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 1.0 m1.0\,m and breadth 0.5 m0.5\,m is 1.0+0.5+1.0+0.5=3.0 m1.0 + 0.5 + 1.0 + 0.5 = 3.0\,m.

      • The difference between a maximum temperature of 35.6 ∘C35.6\,^{\circ}C and a minimum of 24.2 ∘C24.2\,^{\circ}C is 11.4 ∘C11.4\,^{\circ}C.

      • A solid aluminium cube of side 10 cm10\,cm has a volume of 10−3 m310^{-3}\,m^3 and a density of 2.7×103 kg m−32.7 \times 10^3\,kg\,m^{-3}, 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., v\mathbf{v}) or by an arrow over a letter (e.g., v⃗\vec{v}). The magnitude is called the absolute value, denoted by lightface type (vv) or ∣v∣|\mathbf{v}|.

    • Examples: Displacement, velocity, acceleration, and force.

Position and Displacement Vectors

  • Position Vector: To describe an object's position in a plane, a convenient origin OO is chosen. If a particle is at point PP at time tt, the vector OP=r\mathbf{OP} = \mathbf{r} is the position vector. Its length represents the magnitude, and its direction is the line from OO to PP.

  • Displacement Vector: When an object moves from point PP (at time tt) to point P′P' (at time t′t'), the vector PP′\mathbf{PP'} is the displacement vector, denoted Δr\Delta\mathbf{r}.

    • 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 PABCQPABCQ, PDQPDQ, and PBEFQPBEFQ, the displacement vector PQ\mathbf{PQ} 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 A\mathbf{A} and B\mathbf{B} 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 A\mathbf{A} by a positive number λ\lambda results in a vector with magnitude λ∣A∣\lambda|\mathbf{A}| and the same direction as A\mathbf{A}.

    • Multiplying A\mathbf{A} by a negative number −λ-\lambda results in a magnitude of λ∣A∣\lambda|\mathbf{A}| and a direction opposite to A\mathbf{A}.

    • Dimensionality: If the multiplier is a scalar with physical dimensions, the resulting vector's dimension is the product of both dimensions (e.g., velocity ×\times time = displacement).

  • Null Vector (Zero Vector): A vector with zero magnitude, denoted 0\mathbf{0}. Its direction cannot be specified.

    • Examples: Result of adding equal and opposite vectors A+(−A)\mathbf{A} + (-\mathbf{A}), or the displacement of an object that returns to its starting point.

    • Properties:

      • A+0=A\mathbf{A} + \mathbf{0} = \mathbf{A}

      • λ0=0\lambda \mathbf{0} = \mathbf{0}

      • 0A=00 \mathbf{A} = \mathbf{0}

Graphical Methods of Vector Addition and Subtraction

  • Triangle Method (Head-to-Tail): To find the sum A+B\mathbf{A} + \mathbf{B}, place the tail of B\mathbf{B} at the head of A\mathbf{A}. The vector connecting the tail of A\mathbf{A} to the head of B\mathbf{B} is the resultant R\mathbf{R}.

  • Parallelogram Method: Bring the tails of A\mathbf{A} and B\mathbf{B} to a common origin OO. Draw lines parallel to each vector to form a parallelogram. The diagonal from the origin represents the resultant R\mathbf{R}.

  • Laws of Addition:

    • Commutative Law: A+B=B+A\mathbf{A} + \mathbf{B} = \mathbf{B} + \mathbf{A}

    • Associative Law: (A+B)+C=A+(B+C)(\mathbf{A} + \mathbf{B}) + \mathbf{C} = \mathbf{A} + (\mathbf{B} + \mathbf{C})

  • Subtraction: Defined as adding the negative of a vector: A−B=A+(−B)\mathbf{A} - \mathbf{B} = \mathbf{A} + (-\mathbf{B}).

Resolution of Vectors

  • General Resolution: A vector A\mathbf{A} in a plane can be resolved into two component vectors along any two non-zero, non-collinear vectors a\mathbf{a} and b\mathbf{b} in the same plane: A=λa+μb\mathbf{A} = \lambda\mathbf{a} + \mu\mathbf{b}.

  • Unit Vectors: Vectors of unit magnitude used to specify direction. They have no units or dimensions.

    • i^\hat{i}, j^\hat{j}, and k^\hat{k} denote unit vectors along the xx, yy, and zz axes respectively.

    • ∣i^∣=∣j^∣=∣k^∣=1|\hat{i}| = |\hat{j}| = |\hat{k}| = 1.

    • Any vector A\mathbf{A} can be written as A=∣A∣n^\mathbf{A} = |\mathbf{A}|\hat{n}, where n^\hat{n} is the unit vector along A\mathbf{A}.

  • Rectangular Components in 2D:

    • A=Axi^+Ayj^\mathbf{A} = A_x \hat{i} + A_y \hat{j}

    • Ax=Acos⁡(θ)A_x = A \cos(\theta)

    • Ay=Asin⁡(θ)A_y = A \sin(\theta)

    • A=Ax2+Ay2A = \sqrt{A_x^2 + A_y^2}

    • θ=tan⁡−1(AyAx)\theta = \tan^{-1}\left(\frac{A_y}{A_x}\right)

  • Rectangular Components in 3D:

    • A=Axi^+Ayj^+Azk^\mathbf{A} = A_x \hat{i} + A_y \hat{j} + A_z \hat{k}

    • Ax=Acos⁡(α)A_x = A \cos(\alpha), Ay=Acos⁡(β)A_y = A \cos(\beta), Az=Acos⁡(γ)A_z = A \cos(\gamma)

    • A=Ax2+Ay2+Az2A = \sqrt{A_x^2 + A_y^2 + A_z^2}

Analytical Method of Vector Addition

  • If R=A+B\mathbf{R} = \mathbf{A} + \mathbf{B}, then:

    • Rx=Ax+BxR_x = A_x + B_x

    • Ry=Ay+ByR_y = A_y + B_y

    • Rz=Az+BzR_z = A_z + B_z

  • Law of Cosines: The magnitude of the resultant RR of two vectors A\mathbf{A} and B\mathbf{B} separated by angle θ\theta is:

    • R=A2+B2+2ABcos⁡(θ)R = \sqrt{A^2 + B^2 + 2AB \cos(\theta)}

  • Law of Sines:

    • Rsin⁡(θ)=Asin⁡(β)=Bsin⁡(α)\frac{R}{\sin(\theta)} = \frac{A}{\sin(\beta)} = \frac{B}{\sin(\alpha)} (where α\alpha is the angle between R\mathbf{R} and A\mathbf{A}, and β\beta is the angle between R\mathbf{R} and B\mathbf{B}).

  • Direction of Resultant:

    • tan⁡(α)=Bsin⁡(θ)A+Bcos⁡(θ)\tan(\alpha) = \frac{B \sin(\theta)}{A + B \cos(\theta)}

Kinematics in a Plane

  • Position Vector: r=xi^+yj^\mathbf{r} = x\hat{i} + y\hat{j}.

  • Displacement Vector: Δr=Δxi^+Δyj^\Delta\mathbf{r} = \Delta x \hat{i} + \Delta y \hat{j}.

  • Velocity:

    • Average Velocity: v=ΔrΔt=ΔxΔti^+ΔyΔtj^\mathbf{v} = \frac{\Delta\mathbf{r}}{\Delta t} = \frac{\Delta x}{\Delta t}\hat{i} + \frac{\Delta y}{\Delta t}\hat{j}.

    • Instantaneous Velocity: v=drdt=vxi^+vyj^\mathbf{v} = \frac{d\mathbf{r}}{dt} = v_x \hat{i} + v_y \hat{j}, where vx=dxdtv_x = \frac{dx}{dt} and vy=dydtv_y = \frac{dy}{dt}.

    • 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: a=ΔvΔt=ΔvxΔti^+ΔvyΔtj^\mathbf{a} = \frac{\Delta \mathbf{v}}{\Delta t} = \frac{\Delta v_x}{\Delta t}\hat{i} + \frac{\Delta v_y}{\Delta t}\hat{j}.

    • Instantaneous Acceleration: a=dvdt=axi^+ayj^\mathbf{a} = \frac{d\mathbf{v}}{dt} = a_x\hat{i} + a_y\hat{j}, where ax=dvxdta_x = \frac{dv_x}{dt} and ay=dvydta_y = \frac{dv_y}{dt}.

    • In 2D/3D motion, velocity and acceleration vectors can have any angle between 0∘0^{\circ} and 180∘180^{\circ}.

Motion with Constant Acceleration in a Plane

  • If acceleration a\mathbf{a} is constant and an object starts with velocity v0\mathbf{v}_0 at t=0t=0:

    • Velocity: v=v0+at\mathbf{v} = \mathbf{v}_0 + \mathbf{a}t

    • Position: r=r0+v0t+12at2\mathbf{r} = \mathbf{r}_0 + \mathbf{v}_0t + \frac{1}{2}\mathbf{a}t^2

  • Independence of Directions: Motion in a plane can be treated as two separate, simultaneous one-dimensional motions along perpendicular directions.

    • x(t)=x0+v0xt+12axt2x(t) = x_0 + v_{0x}t + \frac{1}{2}a_xt^2

    • y(t)=y0+v0yt+12ayt2y(t) = y_0 + v_{0y}t + \frac{1}{2}a_yt^2

Projectile Motion

  • Definition: An object in flight after being projected (e.g., football, baseball). It consists of two independent components:

    • Horizontal: Constant velocity (ax=0a_x = 0).

    • Vertical: Constant acceleration (ay=−ga_y = -g).

  • Initial Conditions:

    • Velocity components: v0x=v0cos⁡(θ0)v_{0x} = v_0 \cos(\theta_0), v0y=v0sin⁡(θ0)v_{0y} = v_0 \sin(\theta_0).

    • Initial position: x0=0x_0 = 0, y0=0y_0 = 0.

  • Path Equation (Trajectory):

    • y=(tan⁡(θ0))x−g2(v0cos⁡(θ0))2x2y = \left(\tan(\theta_0)\right)x - \frac{g}{2(v_0 \cos(\theta_0))^2}x^2

    • The path of a projectile is a parabola.

  • Time of Maximum Height (tmt_m):

    • tm=v0sin⁡(θ0)gt_m = \frac{v_0 \sin(\theta_0)}{g}

  • Time of Flight (TfT_f):

    • Tf=2v0sin⁡(θ0)g=2tmT_f = \frac{2v_0 \sin(\theta_0)}{g} = 2t_m

  • Maximum Height (hmh_m):

    • hm=(v0sin⁡(θ0))22gh_m = \frac{(v_0 \sin(\theta_0))^2}{2g}

  • Horizontal Range (RR):

    • R=v02sin⁡(2θ0)gR = \frac{v_0^2 \sin(2\theta_0)}{g}

    • Range is maximum when θ0=45∘\theta_0 = 45^{\circ}, giving Rmax=v02gR_{max} = \frac{v_0^2}{g}.

    • Ranges are equal for projection angles (45∘+α)(45^{\circ} + \alpha) and (45∘−α)(45^{\circ} - \alpha).

Uniform Circular Motion

  • Definition: Motion of an object following a circular path at constant speed.

  • Centripetal Acceleration (aca_c): Even though speed is constant, direction changes continuously, leading to acceleration directed toward the center.

    • ac=v2Ra_c = \frac{v^2}{R}

  • Angular Speed (ω\omega):

    • ω=ΔθΔt\omega = \frac{\Delta \theta}{\Delta t}

    • Relationship to linear speed: v=ωRv = \omega R

    • Acceleration in terms of ω\omega: ac=ω2Ra_c = \omega^2 R

  • Period (TT) and Frequency (ν\nu):

    • Time period T=2πRv=2πωT = \frac{2\pi R}{v} = \frac{2\pi}{\omega}

    • Frequency ν=1T=ω2π\nu = \frac{1}{T} = \frac{\omega}{2\pi}

    • v=2πRνv = 2\pi R\nu

    • ac=4π2ν2Ra_c = 4\pi^2 \nu^2 R

Illustrative Examples

  • Example 3.1 (Rain and Wind): Rain falls at 35 m/s35\,m/s vertically; wind blows at 12 m/s12\,m/s E to W.

    • Resultant speed R=352+122=37 m/sR = \sqrt{35^2 + 12^2} = 37\,m/s.

    • Angle with vertical θ=tan⁡−1(12/35)≈19∘\theta = \tan^{-1}(12/35) \approx 19^{\circ}. Boy should hold umbrella at 19∘19^{\circ} with vertical towards the East.

  • Example 3.3 (Motorboat Velocity): Boat moves North at 25 km/h25\,km/h; water current is 10 km/h10\,km/h at 60∘60^{\circ} East of South.

    • Using Law of Cosines with angle 120∘120^{\circ} between vectors: R=252+102+2(25)(10)cos⁡(120∘)≈22 km/hR = \sqrt{25^2 + 10^2 + 2(25)(10) \cos(120^{\circ})} \approx 22\,km/h.

    • Angle ϕ\phi from North: using Law of Sines, ϕ≈23.4∘\phi \approx 23.4^{\circ}.

  • Example 3.4 (Particle Dynamics): Position r(t)=3.0ti^+2.0t2j^+5.0k^\mathbf{r}(t) = 3.0t\hat{i} + 2.0t^2\hat{j} + 5.0\hat{k}.

    • Velocity v(t)=3.0i^+4.0tj^\mathbf{v}(t) = 3.0\hat{i} + 4.0t\hat{j}.

    • Acceleration a(t)=4.0j^ m/s2\mathbf{a}(t) = 4.0\hat{j}\,m/s^2 (constant along y).

    • At t=1.0 st=1.0\,s, velocity is 3.0i^+4.0j^3.0\hat{i} + 4.0\hat{j}, magnitude 5.0 m/s5.0\,m/s, and direction 53∘53^{\circ} with x-axis.

  • Example 3.7 (Stones thrown from cliff): Cliff height 490 m490\,m, horizontal throw at 15 m/s15\,m/s.

    • Time to hit: −490=−12(9.8)t2⇒t=10 s-490 = -\frac{1}{2}(9.8)t^2 \Rightarrow t = 10\,s.

    • Final speed: vx=15v_x = 15, vy=−98v_y = -98. Total speed v=152+(−98)2≈99 m/sv = \sqrt{15^2 + (-98)^2} \approx 99\,m/s.

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).