Basic concepts of vectors
A displacement of "5 km" is incomplete without a direction — "5 km northeast" is a vector; "5 km" alone is a scalar. Vectors carry both magnitude and direction, and they are the language the rest of Class 12 vector algebra is written in: before you can add vectors, project one onto another, or compute a dot or cross product, you need to know how to describe a vector algebraically. This section builds that vocabulary — the directed segment , the position vector that pins a point relative to a fixed origin, its magnitude , and the direction cosines that record exactly which way it points. Every later chapter — section formula, dot product, cross product, lines and planes in 3D — leans on this vocabulary without re-explaining it.
A vector is fixed by an ordered triple of components , from which its magnitude and its direction cosines (satisfying ) are both computed directly.
The core idea
Scalar vs vector. A scalar has magnitude only — mass, temperature, distance, speed. A vector has magnitude and direction — displacement, velocity, force, acceleration. Geometrically a vector is drawn as a directed line segment: if the tail (initial point) is and the head (terminal point) is , the vector is , and its magnitude is the length of segment . Two arrows of the same length pointing the same way represent the same vector, no matter where in space they are drawn — a vector is defined purely by length and orientation, not by position.
Position vector. To pin a vector to an actual location, fix an origin . For a point , the vector is the position vector of :
where are the unit vectors along the , , axes (each of magnitude 1). The magnitude of this position vector follows from a 3D extension of Pythagoras:
This single formula is used everywhere downstream — it is exactly how you will later compute , the distance between two points, or the length of a vector obtained by adding two others.
Direction cosines and direction ratios. Suppose makes angles with the positive , , axes. The cosines of these angles, , , , are the direction cosines of the vector — they encode its orientation independent of its length. Any triple of numbers proportional to — most conveniently the components themselves — are called direction ratios. Direction ratios are not unique (any nonzero scalar multiple describes the same line direction), but direction cosines are unique for a given direction and always satisfy .
Direction cosines satisfy l squared plus m squared plus n squared equals one
The goal is to show, using only the magnitude formula for a position vector and the definition of a direction cosine as the ratio of a component to the magnitude, that the three direction cosines of any vector always satisfy — a check that catches almost every arithmetic slip in this topic.
Step 1. Start from a vector with magnitude . By definition, the direction cosines are the components divided by the magnitude: , , . This is exactly saying each direction cosine is "how much of the total length lies along that axis," as a fraction.
Step 2. Square each and add them:
Step 3. Recognize the numerator. Since by the magnitude formula, the numerator and denominator are identical:
Step 4. Read the result. This identity holds for every vector, regardless of its actual length — because dividing by before squaring and adding rescales the vector to a length-1 (unit) vector, and a unit vector's own components must satisfy Pythagoras with total 1. Use as a built-in error check: after computing direction cosines from any vector, plug them back in — if the sum of squares is not 1, a component or the magnitude was computed wrong.
Worked example
Find the magnitude and direction cosines of , then verify the identity, and use the same vector to find the angle it makes with the -axis.
Step 1. Magnitude:
Step 2. Direction ratios are just the components themselves: .
Step 3. Direction cosines — divide each component by the magnitude: , , .
Step 4. Verify the identity: . Checks out.
Step 5. Angle with the -axis: , so . The negative cosine correctly signals an obtuse angle — points somewhat "backward" along , matching its negative -component.
has magnitude 7, direction cosines , and makes an angle of about with the positive -axis.
Competitive stretch
If a vector has direction cosines proportional to and magnitude , find the vector. First scale to actual direction cosines: , so . Multiply by the given magnitude : components are , , , giving . Check: . ✓
Common traps
- Treating components as direction cosines directly. are direction ratios; you must divide by to get true direction cosines, unless the vector already has magnitude 1.
- Forgetting direction ratios are not unique. and describe the same direction; only direction cosines are unique for a given direction.
- Writing . Magnitude is a scalar; a vector cannot equal a bare number. Write .
- Assuming must give an acute angle. A negative direction cosine correctly gives an obtuse angle (greater than ) — do not "fix" the sign.
Ask the tutor: want to walk through why dividing by the magnitude always produces a valid set of direction cosines, or practice a few more direction-cosine conversions?
Why do we need position vectors if a vector is already defined by magnitude and direction alone?
A vector on its own only tells you "how far and which way," not "from where." A position vector fixes that gap by always being measured from one agreed origin , so doubles as both a vector (with magnitude and direction) and a way to pinpoint the exact location of in space. Later formulas — like the section formula for a point dividing a segment — are stated entirely in terms of position vectors precisely because they carry location information that a "floating" vector does not.
Are direction ratios and direction cosines basically the same thing?
They describe the same direction but are not numerically the same. Direction ratios are any set of numbers proportional to the direction cosines — you can multiply or divide them by any nonzero constant and still describe the identical direction, so they are not unique. Direction cosines are one specific, unique triple for a given direction, always satisfying . You get direction cosines from direction ratios by dividing each ratio by the magnitude of the vector they came from.
If two of the three direction cosines are given, can I always find the third?
Yes, up to a sign. Since , knowing any two lets you solve and take a square root. But a square root gives two possible signs, , corresponding to a vector that could point at angle or its supplement along the -axis. You need extra information — such as knowing the actual vector's -component sign, or that is acute — to pick the correct sign.