Vector Calculator

Perform vector operations: dot product, cross product, magnitude, and more.

2D Vectors

3D Vectors

Vector A

Vector B

Result
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Enter vectors and select operation
Dot Product
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Cross Product
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|A|
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|B|
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Angle
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A + B
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A - B
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A ⊥ B?
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Quick Examples

Vector Operations

Dot Product

A·B = x₁x₂ + y₁y₂ + z₁z₂

The dot product gives a scalar. It measures projection and is zero for perpendicular vectors.

Cross Product (3D only)

A×B = (y₁z₂ - z₁y₂, z₁x₂ - x₁z₂, x₁y₂ - y₁x₂)

The cross product gives a vector perpendicular to both A and B.

Magnitude

|A| = √(x² + y² + z²)

Angle Between Vectors

θ = arccos(A·B / (|A||B|))

Formulas Summary

OperationResult TypeProperties
Dot ProductScalarA·B = |A||B|cos(θ)
Cross ProductVector|A×B| = |A||B|sin(θ)
MagnitudeScalarAlways non-negative

What Is a Vector?

A vector is a quantity with both size (magnitude) and direction — displacement, velocity, and force are vectors. A scalar has only size: speed, temperature, and mass are scalars. In components, a 2D vector is written ⟨x, y⟩ and a 3D vector ⟨x, y, z⟩, where the components are the steps along each axis. The basis vectors ⟨1, 0, 0⟩, ⟨0, 1, 0⟩, ⟨0, 0, 1⟩ are named i, j, k.

The geometry matters as much as the arithmetic: a vector is an arrow, and operations like addition (head-to-tail) and the dot product (a measure of alignment) have direct visual meaning.

Dot vs Cross: One Glance

Dot Product A·BCross Product A×B
Result typeScalar (single number)Vector (magnitude + direction)
Formula|A||B|cos θ|A||B|sin θ
Geometric meaningHow aligned the vectors are; projection lengthPerpendicular vector; parallelogram area
Zero when…Perpendicular (θ = 90°)Parallel (θ = 0° or 180°)
Sign rulePositive if angle < 90°Direction follows the right-hand rule
Commutative?Yes: A·B = B·ANo: A×B = −(B×A)
DimensionsWorks in 2D and 3DDefined in 3D only

Step-by-Step: Magnitude of ⟨3, 4, 12⟩

  • Step 1 — Square each component: 3² = 9, 4² = 16, 12² = 144.
  • Step 2 — Add: 9 + 16 + 144 = 169.
  • Step 3 — Take the square root: √169 = 13.
  • Step 4 — Note the type: the answer is a scalar — magnitude has no direction.

Worked Examples

Example 1: Dot product

⟨1, 2, 3⟩ · ⟨4, −5, 6⟩ = (1)(4) + (2)(−5) + (3)(6) = 4 − 10 + 18 = 12.

Example 2: Angle between vectors

For ⟨1, 0⟩ and ⟨1, 1⟩: A·B = 1, |A| = 1, |B| = √2, so cos θ = 1/√2 and θ = 45°.

Example 3: Cross product

⟨1, 0, 0⟩ × ⟨0, 1, 0⟩ = ⟨0, 0, 1⟩ — the unit vector perpendicular to both, following the right-hand rule.

Example 4: Unit vector

⟨3, 4⟩ has magnitude 5, so its unit vector is ⟨3/5, 4/5⟩ = ⟨0.6, 0.8⟩ — same direction, length 1.

Vector Projection

The projection of B onto A is the "shadow" B casts on A's direction: its length is |B|cos θ, and its vector form is ((A·B) / |A|²)A. For A = ⟨2, 3, 4⟩ and B = ⟨1, −2, 3⟩: A·B = 2 − 6 + 12 = 8 and |A|² = 29, so the projection is (8/29)⟨2, 3, 4⟩ = ⟨0.552, 0.828, 1.103⟩. Projection is the operation behind dot-product-based lighting in computer graphics.

Common Mistakes

  • Adding magnitudes instead of components: |A| + |B| is not |A + B| — the triangle inequality says |A + B| ≤ |A| + |B|.
  • Expecting a vector from a dot product: the dot product returns a number; only the cross product returns a vector.
  • Using the cross product in 2D: it is defined in 3D only — treat 2D vectors as 3D vectors with z = 0 if you must cross them.
  • Dividing by a zero vector's magnitude: the unit vector and the angle between vectors are undefined for the zero vector, which has no direction.

Vectors in the Real World

  • Physics: forces add as vectors — two 10 N pushes at right angles make a √200 ≈ 14.14 N diagonal force, not 20 N.
  • Navigation: aircraft correct for wind by adding the wind vector to the airspeed vector; the ground track is the vector sum.
  • Computer graphics: surface lighting uses dot products (how aligned a surface is with the light) and cross products (which way the surface faces).
  • Machine learning: word embeddings and neural-network activations are vectors in hundreds of dimensions; similarity is measured by the angle between them (cosine similarity) — the same dot-product idea in higher dimensions.

Scalar Multiplication and Linear Combinations

Multiplying a vector by a scalar stretches it (k > 1), shrinks it (0 < k < 1), flips it (k < 0), or zeroes it (k = 0) — the direction stays the same except for the sign flip. Each component is multiplied individually: 3·⟨1, −2, 4⟩ = ⟨3, −6, 12⟩.

Adding scaled vectors gives a linear combination, the building block of spans and bases: 2⟨1, 2⟩ + 3⟨3, 4⟩ = ⟨2, 4⟩ + ⟨9, 12⟩ = ⟨11, 16⟩. Every vector in the plane can be written this way from two non-parallel vectors — that is what "basis" means.

Direction Angles and Bearings

A 2D vector's direction is usually given as an angle from the positive x-axis, counterclockwise: θ = atan2(y, x). For ⟨1, 1⟩, θ = 45°. Navigation uses bearings instead: clockwise from north. A math angle of 45° (northeast) is a bearing of 045°, but a math angle of 135° (northwest) is a bearing of 315° — the two conventions run in opposite directions from different zero points. Converting between them: bearing = (90° − math angle) mod 360°.

Frequently Asked Questions

What is the difference between a vector and a scalar? A vector has magnitude and direction (velocity, force); a scalar has magnitude only (speed, temperature, mass).

When should I use dot vs cross product? Dot for alignment questions (angle, projection, work); cross for perpendicular constructions (normals, torque, area).

What is a unit vector? A vector of length 1 pointing the same way: v / |v|. It carries pure direction, used wherever only the heading matters.

How do I find the angle between two vectors? θ = arccos((A·B) / (|A||B|)), always between 0° and 180°.

Why is A × B = −(B × A)? The cross product follows the right-hand rule, so swapping the inputs flips the perpendicular direction.

Frequently Asked Questions

When is the dot product zero?
The dot product is zero when vectors are perpendicular (orthogonal) or one/both vectors are zero.
What does cross product direction mean?
Cross product follows the right-hand rule: curl fingers from A to B, thumb points in A×B direction.