title: Vector2.Normalize function, confused about diagonal output
body: <p>My question is when using the Vector2.Normalize function (in XNA specifically)</p>
  
  <p>It's probably my bad understanding of vector maths but as I understand it, Normalizing gives you a direction, or a gradient.</p>
  
  <p>If you apply a speed in a single direction such as up down left and right it'll just return plus or negative 1 for the specific axis and the direction that makes sense to me.</p>
  
  <p>But say if I ask to normalize a vector2 where moving diagonally, say 1 unit down for every 1 unit right.  It returns this.  </p>
  
  <p>{X:0.7071068 Y:0.7071068}</p>
  
  <p>This surprises me as I would've thought it would've been more like [X:0.5 Y:0.5]</p>
  
  <p>My reasoning for this?  If one direction is absolute value of 1 and another is the absolute value of 1 the other way, shouldn't moving at a 45 degree angle produce a midpoint of something like 0.5?</p>
  
  <p>and wouldn't the 0.5 and 0.5 added produce the magnitude of 1 I thought a normalized vector was supposed to adhere to? </p>
  
  <p>I don't know if I can see an answer for myself using something like DYDX as it's just a direction, not some line with a known end point.  </p>