Chapter 3: Motion in a Plane - Detailed Notes

Introduction

  • Chapter focuses on motion in two (plane) and three (space) dimensions.

  • Utilizes vectors to describe physical quantities like position, displacement, velocity, and acceleration.

  • Explores vector operations: addition, subtraction, and multiplication.

  • Discusses motion with constant acceleration and projectile motion as simple cases.

  • Examines uniform circular motion and its significance.

  • Notes that equations can be extended to three dimensions.

Scalars and Vectors

  • Scalar Quantity: Quantity with magnitude only, specified by a single number and unit.

    • Examples: distance, mass, temperature, time.

    • Follows ordinary algebra rules for combination (addition, subtraction, multiplication, division).

    • Perimeter of a rectangle: 1.0m+0.5m+1.0m+0.5m=3.0m1.0 m + 0.5 m + 1.0 m + 0.5 m = 3.0 m

    • Temperature difference: 35.6°C24.2°C=11.4°C35.6 °C - 24.2 °C = 11.4 °C

    • Density of aluminum cube: 2.7kg103m3=2.7×103kg/m3\frac{2.7 kg}{10^{-3} m^3} = 2.7 \times 10^3 kg/m^3

  • Vector Quantity: Quantity with both magnitude and direction; obeys the triangle or parallelogram law of addition.

    • Examples: displacement, velocity, acceleration, force.

    • Represented by bold face type (v) or an arrow over a letter ($\vec{v}$).

    • Magnitude is the absolute value: v=v|v| = v

Position and Displacement Vectors

  • Position Vector:

    • Describes the position of an object in a plane relative to an origin (O).

    • Represented by a straight line from the origin to the object's position (P) with an arrow at the head ($\vec{OP} = \vec{r}$).

    • Vector length represents magnitude, direction indicates position relative to O.

  • Displacement Vector:

    • Represents the change in position as an object moves from P to P' ($\vec{PP'}$).

    • Straight line joining initial and final positions, independent of the path taken.

    • Magnitude is less than or equal to the actual path length.

    • Example paths: PABCQ, PDQ, PBEFQ all have same $\vec{PQ}$.

Equality of Vectors

  • Two vectors (A and B) are equal if they have the same magnitude and direction (A=BA = B).

  • Equality can be checked by shifting one vector parallel to itself until its tail coincides with the other's; if the tips also coincide, they are equal.

  • Vectors do not have fixed locations and can be displaced parallel to themselves without changing the vector (free vectors).

  • In some applications location is important (localized vectors).

Multiplication of Vectors by Real Numbers

  • Multiplying a vector A by a positive number λ\lambda changes the magnitude by a factor of λ\lambda but preserves the direction.

    • λA=λA|\lambda A| = \lambda |A| if \lambda > 0

    • Example: Multiplying A by 2 results in 2A, which is twice the magnitude of A in the same direction.

  • Multiplying A by a negative number λ- \lambda results in a vector with magnitude λA\lambda |A| and direction opposite to A.

    • Example: Multiplying A by -1 or -1.5 reverses its direction and scales the magnitude.

  • The factor λ\lambda can have physical dimensions.

    • Example: Multiplying a constant velocity vector by duration (time) yields a displacement vector.

Addition and Subtraction of Vectors - Graphical Method

  • Vectors obey the triangle law or parallelogram law of addition.

Head-to-Tail Method (Triangle Method)

  • To add vectors A and B, place the tail of B at the head of A.

  • The vector from the tail of A to the head of B represents the sum R = A + B.

  • Vector addition is commutative: A+B=B+AA + B = B + A

  • Vector addition is associative: (A+B)+C=A+(B+C)(A + B) + C = A + (B + C)

Null Vector

  • The sum of two equal and opposite vectors is a null vector (0).

    • A+(A)=0A + (-A) = 0

    • 0=0|0| = 0

  • A null vector has zero magnitude and undefined direction.

  • Properties of the null vector:

    • A+0=AA + 0 = A

    • λ0=0\lambda 0 = 0

    • 0A=00 A = 0

  • Physical meaning: An object moving from P to P' and back to P has a null displacement vector.

Subtraction of Vectors

  • Defined as adding the negative of a vector: AB=A+(B)A - B = A + (-B)

Parallelogram Method

  • Place tails of vectors A and B at a common origin O.

  • Draw lines parallel to A and B to complete a parallelogram OQSP.

  • The resultant vector R is directed along the diagonal OS from the origin.

  • Equivalent to the triangle method.

Example 3.1
  • Rain falling vertically at 35m/s35 m/s, wind blowing east to west at 12m/s12 m/s.

  • Resultant velocity R: R=v<em>r2+v</em>w2=352+122=37m/sR = \sqrt{v<em>r^2 + v</em>w^2} = \sqrt{35^2 + 12^2} = 37 m/s

  • Direction θ\theta from vertical: θ=tan1(v<em>wv</em>r)=tan1(1235)=19°\theta = \tan^{-1}(\frac{v<em>w}{v</em>r}) = \tan^{-1}(\frac{12}{35}) = 19°

  • Boy should hold umbrella at 19 degrees to the vertical towards the east.

Resolution of Vectors

  • Any vector A in a plane can be expressed as a sum of two vectors along two non-zero, non-collinear vectors a and b: A=λa+μbA = \lambda a + \mu b

  • $\lambdaandand\muarerealnumbers.</p></li></ul><h4id="6ccbf88aaf994c0a967e79d9b171beca"datatocid="6ccbf88aaf994c0a967e79d9b171beca"collapsed="false"seolevelmigrated="true">UnitVectors</h4><ul><li><p>Avectorwithunitmagnitudepointinginaspecificdirection.</p></li><li><p>Dimensionlessandunitless,usedonlytospecifydirection.</p></li><li><p>Unitvectorsalongx,y,andzaxesaredenotedasare real numbers.</p></li></ul><h4 id="6ccbf88a-af99-4c0a-967e-79d9b171beca" data-toc-id="6ccbf88a-af99-4c0a-967e-79d9b171beca" collapsed="false" seolevelmigrated="true">Unit Vectors</h4><ul><li><p>A vector with unit magnitude pointing in a specific direction.</p></li><li><p>Dimensionless and unitless, used only to specify direction.</p></li><li><p>Unit vectors along x, y, and z axes are denoted as\hat{i},,\hat{j},and, and\hat{k}respectively.</p><ul><li><p>respectively.</p><ul><li><p>|\hat{i}| = |\hat{j}| = |\hat{k}| = 1</p></li></ul></li><li><p>AvectorAcanbewrittenas</p></li></ul></li><li><p>A vector A can be written asA = |A| \hat{n},where, where\hat{n}istheunitvectoralongA.</p></li><li><p>AvectorAinthexyplanecanberesolvedintocomponentsusingunitvectorsis the unit vector along A.</p></li><li><p>A vector A in the x-y plane can be resolved into components using unit vectors\hat{i}andand\hat{j}:</p><ul><li><p>:</p><ul><li><p>A = Ax \hat{i} + Ay \hat{j}</p></li><li><p></p></li><li><p>AxandandAyarethexandycomponentsofA,respectively.</p></li><li><p>are the x- and y-components of A, respectively.</p></li><li><p>A_x = A \cos \theta</p></li><li><p></p></li><li><p>A_y = A \sin \theta</p></li></ul></li><li><p>Acomponentofavectorcanbepositive,negative,orzero,dependingon</p></li></ul></li><li><p>A component of a vector can be positive, negative, or zero, depending on\theta.</p></li></ul><h5id="86b920ce0b4b4343ace0410ec3ee5d2c"datatocid="86b920ce0b4b4343ace0410ec3ee5d2c"collapsed="false"seolevelmigrated="true">SpecifyingaVector</h5><ul><li><p>Byitsmagnitude(A)anddirection(.</p></li></ul><h5 id="86b920ce-0b4b-4343-ace0-410ec3ee5d2c" data-toc-id="86b920ce-0b4b-4343-ace0-410ec3ee5d2c" collapsed="false" seolevelmigrated="true">Specifying a Vector</h5><ul><li><p>By its magnitude (A) and direction (\theta).</p></li><li><p>Byitscomponents().</p></li><li><p>By its components (AxandandAy).</p></li><li><p>If).</p></li><li><p>IfAxandandAyaregiven:</p><ul><li><p>are given:</p><ul><li><p>A = \sqrt{Ax^2 + Ay^2}</p></li><li><p></p></li><li><p>\theta = \tan^{-1} \frac{Ay}{Ax}</p></li></ul></li><li><p>Inthreedimensions,avectorAcanberesolvedintothreecomponentsalongx,y,andzaxes:</p><ul><li><p></p></li></ul></li><li><p>In three dimensions, a vector A can be resolved into three components along x, y, and z axes:</p><ul><li><p>A_x = A \cos \alpha</p></li><li><p></p></li><li><p>A_y = A \cos \beta</p></li><li><p></p></li><li><p>A_z = A \cos \gamma</p></li><li><p></p></li><li><p>A = Ax \hat{i} + Ay \hat{j} + A_z \hat{k}</p></li><li><p></p></li><li><p>A = \sqrt{Ax^2 + Ay^2 + A_z^2}</p></li></ul></li><li><p>Positionvectorrcanbeexpressedas</p></li></ul></li><li><p>Position vector r can be expressed asr = x \hat{i} + y \hat{j} + z \hat{k},wherex,y,andzarecomponentsalongx,y,andzaxes.</p></li></ul><h3id="1e1f0c47cfae4230af71fa72aca8fece"datatocid="1e1f0c47cfae4230af71fa72aca8fece"collapsed="false"seolevelmigrated="true">VectorAdditionAnalyticalMethod</h3><ul><li><p>Easierandmoreaccuratethanthegraphicalmethod.</p></li><li><p>ConsidertwovectorsAandBinthexyplane:</p><ul><li><p>, where x, y, and z are components along x, y, and z axes.</p></li></ul><h3 id="1e1f0c47-cfae-4230-af71-fa72aca8fece" data-toc-id="1e1f0c47-cfae-4230-af71-fa72aca8fece" collapsed="false" seolevelmigrated="true">Vector Addition – Analytical Method</h3><ul><li><p>Easier and more accurate than the graphical method.</p></li><li><p>Consider two vectors A and B in the x-y plane:</p><ul><li><p>A = Ax \hat{i} + Ay \hat{j}</p></li><li><p></p></li><li><p>B = Bx \hat{i} + By \hat{j}</p></li></ul></li><li><p>TheirsumisR=A+B:</p><ul><li><p></p></li></ul></li><li><p>Their sum is R = A + B:</p><ul><li><p>R = (Ax + Bx) \hat{i} + (Ay + By) \hat{j}</p></li><li><p></p></li><li><p>Rx = Ax + B_x</p></li><li><p></p></li><li><p>Ry = Ay + B_y</p></li></ul></li><li><p>Inthreedimensions:</p><ul><li><p></p></li></ul></li><li><p>In three dimensions:</p><ul><li><p>A = Ax \hat{i} + Ay \hat{j} + A_z \hat{k}</p></li><li><p></p></li><li><p>B = Bx \hat{i} + By \hat{j} + B_z \hat{k}</p></li><li><p></p></li><li><p>R = Rx \hat{i} + Ry \hat{j} + R_z \hat{k}</p></li><li><p></p></li><li><p>Rx = Ax + B_x</p></li><li><p></p></li><li><p>Ry = Ay + B_y</p></li><li><p></p></li><li><p>Rz = Az + B_z</p></li></ul></li><li><p>Formultiplevectors,e.g.,T=a+bc:</p><ul><li><p></p></li></ul></li><li><p>For multiple vectors, e.g., T = a + b – c:</p><ul><li><p>Tx = ax + bx - cx</p></li><li><p></p></li><li><p>Ty = ay + by - cy</p></li><li><p></p></li><li><p>Tz = az + bz - cz</p></li></ul></li></ul><h5id="1129e223ade9457bb648fb572d14756e"datatocid="1129e223ade9457bb648fb572d14756e"collapsed="false"seolevelmigrated="true">Example3.2</h5><ul><li><p>FindingmagnitudeanddirectionofresultantoftwovectorsAandBwithangle</p></li></ul></li></ul><h5 id="1129e223-ade9-457b-b648-fb572d14756e" data-toc-id="1129e223-ade9-457b-b648-fb572d14756e" collapsed="false" seolevelmigrated="true">Example 3.2</h5><ul><li><p>Finding magnitude and direction of resultant of two vectors A and B with angle\thetabetweenthem.</p></li><li><p>Magnitude:between them.</p></li><li><p>Magnitude:R = \sqrt{A^2 + B^2 + 2AB \cos \theta}</p></li><li><p>Direction:</p><ul><li><p></p></li><li><p>Direction:</p><ul><li><p>\frac{R}{\sin \theta}= \frac{B}{\sin \alpha}</p></li><li><p></p></li><li><p>\sin \alpha = \frac{B \sin \theta}{R}</p></li><li><p></p></li><li><p>\tan \alpha = \frac{B \sin \theta}{A + B \cos \theta}</p></li></ul></li><li><p>LawofCosines:</p></li></ul></li><li><p>Law of Cosines:R^2 = A^2 + B^2 + 2AB \cos \theta</p></li><li><p>LawofSines:</p></li><li><p>Law of Sines:\frac{R}{\sin \theta} = \frac{A}{\sin \beta} = \frac{B}{\sin \alpha}</p></li></ul><h5id="57b8315cdfbe47219c9773d29a149ddf"datatocid="57b8315cdfbe47219c9773d29a149ddf"collapsed="false"seolevelmigrated="true">Example3.3</h5><ul><li><p>Motorboatracingnorthat</p></li></ul><h5 id="57b8315c-dfbe-4721-9c97-73d29a149ddf" data-toc-id="57b8315c-dfbe-4721-9c97-73d29a149ddf" collapsed="false" seolevelmigrated="true">Example 3.3</h5><ul><li><p>Motorboat racing north at25 km/h,watercurrentat, water current at10 km/hatat60°eastofsouth.</p></li><li><p>Resultantvelocity:east of south.</p></li><li><p>Resultant velocity:R = \sqrt{25^2 + 10^2 + 2 \times 25 \times 10 \cos 120°} \approx 22 km/h</p></li><li><p>Direction:</p></li><li><p>Direction:\sin \phi = \frac{10 \sin 120°}{21.8} \approx 0.397,so, so\phi \approx 23.4°</p></li></ul><h3id="1e4c05925700424fb1d84a68b786be9a"datatocid="1e4c05925700424fb1d84a68b786be9a"collapsed="false"seolevelmigrated="true">MotioninaPlane</h3><h4id="b05731205d864370913709398ab7332f"datatocid="b05731205d864370913709398ab7332f"collapsed="false"seolevelmigrated="true">PositionVectorandDisplacement</h4><ul><li><p>Positionvector:</p></li></ul><h3 id="1e4c0592-5700-424f-b1d8-4a68b786be9a" data-toc-id="1e4c0592-5700-424f-b1d8-4a68b786be9a" collapsed="false" seolevelmigrated="true">Motion in a Plane</h3><h4 id="b0573120-5d86-4370-9137-09398ab7332f" data-toc-id="b0573120-5d86-4370-9137-09398ab7332f" collapsed="false" seolevelmigrated="true">Position Vector and Displacement</h4><ul><li><p>Position vector:r = x \hat{i} + y \hat{j},wherexandyarecoordinatesoftheobject.</p></li><li><p>Displacement:, where x and y are coordinates of the object.</p></li><li><p>Displacement:\Delta r = r' - r = (x' - x) \hat{i} + (y' - y) \hat{j} = \Delta x \hat{i} + \Delta y \hat{j}wherewhere\Delta x = x' - xandand\Delta y = y' - y</p></li></ul><h4id="f45d26a01bc7406d81cebe7f11b745bf"datatocid="f45d26a01bc7406d81cebe7f11b745bf"collapsed="false"seolevelmigrated="true">Velocity</h4><ul><li><p>Averagevelocity:</p></li></ul><h4 id="f45d26a0-1bc7-406d-81ce-be7f11b745bf" data-toc-id="f45d26a0-1bc7-406d-81ce-be7f11b745bf" collapsed="false" seolevelmigrated="true">Velocity</h4><ul><li><p>Average velocity:\vec{v} = \frac{\Delta \vec{r}}{\Delta t} = \frac{\Delta x}{\Delta t} \hat{i} + \frac{\Delta y}{\Delta t} \hat{j}</p></li><li><p>Instantaneousvelocity:</p><ul><li><p></p></li><li><p>Instantaneous velocity:</p><ul><li><p>\vec{v} = \lim_{\Delta t \to 0} \frac{\Delta \vec{r}}{\Delta t} = \frac{d \vec{r}}{dt}</p></li><li><p>Directionistangenttothepathoftheobject.</p></li><li><p></p></li><li><p>Direction is tangent to the path of the object.</p></li><li><p>\vec{v} = \frac{dx}{dt} \hat{i} + \frac{dy}{dt} \hat{j} = vx \hat{i} + vy \hat{j}</p></li><li><p>Magnitude:</p></li><li><p>Magnitude:v = \sqrt{vx^2 + vy^2}</p></li><li><p>Direction:</p></li><li><p>Direction:\theta = \tan^{-1} (\frac{vy}{vx})</p></li></ul></li></ul><h4id="b6b16430d4af435ea5698ef35193a850"datatocid="b6b16430d4af435ea5698ef35193a850"collapsed="false"seolevelmigrated="true">Acceleration</h4><ul><li><p>Averageacceleration:</p></li></ul></li></ul><h4 id="b6b16430-d4af-435e-a569-8ef35193a850" data-toc-id="b6b16430-d4af-435e-a569-8ef35193a850" collapsed="false" seolevelmigrated="true">Acceleration</h4><ul><li><p>Average acceleration:\vec{a} = \frac{\Delta \vec{v}}{\Delta t} = \frac{\Delta vx}{\Delta t} \hat{i} + \frac{\Delta vy}{\Delta t} \hat{j} = ax \hat{i} + ay \hat{j}</p></li><li><p>Instantaneousacceleration:</p><ul><li><p></p></li><li><p>Instantaneous acceleration:</p><ul><li><p>\vec{a} = \lim_{\Delta t \to 0} \frac{\Delta \vec{v}}{\Delta t} = \frac{d \vec{v}}{dt}</p></li><li><p></p></li><li><p>\vec{a} = \frac{dvx}{dt} \hat{i} + \frac{dvy}{dt} \hat{j} = ax \hat{i} + ay \hat{j}</p></li><li><p></p></li><li><p>ax = \frac{dvx}{dt}, ay = \frac{dvy}{dt}</p></li></ul></li></ul><h5id="2534a534fa044f2abb7d7477daabace2"datatocid="2534a534fa044f2abb7d7477daabace2"collapsed="false"seolevelmigrated="true">Example3.4</h5><ul><li><p>Positionofaparticle:</p></li></ul></li></ul><h5 id="2534a534-fa04-4f2a-bb7d-7477daabace2" data-toc-id="2534a534-fa04-4f2a-bb7d-7477daabace2" collapsed="false" seolevelmigrated="true">Example 3.4</h5><ul><li><p>Position of a particle:\vec{r} = 3.0t \hat{i} - 2.0t^2 \hat{j} + 5.0 \hat{k}</p></li><li><p>Velocity:</p></li><li><p>Velocity:\vec{v(t)} = \frac{d \vec{r}}{dt} = 3.0 \hat{i} - 4.0t \hat{j}</p></li><li><p>Acceleration:</p></li><li><p>Acceleration:\vec{a(t)} = \frac{d \vec{v}}{dt} = -4.0 \hat{j}</p></li><li><p>Att=1.0s,</p></li><li><p>At t = 1.0 s,\vec{v} = 3.0 \hat{i} - 4.0 \hat{j}</p><ul><li><p>Magnitude:</p><ul><li><p>Magnitude:v = \sqrt{3^2 + (-4)^2} = 5.0 m/s</p></li><li><p>Direction:</p></li><li><p>Direction:\theta = \tan^{-1} (\frac{-4}{3}) \approx -53°</p></li></ul></li></ul><h3id="a61ba3703770404f9dc3c37e472c040c"datatocid="a61ba3703770404f9dc3c37e472c040c"collapsed="false"seolevelmigrated="true">MotioninaPlanewithConstantAcceleration</h3><ul><li><p>Constantacceleration:</p></li></ul></li></ul><h3 id="a61ba370-3770-404f-9dc3-c37e472c040c" data-toc-id="a61ba370-3770-404f-9dc3-c37e472c040c" collapsed="false" seolevelmigrated="true">Motion in a Plane with Constant Acceleration</h3><ul><li><p>Constant acceleration:\vec{a}isconstant.</p></li><li><p>Velocityattimet:is constant.</p></li><li><p>Velocity at time t:\vec{v} = \vec{v_0} + \vec{a}t</p><ul><li><p></p><ul><li><p>vx = v{0x} + a_x t</p></li><li><p></p></li><li><p>vy = v{0y} + a_y t</p></li></ul></li><li><p>Positionattimet:</p></li></ul></li><li><p>Position at time t:\vec{r} = \vec{r0} + \vec{v0}t + \frac{1}{2} \vec{a}t^2</p><ul><li><p></p><ul><li><p>x = x0 + v{0x}t + \frac{1}{2} a_x t^2</p></li><li><p></p></li><li><p>y = y0 + v{0y}t + \frac{1}{2} a_y t^2</p></li></ul></li><li><p>Motioninxandydirectionscanbetreatedindependently.</p></li></ul><h5id="672e78b84cd94946b7e1a52981630097"datatocid="672e78b84cd94946b7e1a52981630097"collapsed="false"seolevelmigrated="true">Example3.5</h5><ul><li><p>Particlestartsatoriginwithvelocity</p></li></ul></li><li><p>Motion in x- and y-directions can be treated independently.</p></li></ul><h5 id="672e78b8-4cd9-4946-b7e1-a52981630097" data-toc-id="672e78b8-4cd9-4946-b7e1-a52981630097" collapsed="false" seolevelmigrated="true">Example 3.5</h5><ul><li><p>Particle starts at origin with velocity5.0 \hat{i} m/s,acceleration, acceleration(3.0 \hat{i} + 2.0 \hat{j}) m/s^2</p></li><li><p>Position:</p></li><li><p>Position:\vec{r} = 5.0t \hat{i} + \frac{1}{2}(3.0 \hat{i} + 2.0 \hat{j})t^2 = (5.0t + 1.5t^2) \hat{i} + t^2 \hat{j}</p></li><li><p>xcoordinateis84m:</p></li><li><p>x-coordinate is 84 m:5.0t + 1.5t^2 = 84 \implies t = 6 s</p></li><li><p>ycoordinateatt=6s:</p></li><li><p>y-coordinate at t = 6 s:y = (6)^2 = 36.0 m</p></li><li><p>Velocityatt=6s:</p></li><li><p>Velocity at t = 6 s:\vec{v} = (5.0 + 3.0 \times 6) \hat{i} + (2.0 \times 6) \hat{j} = 23.0 \hat{i} + 12.0 \hat{j}</p></li><li><p>Speedatt=6s:</p></li><li><p>Speed at t = 6 s:v = \sqrt{23^2 + 12^2} \approx 26 m/s</p></li></ul><h3id="df1c202f947d4f12b3b28c72369b048d"datatocid="df1c202f947d4f12b3b28c72369b048d"collapsed="false"seolevelmigrated="true">ProjectileMotion</h3><ul><li><p>Objectinflightafterbeingthrownorprojectedisaprojectile.</p></li><li><p>Motioncanbethoughtofastwoseparatecomponents:horizontal(noacceleration)andvertical(constantaccelerationduetogravity).</p></li><li><p>Airresistanceisneglected.</p></li></ul><ul><li><p>Projectilelaunchedwithvelocity</p></li></ul><h3 id="df1c202f-947d-4f12-b3b2-8c72369b048d" data-toc-id="df1c202f-947d-4f12-b3b2-8c72369b048d" collapsed="false" seolevelmigrated="true">Projectile Motion</h3><ul><li><p>Object in flight after being thrown or projected is a projectile.</p></li><li><p>Motion can be thought of as two separate components: horizontal (no acceleration) and vertical (constant acceleration due to gravity).</p></li><li><p>Air resistance is neglected.</p></li></ul><ul><li><p>Projectile launched with velocityv0atangleat angle\theta0withxaxis.</p><ul><li><p>Acceleration:with x-axis.</p><ul><li><p>Acceleration:ax = 0, ay = -g</p></li><li><p>Initialvelocitycomponents:</p></li><li><p>Initial velocity components:v{0x} = v0 \cos \theta0, v{0y} = v0 \sin \theta0</p></li></ul></li><li><p>Positionattimet:</p><ul><li><p></p></li></ul></li><li><p>Position at time t:</p><ul><li><p>x = (v0 \cos \theta0)t</p></li><li><p></p></li><li><p>y = (v0 \sin \theta0)t - \frac{1}{2}gt^2</p></li></ul></li><li><p>Velocitycomponentsattimet:</p><ul><li><p></p></li></ul></li><li><p>Velocity components at time t:</p><ul><li><p>vx = v0 \cos \theta_0</p></li><li><p></p></li><li><p>vy = v0 \sin \theta_0 - gt</p></li></ul></li></ul><ul><li><p>Positionattimet:</p><ul><li><p></p></li></ul></li></ul><ul><li><p>Position at time t:</p><ul><li><p>x = (v0 \cos \theta0)t</p></li><li><p></p></li><li><p>y = (v0 \sin \theta0)t - \frac{1}{2}gt^2</p></li></ul></li><li><p>Velocitycomponentsattimet:</p><ul><li><p></p></li></ul></li><li><p>Velocity components at time t:</p><ul><li><p>vx = v0 \cos \theta_0</p></li><li><p></p></li><li><p>vy = v0 \sin \theta_0 - gt</p></li></ul></li></ul><h4id="346e558eaa8247949f882aaba1761038"datatocid="346e558eaa8247949f882aaba1761038"collapsed="false"seolevelmigrated="true">EquationofPath</h4><ul><li><p>Byeliminatingtime:</p><ul><li><p></p></li></ul></li></ul><h4 id="346e558e-aa82-4794-9f88-2aaba1761038" data-toc-id="346e558e-aa82-4794-9f88-2aaba1761038" collapsed="false" seolevelmigrated="true">Equation of Path</h4><ul><li><p>By eliminating time:</p><ul><li><p>y = x \tan \theta0 - \frac{g}{2(v0 \cos \theta_0)^2} x^2</p></li></ul></li><li><p>Equationofaparabola.</p></li></ul><h4id="79b75edea19e432f96a1178343712e3d"datatocid="79b75edea19e432f96a1178343712e3d"collapsed="false"seolevelmigrated="true">TimeofMaximumHeight</h4><ul><li><p>Atmaximumheight,</p></li></ul></li><li><p>Equation of a parabola.</p></li></ul><h4 id="79b75ede-a19e-432f-96a1-178343712e3d" data-toc-id="79b75ede-a19e-432f-96a1-178343712e3d" collapsed="false" seolevelmigrated="true">Time of Maximum Height</h4><ul><li><p>At maximum height,v_y = 0</p></li><li><p></p></li><li><p>tm = \frac{v0 \sin \theta_0}{g}</p></li></ul><h4id="f37cc2486e68427ba9b6811ad44c01bc"datatocid="f37cc2486e68427ba9b6811ad44c01bc"collapsed="false"seolevelmigrated="true">TotalTimeofFlight</h4><ul><li><p>Timeduringwhichtheprojectileisinflight:</p><ul><li><p></p></li></ul><h4 id="f37cc248-6e68-427b-a9b6-811ad44c01bc" data-toc-id="f37cc248-6e68-427b-a9b6-811ad44c01bc" collapsed="false" seolevelmigrated="true">Total Time of Flight</h4><ul><li><p>Time during which the projectile is in flight:</p><ul><li><p>Tf = \frac{2(v0 \sin \theta0)}{g} = 2tm</p></li></ul></li></ul><h4id="fe3f61fe183a4c72932b231beaf681c5"datatocid="fe3f61fe183a4c72932b231beaf681c5"collapsed="false"seolevelmigrated="true">MaximumHeight</h4><ul><li><p></p></li></ul></li></ul><h4 id="fe3f61fe-183a-4c72-932b-231beaf681c5" data-toc-id="fe3f61fe-183a-4c72-932b-231beaf681c5" collapsed="false" seolevelmigrated="true">Maximum Height</h4><ul><li><p>hm = \frac{(v0 \sin \theta_0)^2}{2g}</p></li></ul><h4id="e0262f5de4e7402f8609105127e4d7b2"datatocid="e0262f5de4e7402f8609105127e4d7b2"collapsed="false"seolevelmigrated="true">HorizontalRange</h4><ul><li><p>Horizontaldistancetraveledbytheprojectile:</p><ul><li><p></p></li></ul><h4 id="e0262f5d-e4e7-402f-8609-105127e4d7b2" data-toc-id="e0262f5d-e4e7-402f-8609-105127e4d7b2" collapsed="false" seolevelmigrated="true">Horizontal Range</h4><ul><li><p>Horizontal distance traveled by the projectile:</p><ul><li><p>R = \frac{v0^2 \sin 2\theta0}{g}</p></li></ul></li><li><p>Maximumrangewhen</p></li></ul></li><li><p>Maximum range when\theta_0 = 45°:</p><ul><li><p>:</p><ul><li><p>Rm = \frac{v0^2}{g}</p></li></ul></li></ul><h5id="900bed15d87b4f0eb1e799e22d325152"datatocid="900bed15d87b4f0eb1e799e22d325152"collapsed="false"seolevelmigrated="true">Example3.6</h5><ul><li><p>Galileosstatement:Rangesareequalforelevationsexceedingorfallingshortof45°byequalamounts.</p></li><li><p>Forangles(45°+α)and(45°α),therangesareequalbecause</p></li></ul></li></ul><h5 id="900bed15-d87b-4f0e-b1e7-99e22d325152" data-toc-id="900bed15-d87b-4f0e-b1e7-99e22d325152" collapsed="false" seolevelmigrated="true">Example 3.6</h5><ul><li><p>Galileo’s statement: Ranges are equal for elevations exceeding or falling short of 45° by equal amounts.</p></li><li><p>For angles (45° + α) and (45° – α), the ranges are equal because\sin(90° + 2\alpha) = \sin(90° - 2\alpha) = \cos 2\alpha</p></li></ul><h5id="f646b83946ed451198226c7caeb9ec48"datatocid="f646b83946ed451198226c7caeb9ec48"collapsed="false"seolevelmigrated="true">Example3.7</h5><ul><li><p>Hikerthrowsastonehorizontallyfromacliff490mabovethegroundwith</p></li></ul><h5 id="f646b839-46ed-4511-9822-6c7caeb9ec48" data-toc-id="f646b839-46ed-4511-9822-6c7caeb9ec48" collapsed="false" seolevelmigrated="true">Example 3.7</h5><ul><li><p>Hiker throws a stone horizontally from a cliff 490 m above the ground withv_0 = 15 m/s</p></li><li><p></p></li><li><p>x(t) = v{0x}t, y(t) = y0 + v{0y}t + (1/2) ay t^2</p></li><li><p>Timetoreachtheground:</p><ul><li><p></p></li><li><p>Time to reach the ground:</p><ul><li><p>-490 = -\frac{1}{2}(9.8)t^2 \implies t = 10 s</p></li></ul></li><li><p>Velocitycomponentswhenhittingtheground:</p><ul><li><p></p></li></ul></li><li><p>Velocity components when hitting the ground:</p><ul><li><p>v_x = 15 m/s</p></li><li><p></p></li><li><p>v_y = -9.8 \times 10 = -98 m/s</p></li></ul></li><li><p>Speedwhenhittingtheground:</p><ul><li><p></p></li></ul></li><li><p>Speed when hitting the ground:</p><ul><li><p>v = \sqrt{15^2 + (-98)^2} \approx 99 m/s</p></li></ul></li></ul><h5id="d3395d80d3644982b7ea97fddfd1243c"datatocid="d3395d80d3644982b7ea97fddfd1243c"collapsed="false"seolevelmigrated="true">Example3.8</h5><ul><li><p>Cricketballthrownat</p></li></ul></li></ul><h5 id="d3395d80-d364-4982-b7ea-97fddfd1243c" data-toc-id="d3395d80-d364-4982-b7ea-97fddfd1243c" collapsed="false" seolevelmigrated="true">Example 3.8</h5><ul><li><p>Cricket ball thrown at28 m/sat30°abovethehorizontal.</p></li><li><p>Maximumheight:</p><ul><li><p>at 30° above the horizontal.</p></li><li><p>Maximum height:</p><ul><li><p>h_m = \frac{(28 \sin 30°)^2}{2 \times 9.8} \approx 10.0 m</p></li></ul></li><li><p>Timetoreturntothesamelevel:</p><ul><li><p></p></li></ul></li><li><p>Time to return to the same level:</p><ul><li><p>T_f = \frac{2 \times 28 \times \sin 30°}{9.8} \approx 2.9 s</p></li></ul></li><li><p>Horizontaldistance:</p><ul><li><p></p></li></ul></li><li><p>Horizontal distance:</p><ul><li><p>R = \frac{28^2 \sin 60°}{9.8} \approx 69 m</p></li></ul></li></ul><h3id="928844ead8d440caa9a3ad7170ffb4b6"datatocid="928844ead8d440caa9a3ad7170ffb4b6"collapsed="false"seolevelmigrated="true">UniformCircularMotion</h3><ul><li><p>Objectfollowsacircularpathataconstantspeed.</p></li><li><p>Speedisuniformbutdirectionchanges.</p></li><li><p>Accelerationisalwaysdirectedtowardsthecenter.</p></li><li><p>Accelerationiscalledcentripetalacceleration</p><ul><li><p>Magnitude:</p></li></ul></li></ul><h3 id="928844ea-d8d4-40ca-a9a3-ad7170ffb4b6" data-toc-id="928844ea-d8d4-40ca-a9a3-ad7170ffb4b6" collapsed="false" seolevelmigrated="true">Uniform Circular Motion</h3><ul><li><p>Object follows a circular path at a constant speed.</p></li><li><p>Speed is uniform but direction changes.</p></li><li><p>Acceleration is always directed towards the center.</p></li><li><p>Acceleration is called centripetal acceleration</p><ul><li><p>Magnitude:a = v^2/R</p></li></ul></li><li><p>Angularspeed:</p></li></ul></li><li><p>Angular speed:\omega = \frac{\Delta \theta}{\Delta t}</p></li><li><p>Relationshipbetweenlinearandangularspeed:</p></li><li><p>Relationship between linear and angular speed:v = R \omega</p></li><li><p>Centripetalaccelerationintermsofangularspeed:</p></li><li><p>Centripetal acceleration in terms of angular speed:a_c = \omega^2 R

  • Time period (T) is the time to make one revolution, frequency ($\nu) is revolutions per second (ν=1/T\nu = 1/T).

  • v=2πRT=2πRνv = \frac{2 \pi R}{T} = 2 \pi R \nu

  • ω=2πν\omega = 2 \pi \nu

  • ac=4π2ν2Ra_c = 4 \pi^2 \nu^2 R

Example 3.9
  • Insect in circular groove of radius 12 cm, completes 7 revolutions in 100 s.

  • Angular speed: ω=2π×71000.44rad/s\omega = \frac{2 \pi \times 7}{100} \approx 0.44 rad/s

  • Linear speed: v=0.44×125.3cm/sv = 0.44 \times 12 \approx 5.3 cm/s

  • Acceleration is not a constant vector, but its magnitude is constant:

    • a=(0.44)2×122.3cm/s2a = (0.44)^2 \times 12 \approx 2.3 cm/s^2