A vector is an object with both a magnitude and a direction. In three-dimensional space it has three real components, one per spatial direction:
where are the standard unit vectors pointing in the directions with length 1.
A vector is a displacement, not a position. The vector means “go 3 east, 4 north, 0 up”, it doesn’t say from where. You can draw the arrow for starting at the origin or anywhere else; as long as length and direction match, it’s the same vector.
The one exception: a position vector , drawn from the origin to a point , is implicitly used to mean a position.
Why vectors
Many engineering quantities need more than a single number. A force on a particle has strength and direction. A velocity has speed and direction. The electric field at a point has both. Real-number quantities (temperature, mass, voltage) are scalars with no direction; vectors are the natural object when direction matters.
Algebra
Addition, component-wise; geometrically, head-to-tail or parallelogram rule:
Commutative, associative; the zero vector is the additive identity.
Scalar multiplication:
Positive stretches by factor , preserving direction; negative both stretches and flips.
Magnitude
By the 3D Pythagorean theorem,
A common typographical convention writes (non-bold) for the magnitude of (bold). So an unbolded letter labels the scalar magnitude of the corresponding bolded vector.
Unit vector
A vector with magnitude 1. To convert any nonzero into a unit vector pointing the same way, divide by magnitude:
A clean decomposition of any vector: , separating “how much” (a scalar) from “in what direction” (a unit vector). Same idea as polar form for complex numbers.
In coordinates other than Cartesian
In Cylindrical coordinates, a vector is written in components along . In Spherical coordinates, . Unlike Cartesian unit vectors, these are position-dependent: at differs from at . Watch out when differentiating expressions in cylindrical/spherical components.
Two products
Vectors admit two distinct multiplications: the Dot product (scalar-valued, “how much of one vector along another”) and the Cross product (vector-valued, specific to 3D, gives the area of the parallelogram with a perpendicular direction).