Vectors & 2D Motion - Lecture Notes
Math Review
Trigonometry & Coordinate Systems
- Trigonometric Functions:
- Defined as ratios of sides of right triangles
- Soh Cah Toa
- Sine: sinθ≡ho
- Cosine: cosθ≡ha
- Tangent: tanθ≡ao
- Where:
- h = hypotenuse
- θ = theta (angle)
- o = opposite
- a = adjacent
- Pythagorean Theorem:
- h2=o2+a2
- Also known as a2+b2=c2
- Cartesian Coordinates:
- 1D requires one number to specify location
- 2D requires two numbers, e.g., (x,y)
- 3D requires three numbers, e.g., (x,y,z)
- Use a right-handed coordinate system
- 2D Polar Coordinates: (r,θ)
- Two coordinates:
- Radial distance: r
- Angle counterclockwise from x-axis: θ
- Cartesian to polar conversions:
- r=x2+y2
- θ=tan−1xy
- Polar to cartesian conversions:
- x=rcosθ
- y=rsinθ
Vectors
Describing Vectors
- In 2D or 3D, direction requires more than a sign; it's indicated by arrows.
- In math, these arrows are vectors.
- Examples of physics vectors:
- Motion variables: Position, velocity, and acceleration
- Forces
- Momentum
- Scalars vs. Vectors:
- Scalar: A single number (e.g., mass, GPA, height)
- Vector: An arrow in space (e.g., position, velocity, acceleration)
Vectors Part 1
- Equivalent Descriptions of Vectors:
- Magnitude & angles (like polar coordinates)
- Components (like Cartesian coordinates)
- Of tip with origin at base
- Conversion formulas:
- r=x2+y2
- θ=tan−1xy
- x=rcos(θ)
- y=rsin(θ)
- Component Triangles:
- Vector & components make a right triangle
- Sides:
- Magnitude = hypotenuse
- Components = opposite & adjacent
- Different triangles for different axes
- Components align with axes
- Finding Vector Components:
- Method #1: Standard formula with standard angle (counter-clockwise off +x axis)
- May need to find standard angle
- x=rcos(θ)
- y=rsin(θ)
- Method #2: Component triangles
- Find x and y using provided angle
- Select correct sign for x and y
- Standard x: + rightward, - leftward
- Standard y: + upward, - downward
- Finding Vector Components: Easy Cases
- Components easiest when vector is aligned with axes
- Component options:
- ± magnitude
- Axis the vector points along
- Zero
- Other axes
- Vector Notation:
- To indicate a quantity is a vector:
- Arrow above symbol A
- Bold font A
- Both A
- A+B=C means “A” + “B” = “C”, NOT the sum of lengths!
- Vector Notation: Components & magnitude
- Components: Symbol with subscript x or y
- Vector in equation: Parentheses around components
- Magnitude: Absolute value ∣A∣, or omitted arrow
- A=(A<em>x,A</em>y)
- ∣A∣=A=A<em>x2+A</em>y2
- 3D Vectors:
- Basic idea: A vector with x, y, and z components
- Notation: A=(A<em>x,A</em>y,Az)
- Magnitude: ∣A∣=A<em>x2+A</em>y2+Az2
Vector Operations
Addition & Subtraction
- Vector addition definition:
- Move arrows tip to tail
- Sum runs from first tail to last tip
- Works with multiple vectors
- Vector subtraction definition:
- Move arrows tail to tail
- Difference runs from second tip to first tip
- Vector Addition in Equations:
- A+B=C
- Add components separately!
- A<em>x+B</em>x=Cx
- A<em>y+B</em>y=Cy
- Vector Subtraction in Equations
- A−B=C
- Subtract components separately!
- A<em>x−B</em>x=Cx
- A<em>y−B</em>y=Cy
- Vector Equations & Component Equations
- Each vector equation is equivalent to multiple component equations
- Replace vector with component
- Equation for each dimension
- 2D vectors = 2 equations
- 3D vectors = 3 equations
- Warning: Special rules for other operations (dot product and cross product)
Scalar Multiplication
- Multiplying a vector by a scalar as repeated addition
- Multiplying by 2 would double length
- Multiplying by x would make magnitude x times longer
- Dividing a vector by a scalar is the same as multiplication
- Dividing by 2 would halve length
- Dividing by x would make magnitude x times shorter
- Multiplying a vector by a negative number
- Subtraction = addition of a negative
- Flipping direction flips component signs!
- Can swap subtraction for addition of flipped vector
- Useful for chaining subtraction
- Scalar Multiplication Summary
- Multiplies magnitude (graphical definition)
- Multiplies each component (algebraic definition)
- Negative signs flip direction (graphical definition)
- 2A=2(2,1)=(4,2)
- −1A=−1(2,1)=(−2,−1)
2D & 3D Motion
Position, Velocity and Acceleration Vectors
- 2D and 3D Reference Frames
- 2 or 3 perpendicular axes creating a grid, like fictitious rulers
- Different choices possible
- Orientation
- Location of origin
- Motion relative to an object
- Advice
- Choose frame to align with vectors
- Position Vector, r
- Describe a location
- Point from origin to location
- SI units: Meters (m)
- r=(x,y)
- Displacement Vector, Δr
- Δr≡r<em>f−r</em>i
- Describes the change in position
- Components
- Δr=(Δx,Δy,Δz)
- (Instantaneous) Velocity, v=(v<em>x,v</em>y)
- Points in direction of motion
- Magnitude is speed
- Mathematical definition:
- vx≡dtdx
- vy≡dtdy
- Notes:
- Often just called velocity
- SI Unit: meters per second (m/s)
- Average Velocity, vavg=(ΔtΔx,ΔtΔy)
- On average, how quickly & in what direction is it moving over a specific interval of time
- Mathematical definition
- vavg in same direction as Δr
- If v is constant, vavg=v
- SI units: m/s
- vavg=ΔtΔr
- Velocity & Trajectories
- Trajectory: Path an object travels along
- Velocity vectors are always tangent to the path of an object
- Velocity vectors point in direction of Δr over short times
- v≈vavg=ΔtΔr
- (Instantaneous) Acceleration, a=(a<em>x,a</em>y)
- Speeding up, slowing down, & turning
- Mathematical definition
- a<em>x≡dtdv</em>x
- a<em>y≡dtdv</em>y
- Notes
- Often just called acceleration
- SI Unit: s2m
- Average Acceleration, a<em>avg=(ΔtΔv</em>x,ΔtΔvy)
- On average, how quickly & in what direction is it speeding up, slowing down, or turning over a specific interval of time
- Mathematical definition
- aavg points in same direction as Δv
- If a is constant, aavg=a
- SI units: s2m
- aavg=ΔtΔv
- Interpreting Acceleration
- a points in direction of Δv over very short times
- Speeding up: a in same direction as v
- Slowing down: a in opposite direction as v
- Turning: a perpendicular to v
- Interpreting Acceleration
- Speeding up and turning (< 90° angle)
- a somewhat perpendicular & toward v
- Slowing down and turning (> 90° angle)
- a somewhat perpendicular & opposite v
- Vectors with Units
- Most vectors have units
- Position Vector: m
- Velocity Vector: m/s
- Acceleration Vector: m/sv
- Drawn lengths via mental key
- Only compare lengths of same type