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  • How to Construct a Perpendicular Vector: A Step‑by‑Step Guide

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    When you need a vector that is perpendicular to a given one, the dot‑product and cross‑product techniques provide clear, reliable methods. A zero dot product signals orthogonality, while the cross product of two non‑parallel vectors yields a vector that is perpendicular to both.

    Two Dimensions — Dot Product

    Step 1

    Assume an unknown vector V = (v1, v2). This vector will be perpendicular to the known vector U = (u1, u2).

    Step 2

    Compute the dot product: V · U = u1v1 + u2v2. For example, if U = (–3, 10), then V · U = –3v1 + 10v2.

    Step 3

    Set the dot product to zero and solve for one component: –3v1 + 10v2 = 0 ⇒ v2 = (3/10)v1.

    Step 4

    Select any value for v1; for instance, let v1 = 1.

    Step 5

    Compute v2 = 0.3. Thus V = (1, 0.3) is perpendicular to U = (–3, 10). Choosing v1 = –1 gives V′ = (–1, –0.3), the opposite direction. Any scalar multiple of either vector remains perpendicular, and normalising to unit length yields W = V / √(1² + 0.3²) = (1/√10, 0.3/√10).

    Three Dimensions — Dot Product

    Step 1

    Define an unknown vector V = (v1, v2, v3).

    Step 2

    Compute the dot product with a known vector U = (10, 4, –1): V · U = 10v1 + 4v2 – v3.

    Step 3

    Set the dot product to zero, yielding the plane equation 10v1 + 4v2 – v3 = 0. Any vector satisfying this relation is perpendicular to U.

    Step 4

    Choose convenient values, e.g., v1 = 1 and v2 = 1, then solve for v3 = 10 + 4 = 14. This gives V = (1, 1, 14).

    Step 5

    Verify orthogonality: V · U = 10(1) + 4(1) – 14 = 0. Thus V is indeed perpendicular to U.

    Three Dimensions — Cross Product

    Step 1

    Select any vector not parallel to U. A convenient choice is a basis vector, such as X = (1, 0, 0).

    Step 2

    Compute the cross product: W = X × U = (0, 1, 4) when U = (10, 4, –1).

    Step 3

    Confirm perpendicularity: W · U = 0·10 + 1·4 + 4·(–1) = 0. Using different non‑parallel vectors like (0, 1, 0) or (0, 0, 1) will produce other perpendicular vectors, all lying in the plane defined by 10v1 + 4v2 – v3 = 0.




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