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 d\vec{d} is the result of multiple displacements (e.g., d<em>1\vec{d}<em>1 followed by d</em>2\vec{d}</em>2).
  • The net displacement d\vec{d} is the sum of individual displacements: d=d<em>1+d</em>2\vec{d} = \vec{d}<em>1 + \vec{d}</em>2
  • The sum of two vectors is called the resultant vector.
  • Vector addition is commutative: A+B=B+A\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 B\vec{B} from A\vec{A}:
    1. Draw A\vec{A}.
    2. Place the tail of B\vec{B} at the tip of A\vec{A}.
    3. Draw an arrow from the tail of A\vec{A} to the tip of B\vec{B}. This represents AB\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 A\vec{A} in an xy-coordinate system, the component vectors are A<em>x\vec{A}<em>x and A</em>y\vec{A}</em>y, where A=A<em>x+A</em>y\vec{A} = \vec{A}<em>x + \vec{A}</em>y.

Determining Vector Components

  • The absolute value of the x-component (Ax) is the magnitude of the component vector Ax\vec{A}_x.
  • The sign of Ax is positive if Ax\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 C=A+B\vec{C} = \vec{A} + \vec{B}, then the components of C\vec{C} are the sums of the components of A\vec{A} and B\vec{B}.
  • C<em>x=A</em>x+BxC<em>x = A</em>x + B_x
  • C<em>y=A</em>y+ByC<em>y = A</em>y + 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 θ\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=gsin(θ)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: a=ΔvΔt\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:
    • x<em>f=x</em>i+(v<em>x)</em>iΔtx<em>f = x</em>i + (v<em>x)</em>i \Delta t
    • (v<em>x)</em>f=(v<em>x)</em>i=constant(v<em>x)</em>f = (v<em>x)</em>i = \text{constant}
  • Vertical:
    • y<em>f=y</em>i+(v<em>y)</em>iΔt12g(Δt)2y<em>f = y</em>i + (v<em>y)</em>i \Delta t - \frac{1}{2} g (\Delta t)^2
    • (v<em>y)</em>f=(v<em>y)</em>igΔt(v<em>y)</em>f = (v<em>y)</em>i - g \Delta t
  • Δt\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=v2ra = \frac{v^2}{r}

Relative Motion

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