Vectors

Leaving Cert Higher Level Applied Maths revision notes with diagrams, key terms and self-check questions.

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In this topic you will learn to write any quantity that has a direction as a pair of components along two fixed perpendicular directions, to add, scale, and multiply such quantities, to differentiate and integrate them to move between displacement, velocity, and acceleration, and to use them to analyse forces, projectiles, and collisions. Under Strand 3 of Leaving Certificate Applied Mathematics, vectors provide the fundamental language for modelling mechanics in two dimensions, from inclined planes to oblique collisions.

Scalars, Vectors, and Cartesian Representation

A scalar is a quantity defined entirely by its magnitude, which is its numerical size together with an appropriate unit. Common examples include mass (2.5 kg2.5\text{ kg}), time (4 s4\text{ s}), and speed (12 m s−112\text{ m s}^{-1}). A vector has both a size (magnitude) and a direction; you have not described it fully until you have given both. Displacement, velocity, acceleration, and force are the four primary vectors in mechanics.

To analyse motion systematically in two dimensions, we set up two fixed perpendicular axes and define two orthogonal unit vectors, each having a length of exactly 1 unit:

  • i⃗\vec{i} points horizontally to the right (typically East).
  • j⃗\vec{j} points vertically upwards (typically North).

Any two-dimensional vector r⃗\vec{r} can be written uniquely in terms of its scalar components:

r⃗=xi⃗+yj⃗\vec{r} = x\vec{i} + y\vec{j}

The magnitude of r⃗\vec{r}, written ∣r⃗∣|\vec{r}| or rr, represents its physical length or speed and is calculated using Pythagoras' theorem:

∣r⃗∣=x2+y2|\vec{r}| = \sqrt{x^2 + y^2}

A unit vector in the direction of any non-zero vector a⃗\vec{a} is denoted a^\hat{a} and is found by dividing the vector by its magnitude:

a^=a⃗∣a⃗∣=axax2+ay2i⃗+ayax2+ay2j⃗\hat{a} = \frac{\vec{a}}{|\vec{a}|} = \frac{a_x}{\sqrt{a_x^2 + a_y^2}}\vec{i} + \frac{a_y}{\sqrt{a_x^2 + a_y^2}}\vec{j}

The position vector r⃗A\vec{r}_A specifies the location of a point AA relative to a fixed origin OO. The displacement vector from AA to BB depends only on the endpoints:

AB→=r⃗B−r⃗A=(xB−xA)i⃗+(yB−yA)j⃗\overrightarrow{AB} = \vec{r}_B - \vec{r}_A = (x_B - x_A)\vec{i} + (y_B - y_A)\vec{j}

Polar Form, Bearings, and Resolving Vectors

In polar form, a vector is specified by its magnitude rr and an inclination angle θ\theta relative to a reference axis. When θ\theta is measured anticlockwise from the positive i⃗\vec{i}-axis, the components are:

r⃗=(rcos⁡θ)i⃗+(rsin⁡θ)j⃗\vec{r} = (r\cos\theta)\vec{i} + (r\sin\theta)\vec{j}
Vector r forms the hypotenuse of a right triangle with horizontal component r cos θ and vertical component r sin θ.
Vector r forms the hypotenuse of a right triangle with horizontal component r cos θ and vertical component r sin θ.

If an angle is measured from the vertical axis or given as a navigation bearing, the sine and cosine swap roles. Always sketch a right-angled triangle so that the component adjacent to the angle gets the cosine and the opposite component gets the sine.

Converting Bearings and Components

For example, express a velocity of 10 m s−110\text{ m s}^{-1} on a bearing of N 60∘ E\text{N }60^\circ\text{ E} in Cartesian components. Because the 60∘60^\circ angle is measured from North (the positive j⃗\vec{j}-axis) towards East (the positive i⃗\vec{i}-axis), the horizontal component is opposite the angle:

v⃗=10sin⁡(60∘)i⃗+10cos⁡(60∘)j⃗=8.66i⃗+5j⃗ m s−1\vec{v} = 10\sin(60^\circ)\vec{i} + 10\cos(60^\circ)\vec{j} = 8.66\vec{i} + 5\vec{j}\text{ m s}^{-1}

To convert a vector such as v⃗=−5i⃗+53j⃗\vec{v} = -5\vec{i} + 5\sqrt{3}\vec{j} back to polar form, first find the magnitude:

∣v⃗∣=(−5)2+(53)2=25+75=10 m s−1|\vec{v}| = \sqrt{(-5)^2 + (5\sqrt{3})^2} = \sqrt{25 + 75} = 10\text{ m s}^{-1}

Then find the acute reference angle α=tan⁡−1(∣y∣∣x∣)=tan⁡−1(535)=60∘\alpha = \tan^{-1}\left(\frac{|y|}{|x|}\right) = \tan^{-1}\left(\frac{5\sqrt{3}}{5}\right) = 60^\circ. Because x<0x < 0 and y>0y > 0, the vector lies in the second quadrant, giving θ=180∘−60∘=120∘\theta = 180^\circ - 60^\circ = 120^\circ from the positive i⃗\vec{i}-axis, which corresponds to a bearing of N 30∘ W\text{N }30^\circ\text{ W}.

Resolving Along a Given Direction

The scalar component of any vector v⃗\vec{v} in the direction of a unit vector u^\hat{u} is simply v⃗⋅u^\vec{v} \cdot \hat{u}. For example, the component of v⃗=5i⃗+12j⃗ m s−1\vec{v} = 5\vec{i} + 12\vec{j}\text{ m s}^{-1} along the direction 3i⃗+4j⃗3\vec{i} + 4\vec{j} is found by multiplying by the unit vector 35i⃗+45j⃗\frac{3}{5}\vec{i} + \frac{4}{5}\vec{j}:

Component=(5i⃗+12j⃗)⋅(0.6i⃗+0.8j⃗)=3+9.6=12.6 m s−1\text{Component} = (5\vec{i} + 12\vec{j}) \cdot (0.6\vec{i} + 0.8\vec{j}) = 3 + 9.6 = 12.6\text{ m s}^{-1}

Vector Algebra and Relative Velocity

Vector operations in component form are calculated independently along each axis.

Addition, Subtraction, and Scaling

To add or subtract vectors, combine corresponding components:

u⃗±v⃗=(u1±v1)i⃗+(u2±v2)j⃗\vec{u} \pm \vec{v} = (u_1 \pm v_1)\vec{i} + (u_2 \pm v_2)\vec{j}

Multiplying a vector by a scalar kk multiplies each component:

ku⃗=(ku1)i⃗+(ku2)j⃗k\vec{u} = (ku_1)\vec{i} + (ku_2)\vec{j}

The resultant is the vector sum of two or more individual vectors, such as the total force acting on a body.

Relative Velocity

The velocity of object AA relative to object BB is what AA appears to be doing to an observer who is moving with BB:

v⃗AB=v⃗A−v⃗Bandv⃗BA=−v⃗AB\vec{v}_{AB} = \vec{v}_A - \vec{v}_B \quad \text{and} \quad \vec{v}_{BA} = -\vec{v}_{AB}

Rearranging gives the relation frequently used for wind or water currents: the true velocity equals the relative velocity plus the velocity of the carrier:

v⃗true=v⃗rel+v⃗carrier\vec{v}_{\text{true}} = \vec{v}_{\text{rel}} + \vec{v}_{\text{carrier}}

For example, suppose Ship AA sails North at 20 km h−120\text{ km h}^{-1} and Ship BB sails East at 15 km h−115\text{ km h}^{-1}. Taking i⃗\vec{i} East and j⃗\vec{j} North:

v⃗A=20j⃗,v⃗B=15i⃗\vec{v}_A = 20\vec{j}, \quad \vec{v}_B = 15\vec{i}v⃗BA=v⃗B−v⃗A=15i⃗−20j⃗ km h−1\vec{v}_{BA} = \vec{v}_B - \vec{v}_A = 15\vec{i} - 20\vec{j}\text{ km h}^{-1}

The relative speed is ∣v⃗BA∣=152+(−20)2=25 km h−1|\vec{v}_{BA}| = \sqrt{15^2 + (-20)^2} = 25\text{ km h}^{-1}. The direction has tan⁡α=2015=43\tan\alpha = \frac{20}{15} = \frac{4}{3}, giving α=53.13∘\alpha = 53.13^\circ South of East (or S 36.87∘ E\text{S }36.87^\circ\text{ E}).

Northward velocity of A and eastward velocity of B share a tail; the arrow from A's velocity tip to B's points southeast.
Northward velocity of A and eastward velocity of B share a tail; the arrow from A's velocity tip to B's points southeast.

The Scalar (Dot) Product, Angles, and Work

The dot product (or scalar product) is a way of multiplying two vectors that produces a single real number, never a vector:

a⃗⋅b⃗=axbx+ayby=∣a⃗∣∣b⃗∣cos⁡θ\vec{a} \cdot \vec{b} = a_x b_x + a_y b_y = |\vec{a}||\vec{b}|\cos\theta

where θ\theta is the angle between the vectors when placed tail-to-tail (0∘≤θ≤180∘0^\circ \le \theta \le 180^\circ).

Because i⃗\vec{i} and j⃗\vec{j} are perpendicular unit vectors:

i⃗⋅i⃗=1,j⃗⋅j⃗=1,i⃗⋅j⃗=j⃗⋅i⃗=0\vec{i} \cdot \vec{i} = 1, \quad \vec{j} \cdot \vec{j} = 1, \quad \vec{i} \cdot \vec{j} = \vec{j} \cdot \vec{i} = 0

Finding the Angle Between Two Vectors

Rearranging the dot product formula gives the angle θ\theta between two vectors:

cos⁡θ=a⃗⋅b⃗∣a⃗∣∣b⃗∣=axbx+aybyax2+ay2bx2+by2\cos\theta = \frac{\vec{a} \cdot \vec{b}}{|\vec{a}||\vec{b}|} = \frac{a_x b_x + a_y b_y}{\sqrt{a_x^2 + a_y^2}\sqrt{b_x^2 + b_y^2}}
  • If a⃗⋅b⃗>0\vec{a} \cdot \vec{b} > 0, the angle θ\theta is acute (θ<90∘\theta < 90^\circ).
  • If a⃗⋅b⃗<0\vec{a} \cdot \vec{b} < 0, the angle θ\theta is obtuse (θ>90∘\theta > 90^\circ).
  • If a⃗⋅b⃗=0\vec{a} \cdot \vec{b} = 0 for non-zero vectors, the vectors are perpendicular (orthogonal) (θ=90∘\theta = 90^\circ).

For example, after a collision, sphere PP has velocity v⃗P=−ui⃗+4uj⃗\vec{v}_P = -u\vec{i} + 4u\vec{j} and sphere QQ has velocity v⃗Q=4ui⃗+3uj⃗\vec{v}_Q = 4u\vec{i} + 3u\vec{j}. The angle θ\theta between their paths is found directly:

v⃗P⋅v⃗Q=(−u)(4u)+(4u)(3u)=−4u2+12u2=8u2\vec{v}_P \cdot \vec{v}_Q = (-u)(4u) + (4u)(3u) = -4u^2 + 12u^2 = 8u^2∣v⃗P∣=(−u)2+(4u)2=17u,∣v⃗Q∣=(4u)2+(3u)2=5u|\vec{v}_P| = \sqrt{(-u)^2 + (4u)^2} = \sqrt{17}u, \quad |\vec{v}_Q| = \sqrt{(4u)^2 + (3u)^2} = 5ucos⁡θ=8u2(17u)(5u)=8517≈0.3881  ⟹  θ=67.2∘\cos\theta = \frac{8u^2}{(\sqrt{17}u)(5u)} = \frac{8}{5\sqrt{17}} \approx 0.3881 \implies \theta = 67.2^\circ

Work Done by a Constant Force

When a constant force F⃗=Fxi⃗+Fyj⃗\vec{F} = F_x\vec{i} + F_y\vec{j} in newtons (N\text{N}) acts through a displacement s⃗=sxi⃗+syj⃗\vec{s} = s_x\vec{i} + s_y\vec{j} in metres (m\text{m}), the work done WW is the scalar product:

W=F⃗⋅s⃗=Fxsx+FysyW = \vec{F} \cdot \vec{s} = F_x s_x + F_y s_y

Work is measured in joules (J\text{J}). Any force acting perpendicular to the displacement does zero work.

Vector Calculus and Constant-Acceleration Kinematics

Because i⃗\vec{i} and j⃗\vec{j} never change direction or length, you can differentiate or integrate the i⃗\vec{i}-part and the j⃗\vec{j}-part completely separately and then put the answer back together.

Rates of Change and Integration

For a position vector r⃗(t)=x(t)i⃗+y(t)j⃗\vec{r}(t) = x(t)\vec{i} + y(t)\vec{j}:

v⃗(t)=dr⃗dt=(dxdt)i⃗+(dydt)j⃗\vec{v}(t) = \frac{d\vec{r}}{dt} = \left(\frac{dx}{dt}\right)\vec{i} + \left(\frac{dy}{dt}\right)\vec{j}a⃗(t)=dv⃗dt=(dvxdt)i⃗+(dvydt)j⃗\vec{a}(t) = \frac{d\vec{v}}{dt} = \left(\frac{dv_x}{dt}\right)\vec{i} + \left(\frac{dv_y}{dt}\right)\vec{j}

Speed is the scalar magnitude of velocity: ∣v⃗(t)∣=vx2+vy2|\vec{v}(t)| = \sqrt{v_x^2 + v_y^2}. When integrating acceleration to recover velocity or position, add an independent constant of integration to each component:

v⃗(t)=∫a⃗(t) dt=(∫ax dt)i⃗+(∫ay dt)j⃗+(c1i⃗+c2j⃗)\vec{v}(t) = \int \vec{a}(t)\,dt = \left(\int a_x\,dt\right)\vec{i} + \left(\int a_y\,dt\right)\vec{j} + (c_1\vec{i} + c_2\vec{j})

Constant Acceleration and Projectile Motion

When acceleration a⃗\vec{a} is constant, you do not need to integrate from scratch. The familiar kinematic equations hold directly in vector form:

v⃗=u⃗+a⃗t\vec{v} = \vec{u} + \vec{a}ts⃗=u⃗t+12a⃗t2\vec{s} = \vec{u}t + \frac{1}{2}\vec{a}t^2

Here u⃗\vec{u} is the initial velocity vector, a⃗\vec{a} is the constant acceleration vector, and s⃗\vec{s} is the displacement vector from the release point.

For a projectile launched from the origin with speed uu at an angle α\alpha to the horizontal:

u⃗=(ucos⁡α)i⃗+(usin⁡α)j⃗\vec{u} = (u\cos\alpha)\vec{i} + (u\sin\alpha)\vec{j}a⃗=0i⃗−gj⃗=−gj⃗\vec{a} = 0\vec{i} - g\vec{j} = -g\vec{j}

Substituting these vectors into the kinematic formulae gives the motion at any time tt:

v⃗(t)=(ucos⁡α)i⃗+(usin⁡α−gt)j⃗\vec{v}(t) = (u\cos\alpha)\vec{i} + (u\sin\alpha - gt)\vec{j}s⃗(t)=(utcos⁡α)i⃗+(utsin⁡α−12gt2)j⃗\vec{s}(t) = (ut\cos\alpha)\vec{i} + \left(ut\sin\alpha - \frac{1}{2}gt^2\right)\vec{j}

The projectile reaches its maximum height when the vertical velocity component is zero (vy=0v_y = 0), and returns to ground level when the vertical displacement is zero (sy=0s_y = 0).

Schematic parabolic path with launch velocity at angle α, horizontal velocity at the apex and downward acceleration.
Schematic parabolic path with launch velocity at angle α, horizontal velocity at the apex and downward acceleration.

Dynamics and Resolving Forces on Inclined Planes

Newton's Second Law applies directly in vector form: ∑F⃗=ma⃗\sum \vec{F} = m\vec{a}. Equating components gives two independent scalar equations: ∑Fx=max\sum F_x = m a_x and ∑Fy=may\sum F_y = m a_y.

On an inclined plane tilted at an angle θ\theta to the horizontal, resolving forces horizontally and vertically creates unnecessary trigonometry. Instead, align your axes with the slope:

  • Choose i⃗\vec{i} parallel to the plane (pointing down or up the slope).
  • Choose j⃗\vec{j} perpendicular to the plane, pointing outwards.

With this coordinate choice, only the weight of the particle requires resolution:

  • The component of weight acting down the slope is mgsin⁡θmg\sin\theta.
  • The component of weight acting into the slope is mgcos⁡θmg\cos\theta.

The normal reaction RR acts in the positive j⃗\vec{j}-direction. Because there is no motion perpendicular to the plane, acceleration in the j⃗\vec{j}-direction is zero:

R−mgcos⁡θ=0  ⟹  R=mgcos⁡θR - mg\cos\theta = 0 \implies R = mg\cos\theta

Friction acts along the plane, directly opposing the direction of motion. On a rough surface with coefficient of friction μ\mu, the limiting frictional force is F=μR=μmgcos⁡θF = \mu R = \mu mg\cos\theta. On a smooth plane, μ=0\mu = 0 and friction vanishes.

Applying Newton's Second Law down the plane gives:

mgsin⁡θ−F=ma  ⟹  mgsin⁡θ−μmgcos⁡θ=mamg\sin\theta - F = ma \implies mg\sin\theta - \mu mg\cos\theta = ma
Particle on an inclined plane with weight downwards, reaction normal to the plane, friction uphill and dashed weight components.
Particle on an inclined plane with weight downwards, reaction normal to the plane, friction uphill and dashed weight components.

Oblique Collisions and Impacts

In two dimensions, collisions between smooth spherical particles or impacts with fixed barriers are solved by breaking the motion into two distinct directions.

Two touching spheres with a line through their centres, a perpendicular tangent at contact and opposite impulses along the centre line.
Two touching spheres with a line through their centres, a perpendicular tangent at contact and opposite impulses along the centre line.

The Standard Method for Oblique Collisions

  1. Set the i⃗\vec{i}-axis along the line of centres connecting the spheres at the instant of impact.
  2. Set the j⃗\vec{j}-axis along the common tangent — that is, perpendicular to the line of centres, along the contacting surfaces.
  3. Because the spheres are smooth, no frictional force can act parallel to the tangent. Therefore, the j⃗\vec{j}-components of velocity are completely unchanged for both spheres:
v1y=u1y,v2y=u2yv_{1y} = u_{1y}, \quad v_{2y} = u_{2y}
  1. Along the line of centres (the i⃗\vec{i}-axis), apply the Principle of Conservation of Momentum:
m1u1x+m2u2x=m1v1x+m2v2xm_1 u_{1x} + m_2 u_{2x} = m_1 v_{1x} + m_2 v_{2x}
  1. Along the line of centres, apply Newton's Experimental Law using the coefficient of restitution ee (where 0≤e≤10 \le e \le 1):
v1x−v2x=−e(u1x−u2x)v_{1x} - v_{2x} = -e(u_{1x} - u_{2x})
  1. Solve these two equations simultaneously for v1xv_{1x} and v2xv_{2x}, then write the full velocity vectors.

Impulse and Impact with Fixed Surfaces

The impulse I⃗\vec{I} received by a body is its vector change in momentum: I⃗=m(v⃗−u⃗)\vec{I} = m(\vec{v} - \vec{u}). For smooth collisions, impulse acts exclusively along the line of centres (the i⃗\vec{i}-direction).

When a smooth particle strikes a fixed smooth plane or wall, take i⃗\vec{i} perpendicular to the wall (along the normal) and j⃗\vec{j} parallel to the wall. The wall cannot move, so conservation of momentum does not apply to the wall. Instead:

  • The velocity component parallel to the wall is unchanged: vy=uyv_y = u_y.
  • The velocity component perpendicular to the wall is reversed and multiplied by ee: vx=−euxv_x = -e u_x.
Incoming and outgoing velocities at a smooth wall retain the same tangential component while the normal component reverses and is scaled by e.
Incoming and outgoing velocities at a smooth wall retain the same tangential component while the normal component reverses and is scaled by e.

Key terms

Scalar
A physical quantity defined entirely by its magnitude (size and units), such as mass, time, speed, or distance.
Vector
A physical quantity possessing both a magnitude and a direction, such as displacement, velocity, acceleration, or force.
Unit Vector
A vector of length exactly 1 unit pointing in a specified direction, calculated as a^=a⃗∣a⃗∣\hat{a} = \frac{\vec{a}}{|\vec{a}|}.
Polar Form
The representation of a vector by its magnitude rr and direction angle θ\theta relative to a reference axis or compass bearing.
Resultant
The single vector produced by combining two or more vectors through vector addition: R⃗=∑F⃗\vec{R} = \sum \vec{F}.
Scalar Product (Dot Product)
An algebraic multiplication of two vectors producing a real number: a⃗⋅b⃗=axbx+ayby=∣a⃗∣∣b⃗∣cos⁡θ\vec{a} \cdot \vec{b} = a_x b_x + a_y b_y = |\vec{a}||\vec{b}|\cos\theta.
Perpendicular (Orthogonal)
The geometric condition where two vectors meet at 90∘90^\circ; for non-zero vectors, this occurs if and only if a⃗⋅b⃗=0\vec{a} \cdot \vec{b} = 0.
Work Done
The scalar quantity of energy transferred by a constant force moving through a displacement: W=F⃗⋅s⃗=Fxsx+FysyW = \vec{F} \cdot \vec{s} = F_x s_x + F_y s_y, measured in joules (J\text{J}).
Normal Reaction
The contact force exerted by a surface on an object perpendicular to the contact plane, preventing interpenetration.
Coefficient of Friction
A dimensionless ratio μ\mu between the limiting frictional force FF and the normal reaction RR across contacting surfaces: F=μRF = \mu R.
Line of Centres
The straight line connecting the centres of two colliding spheres at the instant of impact, along which normal contact forces act.
Common Tangent
The direction perpendicular to the line of centres at the point of contact; for smooth bodies, no force acts along this line.
Principle of Conservation of Momentum
The principle stating that the total linear momentum of an isolated system remains constant: m1u1x+m2u2x=m1v1x+m2v2xm_1 u_{1x} + m_2 u_{2x} = m_1 v_{1x} + m_2 v_{2x}.
Newton's Experimental Law
The empirical relationship governing impacts: v1x−v2x=−e(u1x−u2x)v_{1x} - v_{2x} = -e(u_{1x} - u_{2x}), where ee is the coefficient of restitution.
Coefficient of Restitution
A dimensionless ratio ee (with 0≤e≤10 \le e \le 1) measuring the elasticity of an impact along the line of centres: e=speed of separationspeed of approache = \frac{\text{speed of separation}}{\text{speed of approach}}.
Impulse
The vector change in momentum delivered by a force over time: I⃗=m(v⃗−u⃗)=∫F⃗ dt\vec{I} = m(\vec{v} - \vec{u}) = \int \vec{F}\,dt, measured in N s\text{N s}.

Check yourself

  1. Two vectors are given by a = 6i - 2j and b = ki + 9j. Find the value of k such that a and b are perpendicular.

    For perpendicular vectors, their dot product equals zero: a · b = 0. Therefore, (6)(k) + (-2)(9) = 0 ⇒ 6k - 18 = 0 ⇒ 6k = 18 ⇒ k = 3.

  2. A constant force F = 8i - 5j N acts on a particle, causing a displacement s = 3i + 4j m. Calculate the work done by the force.

    Work done is the scalar dot product: W = F · s = (8)(3) + (-5)(4) = 24 - 20 = 4 J.

  3. A particle moves such that its position vector is r(t) = 3cos(4t)i + 3sin(4t)j metres. Determine its speed.

    Differentiate r(t) component by component to find velocity: v(t) = -12sin(4t)i + 12cos(4t)j m s⁻¹. The speed is |v(t)| = √((-12sin(4t))² + (12cos(4t))²) = √(144(sin²(4t) + cos²(4t))) = √144 = 12 m s⁻¹.

  4. Sphere A of mass 2m with velocity 3ui + 4uj collides with sphere B of mass m with velocity -4ui + 3uj, where i is along the line of centres. If e = 5/7, find the velocity of each sphere after impact.

    The j-components remain unchanged: v_Ay = 4uj, v_By = 3uj. Along i, PCM gives 2m(3u) + m(-4u) = 2m v_Ax + m v_Bx ⇒ 2v_Ax + v_Bx = 2u. NEL gives v_Ax - v_Bx = -(5/7)(3u - (-4u)) = -5u. Adding gives 3v_Ax = -3u ⇒ v_Ax = -u, which yields v_Bx = 4u. Thus v_A = -ui + 4uj and v_B = 4ui + 3uj.

  5. A ball moving with velocity 6i - 8j m s⁻¹ strikes a fixed smooth wall whose normal is directed along the i-axis. If e = 0.5, find its velocity vector immediately after the rebound.

    Because the wall is smooth, the tangential j-component is unchanged: v_y = -8j m s⁻¹. The normal i-component reverses and is scaled by e: v_x = -e(u_x) = -0.5(6) = -3i m s⁻¹. The velocity after rebound is -3i - 8j m s⁻¹.

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