Calculatorism

Vector Calculator (Dot / Cross / Add-Sub / Angle / Projection)

Enter 2D/3D vectors A, B to compute addition, subtraction, dot product, cross product, magnitudes, angle and projection.

Input Data

x component of A.
y component of A.
z component of A (0 for 2D).
x component of B.
y component of B.
z component of B (0 for 2D).
Pick the operation to detail.

Results

Magnitude of A.
3.6056
Magnitude of B.
4.1231
Scalar product.
11
Cross product (x,y,z).
(0, 0, 10)
Angle between A,B (deg).
42.2737
Vector result of the chosen op.
(4, 6, 0)
Geometric meaning.
Dot 11, angle ≈ 42.2737°.

At a glance:Dot product A·B = aₓbₓ + aᵧbᵧ + a_z b_z = |A||B|cosθ, a scalar; it is 0 when perpendicular. Cross product A×B is defined only in 3D and gives a vector perpendicular to both with magnitude |A||B|sinθ (parallelogram area). Projection proj_B A = (A·B/|B|²)B.

Formula

Add: A ± B = (aₓ±bₓ, aᵧ±bᵧ, a_z±b_z).

Dot: A·B = aₓbₓ + aᵧbᵧ + a_z b_z.

Cross: A×B = (aᵧb_z−a_z bᵧ, a_z bₓ−aₓb_z, aₓbᵧ−aᵧbₓ).

Angle: cosθ = (A·B)/(|A||B|).

Projection: proj_B A = (A·B/|B|²)·B.

$$\mathbf{A}\cdot\mathbf{B} = |\mathbf{A}||\mathbf{B}|\cos\theta$$
$$\mathbf{A}\times\mathbf{B} = \begin{vmatrix} \mathbf{i} & \mathbf{j} & \mathbf{k} \\ a_x & a_y & a_z \\ b_x & b_y & b_z \end{vmatrix}$$

How to Use

  1. Enter A, B components x, y (and z; 0 for 2D).
  2. The tool gives magnitudes, dot, cross, angle and projection.
  3. Pick 'Operation (detail)' to see add/sub/projection vector result.
  4. Compare with the case studies for hand-working.

Vector operations

Vector operations
OpResultMeaning
A + Bvectorparallelogram rule
A·Bscalar|A||B|cosθ; 0 if perpendicular
A×Bvector (3D)perpendicular; area=|A×B|
angle θanglecosθ=(A·B)/(|A||B|)
proj_B AvectorA's component along B

Cross is only meaningful in 3D; 2D gives just the z component (scalar).

Case Studies

A=(3,2,0), B=(1,4,0)

|A|=√13≈3.6056, |B|=√17≈4.1231.

A·B = 3·1+2·4 = 11.

A×B = (0,0,10); cosθ=11/(√13√17)≈0.7401 → θ≈42.2737°.

Orthogonal A=(1,0), B=(0,1)

A·B = 0 → perpendicular (θ=90°).

2D cross (z) = 1·1−0·0 = 1.

Parallel A=(2,4), B=(1,2)

A = 2B, parallel.

A×B = 0 (zero vector), angle 0°.

Projection proj_B A

A=(3,2), B=(1,4): A·B=11, |B|²=17.

proj = (11/17)(1,4) = (0.6471, 2.5882).

3D cross A=(1,0,0), B=(0,1,0)

A×B = (0,0,1) (along z, right-hand rule).

|A×B|=1 = |A||B|sin90° (unit square area).

Physics: work W = F·d

Dot of force F and displacement d is work.

e.g. F=(3,2), d=(1,4) → W=11 (same as the dot above).

FAQ

Dot vs cross product?

The dot A·B is a scalar measuring 'alignment' (0 if perpendicular); the cross A×B is a vector perpendicular to A, B whose magnitude equals the parallelogram area they span.

Is cross only 3D?

Strictly, cross product is defined in 3D (yielding a vector). In 2D with z=0 it reduces to the z component (scalar, the signed area).

How to find the angle?

cosθ = (A·B)/(|A||B|), then arccos. If A·B=0 the vectors are perpendicular (θ=90°).

What is the projection vector?

proj_B A = (A·B/|B|²)·B is A's component along B; its length is the scalar projection of A onto B.

Must I fill z for 2D?

No, leave z=0; the cross gives the z component and dot/angle are unaffected.

Negative dot product?

A·B<0 means the angle is obtuse (θ>90°), i.e. the vectors point more opposite.

Relation to physics?

Work W=F·d (dot), torque τ=r×F (cross), magnetic flux etc. all use vector operations.

Which way does cross point?

Right-hand rule: curl fingers A→B, thumb points along A×B. Note A×B = −(B×A).

Related Tools

References

Content review: Calculatorism Science Team. Dot, cross, angle and projection logic verified. Results are for reference only.

Found a problem with the results?

If this calculator's result is wrong, or you have any question about the calculation logic, please let us know. You are viewing:Vector Calculator (Dot / Cross / Add-Sub / Angle / Projection)/math/vector-calculator)。