CHAPTER 3: MOTION IN TWO OR THREE DIMENSIONS

Introduction to 2D Motion Analysis
When an object moves in two dimensions, its position, velocity, and acceleration are described by vectors with xx- and yy-components that vary with time.

Calculating Average and Instantaneous Velocity (Example 3.1)

  • Position: Described by x(t)x(t) and y(t)y(t). Distance from origin is the magnitude of the position vector r=x2+y2\Vert\vec{r}\Vert = \sqrt{x^2 + y^2}.

  • Displacement Vector (Δr\Delta \vec{r}): rfri\vec{r}_f - \vec{r}_i.

  • Average Velocity Vector (vavg\vec{v}_{\text{avg}}): ΔrΔt\frac{\Delta \vec{r}}{\Delta t}.

  • Instantaneous Velocity Vector (v(t)\vec{v}(t)): The derivative of the position vector, with components vx(t)=dxdtv_x(t) = \frac{dx}{dt} and vy(t)=dydtv_y(t) = \frac{dy}{dt}.

Calculating Average and Instantaneous Acceleration (Example 3.2)

  • Average Acceleration Vector (aavg\vec{a}_{\text{avg}}): ΔvΔt\frac{\Delta \vec{v}}{\Delta t}.

  • Instantaneous Acceleration Vector (a(t)\vec{a}(t)): The derivative of the velocity vector, with components ax(t)=dvxdta_x(t) = \frac{dv_x}{dt} and ay(t)=dvydta_y(t) = \frac{dv_y}{dt}.

Calculating Parallel and Perpendicular Components of Acceleration (Example 3.3)

  • Parallel Component (aa_{\parallel}): Acts along the direction of velocity, changing speed. Calculated as a=avva_{\parallel} = \frac{\vec{a} \cdot \vec{v}}{\Vert\vec{v}\Vert}.

  • Perpendicular Component (aa_{\perp}): Acts perpendicular to velocity, changing direction. Calculated as a=a2a2a_{\perp} = \sqrt{\Vert\vec{a}\Vert^2 - a_{\parallel}^2}.

Projectile Motion (Section 3.3)

  • Definition: Motion of an object launched and moving freely under gravity, assuming negligible air resistance. Its path is typically a parabola.

  • Key Principles:

    • Moves in a single vertical plane.

    • Constant downward acceleration (ax=0a_x = 0, ay=g9.8 m/s2a_y = -g \approx -9.8 \text{ m/s}^2).

    • Horizontal and vertical motions are independent: horizontal velocity is constant, vertical velocity changes due to gravity.

  • Equations of Motion (launch from origin at angle α0\alpha_0 with speed v0v_0):

    • Initial Velocity Components: v0x=v0cosα0v_{0x} = v_0 \cos \alpha_0, v0y=v0sinα0v_{0y} = v_0 \sin \alpha_0.

    • Velocity at time tt: vx(t)=v0xv_x(t) = v_{0x}, vy(t)=v0ygtv_y(t) = v_{0y} - gt.

    • Position at time tt: x(t)=v0xtx(t) = v_{0x} t, y(t)=v0yt12gt2y(t) = v_{0y} t - \frac{1}{2}gt^2.

  • Top of Trajectory: vertical velocity vy=0v_y = 0, but vertical acceleration ay=ga_y = -g still applies.

Key Examples and Concepts:

  • Object Projected Horizontally (Ex 3.6): Demonstrates calculating position and velocity for a projectile launched horizontally from a height.

  • Height and Range of a Projectile I (Ex 3.7): Shows methods to find position, velocity, maximum height, and total horizontal range for an angled launch.

  • Height and Range of a Projectile II (Ex 3.8):

    • Maximum Height Formula: h=v02sin2α02gh = \frac{v_0^2 \sin^2 \alpha_0}{2g}.

    • Horizontal Range Formula: R=v02sin(2α0)gR = \frac{v_0^2 \sin(2\alpha_0)}{g}.

    • Conditions for Maximums (for a given v0v_0):

    • Maximum Height at 90\mathbf{90^\circ}.

    • Maximum Horizontal Range at 45\mathbf{45^\circ} (if launch and landing are at the same height).

  • Different Initial and Final Heights (Ex 3.9): Involves solving a quadratic equation for time when a projectile lands at a different height than its launch point.

  • The Zookeeper and the Monkey (Ex 3.10): Illustrates the independence of horizontal and vertical motion; an object aimed directly at a target that simultaneously falls under gravity will always hit the target.