"If I row twice as hard, my rowing vector doubles," Comet says, at the chalkboard in the shed.
"Twice ⟨4, 0⟩ is ⟨8, 0⟩," Wren says. "Both components times two. That is a scalar multiple."
"What about the drift? I want to land at the post, straight across."
Nova projects the drift arrow, then flips it to point the other way. "Would you like a hint? Multiply by -1."
"Minus one flips the arrow," Wren says. "If I add ⟨0, -3⟩ to my rowing, the drift cancels."
Comet writes it out. "Row ⟨4, -3⟩. Add drift ⟨0, 3⟩. Path ⟨4, 0⟩. Straight across!"
"Aim upstream by exactly the drift," Wren says. "What do you notice about the length of your stroke?"
"Longer. √(16 + 9) is 5 squares of rowing to go 4 squares across."
A scalar is a plain number. Multiplying a vector by a scalar multiplies every component by that number.
2 × ⟨4, 0⟩ = ⟨8, 0⟩. The arrow points the same way and is twice as long.
½ × ⟨8, 0⟩ = ⟨4, 0⟩. The arrow points the same way and is half as long.
-1 × ⟨0, 3⟩ = ⟨0, -3⟩. The arrow is the same length and points the opposite way.
A positive scalar keeps the direction. A negative scalar reverses it. The magnitude is multiplied by the scalar's absolute value.
Here is why tip to tail and adding components always agree. Read it first, then put it in order below.
| Statement | True or false? |
|---|---|
| 2 × 4 = 8 | ? |
| Multiplying by ½ halves the magnitude and keeps the direction. | ? |
| Multiplying by -1 changes the magnitude. | ? |
| Rowing ⟨4, -3⟩ against drift ⟨0, 3⟩ gives a path of ⟨4, 0⟩. | ? |
| To cancel a drift you add the drift vector again. | ? |
Sharp thinking. Tomorrow vectors leave the lake: paths across the lawn, a mixed review, and your log.