Motion in a Plane – Scalars, Vectors, Kinematics & Projectile/Circular Motion

Scalars and Vectors

  • Classification of physical quantities
    • Scalars: possess magnitude only (e.g.
    • Temperature, mass, length, time, work, etc.)
    • Combine via ordinary algebra: can add/subtract if units match; any units may multiply/divide.
    • Vectors: possess both magnitude and direction and obey triangle / parallelogram laws of addition & subtraction (e.g. displacement, velocity, acceleration, force, momentum).
    • Notation: boldface F\mathbf F or arrow over letter F\vec F.
  • Graphical representation of a vector
    • Choose a scale (e.g. 1 cm10m/s1\text{ cm}\rightarrow 10\,\text{m/s}).
    • Tail = initial point, head = terminal point.
  • Types of vectors
    • Polar: act from a point (force, displacement).
    • Axial: represent rotational effect along axis (torque, angular momentum, ω\vec \omega). Direction given by right-hand rule (clockwise/anticlockwise).
    • Null / zero: 0=0|\mathbf 0|=0, arbitrary direction (e.g. acceleration of uniform-velocity object).
    • Equal: same magnitude & direction (A=B\vec A=\vec B).
    • Free: location can shift parallel to itself (e.g. velocity along straight line).
    • Negative: same magnitude, opposite direction (A+(A)=0\vec A + ( -\vec A)=\vec 0).
    • Collinear: act along same or parallel lines (sub-cases: parallel, anti-parallel).
    • Co-planar: lie in same plane.
    • Co-initial: share same tail.
    • Orthogonal unit vectors: i^,j^,k^\hat i,\hat j,\hat k along X, Y, Z (mutually perpendicular; i^=j^=k^=1|\hat i|=|\hat j|=|\hat k|=1).
    • Localised: fixed initial point (position vector).
    • Non-localised: initial point not fixed (velocity of particle).
  • Tensors: quantities with no specified direction but different values in different directions (moment of inertia, stress, pressure).

Fundamental Vector Definitions

  • Modulus (magnitude): A=A|\vec A|=A.
  • Unit vector in direction of A\vec A: A^=A/A\hat A=\vec A/|\vec A|.

Position & Displacement Vectors

  • Position vector r\vec r: from origin O to point (in 2-D r=xi^+yj^\vec r = x\hat i + y\hat j; in 3-D =xi^+yj^+zk^=x\hat i+y\hat j+z\hat k).
    • Conveys minimum distance from origin + direction.
  • Displacement Δr=r<em>2r</em>1\Delta \vec r = \vec r<em>2-\vec r</em>1 between positions (x<em>1,y</em>1,z<em>1)(x<em>1,y</em>1,z<em>1) and (x</em>2,y<em>2,z</em>2)(x</em>2,y<em>2,z</em>2).
    • Δr=(x<em>2x</em>1)i^+(y<em>2y</em>1)j^+(z<em>2z</em>1)k^\Delta \vec r =(x<em>2-x</em>1)\hat i+(y<em>2-y</em>1)\hat j+(z<em>2-z</em>1)\hat k.
    • Magnitude (2-D): Δr=(Δx)2+(Δy)2|\Delta \vec r|=\sqrt{(\Delta x)^2+(\Delta y)^2}; 3-D add +(Δz)2+(\Delta z)^2.
    • Always ≤ path length.

Multiplication by a Scalar

  • λA\lambda\vec A: magnitude scaled by λ|\lambda|; direction same if \lambda>0, opposite if \lambda<0.
  • Examples: 3A,4A3\vec A,\,-4\vec A, s=vt\vec s = \vec v\,t (displacement from constant velocity).

Resultant (Graphical)

Same direction

  • R=A+B\vec R=\vec A+\vec B, magnitude =A+B=A+B.

Opposite directions

  • R=AB\vec R=\vec A-\vec B (direction of larger vector, magnitude AB|A-B|).

Zero resultant conditions

  • Triangle: three vectors forming closed triangle in order ⇒ equilibrium.
  • Polygon: any number forming closed polygon ⇒ F=0\sum\vec F=0.
  • Equilibrium criteria: F=0\sum \vec F =0 (no linear motion), τ=0\sum \vec \tau =0 (no rotation), minimal potential energy.

Laws of Vector Addition (Graphical)

  • Triangle law: third side (opposite order) gives resultant.
  • Parallelogram law: diagonal from common tail gives resultant.
  • Polygon law: closing side (reverse order) gives resultant for multiple vectors.

Properties of Vector Addition

  • Commutative: A+B=B+A\vec A+\vec B=\vec B+\vec A.
  • Associative: (A+B)+C=A+(B+C)(\vec A+\vec B)+\vec C=\vec A+(\vec B+\vec C).
  • Distributive: λ(A+B)=λA+λB\lambda(\vec A+\vec B)=\lambda\vec A+\lambda\vec B.
  • Resultant max: vectors parallel (angle 00^\circ) Rmax=A+BR_{\max}=A+B.
  • Resultant min: anti-parallel (180180^\circ) Rmin=ABR_{\min}=|A-B|.

Subtraction (Graphical)

  • AB=A+(B)\vec A-\vec B = \vec A + (-\vec B) (add inverted B\vec B).
  • Not commutative nor associative; obeys distributive.

Resolution of Vectors

Along arbitrary directions u^,v^\hat u,\hat v

  • Given R\vec R; construct parallelogram → R=λu^+μv^\vec R = \lambda\hat u + \mu \hat v.

Rectangular (2-D)

  • A=A<em>xi^+A</em>yj^\vec A = A<em>x \hat i + A</em>y \hat j; magnitude A=A<em>x2+A</em>y2A=\sqrt{A<em>x^2+A</em>y^2}; angle tanθ=A<em>y/A</em>x\tan\theta = A<em>y/A</em>x.

Space components (3-D)

  • A=A<em>xi^+A</em>yj^+Azk^\vec A = A<em>x\hat i + A</em>y\hat j + A_z\hat k.
    • A<em>x=Acosα,  A</em>y=Acosβ,  Az=AcosγA<em>x = A\cos\alpha,\; A</em>y=A\cos\beta,\; A_z=A\cos\gamma where α,β,γ\alpha,\beta,\gamma angles with X,Y,Z.
    • Magnitude A=A<em>x2+A</em>y2+Az2A=\sqrt{A<em>x^2+A</em>y^2+A_z^2}.

Analytical Resultant of Two Vectors

  • Magnitude: R=A2+B2+2ABcosθR=\sqrt{A^2+B^2+2AB\cos\theta}.
  • Direction (angle β\beta w.r.t. A\vec A): tanβ=BsinθA+Bcosθ\tan\beta = \dfrac{B\sin\theta}{A+B\cos\theta}.
  • For difference: AB=A2+B22ABcosθ|\vec A-\vec B|=\sqrt{A^2+B^2-2AB\cos\theta}.

Dot (Scalar) Product

  • AB=ABcosθ\vec A\cdot\vec B = AB\cos\theta.
  • Properties: commutative, distributive, AA=A2\vec A\cdot\vec A=A^2, zero if perpendicular.
  • Components: AB=A<em>xB</em>x+A<em>yB</em>y+A<em>zB</em>z\vec A\cdot\vec B = A<em>xB</em>x + A<em>yB</em>y + A<em>zB</em>z.

Cross (Vector) Product

  • A×B=ABsinθn^\vec A \times \vec B = AB\sin\theta\,\hat n (direction by right-hand rule, magnitude area of parallelogram).
  • Component determinant:
    A×B=i^amp;j^amp;k^ A<em>xA</em>yamp;A<em>z B</em>xamp;B<em>yB</em>z\vec A\times\vec B = \begin{vmatrix}\hat i &amp; \hat j &amp; \hat k\ A<em>x & A</em>y &amp; A<em>z\ B</em>x &amp; B<em>y & B</em>z\end{vmatrix}.
  • Properties: anti-commutative (A×B=B×A\vec A\times\vec B = -\vec B\times\vec A), distributive, zero for parallel/anti-parallel, A×B=ABsinθ|\vec A\times\vec B|=AB\sin\theta.
  • Triple product (scalar): a(b×c)\vec a\cdot(\vec b\times\vec c); (vector) a×(b×c)=(ac)b(ab)c\vec a\times(\vec b\times\vec c)=(\vec a\cdot\vec c)\,\vec b-(\vec a\cdot\vec b)\,\vec c.

Motion in a Plane (Kinematics)

  • Treat separately along X and Y (independent).
  • At time tt, position r=xi^+yj^\vec r = x\hat i + y\hat j; displacement drd\vec r.
  • Velocity
    • Average: vav=ΔrΔt=(Δx/Δt)i^+(Δy/Δt)j^\vec v_{av}=\dfrac{\Delta\vec r}{\Delta t}=(\Delta x/\Delta t)\hat i + (\Delta y/\Delta t)\hat j.
    • Instantaneous: v=dr/dt=v<em>xi^+v</em>yj^\vec v = d\vec r/dt = v<em>x\hat i + v</em>y\hat j.
  • Acceleration
    • Average: aav=ΔvΔt\vec a_{av}=\dfrac{\Delta\vec v}{\Delta t}.
    • Instantaneous: a=dv/dt=a<em>xi^+a</em>yj^\vec a=d\vec v/dt = a<em>x\hat i + a</em>y\hat j where a<em>x=d2x/dt2,  a</em>y=d2y/dt2a<em>x=d^2x/dt^2,\;a</em>y=d^2y/dt^2.
  • With constant acceleration a\vec a:
    • v=v0+at\vec v = \vec v_0 + \vec a t.
    • r=r<em>0+v</em>0t+12at2\vec r = \vec r<em>0 + \vec v</em>0 t + \tfrac12\vec a t^2 (component-wise).

Projectile Motion (2-D under gravity)

  • Assumptions: no air resistance; gg constant; Earth’s rotation/curvature neglected.
  • Launch speed uu at angle θ\theta above horizontal.
    • Components: u<em>x=ucosθ,  u</em>y=usinθu<em>x=u\cos\theta,\; u</em>y=u\sin\theta.
    • Horizontal motion: x=ucosθtx = u\cos\theta\,t (no acceleration).
    • Vertical motion: y=usinθt12gt2y = u\sin\theta\,t - \tfrac12 g t^2.
  • Trajectory (eliminate tt): y=xtanθgx22u2cos2θy = x\tan\theta - \dfrac{g x^2}{2u^2\cos^2\theta} ⇒ parabola.
  • Time of flight: T=2usinθgT = \dfrac{2u\sin\theta}{g} (ascent time = descent time).
  • Maximum height: H=u2sin2θ2gH = \dfrac{u^2\sin^2\theta}{2g}.
  • Horizontal range: R=u2sin2θgR = \dfrac{u^2\sin2\theta}{g}; maximum when θ=45\theta=45^\circRmax=u2/gR_{max}=u^2/g.
  • If projected at angle θ\theta with vertical: replace sin,cos\sin,\cos appropriately ⇒ T=(2ucosθ)/g,  H=u2cos2θ/2g,  R=u2sin2θ/gT=(2u\cos\theta)/g,\;H=u^2\cos^2\theta/2g,\;R=u^2\sin2\theta/g.
  • Air resistance would reduce both range and final speed; affects both components, unlike ideal case where only vertical component changes.
  • Special application: projectile from top of inclined plane; formula for impact distance x=2u2tanθ/(g(1+tan2θ))x = 2u^2\tan\theta / (g(1+\tan^2\theta)) (derived in text).

Uniform Circular Motion

  • Object moves in circle radius rr at constant speed vv (angular speed ω\omega).
  • Angular displacement dθd\theta (radians) traced at centre.
    • ω=dθ/dt\omega = d\theta/dt (vector along axis by right-hand rule).
    • Time period T=1/fT=1/f; ω=2πf=2π/T\omega=2\pi f = 2\pi/T.
  • Linear speed: v=rωv = r\omega.
  • Centripetal (radial) acceleration: ac=v2/r=rω2a_c = v^2/r = r\omega^2 directed to centre.

Illustrative Examples (Summary)

  • Displacement from (1,2,3) to (4,5,6): d=3i^+3j^+3k^\vec d = 3\hat i+3\hat j+3\hat k; angle with X-axis 54.7454.74^\circ.
  • Boy walks 10 m N then 7 m E: resultant 12.21m12.21\,\text m at 3535^\circ east of north.
  • Two perpendicular velocities 30 m/s east & 40 m/s north: resultant 50 m/s at 5353^\circ N of E.
  • Boat 25 km/h N, current 10 km/h at 6060^\circ E of S (i.e. 120120^\circ from N): resultant 21.8km/h21.8\,\text{km/h} at 23.423.4^\circ W of N.
  • Forces 5 N east, 7 N south: resultant 8.6N8.6\,\text N toward SW.
  • Particle with v0=5i^\vec v_0=5\hat i m/s, a=(3i^+2j^)\vec a=(3\hat i+2\hat j): after tt seconds, x=5t+1.5t2,  y=1t2x=5t+1.5t^2,\;y=1t^2; at x=84x=84 m ⇒ t=6t=6 s, y=36y=36 m, speed 2626 m/s.
  • Soccer ball 20 m/s at 3030^\circ: ttop=1st_{top}=1\,\text s, H=5mH=5\,\text m, R=34.6mR=34.6\,\text m, T=2sT=2\,\text s.
  • Cricket ball 28 m/s at 3030^\circ: H=10mH=10\,\text m, T=2.9sT=2.9\,\text s, R=69mR=69\,\text m.
  • Insect in 12 cm groove, 7 rev in 100 s: ω=0.44rad/s\omega=0.44\,\text{rad/s}, v=rω=0.053m/sv=r\omega=0.053\,\text{m/s}, centripetal a=ω2r=0.0028m/s2a=\omega^2 r=0.0028\,\text{m/s}^2 toward centre; direction continually changes so vector not constant in direction (only magnitude constant).

Quick Concept Questions (with answers)

  1. Path length ≥ displacement; equality only for straight-line motion.
  2. Three vectors give zero resultant when they form the sides of a triangle in order (or any closed polygon for more vectors).
  3. Sum of two vectors maximal when parallel (angle 00^\circ) and minimal when anti-parallel (180180^\circ).
  4. If A+B=AB|\vec A+\vec B|=|\vec A-\vec B|AB=0\vec A\cdot\vec B = 0 (vectors perpendicular).
  5. Vectors can be associated with: (i) Wire loop length? No (scalar). (ii) Plane area? Yes (area vector normal to plane). (iii) Sphere? No single vector; need tensor for volume distribution.
    6-10. Numerical answers provided: 6) 120120^\circ; 7) combine at 00^\circ or 120120^\circ to get resultant 0 or FF; 8) 5i^+2j^4k^-5\hat i+2\hat j-4\hat k; 9) 3030^\circ; 10) 1/31/\sqrt3 ratio.

Key Formula Sheet

  • r=xi^+yj^(+zk^)\vec r = x\hat i + y\hat j (+z\hat k)
  • Δr=(Δx)2+(Δy)2+(Δz)2|\Delta \vec r| = \sqrt{(\Delta x)^2+(\Delta y)^2+(\Delta z)^2}
  • v=dr/dt\vec v = d\vec r/dt ; a=dv/dt\vec a=d\vec v/dt
  • Constant a\vec a: v=v<em>0+at\vec v = \vec v<em>0 + \vec a t ; r=r</em>0+v0t+12at2\vec r = \vec r</em>0 + \vec v_0 t + \tfrac12\vec a t^2
  • Projectile: T=2usinθgT=\dfrac{2u\sin\theta}{g}, H=u2sin2θ2gH=\dfrac{u^2\sin^2\theta}{2g}, R=u2sin2θgR=\dfrac{u^2\sin2\theta}{g}.
  • Uniform circle: ω=2πf=2π/T\omega=2\pi f=2\pi/T, v=rωv=r\omega, ac=v2/r=rω2a_c = v^2/r = r\omega^2.
  • Dot product: AB=ABcosθ=A<em>xB</em>x+A<em>yB</em>y+A<em>zB</em>z\vec A\cdot\vec B = AB\cos\theta = A<em>xB</em>x + A<em>yB</em>y + A<em>zB</em>z.
  • Cross product: A×B=ABsinθ|\vec A\times\vec B| = AB\sin\theta, direction by right-hand rule.

Practical & Philosophical Notes

  • Vector treatment allows decomposition of multidimensional motion into independent 1-D motions (Galileo’s principle of independence).
  • Equilibrium conditions underpin statics and structural engineering (bridges/towers stability).
  • Projectile principles inform ballistics, sports science, irrigation jet design, etc.
  • Uniform circular motion underlies planetary motion approximations, centrifuge design, particle accelerators.
  • Inclusion/exclusion of air resistance distinguishes ideal models vs. real-world predictions—ethical responsibility to choose correct model in safety-critical calculations.