Motion in a Plane Study Notes

Introduction to Motion in a Plane

  • Dimensional Constraints:

    • In one-dimensional motion, only two directions are possible, represented by positive (++) and negative (-) signs.

    • To describe motion in two dimensions (a plane) or three dimensions (space), vectors are required to describe physical quantities such as position, displacement, velocity, and acceleration.

  • Scalars vs. Vectors:

    • Scalar Quantity: Has only magnitude and no direction. It is specified by a single number and a proper unit. Examples include distance, mass, temperature, and time.

    • Vector Quantity: Has both magnitude and direction. It must obey the triangle law of addition or the parallelogram law of addition. A vector is specified by its magnitude (a number) and its direction. Examples include displacement, velocity, acceleration, and force.

Representation and Equality of Vectors

  • Notation:

    • A vector is represented by a bold letter (A\mathbf{A}) or a letter with an arrow placed over it (A\vec{A}).

    • The magnitude of a vector is called its absolute value, indicated by A=A| \text{A} | = A.

  • Graphical Representation:

    • Represented by a line segment with an arrowhead.

    • The tail of the vector is denoted as node PP.

    • The head of the vector is denoted as node QQ.

    • The length of the line segment represents the magnitude, and the arrow mark indicates the direction.

  • Position and Displacement Vectors:

    • Let PP and PP' be positions of an object at times tt and tt' respectively.

    • Position Vector (r\vec{r}): The vector OPOP from the origin to the object's position at time tt. At time tt', the position vector is OP=rOP' = \vec{r}'.

    • Displacement Vector: If an object moves from PP to PP', the vector PP\vec{PP'} is the displacement vector.

    • Displacement is the straight line joining the initial and final positions; it does not depend on the actual path taken between the two positions.

  • Equality of Vectors:

    • Vectors A\vec{A} and B\vec{B} are equal if and only if they have the same magnitude and the same direction.

    • Two vectors can have the same length but be unequal if their directions differ.

Multiplication of Vectors by Real Numbers

  • Positive Scaling: Multiplying a vector A\vec{A} by a positive number λ\lambda results in a vector whose magnitude is changed by the factor λ\lambda, but the direction remains the same as A\vec{A}.

    • Formula: λ×A=λA\lambda \times \vec{A} = \lambda\vec{A} if \lambda > 0.

    • Example: If A\vec{A} is multiplied by 22, the resultant 2A2\vec{A} is in the same direction with twice the magnitude A| \vec{A} |.

  • Negative Scaling: Multiplying a vector A\vec{A} by a negative number λ\lambda results in a vector λA\lambda\vec{A} whose direction is opposite to A\vec{A} and whose magnitude is λ-\lambda times A| \vec{A} |.

    • Example: Multiplying vector A\vec{A} by 1-1 or 1.5-1.5 reverses the direction and scales the magnitude accordingly.

Vector Addition and Subtraction: Graphical Methods

  • Triangle Law of Vector Addition:

    • If two vectors are represented in magnitude and direction by two sides of a triangle taken in order, their resultant is the third side of the triangle taken in the reverse order.

    • This is known as the "head-to-tail" method.

    • Commutative Law: Vector addition is commutative: \vec{A} + \n\vec{B} = \vec{B} + \vec{A}.

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

  • Subtraction of Vectors:

    • Subtraction is defined in terms of addition.

    • The difference of two vectors A\vec{A} and B\vec{B} is the sum of A\vec{A} and the negative of B\vec{B}.

    • Formula: AB=A+(B)\vec{A} - \vec{B} = \vec{A} + (-\vec{B}).

  • Parallelogram Law of Vector Addition:

    • If two vectors are represented in magnitude and direction by the adjacent sides of a parallelogram, their resultant is given by the diagonal of the parallelogram passing through their common point.

  • Example: Rain and Wind:

    • Scenario: Rain falls vertically at 35m/s35\,m/s. Wind starts blowing at 12m/s12\,m/s in an East-to-West direction.

    • Problem: Find the direction a boy should hold his umbrella.

Unit Vectors and Resolution

  • Definition of Unit Vector:

    • A vector of unit magnitude pointing in a particular direction. It has no dimensions or units; it only specifies direction.

    • If n^\hat{n} is a unit vector and is multiplied by a scalar, the result is a vector.

    • General form: A=AA^\vec{A} = |\vec{A}|\hat{A}.

    • Unit vector calculation: A^=AA\hat{A} = \frac{\vec{A}}{|\vec{A}|}.

  • Orthogonal Unit Vectors:

    • Unit vectors along the xx, yy, and zz axes of a rectangular coordinate system are denoted by i^\hat{i}, j^\hat{j}, and k^\hat{k}.

    • i^=j^=k^=1|\hat{i}| = |\hat{j}| = |\hat{k}| = 1.

  • Resolution of a Vector:

    • A vector A\vec{A} can be resolved into component vectors lying along unit vectors i^\hat{i} and j^\hat{j}.

Analytical Method: Vector Addition

  • Magnitude of Resultant:

    • Consider vectors A\vec{A} and B\vec{B} in the xx-yy plane with an angle θ\theta between them.

    • Using geometry from a figure where OSOS is the resultant, OP=AOP = A, and PS=BPS = B:

    • OS2=ON2+SN2OS^2 = ON^2 + SN^2

    • ON=OP+PN=A+Bcos(θ)ON = OP + PN = A + B \cos(\theta)

    • SN=Bsin(θ)SN = B \sin(\theta)

    • R2=(A+Bcos(θ))2+(Bsin(θ))2R^2 = (A + B \cos(\theta))^2 + (B \sin(\theta))^2

    • R2=A2+2ABcos(θ)+B2cos2(θ)+B2sin2(θ)R^2 = A^2 + 2AB \cos(\theta) + B^2 \cos^2(\theta) + B^2 \sin^2(\theta)

    • R=A2+B2+2ABcos(θ)R = \sqrt{A^2 + B^2 + 2AB \cos(\theta)}

  • Direction of Resultant:

    • The direction α\alpha of the resultant relative to vector A\vec{A} is given by:

    • tan(α)=SNON=Bsin(θ)A+Bcos(θ)\tan(\alpha) = \frac{SN}{ON} = \frac{B \sin(\theta)}{A + B \cos(\theta)}

  • Example: Motorboat Velocity:

    • Motorboat speed: 25km/h25\,km/h North.

    • Water current: 10km/h10\,km/h at 6060^{\circ} East of South.

    • Goal: Find resultant velocity.

Motion in a Plane: Kinematics

  • Position Vector:

    • At time tt: r=xi^+yj^\vec{r} = x\hat{i} + y\hat{j}.

    • At time tt': r=xi^+yj^\vec{r}' = x'\hat{i} + y'\hat{j}.

  • Displacement Vector:

    • Δr=rr=(xx)i^+(yy)j^\Delta \vec{r} = \vec{r}' - \vec{r} = (x' - x)\hat{i} + (y' - y)\hat{j}.

    • Δr=Δxi^+Δyj^\Delta \vec{r} = \Delta x\hat{i} + \Delta y\hat{j}.

  • Velocity Vector:

    • Average velocity: v=ΔrΔt=ΔxΔti^+ΔyΔtj^=vxi^+vyj^\vec{v} = \frac{\Delta \vec{r}}{\Delta t} = \frac{\Delta x}{\Delta t}\hat{i} + \frac{\Delta y}{\Delta t}\hat{j} = v_x\hat{i} + v_y\hat{j}.

    • Instantaneous velocity: v=drdt=vxi^+vyj^\vec{v} = \frac{d\vec{r}}{dt} = v_x\hat{i} + v_y\hat{j}.

  • Acceleration Vector:

    • a=axi^+ayj^\vec{a} = a_x\hat{i} + a_y\hat{j}.

    • Instantaneous acceleration: a=dvdt\vec{a} = \frac{d\vec{v}}{dt}.

Projectile Motion

  • Definitions:

    • Projectile: An object in flight after being thrown or projected.

    • Trajectory: The path of a projectile, which is a parabola.

  • Velocity Components:

    • Initial velocity uu at angle θ\theta:

    • Horizontal: ux=ucos(θ)u_x = u \cos(\theta).

    • Vertical: uy=usin(θ)u_y = u \sin(\theta).

  • Acceleration Components:

    • Horizontal: ax=0a_x = 0 (velocity ucos(θ)u \cos(\theta) remains constant).

    • Vertical: ay=ga_y = -g. At maximum height, the vertical component of velocity is zero.

  • Equation of Path:

    • x=ucos(θ)t    t=xucos(θ)x = u \cos(\theta)t \implies t = \frac{x}{u \cos(\theta)}.

    • y=usin(θ)t12gt2y = u \sin(\theta)t - \frac{1}{2}gt^2.

    • Substituting tt: y=tan(θ)xg2u2cos2(θ)x2y = \tan(\theta)x - \frac{g}{2u^2 \cos^2(\theta)}x^2.

    • This follows the form y=ax+bx2y = ax + bx^2, defining a parabola.

  • Time of Flight (TT):

    • Total time the projectile is in flight.

    • Using s=ut+12at2s = ut + \frac{1}{2}at^2 for vertical motion where displacement s=0s=0:

    • 0=usin(θ)T12gT20 = u \sin(\theta)T - \frac{1}{2}gT^2

    • T=2usin(θ)gT = \frac{2u \sin(\theta)}{g}.

  • Horizontal Range (RR):

    • Horizontal distance traveled during Time of Flight.

    • R=Horizontal component of velocity×Time of FlightR = \text{Horizontal component of velocity} \times \text{Time of Flight}.

    • R=ucos(θ)×2usin(θ)g=u2(2sin(θ)cos(θ))gR = u \cos(\theta) \times \frac{2u \sin(\theta)}{g} = \frac{u^2 (2 \sin(\theta) \cos(\theta))}{g}.

    • R=u2sin(2θ)gR = \frac{u^2 \sin(2\theta)}{g}.

    • Maximum Range (RmaxR_{max}): Occurs when sin(2θ)\sin(2\theta) is max (11), which happens at θ=45\theta = 45^{\circ}. Rmax=u2gR_{max} = \frac{u^2}{g}.

    • Range Symmetry: For a given velocity, the range is the same for angles θ\theta and 90θ90^{\circ} - \theta.

      • Proof: Range for (90θ)(90 - \theta) is u2sin(2(90θ))g=u2sin(1802θ)g=u2sin(2θ)g\frac{u^2 \sin(2(90 - \theta))}{g} = \frac{u^2 \sin(180 - 2\theta)}{g} = \frac{u^2 \sin(2\theta)}{g}.

  • Maximum Height (HH):

    • The highest point reached by the projectile.

    • Using v2u2=2asv^2 - u^2 = 2as for vertical motion ( v=0v=0 ranges to max height):

    • 0u2sin2(θ)=2gH0 - u^2 \sin^2(\theta) = -2gH

    • H=u2sin2(θ)2gH = \frac{u^2 \sin^2(\theta)}{2g}.

  • Example: Cricket Ball:

    • u=28m/su = 28\,m/s at 3030^{\circ} above horizontal.

    • (a) Max height: H=282sin2(30)2×9.8=10mH = \frac{28^2 \sin^2(30)}{2 \times 9.8} = 10\,m.

    • (b) Time to return: T=2×28sin(30)9.8=2.9sT = \frac{2 \times 28 \sin(30)}{9.8} = 2.9\,s.

    • (c) Distance (Range): R=282sin(60)9.8=69mR = \frac{28^2 \sin(60)}{9.8} = 69\,m.

Uniform Circular Motion

  • Definition: Motion of an object following a circular path at a constant speed.

    • "Uniform" refers specifically to the constant speed.

  • Period (TT): The time taken for one full revolution.

  • Frequency (ν\nu): Number of revolutions per second.

    • ν=1T\nu = \frac{1}{T}.

    • Unit: hertz (HzHz).

  • Angular Velocity (ω\omega):

    • Rate of change of angular displacement.

    • ω=ΔθΔt\omega = \frac{\Delta \theta}{\Delta t}. In the limit: ω=dθdt\omega = \frac{d\theta}{dt}.

    • ω=2πT=2πν\omega = \frac{2\pi}{T} = 2\pi\nu.

    • Unit: rad/srad/s.

  • Relation between v and ω\omega:

    • Angle=arcradius    Δθ=Δrr\text{Angle} = \frac{\text{arc}}{\text{radius}} \implies \Delta \theta = \frac{\Delta r}{r}.

    • Δr=rΔθ    ΔrΔt=rΔθΔt\Delta r = r \Delta \theta \implies \frac{\Delta r}{\Delta t} = r \frac{\Delta \theta}{\Delta t}.

    • v=rωv = r\omega.

  • Angular Acceleration (α\alpha):

    • Rate of change of angular velocity.

    • α=dωdt=d2θdt2\alpha = \frac{d\omega}{dt} = \frac{d^2\theta}{dt^2}.

  • Centripetal Acceleration (aca_c):

    • Acceleration directed toward the center of the circle along the radius.

    • Comparison of triangles shows: Δvv=Δrr    Δv=vΔrr\frac{\Delta v}{v} = \frac{\Delta r}{r} \implies \Delta v = \frac{v \Delta r}{r}.

    • Dividing by Δt\Delta t: a=v2ra = \frac{v^2}{r}.

    • Formulae for acceleration:

      • ac=v2Ra_c = \frac{v^2}{R}

      • ac=ω2Ra_c = \omega^2 R (using v=Rωv = R\omega)

      • ac=vωa_c = v\omega

  • Example: Insect in a Groove:

    • Radius r=12cm=0.12mr = 12\,cm = 0.12\,m. 7 revolutions in 100s100\,s.

    • Period T=1007sT = \frac{100}{7}\,s.

    • (a) Angular speed (ω\omega): ω=2π×7100=0.44rad/s\omega = \frac{2\pi \times 7}{100} = 0.44\,rad/s.

    • Linear speed (vv): v=ωR=0.44×0.12=5.3×102m/sv = \omega R = 0.44 \times 0.12 = 5.3 \times 10^{-2}\,m/s.

    • (b) Acceleration: a=ω2R=(0.44)2×0.12=2.3×102m/s2a = \omega^2 R = (0.44)^2 \times 0.12 = 2.3 \times 10^{-2}\,m/s^2.

    • Is acceleration constant? No, because while the magnitude remains constant, the direction changes continuously (always pointing toward the center).