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: , denoting change in position.
Velocity: , the rate of change of position.
Force: , an influence that changes motion.
Acceleration: , 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 (): Quantity of matter.
Time (): Duration of events.
Temperature (): 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: .
Associative Law: .
Two-Dimensional Vector Addition:
For perpendicular vectors (e.g., North and East), the magnitude of the resultant vector () is found using the Pythagorean Theorem:
The angle () relative to the x-axis is found using:
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 is a vector, has the same magnitude but points in the opposite direction ( difference).
Equation:
Multiplication by a Scalar:
Multiplying a vector by a scalar yields .
If c > 0, the direction is unchanged, but the magnitude is scaled by .
If c < 0, the direction is reversed, and the magnitude is scaled by .
3-4 Adding Vectors by Components
Definition of Components:
Any vector can be resolved into specific parts along the axes of a coordinate system, typically and .
Using Unit Vectors: , where and are unit vectors of magnitude 1 along the x and y axes.
Trigonometric Resolution:
For a vector at angle with the positive x-axis:
Algebraic Addition:
If , then:
The final magnitude and direction are:
3-5 Projectile Motion
Assumptions of Projectile Motion:
Air resistance is neglected.
Acceleration due to gravity () is constant and directed downward.
The horizontal () and vertical () motions are independent of each other.
Components of Motion:
Horizontal: Constant velocity (). .
Vertical: Constant acceleration (). It behaves like free-fall.
3-6 Solving Projectile Motion Problems
Kinematic Equations for Projectiles:
Horizontal ():
Vertical ():
Strategic Points:
At the maximum height, the vertical velocity component is zero: .
The Time of Flight for a symmetric trajectory (landing at the same height) is .
3-7 Projectile Motion Is Parabolic
By substituting into the vertical displacement equation, we derive the path equation:
This takes the standard form of a parabola: .
3-8 Relative Velocity
Subscript Notation:
The first subscript refers to the object, the second to the reference frame.
Example: is the velocity of Person (P) relative to Air (A).
Vector Addition of Velocities:
(Velocity of Person relative to Shore = Velocity of Person relative to Air + Velocity of Air relative to Shore).
The Inverse Rule: .