Kinematics Notes
Addition of Vectors
- Head to Tail Method:
- Graphical method to find the resultant vector of two or more vectors.
- Tail of the second vector connects to the head of the first vector.
- The resultant vector (R) is drawn from the tail of the first to the head of the last vector.
- R=A+B
- Commutative Law:
- The order of vector addition doesn't matter: A+B=B+A
- Associative Law:
- The sum of vectors remains the same regardless of grouping.
Multiplication and Division of Vectors
- Vectors can be multiplied/divided by scalars.
- Positive scalar: changes magnitude.
- Negative scalar: changes magnitude and direction.
Vector Components and Addition
- Rectangular Components Method:
- Resolve vectors into x and y components.
- V<em>1x=V</em>1cosθ1
- V<em>1y=V</em>1sinθ1
- V<em>2x=V</em>2cosθ2
- V<em>2y=V</em>2sinθ2
- Resultant vector components:
- R<em>x=V</em>1x+V<em>2x=V</em>1cosθ<em>1+V</em>2cosθ2
- R<em>y=V</em>1y+V<em>2y=V</em>1sinθ<em>1+V</em>2sinθ2
- Magnitude of resultant vector: R=R<em>x2+R</em>y2
- Direction of resultant vector: θ=tan−1R</em>xR<em>y
Scalar Product (Dot Product)
- A⋅B=ABcosθ
- Commutative: A⋅B=B⋅A
- Perpendicular vectors: A⋅B=0
- Unit vectors: i^⋅j^=j^⋅k^=k^⋅i^=0
- Parallel vectors: A⋅B=AB
- Unit vectors: i^⋅i^=j^⋅j^=k^⋅k^=1
- Antiparallel vectors: A⋅B=−AB
- Self-product: A⋅A=A2
- Rectangular components: A⋅B=A<em>xB</em>x+A<em>yB</em>y+A<em>zB</em>z
Vector Product (Cross Product)
- A×B=ABsinθn^
- Non-commutative: A×B=−B×A
- Associative: (mA)×B=A×(mB)=m(A×B)
- Distributive: A×(B+C)=A×B+A×C
- Perpendicular vectors: ∣A×B∣=AB
- Parallel vectors: A×B=0
- Unit vectors: i^×i^=j^×j^=k^×k^=0
- i^×j^=k^,j^×k^=i^,k^×i^=j^
- Rectangular components: A×B=(A<em>yB</em>z−A<em>zB</em>y)i^+(A<em>zB</em>x−A<em>xB</em>z)j^+(A<em>xB</em>y−A<em>yB</em>x)k^
Speed and Velocity
- Speed: distance/time, scalar quantity.
- Average, uniform, and instantaneous speeds exist.
- Velocity: displacement/time, vector quantity.
- Average velocity: change in position/time interval.
- Instantaneous velocity: V=limΔt→0ΔtΔs
Acceleration
- Change in velocity with respect to time.
- Acceleration=timetakenChangeinvelocity
- Positive, negative (retardation), or zero.
- Uniform acceleration: constant magnitude and direction.
- Non-uniform acceleration: changing magnitude or direction.
- Average acceleration: aavg=ΔtΔv
- Instantaneous acceleration: a=limΔt→0ΔtΔv=dtdv
- V<em>f=V</em>i+at
- s=Vit+21at2
- V<em>f2=V</em>i2+2as
Projectile Motion
- Motion in a plane under gravity.
- Assumptions: constant gravity, negligible air resistance.
- Horizontal motion: constant velocity.
- ax=0
- V<em>x=V</em>0x=V0cosθ
- x=x<em>0+V</em>0xt
- Vertical motion: constant acceleration.
- ay=−g
- V<em>y=V</em>0y−gt=V0sinθ−gt
- y=y<em>0+V</em>0yt−21gt2
- Time to reach max height: t=gV0sinθ
- Total time of flight: T=g2V0sinθ
- Maximum height: H=2gV02sin2θ
- Range: R=gV02sin2θ
- Maximum range at 45 degrees.