AP Physics 1 Unit 2 Study Guide: Vectors and Two-Dimensional Motion

Fundamental Vector Concepts and Graphical Operations

  • Vector Definition and Properties:

    • A vector is a mathematical and physical quantity defined by both a magnitude (size or length) and a direction.

    • The magnitude of a vector is a strictly non-negative scalar quantity (Magnitude≥0\text{Magnitude} \ge 0).

    • Vectors are visually represented as arrows. The length of the arrow is directly proportional to the magnitude of the vector, and the arrowhead specifies its direction.

    • Vector quantities are distinct from scalar quantities, which possess magnitude only (e.g., mass, time, temperature, distance).

    • Proper vector notation uses an arrow above the variable symbol (e.g., A⃗\vec{A}, v⃗\vec{v}, r⃗\vec{r}, F⃗\vec{F}).

  • Vector Equality:

    • Two vectors A⃗\vec{A} and B⃗\vec{B} are defined as equal (A⃗=B⃗\vec{A} = \vec{B}) if and only if they possess identical magnitudes and point in the exact same direction.

    • Vector equality is completely independent of the starting point or location of the vectors in space. Translating a vector arrow without altering its length or orientation preserves its physical identity.

  • Displacement Vector vs. Path Traveled:

    • The displacement vector (d⃗\vec{d} or Δr⃗\Delta \vec{r}) is defined as the straight-line directed distance connecting an initial position to a final position.

    • Displacement depends solely on the initial and final position coordinates and is completely independent of the actual trajectory or distance traveled along the path.

  • Vector Addition Principles:

    • The vector sum of two or more vectors is termed the resultant vector (R⃗\vec{R}).

    • Vector addition is commutative:         A⃗+B⃗=B⃗+A⃗\vec{A} + \vec{B} = \vec{B} + \vec{A}

    • Vector addition is associative:         (A⃗+B⃗)+C⃗=A⃗+(B⃗+C⃗)(\vec{A} + \vec{B}) + \vec{C} = \vec{A} + (\vec{B} + \vec{C})

  • Graphical Addition Methods:

    • Tip-to-Tail Method:

      • To add vectors graphically, translate the vectors without changing their orientation so that the tail (starting point) of each subsequent vector touches the tip (arrowhead) of the preceding vector.

      • The resultant vector R⃗\vec{R} is drawn starting from the tail of the first vector and terminating at the tip of the final added vector.

    • Parallelogram Method:

      • Place the tails of two vectors D⃗\vec{D} and E⃗\vec{E} at a common origin.

      • Construct a parallelogram using the two vectors as adjacent sides.

      • The resultant vector F⃗=D⃗+E⃗\vec{F} = \vec{D} + \vec{E} is represented by the diagonal vector extending from the common origin to the opposite corner of the parallelogram.

Vector addition tip-to-tail and parallelogram rulesVector subtraction and addition examples
  • Scalar Multiplication and Division:

    • Multiplying a vector A⃗\vec{A} by a positive scalar factor c>0c > 0 yields a new vector B⃗=cA⃗\vec{B} = c\vec{A}:

      • The magnitude of B⃗\vec{B} is scaled by factor cc (B=cAB = cA).

      • The direction remains unchanged (θB=θA\theta_B = \theta_A).

      • If c>1c > 1, the vector arrow is stretched.

      • If 0<c<10 < c < 1, the vector arrow is compressed.

    • Dividing a vector by a scalar cc is mathematically equivalent to multiplying by 1c\frac{1}{c}.

Scalar multiplication stretching vector
  • Negation and Vector Subtraction:

    • Multiplying a vector A⃗\vec{A} by −1-1 produces the negative vector −A⃗-\vec{A}.

    • The vector −A⃗-\vec{A} possesses the exact same magnitude as A⃗\vec{A} (∣−A⃗∣=∣A⃗∣| -\vec{A} | = | \vec{A} |) but points in the opposite direction (180∘180^\circ orientation flip).

    • The sum of a vector and its negative produces the zero vector:         A⃗+(−A⃗)=0⃗\vec{A} + (-\vec{A}) = \vec{0}

    • Vector subtraction is performed by adding the negated vector:         A⃗−B⃗=A⃗+(−B⃗)\vec{A} - \vec{B} = \vec{A} + (-\vec{B})

    • To perform graphical subtraction, invert the direction of the vector being subtracted (flip its tip and tail) and place it into tip-to-tail configuration with the base vector.

Vector negated reversing directionVector subtraction stop to think problem

Motion Diagrams and Kinematic Vectors

  • Position and Displacement Vectors in Two Dimensions:

    • Position vector r⃗\vec{r} defines the location of a particle relative to a chosen coordinate origin in two dimensions.

    • Displacement vector Δr⃗\Delta \vec{r} (or d⃗\vec{d}) over a time interval Δt=tf−ti\Delta t = t_f - t_i is defined as:         Δr⃗=r⃗f−r⃗i\Delta \vec{r} = \vec{r}_f - \vec{r}_i

  • Average Velocity Vector:

    • Average velocity v⃗avg\vec{v}_{avg} is defined as the displacement divided by the scalar time interval:         v⃗avg=Δr⃗Δt=(1Δt)Δr⃗\vec{v}_{avg} = \frac{\Delta \vec{r}}{\Delta t} = \left(\frac{1}{\Delta t}\right) \Delta \vec{r}

    • Because time interval Δt\Delta t is a positive scalar, the average velocity vector v⃗avg\vec{v}_{avg} always points in the exact same direction as the displacement vector Δr⃗\Delta \vec{r}.

  • Average Acceleration Vector:

    • Average acceleration a⃗avg\vec{a}_{avg} is defined as the change in velocity divided by the time interval:         a⃗avg=Δv⃗Δt=v⃗f−v⃗iΔt\vec{a}_{avg} = \frac{\Delta \vec{v}}{\Delta t} = \frac{\vec{v}_f - \vec{v}_i}{\Delta t}

    • The acceleration vector a⃗avg\vec{a}_{avg} always points in the exact same direction as the change in velocity vector Δv⃗=v⃗f−v⃗i\Delta \vec{v} = \vec{v}_f - \vec{v}_i.

  • Interpreting Kinematic Vector Relationships:

    • Speeding Up: Occurs when velocity v⃗\vec{v} and acceleration a⃗\vec{a} vectors point in the same general direction (angle between them is acute, θ<90∘\theta < 90^\circ).

    • Slowing Down: Occurs when velocity v⃗\vec{v} and acceleration a⃗\vec{a} vectors point in opposing directions (angle between them is obtuse, 90∘<θ≤180∘90^\circ < \theta \le 180^\circ).

    • Changing Direction at Constant Speed: Occurs when the acceleration vector a⃗\vec{a} is strictly perpendicular to the velocity vector v⃗\vec{v} (θ=90∘\theta = 90^\circ).

  • Uniform Circular Motion:

    • An object moving in a circular path at constant speed is continuously accelerating because the direction of its velocity vector changes continuously.

    • Vector subtraction of consecutive velocity vectors Δv⃗=v⃗2−v⃗1\Delta \vec{v} = \vec{v}_2 - \vec{v}_1 demonstrates that the change in velocity vector points inward toward the center of the circle.

    • Consequently, the acceleration vector a⃗\vec{a} for uniform circular motion points directly toward the center of the circular trajectory (centripetal acceleration).

Uniform circular motion velocity change and acceleration vectorsCar turning curve showing inward acceleration

Two-Dimensional Coordinate Systems and Component Resolution

  • Cartesian Coordinate Frame:

    • A two-dimensional coordinate system consists of two mutually perpendicular axes (xx and yy).

    • Component vectors A⃗x\vec{A}_x and A⃗y\vec{A}_y are defined parallel to the xx-axis and yy-axis, respectively, such that:         A⃗=A⃗x+A⃗y\vec{A} = \vec{A}_x + \vec{A}_y

    • Decomposing a vector into its component vectors is the inverse operation of vector addition.

Vector components along x and y axes
  • Scalar Components and Trigonometric Formulas:

    • A vector A⃗\vec{A} with magnitude AA and angle θ\theta measured relative to the positive xx-axis decomposes into scalar components AxA_x and AyA_y:         Ax=Acos⁡(θ)A_x = A \cos(\theta)         Ay=Asin⁡(θ)A_y = A \sin(\theta)

    • The sign of a scalar component indicates its direction along the corresponding axis:

      • Positive if pointing along the positive coordinate direction.

      • Negative if pointing along the negative coordinate direction.

    • The magnitude of a component vector equals the absolute value of the scalar component:         ∣A⃗x∣=∣Ax|\vec{A}_x| = |A_x         ∣A⃗y∣=∣Ay∣|\vec{A}_y| = |A_y|

    • Trigonometric Rule Caution: Cosine corresponds to the side adjacent to angle θ\theta, and Sine corresponds to the side opposite to angle θ\theta. Cosine is not inherently tied to the xx-axis, nor Sine to the yy-axis. If an angle ϕ\phi is measured relative to the vertical (yy-axis):         Cx=Csin⁡(ϕ)C_x = C \sin(\phi)         Cy=−Ccos⁡(ϕ)C_y = -C \cos(\phi)

Vector trigonometry decompositionVector components with angle measured from y-axis
  • Reconstructing Vector Magnitude and Direction:

    • Given scalar components AxA_x and AyA_y, the overall vector magnitude AA is derived using the Pythagorean Theorem:         A=Ax2+Ay2A = \sqrt{A_x^2 + A_y^2}

    • The orientation angle θ\theta relative to the horizontal is calculated using the inverse tangent function:         θ=tan⁡−1(∣Ay∣∣Ax∣)\theta = \tan^{-1}\left(\frac{|A_y|}{|A_x|}\right)

Calculating magnitude and angle from vector components
  • Direction Conventions and Cardinal Headings:

    • Standard Cartesian angles are measured counterclockwise from the positive xx-axis (+x+x).

    • Negative angles represent clockwise rotation from the positive xx-axis.

    • Cardinal Direction Notation: Specified as "[Angle] [Direction 1] of [Direction 2]". Direction 2 serves as the reference axis from which the angular rotation toward Direction 1 occurs.

      • Example: 30∘ South of West30^\circ\text{ South of West} means start pointing due West, then rotate 30∘30^\circ toward South.

    • Complementary Angle Equivalence: 30∘ South of West30^\circ\text{ South of West} is identical in orientation to 60∘ West of South60^\circ\text{ West of South}.

Compass rose displaying cardinal directions
  • Algebraic Vector Addition via Components:

    • To add arbitrary vectors A⃗,B⃗,C⃗,…\vec{A}, \vec{B}, \vec{C}, \dots algebraically:

      1. Decompose each vector into its scalar xx- and yy-components using appropriate trigonometry.

      2. Sum all xx-components to find the resultant xx-component:             Rx=Ax+Bx+Cx+…R_x = A_x + B_x + C_x + \dots

      3. Sum all yy-components to find the resultant yy-component:             Ry=Ay+By+Cy+…R_y = A_y + B_y + C_y + \dots

      4. Calculate total resultant magnitude and orientation:             R=Rx2+Ry2R = \sqrt{R_x^2 + R_y^2}             θ=tan⁡−1(∣Ry∣∣Rx∣)\theta = \tan^{-1}\left(\frac{|R_y|}{|R_x|}\right)

Component addition method diagram

Relative Motion and Reference Frame Kinematics

  • Reference Frames Defined:

    • A reference frame is a coordinate system used by an observer to measure the position, velocity, and acceleration of physical objects.

    • A reference frame extends infinitely in all space. All observers at rest relative to one another share the exact same reference frame.

    • Reference frame is distinct from point of view; two observers standing on opposite sides of a road watching a car belong to the same reference frame because they are at rest relative to each other.

  • Inertial vs. Non-Inertial Reference Frames:

    • Inertial Reference Frame: A frame of reference in which an observer experiences zero acceleration (at rest or moving at a constant velocity vector relative to another inertial frame).

      • Newton's Laws of Motion are strictly valid in all inertial reference frames.

      • Example: An airplane flying at constant altitude and constant velocity is an inertial frame; a ball placed on the cabin floor remains at rest relative to the airplane.

    • Non-Inertial Reference Frame: A reference frame that undergoes acceleration (a⃗≠0\vec{a} \neq 0).

      • Newton's Laws of Motion break down in non-inertial frames unless fictitious forces are introduced.

      • Example: An airplane accelerating down a runway during takeoff is non-inertial; a ball on the cabin floor rolls backward relative to the plane without any real horizontal contact force applied to it.

    • Earth's surface is a highly accurate approximation of an inertial reference frame for localized laboratory experiments.

Inertial vs non-inertial reference frame in airplane
  • Relative Velocity Subscript Notation:

    • In two-subscript notation v⃗AB\vec{v}_{AB}, the first subscript (AA) represents the object being observed, and the second subscript (BB) represents the reference frame of the observer.

    • Reversing reference frame subscripts negates the velocity vector:         v⃗BA=−v⃗AB\vec{v}_{BA} = -\vec{v}_{AB}

  • Relative Motion Subscript Cancellation Rule:

    • Relative velocities combine linearly by setting up intermediate reference frames:         v⃗AC=v⃗AB+v⃗BC\vec{v}_{AC} = \vec{v}_{AB} + \vec{v}_{BC}

    • The inner subscript (BB) cancels out, leaving the velocity of object AA relative to reference frame CC.

Subscript cancellation rule for relative velocityRelative velocity diagram with Amy, Bill, and Carlos
  • Galilean Transformation Equations:

    • Consider Frame S′S' moving with constant velocity vv along the xx-axis relative to Frame SS.

    • If the origin of S′S' coincides with SS at t=0t = 0:         x′=x−vtx' = x - vt         u′=u−vu' = u - v         u=u′+vu = u' + v

    • where uu is the velocity of an object measured in Frame SS, u′u' is the velocity measured in Frame S′S', and vv is the relative velocity between frames SS and S′S'.

Galilean transformation coordinate frames S and S-primeGalilean velocity transformation equationsSue and Jim observing motorcycle speed

Two-Dimensional Kinematics and Projectile Motion Concepts

  • Projectile Motion Defined:

    • A projectile is any object moving through two-dimensional space that experiences no forces other than the downward force of gravity.

    • Air resistance is neglected in ideal projectile calculations.

  • Independence of Vertical and Horizontal Motions:

    • Horizontal motion (xx) and vertical motion (yy) are completely independent orthogonal processes.

    • Horizontal Component (xx): Experiences zero acceleration (ax=0a_x = 0). The horizontal velocity component remains strictly constant throughout the entire flight (vx=(vx)i=constantv_x = (v_x)_i = \text{constant}).

    • Vertical Component (yy): Experiences constant downward acceleration due to gravity (ay=−g=−9.80 m/s2a_y = -g = -9.80\,m/s^2 or −10 m/s2-10\,m/s^2).

    • A projectile launched horizontally with initial velocity vx0v_{x0} and an object dropped simultaneously from rest from the exact same height hit the ground at the exact same instant.

Horizontal launch vs vertical drop comparison
  • Initial Velocity Breakdown for Angled Launches:

    • For a projectile launched at speed viv_i at a launch angle θ\theta above the horizontal:         (vx)i=vicos⁡(θ)(v_x)_i = v_i \cos(\theta)         (vy)i=visin⁡(θ)(v_y)_i = v_i \sin(\theta)

Initial velocity decomposition for projectile motion
  • Trajectory Characteristics and Symmetry:

    • The path (trajectory) followed by an ideal projectile is a parabola.

    • At Apex (Peak Height): The vertical velocity component momentarily equals zero (vy=0v_y = 0), but the overall speed is non-zero because vx=(vx)iv_x = (v_x)_i. Acceleration at the apex remains strictly ay=−ga_y = -g downward.

    • Symmetry of Flight: For a projectile landing at the same vertical height from which it was launched:

      • Time spent rising equals time spent falling (tup=tdown=12ttotalt_{up} = t_{down} = \frac{1}{2} t_{total}).

      • The speed vv at any given height during ascent equals the speed vv at that exact same height during descent.

      • The vertical velocity component at landing is equal in magnitude and opposite in direction to the initial vertical velocity ((vy)f=−(vy)i(v_y)_f = -(v_y)_i).

Velocity vector breakdown along parabolic trajectory

Mathematical Formulations and Derivations for Projectiles

  • Governing Kinematic Equations for Projectile Motion:

    • Horizontal Dimension (ax=0a_x = 0):         xf=xi+vxΔtx_f = x_i + v_x \Delta t         vx=(vx)i=constantv_x = (v_x)_i = \text{constant}

    • Vertical Dimension (ay=−ga_y = -g):         yf=yi+(vy)iΔt−12g(Δt)2y_f = y_i + (v_y)_i \Delta t - \frac{1}{2} g (\Delta t)^2         (vy)f=(vy)i−gΔt(v_y)_f = (v_y)_i - g \Delta t         (vy)f2=(vy)i2−2g(yf−yi)(v_y)_f^2 = (v_y)_i^2 - 2g(y_f - y_i)

  • Coupling Variable: Time interval Δt\Delta t is the sole shared scalar parameter linking the independent horizontal and vertical kinematic equations.

  • Derivations for Symmetric Level-Ground Projectiles (yf=yiy_f = y_i):

    • Total Hang Time (ttotalt_{total}):         Set Δy=0\Delta y = 0 in Δy=(vy)it−12gt2\Delta y = (v_y)_i t - \frac{1}{2}g t^2:         0=visin⁡(θ)t−12gt20 = v_i \sin(\theta) t - \frac{1}{2}g t^2         ttotal=2visin⁡(θ)gt_{total} = \frac{2 v_i \sin(\theta)}{g}

    • Maximum Height (HmaxH_{max}):         Set vy=0v_y = 0 at peak height in vy2=(vy)i2−2gHmaxv_y^2 = (v_y)_i^2 - 2g H_{max}:         0=(visin⁡(θ))2−2gHmax0 = (v_i \sin(\theta))^2 - 2g H_{max}         Hmax=vi2sin⁡2(θ)2gH_{max} = \frac{v_i^2 \sin^2(\theta)}{2g}

    • Horizontal Range Formula (RR):         Substitute ttotalt_{total} into R=vxttotalR = v_x t_{total}:         R=(vicos⁡(θ))(2visin⁡(θ)g)=vi2(2sin⁡(θ)cos⁡(θ))gR = (v_i \cos(\theta)) \left(\frac{2 v_i \sin(\theta)}{g}\right) = \frac{v_i^2 (2 \sin(\theta) \cos(\theta))}{g}         Using trigonometric identity sin⁡(2θ)=2sin⁡(θ)cos⁡(θ)\sin(2\theta) = 2 \sin(\theta) \cos(\theta), the level-ground range formula simplifies to:         R=vi2sin⁡(2θ)gR = \frac{v_i^2 \sin(2\theta)}{g}

  • Launch Angle Dependencies and Properties:

    • Maximum Range Angle: On flat terrain, a launch angle of θ=45∘\theta = 45^\circ maximizes horizontal range because sin⁡(2×45∘)=sin⁡(90∘)=1\sin(2 \times 45^\circ) = \sin(90^\circ) = 1.

    • Complementary Angles Property: Any two launch angles θ\theta and 90∘−θ90^\circ - \theta (e.g., 15∘15^\circ and 75∘75^\circ, or 30∘30^\circ and 60∘60^\circ) shot at the exact same launch speed viv_i yield identical horizontal ranges RR.

    • Trade-off Behavior: Larger launch angles produce greater maximum vertical heights HmaxH_{max} and longer total hang times ttotalt_{total}, but smaller horizontal velocities vxv_x.

Trajectories for different launch angles at constant initial speedData table comparing launch angle hang time range and height

Comprehensive Conceptual Problems and Case Studies

  • Moon Velocity Change Problem:

    • Scenario: The Moon orbits Earth counterclockwise. Position 1 is at 3 o'clock moving North (v⃗1\vec{v}_1). Position 2 is at 12 o'clock moving West (v⃗2\vec{v}_2).

    • To find change in velocity Δv⃗=v⃗2−v⃗1\Delta \vec{v} = \vec{v}_2 - \vec{v}_1:

      • Draw v⃗2\vec{v}_2 pointing West (left).

      • Draw −v⃗1-\vec{v}_1 pointing South (down).

      • Resultant Δv⃗\Delta \vec{v} points Down and to the Left (Southwest).

Moon orbital velocity change vector subtraction diagram
  • Ice Gliders Average Acceleration Comparison:

    • Glider A: Changes velocity from 30 m/s NW30\,m/s\text{ NW} to 20 m/s NW20\,m/s\text{ NW} in 3 s3\,s.         ΔvA=20−30=−10 m/s NW\Delta v_A = 20 - 30 = -10\,m/s\text{ NW}         aA=∣−10 m/s∣3 s=3.33 m/s2a_A = \frac{|-10\,m/s|}{3\,s} = 3.33\,m/s^2

    • Glider B: Changes velocity from 10 m/s NW10\,m/s\text{ NW} to 10 m/s SE10\,m/s\text{ SE} in 6 s6\,s.         ΔvB=−10−(10)=−20 m/s NW\Delta v_B = -10 - (10) = -20\,m/s\text{ NW}         aB=∣−20 m/s∣6 s=3.33 m/s2a_B = \frac{|-20\,m/s|}{6\,s} = 3.33\,m/s^2

    • Conclusion: The magnitudes of average acceleration for Glider A and Glider B are strictly equal.

Ice gliders acceleration comparison
  • Speedboats Changing Velocities Misconception:

    • Statement: "Boat A (15 m/s East15\,m/s\text{ East} to 20 m/s North20\,m/s\text{ North} in 10 s10\,s) and Boat B (10 m/s West10\,m/s\text{ West} to 15 m/s West15\,m/s\text{ West} in 10 s10\,s) have identical accelerations because both change speed by 5 m/s5\,m/s".

    • Correction: The student is INCORRECT. Acceleration is a vector quantity (a⃗=Δv⃗Δt\vec{a} = \frac{\Delta \vec{v}}{\Delta t}).

    • For Boat A: Δv⃗A=152+202=25 m/s\Delta \vec{v}_A = \sqrt{15^2 + 20^2} = 25\,m/s, giving aA=2510=2.5 m/s2a_A = \frac{25}{10} = 2.5\,m/s^2.

    • For Boat B: Δv⃗B=15−10=5 m/s\Delta \vec{v}_B = 15 - 10 = 5\,m/s, giving aB=510=0.5 m/s2a_B = \frac{5}{10} = 0.5\,m/s^2

    • Boat A experiences a significantly larger acceleration magnitude because its direction changes orthogonally.

Speedboats changing velocities acceleration misconception
  • Rocks Thrown Off Cliff Analysis:

    • Two identical rocks thrown horizontally from the same height at the same time: Rock A closer to cliff, Rock B farther out.

    • Horizontal velocity: Rock A is less than Rock B (Rock B traveled farther horizontally in the same time interval).

    • Vertical velocity: Rock A equals Rock B (both started with zero vertical velocity and accelerated downward at gg).

    • Horizontal acceleration: Rock A equals Rock B (both equal 0 m/s20\,m/s^2).

    • Vertical acceleration: Rock A equals Rock B (both equal −g=−9.80 m/s2-g = -9.80\,m/s^2).

Rocks thrown horizontally off cliff
  • Toy Trucks Rolling Off Identical Tables:

    • Truck A (8 m/s8\,m/s, 500 g500\,g) vs. Truck B (5 m/s5\,m/s, 800 g800\,g) rolling off identical 30 cm30\,cm high tables.

    • Time in air: Both trucks spend the EXACT SAME TIME in the air.

    • Reasoning: Fall time is governed exclusively by height hh and downward gravity acceleration gg (t=2hgt = \sqrt{\frac{2h}{g}}). Fall time is completely independent of horizontal speed and object mass.

Toy trucks rolling off identical tables
  • Baseball Field Projectile Graphs:

    • Coordinate System: Origin at point S in right field, positive yy is UP, positive xx is RIGHT (toward home plate is LEFT/negative xx).

    • Horizontal Velocity (vxv_x): Constant horizontal line located below the time axis (negative value).

    • Vertical Velocity (vyv_y): Straight linear line starting at positive value, crossing zero at peak height, extending to negative values.

    • Horizontal Acceleration (axa_x): Flat horizontal line lying directly on the zero axis (ax=0a_x = 0).

    • Vertical Acceleration (aya_y): Flat horizontal line below the time axis at constant value −g-g (ay=−9.80 m/s2a_y = -9.80\,m/s^2).

Baseball projectile velocity-time and acceleration-time graph axes