Notes on Motion in a Plane (Chapter 3)
3.1 Introduction
Review of straight-line motion concepts from the previous chapter: position, displacement, velocity, acceleration.
In one dimension, directions are handled by signs (+, −).
For motion in a plane (2D) or space (3D), use vectors to describe position, displacement, velocity, and acceleration.
Goals: learn the language of vectors, how to add/subtract/multiply vectors, and the effect of multiplying by a real number.
Applications: define velocity and acceleration in a plane, study motion in a plane with constant acceleration, projectile motion, and uniform circular motion.
Equations developed in this chapter extend to three dimensions.
3.2 Scalars and vectors
Scalars: quantities with magnitude only; specified by a number with a unit.
Examples: distance, mass, temperature, time.
Scalar algebra: ordinary arithmetic rules apply.
Vectors: quantities with both magnitude and direction; obey triangle law (or parallelogram law) of addition.
Represented by boldface letters (e.g., v). When handwritten, an arrow over the letter denotes a vector (e.g., v ).
Magnitude often denoted |v| = v.
Examples of vector quantities: displacement, velocity, acceleration, force.
Note on representations: In this text, vectors are shown in bold (e.g., A) and magnitudes as light face (A, a, p, q, r, …).
3.2.1 Position and Displacement Vectors
Choose origin O and consider the position of an object at times t and t′: P and P′.
Position vector from O to P: r = OP; to P′: r′ = OP′.
The displacement vector from P to P′ is PP′, with tail at P and head at P′.
Important: Displacement is the straight line between initial and final positions and is independent of the actual path taken.
Example: Different paths between P and Q (PABCQ, PDQ, PBEFQ) have the same displacement vector PQ.
3.2.2 Equality of Vectors
Two vectors A and B are equal iff they have the same magnitude and direction: A = B.
Equality can be checked by translating B parallel to itself until tails coincide; if heads also coincide, they are equal.
Vectors can have the same magnitude but different directions (not equal).
Free vectors vs localized vectors:
Free vectors: location/line of action does not matter (translation leaves the vector unchanged).
Localized vectors: location of the vector is important in some applications.
3.3 Multiplication of vectors by real numbers
Scalar multiplication: multiplying a vector A by a positive scalar λ yields a vector with magnitude |λ||A| in the same direction as A.
|λA| = λ|A| for λ > 0.
If λ is negative, the resulting vector points in the opposite direction and has magnitude |λ|·|A|.
The scalar multiplier may carry its own dimensions; then the dimensions of λA are the product of the dimensions of λ and A.
Example: multiplying a constant velocity vector by time gives a displacement vector.
3.4 Addition and subtraction of vectors — graphical method
Vectors obey the triangle (parallelogram) law of addition.
Graphical (head-to-tail) addition:
place the tail of B at the head of A; the line from the tail of A to the head of B is the resultant R = A + B.
Triangle method is equivalent to the parallelogram method.
Commutativity: A + B = B + A. (3.1)
Associativity: (A + B) + C = A + (B + C). (3.2)
Null vector: A + (−A) = 0; magnitude |0| = 0. (3.3)
The zero vector properties: A + 0 = A; 0·A = 0; 0·(A) = 0.
Subtraction: A − B = A + (−B). (3.5)
Parallelogram method and triangle method yield the same resultant.
3.5 Resolution of vectors
Any vector A can be expressed as a linear combination of two non-colinear vectors a and b: A = λa + μb (λ, μ ∈ ℝ).
Construction: through O draw a line parallel to a, through P draw a line parallel to b; their intersection Q gives the decomposition.
If using unit vectors, we can resolve along unit directions; unit vectors along x, y, z are denoted as i , j , k with |i| = |j| = |k| = 1 and mutually perpendicular.
In two dimensions, resolve along i-hat and j-hat:
A = Ax i + Ay j ,
Ax = A cos θ, Ay = A sin θ, where θ is the angle with the x-axis. (3.13)
General component forms in 3D: for α, β, γ as the angles with the x-, y-, z-axes, respectively,
Ax = |A| cos α, Ay = |A| cos β, A_z = |A| cos γ. (3.16a)
|A|^2 = Ax^2 + Ay^2 + A_z^2. (3.16c)
Position vector in components: r = x i + y j + z k . (3.17)
For a vector in the x–y plane, A = Ax i + Ay j with Ax = A cos θ, Ay = A sin θ. (3.12, 3.13)
3.6 Vector addition – analytical method
When adding vectors, it can be done by adding corresponding components:
Suppose A = Ax i + Ay j and B = Bx i + By j ,
Then R = A + B has components Rx = Ax + Bx and Ry = Ay + By. (3.18)
This analytical method extends to three dimensions similarly with k-hat: Rijk = (Ax + Bx) i + (Ay + By) j + (Az + B_z) k . (3.22)
For two vectors in components, a compound expression for the resultant is: R = (Ax + Bx) i + (Ay + By) j . (3.21)
The Laws of Cosines and Sines connect magnitudes and angles when using the analytical method (see 3.24a–3.24f in examples).
3.7 Motion in a plane
The plane motion can be described with vectors in two perpendicular directions.
Position vector in a plane is r = x i + y j .
Displacement: Δr = r′ − r = Δx i + Δy j . (3.26)
Average velocity:
v̄ = Δr / Δt, i.e., components vx = Δx/Δt, vy = Δy/Δt. (3.27)
Instantaneous velocity: limit of average velocity as Δt → 0:
v = dr/dt = vx i + vy j ; also, |v| = sqrt(vx^2 + vy^2). (3.28, 3.30)
Velocity direction is tangential to the path.
Acceleration: average acceleration and instantaneous form:
a = dv/dt; components a = ax i + ay j , with |a| = sqrt(ax^2 + ay^2). (3.31, 3.32)
In 2D with constant acceleration, the position and velocity evolve as:
v(t) = v₀ + at, and
displacement over time t is given by r = r₀ + v₀t + (1/2)at^2. (3.33)
The motion can be viewed as the superposition of two independent 1D motions along perpendicular axes.
3.7.1 Position vector and displacement (continuation)
For a trajectory r(t) = x(t) i + y(t) j :
Displacement: Δr = r′ − r = (Δx, Δy). (3.26)
Average velocity: v̄ = (Δx/Δt, Δy/Δt).
Instantaneous velocity components: vx = dx/dt, vy = dy/dt; magnitude v = sqrt(vx^2 + vy^2); direction tan θ = vy/vx.
3.8 Motion in a plane with constant acceleration
If acceleration a is constant, with initial velocity v₀ at t = 0, velocity at time t is
v(t) = v₀ + at. (3.33a)
Position evolves as
r(t) = r₀ + v₀t + (1/2)at^2. (3.33a)
In component form: vx = v₀x + ax t, vy = v₀y + ay t; x(t) and y(t) follow accordingly. (3.33b)
Example demonstrates how to solve kinematics in two dimensions with constant acceleration by integrating components separately.
3.9 Projectile motion
Projectile motion treats horizontal and vertical motions separately:
ax = 0, ay = −g (gravity downward). (3.35)
Initial velocity components: v₀x = v₀ cos θ₀, v₀y = v₀ sin θ₀. (3.36)
Position equations (with origin at launch):
x(t) = v₀x t = (v₀ cos θ₀) t,
y(t) = v₀y t − (1/2) g t^2 = (v₀ sin θ₀) t − (1/2) g t^2. (3.34b, 3.37)
Velocity components: vx(t) = v₀x, vy(t) = v₀y − g t. (3.38)
Path equation (eliminating t): y = x tan θ₀ − (g x^2)/(2 v₀^2 cos^2 θ₀). (3.39)
Key results:
The trajectory is a parabola (assuming air resistance negligible). (3.39)
Time of flight: Tf = 2 v₀ sin θ₀ / g. (3.40b)
Time to maximum height: t_m = v₀ sin θ₀ / g. (3.40a)
Maximum height: h = (v₀^2 sin^2 θ₀)/(2g). (3.41)
Horizontal range: R = (v₀^2 sin 2θ₀)/g. (3.42a)
For maximum range, θ₀ = 45°; R_max = v₀^2/g. (3.42b)
Examples illustrate horizontal launch, projectile with various angles, and comparisons like Galileo’s range symmetry around 45°.
3.10 Uniform circular motion
Definition: motion along a circle with constant speed v is uniform circular motion; velocity is always tangent to the path.
Centripetal acceleration is directed toward the center of the circle.
Derivation (sketch): for small time Δt, Δv is directed toward the center; ac = Δv/Δt toward center. In the limit Δt → 0, ac = v^2/R. (3.43)
Angular speed ω is the rate of change of angular displacement: ω = Δθ/Δt. (3.44)
Relations:
v = Rω, and a_c = Rω^2. (3.45, 3.46)
Time period T and frequency ν: ω = 2πν, v = 2πRν, a_c = 4π^2 ν^2 R. (3.46, 3.47, 3.48)
Example: an insect in a circular groove (R = 12 cm) completes 7 revolutions in 100 s:
ω = 2π/T = 2π(7/100) = 0.44 rad/s,
v = ωR = 0.44 × 12 cm ≈ 5.3 cm/s,
a_c = v^2/R ≈ (0.44)^2 × 12 cm ≈ 2.3 cm/s^2.
Note: direction of a_c is toward the center and not a constant vector due to changing direction. (Example 3.9)
SUMMARY
Scalars vs vectors: scalars have magnitude only; vectors have magnitude and direction.
Vector operations:
Scalar multiplication scales magnitude and may reverse direction if negative.
Vector addition obeys triangle/parallelogram laws; commutative and associative.
Zero vector 0 has magnitude 0; A + 0 = A; 0·A = 0; A − B = A + (−B).
Resolution and components:
Any vector can be resolved into components along chosen directions using unit vectors (i, j, k).
In 2D, A = Ax i + Ay j with Ax = A cos θ, Ay = A sin θ.
Vector addition (analytical): Rx = Ax + Bx, Ry = Ay + By; R = √(Rx^2 + Ry^2).
Motion in a plane:
Displacement Δr = r′ − r; velocity is tangent to the path; acceleration is the rate of change of velocity.
Instantaneous velocity: v = dr/dt; instantaneous acceleration: a = dv/dt.
In constant acceleration, r and v follow compact component forms: r(t) = r₀ + v₀ t + (1/2) a t^2; v(t) = v₀ + a t.
Projectile motion:
Independence of horizontal and vertical motions under constant gravity (Galileo’s principle).
Parabolic path; key formulas for x(t), y(t), vx(t), vy(t); time of flight Tf; maximum height h; horizontal range R.
Uniform circular motion:
Constant speed, acceleration toward the center with magnitude ac = v^2/R or ac = ω^2 R.
Relationship between linear and angular quantities: v = Rω, ω = 2πν; a_c = 4π^2 ν^2 R.
Common conceptual notes:
Displacement depends only on endpoints, path length depends on the path taken.
Average speed vs magnitude of average velocity.
Projection of motion in plane can be analyzed as two independent 1D motions.
Trajectory shape depends on initial conditions in addition to acceleration.
POINTS TO PONDER
Path length vs displacement magnitude; conditions for equality.
Whether average speed is always greater than or equal to the magnitude of average velocity.
The vector equations (3.33a) and (3.34a) hold independent of axis choice.
Kinematic equations for uniform acceleration do not apply to uniform circular motion because magnitude is constant but direction changes.
Resultant velocity of two velocities v1 and v2 is v = v1 + v2; distinguish from relative velocity v12 = v1 − v2.
In circular motion, resultant acceleration is toward the centre only if speed is constant.
Trajectory shape depends on initial conditions in addition to acceleration (gravity can yield straight-line or parabolic paths depending on initial velocity and position).
EXERCISES (selected topics and structure)
3.1 Determine whether quantities are scalars or vectors (volume, mass, speed, acceleration, density, number of moles, velocity, angular frequency, displacement, angular velocity).
3.2 Identify the two scalar quantities in a list of items (e.g., force, angular momentum, work, current, etc.).
3.3 Identify the only vector quantity in a list (e.g., Temperature, pressure, impulse, time, etc.).
3.4 Assess which algebraic operations are meaningful for scalars/vectors (e.g., adding scalars; multiplying a vector by a scalar; etc.).
3.5 True/false statements about vector magnitude, components, path length vs displacement, average speed vs average velocity, and null vectors.
3.6 Prove vector inequalities: |a+b| ≤ |a| + |b|, |a+b| ≥ ||a| − |b||, etc.; when equality holds.
3.7 If a + b + c + d = 0, evaluate several implications for magnitudes and planar relationships.
3.8 Three girls travel from P to Q on a circle; compare displacement magnitudes to actual path lengths for different routes.
3.9 A cyclist’s trip in a circular park: determine net displacement, average velocity, and average speed.
3.10 A motorist follows left-hand turns; determine displacements after several turns and compare to total path length.
3.11 A passenger’s taxi route: compute average speed vs average velocity magnitude.
3.12 Ceiling problem: maximum horizontal distance a ball can travel without hitting the ceiling.
3.13 Cricket throw: given horizontal range, determine maximum height possible.
3.14 Circular motion: a stone on a string whirled in a circle; compute centripetal acceleration magnitude and direction.
3.15 Aircraft horizontal loop: compare centripetal acceleration with gravity.
3.16 True/false statements about net acceleration in circular motion, velocity direction, and average acceleration over a cycle.
3.17-3.19 Vector practice problems involving components, unit vectors, and projections.
3.20 True statements about general motion relations (averages, position/velocity relations, kinematic equations).
3.21 True/false about scalar quantities’ properties and observer orientation.
3.22 An aircraft at height: what is the speed given angular change with respect to a ground point?
This set of notes captures the major and minor points from the transcript, including key definitions, laws, formulas, and example problems, and presents them in a structured, study-ready format with explicit LaTeX for all mathematical expressions.