Chapter 6
Applications of Vector Algebra
Scalar & vector products, triple products, planes and lines in 3D.
1. The scalar (dot) product
The dot product takes two vectors and returns a single number — a scalar — that measures how much the two vectors point in the same direction. It is the quiet workhorse behind angles, projections, and the test for perpendicularity.
For vectors and with angle between them , the dot product is . In components, if and , then .
The result is a scalar, not a vector. Geometrically, is the length of the projection of onto , so is times that projection — a measure of shared direction.
- Commutative:
- Distributive:
- For the standard basis: and
2. The vector (cross) product
The cross product of two vectors in 3D returns a new vector — one that is perpendicular to both inputs. Its length records the area they span, and its direction records the orientation. Unlike the dot product, order matters.
, where is the unit vector perpendicular to both and , pointing in the direction given by the right-hand rule. Its magnitude is .
The magnitude equals the area of the parallelogram with and as adjacent sides. Half of it is the area of the triangle formed by the two vectors.
- Reversing any of the above negates the result, e.g.
3. The scalar triple product
Combine three vectors by taking the cross product of two, then the dot product with the third. The single number you get measures the volume of the box they span — and its sign tells you the orientation.
. In components it is the determinant of the rows of coordinates.
The absolute value is the volume of the parallelepiped with , , as adjacent edges.
- Cyclic invariance:
- Swapping any two vectors changes the sign
- If any two of the three vectors are equal, the product is
- — dot and cross may be interchanged
4. The vector triple product
Cross two vectors and cross the result again with a third, and you land back inside the plane of the last two vectors. The expansion below — sometimes called the BAC–CAB rule — lets you avoid computing nested cross products.
5. The equation of a plane
A plane in space is pinned down by a point on it and a direction perpendicular to it — the normal vector . Every different description of a plane below is really just a repackaging of the single condition: the vector from a fixed point to any point on the plane is perpendicular to .
The coefficients are exactly the components of the normal vector. To find the plane through three points , take and then use one of the points.
- Angle between two planes = angle between their normals:
- Two planes are parallel their normals are parallel; perpendicular
- Distance from point to plane :
6. Distance from a point to a plane
The distance from a point to a plane is measured along the normal — it is the length of the shortest segment from the point to the plane. The formula is a direct application of projecting onto the normal vector.