Vectors & 2D Motion - Lecture Notes

Math Review

Trigonometry & Coordinate Systems

  • Trigonometric Functions:
    • Defined as ratios of sides of right triangles
    • Soh Cah Toa
      • Sine: sinθoh\sin \theta \equiv \frac{o}{h}
      • Cosine: cosθah\cos \theta \equiv \frac{a}{h}
      • Tangent: tanθoa\tan \theta \equiv \frac{o}{a}
    • Where:
      • hh = hypotenuse
      • θ\theta = theta (angle)
      • oo = opposite
      • aa = adjacent
  • Pythagorean Theorem:
    • h2=o2+a2h^2 = o^2 + a^2
    • Also known as a2+b2=c2a^2 + b^2 = c^2
  • Cartesian Coordinates:
    • 1D requires one number to specify location
    • 2D requires two numbers, e.g., (x,y)(x, y)
    • 3D requires three numbers, e.g., (x,y,z)(x, y, z)
    • Use a right-handed coordinate system
  • 2D Polar Coordinates: (r,θ)(r, \theta)
    • Two coordinates:
      • Radial distance: rr
      • Angle counterclockwise from x-axis: θ\theta
    • Cartesian to polar conversions:
      • r=x2+y2r = \sqrt{x^2 + y^2}
      • θ=tan1yx\theta = \tan^{-1} \frac{y}{x}
    • Polar to cartesian conversions:
      • x=rcosθx = r \cos \theta
      • y=rsinθy = r \sin \theta

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+y2r = \sqrt{x^2 + y^2}
      • θ=tan1yx\theta = \tan^{-1} \frac{y}{x}
      • x=rcos(θ)x = r \cos(\theta)
      • y=rsin(θ)y = r \sin(\theta)
  • 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)x = r \cos(\theta)
      • y=rsin(θ)y = r \sin(\theta)
    • Method #2: Component triangles
      • Find xx and yy using provided angle
      • Select correct sign for xx and yy
      • Standard xx: + rightward, - leftward
      • Standard yy: + upward, - downward
  • Finding Vector Components: Easy Cases
    • Components easiest when vector is aligned with axes
    • Component options:
      • ±\pm magnitude
      • Axis the vector points along
      • Zero
      • Other axes
  • Vector Notation:
    • To indicate a quantity is a vector:
      • Arrow above symbol A\vec{A}
      • Bold font A
      • Both A\vec{A}
    • A+B=C\vec{A} + \vec{B} = \vec{C} means “A” + “B” = “C”, NOT the sum of lengths!
  • Vector Notation: Components & magnitude
    • Components: Symbol with subscript xx or yy
    • Vector in equation: Parentheses around components
    • Magnitude: Absolute value A\mid \vec{A} \mid, or omitted arrow
    • A=(A<em>x,A</em>y)\vec{A} = (A<em>x, A</em>y)
    • A=A=A<em>x2+A</em>y2\mid \vec{A} \mid = A = \sqrt{A<em>x^2 + A</em>y^2}
  • 3D Vectors:
    • Basic idea: A vector with xx, yy, and zz components
    • Notation: A=(A<em>x,A</em>y,Az)\vec{A} = (A<em>x, A</em>y, A_z)
    • Magnitude: A=A<em>x2+A</em>y2+Az2\mid \vec{A} \mid = \sqrt{A<em>x^2 + A</em>y^2 + A_z^2}

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\vec{A} + \vec{B} = \vec{C}
    • Add components separately!
    • A<em>x+B</em>x=CxA<em>x + B</em>x = C_x
    • A<em>y+B</em>y=CyA<em>y + B</em>y = C_y
  • Vector Subtraction in Equations
    • AB=C\vec{A} - \vec{B} = \vec{C}
    • Subtract components separately!
    • A<em>xB</em>x=CxA<em>x - B</em>x = C_x
    • A<em>yB</em>y=CyA<em>y - B</em>y = C_y
  • 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)2 \vec{A} = 2(2,1) = (4,2)
    • 1A=1(2,1)=(2,1)-1 \vec{A} = -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\vec{r}
    • Describe a location
    • Point from origin to location
    • SI units: Meters (m)
    • r=(x,y)\vec{r} = (x, y)
  • Displacement Vector, Δr\Delta \vec{r}
    • Δrr<em>fr</em>i\Delta \vec{r} \equiv \vec{r}<em>f - \vec{r}</em>i
    • Describes the change in position
    • Components
      • Δr=(Δx,Δy,Δz)\Delta \vec{r} = (\Delta x, \Delta y, \Delta z)
  • (Instantaneous) Velocity, v=(v<em>x,v</em>y)\vec{v} = (v<em>x, v</em>y)
    • Points in direction of motion
    • Magnitude is speed
    • Mathematical definition:
      • vxdxdtv_x \equiv \frac{dx}{dt}
      • vydydtv_y \equiv \frac{dy}{dt}
    • Notes:
      • Often just called velocity
      • SI Unit: meters per second (m/s)
  • Average Velocity, vavg=(ΔxΔt,ΔyΔt)\vec{v}_{avg} = (\frac{\Delta x}{\Delta t}, \frac{\Delta y}{\Delta t})
    • On average, how quickly & in what direction is it moving over a specific interval of time
    • Mathematical definition
      • vavg\vec{v}_{avg} in same direction as Δr\Delta \vec{r}
      • If v\vec{v} is constant, vavg=v\vec{v}_{avg} = \vec{v}
    • SI units: m/sm/s
    • vavg=ΔrΔt\vec{v}_{avg} = \frac{\Delta \vec{r}}{\Delta t}
  • 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\Delta \vec{r} over short times
      • vvavg=ΔrΔt\vec{v} \approx \vec{v}_{avg} = \frac{\Delta \vec{r}}{\Delta t}
  • (Instantaneous) Acceleration, a=(a<em>x,a</em>y)\vec{a} = (a<em>x, a</em>y)
    • Speeding up, slowing down, & turning
    • Mathematical definition
      • a<em>xdv</em>xdta<em>x \equiv \frac{dv</em>x}{dt}
      • a<em>ydv</em>ydta<em>y \equiv \frac{dv</em>y}{dt}
    • Notes
      • Often just called acceleration
      • SI Unit: ms2\frac{m}{s^2}
  • Average Acceleration, a<em>avg=(Δv</em>xΔt,ΔvyΔt)\vec{a}<em>{avg} = (\frac{\Delta v</em>x}{\Delta t}, \frac{\Delta v_y}{\Delta t})
    • On average, how quickly & in what direction is it speeding up, slowing down, or turning over a specific interval of time
    • Mathematical definition
      • aavg\vec{a}_{avg} points in same direction as Δv\Delta \vec{v}
      • If a\vec{a} is constant, aavg=a\vec{a}_{avg} = \vec{a}
    • SI units: ms2\frac{m}{s^2}
    • aavg=ΔvΔt\vec{a}_{avg} = \frac{\Delta \vec{v}}{\Delta t}
  • Interpreting Acceleration
    • a\vec{a} points in direction of Δv\Delta \vec{v} over very short times
    • Speeding up: a\vec{a} in same direction as v\vec{v}
    • Slowing down: a\vec{a} in opposite direction as v\vec{v}
    • Turning: a\vec{a} perpendicular to v\vec{v}
  • Interpreting Acceleration
    • Speeding up and turning (< 90° angle)
      • a\vec{a} somewhat perpendicular & toward v\vec{v}
    • Slowing down and turning (> 90° angle)
      • a\vec{a} somewhat perpendicular & opposite v\vec{v}
  • Vectors with Units
    • Most vectors have units
      • Position Vector: m
      • Velocity Vector: m/s
      • Acceleration Vector: m/sv\vec{v}
    • Drawn lengths via mental key
      • Rarely explicitly shown
    • Only compare lengths of same type