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 , displacement , velocity , acceleration ) 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
- Scalars & Vectors
- Multiplication of vectors by real numbers
- Addition & subtraction – graphical
- Resolution of vectors; Unit vectors
- Vector addition – analytical
- Motion in a plane & with constant acceleration
- Projectile motion (detailed treatment)
- 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 or arrow .
- Magnitude (absolute value) denoted .
- 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 ; position of point at time is .
- New position at has .
- Displacement .
- Independent of actual path; only initial & final positions.
- Magnitude path length.
3.2.2 Equality of Vectors
- 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: , direction unchanged.
- For negative \lambda<0: magnitude scaled by , direction reversed.
- Physical dimensions multiply: e.g. .
3.4 Addition & Subtraction of Vectors — Graphical Methods
- Head-to-tail (triangle) method: place tail of at head of , resultant is from tail of to head of .
- Parallelogram method: tails common; diagonal gives resultant.
- Properties
- Commutative .
- Associative .
- Null (zero) vector : magnitude , no direction.
- ; .
- Subtraction: .
Example 3.1 – Rain & Umbrella
- Rain speed vertically, wind east→west.
- Boy must tilt umbrella 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 :
. - Unit vectors along axes: with magnitudes along directions.
- .
- Components in 2-D:
where with -axis.
- Magnitude , direction .
- Components in 3-D:
with , etc.
3.6 Vector Addition — Analytical (Using Components)
- For in 2-D:
. - Generalizes to any number of vectors and to 3-D by adding corresponding components.
Example 3.2 – Resultant of Two Vectors
- Magnitude: (Law of Cosines).
- Direction: (Law of Sines).
Example 3.3 – Motorboat & Current
- Boat north; current 60° east of south.
- Resultant speed , deflected west of north.
3.7 Motion in a Plane
3.7.1 Position, Displacement, Velocity, Acceleration
- Position .
- Displacement .
- Average velocity – direction same as .
- Instantaneous velocity with components .
- Geometrically is tangent to the path.
- Average acceleration .
- Instantaneous acceleration with .
Example 3.4 – Time-Dependent Vector
- (units SI).
- , .
- At s: at above -axis in plane.
3.8 Motion in a Plane with Constant Acceleration
- Vector form (starting at ):
- Velocity: .
- Position: .
- Component form:
- Motion can be treated as two independent 1-D motions along perpendicular axes.
Example 3.5 – Given find position & speed
- Particle started at origin with m/s; m/s².
- Find when m: s, m.
- Speed at that instant .
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 )
\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 ⇒ : a parabola.
Key Results
- Time to maximum height: .
- Time of flight: .
- Maximum height: .
- Horizontal range: (max at gives ).
- Galileo’s statement (Example 3.6): angles equally spaced about yield equal ranges.
Worked Examples
- Hiker on cliff (Ex 3.7): Horizontal launch 15 m/s, height 490 m → time s, impact speed .
- Cricketer (Ex 3.8): Throws 28 m/s at ⇒ m, s, m.
3.10 Uniform Circular Motion
- Object moving in circle of radius with constant speed (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 , angular speed .
- Using :
. - Period & frequency :
.
Example 3.9 – Insect in Groove
- Radius m, 7 revolutions/100 s ⇒ , , 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:
- .
- For constant : .
- Projectile motion (parabolic): as above.
- Uniform circular motion: .
Points to Ponder (Conceptual Insights)
- Path length displacement magnitude; only equal for straight-line motion without reversal.
- Consequently average speed magnitude of average velocity.
- Kinematic equations for uniform acceleration do not apply to uniform circular motion (direction of varies).
- Resultant velocity differs from relative velocity .
- Trajectory depends on both acceleration and initial conditions.
- Centripetal direction only if speed constant; add tangential component if speed varies.