Study Notes: Motion in a Plane
Basics of Scalars and Vectors
Definition of Scalars: Physical quantities that possess magnitude only. A scalar is completely specified by a single numerical value and a proper unit.
Examples: Distance between points, mass of an object, temperature of a body, and time.
Rules for Combination: Scalars follow the rules of ordinary algebra. They can be added, subtracted, multiplied, and divided like ordinary numbers, provided they have the same units for addition and subtraction.
Example Calculations:
Perimeter of a rectangle with length and breadth is .
The difference between a maximum temperature of and a minimum of is .
A solid aluminium cube of side has a volume of and a density of , both of which are scalars.
Definition of Vectors: Physical quantities that possess both magnitude and direction, and obey the triangle law or parallelogram law of addition.
Representation: Represented by boldface type (e.g., ) or by an arrow over a letter (e.g., ). The magnitude is called the absolute value, denoted by lightface type () or .
Examples: Displacement, velocity, acceleration, and force.
Position and Displacement Vectors
Position Vector: To describe an object's position in a plane, a convenient origin is chosen. If a particle is at point at time , the vector is the position vector. Its length represents the magnitude, and its direction is the line from to .
Displacement Vector: When an object moves from point (at time ) to point (at time ), the vector is the displacement vector, denoted .
Path Independence: Displacement is the straight line joining the initial and final positions. It is independent of the actual path taken. For different paths like , , and , the displacement vector remains identical.
Magnitude Relationship: The magnitude of displacement is always less than or equal to the actual path length.
Equality and Manipulation of Vectors
Equality of Vectors: Two vectors and are equal if and only if they have the same magnitude and the same direction.
Free Vectors: In this context, vectors have no fixed locations. Displacing a vector parallel to itself leaves it unchanged.
Localised Vectors: In specific physical applications, the location or line of application is important, distinguishing them from free vectors.
Multiplication by Real Numbers:
Multiplying by a positive number results in a vector with magnitude and the same direction as .
Multiplying by a negative number results in a magnitude of and a direction opposite to .
Dimensionality: If the multiplier is a scalar with physical dimensions, the resulting vector's dimension is the product of both dimensions (e.g., velocity time = displacement).
Null Vector (Zero Vector): A vector with zero magnitude, denoted . Its direction cannot be specified.
Examples: Result of adding equal and opposite vectors , or the displacement of an object that returns to its starting point.
Properties:
Graphical Methods of Vector Addition and Subtraction
Triangle Method (Head-to-Tail): To find the sum , place the tail of at the head of . The vector connecting the tail of to the head of is the resultant .
Parallelogram Method: Bring the tails of and to a common origin . Draw lines parallel to each vector to form a parallelogram. The diagonal from the origin represents the resultant .
Laws of Addition:
Commutative Law:
Associative Law:
Subtraction: Defined as adding the negative of a vector: .
Resolution of Vectors
General Resolution: A vector in a plane can be resolved into two component vectors along any two non-zero, non-collinear vectors and in the same plane: .
Unit Vectors: Vectors of unit magnitude used to specify direction. They have no units or dimensions.
, , and denote unit vectors along the , , and axes respectively.
.
Any vector can be written as , where is the unit vector along .
Rectangular Components in 2D:
Rectangular Components in 3D:
, ,
Analytical Method of Vector Addition
If , then:
Law of Cosines: The magnitude of the resultant of two vectors and separated by angle is:
Law of Sines:
(where is the angle between and , and is the angle between and ).
Direction of Resultant:
Kinematics in a Plane
Position Vector: .
Displacement Vector: .
Velocity:
Average Velocity: .
Instantaneous Velocity: , where and .
Direction: The instantaneous velocity at any point is always tangential to the path at that point and in the direction of motion.
Acceleration:
Average Acceleration: .
Instantaneous Acceleration: , where and .
In 2D/3D motion, velocity and acceleration vectors can have any angle between and .
Motion with Constant Acceleration in a Plane
If acceleration is constant and an object starts with velocity at :
Velocity:
Position:
Independence of Directions: Motion in a plane can be treated as two separate, simultaneous one-dimensional motions along perpendicular directions.
Projectile Motion
Definition: An object in flight after being projected (e.g., football, baseball). It consists of two independent components:
Horizontal: Constant velocity ().
Vertical: Constant acceleration ().
Initial Conditions:
Velocity components: , .
Initial position: , .
Path Equation (Trajectory):
The path of a projectile is a parabola.
Time of Maximum Height ():
Time of Flight ():
Maximum Height ():
Horizontal Range ():
Range is maximum when , giving .
Ranges are equal for projection angles and .
Uniform Circular Motion
Definition: Motion of an object following a circular path at constant speed.
Centripetal Acceleration (): Even though speed is constant, direction changes continuously, leading to acceleration directed toward the center.
Angular Speed ():
Relationship to linear speed:
Acceleration in terms of :
Period () and Frequency ():
Time period
Frequency
Illustrative Examples
Example 3.1 (Rain and Wind): Rain falls at vertically; wind blows at E to W.
Resultant speed .
Angle with vertical . Boy should hold umbrella at with vertical towards the East.
Example 3.3 (Motorboat Velocity): Boat moves North at ; water current is at East of South.
Using Law of Cosines with angle between vectors: .
Angle from North: using Law of Sines, .
Example 3.4 (Particle Dynamics): Position .
Velocity .
Acceleration (constant along y).
At , velocity is , magnitude , and direction with x-axis.
Example 3.7 (Stones thrown from cliff): Cliff height , horizontal throw at .
Time to hit: .
Final speed: , . Total speed .
Points to Ponder
Path length is generally greater than or equal to the magnitude of displacement.
Average speed is greater than or equal to the magnitude of average velocity.
Kinematic equations for uniform acceleration do not apply to uniform circular motion because the acceleration direction changes.
The resultant acceleration in circular motion is directed towards the center only if speed is constant.
The shape of a trajectory (e.g., straight line vs. parabola) depends on both the constant acceleration and the initial conditions (position and velocity).