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 and 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). Hand-written: arrow overhead (v). – Magnitude: ∣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. • If particle moves P→P′: displacement Δr=PP′=r′−r. • Independent of actual path; depends only on initial & final points. • Path length ≥ magnitude of displacement; equality only for straight-line motion.
Equality of Two Vectors
• A=B iff magnitudes equal AND directions parallel (same sense).
Multiplying a Vector by a Real Number
• \lambda>0 ⇒ ∣λA∣=λ∣A∣, direction unchanged. • \lambda<0 ⇒ ∣λA∣=∣λ∣∣A∣, direction reversed. • Dimensionally: λ may carry units; product inherits combined units (e.g. v×time=s).
Graphical Vector Addition / Subtraction
• Head-to-tail (triangle) method: join tail of B to head of A; resultant R=OQ. • Parallelogram method equivalent: tails at common origin, diagonal gives A+B. • Laws – Commutative: A+B=B+A. – Associative: (A+B)+C=A+(B+C). • Null vector 0: A+(−A)=0; magnitude 0, direction undefined. • Subtraction: A−B=A+(−B).
Resolution of a Vector
• Any vector A in a given plane can be expressed as A=λa+μb for two non-collinear base vectors a,b. • Unit vectors – ^,^,k^ along x,y,z; ∣^∣=∣^∣=∣k^∣=1. – For 2–D: A=A<em>x^+A</em>y^. – Components: A<em>x=Acosθ,A</em>y=Asinθ where θ measured from +x. • In 3–D: A=A<em>x^+A</em>y^+Azk^, with direction cosines cosα,cosβ,cosγ to x,y,z.
Analytical Vector Addition
• For A=A<em>x^+A</em>y^ and B=B<em>x^+B</em>y^, R=A+B=(A<em>x+B</em>x)^+(A<em>y+B</em>y)^. • Magnitude R=R<em>x2+R</em>y2. • For two vectors with angle θ between them: R2=A2+B2+2ABcosθ (Law of Cosines) Bsinϕ=Asin(π−θ−ϕ)=Rsinθ (Law of Sines)
Motion in a Plane — Kinematics with Vectors
• Position: r(t)=x(t)^+y(t)^. • Displacement Δr=r(t+Δt)−r(t). • Average velocity v<em>av=ΔtΔr; instantaneous v=dtdr. • Components v</em>x=dtdx,v<em>y=dtdy. • Velocity vector is tangential to trajectory. • Average acceleration a</em>av=ΔtΔv; instantaneous a=dtdv with components a<em>x=dtdv</em>x,a<em>y=dtdv</em>y.
Constant-Acceleration Motion in 2–D
• If a constant: v=v<em>0+atr=r</em>0+v<em>0t+21at2 • Component form: x=x</em>0+v<em>0xt+21a</em>xt2 y=y<em>0+v</em>0yt+21ayt2 • Motion decomposes into two independent 1–D constant-acceleration motions along x and y.
Projectile Motion (neglecting air drag)
• Launch speed v<em>0 at angle θ</em>0 from horizontal; take origin at launch point. • Acceleration: a<em>x=0,a</em>y=−g. • Position vs. time x=(v<em>0cosθ</em>0)t y=(v<em>0sinθ</em>0)t−21gt2 • Velocity components v<em>x=v</em>0cosθ<em>0 (constant) v</em>y=v<em>0sinθ</em>0−gt • Trajectory (eliminate t): y=xtanθ<em>0−2v</em>02cos2θ<em>0gx2 ⇒ parabola. • Time to reach highest point t</em>m=gv<em>0sinθ</em>0. • Maximum height h<em>m=2gv</em>02sin2θ<em>0. • Time of flight T</em>f=g2v<em>0sinθ</em>0=2t<em>m. • Horizontal range R=gv</em>02sin2θ<em>0; R</em>max=gv<em>02 at θ</em>0=45∘. • Galileo’s symmetry: elevations (45∘±α) give equal ranges.
Uniform Circular Motion (UCM)
• Object moves with constant speed v around circle radius R. • Velocity direction tangent; magnitude constant. • Centripetal (radial) acceleration ac=Rv2=Rω2=4π2ν2R, always towards centre (non-constant vector direction). • Angular speed ω=dtdθ=T2π=2πν. • Linear speed v=Rω=2πRν.
Worked Examples (high-level highlights)
• Rain & wind: Vector addition to decide umbrella tilt; tanθ=v</em>rv<em>w. • 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)=3t^+2t^+5t2k^: differentiate for v,a. • Projectile numerical cases: ball (28 m/s, 30°) ⇒ h<em>m=10m,T</em>f=2.9s,R≈69m. • Horizontal throw from cliff: compute fall time t=2h/g and impact speed. • Circular insect: R=12cm,7 rev in 100 s ⇒ ω=0.44rad/s,ac=2.3cm/s2.
Points to Ponder (Subtle but Crucial)
• Path length = displacement except in straight-line motion. • Hence average speed ≥ magnitude of average velocity. • UCM has constant ∣a∣ but NOT constant vector; kinematic “SUVAT” equations do not apply. • Shape of trajectory depends on both acceleration and initial conditions. • Distinguish vector sumv=v<em>1+v</em>2 from relative velocityv<em>12=v</em>1−v2. • Centripetal direction centre-seeking only if speed constant.