Vectors and Two-Dimensional Motion Study Guide

Scalar and Vector Fundamentals

  • Physical Quantities Classification: All physical quantities encountered in kinematics and mechanics are classified as either scalars or vectors.

  • Scalar Quantity: A physical quantity completely specified by magnitude (size) alone, along with appropriate physical units. Examples include time, mass, temperature, and speed.

  • Vector Quantity: A physical quantity that possesses both a magnitude (size) and a direction in space, obeying specific rules of vector addition. Examples include displacement, velocity, acceleration, force, and momentum.

Vector Notation and Graphic Representation

  • Handwritten Vector Notation: Represented by placing a rightward ray/arrow directly above the variable symbol (e.g., A⃗\vec{A}, B⃗\vec{B}, r⃗\vec{\mathbf{r}}).

  • Printed Vector Notation: Displayed as boldface letters topped with a vector arrow (e.g., A⃗\vec{\mathbf{A}}, B⃗\vec{\mathbf{B}}, R⃗\vec{\mathbf{R}}).

  • Vector Magnitude Notation: When referencing solely the non-negative magnitude (length) of a vector in printed text, standard italic letters without bolding or arrows are used (e.g., AA, BB, RR).

  • Graphical Representation: Vectors are drawn as directed line segments (arrows) in a coordinate frame:

    • The tail of the arrow represents the starting point/origin of the vector.

    • The tip (arrowhead) points in the direction of the vector.

    • The length of the arrow is proportional to the magnitude of the vector according to a chosen scale factor.

Fundamental Properties of Vectors

  • Equality of Two Vectors: Two vectors A⃗\vec{\mathbf{A}} and B⃗\vec{\mathbf{B}} are equal (A⃗=B⃗\vec{\mathbf{A}} = \vec{\mathbf{B}}) if and only if they have identical magnitudes (A=BA = B) and point in the exact same direction, regardless of where their initial points (tails) are located in space.

  • Parallel Transport Property: A vector can be moved parallel to its original orientation anywhere within a coordinate diagram without altering its value, magnitude, or direction.

  • Negative Vectors: Two vectors A⃗\vec{\mathbf{A}} and B⃗\vec{\mathbf{B}} are defined as negative vectors relative to each other if they have equal magnitudes (A=BA = B) but point in opposite directions ($180^\circ apart):\n\n\vec{\mathbf{A}} = -\vec{\mathbf{B}}\n\n\vec{\mathbf{A}} + (-\vec{\mathbf{A}}) = 0\n\n* **Resultant Vector:** The overall vector sum resulting from combining two or more individual vectors:\n\n\vec{\mathbf{R}} = \vec{\mathbf{A}} + \vec{\mathbf{B}}\n\n# Graphical Vector Operations\n\n* **General Rules for Vector Addition:**\n * Vector directions must explicitly be accounted for; simple algebraic addition of magnitudes is valid only when vectors are collinear and unidirectional.\n * All vectors being added together must possess identical physical units.\n* **Triangle or Polygon Method (Tip-to-Tail Construction):**\n * Step 1: Establish a standard coordinate system and choose a convenient spatial scale factor.\n * Step 2: Draw the first vector \vec{\mathbf{A}} with the correct length and orientation relative to the axes.\n * Step 3: Draw the second vector \vec{\mathbf{B}}startingfromthetip(arrowhead)ofstarting from the tip (arrowhead) of\vec{\mathbf{A}},maintaining, maintaining\vec{\mathbf{B}}'s direction relative to a set of coordinate axes parallel to the main coordinate system.\n\n![Triangle Method of Vector Addition](https://assets.knowt.com/pdf-flow-prod/b31abe73-be5e-40cb-9c9f-c24a2074c87f-figures/7.jpg)\n\n * Step 4: For additional vectors (\vec{\mathbf{C}},,\vec{\mathbf{D}}, etc.), repeat the tip-to-tail placement sequentially.\n\n![Polygon Method for Multiple Vectors](https://assets.knowt.com/pdf-flow-prod/b31abe73-be5e-40cb-9c9f-c24a2074c87f-figures/9.jpg)\n\n * Step 5: Draw the resultant vector \vec{\mathbf{R}}fromtheorigin(tail)ofthefirstvectorfrom the origin (tail) of the first vector\vec{\mathbf{A}} directly to the tip (arrowhead) of the final vector.\n * Step 6: Measure the length of \vec{\mathbf{R}}witharulerandconvertittorealunitsusingthescalefactor;measureitsdirectionanglewith a ruler and convert it to real units using the scale factor; measure its direction angle\theta with a protractor.\n* **Commutative Law of Vector Addition:** The order in which vectors are added does not affect the final resultant vector:\n\n\vec{\mathbf{A}} + \vec{\mathbf{B}} = \vec{\mathbf{B}} + \vec{\mathbf{A}}\n\n![Commutative Law Demonstration 1](https://assets.knowt.com/pdf-flow-prod/b31abe73-be5e-40cb-9c9f-c24a2074c87f-figures/11.jpg)\n\n![Commutative Law Demonstration 2](https://assets.knowt.com/pdf-flow-prod/b31abe73-be5e-40cb-9c9f-c24a2074c87f-figures/12.jpg)\n\n* **Vector Subtraction:** Vector subtraction is defined as a special case of vector addition, where the negative of the vector being subtracted is added to the first vector:\n\n\vec{\mathbf{A}} - \vec{\mathbf{B}} = \vec{\mathbf{A}} + (-\vec{\mathbf{B}})\n\n![Vector Subtraction Diagram](https://assets.knowt.com/pdf-flow-prod/b31abe73-be5e-40cb-9c9f-c24a2074c87f-figures/14.jpg)\n\n* **Multiplication and Division of a Vector by a Scalar:**\n * Multiplying a vector \vec{\mathbf{A}}byascalarby a scalarmyieldsanewvectoryields a new vector\vec{\mathbf{B}} = m \vec{\mathbf{A}}whosemagnitudeiswhose magnitude is|m|A.\n * If m > 0,theresultingvectorretainsthesamedirectionas, the resulting vector retains the same direction as\vec{\mathbf{A}}.\n * If m < 0, the direction of the resulting vector is inverted ($180^\circ opposite to A⃗\vec{\mathbf{A}}).

Components of a Vector

  • Rectangular Components: Projections of a vector along the orthogonal axes of a Cartesian coordinate system (xx-axis and yy-axis).


Vector Components
  • Trigonometric Formulas for Components: For a vector A⃗\vec{\mathbf{A}} making an angle θ\theta measured counterclockwise from the positive horizontal xx-axis:

    • Horizontal projection (xx-component):

Ax=Acos⁡(θ)A_x = A \cos(\theta)

*   Vertical projection (yy-component):

Ay=Asin⁡(θ)A_y = A \sin(\theta)

*   Vector expression in terms of component vectors:

A⃗=A⃗x+A⃗y\vec{\mathbf{A}} = \vec{\mathbf{A}}_x + \vec{\mathbf{A}}_y

  • Reconstructing Magnitude and Direction from Components:

    • The magnitude AA is computed via the Pythagorean theorem:

A=Ax2+Ay2A = \sqrt{A_x^2 + A_y^2}

*   The direction angle θ\theta relative to the coordinate axis is determined using the inverse tangent function:

tan⁡(θ)=AyAx  ⟹  θ=tan⁡−1(AyAx)\tan(\theta) = \frac{A_y}{A_x} \implies \theta = \tan^{-1}\left(\frac{A_y}{A_x}\right)

  • Quadrant Considerations for Angle Calculations:

    • The inverse tangent function tan⁡−1(Ay/Ax)\tan^{-1}(A_y/A_x) yields standard polar angles in Quadrant I (Ax>0,Ay>0A_x > 0, A_y > 0) and Quadrant IV (Ax>0,Ay<0A_x > 0, A_y < 0).

    • If A⃗\vec{\mathbf{A}} lies in Quadrant II (Ax<0,Ay>0A_x < 0, A_y > 0) or Quadrant III (Ax<0,Ay<0A_x < 0, A_y < 0), an angle correction of 180∘180^\circ must be added to the calculated calculator value to obtain the true angle with respect to the positive xx-axis.

Algebraic Vector Addition

  • Step-by-Step Analytical Component Method:

    1. Establish an appropriate Cartesian coordinate frame (x,yx, y) and sketch all vectors.

    2. Decompose each vector into its horizontal (VxV_x) and vertical (VyV_y) components using cosine and sine functions.

    3. Algebraically sum all horizontal components to find the total horizontal component RxR_x of the resultant:

Rx=∑VxR_x = \sum V_x

4.  Algebraically sum all vertical components to find the total vertical component RyR_y of the resultant:

Ry=∑VyR_y = \sum V_y

5.  Calculate the magnitude RR of the resultant vector using the Pythagorean theorem:

R=Rx2+Ry2R = \sqrt{R_x^2 + R_y^2}

6.  Calculate the direction angle θ\theta using the inverse tangent function, applying quadrant adjustments where necessary:

θ=tan⁡−1(RyRx)\theta = \tan^{-1}\left(\frac{R_y}{R_x}\right)

Worked Vector Examples

  • Example 3.1: Resolution of Displacement Components

    • Problem: A motorist undergoes a displacement of 250 km250\,\text{km} in a direction 30.0∘30.0^\circ North of East. Resolve this displacement into components in the directions north and east.


Motorist Displacement Diagram
*   *Calculation:*
    *   East component (xx-direction): dx=(250 km)cos⁡(30.0∘)=(250)(0.8660)=216.51 kmd_x = (250\,\text{km}) \cos(30.0^\circ) = (250)(0.8660) = 216.51\,\text{km}
    *   North component (yy-direction): dy=(250 km)sin⁡(30.0∘)=(250)(0.5000)=125.00 kmd_y = (250\,\text{km}) \sin(30.0^\circ) = (250)(0.5000) = 125.00\,\text{km}
  • Example: Four-Path Walk Displacement

    • Problem: A person follows a path consisting of four straight-line movements: 100 m100\,\text{m} East (0∘0^\circ), 300 m300\,\text{m} South (−90∘-90^\circ), 150 m150\,\text{m} at 30.0∘30.0^\circ South of West (210∘210^\circ), and 200 m200\,\text{m} at 60.0∘60.0^\circ North of West (120∘120^\circ). Find the resultant displacement from the starting point.


Four-Path Walk Sketch
*   *Component Summation:*
    *   Horizontal Component RxR_x:

Rx=100−150cos⁡(30.0∘)−200cos⁡(60.0∘)R_x = 100 - 150 \cos(30.0^\circ) - 200 \cos(60.0^\circ)

Rx=100−150(0.8660)−200(0.5000)=100−129.90−100=−129.90 mR_x = 100 - 150(0.8660) - 200(0.5000) = 100 - 129.90 - 100 = -129.90\,\text{m}

    *   Vertical Component RyR_y:

Ry=0−300−150sin⁡(30.0∘)+200sin⁡(60.0∘)R_y = 0 - 300 - 150 \sin(30.0^\circ) + 200 \sin(60.0^\circ)

Ry=−300−150(0.5000)+200(0.8660)=−300−75+173.21=−201.79 mR_y = -300 - 150(0.5000) + 200(0.8660) = -300 - 75 + 173.21 = -201.79\,\text{m}


Resultant Vector Location
*   *Resultant Magnitude and Angle:*
    *   Magnitude RR:

R=(−129.90)2+(−201.79)2=16874.01+40719.20=57593.21=239.99 mR = \sqrt{(-129.90)^2 + (-201.79)^2} = \sqrt{16874.01 + 40719.20} = \sqrt{57593.21} = 239.99\,\text{m}

    *   Reference Angle ϕ\phi within Quadrant III:

ϕ=tan⁡−1(−201.79−129.90)=tan⁡−1(1.5534)=57.23∘\phi = \tan^{-1}\left(\frac{-201.79}{-129.90}\right) = \tan^{-1}(1.5534) = 57.23^\circ

    *   True Polar Angle θ\theta from positive xx-axis:

θ=180∘+57.23∘=237.23∘\theta = 180^\circ + 57.23^\circ = 237.23^\circ

*   *Conclusion:* The resultant displacement is 239.99 m239.99\,\text{m} at an angle of 237.23∘237.23^\circ.

Motion in Two Dimensions

  • Position Vector: The spatial position of an object in a 2D plane relative to an origin OO is denoted by the vector r⃗\vec{\mathbf{r}}.

  • Two-Dimensional Displacement Vector: Defined as the change in the position vector during a time interval:

Δr⃗=r⃗f−r⃗i\Delta \vec{\mathbf{r}} = \vec{\mathbf{r}}_f - \vec{\mathbf{r}}_i


2D Position and Displacement
  • Mechanisms of Acceleration in Two Dimensions: Acceleration vector a⃗\vec{\mathbf{a}} occurs whenever velocity v⃗\vec{\mathbf{v}} changes. An object accelerates if:

    1. The magnitude of the velocity (speed) changes while direction remains constant.

    2. The direction of the velocity changes while magnitude (speed) remains constant.

    3. Both the magnitude and the direction of the velocity change simultaneously.

Projectile Motion Principles

  • Definition of Projectile Motion: Two-dimensional motion of an object moving under the sole influence of Earth's gravitational force. The physical trajectory executed by any projectile is a parabola.


Projectile Motion Trajectory
  • Independence of Motion Components: The horizontal (xx) and vertical (yy) motions of a projectile are completely independent of each other.

  • Horizontal Motion Properties (xx-axis):

    • No horizontal acceleration exists (neglecting air resistance): ax=0a_x = 0

    • Horizontal velocity component remains constant throughout the flight: vx=vx0=v0cos⁡(θ0)=constantv_x = v_{x0} = v_0 \cos(\theta_0) = \text{constant}

    • Operative horizontal position equation:

x=x0+vx0tx = x_0 + v_{x0} t

  • Vertical Motion Properties (yy-axis):

    • Subject to constant downward gravitational acceleration: ay=−g=−9.80 m/s2a_y = -g = -9.80\,\text{m/s}^2

    • Initial vertical velocity component: vy0=v0sin⁡(θ0)v_{y0} = v_0 \sin(\theta_0)

    • Executes standard 1D motion under constant acceleration (free fall).

  • Stroboscopic Verification: Stroboscopic photographs of two falling balls—one dropped vertically from rest and one projected horizontally—demonstrate that their vertical positions remain identical at every instant, while the horizontal position of the projected ball increases linearly with time.


Stroboscopic Fall Comparison
  • Effect of Launch Angle on Range and Height:

    • Maximum range on flat terrain is achieved at a launch angle of θ0=45∘\theta_0 = 45^\circ.

    • Complementary launch angles (e.g., 15∘15^\circ and 75∘75^\circ, or 30∘30^\circ and 60∘60^\circ) yield identical horizontal ranges, though the higher angle produces a greater peak height and longer time of flight.


Trajectories at Various Angles

Kinematic Equations for Projectile Motion

  • Summary Table of Governing Kinematic Equations:

Motion Type

Horizontal Motion (ax=0a_x = 0, vx=constv_x = \text{const})

Vertical Motion (ay=−g=−9.80 m/s2a_y = -g = -9.80\,\text{m/s}^2)

Velocity

vx=vx0=v0cos⁡(θ0)v_x = v_{x0} = v_0 \cos(\theta_0)

vy=vy0−gt=v0sin⁡(θ0)−gtv_y = v_{y0} - gt = v_0 \sin(\theta_0) - gt

Position

x=x0+vx0tx = x_0 + v_{x0} t

y=y0+vy0t−12gt2y = y_0 + v_{y0} t - \frac{1}{2} g t^2

Timeless Velocity Equation

N/A

vy2=vy02−2g(y−y0)v_y^2 = v_{y0}^2 - 2g(y - y_0)

  • Note on Sign Conventions: If downward is chosen as positive, −g-g terms change to +g+g.

  • Instantaneous Velocity Vector of a Projectile: At any point along the parabola, the instantaneous speed vv and direction angle θ\theta are calculated as:

v=vx2+vy2v = \sqrt{v_x^2 + v_y^2}

θ=tan⁡−1(vyvx)\theta = \tan^{-1}\left(\frac{v_y}{v_x}\right)

  • At the peak (maximum height) of symmetrical projectile motion, vy=0v_y = 0, so the instantaneous velocity equals the horizontal component: v=vx=vx0v = v_x = v_{x0}.

Projectile Motion Worked Examples

  • Example 3.1: Horizontal Launch Off a Cliff

    • Problem: A movie stunt driver on a motorcycle speeds horizontally off a 50.0 m50.0\,\text{m} high cliff. How fast must the motorcycle leave the cliff-top to land on level ground below, 90.0 m90.0\,\text{m} from the base of the cliff?


Horizontal Cliff Launch Diagram
*   *Solution:*
    *   Vertical motion analysis (y0=0,y=−50.0 m,vy0=0,ay=−9.80 m/s2y_0 = 0, y = -50.0\,\text{m}, v_{y0} = 0, a_y = -9.80\,\text{m/s}^2):

y=−12gt2  ⟹  −50.0=−12(9.80)t2  ⟹  4.90t2=50.0y = -\frac{1}{2} g t^2 \implies -50.0 = -\frac{1}{2}(9.80) t^2 \implies 4.90 t^2 = 50.0

t2=10.204  ⟹  t=3.19 st^2 = 10.204 \implies t = 3.19\,\text{s}

    *   Horizontal motion analysis (x=90.0 m,t=3.19 sx = 90.0\,\text{m}, t = 3.19\,\text{s}):

x=vx0t  ⟹  90.0=vx0(3.19)  ⟹  vx0=90.03.19=28.2 m/sx = v_{x0} t \implies 90.0 = v_{x0} (3.19) \implies v_{x0} = \frac{90.0}{3.19} = 28.2\,\text{m/s}

  • Example 3.2: Maximum Height of a Kicked Football

    • Problem: A football is kicked at an angle of 30.0∘30.0^\circ with an initial speed of 20.0 m/s20.0\,\text{m/s}. Calculate the maximum height reached by the ball.

    • *Solution Steps (using peak conditions vy=0v_y = 0):

      • Time tt to reach maximum height using angle parameter 37.0∘37.0^\circ as evaluated in the transcript slide:

t=v0sin⁡(θ)g=20.0sin⁡(37.0∘)9.80=12.0369.80=1.22 st = \frac{v_0 \sin(\theta)}{g} = \frac{20.0 \sin(37.0^\circ)}{9.80} = \frac{12.036}{9.80} = 1.22\,\text{s}

    *   Maximum vertical height ymax⁡y_{\max} calculation:

ymax⁡=vy0t−12gt2y_{\max} = v_{y0} t - \frac{1}{2} g t^2

ymax⁡=(20.0sin⁡(37.0∘))(1.22)−12(9.80)(1.22)2y_{\max} = (20.0 \sin(37.0^\circ))(1.22) - \frac{1}{2}(9.80)(1.22)^2

ymax⁡=(12.036)(1.22)−4.90(1.4884)=14.68−7.29=7.39 my_{\max} = (12.036)(1.22) - 4.90(1.4884) = 14.68 - 7.29 = 7.39\,\text{m}

Relative Velocity

  • Frame of Reference Concept: Measurements of position, velocity, and acceleration depend explicitly on the observer's chosen coordinate frame of reference.

  • Relative Position Subscript Notation:

    • Let EE represent an observer stationary relative to Earth.

    • Let AA and BB represent two moving objects/frames.

    • r⃗AE\vec{\mathbf{r}}_{AE} = position of object AA relative to Earth observer EE

    • r⃗BE\vec{\mathbf{r}}_{BE} = position of object BB relative to Earth observer EE

    • r⃗AB\vec{\mathbf{r}}_{AB} = position of object AA relative to object BB

    • Relative Position Equation:

r⃗AB=r⃗AE−r⃗BE\vec{\mathbf{r}}_{AB} = \vec{\mathbf{r}}_{AE} - \vec{\mathbf{r}}_{BE}


Relative Position Diagram
  • Relative Velocity Equation: Differentiating relative position vectors with respect to time yields the relative velocity relation:

v⃗AB=v⃗AE−v⃗BE\vec{\mathbf{v}}_{AB} = \vec{\mathbf{v}}_{AE} - \vec{\mathbf{v}}_{BE}

*   Alternatively written as:

v⃗AE=v⃗AB+v⃗BE\vec{\mathbf{v}}_{AE} = \vec{\mathbf{v}}_{AB} + \vec{\mathbf{v}}_{BE}

  • Subscript Order Rules: The first subscript indicates the object being observed, while the second subscript indicates the reference frame of the observer. Inverting subscripts reverses vector direction:

v⃗AB=−v⃗BA\vec{\mathbf{v}}_{AB} = -\vec{\mathbf{v}}_{BA}

Relative Velocity Worked Examples

  • Example 3.3: Heading Upstream to Cross a River

    • Problem: A boat's speed in still water is vBW=2.00 m/sv_{BW} = 2.00\,\text{m/s}. The boat must travel directly across a river whose current speed is vWS=1.50 m/sv_{WS} = 1.50\,\text{m/s}. At what upstream angle θ\theta must the boat head?


Boat River Crossing Diagram 1
*   *Solution:*
    *   Let vBSv_{BS} be the resultant velocity of the boat relative to the shore, pointing directly across the river (perpendicular to current).
    *   From the vector right triangle formed by v⃗BW\vec{\mathbf{v}}_{BW}, v⃗WS\vec{\mathbf{v}}_{WS}, and v⃗BS\vec{\mathbf{v}}_{BS}:

sin⁡(θ)=vWSvBW=1.50 m/s2.00 m/s=0.750\sin(\theta) = \frac{v_{WS}}{v_{BW}} = \frac{1.50\,\text{m/s}}{2.00\,\text{m/s}} = 0.750

θ=sin⁡−1(0.750)=48.59∘\theta = \sin^{-1}(0.750) = 48.59^\circ

    *   *Conclusion:* The boat must head upstream at an angle of 48.59∘48.59^\circ relative to the line directly across the river.
  • Follow-Up Example: Boat Steering Directly Across

    • Problem: The same boat (vBW=2.00 m/sv_{BW} = 2.00\,\text{m/s}) aims directly across the river perpendicular to the current (vWS=1.50 m/sv_{WS} = 1.50\,\text{m/s}).

      1. What is the velocity (magnitude and direction) of the boat relative to the shore?

      2. If the river is 110 m110\,\text{m} wide, how long will it take to cross, and how far downstream will the boat land?


Boat River Crossing Diagram 2
*   *Solution Part (a) - Resultant Velocity:*
    *   Magnitude vBSv_{BS} via Pythagorean theorem:

vBS=vBW2+vWS2=(2.00)2+(1.50)2=4.00+2.25=6.25=2.50 m/sv_{BS} = \sqrt{v_{BW}^2 + v_{WS}^2} = \sqrt{(2.00)^2 + (1.50)^2} = \sqrt{4.00 + 2.25} = \sqrt{6.25} = 2.50\,\text{m/s}

*   *Solution Part (b) - Crossing Time and Drift Distance:*
    *   Width of river d=110 md = 110\,\text{m}. Time tt to cross depends solely on the perpendicular velocity component vBW=2.00 m/sv_{BW} = 2.00\,\text{m/s}:

t=dvBW=110 m2.00 m/s=55.0 st = \frac{d}{v_{BW}} = \frac{110\,\text{m}}{2.00\,\text{m/s}} = 55.0\,\text{s}

    *   Downstream drift distance xx carried by river current:

x=vWS×t=(1.50 m/s)(55.0 s)=82.5 mx = v_{WS} \times t = (1.50\,\text{m/s})(55.0\,\text{s}) = 82.5\,\text{m}