Title: Chapter 3: Vectors and 2Dimensional Motion
1Chapter 3 Vectors and 2-Dimensional Motion
- Properties of vectors
- Vector components
- Displacement, velocity, and acceleration in 2D
- Motion in 2D
- Relative velocity
2Vectors vs. Scalars
- All physical quantities encountered in this
course will be either a scalar or a vector - A vector has both magnitude (size) and direction
- A scalar is completely specified by only a
magnitude (size)
3Vector Notation
- When printed and handwritten, I will use an
arrow - Book uses bold face type and an arrow
- When dealing with just the magnitude of a vector
I will use an italic letter A - Italics will also be used to represent scalars
4Properties of Vectors
- Equality of Two Vectors
- Two vectors are equal if they have the same
magnitude (same units) and same direction - Parallel translation in a diagram
- Any vector can be moved parallel to itself
without being affected
5Properties of Vectors
- Negative vectors are directed in the opposite
direction of positive vectors - Resultant Vector
- The resultant vector is the sum of a given set of
vectors -
6Adding Vectors
- When adding vectors, their directions must be
taken into account - Be aware of signs
- Units must be the same
- i.e. use the same scale
- Geometric Methods
- Use scale drawings
- Algebraic Methods
- More convenient
7Adding Vectors Graphically (Triangle or Polygon
Method)
- Choose a scale (e.g. 1 cm 10 m)
- Draw the first vector with the appropriate length
and in the direction specified, with respect to a
coordinate system - Draw the next vector (same scale) with the
appropriate length and in the direction
specified, with respect to a coordinate system
with its origin at the end of vector 1 and
parallel to the coordinate system used for vector
1
8Adding Vectors Graphically
- Drawing the vectors tip-to-tail
- The resultant is drawn from the origin of vector
1 to the end of the last vector - Measure the length and direction of the resultant
- Use the scale factor to convert length to actual
magnitude
9Adding Vectors Graphically
- When you have many vectors, repeat the process
until all are included - The resultant is still drawn from the origin of
the first vector to the end of the last vector
10Notes about Vector Addition
- Commutative Law of Addition
- The order in which the vectors are added doesnt
affect the result -
11Vector Subtraction
- Special case of vector addition
- Add the negative of the vector
-
12Multiplying or Dividing a Vector by a Scalar
- The result of the multiplication or division of a
vector by a scalar is a vector - The magnitude of the vector is multiplied or
divided by the scalar - The product takes the sign of the scalar
- If the scalar is positive, the direction of the
result is the same as of the original vector - If the scalar is negative, the direction of the
result is opposite that of the original vector
13Components of a Vector
- A component is part of a vector
- It is useful to use rectangular components
- These are the projections of the vector along the
x- and y-axes
14Components of a Vector
- The x-component of a vector is the projection
along the x-axis - The y-component of a vector is the projection
along the y-axis - Then,
15Components of a Vector
- The previous equations are valid only if ? is
measured with respect to the x-axis - The components can be positive or negative and
will have the same units as the original vector
16Components of a Vector
- The components are the sides of a right triangle
whose hypotenuse is A - ? is measured with respect to the positive x-axis
- If not, you may get the wrong sign - make sure
you know what the sign should be
17Components of a Vector
18Changing Coordinate Systems
- It may be convenient to define a different
coordinate system - Choose axes that are perpendicular to each other
- Will change the components
19Adding Vectors Algebraically
- Choose a coordinate system and sketch the vectors
- Find the x- and y-components of all the vectors
- Add all the x-components
-
- Add all y-components
-
20Adding Vectors Algebraically
- Use the Pythagorean Theorem to find the magnitude
of the resultant - Use the inverse tangent function to find the
direction
21Motion in Two Dimensions
- We must use vectors to fully describe the motion
- We now consider displacement, velocity, and
acceleration in more than one direction - Sometimes, motion in each dimension can be
considered separately
22Displacement
- The position of an object is described by its
position vector, - The displacement of the object is defined as the
change in its position -
23Velocity
- The average velocity is the ratio of the
displacement to the time interval for the
displacement - The instantaneous velocity is the limit of the
average velocity as ?t approaches zero - The instantaneous velocity is directed along a
line that is tangent to the path of the particle
and in the direction of motion
24Acceleration
- The average acceleration is defined as the rate
at which the velocity changes - The instantaneous acceleration is the limit of
the average acceleration as ?t approaches zero
25Ways an Object Might Accelerate
- The magnitude of the velocity (the speed) can
change - The direction of the velocity can change, while
the magnitude is constant - Both the magnitude and the direction can change
26Projectile Motion
- An object may move in two directions
simultaneously - It moves in two dimensions
- May have different velocities, accelerations,
etc. in each direction - In this chapter we deal with an important special
case called projectile motion
27Assumptions of Projectile Motion
- We may ignore air resistance
- We may ignore the rotation of the earth
- With these assumptions, an object in projectile
motion will follow a parabolic path
28Rules of Projectile Motion
- The x- and y-directions of motion are completely
independent of each other - The x-direction is uniform motion
- ax 0
- The y-direction is free fall
- ay -g
- The initial velocity can be broken down into its
x- and y-components
29Projectile Motion
30Projectile Motion at Various Initial Angles
- Active Figure 3.15
- Complementary values of the initial angle result
in the same range - The heights will be different
- The maximum range occurs at a projection angle of
45o
31Some Details About the Rules
- x-direction
- ax 0
-
- x v0xt ( x0)
- This is the only operative equation in the
x-direction since there is uniform velocity in
that direction
32More Details About the Rules
- y-direction
-
- Free fall problem
- a -g
- Take the positive direction as upward
- Uniformly accelerated motion, so the motion
equations all hold
33Velocity of the Projectile
- The velocity of the projectile at any point of
its motion is the vector sum of its x- and
y-components at that point - Remember to be careful about the angles quadrant
34Projectile Motion Summary
- Provided air resistance is negligible, the
horizontal component of the velocity remains
constant - Since ax 0
- The vertical component of the acceleration is
equal to the free fall acceleration, -g
35Projectile Motion Summary
- The vertical component of the velocity vy and the
displacement in the y-direction are identical to
those of a freely falling body - Projectile motion can be described as the
superposition of two independent motions in the
x- and y-directions
36Problem-Solving Strategy
- Select a coordinate system and sketch the path of
the projectile - Identify initial and final positions, velocities,
and accelerations - Resolve the initial velocity into its x- and
y-components - Treat the horizontal and vertical motions
independently
37Problem-Solving Strategy
- Follow the techniques for problems with constant
velocity for the horizontal motion - Follow the techniques for problems with constant
acceleration for the vertical motion
38Variations of Projectile Motion
- An object may be fired horizontally
- The initial velocity is all in the x-direction
- v0 vx and vy 0
- All the general rules of projectile motion apply
39Example Problem 3-22
40Non-Symmetrical Projectile Motion
- Follow the general rules for projectile motion
- Break the y-direction into parts
- up and down
- symmetrical back to initial height and then the
rest of the height
41The Range Equation
42Relative Velocity
- Relative velocity is about relating the
measurements of two different observers - It may be useful to use a moving frame of
reference instead of a stationary one - It is important to specify the frame of
reference, since the motion may be different in
different frames of reference - There are no specific equations
43Relative Velocity Notation
- Subscripts can be useful in solving relative
velocity problems - Example of two moving cars
- Assume the following notation
- E is an observer, stationary with respect to the
earth - A and B are two moving cars
44Relative Position Equations
- is the position of car A as measured by E
- is the position of car B as measured by E
- is the position of car A as measured by car
B -
45Relative Position
- The position of car A relative to car B is given
by vector subtraction - Note the order of subscripts and subtraction
46Relative Velocity
- A similar relation holds for the velocities
-
47Problem-Solving Strategy Relative Velocity
- Label all the objects with a descriptive letter
- Clues velocity of A relative to B
- Write the velocity variables with appropriate
subscripts - If there is something not explicitly noted as
being relative to something else, it is probably
relative to the earth
48Problem-Solving Strategy Relative Velocity, cont
- Helpful to follow convention for ordering
subscripts - Solve for the unknowns
49Relative Velocity Example
- Need velocities
- Boat relative to river
- River relative to the Earth
- Boat with respect to the Earth (observer)
- Equation
50Relative Velocity Example