SW

Vectors and Motion in Two Dimensions

Using Vectors

  • A vector is a quantity that has both magnitude (size) and direction.
  • Vectors can represent a particle's velocity, where the particle's speed is the magnitude and the direction is indicated by an arrow.
  • The displacement vector represents the straight-line connection from the initial to the final position, regardless of the actual path taken.
  • Two vectors are equal if they have the same magnitude and direction, irrespective of their starting points.

Vector Addition

  • Net displacement \vec{d} is the result of multiple displacements (e.g., \vec{d}1 followed by \vec{d}2).
  • The net displacement \vec{d} is the sum of individual displacements: \vec{d} = \vec{d}1 + \vec{d}2
  • The sum of two vectors is called the resultant vector.
  • Vector addition is commutative: \vec{A} + \vec{B} = \vec{B} + \vec{A}
  • Tip-to-tail and parallelogram rules are methods for visualizing vector addition.

Multiplication by a Scalar

  • Multiplying a vector by a positive scalar changes its magnitude but not its direction.
  • Multiplying a vector by zero results in the zero vector (a vector with zero length).
  • A vector cannot have a negative magnitude.
  • Multiplying a vector by a negative number reverses its direction.
  • Multiplying a vector by -1 reverses its direction without changing its magnitude.

Subtracting Vectors

  • To subtract vector \vec{B} from \vec{A}:
    1. Draw \vec{A}.
    2. Place the tail of \vec{B} at the tip of \vec{A}.
    3. Draw an arrow from the tail of \vec{A} to the tip of \vec{B}. This represents \vec{A} - \vec{B}.

Coordinate Systems and Vector Components

  • A coordinate system is an artificially imposed grid for making quantitative measurements.
  • Cartesian coordinates are commonly used, featuring perpendicular axes with positive and negative ends separated by zero at the origin.
  • Component vectors are vectors parallel to the coordinate axes that, when summed, equal the original vector.
  • For a vector \vec{A} in an xy-coordinate system, the component vectors are \vec{A}x and \vec{A}y, where \vec{A} = \vec{A}x + \vec{A}y.

Determining Vector Components

  • The absolute value of the x-component (Ax) is the magnitude of the component vector \vec{A}_x.
  • The sign of Ax is positive if \vec{A}_x points in the positive x-direction and negative if it points in the negative x-direction.
  • The y-component (Ay) is determined similarly.

Working with Components

  • Vectors can be added using their components.
  • If \vec{C} = \vec{A} + \vec{B}, then the components of \vec{C} are the sums of the components of \vec{A} and \vec{B}.
  • Cx = Ax + B_x
  • Cy = Ay + B_y

Tilted Axes

  • For motion on a slope, it is convenient to align the x-axis along the slope, creating a tilted coordinate system.
  • Finding components with tilted axes is similar to using standard axes.

Accelerated Motion on a Ramp

  • When a crate slides down a frictionless ramp tilted at an angle \theta, its acceleration is parallel to the surface.
  • Choosing the x-axis along the ramp simplifies the analysis.
  • The acceleration parallel to the ramp is a component of the free-fall acceleration: a = g \sin(\theta).

Motion in Two Dimensions

  • In two dimensions, an object moves in a plane, and its displacement, velocity, and acceleration vectors can all change.

Vectors on Motion Diagrams

  • In two dimensions, an object's displacement is a vector.
  • The velocity vector is the displacement vector multiplied by a scalar, pointing in the direction of the displacement.

Acceleration in Two Dimensions

  • The vector definition of acceleration is an extension of the one-dimensional version: \vec{a} = \frac{\Delta \vec{v}}{\Delta t}.
  • Acceleration occurs whenever there is a change in velocity, which can be a change in magnitude (speed) or direction.

Projectile Motion

  • Projectile motion is two-dimensional motion under the influence of gravity alone (neglecting air resistance).
  • The vertical and horizontal components of projectile motion are independent of each other.
  • The vertical component of acceleration is the familiar free-fall acceleration (g), while the horizontal component is zero.

Analyzing Projectile Motion

  • The launch angle is the angle of the initial velocity above the horizontal.
  • Projectile motion consists of uniform motion at constant velocity in the horizontal direction and free-fall motion in the vertical direction.

Projectile Motion Equations

  • The kinematic equations for projectile motion combine constant-acceleration motion vertically and constant-velocity horizontally.
  • Horizontal:
    • xf = xi + (vx)i \Delta t
    • (vx)f = (vx)i = \text{constant}
  • Vertical:
    • yf = yi + (vy)i \Delta t - \frac{1}{2} g (\Delta t)^2
    • (vy)f = (vy)i - g \Delta t
  • \Delta t is the same for both horizontal and vertical components.

Problem-Solving Approach: Projectile Motion

  1. Strategize: Treat horizontal and vertical motions separately.
  2. Prepare:
    • Make simplifying assumptions (e.g., neglecting air resistance).
    • Draw a visual overview, including a pictorial representation.
    • Establish a coordinate system with the x-axis horizontal and the y-axis vertical.
    • Horizontal acceleration will be zero, and vertical acceleration will be free fall (-g).
    • Draw the initial velocity vector and find its x- and y-components.
    • Define symbols and list known values; identify what the problem is trying to find.
  3. Solve: Use kinematic equations for horizontal and vertical components.
  4. Assess: Check units, reasonableness, and ensure the question is answered.

Circular Motion

  • Uniform circular motion involves moving at a constant speed in a continuously changing direction.
  • Objects in uniform circular motion are not at constant velocity because their velocity vectors change direction.

Uniform Circular Motion

  • For circular motion at a constant speed, the acceleration vector (a) points toward the center of the circle.
  • Acceleration directed towards the center of a circle is called centripetal acceleration.

UCM Equations

  • a = \frac{v^2}{r}

Relative Motion

  • The velocity of an object depends on the observer's frame of reference.
  • \vec{v}_{RA} represents the velocity of the Runner relative to Amy.
  • \vec{v}_{AC} represents the velocity of Amy relative to Carlos.
  • \vec{v}{RC} = \vec{v}{RA} + \vec{v}_{AC} represents the velocity of the Runner relative to Carlos.