Chapter 3 - Kinematics in Two Dimensions; Vectors
- Motion of objects is usually considered in multiple dimensions, one such example is projectile motion where objects are projected outwards near Earth’s surface
3.1 - Vectors and Scalars
- Vector - A quantity with direction and magnitude
- Scalar - A quantity with only magnitude
- Vectors are represented by arrows in diagrams modelling problems
- Example - A car’s velocity as it changes may be represented by an arrow whose length represents the magnitude of velocity
- Vector quantities are written in boldface with a small arrow, scalars are written in italics
- Vector for velocity: ~v
- Scalar for speed: v
3.2 - Addition of Vectors - Graphical Methods
- Vector additions is more tricky since direction must be added as well
- Tail to Tip Method - Drawing the tail of one vector on the tip of the other, the resultant vector is
- To add vectors in direction perpendicular to each other, the Pythagorean theorem is used by treating the two vectors as sides a and b and their sum as side c
- The direction of the sum is determined uring trigonometry
- Example - A car moves 30 km east and 40km north, what is the resultant vector of its displacement?
- (30 km)^2 + (40 km)^2 = 2500 km^2
- sqrt(2500 km^2) = 50 km displaced
- arctan(40 km/30 km) = 53 degrees
- Therefore, the car moved 50 km at 53 degrees north of east
3.3 - Subtraction of Vectors, and Multiplication of a Vector by a Scalar
- The negative of a vector ~v has the same magnitude but opposite direction
- Subtracting a vector from another has the same effect as adding its negative
- Multiplying a vector by a scalar increases its magnitude by the factor of the scalar
3.4 - Adding Vectors by Components
- Adding vectors by components is much more accurate and applicable in multiple dimensions Components
- A vector ~v on a plane is the sum of two smaller component vectors, one on each axis
- To determine the magnitude of each component vector is known as resolving it into its components
- Trigonometry can be used to resolve vectors, pretend the vector is the hypotenuse of a right triangle
- Sine - The sine of an angle of a right triangle is opposite side/hypotenuse
- Cosine - The cosine of an angle of a right triangle is adjacent side/hypotenuse
- Tangent - The tangent of an angle of a right triangle is opposite side/adjacent side
- If an angle and a component vector are known, trig can solve for the other component vector
- If the component vectors are known, inverse trig can be used to solve for the angle
Adding Vectors
- To add vectors using components, resolve each one into its components, add the x and y components individually, and combine the resultant components
- Equations used
- vRX = v1x + v2x
- vRY = v1y + v2y
- vR = sqrt(vRX^2 + vRY^2)
3.5 - Projectile Motion
- Objects moving in the air near Earth’s surface are projectiles, their motion is described by projectile motion
- In many cases we do not consider air resistance as its effect is minimal
- An object in projectile motion maintains constant velocity in the x direction but accelerates negatively in the y direction
- Displacement in the x direction is given by ~dx = (vxi)t
- Displacement in the y direction is given by ~dy = −1/2 gt^2
- After a given amount of time, the displacements are calculated and added vertically to determine overall displacement
3.6 - Solving Projectile Motion Problems
- Equations for projectile motion:
- Horizontal motion
- ~vx = vx0
- x = x0 + vx0t
- Vertical motion
- vy = vy0 − gt
- y = y0 + vy0 − 1/2gt^2
- vy^2 = vvy0^2 - 2g(y - y0)
- Equations for magnitude of initial velocity based off of angle of launch
- Horizontal velocity
- vx0 = v0cosθ
- Vertical velocity
- vy0 = v0sinθ
- Equation for determining range of a projectile (only if yf = y0)
- R = (v0^2 * sin2θ0)/g
- Where θ0 is the angle of launch
3.7 - Projectile Motion is Parabolic
- Simplifying projectile motion by ignoring air resistance, it is parabolic, or, a projectile moves in a parabola
- The basic form of a parabola is y = Ax + Bx2, where A and B are constants, which is very similar to the equation for vertical displacement in projectile motion
3.8 - Relative Velocity
Relative velocity is the sum of the vector velocities acting on an object from a frame of reference
- Example - If Car A is travelling 75 km/h and Car B is travelling 100 km/h , the relative velocity of Car
B to Car A is 100 km/h - 75 km/h = 25 km/h
If the velocities are in two different directions, then they can be added/subtracted like any vector
The velocity of object A relative to object B is the opposite of the velocity of object b relative to object A, represented by vBA = -vAB