Motion in a Plane – Comprehensive Study Notes

3.1 Introduction & Overview

  • Previously: Motion in one‐dimension used +/+/- signs to indicate two possible directions.
  • For two‐ or three‐dimensional motion the same physical quantities (position r\vec r, displacement Δr\Delta\vec r, velocity v\vec v, acceleration a\vec a) must now be treated as vectors.
  • Essential questions to master before tackling planar/space motion:
    • What is a vector?
    • How are vectors added, subtracted, multiplied by real numbers?
    • How are velocity and acceleration defined with vectors?
  • Chapter roadmap
    • 3.23.2 Scalars & Vectors
    • 3.33.3 Multiplication of vectors by real numbers
    • 3.43.4 Addition & subtraction – graphical
    • 3.53.5 Resolution of vectors; Unit vectors
    • 3.63.6 Vector addition – analytical
    • 3.73.83.7–3.8 Motion in a plane & with constant acceleration
    • 3.93.9 Projectile motion (detailed treatment)
    • 3.103.10 Uniform circular motion
    • Summary, Points-to-ponder, Exercises

3.2 Scalars and Vectors

  • Scalar: quantity with magnitude only; obeys ordinary algebra.
    • Examples: distance, mass, temperature, time, volume, density, energy.
  • Vector: quantity with both magnitude & direction and obeying triangle/parallelogram law of addition.
    • Represented by boldface A\mathbf A or arrow A\vec A.
    • Magnitude (absolute value) denoted A=A|\vec A|=A.
    • Free vs. Localised vectors: in mechanics we usually treat vectors as free (can slide without change) unless line of action matters (e.g., torques).

3.2.1 Position & Displacement Vectors

  • Choose origin OO; position of point PP at time tt is r=OP\vec r=\overrightarrow{OP}.
  • New position PP' at tt' has r\vec r'.
  • Displacement Δr=PP=rr\Delta\vec r=\overrightarrow{PP'}=\vec r'-\vec r.
    • Independent of actual path; only initial & final positions.
    • Magnitude \le path length.

3.2.2 Equality of Vectors

  • A=B\vec A=\vec B iff magnitudes equal and directions parallel & same sense.
    • Can slide vectors parallel to themselves to test equality.

3.3 Multiplication of Vectors by Real Numbers

  • For positive scalar \lambda>0: λA=λA|\lambda\vec A|=\lambda|\vec A|, direction unchanged.
  • For negative \lambda<0: magnitude scaled by λ|\lambda|, direction reversed.
  • Physical dimensions multiply: e.g. (velocity)×(time)=displacement\text{(velocity)}\times\text{(time)}=\text{displacement}.

3.4 Addition & Subtraction of Vectors — Graphical Methods

  • Head-to-tail (triangle) method: place tail of B\vec B at head of A\vec A, resultant R=A+B\vec R=\vec A+\vec B is from tail of A\vec A to head of B\vec B.
  • Parallelogram method: tails common; diagonal gives resultant.
  • Properties
    • Commutative A+B=B+A\vec A+\vec B=\vec B+\vec A.
    • Associative (A+B)+C=A+(B+C)(\vec A+\vec B)+\vec C=\vec A+(\vec B+\vec C).
  • Null (zero) vector 0\vec 0: magnitude 00, no direction.
    • A+0=A\vec A+\vec 0=\vec A; λ0=0\lambda\vec 0=\vec 0.
  • Subtraction: AB=A+(B)\vec A-\vec B=\vec A+(-\vec B).
Example 3.1 – Rain & Umbrella
  • Rain speed 35m/s35\,\text{m/s} vertically, wind 12m/s12\,\text{m/s} east→west.
  • Boy must tilt umbrella θ=tan1(12/35)19\theta=\tan^{-1}(12/35)\approx19^\circ east of vertical toward wind direction.

3.5 Resolution of Vectors & Unit Vectors

  • Any vector in a plane can be expressed as combination of two non-collinear vectors a,b\vec a,\vec b:
    A=λa+μb\vec A=\lambda\vec a+\mu\vec b.
  • Unit vectors along axes: i^,j^,k^\hat i,\hat j,\hat k with magnitudes 11 along x,y,zx,y,z directions.
    • i^=j^=k^=1|\hat i|=|\hat j|=|\hat k|=1.
  • Components in 2-D: A=A<em>xi^+A</em>yj^\vec A=A<em>x\hat i + A</em>y\hat jA<em>x=Acosθ,  A</em>y=AsinθA<em>x=A\cos\theta,\; A</em>y=A\sin\theta where θ\theta with xx-axis.
    • Magnitude A=A<em>x2+A</em>y2A=\sqrt{A<em>x^2+A</em>y^2}, direction tanθ=A<em>y/A</em>x\tan\theta=A<em>y/A</em>x.
  • Components in 3-D:
    A=A<em>xi^+A</em>yj^+A<em>zk^\vec A=A<em>x\hat i+A</em>y\hat j+A<em>z\hat k with A</em>x=AcosαA</em>x=A\cos\alpha, etc.

3.6 Vector Addition — Analytical (Using Components)

  • For R=A+B\vec R=\vec A+\vec B in 2-D:
    R<em>x=A</em>x+B<em>x,  R</em>y=A<em>y+B</em>yR<em>x=A</em>x+B<em>x,\; R</em>y=A<em>y+B</em>y
    R=R<em>x2+R</em>y2,  tanϕ=R<em>y/R</em>x|\vec R|=\sqrt{R<em>x^2+R</em>y^2},\; \tan\phi=R<em>y/R</em>x.
  • Generalizes to any number of vectors and to 3-D by adding corresponding components.
Example 3.2 – Resultant of Two Vectors
  • Magnitude: R=A2+B2+2ABcosθR=\sqrt{A^2+B^2+2AB\cos\theta} (Law of Cosines).
  • Direction: sinαB=sinβA=sinθR\dfrac{\sin\alpha}{B}=\dfrac{\sin\beta}{A}=\dfrac{\sin\theta}{R} (Law of Sines).
Example 3.3 – Motorboat & Current
  • Boat 25km/h25\,\text{km/h} north; current 10km/h10\,\text{km/h} 60° east of south.
  • Resultant speed 22km/h\approx22\,\text{km/h}, deflected 23\approx23^\circ west of north.

3.7 Motion in a Plane

3.7.1 Position, Displacement, Velocity, Acceleration

  • Position r(t)=x(t)i^+y(t)j^\vec r(t)=x(t)\hat i+y(t)\hat j.
  • Displacement Δr=rr=(Δx)i^+(Δy)j^\Delta\vec r=\vec r'-\vec r=(\Delta x)\hat i+(\Delta y)\hat j.
  • Average velocity vavg=ΔrΔt\vec v_{avg}=\dfrac{\Delta\vec r}{\Delta t} – direction same as Δr\Delta\vec r.
  • Instantaneous velocity v=drdt=v<em>xi^+v</em>yj^\vec v=\dfrac{d\vec r}{dt}=v<em>x\hat i+v</em>y\hat j with components v<em>x=dx/dt,  v</em>y=dy/dtv<em>x=dx/dt,\; v</em>y=dy/dt.
  • Geometrically v\vec v is tangent to the path.
  • Average acceleration aavg=ΔvΔt\vec a_{avg}=\dfrac{\Delta\vec v}{\Delta t}.
  • Instantaneous acceleration a=dvdt=a<em>xi^+a</em>yj^\vec a=\dfrac{d\vec v}{dt}=a<em>x\hat i+a</em>y\hat j with a<em>x=dv</em>x/dt,  a<em>y=dv</em>y/dta<em>x=dv</em>x/dt,\;a<em>y=dv</em>y/dt.
Example 3.4 – Time-Dependent Vector
  • r(t)=(3.0t)i^+(2.0t2)j^+(5.0)k^\vec r(t)=(3.0t)\hat i+(2.0t^{2})\hat j+(5.0)\hat k (units SI).
    • v=(3.0)i^+(4.0t)j^\vec v=(3.0)\hat i+(4.0t)\hat j, a=4.0j^m/s2\vec a=4.0\hat j\,\text{m/s}^2.
    • At t=1t=1 s: v=5m/sv=5\,\text{m/s} at 5353^\circ above xx-axis in xyxy plane.

3.8 Motion in a Plane with Constant Acceleration

  • Vector form (starting at t=0t=0):
    • Velocity: v=v0+at\vec v=\vec v_0+\vec a t.
    • Position: r=r<em>0+v</em>0t+12at2\vec r=\vec r<em>0+\vec v</em>0 t+\tfrac12\vec a t^2.
  • Component form:
    x=x<em>0+v</em>0xt+12a<em>xt2x=x<em>0+v</em>{0x} t+\tfrac12 a<em>x t^2y=y</em>0+v<em>0yt+12a</em>yt2y=y</em>0+v<em>{0y} t+\tfrac12 a</em>y t^2
  • Motion can be treated as two independent 1-D motions along perpendicular axes.
Example 3.5 – Given r(t)\vec r(t) find position & speed
  • Particle started at origin with v0=5i^\vec v_0=5\hat i m/s; a=(3i^+2j^)\vec a=(3\hat i+2\hat j) m/s².
    • Find yy when x=84x=84 m: t=6t=6 s, y=36y=36 m.
    • Speed at that instant 26m/s\approx26\,\text{m/s}.

3.9 Projectile Motion

  • Projectile: object in flight under gravity alone (air resistance neglected).
  • Treat as superposition of constant horizontal velocity & vertical free-fall.

Fundamental Equations (launch from origin with v<em>0,θ</em>0v<em>0,\theta</em>0)


\begin{aligned}
x(t)&=(v0\cos\theta0)t\[2pt]
y(t)&=(v0\sin\theta0)t-\tfrac12 g t^2\[2pt]
vx&=v0\cos\theta0\[2pt] vy&=v0\sin\theta0-gt
\end{aligned}

Trajectory
  • Eliminate tty=xtanθ<em>0gx22v</em>02cos2θ0y=x\tan\theta<em>0-\dfrac{g x^2}{2v</em>0^2\cos^2\theta_0}: a parabola.
Key Results
  • Time to maximum height: t<em>m=v</em>0sinθ0gt<em>m=\dfrac{v</em>0\sin\theta_0}{g}.
  • Time of flight: T<em>f=2v</em>0sinθ<em>0g=2t</em>mT<em>f=\dfrac{2v</em>0\sin\theta<em>0}{g} =2t</em>m.
  • Maximum height: h<em>m=v</em>02sin2θ02gh<em>m=\dfrac{v</em>0^{2}\sin^{2}\theta_0}{2g}.
  • Horizontal range: R=v<em>02sin2θ</em>0gR=\dfrac{v<em>0^{2}\sin 2\theta</em>0}{g} (max at θ<em>0=45\theta<em>0=45^\circ gives R</em>max=v02/gR</em>{max}=v_0^2/g).
  • Galileo’s statement (Example 3.6): angles equally spaced about 4545^\circ yield equal ranges.
Worked Examples
  • Hiker on cliff (Ex 3.7): Horizontal launch 15 m/s, height 490 m → time 1010 s, impact speed 99m/s\approx99\,\text{m/s}.
  • Cricketer (Ex 3.8): Throws 28 m/s at 3030^\circh<em>m10h<em>m\approx10 m, T</em>f2.9T</em>f\approx2.9 s, R69R\approx69 m.

3.10 Uniform Circular Motion

  • Object moving in circle of radius RR with constant speed vv (uniform).
  • Velocity direction changes ⇒ acceleration present towards centre (centripetal).

Derivation of Centripetal Acceleration


\vec ac=\lim{\Delta t\to0}\frac{\Delta\vec v}{\Delta t},\qquad |\vec a_c|=\frac{v^2}{R}

  • Direction: radially inward (center-seeking).

Angular Variables

  • Angular displacement Δθ\Delta\theta, angular speed ω=dθdt=vR\omega=\dfrac{d\theta}{dt}=\dfrac{v}{R}.
  • Using ω\omega:
    v=ωR,ac=ω2Rv=\omega R,\quad a_c=\omega^2 R.
  • Period TT & frequency ν\nu:
    T=2πRv,  ν=1/T,  ω=2πν,  ac=4π2ν2RT=\dfrac{2\pi R}{v},\; \nu=1/T,\; \omega=2\pi\nu,\; a_c=4\pi^2\nu^2R.
Example 3.9 – Insect in Groove
  • Radius 0.120.12 m, 7 revolutions/100 s ⇒ ω=0.44rad/s\omega=0.44\,\text{rad/s}, v=5.3cm/sv=5.3\,\text{cm/s}, ac=2.3cm/s2a_c=2.3\,\text{cm/s}^2 towards centre.

Summary of Key Concepts & Formulae

  • Scalars vs Vectors; vector equality; operations and properties (commutative, associative, null).
  • Component representation with unit vectors; transformation between magnitude–angle & components.
  • Vector kinematics in 2-D:
    • v=drdt,  a=dvdt\vec v=\dfrac{d\vec r}{dt},\; \vec a=\dfrac{d\vec v}{dt}.
    • For constant a\vec a: v=v<em>0+at,  r=r</em>0+v0t+12at2\vec v=\vec v<em>0+\vec a t,\; \vec r=\vec r</em>0+\vec v_0 t+\tfrac12\vec a t^2.
  • Projectile motion (parabolic): R,h<em>m,T</em>fR, h<em>m, T</em>f as above.
  • Uniform circular motion: ac=v2/R=ω2R=4π2ν2Ra_c=v^2/R=\omega^2R=4\pi^2\nu^2R.

Points to Ponder (Conceptual Insights)

  • Path length \ge displacement magnitude; only equal for straight-line motion without reversal.
  • Consequently average speed \ge magnitude of average velocity.
  • Kinematic equations for uniform acceleration do not apply to uniform circular motion (direction of a\vec a varies).
  • Resultant velocity v=v<em>1+v</em>2\vec v=\vec v<em>1+\vec v</em>2 differs from relative velocity v<em>12=v</em>1v2\vec v<em>{12}=\vec v</em>1-\vec v_2.
  • Trajectory depends on both acceleration and initial conditions.
  • Centripetal direction only if speed constant; add tangential component if speed varies.