Comprehensive Physics Notes: Laws of Motion, Work, Energy, and Planar Motion
Chapter 5: Laws of Motion
Inertia
- Inertia is the property of an object that resists changes in its state of rest or uniform motion along a straight line.
- Inertia is a measure of mass; greater mass implies greater inertia, and vice versa.
- Types of Inertia:
- Inertia of Rest: Demonstrated when passengers fall backward when a bus starts suddenly.
- Inertia of Motion: Demonstrated when passengers jerk forward when a moving bus stops suddenly.
- Inertia of Direction: Demonstrated by using an umbrella to protect from rain, as raindrops resist changing direction.
Force
- Force is a push or pull that changes or tries to change the state of rest, uniform motion, size, or shape of a body.
- SI unit is Newton (N); dimensional formula is [MLT^{-2}].
- Types of Forces:
- Contact Forces: Examples include frictional force, tensional force, spring force, and normal force.
- Action at a Distance Forces: Examples include electrostatic force, gravitational force, and magnetic force.
Impulsive Force
- A force acting on a body for a short time interval, producing a large change in momentum.
Linear Momentum
- The total amount of motion in a body.
- Linear momentum (p) is the product of mass (m) and velocity (u): p = mu.
- SI unit is kg-m/s; dimensional formula is [MLT^{-1}].
- It is a vector quantity with direction matching the body's velocity.
Impulse
- The product of impulsive force and time: Impulse = Force * Time = Change in momentum.
- SI unit is Newton-second or kg-m/s; dimension is [MLT^{-1}].
- It is a vector quantity in the direction of the force.
Newton’s Laws of Motion
1. Newton’s First Law of Motion
- A body remains in its state of rest or uniform motion unless an external force is applied.
- Also known as the law of inertia.
- Examples:
- Dust particles separating from a carpet when beaten with a stick.
- Passengers bending outward when a moving vehicle suddenly stops.
- Examples:
2. Newton’s Second Law of Motion
- The rate of change of linear momentum is proportional to the applied force: F \propto dp/dt.
- Mathematically: F = k \frac{d}{dt}(mv), where k = 1 in SI and CGS systems.
- F = m \frac{dv}{dt} = ma
- Examples:
- It is easier for a strong adult to push a full shopping cart than a baby.
- It is easier to push an empty shopping cart than a full one.
- Examples:
3. Newton’s Third Law of Motion
- For every action, there is an equal and opposite reaction, acting on different bodies: F{12} = -F{21}.
- Examples:
- Swimming is possible due to the third law.
- Jumping from a boat onto the bank of a river.
- Jerk produced in a gun when a bullet is fired.
- Pulling of a cart by a horse.
- Examples:
- Newton’s second law is considered the real law of motion as the first and third laws can be derived from it.
- Modern Version of Newton’s Laws:
- A body maintains its state of rest or uniform motion unless acted upon by an unbalanced external force.
- Forces always occur in pairs; if body A exerts a force on body B, body B exerts an equal and opposite force on body A.
Law of Conservation of Linear Momentum
- If no external force acts on a system, the total linear momentum remains constant.
- Linear momentum depends on the frame of reference, but the law of conservation of linear momentum does not.
- Newton’s laws are valid only in inertial frames of reference.
Weight (w)
- The force with which a body is pulled towards the center of the Earth due to gravity: w = mg, where m is mass and g is acceleration due to gravity.
Apparent Weight in a Lift
- (i) At rest or constant speed: R = mg (actual weight).
- (ii) Accelerating upward: R_1 = m(g + a) (apparent weight is more than actual weight).
- (iii) Accelerating downward: R_2 = m(g - a) (apparent weight is less than actual weight).
- (iv) Falling freely: R_2 = m(g - g) = 0 (apparent weight is zero).
- (v) Accelerating downward with a > g: body will lift from the floor to the ceiling of the lift.
Rocket
- An example of variable mass system following the law of conservation of momentum.
- Thrust: F = -u \frac{dM}{dt}, where u is exhaust speed and \frac{dM}{dt} is the rate of fuel combustion.
- Velocity: u = v0 + u \loge(\frac{M0}{M}), where v0 is initial velocity, M_0 is initial mass, and M is present mass.
- Considering gravity: u = v0 + u \loge(\frac{M_0}{M}) - gt
Friction
- A force opposing relative motion at the contact point between objects, acting parallel to the contact surfaces.
- Caused by intermolecular interactions.
Types of Friction:
- 1. Static Friction:
- The opposing force when one body tends to move over another, but actual motion hasn't started.
- It is self-adjusting.
- 2. Limiting Friction:
- The maximum value of static friction before motion begins: fs = \mus R, where \mu_s is the coefficient of limiting friction and R is the normal reaction.
- Independent of the area of contact but depends on the nature (smoothness or roughness) of the surfaces.
- If \theta is the angle of friction, then \mu_s = \tan \theta
- 3. Kinetic Friction:
- The friction when the body is sliding: fk = \muk N, where \mu_k is the coefficient of kinetic friction and N is the normal force.
- Types: sliding friction and rolling friction (rolling friction < sliding friction).
Angle of Repose or Angle of Sliding
- The minimum angle of inclination for a body to start sliding down an inclined plane.
- If \alpha is the angle of repose, then \mu_s = \tan \alpha
Motion on an Inclined Plane
- Normal reaction: R = mg \cos \theta
- Net force acting downward: F = mg \sin \theta - f
- Acceleration: a = g(\sin \theta - \mu \cos \theta)
- When the angle of inclination is less than the angle of repose:
- Minimum force to move the body up: f_1 = mg(\sin \theta + \mu \cos \theta)
- Minimum force to push the body down: f_2 = mg(\mu \cos \theta - \sin \theta)
Tension
- Tension force always pulls a body.
- It is a reactive force, not an active one.
- Tension remains constant across a massless, frictionless pulley.
- Rope becomes slack when the tension force is zero.
Motion of Bodies in Contact
(i) Two Bodies in Contact
- If force F is applied on mass m1, then acceleration: a = \frac{F}{m1 + m_2}
- Contact force on m1 = m1 a = \frac{m1 F}{m1 + m_2}
- Contact force on m2 = m2 a = \frac{m2 F}{m1 + m_2}
(ii) Three Bodies in Contact
- Acceleration: a = \frac{F}{m1 + m2 + m_3}
- Contact force between m1 and m2: F1 = \frac{(m2 + m3)F}{m1 + m2 + m3}
- Contact force between m2 and m3: F2 = \frac{m3 F}{m1 + m2 + m_3}
(iii) Motion of Two Bodies, One Resting on the Other
- (a) Force F applied on the lower body A, with friction coefficient \mu between A and B:
- Common acceleration: a = \frac{F}{M + m}
- Pseudo force on block B: f' = ma
- Frictional force: f = \mu N = \mu mg
- For equilibrium: ma \leq \mu mg or a \leq \mu g
- (b) Friction between ground and body A (coefficient \mu1) and between A and B (coefficient \mu2):
- Net accelerating force: F - fA = F - \mu1 (M + m)g
- Net acceleration: a = \frac{F - \mu1 (M + m)g}{M + m} = \frac{F}{M + m} - \mu1 g
- Pseudo force on block B: f' = ma
- Frictional force: f_B = \mu mg
- For equilibrium: ma \leq \mu2 mg or a \leq \mu2 g
- If a > \mu_2 g, the bodies will not move together.
(iv) Motion of Bodies Connected by Strings
- Acceleration of the system: a = \frac{F}{m1 + m2 + m_3}
- Tension in string T_1 = F
- Tension in string T2 = (m2 + m3)a = \frac{(m2 + m3)F}{m1 + m2 + m3}
- Tension in string T3 = m3 a = \frac{m3 F}{m1 + m2 + m3}
Pulley Mass System
(i) Unequal Masses Suspended from a Pulley (m1 > m2)
- Equations: m1 g - T = m1 a and T - m2 g = m2 a
- Acceleration: a = \frac{m1 - m2}{m1 + m2} g
- Tension: T = \frac{2 m1 m2}{m1 + m2} g
(ii) Mass m_2 on a Frictionless Horizontal Surface
- Acceleration: a = \frac{m1 g}{m1 + m_2}
- Tension: T = \frac{m1 m2 g}{m1 + m2}
(iii) Mass m_2 on a Rough Horizontal Surface
- Acceleration: a = \frac{m1 - \mu m2}{m1 + m2} g
- Tension: T = \frac{m1 m2 (1 + \mu)}{m1 + m2} g
(iv) Two Masses m1 and m2 Connected to a Single Mass M
- Equations:
- m1 g - T1 = m_1 a
- T2 - m2 g = m_2 a
- T1 - T2 = Ma
- Acceleration: a = \frac{m1 - m2}{m1 + m2 + M} g
- Tension T1 = \frac{2 m2 + M}{m1 + m2 + M} m_1 g
- Tension T2 = \frac{2 m1 + M}{m1 + m2 + M} m_2 g
(v) Motion on a Smooth Inclined Plane
- Equations:
- m1 g - T = m1 a
- T - m2 g \sin \theta = m2 a
- Acceleration: a = \frac{m1 - m2 \sin \theta}{m1 + m2} g
- Tension: T = \frac{m1 m2 (1 + \sin \theta)}{m1 + m2} g
(vi) Two Bodies on Two Inclined Planes with Different Inclinations
- Acceleration: a = \frac{(m1 \sin \theta1 - m2 \sin \theta2) g}{m1 + m2}
- Tension: T = \frac{m1 m2}{m1 + m2} (\sin \theta1 - \sin \theta2) g
Chapter 6: Work, Energy, and Power
Work
- Work is done when a force causes displacement of an object in the direction of the force.
- W = F \cdot s = Fs \cos \theta, where \theta is the angle between force F and displacement s.
- Work is a scalar quantity with SI unit joule (J) and CGS unit erg (1 J = 10^7 erg).
- Dimensional formula is [ML^2T^{-2}].
- Work done is zero if:
- No displacement (s = 0).
- Displacement is perpendicular to the force (\theta = 90^\circ).
- Work is positive if \theta is acute and negative if \theta is obtuse.
- Work done by a constant force depends only on initial and final positions.
Work Done in Different Conditions
- (i) Variable force: W = \int F \cdot ds (equal to the area under the force-displacement graph).
- (ii) Multiple forces: Work done is equal to the work done by the resultant force.
- (iii) Equilibrium: Resultant force is zero, therefore, resultant work done is zero.
- (iv) Conservative vs. Non-conservative forces:
- Conservative forces: Gravitational, electrostatic, magnetic forces.
- Non-conservative forces: Frictional, viscous forces.
- (v) Work done by gravity: W = mgh, where h is the vertical displacement.
- (vi) Work done in compressing/stretching a spring: W = \frac{1}{2}kx^2, where k is the spring constant and x is the displacement from the mean position.
- (vii) Work done by a spring with initial and final positions x1 and x2: W = \frac{1}{2}k(x2^2 - x1^2)
- (viii) Work done by a couple (torque): W = i \cdot \theta, where i is the torque and \theta is the angular displacement.
Power
- The time rate of doing work: Power = Work done / Time taken.
- P = \frac{W}{t} = F \cdot \frac{s}{t} = F \cdot v, where v is velocity.
- P = Fv \cos \theta, where \theta is the angle between F and v.
- Power is a scalar quantity with SI unit watt (W) and dimensional formula [ML^2T^{-3}].
- Other units: 1 kilowatt = 1000 watt, 1 horsepower = 746 watt.
Energy
- Energy is a body's capacity to do work.
- It is a scalar quantity with SI unit joule (J) and dimensional formula [ML^2T^{-3}].
- Types: mechanical, chemical, light, heat, sound, nuclear, electric, etc.
Mechanical Energy
- Sum of kinetic and potential energies, remains constant throughout the motion (law of conservation of mechanical energy).
- Types:
- 1. Kinetic Energy (K): Energy by virtue of motion: K = \frac{1}{2}mv^2 = \frac{p^2}{2m}, where m is mass, v is velocity, and p is momentum.
- 2. Potential Energy (U): Energy by virtue of position or configuration.
- (i) Gravitational: U = mgh, where h is height.
- (ii) Elastic (spring): U = \frac{1}{2}kx^2.
- (iii) Electric: U = \frac{1}{4\pi \epsilon0} \frac{q1 q2}{r}, where q1 and q_2 are charges separated by distance r.
Work-Energy Theorem
- Work done by a force is equal to the change in kinetic energy: W = Kf - Ki, where Ki is initial and Kf is final kinetic energy.
- If W_{net} is positive, kinetic energy increases and vice versa.
- Applies to non-inertial frames: Work done by all forces (including pseudo force) equals change in kinetic energy.
Mass-Energy Equivalence
- E = \Delta mc^2, where \Delta m is mass that disappears and c is the speed of light in vacuum.
Principle of Conservation of Energy
- The total energy in an isolated system remains constant.
Principle of Conservation of Mechanical Energy
- For conservative forces, the sum of kinetic and potential energies remains constant.
Collisions
- Interaction between two or more particles for a short time, involving strong forces.
Types of Collisions
- 1. Elastic Collision:
- Both momentum and kinetic energy are conserved.
- Involves conservative forces.
- 2. Inelastic Collision:
- Only momentum is conserved.
- Involves non-conservative forces.
- Perfectly inelastic if bodies stick together after collision.
Coefficient of Restitution or Resilience (e)
- e = \frac{\text{relative velocity of separation}}{\text{relative velocity of approach}}
- Dependent on the material of the colliding bodies.
- Elastic collision: e = 1
- Inelastic collision: e = 0
- Other collisions: 0 < e < 1
One-Dimensional (Head-on) Collision
- Velocities are along the same line.
- Velocities after collision:
- v1 = \frac{(m1 - m2)u1 + 2m2 u2}{m1 + m2}
- v2 = \frac{(m2 - m1)u2 + 2m1 u1}{m1 + m2}
- Velocities after collision:
- Equal masses: Bodies exchange velocities (v1 = u2 and v2 = u1).
- If m1 = m2 and u2 = 0: v1 = 0 and v2 = u1.
- Light body m1 collides with heavy body m2 at rest: v1 = -u1 and v_2 = 0.
- Heavy body m1 collides with light body m2 at rest: v1 = u1 and v2 = 2u1.
Inelastic One-Dimensional Collision
- Loss of kinetic energy: \Delta E = \frac{m1 m2}{2(m1 + m2)} (u1 - u2)^2 (1 - e^2)
Perfectly Inelastic One-Dimensional Collision
- Velocity of separation = 0
- Loss of kinetic energy: \Delta E = \frac{m1 m2 (u1 - u2)^2}{2(m1 + m2)}
- Body dropped from height h0, rebounds to height h1:
- e = \frac{vn}{v0} = \sqrt{\frac{hn}{h0}}
Two-Dimensional or Oblique Collision
- Velocities do not lie along the same line.
- In horizontal direction: m1 u1 \cos \alpha1 + m2 u2 \cos \alpha2 = m1 v1 \cos \beta1 + m2 v2 \cos \beta2
- In vertical direction: m1 u1 \sin \alpha1 - m2 u2 \sin \alpha2 = m1 u1 \sin \beta1 - m2 u2 \sin \beta2
- If m1 = m2 and \alpha1 + \alpha2 = 90^\circ then \beta1 + \beta2 = 90^\circ
- Particle A (mass m1) collides with stationary body B (mass m2):
- Momentum conservation:
- m1 u = m1 v1 \cos \alpha + m2 v_2 \cos \beta
- 0 = m1 v1 \sin \alpha - m2 v2 \sin \beta
- Momentum conservation:
Chapter 4: Motion in a Plane
- Motion in a plane is two-dimensional (e.g., projectile motion, circular motion).
Scalar and Vector Quantities
Scalar Quantities
- Specified by magnitude alone (e.g., length, mass, density, speed, work).
Vector Quantities
- Characterized by magnitude and direction (e.g., velocity, displacement, acceleration, force, momentum, torque).
Characteristics of Vectors
- Possess magnitude and direction.
- Do not obey ordinary algebra.
- Change if magnitude, direction, or both change.
- Represented by bold-faced letters or letters with arrows.
Unit Vector
- Vector with unit magnitude, specifies direction only.
- Represented by a cap (^).
Equal Vectors
Zero Vector
Negative of a Vector
Parallel Vectors
Coplanar Vectors
- Lie in the same plane or are parallel to the same plane.
Displacement Vector
- Gives the position of a point with reference to another point (not the origin).
Parallelogram Law of Vector Addition
- If two vectors acting at a point are represented by adjacent sides of a parallelogram, then the resultant is represented by the diagonal.
Triangle Law of Vector Addition
- If two vectors are represented by two sides of a triangle in the same order, the resultant is the third side in the opposite order.
Polygon Law of Vector Addition
If multiple vectors are represented by sides of a polygon in the same order, the resultant is the closing side in the opposite order.
Resultant: \vec{R} = \vec{p} + \vec{q} + \vec{s} + \vec{t}
Properties of Vector Addition
- (i) Commutative Law: \vec{a} + \vec{b} = \vec{b} + \vec{a}
- (ii) Associative Law: \vec{a} + (\vec{b} + \vec{c}) = (\vec{a} + \vec{b}) + \vec{c}
- (iii) Distributive Property: \lambda (\vec{a} + \vec{b}) = \lambda \vec{a} + \lambda \vec{b}
Equilibriant Vector
Balances two or more vectors; equal in magnitude and opposite in direction to the resultant vector.
\vec{R'} = -\vec{R} = -(\vec{A} + \vec{B} + …)
Multiplying a vector \vec{A} by a real number \lambda gives a vector \vec{B} with magnitude \lambda times that of \vec{A}, same or opposite direction depending on whether \lambda is positive or negative.
Subtraction of Vectors
\vec{P} - \vec{Q} = \vec{P} + (-\vec{Q})
Vector subtraction is non-commutative and non-associative:
- \vec{A} - \vec{B} \neq \vec{B} - \vec{A}
- \vec{A} - (\vec{B} - \vec{C}) \neq (\vec{A} - \vec{B}) - \vec{C}
Rectangular Components of a Vector
- Components that are perpendicular to each other.
Position Vector
Multiplication of Vectors
(i) Scalar Product (Dot Product)
- \vec{A} \cdot \vec{B} = |A||B| \cos \theta, where \theta is the angle between A and B.
- Scalar quantity.
- Geometrically: \vec{a} \cdot \vec{b} = (\text{Mod of a})(\text{Projection of b on a})
(ii) Vector Product (Cross Product)
- \vec{A} \times \vec{B} = |A||B| \sin \theta \hat{n}, where \theta is the angle between A and B, and \hat{n} is the unit vector perpendicular to the plane containing A and B.
- Geometrically: Area of parallelogram formed by the two vectors.
Properties of Scalar Product
- (i) Commutative Law: \vec{A} \cdot \vec{B} = \vec{B} \cdot \vec{A}
- (ii) Distributive Law: \vec{A} \cdot (\vec{B} + \vec{C}) = \vec{A} \cdot \vec{B} + \vec{A} \cdot \vec{C}
- (iii) Zero for perpendicular vectors: \vec{A} \cdot \vec{B} = AB \cos 90^\circ = 0
- (iv) Maximum when parallel: \vec{A} \cdot \vec{B}_{max} = |A||B|
- (v) If a and b are unit vectors: \hat{a} \cdot \hat{b} = 1 \cdot 1 \cos 0 = 1
- (vi) Dot product of unit vectors: \hat{i} \cdot \hat{i} = \hat{j} \cdot \hat{j} = \hat{k} \cdot \hat{k} = 1 and \hat{i} \cdot \hat{j} = \hat{j} \cdot \hat{k} = \hat{k} \cdot \hat{i} = 0
- (vii) Square of a vector: \vec{a} \cdot \vec{a} = |a||a| \cos 0 = a^2
- (viii) In terms of rectangular components: If
\vec{A} = Ax \hat{i} + Ay \hat{j} + A_z \hat{k}
and
\vec{B} = Bx \hat{i} + By \hat{j} + B_z \hat{k}
then,
\vec{A} \cdot \vec{B} = Ax Bx + Ay By + Az Bz
Properties of Cross Product
- (i) Non-commutative: \vec{a} \times \vec{b} \neq \vec{b} \times \vec{a}
- (ii) Non-associative: \vec{a} \times (\vec{b} \times \vec{c}) \neq (\vec{a} \times \vec{b}) \times \vec{c}
- (iii) Distributive Law: \vec{a} \times (\vec{b} + \vec{c}) = \vec{a} \times \vec{b} + \vec{a} \times \vec{c}
- (iv) Zero for collinear vectors: If \theta = 0 or \pi, then \vec{a} \times \vec{b} = 0
- (v) If \theta = 90^\circ, then \vec{a} \times \vec{b} = |a||b| \hat{n}
- (vi) Cross product of any vector with itself is zero:
- (vii) If \vec{a} \times \vec{b} = 0, then \vec{a} = 0 or \vec{b} = 0 or \vec{a} \parallel \vec{b}
- (viii) If a and b are unit vectors, then \vec{a} \times \vec{b} = \sin \theta \hat{n}
- (ix) Cross product of unit vectors:
\hat{i} \times \hat{i} = \hat{j} \times \hat{j} = \hat{k} \times \hat{k} = 0
\hat{i} \times \hat{j} = \hat{k} = -\hat{j} \times \hat{i}
\hat{j} \times \hat{k} = \hat{i} = -\hat{k} \times \hat{j}
\hat{k} \times \hat{i} = \hat{j} = -\hat{i} \times \hat{k}
Lami's Theorem: "If three forces acting at a point are in equilibrium, then each force has a constant ratio with the sine of the angle between the other two forces."
Projectile Motion
- The trajectory of an object with an initial inclined velocity acted on only by gravity and air resistance.
Angular Acceleration
- The rate of change of angular velocity in circular motion.
Angular Displacement
- Angle traced by the radius vector at the center of a circular path θ = arc/radius
Uniform Circular Motion
- Object moving in a circular path with constant speed.
Centripetal Acceleration
- Acceleration to maintain circular motion.