THE WHOLE UNIT · ONE REFERENCE
Vectors and Geometry in Space
Cheat sheet.
The key rules, formulas and reminders from all 4 topics, gathered into reference cards.
Key formulas, conditions and traps · Read down each column.
Vectors, Dot Products and Cross Products
Core rule
, , and volume is .
Watch for
The dot product is a scalar; the cross product is an oriented vector. A zero vector has no direction.
Lines and Planes in Space
Core rule
Line: . Plane: . Point-plane distance: .
Watch for
A line direction and a plane normal play different roles. Nonparallel lines in space need not intersect.
Space Curves, Velocity and Acceleration
Core rule
Watch for
Constant speed can coexist with nonzero acceleration. A tangent line requires a nonzero velocity direction.
Arc Length, Curvature and Turning
Core rule
Watch for
Curvature is geometric and has inverse-length units. These formulas require nonzero speed; a normal direction may fail where curvature is zero.
Vectors, Dot Products and Cross Products
2 reference blocks
Core rule
, , and volume is .
Watch for
The dot product is a scalar; the cross product is an oriented vector. A zero vector has no direction.
Lines and Planes in Space
2 reference blocks
Core rule
Line: . Plane: . Point-plane distance: .
Watch for
A line direction and a plane normal play different roles. Nonparallel lines in space need not intersect.
Space Curves, Velocity and Acceleration
2 reference blocks
Core rule
Watch for
Constant speed can coexist with nonzero acceleration. A tangent line requires a nonzero velocity direction.
Arc Length, Curvature and Turning
2 reference blocks
Core rule
Watch for
Curvature is geometric and has inverse-length units. These formulas require nonzero speed; a normal direction may fail where curvature is zero.