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, work done by a force, 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.
- (cyclic)
- 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. The tetrahedron on the same three edges has one-sixth of that volume.
- 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. Equation of a straight line
A line is fixed either by a point plus a direction, or by two points. Every form below is a repackaging of one idea: from a base point , slide along a direction by any amount .
Through two points and , the direction is just , so .
6. 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 description below is really 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.
7. Angles: planes and lines
Two planes meet at the same angle as their normals. A line and a plane, however, use the sine — because the natural angle to measure is between the line and the normal, and the line-to-plane angle is its complement.
- Planes parallel ; planes perpendicular
- Line parallel to a plane (line direction perpendicular to the normal)
- Line perpendicular to a plane
8. Distances: point to plane and point to line
Distance is always measured along the perpendicular. To a plane, project onto the normal; to a line, use the cross product to isolate the perpendicular part.
9. Shortest distance between skew lines
Two lines in space are skew if they are neither parallel nor intersecting. The shortest distance between them is the length of the unique common perpendicular — captured by a scalar triple product.
Lines that do not lie in a common plane. For and , they are skew when and .
10. Image of a point in a plane
The mirror image of a point in a plane sits on the opposite side, the same perpendicular distance away, along the normal. The foot of the perpendicular is the midpoint between the point and its image.
In coordinates, to reflect in : compute , then the image is .