Motion in a Plane – Comprehensive Study Notes

Introduction: Why Study Motion in More Than One Dimension?

• In 1–D motion, direction is handled by +/+/- signs; in 2–D or 3–D we need vectors.
• Chapter goals:
– Learn the “language of vectors” (definition, equality, algebra).
– Use vectors to redefine v\vec v and a\vec a in a plane.
– Analyse special cases: constant–acceleration motion, projectile motion, uniform circular motion.
– Ideas extend automatically to 3–D.

Scalars vs. Vectors

• Scalar = quantity with magnitude only; completely specified by a single number + unit.
– Ex: distance, mass, temperature, time, volume, density.
• Vector = quantity with both magnitude & direction; obeys triangle/parallelogram laws of addition.
– Ex: displacement, velocity, acceleration, force.
• Notation
– Printed text: bold (v\mathbf v). Hand-written: arrow overhead (v\vec v).
– Magnitude: A=A|\vec A|=A.
• Free vs. localised vectors
Free: can slide parallel to itself without change (usual in mechanics problems).
Localised (bound): line of application matters (e.g.
forces in rigid-body rotation).

Position & Displacement Vectors

• Choose an origin O.
• Position vector r=OP\vec r=\overrightarrow{OP}.
• If particle moves PPP\to P': displacement Δr=PP=rr\vec\Delta r=\overrightarrow{PP'} = \vec r'-\vec r.
• Independent of actual path; depends only on initial & final points.
• Path length \ge magnitude of displacement; equality only for straight-line motion.

Equality of Two Vectors

A=B\vec A=\vec B iff magnitudes equal AND directions parallel (same sense).

Multiplying a Vector by a Real Number

• \lambda>0 ⇒ λA=λA|\lambda\vec A|=\lambda|\vec A|, direction unchanged.
• \lambda<0 ⇒ λA=λA|\lambda\vec A|=|\lambda||\vec A|, direction reversed.
• Dimensionally: λ\lambda may carry units; product inherits combined units (e.g. v×time=s\vec v \times \text{time}=\vec s).

Graphical Vector Addition / Subtraction

• Head-to-tail (triangle) method: join tail of B\vec B to head of A\vec A; resultant R=OQ\vec R=\overrightarrow{OQ}.
• Parallelogram method equivalent: tails at common origin, diagonal gives A+B\vec A+\vec B.
• Laws
– 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 vector 0\vec0: A+(A)=0\vec A+(-\vec A)=\vec0; magnitude 00, direction undefined.
• Subtraction: AB=A+(B)\vec A-\vec B=\vec A+(-\vec B).

Resolution of a Vector

• Any vector A\vec A in a given plane can be expressed as A=λa+μb\vec A=\lambda\,\vec a+\mu\,\vec b for two non-collinear base vectors a,b\vec a,\vec b.
• Unit vectors
ı^,  ȷ^,  k^\hat\imath,\;\hat\jmath,\;\hat k along x,y,zx,y,z; ı^=ȷ^=k^=1|\hat\imath|=|\hat\jmath|=|\hat k|=1.
– For 2–D: A=A<em>xı^+A</em>yȷ^\vec A=A<em>x\hat\imath+A</em>y\hat\jmath.
– Components: A<em>x=Acosθ,  A</em>y=AsinθA<em>x=A\cos\theta,\;A</em>y=A\sin\theta where θ\theta measured from +x+x.
• In 3–D: A=A<em>xı^+A</em>yȷ^+Azk^,\vec A=A<em>x\hat\imath+A</em>y\hat\jmath+A_z\hat k\,, with direction cosines cosα,cosβ,cosγ\cos\alpha,\cos\beta,\cos\gamma to x,y,zx,y,z.

Analytical Vector Addition

• For A=A<em>xı^+A</em>yȷ^\vec A=A<em>x\hat\imath+A</em>y\hat\jmath and B=B<em>xı^+B</em>yȷ^\vec B=B<em>x\hat\imath+B</em>y\hat\jmath,
R=A+B=(A<em>x+B</em>x)ı^+(A<em>y+B</em>y)ȷ^\vec R=\vec A+\vec B=(A<em>x+B</em>x)\hat\imath+(A<em>y+B</em>y)\hat\jmath.
• Magnitude R=R<em>x2+R</em>y2R=\sqrt{R<em>x^2+R</em>y^2}.
• For two vectors with angle θ\theta between them:
R2=A2+B2+2ABcosθR^2=A^2+B^2+2AB\cos\theta (Law of Cosines)
sinϕB=sin(πθϕ)A=sinθR\dfrac{\sin\phi}{B}=\dfrac{\sin(\pi-\theta-\phi)}{A}=\dfrac{\sin\theta}{R} (Law of Sines)

Motion in a Plane — Kinematics with Vectors

• Position: r(t)=x(t)ı^+y(t)ȷ^\vec r(t)=x(t)\hat\imath+y(t)\hat\jmath.
• Displacement Δr=r(t+Δt)r(t)\Delta\vec r=\vec r(t+\Delta t)-\vec r(t).
• Average velocity v<em>av=ΔrΔt\vec v<em>{av}=\dfrac{\Delta\vec r}{\Delta t}; instantaneous v=drdt\vec v=\dfrac{d\vec r}{dt}. • Components v</em>x=dxdt,  v<em>y=dydtv</em>x=\dfrac{dx}{dt},\;v<em>y=\dfrac{dy}{dt}. • Velocity vector is tangential to trajectory. • Average acceleration a</em>av=ΔvΔt\vec a</em>{av}=\dfrac{\Delta\vec v}{\Delta t}; instantaneous a=dvdt\vec a=\dfrac{d\vec v}{dt} with components a<em>x=dv</em>xdt,  a<em>y=dv</em>ydta<em>x=\dfrac{dv</em>x}{dt},\;a<em>y=\dfrac{dv</em>y}{dt}.

Constant-Acceleration Motion in 2–D

• If a\vec a constant:
v=v<em>0+at\vec v=\vec v<em>0+\vec a\,t r=r</em>0+v<em>0t+12at2\vec r=\vec r</em>0+\vec v<em>0 t+\dfrac12\vec a\,t^2 • Component form: x=x</em>0+v<em>0xt+12a</em>xt2x=x</em>0+v<em>{0x} t+\dfrac12 a</em>x t^2
y=y<em>0+v</em>0yt+12ayt2y=y<em>0+v</em>{0y} t+\dfrac12 a_y t^2
• Motion decomposes into two independent 1–D constant-acceleration motions along xx and yy.

Projectile Motion (neglecting air drag)

• Launch speed v<em>0v<em>0 at angle θ</em>0\theta</em>0 from horizontal; take origin at launch point.
• Acceleration: a<em>x=0,  a</em>y=ga<em>x=0,\;a</em>y=-g.
• Position vs. time
x=(v<em>0cosθ</em>0)tx=(v<em>0\cos\theta</em>0) t
y=(v<em>0sinθ</em>0)t12gt2y=(v<em>0\sin\theta</em>0) t-\dfrac12 g t^2
• Velocity components
v<em>x=v</em>0cosθ<em>0v<em>x=v</em>0\cos\theta<em>0 (constant) v</em>y=v<em>0sinθ</em>0gtv</em>y=v<em>0\sin\theta</em>0-g t
• Trajectory (eliminate tt):
y=xtanθ<em>0gx22v</em>02cos2θ<em>0y=x\tan\theta<em>0-\dfrac{g x^2}{2 v</em>0^2\cos^2\theta<em>0} ⇒ parabola. • Time to reach highest point t</em>m=v<em>0sinθ</em>0gt</em>m=\dfrac{v<em>0\sin\theta</em>0}{g}.
• Maximum height h<em>m=v</em>02sin2θ<em>02gh<em>m=\dfrac{v</em>0^2\sin^2\theta<em>0}{2g}. • 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. • Horizontal range R=v</em>02sin2θ<em>0gR=\dfrac{v</em>0^2\sin2\theta<em>0}{g}; R</em>max=v<em>02gR</em>{\text{max}}=\dfrac{v<em>0^2}{g} at θ</em>0=45\theta</em>0=45^\circ.
• Galileo’s symmetry: elevations (45±α)(45^\circ\pm\alpha) give equal ranges.

Uniform Circular Motion (UCM)

• Object moves with constant speed vv around circle radius RR.
• Velocity direction tangent; magnitude constant.
• Centripetal (radial) acceleration
ac=v2R=Rω2=4π2ν2Ra_c=\dfrac{v^2}{R}=R\omega^2=4\pi^2\nu^2 R, always towards centre (non-constant vector direction).
• Angular speed ω=dθdt=2πT=2πν\omega=\dfrac{d\theta}{dt}=\dfrac{2\pi}{T}=2\pi\nu.
• Linear speed v=Rω=2πRνv=R\omega=2\pi R\nu.

Worked Examples (high-level highlights)

• Rain & wind: Vector addition to decide umbrella tilt; tanθ=v<em>wv</em>r\tan\theta=\dfrac{v<em>w}{v</em>r}.
• Resultant of two vectors using law of cosines; calculate magnitude & direction.
• Motorboat vs. water current; vector diagram gives ground-track speed & heading.
• Particle with r(t)=3tı^+2tȷ^+5t2k^\vec r(t)=3t\hat\imath+2t\hat\jmath+5t^2\hat k: differentiate for v,a\vec v,\vec a.
• Projectile numerical cases: ball (28 m/s, 30°) ⇒ h<em>m=10m,T</em>f=2.9s,R69mh<em>m=10\,\text{m}, T</em>f=2.9\,\text{s}, R\approx69\,\text{m}.
• Horizontal throw from cliff: compute fall time t=2h/gt=\sqrt{2h/g} and impact speed.
• Circular insect: R=12cm,7R=12\,\text{cm}, 7 rev in 100100 s ⇒ ω=0.44rad/s,ac=2.3cm/s2\omega=0.44\,\text{rad/s}, a_c=2.3\,\text{cm/s}^2.

Points to Ponder (Subtle but Crucial)

• Path length \neq displacement except in straight-line motion.
• Hence average speed \ge magnitude of average velocity.
• UCM has constant a|\vec a| but NOT constant vector; kinematic “SUVAT” equations do not apply.
• Shape of trajectory depends on both acceleration and initial conditions.
• Distinguish vector sum v=v<em>1+v</em>2\vec v=\vec v<em>1+\vec v</em>2 from relative velocity v<em>12=v</em>1v2\vec v<em>{12}=\vec v</em>1-\vec v_2.
• Centripetal direction centre-seeking only if speed constant.

Master Equation Sheet (Quick Reference)

• Component resolution: A=A<em>xı^+A</em>yȷ^+A<em>zk^\vec A=A<em>x\hat\imath+A</em>y\hat\jmath+A<em>z\hat k. • Dot magnitude: A=A</em>x2+A<em>y2+A</em>z2A=\sqrt{A</em>x^2+A<em>y^2+A</em>z^2}.
• Constant a\vec a: v=v<em>0+at;  r=r</em>0+v<em>0t+12at2\vec v=\vec v<em>0+\vec a t ;\; \vec r=\vec r</em>0+\vec v<em>0 t+\tfrac12\vec a t^2. • Projectile specific: \left{\begin{aligned}x&=v0 t\cos\theta0\y&=v0 t\sin\theta0-\tfrac12 g t^2\end{aligned}\right.. • Range & height: R=v</em>02sin2θ<em>0g,  h</em>m=v<em>02sin2θ</em>02gR=\dfrac{v</em>0^2\sin2\theta<em>0}{g},\; h</em>m=\dfrac{v<em>0^2\sin^2\theta</em>0}{2g}.
• UCM: ω=2πν,  v=ωR,  ac=v2R=ω2R\omega=2\pi\nu,\; v=\omega R,\; a_c=\dfrac{v^2}{R}=\omega^2 R.

Ethical & Historical Insights

• Galileo’s decomposition of projectile motion (horizontal uniform + vertical free-fall) revolutionised ballistics.
• Huygens (1673) systematically derived centripetal acceleration preceding formal Newtonian mechanics.
• Vector formalism is language-agnostic; same equations work for 3–D by adding k^\hat k terms.

Real-World Connections

• Trajectory analysis crucial in sports (football passes, cricket bowling), artillery, space-craft orbital transfers.
• Centripetal acceleration appears in vehicle turning, roller-coasters, banked roads, rotating space stations.
• Vector component method underlies computer graphics, robotics kinematics, GPS navigation.

End-of-Chapter Summary (textbook’s own)

• Scalars/vectors definition & rules.
• Graphical & analytical addition; unit vectors.
• Kinematics in 2–D: v,a\vec v, \vec a definitions.
• Constant-a\vec a motion formulae.
• Projectile motion equations and special results (h<em>m,T</em>f,R<em>maxh<em>m,T</em>f,R<em>{max}). • Uniform circular motion, a</em>ca</em>c derivations.