Free Online Vector Calculator With Dot and Cross Product
Add, subtract, scale, dot and cross two vectors in two or three dimensions, and get the length of each, the angle between them and the projection of one onto the other. The angle stays accurate for nearly parallel vectors, where the usual arc cosine formula collapses, and perpendicular and parallel pairs are named.
The sum runs in your browser. Nothing you type is sent anywhere.
➹ The vectors
Two or three numbers, separated by commas or spaces. Brackets are ignored, so (3, -2, 5) and 3 -2 5 both work.
Each result with your own numbers put into the formula.
| What | Formula | With your numbers |
|---|
| When | Calculation | Actions |
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Number formatting
Rounding only changes what you see. The sum itself always runs at full precision, so a rounded number never feeds into the next step.
Display
Full screen hides the page around the tool. Press Escape, or the button in the bar, to come back.
History
Your data
Settings, history and saved setups live in this browser and nowhere else. There is no account and no server, which also means clearing them here is final.
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How to Use the Vector Calculator
Three steps, and the third is the interesting one.
What to Know About Vector Arithmetic
Dot against cross, and where the angle formula fails.
Key Features & Capabilities
What it does, and what it deliberately does not.
About Vectors
A vector is a quantity with both a size and a direction, written as a list of components. Two of them can be added, which puts them nose to tail, or scaled, which stretches one without turning it. Those operations are straightforward. The two products are where the ideas live.
The dot product multiplies matching components and adds the results, giving a single number. That number is the product of the two lengths times the cosine of the angle between them, which means it is positive when they point broadly the same way, negative when they point apart, and exactly zero when they are perpendicular. That last fact is the most used property in all of vector algebra: testing for a right angle is a multiplication and an addition, with no trigonometry at all.
The cross product exists only in three dimensions and produces a vector rather than a number. It points perpendicular to both inputs, and its length is the product of the two lengths times the sine of the angle, which is also the area of the parallelogram the two vectors span. Swapping the inputs reverses it, which is why it is used to define orientation, torque and surface normals.
The angle between two vectors is where a calculator can quietly go wrong. Rearranging the dot product gives the angle as an arc cosine, and that works for most pairs. For two vectors pointing almost the same way the fraction inside rounds to one, and the arc cosine then returns zero for any of a wide range of genuinely different small angles, or fails outright when rounding pushes the fraction a shade above one. The alternative is to compute the angle from the cross product and the dot product together, which keeps its accuracy exactly where the first form loses it. Both are used here, each in the region where it is the better one.
Frequently Asked Questions
Dimensions, products and what the results mean.