All physical quantities we class as vectors are derived from DISPLACEMENT
so obey exactly the same rules for "adding" and "subtracting" as displacement
- that is geometry.
Notice that we multiply or divide by directionless quantities ( scalars
) which merely change the size of the original arrow but not the
direction - ie the scale of the arrow.
Different methods of adding vectors
There are many ways of doing the geometry of adding vectors. In the
end they give the same answers ( for most people ! ) so are entirely equivalent.
Simply adopt the way with which you are most comfortable.
You need a fine pencil, ruler, eraser for your errors, protractor and room for your drawing.
Technique
METHOD 1 Using COSINE and SINE RULES for triangles
In the above vector triangle, angles and sides are labeled according to usual ways - just spot the lower case letters to any old side but use capitals for the angles opposite the sides.
COS RULE No matter what the sides are
a2 = b2 + c2 - 2bc cos A or b2 = a2 + c2 - 2 ac cos B or c2 = a2 + b2 - 2abcos C
SIN RULE
a/ sin A = b/ sin B = c/ sin C
Technique
If we add the two vectors above namely 25 ms-1 N300W to 50 ms-1 N300E then from the diagram of the heads to tails, the angle opposite the sum = 1200 ( not 600! ) so the SIZE of the sum using cos rule
a2 = b2 + c2
- 2bc cos A
= 252 + 502
- 2x25x50xcos1200 = 625 + 2500 + 2500x0.5 = 4375
thus a = sum = 66.1ms-1
Angle using sin rule
a/ sin A = b/ sin B , 66.1 / sin1200 = 50/ sin B thus sin B = 50 sin 1200 / 66.1 = 0.6551
B = 40.90
The vector sum is 66.1ms-1
with an angle of N(40.9 - 30)0E
ie N10.9 0E
METHOD 2 USING COMPONENTS
This is used when many vectors are being manipulated. It is not efficient for two vectors but great for multiple sytems and advanced work.