Nếu bạn tìm kiếm định nghĩa của một vectơ và một điểm, thì một vectơ là:
A quantity, such as velocity, completely specified by a magnitude and a direction.
http://www.thefreedictionary.com/vector
And a point is:
A dimensionless geometric object having no properties except location.
http://www.thefreedictionary.com/point
So you could say that a vector is a direction with scale, and a point is a location.
So, if you transform a vector you just rotate and scale it. With a point you also translate it (the rotation and scaling of a point is around the origin, since it iss just a location the point itself cannot be rotated).
Most of the times a vector and a point are put into the same container, a vector with 4 components. The only difference is the w component. If the w component is 0, then it is a direction. If it is 1 then the vector is a point.
The reason for this can be found in the matrix itself.
It makes use of the way you multiply a vector with 4 components with a 4x4 matrix. If you do not know how that works, I would suggest a quick google.
Most of the times you use a 4x4 matrix. A normal transformation matrix could look like this:
⎡⎣⎢⎢⎢rot+scalerot+scalerot+scale0rot+scalerot+scalerot+scale0rot+scalerot+scalerot+scale0translationtranslationtranslation1⎤⎦⎥⎥⎥
(The rotation and scale are put in the 3x3 area you could say, so for just rotation and scale a 3x3 matrix could also be used, but when translation comes in, we need that 4th column.)
As you can see, if the last component is 0, then you have a multiplication with 0 and therefore the result is 0 and there is no translation.
This makes it easy in computer graphics with polygonal objects. You have the same transformation matrix to transform the positions but also the normals. Because the normals have their w component set to 0 and the positions' w component is 1, the normals are just rotated (and also scaled which can lead to some weird stuff, so most of the times the normal is normalized after. It isn't actually recommended to use the same matrix for positions and rotations because of the weird stuff! Look at @JarkkoL 's comment.) and the positions are translated (and rotated and scaled around the origin).
Hope I did not make a mistake :P, and this helped you!