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}} .
- Calculate distance for running segment: d1 = \text{speed}1 \cdot \text{time}_1 = 6 \text{ m/s} \cdot 120 \text{ s} = 720 \text{ m}.
- Total distance: d{ ext{total}} = d1 + d_2 = 720 \text{ m} + 400 \text{ m} = 1120 \text{ m}.
- Calculate time for walking segment: t2 = \frac{d2}{\text{speed}_2} = \frac{400 \text{ m}}{2 \text{ m/s}} = 200 \text{ s}.
- Total time: t{ ext{total}} = t1 + t_2 = 120 \text{ s} + 200 \text{ s} = 320 \text{ s}.
- 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 & increasing | Positive: Particle is moving in +x-direction |
| Positive & decreasing | Negative: Particle is moving in -x-direction |
| Negative & increasing | Positive: Particle is moving in +x-direction |
| Negative & decreasing | Negative: 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:
- 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:
- 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:
- 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
- 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
- Velocity squared: v^2 = v_0^2 + 2a\Delta x
Summary of Kinematic Equations (Constant Acceleration)
| Number | Equation (Final = f, Initial = 0) | x | v | t | v_{av} | x_0 | v_0 | a |
|---|---|---|---|---|---|---|---|---|
| 1 | v = v_0 + at | x | x | x | x | |||
| 2 | v{av} = \frac{1}{2}(v + v0) | x | x | x | ||||
| 3 | x = x0 + \frac{1}{2}(v0 + v)t | x | x | x | x | x | ||
| 4 | x = x0 + v0t + \frac{1}{2}at^2 | x | x | x | x | x | ||
| 5 | v^2 = v_0^2 + 2a\Delta x | x | x | x | x | x |
Problem-Solving Steps for Kinematic Problems
- Draw a picture: Visualize the situation.
- List knowns and unknowns: Identify all given variables and what needs to be found.
- 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}
- Method 1 (using avg. velocity): Use equation (3) x = x0 + \frac{1}{2}(v0 + v)t
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)
- v = v_0 - gt
- v{av} = \frac{v0 + v}{2}
- x = x0 + \frac{1}{2}(v0 + v)t
- x = x0 + v0t - \frac{1}{2}gt^2
- 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)