Motion in a Plane: Page-by-Page Notes
Page 1
- Scalars vs. Vectors
- Scalar quantities: specified completely by a number and unit; have magnitude only. Examples: speed, mass, time, density, volume, temperature, etc.
- Vector quantities: have both magnitude and direction and obey vector addition rules. Examples: displacement, velocity, force, acceleration, electric field, magnetic field, etc.
- Caution: If a quantity has magnitude and direction but does not obey the triangle/vector addition rule, it is not a vector. Example: electric current in a wire has magnitude and direction but does not obey the triangle rule, so it is not a vector.
- Representation of a Vector
- A vector quantity is represented by an arrow: length proportional to magnitude under a chosen scale; arrowhead indicates direction.
- Example: velocity 30 km/h due east; if 1 cm represents 10 km/h, a line OA of 3 cm to the east represents the velocity (Fig. 3.1).
- Head vs tail: head is the arrow tip; tail is the other end.
- Symbol for a vector
- In print, a bold letter or a letter with an arrow denotes a vector (magnitude + direction). Example: force may be written as F or F⃗.
- Magnitude of a vector is often written as |F⃗|; sometimes denoted as F (light face) or F (magnitude of F⃗).
Key idea: Distinguish between scalars and vectors, and know how vectors are graphically represented.
Page 2
- Position Vector
- The location of a point in space is described by a position vector r. Its magnitude is the distance from the origin to the point, and its direction is from the origin to the point.
- If a point P has coordinates (x, y, z) and origin O is the reference, then the position vector is
- Displacement Vector
- For a body moving from point A to B, the displacement vector is AB⃗.
- If r⃗1 and r⃗2 are position vectors of A and B respectively, then
- Displacement follows the triangle law:
- Components of AB: if A=(x1,y1,z1) and B=(x2,y2,z2), then
- Magnitude of AB:
Comment: Position vectors provide a coordinate-free way to describe location; displacement is the change in position.
Page 3
- Type of Vectors
- (i) Parallel and antiparallel vectors
- Parallel (like) vectors have the same direction; magnitudes may differ.
- Antiparallel (unlike) vectors have opposite directions; magnitudes may differ.
- (ii) Equality of Vectors
- Two vectors are equal if they have the same magnitude and direction. Equality is independent of position in space (a vector is free to slide parallel to itself).
- (iii) Negative Vector
- The negative vector has the same magnitude but opposite direction.
- (iv) Unit Vector
- A unit vector has magnitude 1 and points in the direction of a given vector. Written as \hat{A} and read as "A hat".
- For a vector \boldsymbol{A}, the unit vector is . In unit-vector form, a vector can be written as
Note: Unit vectors are dimensionless.
Page 4
- Rectangular (Cartesian) Unit Vectors
- In a right-handed coordinate system, the unit vectors along the X, Y, Z axes are denoted as .
- A vector along an axis can be written as a scalar multiple of the magnitude and the corresponding unit vector, e.g., a vector along X is written as .
- Collinear Vectors
- Collinear vectors act along the same line; if in the same direction, they are like vectors; if opposite, unlike vectors.
- Co-initial and Co-planar Vectors
- Co-initial: vectors share a common initial point.
- Co-planar: vectors lie in the same plane.
- Zero Vector
- A vector of zero magnitude, denoted 0⃗, with arbitrary direction.
- Properties of Zero Vector
- a) A + 0⃗ = A⃗
- b) A⃗ − 0⃗ = A⃗
- c) n·0⃗ = 0⃗ for any non-zero scalar n
- Examples
- If a particle is at rest, its displacement over an interval is the zero vector.
- Velocity of a stationary particle is the zero vector.
- If a body moves with constant velocity, the acceleration is the zero vector.
Remember: If a vector is displaced such that neither magnitude nor direction changes, the vector remains the same.
Page 5
- Multiplication of Vectors by Real Numbers
- If a vector \boldsymbol{A} is multiplied by a positive real number \lambda, the magnitude scales by \lambda but direction stays the same.
- If multiplied by a negative real number (−\lambda), magnitude scales by \lambda and direction is reversed.
- Addition and Subtraction of Vectors (Graphical)
- Addition aims to find the resultant vector R, such that R is the single vector equal in effect to the sum of the vectors.
- Triangle Law: To add \boldsymbol{A} and \boldsymbol{B}, draw \boldsymbol{A}; then draw \boldsymbol{B} with its tail on the head of \boldsymbol{A}; the closing side (from tail of \boldsymbol{A} to head of \boldsymbol{B}) represents the resultant R = \boldsymbol{A} + \boldsymbol{B}.
- The resultant is denoted as \boldsymbol{R}.
- Addition of more than two vectors uses the Polygon Law: place vectors sequentially end to end; the resultant is represented by the closing side of the polygon taken in the opposite order.
- Commutative and Associative Laws
- Commutative: \boldsymbol{P} + \boldsymbol{Q} = \boldsymbol{Q} + \boldsymbol{P}.
- Associative: (\boldsymbol{A} + \boldsymbol{B}) + \boldsymbol{C} = \boldsymbol{A} + (\boldsymbol{B} + \boldsymbol{C}).
- Parallelogram Law
- If two vectors are represented by adjacent sides of a parallelogram, the resultant is the diagonal through the common point.
- For vectors , the resultant is obtained by completing the parallelogram and taking the diagonal OC as the resultant: .
- Extends to three or more vectors by placing them head-to-tail and taking the closing side.
- Components of Vectors
- In Cartesian coordinates, for A = (Ax, Ay, Az) and B = (Bx, By, Bz), the resultant R = A + B has components
- In Cartesian coordinates, for A = (Ax, Ay, Az) and B = (Bx, By, Bz), the resultant R = A + B has components
Note: The vector addition is a geometric operation; the algebraic sum of components yields the same resultant.
Page 6
Continued: Vector Addition for Multiple Vectors
- For vectors A, B, C, D with components along x, y, z, the resultant is
with components
- For vectors A, B, C, D with components along x, y, z, the resultant is
Equality of Vectors and Position Independence
- Equality of vectors is independent of their position in space; moving a vector parallel to itself does not change its magnitude or direction.
Note on Vector Subtraction
- Subtraction is defined via addition with the negative: \boldsymbol{A} - \boldsymbol{B} = \boldsymbol{A} + (−\boldsymbol{B}).
- Subtraction is not commutative: \boldsymbol{A} - \boldsymbol{B} ≠ \boldsymbol{B} - \boldsymbol{A} (indeed, \boldsymbol{A} - \boldsymbol{B} = −(\boldsymbol{B} - \boldsymbol{A})).
- Subtraction is not associative either.
Tip: The diagonal of the parallelogram formed by two vectors gives their sum; the other diagonal gives their difference.
Page 7
- Parallelogram Law (continued)
- If two vectors P⃗ and Q⃗ are represented by the adjacent sides of a parallelogram, the resultant is the diagonal OC = P⃗ + Q⃗; OA⃗ and OB⃗ represent the vectors placed on the parallelogram with common origin O.
- For multiple vectors A⃗, B⃗, C⃗, the resultant is the vector sum R⃗ = A⃗ + B⃗ + C⃗; the components add accordingly:
- Vector Algebra in 3D
- For vectors A⃗ = Ax î + Ay ĵ + Az k̂, B⃗ = Bx î + By ĵ + Bz k̂, C⃗ = Cx î + Cy ĵ + Cz k̂, the resultant is
Page 8
- Subtraction (Graphical) Revisited
- The negative of a vector is drawn by reversing its arrow. The difference of two vectors can be found using the parallelogram method or by adding the negative of the second vector.
- Self-test 3.1 (example)
- Given |P⃗| = 4 N, |Q⃗| = 3 N and angle between them = 60°, find |P⃗ - Q⃗|.
- Concept: The diagonal of the parallelogram formed by P⃗ and Q⃗ gives the addition; the other diagonal gives the subtraction.
- Important reminders
- Vector addition is commutative, but subtraction is not. Subtraction is not associative either.
Page 9
- Resolution of a Vector
- When a vector is resolved along two coplanar non-parallel vectors P⃗ and Q⃗, we can write
where λ and μ are real numbers.
- When a vector is resolved along two coplanar non-parallel vectors P⃗ and Q⃗, we can write
- Rectangular components (two axes)
- Consider A⃗ represented by OP⃗. Draw a tail at O and axes OX and OY at right angles. Drop a perpendicular to OX from P to obtain components along X and Y.
- If angle θ is between A⃗ and Ox, then
- Vector form:
- Examples
- If F⃗ has angle 60° with the horizontal and magnitude F, then
- If F⃗ has angle 60° with the horizontal and magnitude F, then
- Rectangular components along three axes
- For A⃗ with direction cosines α, β, γ with axes OX, OY, OZ respectively,
- For A⃗ with direction cosines α, β, γ with axes OX, OY, OZ respectively,
Caution: Vectors are resolved at the tail, not at the head.
- Self-test: If \boldsymbol{A} = 3\hat{i} - 4\hat{j} + 2\hat{k}, find its magnitude. Hint: Result: approximately 5.38.
Page 10
- Rectangular components continued
- If a vector A⃗ has components (Ax, Ay) in 2D, then A⃗ = Ax \hat{i} + Ay \hat{j} and A^2 = Ax^2 + Ay^2.
- Three-dimensional rectangular components
- A⃗ = Ax \hat{i} + Ay \hat{j} + Az \hat{k}; and A^2 = Ax^2 + Ay^2 + Az^2.
- Angles with axes (direction cosines) α, β, γ
- Ax = A cos α, Ay = A cos β, A_z = A cos γ.
Note: In 3D, a vector’s magnitude is obtained via the Pythagorean theorem in three dimensions.
Page 11
- Self-test (3D magnitude)
- For vector \boldsymbol{A} = 3î − 4ĵ + 2k̂, magnitude is
- Summary of 2D/3D components
- Vector components along axes are additive: the resultant components are the sums of corresponding components from each vector.
Page 12
- Vector Addition: Analytical Method (Magnitude and Direction of the Resultant)
- Magnitude: If R = P⃗ + Q⃗ and the angle between P⃗ and Q⃗ is θ, then
- Therefore, the magnitude is
- Magnitude: If R = P⃗ + Q⃗ and the angle between P⃗ and Q⃗ is θ, then
- Direction of the Resultant
- If β is the angle that R makes with P, then
- If β is the angle that R makes with P, then
- Special Cases (Law of Cosines results)
- If θ = 0° (same direction):
- If θ = 90°:
- If θ = 180° (antiparallel):
- Law of Sines (brief)
- In a triangle formed by vectors, e.g., with sides P, Q, R opposite angles α, β, γ respectively:
- Consequently, R sin γ = P sin α = Q sin β.
- In a triangle formed by vectors, e.g., with sides P, Q, R opposite angles α, β, γ respectively:
Page 13
Equilibrium Self-test
- If two forces F1 and F2 act on a particle in equilibrium and |F1| = 3 N, find |F2|. (Using the given relation F1 sin(90°+30°) = F2 sin(90°+60°) in the hint.)
Position Vector and Displacement (Intro to non-uniform motion)
- For motion along a curved plane, the displacement in a small interval Δt is Δr = r(t+Δt) − r(t).
- Velocity (average):
- In the limit Δt → 0, the instantaneous velocity is
- If components are vx and vy along X and Y,
Acceleration
- For motion with constant acceleration, the position is
- If \boldsymbol{r}0 = 0, then the components follow
- Differentiating gives acceleration components:
- For motion with constant acceleration, the position is
Page 17-18
Projectile Motion (motion in a plane with gravity, negligible air resistance)
- Initial velocity u at angle θ; components:
- Horizontal motion: velocity vx = u cos θ (constant), horizontal position x(t) = u cos θ · t.
- Vertical motion: vy(t) = u sin θ − g t; vertical position y(t) = u sin θ · t − ½ g t^2.
- Trajectory equation (eliminate t):
Maximum height, time of flight, and horizontal range
- Maximum height H: when vy = 0 at the peak, with uy = u sin θ:
- Time of flight T: ascent time equals descent time, so
- Horizontal range R: total horizontal distance when it returns to the initial vertical level:
- Note: Mass m cancels out; results are mass-independent.
- Maximum height, time of flight, and range are often quoted with the understanding that θ is the angle with the horizontal.
- Maximum height H: when vy = 0 at the peak, with uy = u sin θ:
Additional trajectory details
- For a given speed u, R is maximum when sin 2θ is maximum, i.e., θ = 45°.
- If angle is given with respect to vertical, replace θ by (90° − θ) in the formulas.
Page 21-22
- Uniform Circular Motion (UCM)
- Definition: An object moving in a circle at constant speed; the magnitude of acceleration is constant, but direction continuously changes.
- Angular Displacement and Velocity
- Angular displacement: for a particle P rotating anticlockwise about an axis perpendicular to the plane, if it moves from P1 to P2 in time t sweeping an angle θ, then θ is the angular displacement. 360° corresponds to one revolution; in radians, one revolution is 2π radians.
- 1 radian is the angle corresponding to an arc length equal to the radius: 1 rad = 360°/(2π) ≈ 57.3°.
- Angular Velocity ω
- Defined as the time rate of change of angular displacement:
- SI unit: rad s⁻¹. If a body completes N rotations in time t, then where ν is the frequency (rotations per second).
- If θ increases by Δθ in time Δt, the average angular velocity is
- Instantaneous angular velocity is the limit as Δt → 0:
- Right-Hand Rule
- Angular velocity is an axial vector; its direction aligns with the axis given by curling the fingers in the direction of rotation and pointing the thumb along the angular velocity vector.
- Centripetal (Radial) Acceleration
- In uniform circular motion, a centripetal force toward the center provides centripetal acceleration toward the center.
- Magnitude: for speed v and radius r,
- Derivation sketch: as the particle moves from A to B, the change in velocity vector Δv is toward the center; |Δv| ≈ v Δθ for small Δt; hence a ≈ v Δθ/Δt = v ω.
- Relationship between Linear and Angular Quantities
- Linear speed v relates to angular speed ω by
- Non-uniform Circular Motion
- When speed is not constant, the motion has two components of acceleration:
- Centripetal (radial) acceleration a_c toward the center (changes direction of velocity).
- Tangential acceleration a_t along the tangent (changes magnitude of velocity).
- Net acceleration magnitude:
- Direction of acceleration is not fixed; ac points toward the center while at is tangent to the circle.
- Angular Acceleration
- If angular velocity is not constant, angular acceleration is defined as the time rate of change of ω:
- Instantaneous angular acceleration:
- If angular velocity is not constant, angular acceleration is defined as the time rate of change of ω:
- Tangential Acceleration (definition in vector form)
- Tangential acceleration can also be connected to the rate of change of the tangential velocity:
Page 23-25
- Three-Dimensional Space (brief recap)
- In 3D, kinematic quantities (displacement, velocity, acceleration) can be resolved into three rectangular components.
- Position vector:
- Velocity vector:
- Acceleration vector:
Takeaway: Any motion in space can be decomposed into three perpendicular components along the coordinate axes.
Page 26-27
- Recap of analytical methods and quick derivations
- The Law of Cosines for resultant magnitude remains central:
- The direction of the resultant is given by
- The Law of Cosines for resultant magnitude remains central:
- Instantaneous angular acceleration and tangential acceleration relations reiterated:
- Self-test style problems appeared in the material, e.g., combining two forces, angular acceleration values, etc.
Page 27
- Summary of three-dimensional kinematics
- In 3D space, all kinematic quantities are expressed as vectors and can be broken into components along the three axes:
- Component relations: and similarly for y, z.
- In 3D space, all kinematic quantities are expressed as vectors and can be broken into components along the three axes:
Overall understanding: Motion in a plane or space can be analyzed via vectors, their magnitudes, directions, and resolutions into components along chosen axes. Core tools include vector addition/subtraction (triangle, polygon, and parallelogram laws), resolution into components, and kinematic equations for linear and projectile motion as well as circular motion (both uniform and non-uniform).
Quick Reference: Key Formulas
- Position and displacement
- Vector operations
- Direction:
- Resolution and components
- 2D:
- 3D:
- Projectile motion (no air resistance)
- Components:
- Positions:
- Trajectory:
- Time of flight:
- Maximum height:
- Range:
- Circular motion
- Uniform:
- Instantaneous angular velocity:
- Centripetal direction toward center; axis as per right-hand rule
- Non-uniform:
- Angular acceleration: ,
- Three-dimensional motion: components