As we saw in the Breakout Game 2.1, the speed of the ball was increased
by 50% after a while. This is an example of vector scaling, where the velocity vector simply was
scaled by a factor of $1.5$. However, a scaling factor can be negative as well, and this is all
summarized in the definition below, and instead of the term vector scaling, we also use the term
scalar vector multiplication.
Definition 2.4:Scalar Vector Multiplication
When a vector, $\vc{v}$, is multiplied by a scalar, $k$, the vector $k\vc{v}$ is obtained,
which is parallel to $\vc{v}$ and its length is $\abs{k}\,\ln{v}$. The direction
of $k\vc{v}$ is opposite $\vc{v}$ if $k$ is negative, and otherwise it has the same direction as $\vc{v}$.
If $k=0$, then $k\vc{v}=\vc{0}$.
A corollary to this is that if the two vectors $\vc{u}$ and $\vc{v}$ satisfy $\vc{u} = k \vc{v}$ for some scalar $k$, then $\vc{u}$ and $\vc{v}$ are parallel.
Scalar vector multiplication is shown in Interactive Illustration 2.7 below.
The reader is encouraged to play around with the illustration.
Interactive Illustration 2.7:
Here, we show how a vector, $\vc{v}$, can be multiplied by a scalar, $k$, so that
$k\vc{v}$ is generated. The reader can move the vector, $\vc{v}$, and also
manipulate the value of $k$ by dragging the slider below the illustration.
Note what happens to $k\vc{v}$ when $k$ is negative.
As an exercise, try to make the tip point of $\vc{v}$ meet coincide with the tip point of $k\vc{v}$.
Interactive Illustration 2.7:
Here, we show how a vector, $\hid{\vc{v}}$, can be multiplied by a scalar, $\hid{k}$, so that
$\hid{k\vc{v}}$ is generated. The reader can move the vector, $\hid{\vc{v}}$, and also
manipulate the value of $\hid{k}$ by dragging the slider below the illustration.
Note what happens to $\hid{k\vc{v}}$ when $\hid{k}$ is negative.
As an exercise, try to make the tip point of $\hid{\vc{v}}$ meet coincide with the tip point of $\hid{k\vc{v}}$.
$k=$
$\vc{v}$
$k\vc{v}$
Now that we can both add vectors, and scale vectors by a real number, it is rather straightforward to
subtract two vectors as well. This is shown in the following example.
Example 2.1:Vector Subtraction Note that by using vector addition (Definition 2.3)
and scalar vector multiplication (Definition 2.4) by $-1$,
we can subtract one vector, $\vc{v}$, from another, $\vc{u}$ according to
where we have introduced the shorthand notation, $\vc{u}-\vc{v}$,
for the expression to the left of the equal sign. Vector subtraction is illustrated below.
Interactive Illustration 2.8:
Vector subtraction, $\vc{u}-\vc{v}$, is illustrated here. First, only the two vectors, $\vc{u}$ and $\vc{v}$,
are shown.
Interactive Illustration 2.8:
Then, we scale $\vc{v}$ by a factor $-1$, which creates $-\vc{v}$.
Interactive Illustration 2.8:
Then, $-\vc{v}$ is translated so its tail point coincides with $\vc{u}$'s tip point.
Interactive Illustration 2.8:
Translating $-\vc{v}$ so its tail point coincides with $\vc{u}$'s tip point is the same as adding
$\vc{u}$ and $-\vc{v}$, and the sum is shown as a blue vector.
Interactive Illustration 2.8:
This creates the vector subtraction, $\vc{u}-\vc{v}$.
Interactive Illustration 2.8:
Finally, we see that $\vc{u}-\vc{v}$ is the vector from $\vc{v}$'s tip point to $\vc{u}$'s
tip point. The reader can move the red ($\vc{u}$) and green ($\vc{v}$) vectors, and as
an exercise, try out what happens if one of $\vc{u}$ or $\vc{v}$ is set to the zero vector,
and also try setting $\vc{u}=\vc{v}$.
Interactive Illustration 2.8:
Finally, we see that $\hid{\vc{u}-\vc{v}}$ is the vector from $\hid{\vc{v}}$'s tip point to $\hid{\vc{u}}$'s
tip point. The reader can move the red ($\hid{\vc{u}}$) and green ($\hid{\vc{v}}$) vectors, and as
an exercise, try out what happens if one of $\hid{\vc{u}}$ or $\hid{\vc{v}}$ is set to the zero vector,
and also try setting $\hid{\vc{u}=\vc{v}}$.
$\vc{u}$
$\vc{v}$
$-\vc{v}$
$-\vc{v}$
$-\vc{v}$
$\vc{u}-\vc{v}$
$\vc{u}-\vc{v}$
$\vc{u}-\vc{v}$
Example 2.2:Box In this example, we will see how a box can be created by using three vectors that all make a right angle
with each other.
Interactive Illustration 2.9:
In this example, we have one red, one green, and one blue vector. These all make
right angles with each other, and they are constrained to be like that. The length of the vectors
can be changed interactively, though. In the following, we will show how a box can be built
from these vectors.
Interactive Illustration 2.9:
First, we add the red and blue vectors.
Interactive Illustration 2.9:
Second, we add the green vector to all the four points at the bottom.
Interactive Illustration 2.9:
Finally, we also connect at the top. As can be seen, there are many
different ways to reach a particular corner of the box. Try to change the length of
the bold red, green, and blue vectors.
Interactive Illustration 2.9:
In this example, we have one red, one green, and one blue vector. These all make
right angles with each other, and they are constrained to be like that. The length of the vectors
can be changed interactively, though. In the following, we will show how a box can be built
from these vectors.
There are a number of different rules for using both vector addition and scalar vector multiplication.
This is the topic of the next section.
Using vectors in calculations with vector addition and scalar vector multiplication is fairly straightforward.
They behave as we might expect them to. However, rules such as $\vc{u}+(\vc{v}+\vc{w})=(\vc{u}+\vc{v})+\vc{w}$,
must be proved. The rules for vector arithmetic are summarized in Theorem 2.1.
Theorem 2.1:Properties of Vector Arithmetic
Assuming that $\vc{u}$, $\vc{v}$, and $\vc{w}$ are vectors of the same size, and that $k$ and $l$ are scalars,
then the following rules hold:
While most (or all) of the rules above feel very natural and intuitive, they must be proved nevertheless.
The reader is encouraged to look at the proofs, and especially at the interactive illustrations,
which can increase the feeling and intuition for many of the rules.
Interactive Illustration 2.10:
This interactive illustration shows commutativity of vector addition. This means that
$\vc{u}+\vc{v}=\vc{v}+\vc{u}$. Click/touch Forward to continue.
Interactive Illustration 2.10:
To the left, $\vc{v}$ is translated so that its tail point ends at up the tip point
of $\vc{u}$, and vice versa on the right.
Interactive Illustration 2.10:
The blue vectors are the sum vectors.
Interactive Illustration 2.10:
Then, the sums, $\vc{u}+\vc{v}$ and $\vc{v}+\vc{u}$, are shown.
Interactive Illustration 2.10:
Finally, we also show the other translated vectors both to the left and right. As can be seen,
the resulting vector sum is the same, regardless of the order of the operands. Recall that the vectors can be moved around.
Interactive Illustration 2.10:
Finally, we also show the other translated vectors both to the left and right. As can be seen,
the resulting vector sum is the same, regardless of the order of the operands. Recall that the vectors can be moved around.
Interactive Illustration 2.11:
Consider the three vectors, $\vc{u}$, $\vc{v}$, and $\vc{w}$.
Since vectors do not have a specific starting point, we have arranged
them so that $\vc{v}$ starts where $\vc{u}$ ends,
and $\vc{w}$ starts where $\vc{v}$ ends.
Interactive Illustration 2.11:
The cyan vector, $(\vc{v}+\vc{w})$, replaces the vectors $\vc{v}$ and $\vc{w}$.
The result is the black vector, $\vc{u} + (\vc{v} + \vc{w})$.
Interactive Illustration 2.11:
However, we can also replace $\vc{u}$ and $\vc{v}$ by the
yellow vector, $\vc{u}+\vc{v}$. The result is the black vector,
$(\vc{u}+\vc{v})+\vc{w}$. As can be seen, this is the same black vector
as in the previous step.
Interactive Illustration 2.11:
Therefore, we can skip the parenthesis, since the order does not matter, and the
black vector can simply be called $\vc{u}+\vc{v}+\vc{w}$.
Interactive Illustration 2.11:
Consider the three vectors, $\hid{\vc{u}}$, $\hid{\vc{v}}$, and $\hid{\vc{w}}$.
Since vectors do not have a specific starting point, we have arranged
them so that $\hid{\vc{v}}$ starts where $\hid{\vc{u}}$ ends,
and $\hid{\vc{w}}$ starts where $\hid{\vc{v}}$ ends.
$\textcolor{#aa0000}{\vc{u}}$
$\textcolor{#00aa00}{\vc{v}}$
$\textcolor{#0000aa}{\vc{w}}$
$\textcolor{#00aaaa}{\vc{v}+\vc{w}}$
$\vc{u}+(\vc{v}+\vc{w})$
$\textcolor{#aaaa00}{\vc{u}+\vc{v}}$
$(\vc{u}+\vc{v})+\vc{w}$
$\vc{u}+\vc{v}+\vc{w}$
$(iii)$ Since the zero vector has length zero, the definition of vector addition gives us that $\vc{v}+\vc{0}$ is the same as $\vc{v}$.
$(iv)$ Since $-\vc{v}$ is exactly $\vc{v}$ with opposite direction, the sum will be zero.
$(v)$ The approach to this proof is to start with the left hand side of the equal sign, and find out what the direction and length is.
Then the same is done for the right hand side of the equal sign. The details are left as an exercise for the reader.
$(vi)$ Since $1$ is a positive number, we know that $1\vc{v}$ and $\vc{v}$ have the same direction, so it only remains to control
that they have the same length. The length of the left hand side of the equal sign is $\abs{1}\,\ln{\vc{v}}=\ln{\vc{v}}$, and for the right hand
side it is $\ln{\vc{v}}$, i.e., they are the same, which proves the rule.
$(vii)$ and $(viii)$ First, note the difference between these. In $(vii)$, we have a scalar zero times $\vc{v}$ equals a zero vector, and in $(viii)$,
we have a scalar, $k$ times a zero vector, which is equals the zero vector. $(vii)$ is actually defined in Definition 2.4,
so only $(viii)$ needs to be proved. The length of both $k\vc{0}$ and $\vc{0}$ are zero, which proves the rule.
$(ix)$ First, we refer the reader to Interactive Illustration 2.12.
Be sure to press Forward until the last stage of the illustration. The formal proof (of distributivity) follows after the illustration.
Interactive Illustration 2.12:
This illustration helps show the rule $k(\vc{u}+\vc{v}) = k\vc{u}+k\vc{v}$. First, we
simply show two vectors, $\vc{u}$ and $\vc{v}$, and their sum, $\vc{u}+\vc{v}$.
Press Forward to continue.
Interactive Illustration 2.12:
Next, we show the vector $k\vc{u}$.
Interactive Illustration 2.12:
Here we show the vector $k\vc{v}$. Note the factor $k$ can be changed by moving the slider
below the figure. Negative values work as well.
Interactive Illustration 2.12:
Finally the vector $k(\vc{u}+\vc{v})$ is shown as well.
Note that the smaller triangle $\triangle O A_1 B_1$ is similar to the larger triangle $\triangle O A_2 B_2$ since it has the same angle at $A_1$ and $A_2$ and since the two edges $\vc{v}$ and $\vc{u}$ is proportional to $k\vc{v}$ and $k\vc{u}$. Thus it is clear that by adding $k\vc{u}$ and $k\vc{v}$, we reach $k\vc{u}+k\vc{v}$, which is the same as $k(\vc{u}+\vc{v})$.
Recall that you can press the right mouse button, keep it pressed, and move the mouse to see the vector addition from
another perspective. For tablets, the same maneuver is done by swiping with two fingers.
Interactive Illustration 2.12:
Finally the vector $\hid{k(\vc{u}+\vc{v})}$ is shown as well.
Note that the smaller triangle $\hid{\triangle O A_1 B_1}$ is similar to the larger triangle $\hid{\triangle O A_2 B_2}$ since it has the same angle at $\hid{A_1}$ and $\hid{A_2}$ and since the two edges $\hid{\vc{v}}$ and $\hid{\vc{u}}$ is proportional to $\hid{k\vc{v}}$ and $\hid{k\vc{u}}$. Thus it is clear that by adding $\hid{k\vc{u}}$ and $\hid{k\vc{v}}$, we reach $\hid{k\vc{u}+k\vc{v}}$, which is the same as $\hid{k(\vc{u}+\vc{v})}$.
Recall that you can press the right mouse button, keep it pressed, and move the mouse to see the vector addition from
another perspective. For tablets, the same maneuver is done by swiping with two fingers.
$k=$
$\vc{u}$
$\vc{v}$
$\vc{u} + \vc{v}$
$k\vc{u}$
$k\vc{v}$
$k(\vc{u} + \vc{v})$
$O$
$A_1$
$A_2$
$B_1$
$B_2$
It follows from scalar vector multiplication (Definition 2.4) that
and if $k>0$ then $\vc{u}$ and $k\vc{u}$ have the same direction, and so do $\vc{v}$ and $k\vc{v}$.
On the other hand, if $k<0$ then $\vc{u}$ and $k\vc{u}$ have opposite directions, and so do $\vc{v}$ and $k\vc{v}$.
This implies that the triangle, formed by the following set of three points:
$\{O$, $O+\vc{u}$, $O+\vc{u}+\vc{v}\}$, is similar to the triangle
formed by $\{O$, $O+k\vc{u}$, $O+k\vc{u}+k\vc{v}\}$. That those two triangles are similar
also means that $O$, $O+\vc{u}+\vc{v}$ and $O+k\vc{u}+k\vc{v}$ lie on a straight line.
Furthermore, since the triangles are similar, and due to (2.7), we know that
If $k>0$ then $k(\vc{u}+\vc{v})$ has the same direction as $\vc{u}+\vc{v}$, and if $k<0$ then
the have opposite directions. Hence, it follows that $k(\vc{u}+\vc{v}) = k\vc{u}+k\vc{v}$.
The rule is trivially true if $k=0$, which concludes the proof of this rule.
$(x)$ This is somewhat similar to $(ix)$, but simpler, and so is left for the reader.
This concludes the proofs for Theorem 2.1.
$\square$
Example 2.3:Vector Addition of Three Vectors To get an understanding of how vector addition works for more than two vectors,
Interactive Illustration 2.13 below shows
the addition of three vectors. Recall that vector addition is associative, so
we may write $\vc{u}+\vc{v}+\vc{w}$ without any parenthesis.
Interactive Illustration 2.13:
This interactive illustration shows the addition of three vectors,
shown to the left. The vectors can be moved around as usual, and the interactive illustrated
may be advanced by clicking/touching Forward.
Interactive Illustration 2.13:
Next, we start by showing the first vector to the right, and will add first one
vector to it, and then the other one.
Interactive Illustration 2.13:
The green vector is translated so that its direction and length remains constant,
until its tail point reaches the tip point of the red vector. The tip of the translated green vector shows
the sum of the red and green vector.
Interactive Illustration 2.13:
Then the blue vector is translated so that its tail point reaches
the tip of the newly translated green vector. The tip of the blue vector is located at the sum of the
three vectors.
Interactive Illustration 2.13:
Finally, the black vector is shown, which is the sum of the three vectors.
Recall that the vectors to the left can be moved around by clicking close to the tip of the vectors
and moving the mouse while pressing. As an exercise, try to make the three vectors sum to zero so a triangle
appears to the right.
Interactive Illustration 2.13:
Finally, the black vector is shown, which is the sum of the three vectors.
Recall that the vectors to the left can be moved around by clicking close to the tip of the vectors
and moving the mouse while pressing. As an exercise, try to make the three vectors sum to zero so a triangle
appears to the right.
$\vc{u}$
$\vc{v}$
$\vc{w}$
It is often useful to be able to calculate the middle point of two points. This is described in the following theorem.
Theorem 2.2:The Middle Point Formula
$A$
$B$
$M$
$O$
Assume that $M$ is the middle point of the line segment that goes between $A$ and $B$ as shown in the illustration to the right.
Assume $O$ is another point. The vector $\overrightarrow{OM}$, i.e., from $O$ to $M$, can be written as
Another way of saying this is that if you start in $O$ and want to end up in $M$, you can either go first from $O$ to $A$ and then from $A$ to $M$ (right hand side of the equation) or go directly from $O$ to $M$ (left hand side of equation).
Since $\overrightarrow{BM}$ is equally long as $\overrightarrow{AM}$ but has opposite direction it must hold
that $\overrightarrow{BM} = -\overrightarrow{AM}$. Inserting this in the equation above and dividing by two gives
\begin{equation}
M = \frac{1}{2}(A + B)
\end{equation}
(2.14)
$\square$
Example 2.4:Sierpinski Triangles using the Middle Point Theorem We will now show how the middle point formula can be used to
generate a geometrical figure called the Sierpinski triangle.
Assume we have a triangle consisting of three points, $A$, $B$, and $C$. Using Theorem 2.2,
the midpoints of each edge can now be computed. These midpoints can be connected to form
four new triangles, where the center triangle is empty. If this process is repeated for each new
non-empty triangle, then we arrive at the Sierpinski triangle.
This is shown in Interactive Illustration 2.15 below.
Interactive Illustration 2.15:
In this illustration, we will show how a geometrical figure, called the Sierpinski triangle, is constructed.
We start with three (moveable) points, $A$, $B$, and $C$, connected to form a triangle.
Interactive Illustration 2.15:
The middle point $M_1$ between $A$ and $B$ is then created using the middle point formula $M_1 = \frac{1}{2}(A + B)$.
Interactive Illustration 2.15:
The two other midpoints are calculated likewise using $M_2 = \frac{1}{2}(B+C)$ and $M_3 = \frac{1}{2}(A + C)$.
Interactive Illustration 2.15:
Now that the midpoints for all three edges are found, these three points are connected. The inner triangle
is kept empty, while the other three triangles are filled with a green color.
Interactive Illustration 2.15:
This process is then repeated for each of the three green triangles.
Interactive Illustration 2.15:
And again...
Interactive Illustration 2.15:
And again...
Interactive Illustration 2.15:
And once more. By definition, this process should be repeated infinitely many times, but we stop
after five steps in order to be able to clearly see the triangles.
Interactive Illustration 2.15:
In this illustration, we will show how a geometrical figure, called the Sierpinski triangle, is constructed.
We start with three (moveable) points, $\hid{A}$, $\hid{B}$, and $\hid{C}$, connected to form a triangle.
$A$
$B$
$C$
$M_1 = \frac{1}{2}(A + B)$
$M_2 = \frac{1}{2}(B + C)$
$M_3 = \frac{1}{2}(A + C)$
Example 2.5:Center of Mass Formula
$A$
$B$
$C$
$A'$
$O$
$M$
$2$
$1$
$B'$
$2$
$1$
$M$
In the triangle $ABC$, the point $A'$ is on the mipoint between
$B$ and $C$. The line segment from $A$ to $A'$ is called
the median of $A$. Let $M$ be the point that divides
the median of $A$
in a proportion 2 to 1,
shown in the illustration to the right.
One of the assumptions is that $\pvec{A'M}$ is half the length of $\pvec{AM}$ and of opposite direction,
and therefore, it holds that $\pvec{A'M} = -\frac{1}{2}\pvec{AM}$. Inserting this in the equation above gives
Since $A'$ is the mid point of $B$ and $C$, we known from the middle point formula that $\pvec{OA'} = \frac{1}{2}(\pvec{OB} + \pvec{OC})$.
Inserting this in the equation above gives
Note that since the formula is symmetric, it works just as well on the median to $B$. The same point, $M$, will divide the
median going from $B$ to $B'$ in proportion $2:1$. This can be seen by pressing forward in the interactive illustration.
This point is also called the center of mass. If the triangle was cut out of cardboard, this is the point where it would
balance of the top of a pencil, which explains the name "center for mass".
Also, if equal point masses were placed in the
points $A$, $B$ and $C$, $M$ is the point where they would balance out.
Most of you are probably familiar with the concept of a coordinate system, such as in the map in the first step
of Interactive Illustration 2.17 below. In this first step, the axes are perpendicular and of equal length,
but this is a special case, as can be seen by pressing Forward. This section will describe the general coordinate systems,
and the interaction between vectors, bases, and coordinates.
Interactive Illustration 2.17:
A map with an ordinary coordinate system. The center of the map is marked as the origin, and
we show the $x$-axis as a horizontal arrow, and the $y$-axis as a vertical arrow.
These axes are locally similar to the longitude and latitude, but not on a global scale since the earth is not flat.
Press/click Forward to continue to the next stage.
Interactive Illustration 2.17:
What if we actually are holding the map upside down without knowing about it? Then the $x$-axis
would point to the left, and the $y$-axis would point downwards.
Interactive Illustration 2.17:
In the same sense, there is really nothing that says that the $x$-axis and the $y$-axis should be
of equal length, so here we show an $x$-axis being almost four times as long as the $y$-axis.
Notice in particular how the light blue grid changes.
Interactive Illustration 2.17:
The coordinate system may be rotated.
Interactive Illustration 2.17:
In fact, the two axis may be arbitrary (as long as they are not parallel), and therefore, we
can view the axes as vectors, $\vc{e}_1$ and $\vc{e}_2$, instead.
Interactive Illustration 2.17:
A map with an ordinary coordinate system. The center of the map is marked as the origin, and
we show the $\hid{x}$-axis as a horizontal arrow, and the $\hid{y}$-axis as a vertical arrow.
These axes are locally similar to the longitude and latitude, but not on a global scale since the earth is not flat.
Press/click Forward to continue to the next stage.
$x$
$y$
$x$
$y$
$x$
$y$
$x$
$y$
$\vc{e}_1$
$\vc{e}_2$
Next, we define how coordinates can be described in one, two, and three dimensions.
This is done with the following set of theorems.
Theorem 2.3:Coordinate in One Dimension
$\vc{e}$
$\textcolor{#aa0000}{\vc{v}}$
Let $\vc{e}$ be a non-zero vector on a straight line.
For each vector, $\vc{v}$, on the line, there is only one number, $x$, such that
\begin{equation}
\vc{v} = x \vc{e}.
\end{equation}
(2.22)
(The vector, $\vc{v}$, in the figure to the right can be moved around.)
If $\vc{e}$ and $\vc{v}$ have the same direction, then choose $x=\ln{\vc{v}}/\ln{\vc{e}}$, and
if $\vc{e}$ and $\vc{v}$ have opposite directions, then set $x=-\ln{\vc{v}}/\ln{\vc{e}}$.
Finally, if $\vc{v}=\vc{0}$, then $x=0$.
It follows from the definition of scalar vector multiplication, $x\vc{e}$,
that $x$ is the only number that fulfils $ \vc{v} = x\vc{e}$.
$\square$
Note that we say that $\vc{e}$ is a basis vector, and that
$x$ is the coordinate for $\vc{v}$ in the basis of $\{\vc{e}\}$.
So far, this is not very exciting, but the next step makes this much more useful.
Theorem 2.4:Coordinates in Two Dimensions
$\vc{e}_1$
$\textcolor{#aa0000}{\vc{v}}$
$\vc{e}_2$
$O$
$P_1$
$P_2$
Let $\vc{e}_1$ and $\vc{e}_2$ be two non-parallel vectors (which both lie in a plane).
For every vector, $\vc{v}$, in this plane, there is a single coordinate pair, $(x,y)$, such that
For this proof, we will use Interactive Illustration 2.19.
As can be seen, $P_1$ was obtained by drawing a line, parallel to $\vc{e}_2$, from the tip point of $\vc{v}$
until it collides with the line going through $\vc{e}_1$. Similarly, $P_2$
is obtained by drawing a line, parallel to $\vc{e}_1$, from the tip point of $\vc{v}$
until it collides with the line going through $\vc{e}_2$. It is clear that
Now, let us introduce $\vc{u} = \overrightarrow{O P_1}$ and $\vc{w} = \overrightarrow{O P_2}$.
Using Theorem 2.3 on $\vc{u}$ with $\vc{e}_1$ as basis vector,
we get $\vc{u} = x \vc{e}_1$. Similarly, for $\vc{w}$ with $\vc{e}_2$ as basis vector,
$\vc{w} = y \vc{e}_2$ is obtained.
Hence, the vector $\vc{v}$ can be expressed as
\begin{equation}
\vc{v} = \vc{u} + \vc{w} = x \vc{e}_1 + y \vc{e}_2.
\end{equation}
(2.25)
It remains to prove that $x$ and $y$ are unique in the representation of $\vc{v}$.
If the representation would not be unique, then another coordinate pair, $(x',y')$,
would exist such that
\begin{gather}
x \vc{e}_1 + y \vc{e}_2= x' \vc{e}_1 + y' \vc{e}_2 \\
\Longleftrightarrow \\
(x-x') \vc{e}_1 = (y'-y) \vc{e}_2.
\end{gather}
(2.27)
The conclusion from this is that if another representation, $(x',y')$, would exist, then
$\vc{e}_1$ and $\vc{e}_2$ would be parallel (bottom row in (2.27)). For instance,
if $x'$ is different from $x$, then $(x-x') \neq 0$ and both sides can be divided by $(x-x')$, which gives us
which can be expressed as $\vc{e}_1 = k \vc{e}_2$ with $k = \frac{(y'-y)}{(x-x')}$.
However, according to the corollary to Definition 2.4 this
means that $\vc{e}_1$ and $\vc{e}_2$ are parallel, contradicting the assumption in Theorem 2.4.
The same reasoning applies if $y' - y \neq 0$.
Hence, we have shown that there is only one unique pair, $(x,y)$, for each vector, $\vc{v}$,
by using a proof by contradiction.
$\square$
Note that we say that $\vc{e}_1$ and $\vc{e}_2$ are basis vectors, and that
$x$ and $y$ are the coordinates for $\vc{v}$ in the basis of $\{\vc{e}_1,\vc{e}_2\}$.
Next, we will extend this to three dimensions as well.
Theorem 2.5:Coordinates in Three Dimensions
Let $\vc{e}_1$, $\vc{e}_2$, and $\vc{e}_3$ be three non-zero basis vectors,
and that there is no plane that is parallel with all three vectors.
For every vector, $\vc{v}$, in the three-dimensional space, there is a single coordinate triplet, $(x,y,z)$, such that
Start by placing all the vectors $\vc{v}$, $\vc{e}_1$, $\vc{e}_2$ and $\vc{e}_3$ so that they start in the origin according
to Interactive Illustration 2.20.
Let $\pi_{12}$ be the plane through $O$ that contains $\vc{e}_1$ and $\vc{e}_2$, and let $P$ be the point at the tip
of $\vc{v}$, i.e., $\vc{v} = \overrightarrow{OP}$.
$O$
$P_{12}$
$\vc{e}_1$
$\vc{e}_2$
$\vc{e}_3$
$P$
$\pi_{12}$
Interactive Illustration 2.20:
Starting with the three vectors $\vc{e}_1$, $\vc{e}_2$ and $\vc{e}_3$, all placed with their tails in a point $O$.
Interactive Illustration 2.20:
Let $\pi_{12}$ be the plane through $O$ that is parallel with both $\vc{e}_1$ and $\vc{e}_2$.
Interactive Illustration 2.20:
Now we will show that a vector $\overrightarrow{OP}$ from point $O$ to an arbitrary point $P$ can be represented as a sum of scaled versions of $\vc{e}_1$, $\vc{e}_2$ and $\vc{e}_3$.
Interactive Illustration 2.20:
Draw a line parallel to $\vc{e}_3$ through P.
Interactive Illustration 2.20:
This line intersects with the plane $\pi_{12}$ in a point that we can call $P_{12}$.
Interactive Illustration 2.20:
As described in the theorem for two dimensions, this means that the vector $\overrightarrow{OP_{12}}$ from $O$ to $P_{12}$ can be written as $x\vc{e}_1 + y\vc{e}_2$.
Interactive Illustration 2.20:
Since $\overrightarrow{P_{12}P}$ is parallel with $\vc{e}_3$, it can be written as $z\vc{e}_3$ according to the theorem for one dimension.
Interactive Illustration 2.20:
In summary, going from $O$ to $P$ can be done by first going to $P_{12}$: $\overrightarrow{OP} = \overrightarrow{OP_{12}} + \overrightarrow{P_{12}P}$. These two terms can in turn be exchanged using $\overrightarrow{OP_{12}} = x\vc{e}_1 + y \vc{e}_2$ and $\overrightarrow{P_{12}P} = z\vc{e}_3$. Thus $\overrightarrow{OP} = \overrightarrow{OP_{12}} + \overrightarrow{P_{12}P} = x\vc{e}_1 + y \vc{e}_2 + z\vc{e}_3$.
Interactive Illustration 2.20:
In summary, going from $\hid{O}$ to $\hid{P}$ can be done by first going to $\hid{P_{12}}$: $\hid{\overrightarrow{OP} = \overrightarrow{OP_{12}} + \overrightarrow{P_{12}P}}$. These two terms can in turn be exchanged using $\hid{\overrightarrow{OP_{12}} = x\vc{e}_1 + y \vc{e}_2}$ and $\hid{\overrightarrow{P_{12}P} = z\vc{e}_3}$. Thus $\hid{\overrightarrow{OP} = \overrightarrow{OP_{12}} + \overrightarrow{P_{12}P} = x\vc{e}_1 + y \vc{e}_2 + z\vc{e}_3}$.
Draw a line from $P$ parallel with $\vc{e}_3$ that intersects the plane $\pi_{12}$ in the point $P_{12}$.
It is now clear that we can write $\vc{v}$ as the sum
However, according to the Theorem 2.4 (two dimensions), $\overrightarrow{OP_{12}}$ can be
written as $\overrightarrow{OP_{12}} = x \vc{e}_1 + y \vc{e}_2$, and according to Theorem 2.3 (on dimension),
$\overrightarrow{P_{12}P}$ can be written as $\overrightarrow{P_{12}P} = z \vc{e}_3$. Hence, there exist three
numbers $x$, $y$ and $z$, such that
\begin{equation}
\vc{v} = x \vc{e}_1 + y \vc{e}_2 + z \vc{e}_3.
\end{equation}
(2.31)
We must now prove that $x$, $y$ and $z$ are the only numbers for which this is possible.
Assume that there is another set of numbers, $x'$, $y'$ $z'$, that also generates the same vector, $\vc{v}$, that is
If the new set ($x'$, $y'$, $z'$) is to be different from the other ($x$, $y$, $z$), at least one of the terms must now be different from zero.
Assume it is $(x-x')$ (or else, rename the vectors and scalars so that it becomes this term). This means that we can divide by $(x-x')$ to obtain
where $\alpha = - \frac{(y-y')}{(x-x')}$ and $\beta = - \frac{(z-z')}{(x-x')}$. However, this means that $\vc{e}_1$ lies in the
same plane as $\vc{e}_2$ and $\vc{e}_3$ (see Theorem 2.4),
which contradicts the assumption that there is no
plane that is parallel to $\vc{e}_1$, $\vc{e}_2$ and $\vc{e}_3$. Thus there cannot exist any other set of values, $x'$, $y'$, $z'$,
that satisfies the equation and therefore the proof is complete.
$\square$
Similarly as before, we say that $\vc{e}_1$, $\vc{e}_2$, and $\vc{e}_3$ are basis vectors, and that
$x$, $y$, and $z$ are the coordinates for $\vc{v}$ in the basis of $\{\vc{e}_1,\vc{e}_2,\vc{e}_3\}$.
Now, we can finally see where the vector representation using coordinates comes from.
If we assume that a certain basis, $\{\vc{e}_1, \vc{e}_2, \vc{e}_3\}$, is used, then we can
write a three-dimensional vector, $\vc{v}$, as
where we have used $v_x$ instead of $x$, $v_y$ instead of $y$, and $v_z$ instead of $z$.
This is to make it simpler to mix several different vectors, and still be able to access the individual components.
Note that the right-hand expression shows the vector as a column of three numbers, the $x$-coordinate
on top, the $y$-coordinate in the middle, and the $z$-coordinate at the bottom.
This is such an important notation, so we have summarized it into the following definition:
Definition 2.5:Column Vector Notation
Given a basis, a column vector, $\vc{v}$, in $n$ dimensions (we have used $n\in [1,2,3]$) is a column of $n$
scalar values. These scalar components, sometimes called vector elements,
of the vector can either be numbered, i.e., $v_1$, $v_2$, and $v_3$,
or we can use $x$, $y$, and $z$ as subscripts when that is more convenient. The notation is:
We also use a more compact way of writing vectors, which is convenient when writing
vectors in text, for example: $\vc{w} = \bigl(w_1,w_2,w_3\bigr)$, which means the same as above (notice
the commas between the vector elements).
Column vectors, per the definition above, is the type of vectors that we use mostly throughout this book.
Hence, when we say "vector", we mean a "column vector".
However, there is also another type of vectors, namely, row vectors. As can be deduced from the name,
it is simply a row of scalar values, instead of a column of scalar values. An example of a row vector is:
Any vector, be it row or column, can be transposed, which means that a row vector
turns into a column vector, and a column vector turns into a row vector. The
notation for a transposed vector is: $\vc{v}^T$. An example is shown below:
We summarize the transposing of a vector in the following definition:
Definition 2.6:Transpose of a Vector
The transpose of a vector, $\vc{v}$, is denoted by $\vc{v}^\T$, and
turns a column vector into a row vector, and a row vector into a column vector.
The order of the vector components is preserved.
Note that with this definition, we can transpose a vector twice, and get back the
same vector, i.e., $\bigl(\vc{v}^T\bigr)^T = \vc{v}$.
Next, we also summarize the row vector definition below:
Definition 2.7:Row Vector Notation
A row vector is expressed as a transposed column vector, as shown below:
Notice that a row vector never has any commas between the vector elements. This is reserved for
the compact notation for column vector (see Definition 2.5).
Now, let us assume that we have two vectors, $\vc{u}$ and $\vc{v}$, in the same basis, i.e.,
In general, for an $n$-dimensional standard basis, the basis vectors, $\vc{e}_i$ have vector elements which
are all zeroes, except the $i$:th element, which is a one.
In Chapter 3, we will discuss different types of bases, and we will see that the standard basis is, in fact,
an orthonormal basis (Section 3.3).
Example 2.7:Addition in the Standard Basis In this example, we will illustrate how vector addition is done
in the standard basis in order to increase the reader's intuition about addition.
See Interactive Illustration 2.21.
Recall that the standard basis vector in two dimensions are $\vc{e}_1=(1,0)$ and $\vc{e}_2=(0,1)$.
Interactive Illustration 2.21:
Here, two vectors are shown in the standard basis. Click/touch Forward to continue.
Interactive Illustration 2.21:
In the standard basis, the $x$-coordinate of the red vector is simply what you read off on the $x$-axis of the tip point of
the red vector. Recall that the first basis vector is $\vc{e}_1=(1,0)$.
Interactive Illustration 2.21:
Similarly, the $y$-coordinate is the projection of the tip point of the red vector on to the $y$-axis, which is the second basis
vector, $\vc{e}_2=(0,1)$.
Interactive Illustration 2.21:
Here, the coordinates for the green vector are shown as well.
Interactive Illustration 2.21:
Recall that vector addition is done by translating the red vector so that its tail point coincides with the
green vector's tip point.
Interactive Illustration 2.21:
It is also possible to translate the green vector so that its tail point coincides with the
red vector's tip point.
Interactive Illustration 2.21:
Here, the resulting vector is shown as a blue arrow.
Interactive Illustration 2.21:
Now, the coordinates of the blue vector are shown as well.
Interactive Illustration 2.21:
The coordinates of the blue vector are simply the sum of the respective coordinates of the red and green vectors.
For example, the $x$-coordinate of the blue vector is simply the addition of the $x$-coordinates of the red and green vectors.
Recall that the vector can be moved around by clicking/touching close to the tip of the red or green vector, and the drag.
Interactive Illustration 2.21:
Finally, we also show the vector notation for the addition.
Interactive Illustration 2.21:
The coordinates of the blue vector are simply the sum of the respective coordinates of the red and green vectors.
For example, the $\hid{x}$-coordinate of the blue vector is simply the addition of the $\hid{x}$-coordinates of the red and green vectors.
Recall that the vector can be moved around by clicking/touching close to the tip of the red or green vector, and the drag.
$\vc{u}$
$\vc{v}$
$\vc{u}+\vc{v}$
Next, two intuitive examples will be given on the topics of coordinate systems, basis vectors, uniqueness, and coordinates.
Example 2.8:Same Point Expressed In Different Bases Note that the same point will have different coordinates when
different basis vectors are used, as shown in Interactive
Illustration 2.22. Note in the illustration that
when the basis vectors change, the coordinates change too, but the point
stays at the same place all the time.
Interactive Illustration 2.22:
Here, we show how the same point, $P$, can be expressed in different coordinate
systems. In the first step, we have an ordinary coordinate system where the first basis vector, $\vc{e}_1$
(thick red arrow) and the second basis vector, $\vc{e}_2$ (green thick arrow) make a right angle,
and they are of equal length.
The coordinates $(2,1)$ mean that if we start from the origin, go two steps along $\vc{e}_1$ and one step
along $\vc{e}_2$, with the result that we end up in $P$.
Interactive Illustration 2.22:
In this step, the basis vectors no longer make a right angle.
It is clear that
by adding these basis vectors together yields the vector $\overrightarrow{OP} = 1.0 \vc{e}_1 + 1.0 \vc{e}_2$.
Thus, in this coordinate system, the coordinates are not $(2,1)$, but $(1,1)$.
Interactive Illustration 2.22:
Here is another example, where the coordinates for $P$ equals $(3,1)$. Note that
you can move the two basis vectors and $P$, while the coordinates will adjust accordingly.
Note also that if you place the two basis vectors so that they become almost parallel, then the coordinates
start to rise dramatically and erratically. This makes sense, since if the vectors were indeed completely parallel,
you would only be able to represent points on the line going from the origin along the first basis vector
(or the second, which would be equivalent). If they are slightly different, this small difference must
be enhanced by a large number in order to reach $P$.
Interactive Illustration 2.22:
Here is another example, where the coordinates for $\hid{P}$ equals $\hid{(3,1)}$. Note that
you can move the two basis vectors and $\hid{P}$, while the coordinates will adjust accordingly.
Note also that if you place the two basis vectors so that they become almost parallel, then the coordinates
start to rise dramatically and erratically. This makes sense, since if the vectors were indeed completely parallel,
you would only be able to represent points on the line going from the origin along the first basis vector
(or the second, which would be equivalent). If they are slightly different, this small difference must
be enhanced by a large number in order to reach $\hid{P}$.
$O$
$P = $
$\vc{e}_1$
$\vc{e}_2$
$\vc{e}_2$
$\vc{e}_2$
Example 2.9:Intuition about Uniqueness Going back to stage two in Interactive Illustration 2.22,
it is obvious that adding the two basis vectors together brings us the vector
$\overrightarrow{OP}$ exactly, so $\overrightarrow{OP} = 1.0 \vc{e}_1 + 1.0 \vc{e}_2$ must hold. Thus, $(1, 1)$ is a valid coordinate pair for
the point $P$. However, one may ask whether there are any other coordinates that will also describe the
point $P$, now that the basis vectors no longer need to make a right angle. The answer to this is no,
as we have seen in the proof to Theorem 2.4.
A bit more intuition about why this is so, can be obtained from
Interactive Illustration 2.23.
Interactive Illustration 2.23:
In this interactive figure, the fat arrows represent the basis vectors,
$\vc{e}_1$ and $\vc{e}_2$. The point, $P$, has the coordinates $(2.5, 1.0)$ since, if you start in the
origin, you need to go $2.5$ steps along $\vc{e}_1$ (thin red arrow) and one step along $\vc{e}_2$
(thin green arrow) to get to $P$. But could other coordinates also work? Press/click Forward to advance the illustration.
Interactive Illustration 2.23:
For example, if we start with a coordinate of $1.5$ instead of $2.5$, we get
the purple arrow. Can we reach $P$ from here?
Interactive Illustration 2.23:
The answer is no --- from the endpoint of the purple line, we can only
reach points along the dashed line. Whatever value we use as the second coordinate, the thin green arrow
will never reach $P$. It is easy to see that we run into the same problem for all coordinates that
are different from $2.5$.
Interactive Illustration 2.23:
What if we use the correct value for the first coordinate, is there a
second coordinate other than 1.0 that will bring us to $P$? In the illustration we have used 0.5 instead of 1.0.
This is clearly not reaching $P$. Likewise, a value larger than $1.0$ would overshoot $P$.
Interactive Illustration 2.23:
In this interactive figure, the fat arrows represent the basis vectors,
$\hid{\vc{e}_1}$ and $\hid{\vc{e}_2}$. The point, $\hid{P}$, has the coordinates $\hid{(2.5, 1.0)}$ since, if you start in the
origin, you need to go $\hid{2.5}$ steps along $\hid{\vc{e}_1}$ (thin red arrow) and one step along $\hid{\vc{e}_2}$
(thin green arrow) to get to $\hid{P}$. But could other coordinates also work? Press/click Forward to advance the illustration.
In this chapter, we have introduced the notion of vectors. The definitions of a vector in
Section 2.5 and the basic operations, such as vector addition (Definition 2.3)
and multiplication with a scalar (Definition 2.4),
have been defined geometrically. We then showed that these two operations fulfill a number of properties
in Theorem 2.1. This definition works for $\R^1$, $\R^2$, and $\R^3$.
For higher dimensions, it is difficult for us to use the geometric definition. The notion of a two-dimensional and three-dimensional vector is in itself very useful, but geometric vectors are also a stepping stone for understanding general linear spaces or vector spaces. This more general theory is extremely useful for modeling and understanding problems when we have more than three unknown parameters.
The reader may want to skip the following section, and revisit it later depending on his/her needs.
In this section, we will first give a definition of a $\R^n$.
Definition 2.9:Real Coordinate Space
The vector space $\R^n$ is defined as $n$-tuples $\vc{u} = (u_1, u_2, \ldots, u_n)$,
where each $u_i$ is a real number. It is a vector space over the real numbers $\R$, where
vector addition $\vc{u}+\vc{v}$ is defined as $\vc{u}+\vc{v} = (u_1+v_1, u_2+v_2, \ldots, u_n+v_n)$
and scalar-vector multiplications is defined as $k\vc{v} = (k v_1, k v_2, \ldots, k v_n)$, where $k\in \R$.
Note that using these definitions for vector addition and scalar-vector multiplication, the properties of Theorem 2.1 all hold.
Example 2.10: Let $\vc{u}=(1,2,3,4,5)$ and $\vc{v}=(5,4,3,2,1)$ be two vectors in $\R^5$. What is $\vc{u}+\vc{v}$, $3\vc{u}$ and $3\vc{u}+3\vc{v}$?
In this last step, the result ($\vc{u}+\vc{v}$) from Equation (2.49) was used.
Definition 2.10:Basis in $\R^n$
A basis in $\R^n$ is a set of vectors $\{\vc{e}_1, \ldots, \vc{e}_m\}$ in so that for every vector $\vc{u}\in\R^n$,
there is a unique set of coordinates $(u_1, \ldots, u_m)$ so that
We will now present an abstract definition of a vector space. Then we will show that any finite-dimensional vector space over $\R$ is in fact 'the same as' $\R^n$ that we defined earlier in Definition 2.9.
Definition 2.11:Vector space
A vector space consists of a set $V$ of objects (called vectors) and a field $F$, together with a definition of vector addition and multiplication of a scalar with a vector, in such a way that the properties of Theorem 2.1 holds.
A vector space consists of a set $V$ of objects. As we shall see in one example, the vector space is the set of images of size $m \times n$ pixels. In another example, the vector space is a set of polynomials up to degree $5$.
The elements of the field $F$ are called scalars. A field is a set of objects where addition, subtraction, multiplication and division is well defined and follows the usual properties. Most often the field used is the set of real numbers $\R$ or the set of complex numbers $\mathbb{C}$, but one could use more exotic fields, such as integers modulo a prime number, e.g., $\mathbb{Z}_3$.
Example 2.12:Polynomials up to degree 2 Polynomials in $x$ up to degree 2 with real coefficients is a vector space over $\R$.
Here if $u = u_0 + u_1 x + u_2 x^2$ and $v = v_0 + v_1 x + v_2 x^2$, where each coefficient $u_i$ and $v_i$ is a real number. Here
vector addition $u+v$ is defined as $ u+v = (u_0+v_0) + (u_1+v_1) x + (u_2+v_2) x^2 $
and scalar-vector multiplications is defined as $ku = k u_0 + k u_1 x + k u_2 x^2$.
Example 2.13:Gray-scale images Gray-scale images, where each pixel intensity is a real number is a vector space over $\R$.
Here if the pixel of the image $u$ at position $(i,j)$ has intensity $u_{i,j}$ and
similarily if the pixel of the image $v$ at position $(i,j)$ has intensity $v_{i,j}$,
then vector addition is defined as an image $u+v$ where the
intensity of the pixel at position $(i,j)$ is $u_{i,j}+v_{i,j}$.
The scalar-vector multiplications is defined as the image $ku$ where
the pixel at position $(i,j)$ has intensity $k u_{i,j}$,
Example 2.14:$\mathbb{Z}_3$ Coordinate Space The vector space $\mathbb{Z}_3^n$ is defined as n-tuples $ \vc{u} = (u_1, u_2, \ldots, u_n)$,
where each $u_i$ is one of the integers $0$, $1$, or $2$.
It is a vector space over the integers $0$, $1$, and $2$.
Vector addition $\vc{u}+\vc{v}$ is defined as $ \vc{u}+\vc{v} = (u_1+v_1, u_2+v_2, \ldots, u_n+v_n)$
and scalar-vector multiplications is defined as $k\vc{v} = (k u_1, k u_2, \ldots, k u_n)$.
Here the multiplications and additions of two scalars are done moduli 3.
Definition 2.12:Basis in Vector Space
A basis in a finite dimensional vector space $V$ over $F$
is a set of vectors $\{\vc{e}_1, \ldots, \vc{e}_m\}$ in so that for every vector $\vc{u} \in V$,
there is a unique set of coordinates $(u_1, \ldots, u_m)$ with $u_i \in F$, so that
The number, $m$, of basis vectors is said to be the dimension of the vector space. We will later show that this is a well-defined number for a given vector space.
Theorem 2.6:Vector in Vector Space
Let $V$ be a vector space over $\R^m$ and let $\{\vc{e}_1, \ldots, \vc{e}_m\}$
be a basis. Then each vector $\vc{u}$ can be identified with its coordinates
$(u_1, \ldots, u_m)$.
In this way, one can loosely say that each $m$-dimensional vector space over $\R$ is
'the same thing' as $\R^m$.
The vector concept has been treated in this chapter, and the vector addition and scalar vector multiplication
operations have been introduced. In addition, we have seen that these operations behave pretty much as expected,
i.e., similar to how we calculate with real numbers. To make the vectors a bit more practical, the basis concept
was introduced, and we saw how a, e.g., three-dimensional vector can be represented by three scalar numbers with respect
to a certain basis. Finally, we also introduced the concept of a higher-dimensional vector space $\R^n$ very briefly.
In Chapter 3, the dot product operation will be introduced. It is useful when measuring length and angles.
Popup-help:
Associativity is when changing the order or the operations (while keeping order of the operands)
does not change the end result.
For example, vector addition is associative since $\vc{u}+(\vc{v}+\vc{w}) = (\vc{v}+\vc{u}) + \vc{w}$.
Also, vector scaling is associative: $k(l\vc{v}) = (kl)\vc{v}$.
Scaling a dot product is also associative: $k(\vc{u} \cdot \vc{v}) = (k\vc{u}) \cdot \vc{v}$.
Several matrix operations are also associative:
$k(l\mx{A}) = (kl)\mx{A}$, $\mx{A}+(\mx{B}+\mx{C})=(\mx{A}+\mx{B})+\mx{C}$, and $(\mx{A}\mx{B})\mx{C}=\mx{A}(\mx{B}\mx{C})$.
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A basis (bases in plural) is a set of linearly independent (basis) vectors, such that each vector in the space
can be described as a linear combination of the basis vectors.
If the basis is $\{\vc{e}_1,\vc{e}_2,\vc{e}_3\}$, then any vector $\vc{v}$ in the space can be described by
three numbers $(x,y,z)$ such that $\vc{v} = x\vc{e}_1 +y\vc{e}_2 +z\vc{e}_3$. Often the basis is implicit,
in which case we write $\vc{v} = (x,y,z)$, or to make it possible to distinguish between vector elements from
one vector $\vc{v}$ to another $\vc{u}$, we may use $\vc{v}=(v_x,v_y,v_z)$ and $\vc{u}=(u_x,u_y,u_z)$ as notation.
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An $n$-dimensional column vector, $\vc{v}$, is represented with respect to a basis and consists of a column of $n$ scalar values.
The vector elements are sometimes denoted $v_1$, $v_2$,..., $v_n$. For two- and three-dimensional vectors, we sometimes
also use $v_x$, $v_y$, and $v_z$.
The notation is
where $\vc{u} = u_x \vc{e}_1$, $\vc{v} = v_x \vc{e}_1 + v_y \vc{e}_2$,
and $\vc{w} = w_x \vc{e}_1 + w_y \vc{e}_2 + w_z \vc{e}_3$.
Note that $\vc{e}_i$ are the basis vectors.
In our text, we also use the shorthand notation $\vc{w} = \bigl(w_1,w_2,w_3\bigr)$, which means the same as above
(notice the commas between the vector elements).
A row vector does not have any commas between, though.
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Commutativity is when changing the order of the two operands of an operation does not change the result.
For example, vector addition is commutative since $\vc{u}+\vc{v} = \vc{v}+\vc{u}$.
Also, the dot product is commutative as well since $\vc{u}\cdot\vc{v} =\vc{v}\cdot\vc{u}$.
However, matrix multiplication is in general not commutative, i.e., $\mx{A}\mx{B} \neq \mx{B}\mx{A}$,
but matrix addition is: $\mx{A}+\mx{B} = \mx{B} + \mx{A}$.
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Distributivity is when an operand is multiplied by a number of operands and when this
can be replaced by a sum where each term is the first operand multiplied each of the other operands.
For example, vector scaling is distributive, since it holds that
$k(\vc{u}+\vc{v}) = k\vc{u}+k\vc{v}$ and
$(k+l)\vc{u} = k\vc{u}+l\vc{u}$.
For dot products, we have $\vc{v}\cdot(\vc{u}+\vc{w}) = \vc{v}\cdot\vc{u} + \vc{v}\cdot\vc{w}$.
For vector products, it holds that
$\vc{u} \times (\vc{v} + \vc{w}) = \vc{u} \times \vc{v} + \vc{u} \times \vc{w}$
and
$(\vc{u} + \vc{v}) \times \vc{w} = \vc{u} \times \vc{w} + \vc{v} \times \vc{w}$.
For matrices, we have the following rules:
$(k+l)\mx{A} = k\mx{A} +l\mx{A}$,
$k(\mx{A}+\mx{B}) = k\mx{A} +k\mx{B}$,
$\mx{A}(\mx{B}+\mx{C})=\mx{A}\mx{B}+\mx{A}\mx{C}$, and
$(\mx{A}+\mx{B})\mx{C}=\mx{A}\mx{C}+\mx{B}\mx{C}$.
Popup-help:
The dot product, also called scalar product, is a scalar value denoted $\vc{u}\cdot \vc{v}$:
where $[\vc{u},\vc{v}]$ is the smallest angle between $\vc{u}$ and $\vc{v}$.
The vectors are orthogonal (perpendicular) to each other if $\vc{u} \cdot \vc{v} = 0$, and vice versa.
We also have $\vc{u} \cdot \vc{v}>0 \Leftrightarrow 0 < [\vc{u},\vc{v}] < \pi/2$ and
$\vc{u} \cdot \vc{v}<0 \Leftrightarrow \pi/2 < [\vc{u},\vc{v}] \leq \pi$.
In an orthonormal basis, we have $\vc{u}\cdot\vc{v} = \sum_{i=1}^{n} u_i v_i$, where $n$ is the number
of dimensions. For three dimensions, for example, we have $\vc{u}\cdot\vc{v} = u_xv_x + u_yv_y +u_zv_z$.
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On parameterized form, a line is defined by a starting point, $S$, and a line direction $\vc{d}$, and a scalar
parameter, $t$, such that any point on the line can be obtained from the line equation, i.e.,
$P(t) = S + t\vc{d}$. This representation works in any dimension.
On implicit form, a line is defined by a starting point, $S$, and a normal vector, $\vc{n}$. For any point, $P$,
on the line, it holds that $\vc{n}\cdot (P-S) = 0$. This representation works only in two dimensions.
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A systems of equations is called linear if it only contains polynomial terms of the zero:th and first order,
that is, either constants or first-order terms, such as $9x$, $-2y$, and $0.5z$.
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An $n$-dimensional orthonormalbasis consists of $n$ basis vectors $\vc{e}_i$, such that
$\vc{e}_i\cdot \vc{e}_j$ is 0 if $i\neq j$ and 1 if $i=j$. The standard basis is orthonormal.
In two dimensions, we can see that this is true
since $\vc{e}_1\cdot\vc{e}_2=$$(1,0)\cdot(0,1)=0$ and $\vc{e}_i\cdot\vc{e}_i=1$.
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On parameterized form (also called explicit form), a plane equation is given by $P(t_1, t_2) = S + t_1 \vc{d}_1 + t_2\vc{d}_2$,
where $S$ a point in the plane and $\vc{d}_1$ and $\vc{d}_2$ are two non-parallel non-zero vectors
on the plane. Using the parameters $t_1$ and $t_2$, any point $P(t_1,t_2)$ can be reached.
On implicit form, a plane equation is given by $\vc{n}\cdot(P-S)=0$, where $\vc{n}$ is the normal of
the plane and $S$ is a point on the plane. Only for points, $P$, that lie in the plane is the
formula equal to $0$.
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A row vector is column vector that has been transposed so that the column now is a row.
In this book, column vector are the default vectors, and a row vector can thus be produced
from a column vector, $\vc{v}$, simply by transposing, i.e., $\vc{v}^\T$.
A row vector is thus $\vc{v}^\T = \bigl(v_1\ \ v_2 \ \ v_3\bigr)$. Note the spaces between the vector elements.
This is in contrast to a column vector,
$\vc{w} = \begin{pmatrix} w_1 \\ w_2 \\ w_3 \end{pmatrix}$.
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The standard basis in $n$ dimensions has basis vectors $\vc{e}_i$, where the vector elements are all
all zeroes, except the $i$:th element, which is a one. For example, for $n=2$, we have $\vc{e}_1=(1,0)$ and $\vc{e}_2=(0,1)$,
and for $n=3$, we have $\vc{e}_1=(1,0,0)$, $\vc{e}_2=(0,1,0)$, and $\vc{e}_3=(0,0,1)$. As usual, we sometimes
use $\vc{e}_x$, $\vc{e}_y$, and $\vc{e}_z$ instead of $\vc{e}_1$, $\vc{e}_2$, and $\vc{e}_3$.
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Adding two vectors, $\vc{u}$ and $\vc{v}$, forms a new vector, which is denoted $\vc{u}+\vc{v}$.
This is done by translating $\vc{u}$ so that its tail point is at the tip point of $\vc{v}$,
or vice versa, since vector addition is commutative, i.e., $\vc{u}+\vc{v} = \vc{v}+\vc{u}$.
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The length of a vector, $\vc{v}$, is denoted $\ln{\vc{v}}$. In an orthonormal basis,
the squared length is $\ln{\vc{v}}^2 = \vc{v}\cdot\vc{v}$, i.e., $\ln{\vc{v}} = \sqrt{\vc{v}\cdot\vc{v}}$.
For a three-dimensional vector, for example, this simplifies to $\ln{\vc{v}} = \sqrt{v_x^2 + v_y^2 + v_z^2}$.
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Vector scaling, also called scalar vector multiplication, is the operation that takes a scalar $k$ and a vector $\vc{v}$
and creates a scaled vector, which is denoted $k\vc{v}$. This vector is parallel to $\vc{v}$ and its
length is $|k|\,\ln{\vc{v}}$. If $k<0$ then the direction of $k\vc{v}$ is opposite of $\vc{v}$, if $k>0$ then $k\vc{v}$
and $\vc{v}$ have the same direction, and finally, if $k=0$ then $k\vc{v}=\vc{0}$.
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The zero vector, $\vc{0}$, has length 0, and can be created from one point, $P$, as $\vc{0}=\overrightarrow{PP}.$