Physics Notes - Laws of Motion, Work, Energy, and Power

Laws of Motion

Inertia

  • Inertia is the property of an object that resists changes in its state of rest or uniform motion in a straight line.
  • It is a measure of mass; greater mass implies greater inertia.
  • Types of inertia:
    • Inertia of Rest: Passengers fall backward when a bus starts suddenly.
    • Inertia of Motion: Passengers jerk forward when a moving bus stops suddenly.
    • Inertia of Direction: Using an umbrella to protect from rain due to raindrops resisting change in direction.

Force

  • Force is a push or pull that changes or tries to change the state of rest, motion, size, or shape of a body.
  • SI unit: Newton (N).
  • Dimensional formula: [MLT2][MLT^{-2}]
  • Types of forces:
    • Contact Forces: Frictional force, tensional force, spring force, normal force.
    • Action at a Distance Forces: Electrostatic force, gravitational force, magnetic force.

Impulsive Force

  • A force acting for a short time, producing a large change in momentum.

Linear Momentum

  • The total amount of motion in a body.
  • Linear momentum p=mup = mu, where mm is mass and uu is velocity.
  • SI unit: kg-m/s.
  • Dimensional formula: [MLT1][MLT^{-1}]
  • It is a vector quantity, with direction matching the velocity.

Impulse

  • Impulse is the product of impulsive force and time.
  • Impulse = Force * Time = Change in momentum
  • SI unit: Newton-second (N-s) or kg-m/s.
  • Dimension: [MLT1][MLT^{-1}]
  • It is a vector quantity, with direction matching the force.

Newton’s Laws of Motion

1. Newton’s First Law of Motion
  • A body remains in its state of rest or uniform motion unless acted upon by an external force.
  • Also known as the law of inertia.
  • Examples:
    • Dust particles separate from a carpet when beaten with a stick.
    • Passengers bend outward when a moving vehicle stops suddenly.
2. Newton’s Second Law of Motion
  • The rate of change of linear momentum is proportional to the applied force.
  • Change in momentum occurs in the direction of the applied force.
  • Mathematically, Fdp/dtF \propto dp/dt
  • F=kddt(mv)F = k \frac{d}{dt}(mv), where kk is a constant of proportionality (1 in SI and CGS).
  • F=mdvdt=maF = m \frac{dv}{dt} = ma
  • Examples:
    • It is easier for an adult to push a full shopping cart than for a baby.
    • It is easier to push an empty shopping cart than a full one.
3. Newton’s Third Law of Motion
  • For every action, there is an equal and opposite reaction, acting on different bodies.
  • Mathematically, F<em>12=F</em>21F<em>{12} = -F</em>{21}
  • Examples:
    • Swimming is possible because of the third law.
    • Jumping from a boat onto the bank of a river.
    • Jerk produced in a gun when a bullet is fired.
    • Pulling of a cart by a horse.
  • Note: Newton’s second law is the real law of motion because first and third laws can be derived from it.
  • Modern Version:
    • A body remains in its initial state unless acted on by an unbalanced external force.
    • Forces always occur in pairs; if A exerts a force on B, B exerts an equal and opposite force on A.

Law of Conservation of Linear Momentum

  • If no external force acts on a system, the total linear momentum remains conserved.
  • Linear momentum depends on the frame of reference, but the law of conservation of linear momentum does not.
  • Newton’s laws are valid only in inertial frames of reference.

Weight

  • It is the force with which a body is pulled towards the center of the Earth due to gravity.
  • Magnitude: w=mgw = mg, where mm is mass and gg is the acceleration due to gravity.
Apparent Weight in a Lift
  • (i) At rest or constant speed: R=mgR = mg (actual weight).
  • (ii) Accelerating upward: R1=m(g+a)R_1 = m(g + a) (apparent weight is more).
  • (iii) Accelerating downward: R2=m(ga)R_2 = m(g - a) (apparent weight is less).
  • (iv) Falling freely: R2=m(gg)=0R_2 = m(g - g) = 0 (apparent weight is zero).
  • (v) Accelerating downward with a > g: body lifts from the floor to the ceiling.

Rocket

  • An example of variable mass system following the law of conservation of momentum.
  • Thrust: F=udMdtF = -u \frac{dM}{dt}, where uu is the exhaust speed and dMdt\frac{dM}{dt} is the rate of fuel combustion.
  • Velocity: u=v<em>0+ulog</em>e(M<em>0M)u = v<em>0 + u \log</em>e(\frac{M<em>0}{M}), where v</em>0v</em>0 is the initial velocity, M0M_0 is the initial mass, and MM is the present mass.
  • With gravity: u=v<em>0+ulog</em>e(M0M)gtu = v<em>0 + u \log</em>e(\frac{M_0}{M}) - gt

Friction

  • A force opposing relative motion at the point of contact between objects.
  • Acts parallel to the contact surfaces.
  • Caused by intermolecular interactions between the molecules of the bodies in contact.
  • Types of Friction:
1. Static Friction
  • Opposing force that prevents motion when one body tends to move over another.
  • Self-adjusting force that increases with the applied force.
2. Limiting Friction
  • Maximum value of static friction just before the body starts moving.
  • f<em>s=μ</em>sRf<em>s = \mu</em>s R, where μs\mu_s is the coefficient of static friction and RR is the normal reaction.
  • Independent of the area of contact but depends on the nature (smoothness or roughness) of the surfaces.
  • If the angle of friction is θ\theta, then μs=tanθ\mu_s = \tan \theta
3. Kinetic Friction
  • Frictional force when the body begins to slide.
  • Constant value: f<em>k=μ</em>kNf<em>k = \mu</em>k N, where μk\mu_k is the coefficient of kinetic friction and NN is the normal force.
  • Types: sliding friction and rolling friction.
    • Rolling friction < sliding friction (easier to roll than slide).

Angle of Repose or Angle of Sliding

  • Minimum angle of inclination of a plane for a body to just begin sliding down.
  • If the angle of repose is α\alpha and the coefficient of limiting friction is μ<em>s\mu<em>s, then μ</em>s=tanα\mu</em>s = \tan \alpha

Motion on an Inclined Plane

  • Forces: normal reaction, friction.
  • Normal reaction: R=mgcosθR = mg \cos \theta
  • Net force downward: F=mgsinθfF = mg \sin \theta - f
  • Acceleration: a=g(sinθμcosθ)a = g(\sin \theta - \mu \cos \theta)
  • When the angle of inclination is less than the angle of repose α\alpha:
    • Minimum force to move the body up the plane: f1=mg(sinθ+μcosθ)f_1 = mg(\sin \theta + \mu \cos \theta)
    • Minimum force to push the body down the plane: f2=mg(μcosθsinθ)f_2 = mg(\mu \cos \theta - \sin \theta)

Tension

  • Tension force always pulls a body.
  • It is a reactive force, not an active force.
  • Tension is constant across a massless, frictionless pulley.
  • Rope becomes slack when tension becomes zero.

Motion of Bodies in Contact

(i) Two Bodies in Contact
  • Acceleration: a=Fm<em>1+m</em>2a = \frac{F}{m<em>1 + m</em>2}
  • Contact force on m<em>1m<em>1: m</em>1a=m<em>1Fm</em>1+m2m</em>1 a = \frac{m<em>1 F}{m</em>1 + m_2}
  • Contact force on m<em>2m<em>2: m</em>2a=m<em>2Fm</em>1+m2m</em>2 a = \frac{m<em>2 F}{m</em>1 + m_2}
(ii) Three Bodies in Contact
  • Acceleration: a=Fm<em>1+m</em>2+m3a = \frac{F}{m<em>1 + m</em>2 + m_3}
  • Contact force between m<em>1m<em>1 and m</em>2m</em>2: F<em>1=(m</em>2+m<em>3)Fm</em>1+m<em>2+m</em>3F<em>1 = \frac{(m</em>2 + m<em>3)F}{m</em>1 + m<em>2 + m</em>3}
  • Contact force between m<em>2m<em>2 and m</em>3m</em>3: F<em>2=m</em>3Fm<em>1+m</em>2+m3F<em>2 = \frac{m</em>3 F}{m<em>1 + m</em>2 + m_3}
(iii) Motion of Two Bodies, One Resting on the Other
  • (a) Force FF applied on the lower body A, μ\mu is the coefficient of friction between A and B:
    • Common acceleration: a=FM+ma = \frac{F}{M + m}
    • Pseudo force on block B: f=maf' = ma
    • Frictional force: f=μN=μmgf = \mu N = \mu mg
    • For equilibrium: maμmgma \leq \mu mg or aμga \leq \mu g
  • (b) Friction also present between ground and body A, μ<em>1\mu<em>1 is the coefficient of friction between the ground and A, and μ</em>2\mu</em>2 is that between A and B:
    • Net accelerating force: Ff<em>A=Fμ</em>1(M+m)gF - f<em>A = F - \mu</em>1 (M + m)g
    • Net acceleration: a=Fμ<em>1(M+m)gM+m=FM+mμ</em>1ga = \frac{F - \mu<em>1 (M + m)g}{M + m} = \frac{F}{M + m} - \mu</em>1 g
    • Pseudo force on block B: f=maf' = ma
    • Frictional force: f<em>B=μ</em>2mgf<em>B = \mu</em>2 mg
    • For equilibrium: maμ<em>2mgma \leq \mu<em>2 mg or aμ</em>2ga \leq \mu</em>2 g. If a > \mu_2 g, the bodies will not move together.
(iv) Motion of Bodies Connected by Strings
  • Acceleration: a=Fm<em>1+m</em>2+m3a = \frac{F}{m<em>1 + m</em>2 + m_3}
  • Tension in string T<em>1T<em>1: T</em>1=FT</em>1 = F
  • Tension in string T<em>2T<em>2: T</em>2=(m<em>2+m</em>3)a=(m<em>2+m</em>3)Fm<em>1+m</em>2+m3T</em>2 = (m<em>2 + m</em>3) a = \frac{(m<em>2 + m</em>3) F}{m<em>1 + m</em>2 + m_3}
  • Tension in string T<em>3T<em>3: T</em>3=m<em>3a=m</em>3Fm<em>1+m</em>2+m3T</em>3 = m<em>3 a = \frac{m</em>3 F}{m<em>1 + m</em>2 + m_3}

Pulley Mass System

(i) Unequal masses m<em>1m<em>1 and m</em>2m</em>2 suspended from a pulley (m<em>1>m</em>2m<em>1 > m</em>2)
  • m<em>1gT=m</em>1am<em>1 g - T = m</em>1 a and Tm<em>2g=m</em>2aT - m<em>2 g = m</em>2 a
  • Solving, a=m<em>1m</em>2m<em>1+m</em>2ga = \frac{m<em>1 - m</em>2}{m<em>1 + m</em>2} g
  • T=2m<em>1m</em>2m<em>1+m</em>2gT = \frac{2 m<em>1 m</em>2}{m<em>1 + m</em>2} g
(ii) Body of mass m2m_2 on a frictionless horizontal surface
  • Acceleration: a=m<em>1gm</em>1+m2a = \frac{m<em>1 g}{m</em>1 + m_2}
  • Tension: T=m<em>1m</em>2gm<em>1+m</em>2T = \frac{m<em>1 m</em>2 g}{m<em>1 + m</em>2}
(iii) Body of mass m2m_2 on a rough horizontal surface
  • Acceleration: a=m<em>1μm</em>2m<em>1+m</em>2ga = \frac{m<em>1 - \mu m</em>2}{m<em>1 + m</em>2} g
  • Tension: T=m<em>1m</em>2(1+μ)gm<em>1+m</em>2T = \frac{m<em>1 m</em>2 (1 + \mu) g}{m<em>1 + m</em>2}
(iv) Two masses m<em>1m<em>1 and m</em>2m</em>2 connected to a single mass MM
  • m<em>1gT</em>1=m1am<em>1 g - T</em>1 = m_1 a
  • T<em>2m</em>2g=m2aT<em>2 - m</em>2 g = m_2 a
  • T<em>1T</em>2=MaT<em>1 - T</em>2 = M a
  • Acceleration: a=m<em>1m</em>2m<em>1+m</em>2+Mga = \frac{m<em>1 - m</em>2}{m<em>1 + m</em>2 + M} g
  • Tension T<em>1T<em>1: T</em>1=2m<em>2+Mm</em>1+m<em>2+Mm</em>1gT</em>1 = \frac{2 m<em>2 + M}{m</em>1 + m<em>2 + M} m</em>1 g
  • Tension T<em>2T<em>2: T</em>2=2m<em>1+Mm</em>1+m<em>2+Mm</em>2gT</em>2 = \frac{2 m<em>1 + M}{m</em>1 + m<em>2 + M} m</em>2 g
(v) Motion on a smooth inclined plane
  • m<em>1gT=m</em>1am<em>1 g - T = m</em>1 a
  • Tm<em>2gsinθ=m</em>2aT - m<em>2 g \sin \theta = m</em>2 a
  • Acceleration: a=m<em>1m</em>2sinθm<em>1+m</em>2ga = \frac{m<em>1 - m</em>2 \sin \theta}{m<em>1 + m</em>2} g
  • Tension: T=m<em>1m</em>2(1+sinθ)gm<em>1+m</em>2T = \frac{m<em>1 m</em>2 (1 + \sin \theta) g}{m<em>1 + m</em>2}
(vi) Two bodies on two inclined planes with different angles of inclination
  • Acceleration: a=(m<em>1sinθ</em>1m<em>2sinθ</em>2)gm<em>1+m</em>2a = \frac{(m<em>1 \sin \theta</em>1 - m<em>2 \sin \theta</em>2) g}{m<em>1 + m</em>2}
  • Tension: T=m<em>1m</em>2m<em>1+m</em>2(sinθ<em>1sinθ</em>2)gT = \frac{m<em>1 m</em>2}{m<em>1 + m</em>2} (\sin \theta<em>1 - \sin \theta</em>2) g

Work, Energy, and Power

Work

  • Work is done when a force causes an object to move in the direction of the force.
  • Work = Force * Displacement in the direction of the force.
  • W=Fs=FscosθW = F \cdot s = F s \cos \theta, where θ\theta is the angle between FF and ss.
  • Work is a scalar quantity.
  • SI unit: Joule (J).
  • CGS unit: erg.
  • 1 Joule = 10710^7 erg.
  • Dimensional formula: [ML2T2][ML^2T^{-2}].
  • Work done is zero if:
    • No displacement (s = 0).
    • Displacement is perpendicular to the force (θ=90\theta = 90^\circ).
  • Work is positive if θ\theta is acute.
  • Work is negative if θ\theta is obtuse.
  • Work by a constant force depends only on initial and final positions.

Work done in different conditions

  • (i) Variable force: W=FdsW = \int F \cdot ds
    • Equal to the area under the force-displacement graph.
  • (ii) Multiple forces: Work done = Work done by the resultant force.
  • (iii) Equilibrium: Resultant force is zero, so resultant work is zero.
  • (iv) Conservative vs. Non-conservative forces:
    • If work done during a round trip is zero, the force is conservative.
    • Examples: Gravitational, electrostatic, magnetic forces (central forces).
    • Non-conservative forces: Frictional force, viscous force.
  • (v) Work done by gravity: W=mghW = mgh, where hh is the height.
  • (vi) Work done in compressing/stretching a spring: W=12kx2W = \frac{1}{2} kx^2, where kk is the spring constant and xx is the displacement.
  • (vii) Work done with a block on a horizontal table from x=x<em>1x = x<em>1 to x=x</em>2x = x</em>2: W=12k(x<em>22x</em>12)W = \frac{1}{2} k(x<em>2^2 - x</em>1^2).
  • (viii) Work done by a couple: W=τθW = \tau \cdot \theta, where τ\tau is the torque and θ\theta is the angular displacement.

Power

  • Power is the time rate of doing work.
  • Power = Work Done / Time Taken = W/tW / t.
  • P=Wt=Fst=Fv=FvcosθP = \frac{W}{t} = \frac{F \cdot s}{t} = F \cdot v = F v \cos \theta, where θ\theta is the angle between FF and vv.
  • Power is a scalar quantity.
  • SI unit: watt (W).
  • Dimensional formula: [ML2T3][ML^2T^{-3}].
  • Other units: kilowatt (kW), horsepower (hp).
  • 1 kilowatt = 1000 watt
  • 1 horsepower = 746 watt

Energy

  • Energy is the capacity of a body to do work.
  • It is a scalar quantity.
  • SI unit: Joule (J).
  • CGS unit: erg.
  • Dimensional formula: [ML3T3][ML^3T^{-3}].
  • Types of energies: Mechanical (kinetic and potential), chemical, light, heat, sound, nuclear, electric, etc.
Mechanical Energy
  • The sum of kinetic and potential energies remains constant.
  • Law of conservation of mechanical energy.
  • Types:
1. Kinetic Energy
  • Energy by virtue of motion.
  • K=12mv2=p22mK = \frac{1}{2} mv^2 = \frac{p^2}{2m}.
2. Potential Energy
  • Energy by virtue of position or configuration.
  • Types:
    • Gravitational Potential Energy: U=mghU = mgh
    • Elastic Potential Energy: U=12kx2U = \frac{1}{2} kx^2.
    • Electric Potential Energy: U=14πϵ<em>0q</em>1q2rU = \frac{1}{4\pi\epsilon<em>0} \frac{q</em>1 q_2}{r}.
  • Potential energy is defined only for conservative forces.
  • It depends on the frame of reference.

Work-Energy Theorem

  • Work done = Change in kinetic energy: W=K<em>fK</em>iW = K<em>f - K</em>i.
  • If WnetW_{net} is positive, kinetic energy increases, and vice versa.
  • Applies to non-inertial frames: Work done by all forces (including pseudo force) = change in kinetic energy in the non-inertial frame.

Mass-Energy Equivalence

  • E=Δmc2E = \Delta mc^2, where cc is the speed of light.

Principle of Conservation of Energy

  • The sum of all kinds of energies in an isolated system remains constant.

Principle of Conservation of Mechanical Energy

  • For conservative forces, the sum of kinetic and potential energies remains constant.
  • Mass and energy are conserved as a single entity: mass-energy.

Collisions

  • Interaction for a short time where particles exert strong forces on each other.
  • Physical contact is not necessary.
  • Types:
1. Elastic Collision
  • Both momentum and kinetic energy are conserved.
  • Forces are conservative.
  • Total energy is conserved.
2. Inelastic Collision
  • Only momentum is conserved; kinetic energy is not.
  • Some forces are non-conservative.
  • Total energy is conserved.
  • Perfectly inelastic: bodies stick together after collision.

Coefficient of Restitution (e)

  • e=Relative velocity of separationRelative velocity of approache = \frac{\text{Relative velocity of separation}}{\text{Relative velocity of approach}}
  • 0e10 \leq e \leq 1
  • Perfectly elastic: e=1e = 1
  • Perfectly inelastic: e=0e = 0

One Dimensional or Head-on Collision

  • Velocities lie along the same line.
Inelastic One-Dimensional Collision
  • v<em>1=(m</em>1m<em>2)u</em>1+2m<em>2u</em>2m<em>1+m</em>2v<em>1 = \frac{(m</em>1 - m<em>2)u</em>1 + 2m<em>2 u</em>2}{m<em>1 + m</em>2}
  • v<em>2=(m</em>2m<em>1)u</em>2+2m<em>1u</em>1m<em>1+m</em>2v<em>2 = \frac{(m</em>2 - m<em>1)u</em>2 + 2m<em>1 u</em>1}{m<em>1 + m</em>2}
  • If m<em>1=m</em>2m<em>1 = m</em>2, bodies exchange velocities: v<em>1=u</em>2v<em>1 = u</em>2, v<em>2=u</em>1v<em>2 = u</em>1.
  • If m<em>1=m</em>2m<em>1 = m</em>2 and the second body is at rest, after the collision, the first body stops, and the second body moves with the initial velocity of the first body. v<em>1=0v<em>1 = 0, v</em>2=u1v</em>2 = u_1
  • If a light body collides with a heavy body at rest, the light body rebounds with its own velocity v<em>1=u</em>1v<em>1 = -u</em>1 and the heavy body remains at rest v2=0v_2 = 0
  • If a heavy body collides with a light body at rest, the heavy body continues with its initial velocity v<em>1=u</em>1v<em>1 = u</em>1 and the light body moves with twice the velocity of the heavy body v<em>2=2u</em>1v<em>2 = 2u</em>1
Inelastic One-Dimensional Collision
  • Loss of kinetic energy: ΔE=m<em>1m</em>22(m<em>1+m</em>2)(u<em>1u</em>2)2(1e2)\Delta E = \frac{m<em>1 m</em>2}{2(m<em>1 + m</em>2)} (u<em>1 - u</em>2)^2 (1 - e^2)
Perfectly Inelastic One-Dimensional Collision
  • Velocity of separation after collision = 0.
  • Loss of kinetic energy: ΔE=m<em>1m</em>2(u<em>1u</em>2)22(m<em>1+m</em>2)\Delta E = \frac{m<em>1 m</em>2 (u<em>1 - u</em>2)^2}{2(m<em>1 + m</em>2)}
  • Height and Velocity after n collisions:
    • en=v<em>nv</em>0=h<em>nh</em>0e^n = \frac{v<em>n}{v</em>0} = \sqrt{\frac{h<em>n}{h</em>0}}

Two Dimensional or Oblique Collision

  • Velocities do not lie along the same line.
  • Horizontal: m<em>1u</em>1cosα<em>1+m</em>2u<em>2cosα</em>2=m<em>1v</em>1cosβ<em>1+m</em>2v<em>2cosβ</em>2m<em>1 u</em>1 \cos \alpha<em>1 + m</em>2 u<em>2 \cos \alpha</em>2 = m<em>1 v</em>1 \cos \beta<em>1 + m</em>2 v<em>2 \cos \beta</em>2
  • Vertical: m<em>1u</em>1sinα<em>1m</em>2u<em>2sinα</em>2=m<em>1u</em>1sinβ<em>1m</em>2u<em>2sinβ</em>2m<em>1 u</em>1 \sin \alpha<em>1 - m</em>2 u<em>2 \sin \alpha</em>2 = m<em>1 u</em>1 \sin \beta<em>1 - m</em>2 u<em>2 \sin \beta</em>2
  • If m<em>1=m</em>2m<em>1 = m</em>2 and α<em>1+α</em>2=90\alpha<em>1 + \alpha</em>2 = 90^\circ, then β<em>1+β</em>2=90\beta<em>1 + \beta</em>2 = 90^\circ
  • If a particle A of mass m<em>1m<em>1 moving along the z-axis with speed uu collides elastically with a stationary body B of mass m</em>2m</em>2:
    • m<em>1u=m</em>1v<em>1cosα+m</em>2v2cosβm<em>1 u = m</em>1 v<em>1 \cos \alpha + m</em>2 v_2 \cos \beta
    • O=m<em>1v</em>1sinαm<em>2v</em>2sinβO = m<em>1 v</em>1 \sin \alpha - m<em>2 v</em>2 \sin \beta

Motion in a Plane

  • Motion in two dimensions (e.g., projectile motion, circular motion).
  • Reference is made to an origin and two coordinate axes X and Y.

Scalar and Vector Quantities

  • Scalar Quantities: Specified by magnitude alone (e.g., length, mass, density, speed, work).
  • Vector Quantities: Characterized by both magnitude and direction (e.g., velocity, displacement, acceleration, force, momentum, torque).

Characteristics of Vectors

  • Possess magnitude and direction.
  • Do not obey ordinary laws of algebra.
  • Change if either magnitude or direction or both change.
  • Represented by bold-faced letters or letters with an arrow over them.

Unit Vector

  • A vector of unit magnitude in a particular direction.
  • Used to specify direction only.
  • Denoted by a cap (^).

Equal Vectors

Zero Vector

Negative of a Vector

Parallel Vectors

Coplanar Vectors

Displacement Vector

  • A vector giving the position of a point with reference to another point (not the origin).

Parallelogram Law of Vector Addition

  • If two vectors acting simultaneously at a point are represented in magnitude and direction by two adjacent sides of a parallelogram, the resultant is represented in magnitude and direction by the diagonal of the parallelogram passing through that point.

Triangle Law of Vector Addition

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

Polygon Law of Vector Addition

  • If a number of vectors are represented in magnitude and direction by the sides of a polygon taken in the same order, the resultant vector is represented in magnitude and direction by the closing side of the polygon taken in the opposite order.

  • Resultant R=p+q+r+s+t\vec{R} = \vec{p} + \vec{q} + \vec{r} + \vec{s} + \vec{t}

Properties of Vector Addition

  • Commutative law: 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}
  • Distributive property: λ(a+b)=λa+λb\lambda (\vec{a} + \vec{b}) = \lambda \vec{a} + \lambda \vec{b}

Equilibriant Vector

  • A vector that balances two or more vectors acting simultaneously at a point.
  • Equal in magnitude and opposite in direction to the resultant vector.
  • R=R=(A+B+)\vec{R'} = -\vec{R} = -(\vec{A} + \vec{B} + …)
  • If vector A\vec{A} is multiplied by a real numberλ\lambda , it gives a vector B\vec{B} whose magnitude is λ\lambda times the magnitude of A\vec{A}, and whose direction is the same or opposite depending on whether λ\lambda is positive or negative.

Subtraction of Vectors

  • PQ=P+(Q)\vec{P} - \vec{Q} = \vec{P} + (-\vec{Q})
  • Vector subtraction is non-commutative and non-associative.
    • ABBA\vec{A} - \vec{B} \neq \vec{B} - \vec{A}
    • A(BC)(AB)C\vec{A} - (\vec{B} - \vec{C}) \neq (\vec{A} - \vec{B}) - \vec{C}
  • If the components of a given vector are perpendicular, they are called rectangular components.
  • Position Vector

Multiplication of Vectors

(i) Scalar product (Dot product)
  • The product of the magnitudes of two vectors with the cosine of the smaller angle between them.
  • It is always a scalar: AB=ABcosθ\vec{A} \cdot \vec{B} = |A||B|\cos\theta
  • Geometrically: ab=(Mod of a)(Projection of b on a)\vec{a} \cdot \vec{b} = (\text{Mod of } a)(\text{Projection of } b \text{ on } a)
(ii) Vector product (Cross product)
  • A×B=ABsinθn^\vec{A} \times \vec{B} = |A||B|\sin\theta \hat{n}, where θ\theta is the angle between A\vec{A} and B\vec{B} (anti-clockwise) and n^\hat{n} is a unit vector perpendicular to the plane containing A\vec{A} and B\vec{B}.
  • Geometrically, A×B\vec{A} \times \vec{B} is a vector whose modulus is the area of the parallelogram formed by A\vec{A} and B\vec{B} as adjacent sides, and direction is perpendicular to both A\vec{A} and B\vec{B}.
Properties of Scalar Product
  • (i) Commutative law: AB=BA\vec{A} \cdot \vec{B} = \vec{B} \cdot \vec{A}
  • (ii) Distributive law: A(B+C)=AB+AC\vec{A} \cdot (\vec{B} + \vec{C}) = \vec{A} \cdot \vec{B} + \vec{A} \cdot \vec{C}
  • (iii) Scalar (Dot) product of two mutually perpendicular vectors is zero: (AB)=ABcos90=0(\vec{A} \cdot \vec{B}) = AB \cos 90^\circ = 0
  • (iv) Scalar (Dot) product is maximum when θ=0\theta = 0^\circ: (AB)max=AB(\vec{A} \cdot \vec{B})_{\text{max}} = |A||B|
  • (v) Ifa\vec{a} and b\vec{b} are unit vectors, then ab=11cos0=1\vec{a} \cdot \vec{b} = 1 \cdot 1 \cos 0 = 1
  • (vi) Dot product of unit vectors i^,j^,k^\hat{i}, \hat{j}, \hat{k}:
    • i^i^=j^j^=k^k^=1\hat{i} \cdot \hat{i} = \hat{j} \cdot \hat{j} = \hat{k} \cdot \hat{k} = 1
    • i^j^=j^k^=k^i^=0\hat{i} \cdot \hat{j} = \hat{j} \cdot \hat{k} = \hat{k} \cdot \hat{i} = 0
  • (vii) Square of a vector: aa=aacos0=a2\vec{a} \cdot \vec{a} = |a||a| \cos 0 = a^2
  • (viii) If the components of two vectors A\vec{A} and B\vec{B} are given by:
    • A=A<em>xi^+A</em>yj^+Azk^\vec{A} = A<em>x \hat{i} + A</em>y \hat{j} + A_z \hat{k}
    • B=B<em>xi^+B</em>yj^+Bzk^\vec{B} = B<em>x \hat{i} + B</em>y \hat{j} + B_z \hat{k} then,
    • AB=A<em>xB</em>x+A<em>yB</em>y+A<em>zB</em>z\vec{A} \cdot \vec{B} = A<em>x B</em>x + A<em>y B</em>y + A<em>z B</em>z

Properties of Cross Product

  • (i) Cross product is not commutative: a×bb×a\vec{a} \times \vec{b} \neq \vec{b} \times \vec{a}

  • (ii) Cross product is not associative: a×(b×c)(a×b)×c\vec{a} \times (\vec{b} \times \vec{c}) \neq (\vec{a} \times \vec{b}) \times \vec{c}

  • (iii) Cross product obeys the distributive law: a×(b+c)=a×b+a×c\vec{a} \times (\vec{b} + \vec{c}) = \vec{a} \times \vec{b} + \vec{a} \times \vec{c}

  • (iv) If θ=0\theta = 0 or π\pi: a×b=0\vec{a} \times \vec{b} = \vec{0}

    • Conversely, if a×b=0\vec{a} \times \vec{b} = \vec{0}, then a\vec{a} and b\vec{b} are parallel, provided a\vec{a} and b\vec{b} are non-zero vectors.
  • (v) If θ=90\theta = 90^\circ: a×b=absin90n^=abn^\vec{a} \times \vec{b} = |a||b| \sin 90^\circ \hat{n} = |a||b| \hat{n}

  • (vi) The vector product of a vector with itself is 0\vec{0}.

  • (vii) If a×b=0\vec{a} \times \vec{b} = 0 then, a=0\vec{a} = 0 or b=0\vec{b} = 0 or ab\vec{a} \parallel \vec{b}

  • (viii) If a\vec{a} and b\vec{b} are unit vectors, then a×b=11sinθn^=sinθn^\vec{a} \times \vec{b} = 1 \cdot 1 \sin \theta \hat{n} = \sin \theta \hat{n}

  • (ix) Cross product of unit vectors i^\hat{i}, j^\hat{j} and k^\hat{k}:

    • i^×i^=j^×j^=k^×k^=0\hat{i} \times \hat{i} = \hat{j} \times \hat{j} = \hat{k} \times \hat{k} = 0
    • i^×j^=k^=j^×i^\hat{i} \times \hat{j} = \hat{k} = - \hat{j} \times \hat{i}
    • j^×k^=i^=k^×j^\hat{j} \times \hat{k} = \hat{i} = - \hat{k} \times \hat{j}
    • k^×i^=j^=i^×k^\hat{k} \times \hat{i} = \hat{j} = - \hat{i} \times \hat{k}
      Equilibrium Condition
  • “If three concurrent forces are in equilibrium, then each force has a constant ratio with the sine of the angle between the other two forces.”

Projectile Motion

  • The projectile is an object given an initial