Kinematics in Two Dimensions

Chapter 3: Kinematics in Two Dimensions; Vectors
3-1 Vectors and Scalars
  • Definition of a Vector:

    • A vector is a mathematical object that has both magnitude (size) and direction.

    • Representation: Vectors are typically represented by arrows. The length of the arrow is proportional to the magnitude, and the arrow points in the vector's direction.

    • Equality of Vectors: Two vectors are considered equal if they have the same magnitude and the same direction, regardless of where their starting points are located in space.

    • Example vector quantities include:

    • Displacement: Δr=r<em>fr</em>i\Delta \vec{r} = \vec{r}<em>f - \vec{r}</em>i, denoting change in position.

    • Velocity: v=drdt\vec{v} = \frac{d\vec{r}}{dt}, the rate of change of position.

    • Force: F=ma\vec{F} = m\vec{a}, an influence that changes motion.

    • Acceleration: a\vec{a}, the rate of change of velocity.

  • Definition of a Scalar:

    • A scalar is a quantity that has only magnitude and no direction.

    • Algebra: Scalars follow ordinary laws of arithmetic.

    • Example scalar quantities include:

    • Mass (mm): Quantity of matter.

    • Time (tt): Duration of events.

    • Temperature (TT): Measure of thermal energy.

    • Distance and Speed: The magnitude-only versions of displacement and velocity.

3-2 Addition of Vectors—Graphical Methods
  • Properties of Vector Addition:

    • Commutative Law: The order of addition does not matter: A+B=B+A\vec{A} + \vec{B} = \vec{B} + \vec{A}.

    • Associative Law: A+(B+C)=(A+B)+C\vec{A} + (\vec{B} + \vec{C}) = (\vec{A} + \vec{B}) + \vec{C}.

  • Two-Dimensional Vector Addition:

    • For perpendicular vectors (e.g., North and East), the magnitude of the resultant vector (RR) is found using the Pythagorean Theorem:
      R=A2+B2R = \sqrt{A^2 + B^2}

    • The angle (θ\theta) relative to the x-axis is found using:
      θ=tan1(A<em>yA</em>x)\theta = \tan^{-1}\left(\frac{A<em>y}{A</em>x}\right)

  • Graphical Representation:

    • Tail-to-Tip Method: Place the tail of the second vector at the tip of the first. The resultant connects the tail of the first to the tip of the last.

    • Parallelogram Method: Place both tails at the same origin. The resultant is the diagonal of the parallelogram formed by these two vectors.

3-3 Subtraction of Vectors, and Multiplication of a Vector by a Scalar
  • Subtraction of Vectors:

    • Defined as adding the additive inverse. If A\vec{A} is a vector, A-\vec{A} has the same magnitude but points in the opposite direction (180180^\circ difference).

    • Equation: D=AB=A+(B)\vec{D} = \vec{A} - \vec{B} = \vec{A} + (-\vec{B})

  • Multiplication by a Scalar:

    • Multiplying a vector V\vec{V} by a scalar cc yields cVc\vec{V}.

    • If c > 0, the direction is unchanged, but the magnitude is scaled by cc.

    • If c < 0, the direction is reversed, and the magnitude is scaled by c|c|.

3-4 Adding Vectors by Components
  • Definition of Components:

    • Any vector V\vec{V} can be resolved into specific parts along the axes of a coordinate system, typically V<em>xV<em>x and V</em>yV</em>y.

    • Using Unit Vectors: V=V<em>xi^+V</em>yj^\vec{V} = V<em>x\hat{i} + V</em>y\hat{j}, where i^\hat{i} and j^\hat{j} are unit vectors of magnitude 1 along the x and y axes.

  • Trigonometric Resolution:

    • For a vector at angle θ\theta with the positive x-axis:
      V<em>x=Vcos(θ)V<em>x = V \cos(\theta) V</em>y=Vsin(θ)V</em>y = V \sin(\theta)

  • Algebraic Addition:

    • If R=A+B\vec{R} = \vec{A} + \vec{B}, then:
      R<em>x=A</em>x+B<em>xR<em>x = A</em>x + B<em>x R</em>y=A<em>y+B</em>yR</em>y = A<em>y + B</em>y

    • The final magnitude and direction are:
      R=R<em>x2+R</em>y2R = \sqrt{R<em>x^2 + R</em>y^2}
      θ=atan2(R<em>y,R</em>x)\theta = \text{atan2}(R<em>y, R</em>x)

3-5 Projectile Motion
  • Assumptions of Projectile Motion:

    • Air resistance is neglected.

    • Acceleration due to gravity (g=9.80 m/s2g = 9.80\text{ m/s}^2) is constant and directed downward.

    • The horizontal (xx) and vertical (yy) motions are independent of each other.

  • Components of Motion:

    • Horizontal: Constant velocity (a<em>x=0a<em>x = 0). v</em>x=vx0v</em>x = v_{x0}.

    • Vertical: Constant acceleration (ay=ga_y = -g). It behaves like free-fall.

3-6 Solving Projectile Motion Problems
  • Kinematic Equations for Projectiles:

    • Horizontal (xx):
      x=v<em>x0tx = v<em>{x0}t v</em>x=v<em>x0=v</em>0cos(θ0)v</em>x = v<em>{x0} = v</em>0 \cos(\theta_0)

    • Vertical (yy):
      y=v<em>y0t12gt2y = v<em>{y0}t - \frac{1}{2}gt^2 v</em>y=v<em>y0gtv</em>y = v<em>{y0} - gt v</em>y2=v<em>y022g(yy</em>0)v</em>y^2 = v<em>{y0}^2 - 2g(y - y</em>0)
      v<em>y0=v</em>0sin(θ0)v<em>{y0} = v</em>0 \sin(\theta_0)

  • Strategic Points:

    • At the maximum height, the vertical velocity component is zero: vy=0v_y = 0.

    • The Time of Flight for a symmetric trajectory (landing at the same height) is t=2v<em>0sin(θ</em>0)gt = \frac{2v<em>0 \sin(\theta</em>0)}{g}.

3-7 Projectile Motion Is Parabolic
  • By substituting t=xv<em>x0t = \frac{x}{v<em>{x0}} into the vertical displacement equation, we derive the path equation: y=(tanθ</em>0)x(g2v<em>02cos2θ</em>0)x2y = (\tan \theta</em>0)x - \left( \frac{g}{2v<em>0^2 \cos^2 \theta</em>0} \right)x^2

  • This takes the standard form of a parabola: y=AxBx2y = Ax - Bx^2.

3-8 Relative Velocity
  • Subscript Notation:

    • The first subscript refers to the object, the second to the reference frame.

    • Example: vPA\vec{v}_{PA} is the velocity of Person (P) relative to Air (A).

  • Vector Addition of Velocities:

    • v<em>PS=v</em>PA+vAS\vec{v}<em>{PS} = \vec{v}</em>{PA} + \vec{v}_{AS}

    • (Velocity of Person relative to Shore = Velocity of Person relative to Air + Velocity of Air relative to Shore).

  • The Inverse Rule: v<em>AB=v</em>BA\vec{v}<em>{AB} = -\vec{v}</em>{BA}.