Physics Chapter 2: Motion Along a Straight Line

Chapter 2: Motion Along a Straight Line

Introduction to Classical Physics

  • This chapter deals with "classical physics" or "Newtonian physics".
  • The field was essentially invented by Isaac Newton (1642-1726).

Reference Frames

  • A reference frame is crucial for describing motion.
  • It typically includes:
    • An origin (a fixed point).
    • A reference direction.
  • These are chosen by convention or for convenience.
  • We commonly use perpendicular axes through the origin (e.g., North, South, West, East).

Unit Vectors

  • A unit vector is a vector with a magnitude of 1 (dimensionless).
  • It indicates a specific direction without units.
  • Common unit vectors for Cartesian coordinates:
    • \hat{i} = unit vector along the +x-direction.
    • \hat{j} = unit vector along the +y-direction.
    • \hat{k} = unit vector along the +z-direction.
  • Any general vector \vec{A} can be expressed in terms of its components and unit vectors as: \vec{A} = Ax \hat{i} + Ay \hat{j} + A_z \hat{k} .

Vector Example: Displacement

  • Consider a displacement: Run 20 m East, then Go 15 m North.
  • Using a coordinate system where East is +x and North is +y:
    • The x-component of the displacement vector is 20 m.
    • The y-component of the displacement vector is 15 m.
    • The resultant displacement vector D is expressed as: D = 20\hat{i} + 15\hat{j} .

Position, Distance, and Displacement

  • One-dimensional or Linear Motion: Motion that occurs along a straight line.
    • In this case, we only need one axis, and direction is specified by positive (+) or negative (-) signs.
  • Position
    • The location of an object relative to a fixed origin.
  • Distance
    • The total length traveled by an object.
    • It is always a positive scalar quantity.
    • Example: A car's odometer measures distance.
  • Displacement (\Delta x)
    • The difference between the ending position (xf) and the starting position (xi).
    • It is a vector quantity, having both magnitude and direction.
    • Formula: \Delta x = xf - xi
    • Direction:
      • If \Delta x > 0, displacement is to the right (positive direction).
      • If \Delta x < 0, displacement is to the left (negative direction).

Position vs. Time Graph

  • Mathematically, the position (x) can be described as a function of time (t), i.e., x = f(t). This is represented by a Position versus time Graph.

Speed and Average Velocity

  • Speed
    • A positive scalar quantity.
    • Your car's speedometer measures speed.
    • Formula: \text{Speed} = \frac{\text{Total distance}}{\text{Total time}}
  • Velocity
    • A vector quantity, possessing both size (magnitude) and direction.
    • In one-dimension, its direction is represented by positive (+) or negative (-) signs.
    • Example: "I travel south at 60 mi/hr" specifies both magnitude and direction.
  • Average Velocity (v_{av})
    • Defined as the total displacement divided by the total time taken.
    • Formula: v{av} = \frac{\text{Total displacement}}{\text{Total time}} = \frac{xf - xi}{tf - t_i} = \frac{\Delta x}{\Delta t} .
    • Note: \Delta always signifies final minus initial.
  • Derived Formulas from Average Velocity:
    • \Delta x = v_{av} \cdot \Delta t
    • \Delta t = \frac{\Delta x}{v_{av}}

Relation to Position-Time Graphs

  • The slope of an x-t (position versus time) graph represents the average velocity between two points.
    • \text{Slope} = \frac{\Delta x}{\Delta t} = v_{av} .
    • When \Delta x > 0, the slope is positive, indicating net motion to the right.
    • When \Delta x < 0, the slope is negative, indicating net motion to the left.

Example: Jogger's Average Speed

  • Scenario: A jogger runs at 6 m/s for 2 min (120 s) and then walks at 2 m/s for 400 m.
  • Objective: Find his average speed.
  • Solution Strategy: Average speed = \frac{\text{Total distance}}{\text{Total time}} .
    1. Calculate distance for running segment: d1 = \text{speed}1 \cdot \text{time}_1 = 6 \text{ m/s} \cdot 120 \text{ s} = 720 \text{ m}.
    2. Total distance: d{ ext{total}} = d1 + d_2 = 720 \text{ m} + 400 \text{ m} = 1120 \text{ m}.
    3. Calculate time for walking segment: t2 = \frac{d2}{\text{speed}_2} = \frac{400 \text{ m}}{2 \text{ m/s}} = 200 \text{ s}.
    4. Total time: t{ ext{total}} = t1 + t_2 = 120 \text{ s} + 200 \text{ s} = 320 \text{ s}.
    5. Average speed: v_{avg} = \frac{1120 \text{ m}}{320 \text{ s}} = 3.5 \text{ m/s}.
  • Note: The average speed is not simply the average of the two speeds ((6 + 2)/2 = 4 m/s), because the time intervals or distances for each speed are different.

Instantaneous Velocity

  • Concept: While average velocity provides overall motion, instantaneous velocity gives a more detailed picture of motion at a specific moment.
  • Definition: Instantaneous velocity is the average velocity as the time interval becomes infinitesimally small.
    • Formula: v = \lim_{\Delta t\to0} \frac{\Delta x}{\Delta t} = \frac{dx}{dt} .
  • Graphical Interpretation: It is the slope of the tangent line to the 'x' vs 't' (position versus time) plot at a specific time 't'.
  • Instantaneous Speed: What a car's speedometer measures; it is the magnitude of the instantaneous velocity.
  • Usage: When we simply say 'velocity', we usually mean the instantaneous velocity.

Rules for the Sign of x-Velocity

If x-coordinate is:…x-velocity is:
Positive & increasingPositive: Particle is moving in +x-direction
Positive & decreasingNegative: Particle is moving in -x-direction
Negative & increasingPositive: Particle is moving in +x-direction
Negative & decreasingNegative: Particle is moving in -x-direction
These rules apply to both average x-velocity (v{av-x}) and instantaneous x-velocity (vx).

Acceleration

  • Definition: Acceleration is the rate of change of velocity with respect to time.
  • Nature: It is a vector quantity.
  • Deceleration: Often, when an object's speed decreases with time, we refer to it as deceleration, which is acceleration in the direction opposite to the velocity.
  • Conditions for Acceleration: A car accelerates when it:
    • 'Speeds up' (velocity magnitude increases).
    • 'Slows down' (velocity magnitude decreases, i.e., deceleration).
    • Changes direction (even if speed is constant, velocity changes, thus acceleration occurs).
  • Average Acceleration (a_{av})
    • Formula: a{av} = \frac{vf - vi}{tf - t_i} = \frac{\Delta v}{\Delta t} .
    • Units: meters per second per second (m/s/s) or meters per second squared (m/s^2).
  • Graphical Interpretation:
    • On a v-t (velocity vs. time) graph: Acceleration is the slope of the tangent to the graph.
    • On an x-t (position vs. time) graph: Acceleration is represented by the curvature of the curve.

Velocity vs. Time Graph Interpretation

  • Increasing velocity (Speeding): Positive slope.
  • Constant velocity: Zero slope (horizontal line).
  • Decreasing velocity (Slowing): Negative slope.
  • Zero velocity (Turning point): Intersects the time axis.
  • Increasing negative velocity (Speeding in negative direction): Negative slope, moving further from zero on the negative velocity axis.

Example: Car Acceleration

  • Scenario 1 (Speeding up): A car goes from 0 mi/hr to 60 mi/hr in 8 seconds.
    • Convert 60 mi/hr to m/s: 60 \text{ mi/hr} \approx 26.82 \text{ m/s}.
    • Average acceleration: a_{av} = \frac{26.82 \text{ m/s} - 0 \text{ m/s}}{8 \text{ s}} = 3.35 \text{ m/s}^2 .
    • This means, on average, the car's speed increases by 3.35 m/s every second.
  • Scenario 2 (Slowing down): A car goes from 60 mi/hr to 0 mi/hr in 8 seconds.
    • Average acceleration: a_{av} = \frac{0 \text{ m/s} - 26.82 \text{ m/s}}{8 \text{ s}} = -3.35 \text{ m/s}^2 .
    • This negative acceleration means the car is slowing down; its speed decreases by 3.35 m/s every second on average.

Instantaneous Acceleration

  • Definition: Instantaneous acceleration is the average acceleration as the time interval approaches zero.
    • Formula: a = \lim_{\Delta t\to0} \frac{\Delta v}{\Delta t} = \frac{dv}{dt} = \frac{d^2x}{dt^2} .
  • Graphical Interpretation: It is the slope of the tangent line to the velocity versus time graph at a specific instant.
  • Relationship between Velocity and Acceleration Signs:
    • 'Speeding Up': The velocity (vx) and acceleration (ax) must have the same sign (both positive or both negative).
    • 'Slowing Down': The velocity (vx) and acceleration (ax) must have opposite signs (one positive, one negative).

x-t Graph Curvature and Acceleration

  • The curvature of an x-t graph at any point indicates the particle's acceleration at that point.
  • Curvature upward: Positive acceleration (a_x > 0).
  • Curvature downward: Negative acceleration (a_x < 0).
  • No curvature (straight line): Zero acceleration (a_x = 0).
  • The greater the curvature (positive or negative), the greater the magnitude of the particle's acceleration.

Summary of Definitions So Far

  • Displacement: \Delta x
  • Average Velocity: v_{av} = \frac{\Delta x}{\Delta t}
  • Instantaneous Velocity: v = \lim_{\Delta t\to0} \frac{\Delta x}{\Delta t} = \frac{dx}{dt} (slope of x-t plot)
  • Average Acceleration: a_{av} = \frac{\Delta v}{\Delta t}
  • Instantaneous Acceleration: a = \lim_{\Delta t\to0} \frac{\Delta v}{\Delta t} = \frac{dv}{dt} = \frac{d^2x}{dt^2} (slope of v-t plot, curvature of x-t plot)

Motion with Constant Acceleration

  • Importance: Constant acceleration is a common scenario, often corresponding to a constant force (e.g., gravity).
  • If acceleration (a) is constant, then a = \frac{vf - vi}{t - 0} = \text{constant}. This leads to the first kinematic equation:
    1. Velocity as a function of time: vf = vi + at

Derivations of Kinematic Equations (for constant acceleration)

  • From the definition of average velocity: v{av} = \frac{xf - x_i}{t - 0}.
  • This leads to: xf = xi + v{av}t (or x = x0 + v_{av}t ).
  • For constant acceleration, the average velocity can also be expressed as the arithmetic mean of the initial and final velocities:
    1. Average velocity: v{av} = \frac{1}{2}(v0 + v)
  • Combining (2) with x = x0 + v{av}t: Substitute v_{av} from (2) into the position equation:
    1. Position as a function of time, using average velocity: x = x0 + \frac{1}{2}(v0 + v)t .
  • Deriving position without final velocity: Substitute equation (1) (v = v_0 + at) into equation (3):
    • x = x0 + \frac{1}{2}(v0 + (v_0 + at))t
    • x = x0 + \frac{1}{2}(2v0 + at)t
    • x = x0 + v0t + \frac{1}{2}at^2
    1. Position as a function of time: x = x0 + v0t + \frac{1}{2}at^2
      • x = Position at time t
      • x_0 = Position at time 0
      • v_0 = x-velocity at time 0
      • t = Time
      • a = Constant acceleration
  • Deriving final velocity without time: Eliminate t between equations (1) and (3):
    • From (1): t = \frac{v - v_0}{a}
    • Substitute this into (3): x = x0 + \frac{1}{2}(v + v0)\left(\frac{v - v_0}{a}\right)
    • x - x0 = \frac{1}{2a}(v^2 - v0^2)
    • 2a(x - x0) = v^2 - v0^2
    • v^2 = v0^2 + 2a(x - x0) or v^2 = v_0^2 + 2a\Delta x
    1. Velocity squared: v^2 = v_0^2 + 2a\Delta x

Summary of Kinematic Equations (Constant Acceleration)

NumberEquation (Final = f, Initial = 0)xvtv_{av}x_0v_0a
1v = v_0 + atxxxx
2v{av} = \frac{1}{2}(v + v0)xxx
3x = x0 + \frac{1}{2}(v0 + v)txxxxx
4x = x0 + v0t + \frac{1}{2}at^2xxxxx
5v^2 = v_0^2 + 2a\Delta xxxxxx

Problem-Solving Steps for Kinematic Problems

  1. Draw a picture: Visualize the situation.
  2. List knowns and unknowns: Identify all given variables and what needs to be found.
  3. Find the equation: Select a kinematic equation that contains only one unknown, allowing you to solve for it.

Example: Boy Sliding Down a Slide

  • Scenario: A boy slides down a 12 ft long slide with constant acceleration, reaching the bottom in 2 s.

  • Knowns: x0 = 0 \text{ ft}, x = 12 \text{ ft}, t = 2 \text{ s}, v0 = 0 \text{ ft/s} (starts from rest).

  • Unknowns: a (acceleration), v (bottom speed).

  • a) What was his acceleration?

    • Use equation (4): x = x0 + v0t + \frac{1}{2}at^2
    • 12 \text{ ft} = 0 + (0)(2 \text{ s}) + \frac{1}{2}a(2 \text{ s})^2
    • 12 \text{ ft} = 2a \text{ s}^2
    • a = \frac{12 \text{ ft}}{2 \text{ s}^2} = 6 \text{ ft/s}^2
  • b) What is his bottom speed?

    • Method 1 (using avg. velocity): Use equation (3) x = x0 + \frac{1}{2}(v0 + v)t
      • 12 \text{ ft} = 0 + \frac{1}{2}(0 + v)(2 \text{ s})
      • 12 \text{ ft} = v \text{ s}
      • v = 12 \text{ ft/s}
    • Method 2 (using acceleration): Use equation (1) v = v_0 + at
      • v = 0 \text{ ft/s} + (6 \text{ ft/s}^2)(2 \text{ s})
      • v = 12 \text{ ft/s}

Example: Car and Motorcycle Catch Up

  • Scenario: At t=0, a car has a constant velocity of 20 m/s. At the same time, a motorcycle starts from rest with an acceleration of 2 m/s^2.

  • Objective: How long does it take for the motorcycle to catch up? What distance is traveled?

  • 1. Analyze the car's motion (constant velocity):

    • v_c = 20 \text{ m/s} (constant)
    • Since velocity is constant, a_c = 0.
    • Position equation: xc = x{c0} + v_ct
    • If starting from x{c0} = 0, then xc = v_ct = 20t
  • 2. Analyze the motorcycle's motion (constant acceleration):

    • x_{m0} = 0 (starts from rest)
    • v_{m0} = 0 (starts from rest)
    • a_m = 2 \text{ m/s}^2
    • Position equation: xm = x{m0} + v{m0}t + \frac{1}{2}amt^2
    • x_m = 0 + (0)t + \frac{1}{2}(2)t^2 = t^2
  • 3. Determine when they catch up (where their positions are equal):

    • xc = xm
    • 20t = t^2
    • t^2 - 20t = 0
    • t(t - 20) = 0
    • Possible solutions: t = 0 (starting point) or t = 20 \text{ s}.
    • The motorcycle catches up at t = 20 \text{ s}.
  • 4. Determine the distance traveled: Substitute t = 20 \text{ s} into either position equation.

    • Using car's position: x_c = 20 \text{ m/s} \cdot 20 \text{ s} = 400 \text{ m}.
    • Using motorcycle's position: x_m = (20 \text{ s})^2 = 400 \text{ m}.
    • The distance traveled is 400 m.

Gravity and Free Fall

  • Fundamental Question: Do different objects fall at the same rate?
    • In a vacuum, yes (e.g., ball and feathers dropped in air vs. vacuum).
    • In air, air resistance plays a role, especially for lighter objects.
  • Observations for a Falling Object (ignoring air resistance):
    • Distance increases with time.
    • Velocity increases with time.
    • Velocity increases by the same amount every second (due to constant acceleration).
    • Position increases as the square of the time.

Acceleration due to Gravity

  • On the surface of the Earth, gravity causes objects to fall with a nearly constant acceleration.
  • This acceleration is denoted by g.
  • Value of g:
    • g = 9.81 \text{ m/s}^2
    • g = 32.2 \text{ ft/s}^2
  • Variation: 'g' varies slightly with location and elevation.
  • Air Resistance: For simplicity, we typically ignore air resistance in introductory physics, assuming ideal free-fall conditions.
  • Sign Convention: 'g' itself is a positive magnitude (9.81 m/s^2). When using it in equations, we account for the downward direction of gravity with a negative sign (e.g., a = -g if upward is positive).

Kinematic Equations for Free Fall

(Replacing a with -g and often x with y for vertical motion, assuming upward is positive)

  1. v = v_0 - gt
  2. v{av} = \frac{v0 + v}{2}
  3. x = x0 + \frac{1}{2}(v0 + v)t
  4. x = x0 + v0t - \frac{1}{2}gt^2
  5. v^2 = v0^2 - 2g(x - x0)

Example: Rock Falling into a Well

  • Scenario: It takes a rock 3 s to hit the bottom of a well.
  • Knowns: t = 3 \text{ s}, x0 = 0 (starting point), v0 = 0 (dropped from rest), g = 9.81 \text{ m/s}^2.
  • Objective: What is the depth of the well?
  • Solution: Use equation (4), with a = -g
    • x = x0 + v0t - \frac{1}{2}gt^2
    • x = 0 + (0)(3 \text{ s}) - \frac{1}{2}(9.81 \text{ m/s}^2)(3 \text{ s})^2
    • x = -\frac{1}{2}(9.81)(9) \text{ m}
    • x = -44.145 \text{ m} (approximately -44.1 m)
  • The negative sign indicates that the final position is below the initial (ground) surface level.

Symmetrical Motion of a Projectile Tossed Upward

  • For an object tossed upward, the path is symmetrical (assuming no air resistance).
  • Key Points:
    • Velocity is zero (v=0) at the very top of the path, where the object momentarily stops before turning around and falling back down.
    • Acceleration (a = -g) remains constant throughout the entire flight (upward, at the peak, and downward).

Example: Diver Jumping Off a Cliff

  • Scenario: A diver jumps off a cliff 4 m above the water with an initial upward speed of 5 m/s. Let positive x be upward, and water level be x=0.

  • Knowns: x0 = 4 \text{ m}, v0 = 5 \text{ m/s}, a = -g = -9.81 \text{ m/s}^2.

  • a) How much time elapses before she reaches her highest point?

    • At the highest point, v = 0 \text{ m/s}.
    • Use equation (1): v = v_0 - gt
    • 0 = 5 \text{ m/s} - (9.81 \text{ m/s}^2)t
    • t = \frac{5 \text{ m/s}}{9.81 \text{ m/s}^2} = 0.51 \text{ s}.
  • b) How high up did she rise (above the water level)?

    • At the highest point, v = 0 \text{ m/s}.
    • Use equation (5) (since time is not involved): v^2 = v0^2 - 2g(x - x0)
    • 0^2 = (5 \text{ m/s})^2 - 2(9.81 \text{ m/s}^2)(x - 4 \text{ m})
    • 0 = 25 - 19.62(x - 4)
    • 19.62(x - 4) = 25
    • x - 4 = \frac{25}{19.62} \approx 1.274
    • x = 4 + 1.274 = 5.274 \text{ m} (approximately 5.28 m) above the water level.
  • c) With what speed did she hit the water?

    • When she hits the water, x = 0 \text{ m}.
    • Use equation (5): v^2 = v0^2 - 2g(x - x0)
    • v^2 = (5 \text{ m/s})^2 - 2(9.81 \text{ m/s}^2)(0 \text{ m} - 4 \text{ m})
    • v^2 = 25 - 2(9.81)(-4)
    • v^2 = 25 + 78.48 = 103.48
    • v = \pm\sqrt{103.48} \approx \pm 10.17 \text{ m/s}
    • Since she is moving downward, her velocity is negative: v = -10.17 \text{ m/s}.
  • d) How long did the diver take to hit the water?

    • Method 1 (Quadratic Formula): Use equation (4): x = x0 + v0t - \frac{1}{2}gt^2

      • 0 = 4 \text{ m} + (5 \text{ m/s})t - \frac{1}{2}(9.81 \text{ m/s}^2)t^2
      • Rearrange into standard quadratic form (at^2 + bt + c = 0):
        (-\frac{1}{2}g)t^2 + (v0)t + (x0) = 0
        -4.905t^2 + 5t + 4 = 0
      • Apply quadratic formula: t = \frac{-b \pm \sqrt{b^2 - 4ac}}{2a}
        t = \frac{-5 \pm \sqrt{5^2 - 4(-4.905)(4)}}{2(-4.905)}
        t = \frac{-5 \pm \sqrt{25 + 78.48}}{-9.81}
        t = \frac{-5 \pm \sqrt{103.48}}{-9.81} = \frac{-5 \pm 10.17}{-9.81}
      • Two solutions: t = \frac{-5 + 10.17}{-9.81} = \frac{5.17}{-9.81} \approx -0.53 \text{ s} (extraneous) or t = \frac{-5 - 10.17}{-9.81} = \frac{-15.17}{-9.81} \approx 1.55 \text{ s} .
      • Choose the positive time: t = 1.55 \text{ s}.
    • Method 2 (Using final velocity from part c): Use equation (1): v = v_0 - gt

      • -10.17 \text{ m/s} = 5 \text{ m/s} - (9.81 \text{ m/s}^2)t
      • -15.17 \text{ m/s} = -(9.81 \text{ m/s}^2)t
      • t = \frac{-15.17 \text{ m/s}}{-9.81 \text{ m/s}^2} = 1.55 \text{ s}.
    • Method 3 (Using average velocity from part c): Use equation (3): x = x0 + \frac{1}{2}(v0 + v)t

      • 0 = 4 \text{ m} + \frac{1}{2}(5 \text{ m/s} + (-10.17 \text{ m/s}))t
      • -4 \text{ m} = \frac{1}{2}(-5.17 \text{ m/s})t
      • -4 \text{ m} = (-2.585 \text{ m/s})t
      • t = \frac{-4 \text{ m}}{-2.585 \text{ m/s}} = 1.55 \text{ s}.

Example: Determining 'g' Experimentally

  • Scenario: An object falls from rest for 2 m in 0.64 s.
  • Knowns: x0 = 0 (fall from origin), x = -2 \text{ m} (ends below origin), t = 0.64 \text{ s}, v0 = 0 (from rest).
  • Objective: What is the value of g?
  • Solution: Use equation (4): x = x0 + v0t - \frac{1}{2}gt^2
    • -2 \text{ m} = 0 + (0)(0.64 \text{ s}) - \frac{1}{2}g(0.64 \text{ s})^2
    • -2 \text{ m} = -\frac{1}{2}g(0.4096 \text{ s}^2)
    • g = \frac{-2 \text{ m}}{-\frac{1}{2}(0.4096 \text{ s}^2)} = \frac{4 \text{ m}}{0.4096 \text{ s}^2}
    • g = 9.765625 \text{ m/s}^2 (approximately 9.77 m/s^2)