With the components tool from §3.3, vector addition reduces to simple scalar addition per axis. More accurate than graphical and scalable to many vectors.

The golden rule

If \vec a = a_x \hat i + a_y \hat j and \vec b = b_x \hat i + b_y \hat j, then:

$$
\boxed{\vec a + \vec b = (a_x + b_x)\hat i + (a_y + b_y)\hat j}
$$

In 3D: add a z equation. Done.

Why: \hat i and \hat j are independent (orthogonal). So we add x and y components separately.

4-step strategy

For any vector-addition problem:

  1. Choose axes — usually x horizontal, y vertical. For inclined-plane problems, a tilted axis often helps.
  2. Decompose each vectora_x = a \cos\theta_a, a_y = a \sin\theta_a, and similarly for \vec b.
  3. Add corresponding componentsc_x = a_x + b_x, c_y = a_y + b_y.
  4. Convert back to magnitude and anglec = \sqrt{c_x^2 + c_y^2}, \theta_c = \arctan(c_y / c_x).

Example 1 — three forces on an object

Scenario: an object subject to three forces:
\vec F_1 = 30 N at (east)
\vec F_2 = 40 N at 90° (north)
\vec F_3 = 20 N at 150° (northwest)

Net force?

Decompose:

$$
F_{1x} = 30 \cos 0° = 30,\quad F_{1y} = 30 \sin 0° = 0
$$

$$
F_{2x} = 40 \cos 90° = 0,\quad F_{2y} = 40 \sin 90° = 40
$$

$$
F_{3x} = 20 \cos 150° = -17.3,\quad F_{3y} = 20 \sin 150° = 10
$$

Add:

$$
F_x = 30 + 0 – 17.3 = 12.7\ \mathrm{N}
$$

$$
F_y = 0 + 40 + 10 = 50\ \mathrm{N}
$$

Magnitude:

$$
F = \sqrt{12.7^2 + 50^2} = \sqrt{161 + 2500} = \sqrt{2661} \approx 51.6\ \mathrm{N}
$$

Angle:

$$
\theta = \arctan(50 / 12.7) \approx 75.7°
$$

Net force ~51.6 N at ~75.7° (mostly north, slightly east).

Example 2 — recovering from components

Scenario: total displacement \vec d = -4\hat i + 3\hat j\ \mathrm{m}. Magnitude and angle?

$$
d = \sqrt{(-4)^2 + 3^2} = \sqrt{25} = 5\ \mathrm{m}
$$

$$
\tan\theta = 3 / (-4) = -0.75
$$

Calculator gives \theta \approx -36.9°. But components say d_x < 0, d_y > 0 — that’s quadrant II. So the correct angle:

$$
\theta = 180° – 36.9° = 143.1°
$$

Lesson: always cross-check the angle with the signs.

Subtraction

$$
\vec a – \vec b = (a_x – b_x)\hat i + (a_y – b_y)\hat j
$$

Same component rule — just flip the sign of \vec b.

Scalar multiplication

If k is a scalar, k \vec a gives another vector:

$$
k \vec a = (k a_x) \hat i + (k a_y) \hat j
$$

A few notes and common mistakes

1. Be precise with signs.
cos(120°) = -0.5, not +0.5. Check calculator mode (degrees vs radians).

2. For inclined-plane problems, use tilted axes.
If an object moves on a slope, take x along the slope and y perpendicular to it. Decompose gravity as mg\sin\theta and mg\cos\theta.

3. What does a zero component mean?
If \vec c = 0\hat i + 3\hat j, the vector points along y. If both are zero: zero vector.

4. 3D isn’t harder.
Adding a z component adds one equation — nothing more complex.

What you should be able to do

After this section, you should be able to:

Preview of §3.5

Now: how do we multiply two vectors? There are two kinds of vector multiplication:
Scalar (dot) product: yields a scalar. Used for projection and work.
Vector (cross) product: yields a vector. Used for torque and angular momentum.

§3.5 introduces the dot product.

📚 See also: Halliday Vol 1, Ch 3, §3.4 — Adding Vectors by Components.

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