3.5 — The scalar (dot) product

There are two ways to multiply vectors — both physically useful. The scalar (dot) product returns a number — a scalar. Used whenever “amount of…

3.6 — The vector (cross) product

The second kind of vector product — and the more surprising one. Unlike the dot product (which yields a scalar), the cross product yields a vector —…

Chapter 4 — Motion in 2D and 3D

Projectile, uniform circular, and relative motion in 2D and 3D — position, velocity and acceleration vectors with real-world applications.

4.3 — Projectile motion

A projectile is any object moving only under gravity (no air drag). Examples: soccer ball, arrow, water fountain, artillery shell. The classic…