Vectors provide a mathematical method for representing quantities that have both magnitude and direction. In engineering mechanics they are used extensively for displacement, velocity, acceleration, force, moment and many other physical quantities.
This page provides a reference to vector representation, coordinate systems, vector components, vector addition, scalar and vector products, vector identities and differentiation.
At the most basic level in mechanics we deal with quantities such as displacement, velocity, acceleration and force.
A vector quantity is fully described by both magnitude and direction. A scalar quantity is fully described by magnitude alone.
| Vector quantities | Scalar quantities |
|---|---|
| Displacement | Distance |
| Velocity | Speed |
| Acceleration | Mass |
| Force | Time |
| Moment / torque | Energy |
Vector quantities can be represented graphically by arrows. The length of the arrow represents the magnitude of the vector to a chosen scale, while the orientation of the arrow represents its direction.
Vectors are particularly important when representing forces acting on engineering components. A diagram showing the relevant forces and moments acting on an isolated body is known as a free-body diagram.
For one-dimensional problems, a single coordinate and a defined positive direction are normally sufficient.
For two-dimensional problems the most commonly used coordinate systems are:
For three-dimensional engineering problems, common coordinate systems include:
A vector has both magnitude and direction. A free vector may be moved parallel to itself without changing its meaning, whereas vectors associated with a particular point, line of action or position must retain the appropriate positional information.
Vectors may be manipulated graphically or algebraically. Graphical construction can be useful for visualising simple two-dimensional problems, but algebraic vector methods are generally preferred for accurate engineering calculations and become particularly useful in three-dimensional systems.
Typical graphical methods for adding and resolving vectors are shown below.
Two or more vectors can be added to form a single resultant. Conversely, a vector can be separated into components by resolving the vector along selected directions.
For example, a force acting at an angle can be resolved into horizontal and vertical components, allowing the effects in each coordinate direction to be analysed separately.
A vector is conventionally represented by a bold symbol such as A. Its magnitude is written as |A| or simply A where the context is clear.
A unit vector has magnitude one and defines a direction. In Cartesian coordinates, the unit vectors in the x, y and z directions are conventionally written i, j and k.
A vector A can therefore be written in terms of its Cartesian components:
The magnitude of the vector is:
Two vectors are added by adding their corresponding components:
Vector addition is commutative:
Multiplying a vector by a scalar multiplies each component by that scalar:
For a positive scalar the vector retains its direction. For a negative scalar the vector direction is reversed. Multiplication by zero produces the zero vector.
The scalar product, or dot product, of vectors A and B is:
where θ is the angle between the vectors, with 0 ≤ θ ≤ π.
In Cartesian component form:
The result of a dot product is a scalar.
An important engineering example is mechanical work. For a constant force F acting through displacement s:
The vector product, or cross product, of two vectors is:
where n is a unit vector perpendicular to the plane containing A and B. Its direction is determined by the right-hand rule.
Unlike the dot product, the result of a cross product is a vector. The order of the vectors is important:
An important engineering application is the moment of a force about a point:
where r is the position vector from the point about which the moment is taken to a point on the force's line of action.
For A × B, curl the fingers of the right hand from A towards B through the smaller angle. The thumb indicates the direction of the resulting cross-product vector.
For Cartesian unit vectors:
Reversing the order reverses the sign:
Also:
For:
and
the cross product is:
The same relationship can be written compactly as:
Vector addition is both commutative and associative:
The scalar triple product is invariant under cyclic permutation:
Cross products are not associative, so the brackets are important.
and:
A vector whose components vary with a parameter such as time can be differentiated component by component.
If:
and the Cartesian unit vectors are fixed in direction, then:
This is fundamental to engineering kinematics. For example, differentiating the position vector r with respect to time gives velocity:
and differentiating velocity gives acceleration: