time for a snapshot
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# Step 02 — Length, Normalize, Dot
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## Concept
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### Length (magnitude)
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An arrow `(x, y)` has a length: how far it reaches. Pythagoras:
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`length = sqrt(x*x + y*y)`. A velocity's length is its **speed**.
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### Normalize
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Often you want *just the direction* of an arrow, with length exactly 1 (a "unit
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vector"). You get it by dividing the arrow by its own length:
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`(x / len, y / len)`.
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This is how your engine turns "the player pressed up+left" into a clean diagonal
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direction before multiplying by a speed — so diagonal movement isn't faster than
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straight movement.
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> ⚠️ **The zero-vector trap.** What is the length of `(0, 0)`? Zero. What is
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> `0 / 0`? `NaN`. If you normalize a zero vector naively, you poison it with
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> `NaN`, and `NaN` spreads through every later calculation silently. A correct
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> `normalize` must check for zero length and return `(0, 0)` instead of dividing.
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> Remember this trap — it is exactly the kind of bug that hides in a real engine.
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### Dot product
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`dot(a, b) = a.x*b.x + a.y*b.y`. One number out of two vectors. For now just
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implement it; in step 09 you'll learn that it answers "how much of arrow A points
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along arrow B?" — the key to sliding along a wall.
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## Task
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Implement `length`, `normalize` (zero-safe!), and `dot` in `mathv.ts`.
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`vec`/`add`/`sub`/`scale` are already provided in `given.ts`.
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```sh
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bun test workshop/steps/02-vectors-length
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```
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