Vectors (Pure 3)
CIE A-Level Mathematics· 9 min read
1. Vectors and vector operations★☆☆☆☆⏱ 12 min
Vectors in component (column) form
A vector has both magnitude and direction. A 2D vector has two components and a 3D vector has three, written with the base unit vectors or as a column. Vectors are examined only in Paper 3.
To add or subtract vectors, combine corresponding components; to multiply by a scalar , multiply every component by . For example and .
Position vector of a point is , measured from the origin .
Displacement vector between two points: .
Parallelogram rule: if is a parallelogram with adjacent sides and , the diagonal is .
Midpoint of has position vector .
Parallel vectors: is parallel to if and only if for some scalar .
The points and have position vectors and . Find the displacement and the position vector of the midpoint of .
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The displacement from to is :
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The midpoint is the average of the two position vectors:
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2. Magnitude and unit vectors★★☆☆☆⏱ 12 min
Magnitude (modulus) of a vector
The magnitude (length) of . In 2D, . This is Pythagoras' theorem extended to three dimensions. The distance between two points and is .
A unit vector has magnitude . To find the unit vector in the direction of , divide by its own magnitude: . Dividing by the magnitude — never by the individual components — is what rescales the length to while keeping the direction unchanged.
Find the magnitude of and hence the unit vector in the direction of .
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Apply the magnitude formula:
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Divide the vector by its magnitude to obtain the unit vector:
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3. The scalar product and the angle between vectors★★★☆☆⏱ 18 min
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Scalar (dot) product
The scalar product multiplies corresponding components and adds them, giving a number (scalar). It also equals , where is the angle between the vectors.
Rearranging gives the angle between two vectors: . Two non-zero vectors are perpendicular if and only if , because then . For example , so these two vectors are perpendicular.
Find the angle between and , giving your answer to decimal place.
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Compute the scalar product:
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Compute the two magnitudes:
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Apply the angle formula:
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4. The vector equation of a line★★☆☆☆⏱ 15 min
Vector equation of a line
is the position vector of a general point on the line, is the position vector of one known point on the line, is a direction vector, and is a scalar parameter. As ranges over all real numbers, traces out the whole line. In 9709 a line is always given in this form.
A direction vector for the line through and is . Any non-zero scalar multiple of is an equally valid direction, and any point on the line may be used as . A point lies on the line only if a single value of reproduces all of its coordinates.
Find a vector equation of the line through and , and determine whether the point lies on it.
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Use the displacement as the direction vector:
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Take as the known point, giving the vector equation:
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Test : the -coordinate gives . Check the remaining components with :
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All three components agree, so lies on the line (at ).
5. Two lines: parallel, intersecting or skew★★★★☆⏱ 22 min
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Given two lines and (note the different parameters and ), there are three possibilities.
Parallel: the direction vectors are scalar multiples, .
Intersecting: not parallel and sharing a common point. Equate the position vectors, solve two component equations for and , then check the third component. If it is consistent, the lines meet; substitute back for the point.
Skew: not parallel and the third component is inconsistent, so there is no common point. (Skew lines exist only in 3D.)
Show that the lines and intersect, find the point of intersection, and find the acute angle between them.
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The directions are not parallel, so equate components:
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Solve the and equations. From : . Substituting into (that is ): .
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Check the equation: and — consistent, so the lines meet.
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For the angle, use the direction vectors:
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6. The perpendicular from a point to a line★★★★☆⏱ 20 min
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The point on a line that is closest to a fixed point is the foot of the perpendicular . Because is perpendicular to the direction of the line, it satisfies . The length is the shortest distance from to the line.
Write a general point on the line as .
Form in terms of .
Solve for .
Substitute back to obtain ; then is the shortest distance.
Find the foot of the perpendicular from to the line , and the shortest distance from to the line.
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A general point on the line, and the vector from to it:
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Set with :
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Substitute to get the foot and the distance:
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7. Common Pitfalls
Wrong move:
Forgetting to take the absolute value of the scalar product when finding an angle between lines
Why:
The dot product of two direction vectors can be negative, which gives the obtuse angle instead of the required acute one
Correct move:
Use in the numerator so the answer is the acute angle
Wrong move:
Concluding that two lines are skew as soon as they fail to intersect
Why:
Non-intersecting lines can be parallel; skew means not parallel AND not intersecting
Correct move:
First check whether the direction vectors are scalar multiples; only lines that are neither parallel nor intersecting are skew
Wrong move:
Solving two component equations for and and stopping there
Why:
Two equations can always be solved, but the third component may be inconsistent — that is exactly what distinguishes intersecting from skew lines
Correct move:
Always substitute the values back into the third component to confirm consistency
Wrong move:
Using the same parameter for two different lines, or treating the parameter as a vector
Why:
A shared parameter forces equal parameter values, and the parameter is always a scalar, not a vector
Correct move:
Give each line its own scalar parameter ( and ) when comparing them
8. Quick Reference Cheatsheet
Concept | Formula/Rule | Note |
|---|---|---|
Magnitude | Length of a vector; distance | |
Unit vector | Divide by the magnitude | |
Displacement / midpoint | , | From position vectors |
Scalar product | ||
Angle between vectors | Perpendicular | |
Line equation | point, direction | |
Angle between 2 lines | Uses direction vectors | |
Two lines | Solve 2 components for ; check the 3rd | Consistent → meet; else skew (if not parallel) |
Foot of perpendicular | = shortest distance |
Going deeper
What's Next
Fluency with vectors underpins several later topics. In Pure 3 the same component and scalar-product techniques recur in complex numbers (Argand-diagram geometry) and in problems that combine algebra with geometry. In Mechanics (Unit 3 in this course) position, velocity and force are all handled as vectors, so the operations practised here are used constantly. Building accurate, confident vector manipulation now makes those higher-mark questions much more approachable.
