Comprehensive Study Guide: Motion in a Plane
Introduction to Motion in Two Dimensions
- Motion in one dimension requires only a straight line, where directional aspects are fully specified using positive () and negative () signs.
- Motion in two dimensions (in a plane) or three dimensions (in space) requires a formal mathematical language to express directional physical quantities, which is provided by vector algebra.
- Vectors are used to define kinematic quantities such as position, displacement, velocity, and acceleration in two and three dimensions.
- Key special applications of two-dimensional kinematics include:
- Motion with constant acceleration.
- Projectile motion.
- Uniform circular motion.
- The kinematic equations formulated for two-dimensional motion can be readily extended to three dimensions.
Scalars and Vectors
Physical quantities in physics are broadly classified into two categories: scalars and vectors.
Scalar Quantities:
- A scalar quantity is a physical quantity that possesses magnitude only and has no direction associated with it.
- It is completely specified by a single real number along with an appropriate unit of measurement.
- Examples of scalar quantities include:
- Distance between two points.
- Mass of an object.
- Temperature of a body.
- Time of an event.
- Volume and density of a substance.
- Number of moles.
- Angular frequency.
- Algebraic Rules for Scalars:
- Scalars obey the ordinary rules of algebra for addition, subtraction, multiplication, and division.
- Addition and subtraction of scalar quantities are meaningful only if the quantities have identical units.
- Multiplication and division can be performed between scalars possessing different units.
- Examples of Scalar Calculations:
- For a rectangle of length and breadth , the perimeter is the scalar sum .
- If maximum and minimum daily temperatures are and , the temperature difference is .
- A solid aluminium cube of side () with mass has a volume of (a scalar) and a mass density of (a scalar).
Vector Quantities:
- A vector quantity is a physical quantity that possesses both a magnitude and a direction, and strictly obeys the vector addition laws (the triangle law or the parallelogram law).
- Examples of vector quantities include displacement, velocity, acceleration, force, linear momentum, angular momentum, and electric field.
- Vector Representation and Notation:
- In printed text, vectors are represented by boldface letters (e.g., , , ).
- In handwritten form, vectors are depicted with an arrow placed above the letter symbol (e.g., , , ).
- The magnitude (or absolute value) of a vector is denoted by or simply by the lightface character . Magnitude is always a non-negative scalar quantity.
Position and Displacement Vectors

To specify the position of an object in a plane, a convenient reference point is selected as the origin .
Position Vector:
- If an object is located at point at time , the straight line directed from to forms the position vector .
- The length of the arrow representing corresponds to the magnitude of the vector, and the arrowhead points in the direction of relative to .
- If the object moves to point at time , its new position vector is .
Displacement Vector:
- The vector directed from initial position (tail) to final position (head) is defined as the displacement vector .
- The displacement vector is independent of the actual path traversed by the object between and . Whether an object travels along path , , or , the displacement vector between initial position and final position remains identically .
- The magnitude of the displacement vector is always less than or equal to the total path length traversed between two points.
Equality and Classification of Vectors
Equal Vectors:
- Two vectors and are defined as equal () if and only if they possess identical magnitudes () and identical directions.
- If vector is shifted parallel to itself until its tail coincides with the tail of , their heads will also coincide completely.
- Two vectors having equal length but different directions are not equal ().
Free Vectors vs. Localized Vectors:
- Free Vectors: Vectors that have no fixed location in space. Translating a free vector parallel to itself leaves the vector completely unchanged.
- Localized Vectors: Vectors whose physical effects depend on their specific point of application or line of action.
Multiplication of Vectors by Real Numbers
- Multiplication by a Positive Scalar ():
- Multiplying vector by a positive real number produces a vector whose magnitude is scaled by :
The direction of remains identical to that of . For instance, $2\mathbf{A}\mathbf{A} with twice its length.\n\n- **Multiplication by a Negative Scalar (-\lambda < 0):**\n - Multiplying vector \mathbf{A}-\lambda\lambda |\mathbf{A}|180^\circ\mathbf{A}.\n - Examples include -\mathbf{A}-1.5\mathbf{A}1.5 times the magnitude, opposite direction).\n\n- **Physical Dimensions of Scaled Vectors:**\n - If the multiplier \lambda\lambda \mathbf{A}\lambda\mathbf{A}.\n - For example, multiplying a constant velocity vector \mathbf{v}\text{L}\text{T}^{-1}t\text{T}\mathbf{r}\text{L}).\n\n# Graphical Addition and Subtraction of Vectors\n\n- **Triangle Method (Head-to-Tail Method):**\n - To sum two vectors \mathbf{A}\mathbf{B} graphically:\n 1. Draw vector \mathbf{A} to scale.\n 2. Place the tail of vector \mathbf{B}\mathbf{A}.\n 3. Join the tail of \mathbf{A}\mathbf{B}\mathbf{R} = \mathbf{A} + \mathbf{B}.\n - **Commutative Law:** Vector addition is commutative:\n\n\mathbf{A} + \mathbf{B} = \mathbf{B} + \mathbf{A}\n\n - **Associative Law:** Vector addition obeys the associative property:\n\n(\mathbf{A} + \mathbf{B}) + \mathbf{C} = \mathbf{A} + (\mathbf{B} + \mathbf{C})\n\n- **Null Vector (Zero Vector):**\n - The sum of two equal and opposite vectors \mathbf{A}-\mathbf{A}\mathbf{0}):\n\n\mathbf{A} - \mathbf{A} = \mathbf{0}\n\n|\mathbf{0}| = 0\n\n - Since the magnitude of \mathbf{0} is zero, its direction is arbitrary or undefined.\n - Multiplying any vector by the scalar number 0\lambda, results in a null vector:\n\n\mathbf{A} + \mathbf{0} = \mathbf{A}\n\n\lambda \mathbf{0} = \mathbf{0}\n\n0 \mathbf{A} = \mathbf{0}\n\n - **Physical Significance:** If an object moves from position \text{P}\text{P}'\text{P}, its initial and final positions coincide, making its net displacement vector a null vector.\n\n- **Vector Subtraction:**\n - Subtraction of vector \mathbf{B}\mathbf{A}-\mathbf{B}\mathbf{A}:\n\n\mathbf{A} - \mathbf{B} = \mathbf{A} + (-\mathbf{B})\n\n- **Parallelogram Method:**\n - To add two vectors \mathbf{A}\mathbf{B} using the parallelogram law:\n 1. Bring the tails of \mathbf{A}\mathbf{B}\text{O}.\n 2. Construct parallel lines passing through the head of each vector to complete a parallelogram.\n 3. The diagonal line drawn from the common origin \text{O}\mathbf{R} = \mathbf{A} + \mathbf{B}.\n - The parallelogram method is geometrically equivalent to the triangle method.\n\n# Resolution of Vectors and Unit Vectors\n\n- **Resolution in a Plane:**\n - Any vector \mathbf{A}\mathbf{a}\mathbf{b} in the same plane:\n\n\mathbf{A} = \lambda \mathbf{a} + \mu \mathbf{b}\n\n where \lambda\mu are real numbers.\n\n- **Unit Vectors:**\n - A unit vector is a vector having a magnitude of exactly 1, directed along a specific direction.\n - Unit vectors are dimensionless and carry no units; their sole function is to specify direction.\n - Unit vectors along the rectangular Cartesian coordinate axes xyz\hat{\mathbf{i}}\hat{\mathbf{j}}\hat{\mathbf{k}}, respectively:\n\n|\hat{\mathbf{i}}| = |\hat{\mathbf{j}}| = |\hat{\mathbf{k}}| = 1\n\n - Unit vectors \hat{\mathbf{i}}\hat{\mathbf{j}}\hat{\mathbf{k}} are mutually perpendicular (orthogonal).\n - Any vector \mathbf{A}|\mathbf{A}|\hat{\mathbf{n}}\mathbf{A}:\n\n\mathbf{A} = |\mathbf{A}|\hat{\mathbf{n}}\n\n- **2D Rectangular Components:**\n - A vector \mathbf{A}x-y\hat{\mathbf{i}}\hat{\mathbf{j}}:\n\n\mathbf{A} = A_x \hat{\mathbf{i}} + A_y \hat{\mathbf{j}}\n\n - A_xA_yxy\mathbf{A}A_x \hat{\mathbf{i}}A_y \hat{\mathbf{j}} are vector components.\n - Trigonometric relationships with the angle \theta\mathbf{A}x-axis:\n\nA_x = A \cos(\theta)\n\nA_y = A \sin(\theta)\n\n - Conversion from rectangular components A_x, A_yA\theta:\n\nA = \sqrt{A_x^2 + A_y^2}\n\n\tan(\theta) = \frac{A_y}{A_x} \implies \theta = \tan^{-1}\left(\frac{A_y}{A_x}\right)\n\n- **3D Rectangular Components:**\n - A vector \mathbf{A} in three dimensions is represented as:\n\n\mathbf{A} = A_x \hat{\mathbf{i}} + A_y \hat{\mathbf{j}} + A_z \hat{\mathbf{k}}\n\n - If \alpha\beta\gamma\mathbf{A}xyz-axes, respectively:\n\nA_x = A \cos(\alpha)\n\nA_y = A \cos(\beta)\n\nA_z = A \cos(\gamma)\n\n - The magnitude of \mathbf{A} in 3D is:\n\nA = \sqrt{A_x^2 + A_y^2 + A_z^2}\n\n - A general position vector \mathbf{r} in 3D is expressed as:\n\n\mathbf{r} = x \hat{\mathbf{i}} + y \hat{\mathbf{j}} + z \hat{\mathbf{k}}\n\n# Analytical Method of Vector Addition\n\n- Adding vectors analytically via components is more precise and efficient than graphical methods.\n- **Addition in Two Dimensions:**\n - For two vectors \mathbf{A} = A_x \hat{\mathbf{i}} + A_y \hat{\mathbf{j}}\mathbf{B} = B_x \hat{\mathbf{i}} + B_y \hat{\mathbf{j}}\mathbf{R} = \mathbf{A} + \mathbf{B} is:\n\n\mathbf{R} = (A_x + B_x)\hat{\mathbf{i}} + (A_y + B_y)\hat{\mathbf{j}}\n\nR_x = A_x + B_x\n\nR_y = A_y + B_y\n\n- **Addition in Three Dimensions:**\n - For \mathbf{A} = A_x \hat{\mathbf{i}} + A_y \hat{\mathbf{j}} + A_z \hat{\mathbf{k}}\mathbf{B} = B_x \hat{\mathbf{i}} + B_y \hat{\mathbf{j}} + B_z \hat{\mathbf{k}}\mathbf{R} are:\n\nR_x = A_x + B_x\n\nR_y = A_y + B_y\n\nR_z = A_z + B_z\n\n- **Multiple Vector Combinations:**\n - For vectors \mathbf{a}, \mathbf{b}, \mathbf{c}\mathbf{T} = \mathbf{a} + \mathbf{b} - \mathbf{c} has scalar components:\n\nT_x = a_x + b_x - c_x\n\nT_y = a_y + b_y - c_y\n\nT_z = a_z + b_z - c_z\n\n- **Law of Cosines and Law of Sines:**\n - For two vectors \mathbf{A}\mathbf{B}\theta:\n - **Law of Cosines (Resultant Magnitude):**\n\nR = \sqrt{A^2 + B^2 + 2AB \cos(\theta)}\n\n - **Law of Sines:**\n\n\frac{R}{\sin(\theta)} = \frac{A}{\sin(\beta)} = \frac{B}{\sin(\alpha)}\n\n - **Direction Angle \alpha\mathbf{A}:**\n\n\tan(\alpha) = \frac{B \sin(\theta)}{A + B \cos(\theta)}\n\n\sin(\alpha) = \frac{B}{R}\sin(\theta)\n\n# Motion in a Plane: Kinematic Vectors\n\n- **Position Vector and Displacement:**\n - The position vector \mathbf{r}\text{P}x-y plane is:\n\n\mathbf{r} = x \hat{\mathbf{i}} + y \hat{\mathbf{j}}\n\n - If the particle moves from \text{P}t\text{P}'t'\Delta \mathbf{r} is:\n\n\Delta \mathbf{r} = \mathbf{r}' - \mathbf{r} = (x' - x)\hat{\mathbf{i}} + (y' - y)\hat{\mathbf{j}} = \Delta x \hat{\mathbf{i}} + \Delta y \hat{\mathbf{j}}\n\n- **Average and Instantaneous Velocity:**\n - **Average Velocity (\bar{\mathbf{v}}\Delta \mathbf{r}\Delta t:\n\n\bar{\mathbf{v}} = \frac{\Delta \mathbf{r}}{\Delta t} = \frac{\Delta x}{\Delta t}\hat{\mathbf{i}} + \frac{\Delta y}{\Delta t}\hat{\mathbf{j}} = \bar{v}x \hat{\mathbf{i}} + \bar{v}_y \hat{\mathbf{j}}\n\n - The direction of \bar{\mathbf{v}}\Delta \mathbf{r}.\n - **Instantaneous Velocity (\mathbf{v}\Delta t \to 0:\n\n\mathbf{v} = \lim{\Delta t \to 0} \frac{\Delta \mathbf{r}}{\Delta t} = \frac{\mathrm{d}\mathbf{r}}{\mathrm{d}t}\n\n\mathbf{v} = \left(\lim_{\Delta t \to 0}\frac{\Delta x}{\Delta t}\right)\hat{\mathbf{i}} + \left(\lim_{\Delta t \to 0}\frac{\Delta y}{\Delta t}\right)\hat{\mathbf{j}} = \frac{\mathrm{d}x}{\mathrm{d}t}\hat{\mathbf{i}} + \frac{\mathrm{d}y}{\mathrm{d}t}\hat{\mathbf{j}} = v_x \hat{\mathbf{i}} + v_y \hat{\mathbf{j}}\n\n - **Direction of Velocity:** As \Delta t \to 0\Delta \mathbf{r} aligns with the tangent to the path. Therefore, instantaneous velocity at any point along a path is directed tangentially to the trajectory at that point.\n - **Magnitude and Direction:**\n\nv = \sqrt{v_x^2 + v_y^2}\n\n\tan(\theta) = \frac{v_y}{v_x} \implies \theta = \tan^{-1}\left(\frac{v_y}{v_x}\right)\n\nv_x = v \cos(\theta)\n\nv_y = v \sin(\theta)\n\n- **Average and Instantaneous Acceleration:**\n - **Average Acceleration (\bar{\mathbf{a}}\Delta \mathbf{v}\Delta t:\n\n\bar{\mathbf{a}} = \frac{\Delta \mathbf{v}}{\Delta t} = \frac{\Delta v_x}{\Delta t}\hat{\mathbf{i}} + \frac{\Delta v_y}{\Delta t}\hat{\mathbf{j}} = a_x \hat{\mathbf{i}} + a_y \hat{\mathbf{j}}\n\n - **Instantaneous Acceleration (\mathbf{a}\Delta t \to 0:\n\n\mathbf{a} = \lim_{\Delta t \to 0} \frac{\Delta \mathbf{v}}{\Delta t} = \frac{\mathrm{d}\mathbf{v}}{\mathrm{d}t} = a_x \hat{\mathbf{i}} + a_y \hat{\mathbf{j}}\n\n - Component derivative formulas:\n\na_x = \frac{\mathrm{d}v_x}{\mathrm{d}t} = \frac{\mathrm{d}^2 x}{\mathrm{d}t^2}\n\na_y = \frac{\mathrm{d}v_y}{\mathrm{d}t} = \frac{\mathrm{d}^2 y}{\mathrm{d}t^2}\n\n - In 1D motion, velocity and acceleration vectors are strictly collinear (0^\circ180^\circ0^\circ180^\circ.\n\n# Motion in a Plane with Constant Acceleration\n\n- If an object moves in the x-y\mathbf{a}\mathbf{a} over any time interval.\n- Let initial velocity at t = 0\mathbf{v}0t\mathbf{v}. Then:\n\n\mathbf{a} = \frac{\mathbf{v} - \mathbf{v}_0}{t} \implies \mathbf{v} = \mathbf{v}_0 + \mathbf{a}t\n\n - Component equations:\n\nv_x = v{0x} + a_x t\n\nv_y = v_{0y} + a_y t\n\n- **Position Equations:**\n - Average velocity over interval t\frac{\mathbf{v}0 + \mathbf{v}}{2}\mathbf{r} - \mathbf{r}_0 is:\n\n\mathbf{r} - \mathbf{r}_0 = \left(\frac{\mathbf{v}_0 + \mathbf{v}}{2}\right)t = \left(\frac{\mathbf{v}_0 + \mathbf{v}_0 + \mathbf{a}t}{2}\right)t = \mathbf{v}_0 t + \frac{1}{2}\mathbf{a}t^2\n\n\mathbf{r} = \mathbf{r}_0 + \mathbf{v}_0 t + \frac{1}{2}\mathbf{a}t^2\n\n - Component equations:\n\nx = x_0 + v{0x}t + \frac{1}{2}a_x t^2\n\ny = y_0 + v_{0y}t + \frac{1}{2}a_y t^2\n\n- **Independence of Perpendicular Motions:** Two-dimensional motion under constant acceleration can be decoupled and analyzed as two independent, simultaneous one-dimensional motions along orthogonal directions.\n\n# Projectile Motion\n\n- **Definition:** A projectile is any object in flight after being launched or thrown into space (e.g., a thrown cricket ball, baseball, or kicked football).\n- **Galileo's Principle of Independence:** In 1632 (*Dialogue on the Great World Systems*), Galileo Galilei stated that projectile motion consists of two independent, simultaneous motion components:\n 1. Horizontal component at constant velocity (zero acceleration).\n 2. Vertical component at constant acceleration due to gravity.\n- **Assumptions:** Air resistance effects are negligible.\n\n- **Kinematic Equations of Projectile Motion:**\n - A projectile is launched from origin \mathbf{r}0 = (0,0)t = 0v_0\theta_0x-axis.\n - Acceleration components:\n\na_x = 0\n\na_y = -g\n\n - Initial velocity components:\n\nv{0x} = v_0 \cos(\theta_0)\n\nv_{0y} = v_0 \sin(\theta_0)\n\n - Velocity components at time t:\n\nv_x = v_{0x} = v_0 \cos(\theta_0) \quad \text{(constant throughout flight)}\n\nv_y = v_0 \sin(\theta_0) - gt\n\n - Position coordinates at time t:\n\nx = (v_0 \cos(\theta_0)) t\n\ny = (v_0 \sin(\theta_0)) t - \frac{1}{2}gt^2\n\n- **Equation of the Path (Trajectory):**\n - Substituting t = \frac{x}{v_0 \cos(\theta_0)}y-position equation:\n\ny = \tan(\theta_0)x - \left(\frac{g}{2 v_0^2 \cos^2(\theta_0)}\right)x^2\n\n - This equation is of the form y = ax + bx^2a = \tan(\theta_0)b = -\frac{g}{2 v_0^2 \cos^2(\theta_0)} are constants), which defines a **parabola**. Thus, the trajectory of a projectile is parabolic.\n\n- **Key Parameters of Projectile Motion:**\n - **Time of Maximum Height (t_m):**\n - At peak height h_mv_y = 0:\n\nv_y = v_0 \sin(\theta_0) - g t_m = 0 \implies t_m = \frac{v_0 \sin(\theta_0)}{g}\n\n - **Time of Flight (T_f):**\n - Total duration in air until the projectile lands (y = 0):\n\nT_f = \frac{2 v_0 \sin(\theta_0)}{g} = 2 t_m\n\n - **Maximum Height (h_m):**\n - Substituting t = t_my(t):\n\nh_m = v_0 \sin(\theta_0)\left(\frac{v_0 \sin(\theta_0)}{g}\right) - \frac{1}{2}g\left(\frac{v_0 \sin(\theta_0)}{g}\right)^2\n\nh_m = \frac{(v_0 \sin(\theta_0))^2}{2g}\n\n - **Horizontal Range (R):**\n - Total horizontal distance covered during time of flight T_f:\n\nR = v_x T_f = (v_0 \cos(\theta_0)) \left(\frac{2 v_0 \sin(\theta_0)}{g}\right) = \frac{v_0^2 (2 \sin(\theta_0) \cos(\theta_0))}{g}\n\nR = \frac{v_0^2 \sin(2\theta_0)}{g}\n\n - **Maximum Horizontal Range (R_m):**\n - Range R\sin(2\theta_0) = 1\theta_0 = 45^\circ:\n\nR_m = \frac{v_0^2}{g}\n\n# Uniform Circular Motion\n\n- **Definition:** When an object moves along a circular path of radius Rv, its motion is called uniform circular motion.\n- **Centripetal Acceleration (\mathbf{a}c):**\n - Although speed v\mathbf{v} changes continuously in direction. Thus, an object in uniform circular motion is constantly accelerating.\n - Direction: Directed radially inward toward the center of the circular trajectory ("center-seeking"). First thoroughly published in 1673 by Christiaan Huygens.\n - Because its direction changes continuously as the object moves, centripetal acceleration is **not** a constant vector, even though its magnitude is constant.\n - Derivation via similar triangles:\n - Position vector triangle \Delta \mathbf{r}\Delta \mathbf{v} are similar:\n\n\frac{|\Delta \mathbf{v}|}{v} = \frac{|\Delta \mathbf{r}|}{R} \implies |\Delta \mathbf{v}| = \frac{v}{R}|\Delta \mathbf{r}|\n\n - Dividing by \Delta t\Delta t \to 0:\n\na_c = \lim{\Delta t \to 0}\frac{|\Delta \mathbf{v}|}{\Delta t} = \frac{v}{R} \left(\lim_{\Delta t \to 0}\frac{|\Delta \mathbf{r}|}{\Delta t}\right) = \frac{v}{R}(v)\n\na_c = \frac{v^2}{R}\n\n- **Angular Speed (\omega):**\n - Rate of change of angular displacement \Delta \theta with time:\n\n\omega = \frac{\Delta \theta}{\Delta t}\n\n - Relation between linear arc distance \Delta s = R \Delta \thetav:\n\nv = \frac{\Delta s}{\Delta t} = R \frac{\Delta \theta}{\Delta t} = R \omega\n\n - Centripetal acceleration in terms of \omega:\n\na_c = \frac{(R \omega)^2}{R} = \omega^2 R\n\n- **Period (T u):**\n - Time period T u = \frac{1}{T} is the number of revolutions per unit time.\n - Linear speed v2\pi RT:\n\nv = \frac{2\pi R}{T} = 2\pi R u\n\n\omega = \frac{2\pi}{T} = 2\pi u\n\n - Centripetal acceleration in terms of u:\n\na_c = 4 \pi^2 u^2 R\n\n# Fully Transcribed Step-by-Step Examples\n\n- **Example 3.1:**\n - *Problem:* Rain falls vertically with speed 35\,m\,s^{-1}12\,m\,s^{-1}. Find the direction to hold an umbrella.\n - *Solution:* Rain velocity \mathbf{v}_r = 35\,m\,s^{-1}\mathbf{v}_w = 12\,m\,s^{-1} westward.\n - Resultant velocity magnitude:\n\nR = \sqrt{v_r^2 + v_w^2} = \sqrt{35^2 + 12^2} = \sqrt{1225 + 144} = \sqrt{1369} = 37\,m\,s^{-1}\n\n - Angle \theta with vertical:\n\n\tan(\theta) = \frac{v_w}{v_r} = \frac{12}{35} \approx 0.343\n\n\theta = \tan^{-1}(0.343) \approx 19^\circ\n\n - The boy should hold the umbrella at an angle of about 19^\circ with the vertical towards the east.\n\n- **Example 3.2:**\n - *Problem:* Find the magnitude and direction of the resultant of two vectors \mathbf{A}\mathbf{B}\theta between them.\n - *Solution:* Geometry of parallelogram \text{OS}\mathbf{OS} = \mathbf{R} = \mathbf{A} + \mathbf{B}\text{SN}\text{OP}.\n - \text{ON} = \text{OP} + \text{PN} = A + B \cos(\theta)\n - \text{SN} = B \sin(\theta)\n - \text{OS}^2 = \text{ON}^2 + \text{SN}^2 = (A + B \cos(\theta))^2 + (B \sin(\theta))^2\n - R^2 = A^2 + 2AB \cos(\theta) + B^2 \cos^2(\theta) + B^2 \sin^2(\theta) = A^2 + B^2 + 2AB \cos(\theta)\n\nR = \sqrt{A^2 + B^2 + 2AB \cos(\theta)} \quad \text{(Law of Cosines)}\n\n - Direction angle \alpha\mathbf{A}:\n\n\tan(\alpha) = \frac{\text{SN}}{\text{ON}} = \frac{B \sin(\theta)}{A + B \cos(\theta)}\n\n - Law of sines derivation:\n\n\frac{R}{\sin(\theta)} = \frac{A}{\sin(\beta)} = \frac{B}{\sin(\alpha)}\n\n- **Example 3.3:**\n - *Problem:* Motorboat speed 25\,km/h10\,km/h60^\circ east of south. Find resultant boat velocity.\n - *Solution:* Boat velocity \mathbf{v}_b = 25\,km/h\mathbf{v}_c = 10\,km/h60^\circ\mathbf{v}_b\mathbf{v}_c\theta = 180^\circ - 60^\circ = 120^\circ.\n - Magnitude of resultant R:\n\nR = \sqrt{v_b^2 + v_c^2 + 2v_b v_c \cos(120^\circ)} = \sqrt{25^2 + 10^2 + 2(25)(10)(-0.5)}\n\nR = \sqrt{625 + 100 - 250} = \sqrt{475} \approx 21.8\,km/h \approx 22\,km/h\n\n - Angle \phi with north using Law of Sines:\n\n\frac{R}{\sin(120^\circ)} = \frac{v_c}{\sin(\phi)} \implies \sin(\phi) = \frac{v_c \sin(120^\circ)}{R} = \frac{10 \times 0.866}{21.8} \approx 0.397\n\n\phi = \sin^{-1}(0.397) \approx 23.4^\circ \quad \text{east of north}\n\n- **Example 3.4:**\n - *Problem:* Position \mathbf{r} = 3.0t \hat{\mathbf{i}} + 2.0t^2 \hat{\mathbf{j}} + 5.0 \hat{\mathbf{k}}.\n - (a) Find \mathbf{v}(t)\mathbf{a}(t).\n - (b) Find magnitude and direction of \mathbf{v}(t)t = 1.0\,s$.
Solution:
(a)
- (along positive -direction).
(b) At , .
- Speed .
- Direction with positive -axis.
Example 3.5:
Problem: Particle starts from origin at with , constant acceleration .\n - (a) What is y$-coordinate when $x = 84\,m$?\n - (b) What is particle speed at this time?\n - *Solution:*\n - Position \mathbf{r}(t) = \mathbf{v}_0 t + \frac{1}{2}\mathbf{a}t^2 = (5.0t + 1.5t^2)\hat{\mathbf{i}} + (1.0t^2)\hat{\mathbf{j}}.\n - (a) Set x(t) = 84\,m:\n\n1.5t^2 + 5.0t - 84 = 0 \implies t = 6\,s\n\n - y(6) = 1.0(6)^2 = 36.0\,m.\n - (b) Velocity \mathbf{v}(t) = (5.0 + 3.0t)\hat{\mathbf{i}} + (2.0t)\hat{\mathbf{j}}$.
At , .
Speed .
- Example 3.6:
Problem: Prove Galileo's statement that ranges are equal for elevation angles exceeding or falling short of by equal amounts \alpha$.\n - *Solution:* Launch angles \theta_1 = 45^\circ + \alpha\theta_2 = 45^\circ - \alpha$.
- Double angles: and 2\theta_2 = 90^\circ - 2\alpha$.\n - Sine values: \sin(90^\circ + 2\alpha) = \cos(2\alpha)\sin(90^\circ - 2\alpha) = \cos(2\alpha).\n - Since \sin(2\theta_1) = \sin(2\theta_2)R = \frac{v_0^2 \sin(2\theta_0)}{g} are equal.\n\n- **Example 3.7:**\n - *Problem:* Cliff height 490\,m15\,m\,s^{-1}g = 9.8\,m\,s^{-2}. Find time to reach ground and impact speed.\n - *Solution:* Origin at cliff edge, y-axis positive upward.\n - Vertical position y(t) = -\frac{1}{2}gt^2.\n - At ground, y = -490\,m:\n\n-490 = -\frac{1}{2}(9.8)t^2 \implies t^2 = 100 \implies t = 10\,s\n\n - Velocity components at impact:\n - v_x = v_{0x} = 15\,m\,s^{-1}\n - v_y = -gt = -9.8 \times 10 = -98\,m\,s^{-1}\n - Impact speed:\n\nv = \sqrt{v_x^2 + v_y^2} = \sqrt{15^2 + (-98)^2} = \sqrt{225 + 9604} = \sqrt{9829} \approx 99\,m\,s^{-1}\n\n- **Example 3.8:**\n - *Problem:* Cricket ball thrown at 28\,m\,s^{-1}30^\circg = 9.8\,m\,s^{-2}).\n - *Solution:*\n - (a) Max height:\n\nh_m = \frac{(v_0 \sin(\theta_0))^2}{2g} = \frac{(28 \sin(30^\circ))^2}{2(9.8)} = \frac{14^2}{19.6} = \frac{196}{19.6} = 10.0\,m\n\n - (b) Time of flight:\n\nT_f = \frac{2 v_0 \sin(\theta_0)}{g} = \frac{2(28)\sin(30^\circ)}{9.8} = \frac{28}{9.8} \approx 2.9\,s\n\n - (c) Range:\n\nR = \frac{v_0^2 \sin(2\theta_0)}{g} = \frac{28^2 \sin(60^\circ)}{9.8} = \frac{784 \times 0.866}{9.8} \approx 69\,m\n\n- **Example 3.9:**\n - *Problem:* Insect in circular groove radius 12\,cm7100\,s$.
- (a) Find angular speed and linear speed v$.\n - (b) Is acceleration vector constant? Find its magnitude.\n - *Solution:*\n - (a) Angular speed \omega:\n\n\omega = \frac{2\pi u}{1} = \frac{2\pi \times 7}{100} \approx 0.44\,\text{rad/s}\n\n - Linear speed v:\n\nv = \omega R = 0.44\,\text{s}^{-1} \times 12\,cm = 5.3\,cm\,s^{-1}\n\n - (b) Acceleration vector points toward center; its direction changes continuously, so it is **not** a constant vector.\n - Acceleration magnitude:\n\na_c = \omega^2 R = (0.44)^2 \times 12 \approx 2.3\,cm\,s^{-2}\n\n# Points to Ponder\n\n- Path length traversed by an object between two points is in general not equal to the magnitude of displacement. They are equal only if motion occurs along a straight line without changing direction.\n- Average speed is always greater than or equal to the magnitude of average velocity over any given time interval.\n- Vector kinematic equations are independent of coordinate axis choices; resolving into components is merely a convenient analytical tool.\n- Kinematic equations for uniform acceleration cannot be applied to uniform circular motion because the direction of acceleration changes continuously.\n- An object subjected to two velocities \mathbf{v}1\mathbf{v}_2\mathbf{v} = \mathbf{v}_1 + \mathbf{v}_2\mathbf{v}{12} = \mathbf{v}_1 - \mathbf{v}_2.\n- Acceleration in circular motion points strictly to the center only if speed v$$ is constant. If speed varies, there is also a tangential acceleration component.
- Trajectory shape is determined jointly by acceleration and initial conditions (initial position and velocity). Under gravity, motion can be a vertical straight line or a parabola depending on initial velocity direction.