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
      r=xi^+yj^+zk^ r=r=x2+y2+z2\,\boldsymbol{r} = x\hat{i} + y\hat{j} + z\hat{k} \ r = |\boldsymbol{r}| = \sqrt{x^2 + y^2 + z^2}
  • 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
      r<em>1=x</em>1i^+y<em>1j^+z</em>1k^,r<em>2=x</em>2i^+y<em>2j^+z</em>2k^\boldsymbol{r}<em>1 = x</em>1\hat{i} + y<em>1\hat{j} + z</em>1\hat{k}, \,\, \boldsymbol{r}<em>2 = x</em>2\hat{i} + y<em>2\hat{j} + z</em>2\hat{k}
    • Displacement follows the triangle law:
      r<em>1+AB=r</em>2AB=r<em>2r</em>1\boldsymbol{r}<em>1 + \boldsymbol{AB} = \boldsymbol{r}</em>2 \,\Rightarrow \, \boldsymbol{AB} = \boldsymbol{r}<em>2 - \boldsymbol{r}</em>1
    • Components of AB: if A=(x1,y1,z1) and B=(x2,y2,z2), then
      AB=(x<em>2x</em>1)i^+(y<em>2y</em>1)j^+(z<em>2z</em>1)k^\boldsymbol{AB} = (x<em>2-x</em>1)\hat{i} + (y<em>2-y</em>1)\hat{j} + (z<em>2-z</em>1)\hat{k}
    • Magnitude of AB:
      AB=(x<em>2x</em>1)2+(y<em>2y</em>1)2+(z<em>2z</em>1)2|\boldsymbol{AB}| = \sqrt{(x<em>2-x</em>1)^2 + (y<em>2-y</em>1)^2 + (z<em>2-z</em>1)^2}

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 A^=A/A\hat{\boldsymbol{A}} = \boldsymbol{A}/|\boldsymbol{A}|. In unit-vector form, a vector can be written as A=AA^.\boldsymbol{A} = |\boldsymbol{A}| \hat{\boldsymbol{A}}.

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 i^,j^,k^\hat{i}, \hat{j}, \hat{k}.
    • 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 Ai^A \hat{i}.
  • 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 A,B\boldsymbol{A}, \boldsymbol{B}, the resultant is obtained by completing the parallelogram and taking the diagonal OC as the resultant: R=A+B\boldsymbol{R} = \boldsymbol{A} + \boldsymbol{B}.
    • 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
      R<em>x=A</em>x+B<em>x,  R</em>y=A<em>y+B</em>y,  R<em>z=A</em>z+Bz.R<em>x = A</em>x + B<em>x, \; R</em>y = A<em>y + B</em>y, \; R<em>z = A</em>z + B_z.

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
      R=A+B+C+D,\boldsymbol{R} = \boldsymbol{A} + \boldsymbol{B} + \boldsymbol{C} + \boldsymbol{D},
      with components
      R<em>x=A</em>x+B<em>x+C</em>x+D<em>x,  R</em>y=A<em>y+B</em>y+C<em>y+D</em>y,  R<em>z=A</em>z+B<em>z+C</em>z+Dz.R<em>x = A</em>x + B<em>x + C</em>x + D<em>x, \; R</em>y = A<em>y + B</em>y + C<em>y + D</em>y, \; R<em>z = A</em>z + B<em>z + C</em>z + D_z.
  • 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: R<em>x=A</em>x+B<em>x+C</em>x, R<em>y=A</em>y+B<em>y+C</em>y, R<em>z=A</em>z+B<em>z+C</em>z.R<em>x = A</em>x + B<em>x + C</em>x, \ R<em>y = A</em>y + B<em>y + C</em>y, \ R<em>z = A</em>z + B<em>z + C</em>z.
  • 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 R=A+B+C=(A</em>x+B<em>x+C</em>x)i^+(A<em>y+B</em>y+C<em>y)j^+(A</em>z+B<em>z+C</em>z)k^.\boldsymbol{R} = \boldsymbol{A} + \boldsymbol{B} + \boldsymbol{C} = (A</em>x + B<em>x + C</em>x) \hat{i} + (A<em>y + B</em>y + C<em>y) \hat{j} + (A</em>z + B<em>z + C</em>z) \hat{k}.

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
      A=λP+μQ,\boldsymbol{A} = \lambda \boldsymbol{P} + \mu \boldsymbol{Q},
      where λ and μ are real numbers.
  • 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
      A<em>x=Acosθ,A</em>y=Asinθ.A<em>x = A \cos\theta, \quad A</em>y = A \sin\theta.
    • Vector form: A=A<em>xi^+A</em>yj^=Acosθi^+Asinθj^.\boldsymbol{A} = A<em>x \hat{i} + A</em>y \hat{j} = A\cos\theta\,\hat{i} + A\sin\theta\,\hat{j}.
  • Examples
    • If F⃗ has angle 60° with the horizontal and magnitude F, then
      F<em>x=Fcos60°,F</em>y=Fsin60°.F<em>x = F \cos 60°, \quad F</em>y = F \sin 60°.
  • Rectangular components along three axes
    • For A⃗ with direction cosines α, β, γ with axes OX, OY, OZ respectively,
      A<em>x=Acosα,  A</em>y=Acosβ, A<em>z=Acosγ, A2=A</em>x2+A<em>y2+A</em>z2.A<em>x = A\cos\alpha, \; A</em>y = A\cos\beta, \ A<em>z = A\cos\gamma, \ A^2 = A</em>x^2 + A<em>y^2 + A</em>z^2.

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: A=32+(4)2+22.A = \sqrt{3^2 + (-4)^2 + 2^2}. 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 A=32+(4)2+22=295.38.|\boldsymbol{A}| = \sqrt{3^2 + (-4)^2 + 2^2} = \sqrt{29} \approx 5.38.
  • 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
      R2=P2+Q2+2PQcosθ.R^2 = P^2 + Q^2 + 2PQ\cos\theta.
    • Therefore, the magnitude is
      R=P2+Q2+2PQcosθ.R = \sqrt{P^2 + Q^2 + 2 P Q \cos\theta}.
  • Direction of the Resultant
    • If β is the angle that R makes with P, then
      tanβ=QsinθP+Qcosθ.\tan \beta = \frac{Q \sin\theta}{P + Q \cos\theta}.
  • Special Cases (Law of Cosines results)
    • If θ = 0° (same direction): R=P+Q,β=0.R = P + Q, \quad \beta = 0.
    • If θ = 90°: R=P2+Q2,β=tan1(QP).R = \sqrt{P^2 + Q^2}, \quad \beta = \tan^{-1} \left( \frac{Q}{P} \right).
    • If θ = 180° (antiparallel): R=PQ,β=0 or π depending on magnitudes.R = |P - Q|, \quad \beta = 0 \text{ or } \pi \text{ depending on magnitudes}.
  • Law of Sines (brief)
    • In a triangle formed by vectors, e.g., with sides P, Q, R opposite angles α, β, γ respectively:
      Rsinβ=Qsinγ,Psinβ=Qsinα,Psinα=Rsinγ.R \sin\beta = Q \sin\gamma, \quad P \sin\beta = Q \sin\alpha, \quad P \sin\alpha = R \sin\gamma.
    • Consequently, R sin γ = P sin α = Q sin β.

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): vav=ΔrΔt.\boldsymbol{v}_{\text{av}} = \frac{\Delta \boldsymbol{r}}{\Delta t}.
    • In the limit Δt → 0, the instantaneous velocity is
      v=limΔt0ΔrΔt=drdt.\boldsymbol{v} = \lim_{\Delta t \to 0} \frac{\Delta \boldsymbol{r}}{\Delta t} = \frac{d\boldsymbol{r}}{dt}.
    • If components are vx and vy along X and Y,
      v=v<em>xi^+v</em>yj^,v<em>x=dxdt,v</em>y=dydt.\boldsymbol{v} = v<em>x \hat{i} + v</em>y \hat{j}, \quad v<em>x = \frac{dx}{dt}, \quad v</em>y = \frac{dy}{dt}.
  • Acceleration

    • For motion with constant acceleration, the position is
      rr0=ut+12at2,\boldsymbol{r} - \boldsymbol{r}_0 = \boldsymbol{u} t + \tfrac{1}{2} \boldsymbol{a} t^2,
    • If \boldsymbol{r}0 = 0, then the components follow x=u</em>xt+12a<em>xt2,y=u</em>yt+12ayt2.x = u</em>x t + \tfrac{1}{2} a<em>x t^2, \quad y = u</em>y t + \tfrac{1}{2} a_y t^2.
    • Differentiating gives acceleration components: a=dvdt=a<em>xi^+a</em>yj^,a<em>x=dv</em>xdt,a<em>y=dv</em>ydt.\boldsymbol{a} = \frac{d\boldsymbol{v}}{dt} = a<em>x \hat{i} + a</em>y \hat{j}, \quad a<em>x = \frac{dv</em>x}{dt}, \quad a<em>y = \frac{dv</em>y}{dt}.

Page 17-18
  • Projectile Motion (motion in a plane with gravity, negligible air resistance)

    • Initial velocity u at angle θ; components: u<em>x=ucosθ,u</em>y=usinθ.u<em>x = u \cos\theta, \quad u</em>y = u \sin\theta.
    • 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):
      y=xtanθg2u2cos2θx2.y = x \tan\theta − \frac{g}{2u^2 \cos^2\theta} x^2.
  • Maximum height, time of flight, and horizontal range

    • Maximum height H: when vy = 0 at the peak, with uy = u sin θ:
      H=u2sin2θ2g.H = \frac{u^2 \sin^2\theta}{2g}.
    • Time of flight T: ascent time equals descent time, so
      T=2usinθg.T = \frac{2u \sin\theta}{g}.
    • Horizontal range R: total horizontal distance when it returns to the initial vertical level:
      R=u2sin(2θ)g=u2sin2θg.R = u^2 \frac{\sin(2\theta)}{g} = \frac{u^2 \sin 2\theta}{g}.
    • 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.
  • 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: ω=dθdt.\boldsymbol{\omega} = \frac{d\theta}{dt}.
    • SI unit: rad s⁻¹. If a body completes N rotations in time t, then ω=2πNt=2πν,\omega = \frac{2\pi N}{t} = 2\pi \nu, where ν is the frequency (rotations per second).
    • If θ increases by Δθ in time Δt, the average angular velocity is
      ωavg=ΔθΔt.\boldsymbol{\omega}_{\text{avg}} = \frac{Δθ}{Δt}.
    • Instantaneous angular velocity is the limit as Δt → 0: ω=dθdt.\omega = \frac{d\theta}{dt}.
  • 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, ac=v2r=rω2.a_c = \frac{v^2}{r} = r \omega^2.
    • 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 v=rω.v = r \omega.
  • 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: a<em>R=a</em>c2+at2.a<em>R = \sqrt{a</em>c^2 + a_t^2}.
    • 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:
      α=dωdt.\alpha = \frac{d\omega}{dt}.
    • Instantaneous angular acceleration: α=dωdt.\alpha = \frac{d\omega}{dt}.
  • Tangential Acceleration (definition in vector form)
    • Tangential acceleration can also be connected to the rate of change of the tangential velocity: at=dvdt=rdωdt=rα.a_t = \frac{dv}{dt} = r \frac{d\omega}{dt} = r \alpha.

Page 23-25
  • Three-Dimensional Space (brief recap)
    • In 3D, kinematic quantities (displacement, velocity, acceleration) can be resolved into three rectangular components.
    • Position vector: r=xi^+yj^+zk^.\boldsymbol{r} = x\hat{i} + y\hat{j} + z\hat{k}.
    • Velocity vector: v=v<em>xi^+v</em>yj^+v<em>zk^, v</em>x=dxdt,  v<em>y=dydt,  v</em>z=dzdt.\boldsymbol{v} = v<em>x \hat{i} + v</em>y \hat{j} + v<em>z \hat{k}, \ v</em>x = \frac{dx}{dt}, \; v<em>y = \frac{dy}{dt}, \; v</em>z = \frac{dz}{dt}.
    • Acceleration vector: a=a<em>xi^+a</em>yj^+a<em>zk^, a</em>x=dv<em>xdt,  a</em>y=dv<em>ydt,  a</em>z=dvzdt.\boldsymbol{a} = a<em>x \hat{i} + a</em>y \hat{j} + a<em>z \hat{k}, \ a</em>x = \frac{dv<em>x}{dt}, \; a</em>y = \frac{dv<em>y}{dt}, \; a</em>z = \frac{dv_z}{dt}.

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:
      R2=P2+Q2+2PQcosθ.R^2 = P^2 + Q^2 + 2PQ \cos\theta.
    • The direction of the resultant is given by
      tanβ=QsinθP+Qcosθ.\tan \beta = \frac{Q \sin\theta}{P + Q \cos\theta}.
  • Instantaneous angular acceleration and tangential acceleration relations reiterated:
    • α=dωdt, at=dvdt=rα.\alpha = \frac{d\omega}{dt}, \ a_t = \frac{dv}{dt} = r \alpha.
  • 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:
      r=xi^+yj^+zk^, v=v<em>xi^+v</em>yj^+v<em>zk^, a=a</em>xi^+a<em>yj^+a</em>zk^.\boldsymbol{r} = x\hat{i} + y\hat{j} + z\hat{k}, \ \boldsymbol{v} = v<em>x \hat{i} + v</em>y \hat{j} + v<em>z \hat{k}, \ \boldsymbol{a} = a</em>x \hat{i} + a<em>y \hat{j} + a</em>z \hat{k}.
    • Component relations: v<em>x=dxdt,  a</em>x=dvxdt=d2xdt2,v<em>x = \frac{dx}{dt}, \; a</em>x = \frac{dv_x}{dt} = \frac{d^2x}{dt^2}, and similarly for y, z.

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
    • r=xi^+yj^+zk^,r=r=x2+y2+z2\boldsymbol{r} = x\hat{i} + y\hat{j} + z\hat{k}, \quad r = |\boldsymbol{r}| = \sqrt{x^2 + y^2 + z^2}
    • AB=r<em>2r</em>1=(x<em>2x</em>1)i^+(y<em>2y</em>1)j^+(z<em>2z</em>1)k^,\boldsymbol{AB} = \boldsymbol{r}<em>2 - \boldsymbol{r}</em>1 = (x<em>2-x</em>1)\hat{i} + (y<em>2-y</em>1)\hat{j} + (z<em>2-z</em>1)\hat{k},
    • AB=(x<em>2x</em>1)2+(y<em>2y</em>1)2+(z<em>2z</em>1)2.|\boldsymbol{AB}| = \sqrt{(x<em>2-x</em>1)^2 + (y<em>2-y</em>1)^2 + (z<em>2-z</em>1)^2}.
  • Vector operations
    • R=A+BwithR2=A2+B2+2ABcosθ\boldsymbol{R} = \boldsymbol{A} + \boldsymbol{B} \quad \text{with} \quad R^2 = A^2 + B^2 + 2AB\cos\theta
    • Direction: tanβ=BsinθA+Bcosθ\tan\beta = \frac{B\sin\theta}{A + B\cos\theta}
  • Resolution and components
    • 2D: A=A<em>xi^+A</em>yj^,A<em>x=Acosθ,  A</em>y=Asinθ\boldsymbol{A} = A<em>x \hat{i} + A</em>y \hat{j}, \quad A<em>x = A\cos\theta, \; A</em>y = A\sin\theta
    • 3D: A<em>x=Acosα,  A</em>y=Acosβ,  A<em>z=Acosγ,  A2=A</em>x2+A<em>y2+A</em>z2A<em>x = A\cos\alpha, \; A</em>y = A\cos\beta, \; A<em>z = A\cos\gamma, \; A^2 = A</em>x^2 + A<em>y^2 + A</em>z^2
  • Projectile motion (no air resistance)
    • Components: u<em>x=ucosθ,  u</em>y=usinθu<em>x = u\cos\theta, \; u</em>y = u\sin\theta
    • Positions: x=ucosθt,y=usinθt12gt2x = u\cos\theta \, t, \quad y = u\sin\theta \, t - \tfrac{1}{2} g t^2
    • Trajectory: y=xtanθg2u2cos2θx2y = x\tan\theta - \frac{g}{2u^2 \cos^2\theta} x^2
    • Time of flight: T=2usinθgT = \frac{2u\sin\theta}{g}
    • Maximum height: H=u2sin2θ2gH = \frac{u^2 \sin^2\theta}{2g}
    • Range: R=u2sin(2θ)gR = \frac{u^2 \sin(2\theta)}{g}
  • Circular motion
    • Uniform: ac=v2r=rω2,v=rωa_c = \frac{v^2}{r} = r\omega^2, \quad v = r\omega
    • Instantaneous angular velocity: ω=dθdt\omega = \frac{d\theta}{dt}
    • Centripetal direction toward center; axis as per right-hand rule
    • Non-uniform: a<em>R=a</em>c2+a<em>t2,tanβ=a</em>taca<em>R = \sqrt{a</em>c^2 + a<em>t^2}, \quad \tan\beta = \frac{a</em>t}{a_c}
    • Angular acceleration: α=dωdt\alpha = \frac{d\omega}{dt}, a<em>t=rα,  a=a</em>c+ata<em>t = r\alpha, \; a = \boldsymbol{a}</em>c + \boldsymbol{a}_t
  • Three-dimensional motion: components
    • r=xi^+yj^+zk^,v=v<em>xi^+v</em>yj^+v<em>zk^,a=a</em>xi^+a<em>yj^+a</em>zk^.\boldsymbol{r} = x\hat{i} + y\hat{j} + z\hat{k}, \quad \boldsymbol{v} = v<em>x \hat{i} + v</em>y \hat{j} + v<em>z \hat{k}, \quad \boldsymbol{a} = a</em>x \hat{i} + a<em>y \hat{j} + a</em>z \hat{k}.