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Additional Mathematics

Vectors in Two Dimensions

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Cambridge (CIE) IGCSE — Additional Maths

Vectors in Two Dimensions

The big idea: A vector is just a set of instructions for a journey — "go this far, in this direction." Once you can add those journeys together, scale them up or down, and work with the coordinates (positions) they connect, you can solve almost any problem about shapes, distances, or moving objects.

Summary — What This Chapter Covers

  • A vector has both magnitude (size) and direction — unlike a scalar, which is just a number.
  • Vectors can be written as column vectors (x, y) or using unit vectors i and j as xi + yj.
  • The magnitude (length) of a vector is found using Pythagoras' theorem: |v| = √(x² + y²).
  • A unit vector has magnitude 1 — you find one by dividing a vector by its own magnitude.
  • Position vectors describe where a point is relative to the origin O. Displacement vectors describe the journey between two points.
  • To add or subtract vectors, add or subtract their matching components (top with top, bottom with bottom).
  • Multiplying a vector by a scalar changes its size (and flips its direction if the scalar is negative) but keeps it parallel to the original.
  • Vectors are used to solve geometry problems: proving lines are parallel, finding midpoints, proving points are collinear, and working with ratios on a line.
  • Vectors can represent velocity too — and position at time t is found using r = r₀ + vt.

1. Introduction to Vectors

What Actually Is a Vector?

Think of a vector as a set of travel directions, not a place. "Walk 3 steps east and 7 steps south" is a vector — it tells you a magnitude (how far) and a direction (which way). Compare that to a scalar, which is just a plain number with no direction attached — like "it's 20°C outside" or "the bag weighs 5 kg."

A classic example from the chapter: two objects moving at 7 m/s and −7 m/s are travelling at the same speed (7 m/s each) but in opposite directions. Speed doesn't care about direction — velocity does. That's the difference between a scalar and a vector in a nutshell.

Vectors don't just appear in "arrow on a grid" questions — you've already met them when translating graphs (shifting a curve left/right and up/down is literally applying a vector), and they show up constantly in mechanics to model forces, displacement, velocity, and acceleration.

How Vectors Are Written

There are two main notations you need to be fluent switching between:

Column vector: i, j (unit vector) form: → ( x ) → AB = ( y ) AB = xi + yj Example: → ( 3 ) AB = (-7) = 3i - 7j "3 units right, 7 units down"

If you know the start point (A) and end point (B), you can write the vector as AB with an arrow drawn above it, showing it goes specifically from A to B. Note that AB and BA are not the same — they point in opposite directions, so BA = -AB.

Vectors can also be written using a single bold lowercase letter, like a or b. Since you can't write in bold in an exam, you should underline it instead: a.

Examiner Tip
Think of every vector as a journey from one place to another. If a diagram isn't given in the question, draw one yourself — it doesn't need to be perfectly accurate, it just needs to show the relationships between vectors clearly.

Magnitude of a Vector

The magnitude tells you the vector's length — literally how far the "journey" travels in a straight line. Because the x and y components form the two shorter sides of a right-angled triangle, you find the magnitude using Pythagoras' theorem.

Formula — Magnitude of a Vector For a vector v = v₁i + v₂j (or written as a column vector (v₁, v₂)):

|v| = √(v₁² + v₂²)

In plain words: square each component, add them, then square-root the result. This is exactly the same process as finding the distance between two coordinates.

One detail examiners like to test: if a component is negative (like −6j), you can ignore the minus sign when squaring it, since (−6)² = 36 either way. If the question asks for an exact value, leave your answer as a simplified surd rather than rounding it.

Unit Vectors

A unit vector is any vector with a magnitude of exactly 1. The vectors i and j you've been using this whole time are themselves unit vectors — i points 1 unit in the positive x-direction, and j points 1 unit in the positive y-direction. They're perpendicular to each other, which is why they work so well as building blocks for any 2D vector.

To find the unit vector in the same direction as a given vector, simply divide that vector by its own magnitude. This shrinks (or stretches) it down to a length of exactly 1, while keeping it pointing the same way.

Formula — Unit Vector Unit vector in the direction of v = v ÷ |v|
Practice Question 1

A vector XY = (−12, 5). Find |XY| and the unit vector in the direction of XY.

Position Vectors

A position vector is a special type of vector that always starts at the origin O and ends at a specific point. The position vector of point A is written a = OA. Because it always starts at the same fixed place (the origin), a position vector effectively tells you the exact coordinates of a point — if a = 3i − 2j, then point A sits at coordinates (3, −2).

This is different from a displacement vector like AB, which just describes the journey between two points and doesn't care where the origin is.

Here's the key relationship that connects the two: if you know the position vectors of A and B (call them a and b), you can find the displacement vector between them by "going via the origin" — travel backwards from A to O, then forwards from O to B:

Formula — Vector Between Two Points AB = AO + OB = −a + b = b − a

In words: "end point's position vector minus start point's position vector." Similarly, BA = a − b.

This single idea is one of the most useful tools in the whole chapter — you'll use it constantly for distance, midpoint, and collinearity problems.

Distance Between Two Points
Since AB = b − a, the distance between points A and B is just the magnitude of that vector: if a = x₁i + y₁j and b = x₂i + y₂j, then AB = √[(x₁−x₂)² + (y₁−y₂)²] — exactly the coordinate geometry distance formula you already know.
Practice Question 2

Points A and B have position vectors 5i + 3j and 3i − 6j respectively. Find the distance AB.

2. Vector Addition

Adding and Subtracting Vectors

Adding vectors describes the total journey when you follow one path, then another — you combine the two "trips" into a single overall trip called the resultant vector. To add or subtract vectors numerically, you simply add or subtract the matching components — top with top, bottom with bottom (or i-terms with i-terms, j-terms with j-terms).

Column vectors: i, j notation: ( 2 ) ( 1 ) ( 1 ) (2i + j) + (9i - 3j) ( 1 ) - ( 4 ) = (-3) = (2+9)i + (1-3)j = 11i - 2j

Geometrically, if you draw vector a, then draw vector b starting from where a ended ("nose to tail"), the resultant a + b is the single arrow going directly from the start of a to the end of b — the shortcut route.

Subtracting a vector is exactly the same as adding its negative. So a − b = a + (−b), where −b is simply b with both components flipped in sign (same length, opposite direction).

One neat fact: adding PQ and QP together always gives the zero vector, written as a bold 0 — makes sense, since going from P to Q and then straight back to P leaves you exactly where you started.

Scalars and Parallel Vectors

Two vectors are parallel if and only if one is a scalar multiple of the other — meaning every component has been multiplied by the same constant number, k.

Rule — Testing for Parallel Vectors a is parallel to b ⟺ a = kb for some constant k.

Multiplying a vector by a positive scalar stretches or shrinks it (changes its magnitude) but keeps it pointing the same way. Multiplying by a negative scalar also flips the direction — the arrow now points the opposite way.

For example, a, 2a, ½a, and −3a are all parallel to each other — they all sit on the same line of direction, just at different lengths (and some reversed).

Spotting Parallel Sides in Diagrams
In shapes like parallelograms, opposite sides are automatically equal and parallel vectors. If ABCD is a parallelogram, then AB = CD and AC = BD. Label these on your diagram as soon as you spot them — it saves huge amounts of work later in a question.
Practice Question 3

Given a = 3i + 7j, find 2a in i, j form, and state whether −½a is parallel to a.

Finding the Vector Between Two Points (Recap + Extension)

Building on position vectors: if OA = a and OB = b, then AB = b − a. This "go via the origin" trick applies to any three points, not just when one of them is the origin — you can always find a missing vector by adding up known vectors along any valid path between the same two points.

3. Problem-Solving Using Vectors

The Four Problem Types

Most exam problems on vectors fall into one of these categories:

  • Proving two vectors/lines are parallel — show one is a scalar multiple of the other (a = kb).
  • Finding a midpoint — using position vectors.
  • Proving three points are collinear (all lie on the same straight line).
  • Geometric shape problems — often parallelograms or rhombuses, frequently involving points that split a line in a given ratio.

Finding a Midpoint

If A has position vector a and B has position vector b, the midpoint M of AB has a beautifully simple position vector — just the average of the two.

Formula — Midpoint of AB OM = ½(a + b)

Why this works: AB = b − a (as we found earlier). The midpoint is halfway along that journey, so AM = ½AB = ½(b − a). Starting from the origin: OM = OA + AM = a + ½(b − a), which simplifies to ½(a + b).

Proving Three Points Are Collinear

Collinear points are points that all sit on exactly the same straight line. There are two standard methods to prove three points A, B, C are collinear:

Method 1: Show that AB = k·AC for some constant k. Since the vectors are scalar multiples, they point in the same direction (parallel) — and because they both start from the same point A, that means B and C must lie on the same line through A. Collinear confirmed.

Method 2: Show that AB = k·BC and that point B lies on both vectors AB and BC (i.e., B is a shared endpoint). This works the same way but pivots around the middle point.

Which method to use just depends on which vectors the question gives you easy access to.

Don't Just Show "Parallel" — Finish the Argument!
Showing AB = k·AC only proves the vectors are parallel. To prove collinearity you must also point out that they share a common point (A) — otherwise you've only shown two separate lines run in the same direction, not that they're the same line. Always write the closing sentence: "since AB and AC are parallel and share the point A, points A, B, C are collinear."

Geometric Shape Problems

These questions usually give you a grid or shape made of parallelograms, define two "base" vectors (often a and b), and ask you to describe other vectors in the diagram in terms of them. The trick is recognising that many other vectors in the picture are equal to, parallel to, or a scalar multiple of your two known vectors.

An important distinction: a specific vector like AB refers only to the arrow starting exactly at A and ending exactly at B. A general vector like a refers to any vector of the same length and direction anywhere on the diagram — so if RS happens to be the same length and direction as AB, then RS = a too, even though R and S are different points entirely.

To find any unknown vector between two points on the grid, just pick any valid path between them (going along the grid lines) and add up the known vectors along that path — exactly like the "journey via the origin" idea, just generalised to any route.

Practice Question 4

ABCD is a parallelogram with AB = r and AC = s. Point X lies on AC such that AX:XC = 1:2, and point Y lies on CB such that CY:YB = 1:2. Show that XY is parallel to AD.

4. Compose & Resolve Velocities

Velocity as a Vector

Everything you've learned about "journey" vectors applies directly to velocity — a vector describing how fast something moves and in which direction. A velocity vector like (3, 7) m/s means: moving at 3 m/s in the positive x-direction and 7 m/s in the positive y-direction, simultaneously.

Speed is different from velocity. Speed is a scalar (just a number — "how fast," no direction). Velocity is a vector (speed and direction). Since speed is the magnitude of velocity, you find it exactly the same way you find the magnitude of any vector — Pythagoras' theorem.

Formula — Speed from Velocity If velocity = (v₁, v₂) m/s, then speed = √(v₁² + v₂²) m/s

Example: velocity (6, 8) m/s → speed = √(36+64) = √100 = 10 m/s.
Note: velocity (−6, −8) has the same speed (10 m/s) but moves in the opposite direction!

Position From a Velocity Vector

If an object starts at position vector r₀ and moves with constant velocity v, then after t seconds its new position is:

Formula — Position at Time t r = r₀ + vt

Where r₀ is the starting (initial) position — not necessarily the origin! This is the single most common place marks are lost: always check where the object actually starts.

For example, a particle starting at (2, −3) moving with constant velocity (4i + 7j) m/s will, after 10 seconds, be at:

r = (2i - 3j) + 10(4i + 7j) = (2 + 40)i + (-3 + 70)j = 42i + 67j (i.e. coordinates (42, 67))

Resultant Velocity & Collision Problems

Sometimes an object is influenced by more than one velocity at once — like a boat pushed by its engine and a water current. The overall movement is the resultant velocity, found simply by adding the individual velocity vectors together.

Collision problems are a favourite exam pattern: two objects move with different (constant) velocities from different starting points. They collide at time t exactly when their position vectors become equal — meaning both the i-components and j-components must match simultaneously. This gives you two equations (or one equation you can solve, then check with the other component) to find t.

Method — Collision Problems 1. Write r = r₀ + vt for each object.
2. Set the two expressions for r equal to each other.
3. Equate the i-components (and check with the j-components) to solve for t.
4. Substitute t back in to find the actual collision position.
Read the Question Carefully!
A very common mistake: giving a final answer as a position vector (e.g. 15i + 24j) when the question asked for coordinates (15, 24) — or vice versa. They represent the exact same point, but examiners expect the format that was asked for. Always double-check the wording before you write your final answer line.
Practice Question 5

A boat leaves the origin sailing with resultant velocity (2.5i + 4j) m/s. A second boat starts at position vector (27i + 6j) m at the same moment, sailing with velocity (−2i + 3j) m/s. Without intervention, the boats collide at time t seconds. Find t and the coordinates of the collision point.

What to Memorise

Magnitude of a vector
|v| = √(v₁² + v₂²) — Pythagoras' theorem on the components.
Unit vector
A vector with magnitude 1. Find one by dividing a vector by its own magnitude: v ÷ |v|.
Vector between two points
AB = b − a (end point's position vector minus start point's position vector).
Midpoint of AB
OM = ½(a + b) — the average of the two position vectors.
Parallel vectors test
a is parallel to b if a = kb for some constant scalar k.
Collinear points
Points that lie on the same straight line. Prove using AB = k·AC + a shared point.
Position at time t
r = r₀ + vt, where r₀ is the initial position and v is the constant velocity.
Speed vs. velocity
Speed is a scalar (magnitude only). Velocity is a vector (magnitude + direction). Speed = |velocity|.
Position vector vs. displacement vector
Position vector: from origin O to a point (tells you coordinates). Displacement vector: journey between any two points (direction + distance only).
Collision condition
Two moving objects collide at time t when their position vectors are equal (both components match).

Concepts Checklist

Exam Tips — Common Mistakes & Traps

Confusing AB with BA. These point in opposite directions (BA = −AB). Always double-check which point the question wants you to start from.
Stopping after "parallel" when asked to prove collinearity. Parallel vectors alone aren't enough — you must also confirm they share a common point before concluding three points are collinear.
Assuming r₀ is always the origin. In position/velocity problems, the "initial position" is only the origin if the question explicitly says so — check carefully.
Giving a vector when coordinates were asked for (or vice versa). (3i − 2j) and the coordinate point (3, −2) represent the same location but are different answer formats — match what the question asks.
Rounding too early, or not leaving surds when asked for exact values. If a question says "exact value," leave your magnitude answer as a simplified surd like √85, not 9.22.
Muddling speed and velocity in wording. If a question asks for "speed," give a single positive number (the magnitude). If it asks for "velocity," give the full vector.
Not drawing a diagram. Vector geometry problems become dramatically easier once you sketch the shape and label every known and unknown vector on it — even a rough sketch reveals routes you'd otherwise miss.
Final Reminder
Whenever you're stuck on a vector problem, ask: "What's the shortest known path (via other labelled points) between my start point and my end point?" Add up the vectors along that path — this single strategy solves the vast majority of vector geometry questions on this syllabus.
Vectors in Two Dimensions — Revision Guide · Based on Cambridge (CIE) IGCSE Additional Maths · For personal study use
Also in the full note
  • 4. Compose & Resolve Velocities
  • Exam Tips — Common Mistakes & Traps
  • Resultant Velocity & Collision Problems
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