Chapter Notes

Motion In A Plane

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Introduction to Motion in a Plane

In the previous chapter, we explored motion along a straight line (one-dimensional motion). We saw that we could use simple positive (+) and negative (-) signs to indicate direction. However, the world around us is not limited to straight lines. Objects fly through the air, planets orbit the sun, and cars turn corners. To describe this kind of motion in two dimensions (a plane) or three dimensions (space), we need a more powerful tool: vectors.

This chapter introduces the language of vectors. We will learn what scalars and vectors are, how to add, subtract, and multiply them, and how to use them to describe physical quantities like position, velocity, and acceleration in a plane. We will then apply these concepts to understand two important types of two-dimensional motion: projectile motion and uniform circular motion.

Scalars and Vectors

In physics, all measurable quantities can be classified into two main categories: scalars and vectors. The key difference between them is that vectors have a direction, while scalars do not.

Scalar Quantity A scalar is a quantity that is fully described by its magnitude (a single number) and a proper unit.

  • Examples: Distance (5 km), mass (2 kg), temperature (25°C), and time (10 s).
  • Combining Scalars: Scalars follow the rules of ordinary algebra. You can add, subtract, multiply, and divide them just like regular numbers. For example, if a rectangle is 1.0 m long and 0.5 m wide, its perimeter is simply the sum of the lengths of its four sides: 1.0 m+0.5 m+1.0 m+0.5 m=3.0 m1.0 \text{ m} + 0.5 \text{ m} + 1.0 \text{ m} + 0.5 \text{ m} = 3.0 \text{ m}.
Note
When adding or subtracting scalars, they must have the same units (you can't add kilograms to seconds). However, you can multiply or divide scalars with different units (like calculating density by dividing mass by volume).

Vector Quantity A vector is a quantity that has both magnitude and direction. To be a vector, a quantity must also obey the specific rules of vector addition, such as the triangle law or the parallelogram law.

  • Examples: Displacement (10 m, East), velocity (20 m/s, North), acceleration (9.8 m/s², downwards), and force (50 N, at 30°).
  • Representing Vectors: In textbooks, vectors are shown in boldface, like v. When writing by hand, we draw an arrow over the letter, like v\vec{v}. The magnitude of a vector is its absolute value, written as v|\mathbf{v}| or simply vv.

Position and Displacement Vectors

To describe an object's motion in a plane, we first need to define its position.

  • Position Vector (r): This is a vector drawn from a chosen origin (O) to the object's location (P). The length of the position vector represents the distance from the origin, and its direction points from the origin to the object. We denote it as OP=r\mathbf{OP} = \mathbf{r}.

  • Displacement Vector (Δ\Deltar): If an object moves from an initial position P to a final position P', the displacement vector is the straight-line vector from P to P'. It represents the change in position.

A crucial point is that the displacement vector only depends on the starting and ending points, not the actual path taken. For example, whether you walk in a straight line or a winding path from your home to school, your displacement is the same: a straight line from home to school. Because of this, the magnitude of the displacement is always less than or equal to the total path length.

Equality of Vectors

Two vectors, A and B, are considered equal if and only if they have the same magnitude and the same direction.

A vector can be moved parallel to itself without changing what it is. This is because, for many applications in physics, a vector's location doesn't matter, only its length and direction. These are called free vectors.

Multiplication of Vectors by Real Numbers

We can multiply a vector by a real number (a scalar), which scales the vector.

  • Multiplying by a Positive Number (λ>0\lambda > 0): When you multiply a vector A by a positive number λ\lambda, the result is a new vector, λA\lambda\mathbf{A}. Its magnitude becomes λ\lambda times the original magnitude, and its direction remains the same. For example, 2A2\mathbf{A} is a vector in the same direction as A but twice as long.

  • Multiplying by a Negative Number (λ-\lambda): When you multiply a vector A by a negative number λ-\lambda, the new vector has a magnitude of λA\lambda|\mathbf{A}|, but its direction is opposite to the original vector. For example, 1.5A-1.5\mathbf{A} is a vector pointing in the opposite direction of A and is 1.5 times as long.

Addition and Subtraction of Vectors - Graphical Method

Vectors do not add like ordinary numbers. We must use graphical methods that account for their direction.

Head-to-Tail Method (Triangle Law of Addition)

This is the most intuitive way to add vectors. To find the sum of two vectors A and B, follow these steps:

  1. Draw vector A.
  2. Place the tail of vector B at the head of vector A.
  3. The resultant vector R is the vector drawn from the tail of A to the head of B.

This gives us the vector sum: R=A+B\mathbf{R} = \mathbf{A} + \mathbf{B}.

Vector addition has two important properties:

  • Commutative Law: The order of addition doesn't matter. A+B=B+A\mathbf{A} + \mathbf{B} = \mathbf{B} + \mathbf{A}.
  • Associative Law: When adding three or more vectors, it doesn't matter how you group them. (A+B)+C=A+(B+C)(\mathbf{A} + \mathbf{B}) + \mathbf{C} = \mathbf{A} + (\mathbf{B} + \mathbf{C}).

Null Vector (Zero Vector)

What happens when you add a vector A to its negative, A-\mathbf{A}? The result is a null vector, denoted by 0.

  • A null vector has zero magnitude.
  • Because its magnitude is zero, its direction cannot be specified.

Properties of the null vector:

  • A+0=A\mathbf{A} + \mathbf{0} = \mathbf{A}
  • λ0=0\lambda\mathbf{0} = \mathbf{0} (where λ\lambda is a scalar)
  • 0A=00\mathbf{A} = \mathbf{0}
Example
If a person walks from point P to point P' and then walks back to P, their total displacement is zero. The displacement is a null vector because the initial and final positions are the same.

Subtraction of Vectors

Subtracting a vector is defined as adding its negative. The difference between two vectors A and B is: AB=A+(B)\mathbf{A} - \mathbf{B} = \mathbf{A} + (-\mathbf{B}) To do this graphically, you first reverse the direction of vector B to get B-\mathbf{B}, and then add B-\mathbf{B} to A using the head-to-tail method.

Parallelogram Law of Addition

This is an alternative but equivalent method for adding two vectors.

  1. Place the tails of both vectors A and B at a common origin, O.
  2. Complete the parallelogram using A and B as adjacent sides.
  3. The resultant vector R is the diagonal of the parallelogram that starts from the common origin O.
Example
Rain is falling vertically with a speed of 35 m s135 \text{ m s}^{-1}. Wind starts blowing after sometime with a speed of 12 m s112 \text{ m s}^{-1} in the east to west direction. In which direction should a boy waiting at a bus stop hold his umbrella?

Given

  • Velocity of rain, vr=35 m s1v_r = 35 \text{ m s}^{-1} (vertically downward)
  • Velocity of wind, vw=12 m s1v_w = 12 \text{ m s}^{-1} (from east to west, i.e., horizontally)

To Find

The direction in which the boy should hold his umbrella. This will be opposite to the direction of the resultant velocity of the rain.

Formula

The magnitude of the resultant velocity R is found using the Pythagorean theorem, as the vectors are perpendicular. R=vr2+vw2R = \sqrt{v_r^2 + v_w^2} The direction angle θ\theta with the vertical is given by: tanθ=vwvr\tan\theta = \frac{v_w}{v_r}

Solution

The boy needs to hold the umbrella to block the rain, which appears to be coming at him with a resultant velocity R, which is the vector sum of the rain's velocity and the wind's velocity.

First, calculate the magnitude of the resultant velocity: R=352+122=1225+144=1369=37 m s1R = \sqrt{35^2 + 12^2} = \sqrt{1225 + 144} = \sqrt{1369} = 37 \text{ m s}^{-1}

Next, find the direction. Let θ\theta be the angle the resultant velocity R makes with the vertical. tanθ=vwvr=12350.343\tan\theta = \frac{v_w}{v_r} = \frac{12}{35} \approx 0.343 θ=tan1(0.343)19\theta = \tan^{-1}(0.343) \approx 19^\circ

The resultant velocity of the rain is 1919^\circ from the vertical towards the west. To protect himself, the boy must hold his umbrella at an angle of 1919^\circ with the vertical towards the east.

Final Answer The boy should hold his umbrella at an angle of about 1919^\circ with the vertical, tilted towards the east.

Resolution of Vectors

Just as we can add vectors to get a single resultant, we can also break down a single vector into multiple parts, called component vectors. This process is known as resolution of vectors.

It is most useful to resolve a vector into components that are perpendicular to each other, typically along the x and y-axes of a rectangular coordinate system. For this, we use unit vectors.

A unit vector is a vector with a magnitude of exactly 1. It has no dimensions or units; its only purpose is to specify a direction.

  • i^\hat{\mathbf{i}} is the unit vector in the positive x-direction.
  • j^\hat{\mathbf{j}} is the unit vector in the positive y-direction.
  • k^\hat{\mathbf{k}} is the unit vector in the positive z-direction.

Any vector A can be written as the sum of its rectangular components: A=Axi^+Ayj^\mathbf{A} = A_x \hat{\mathbf{i}} + A_y \hat{\mathbf{j}} Here, AxA_x and AyA_y are the scalar components of A along the x and y-axes. Axi^A_x\hat{\mathbf{i}} is the vector component along the x-axis.

If a vector A has a magnitude AA and makes an angle θ\theta with the positive x-axis, its components are:

  • x-component: Ax=AcosθA_x = A \cos\theta
  • y-component: Ay=AsinθA_y = A \sin\theta

Conversely, if we know the components AxA_x and AyA_y, we can find the magnitude and direction of the vector A:

  • Magnitude: A=Ax2+Ay2A = \sqrt{A_x^2 + A_y^2}
  • Direction: tanθ=AyAx\tan\theta = \frac{A_y}{A_x}

This can be extended to three dimensions: A=Axi^+Ayj^+Azk^\mathbf{A} = A_x \hat{\mathbf{i}} + A_y \hat{\mathbf{j}} + A_z \hat{\mathbf{k}} A=Ax2+Ay2+Az2A = \sqrt{A_x^2 + A_y^2 + A_z^2}

Vector Addition - Analytical Method

While the graphical method helps visualize vector addition, it's often tedious and not very precise. The analytical method, using components, is much easier and more accurate.

To add two vectors A=Axi^+Ayj^\mathbf{A} = A_x \hat{\mathbf{i}} + A_y \hat{\mathbf{j}} and B=Bxi^+Byj^\mathbf{B} = B_x \hat{\mathbf{i}} + B_y \hat{\mathbf{j}}, simply add their corresponding components: R=A+B=(Ax+Bx)i^+(Ay+By)j^\mathbf{R} = \mathbf{A} + \mathbf{B} = (A_x + B_x)\hat{\mathbf{i}} + (A_y + B_y)\hat{\mathbf{j}} So, the components of the resultant vector R are:

  • Rx=Ax+BxR_x = A_x + B_x
  • Ry=Ay+ByR_y = A_y + B_y

This method easily extends to three dimensions and to the addition or subtraction of any number of vectors.

Example
Find the magnitude and direction of the resultant of two vectors A and B in terms of their magnitudes and the angle θ\theta between them.

Given

  • Magnitude of vector A is AA.
  • Magnitude of vector B is BB.
  • Angle between A and B is θ\theta.

To Find

  • The magnitude RR of the resultant vector R=A+B\mathbf{R} = \mathbf{A} + \mathbf{B}.
  • The direction α\alpha of the resultant vector R with respect to vector A.

Formula

  • Law of Cosines for magnitude: R=A2+B2+2ABcosθR = \sqrt{A^2 + B^2 + 2AB\cos\theta}
  • Law of Sines for direction: Rsinθ=Bsinα\frac{R}{\sin\theta} = \frac{B}{\sin\alpha}
  • Alternative formula for direction: tanα=BsinθA+Bcosθ\tan\alpha = \frac{B\sin\theta}{A + B\cos\theta}

Solution

We use the parallelogram law. Let vector A be along the x-axis (OP). Vector B (OQ) makes an angle θ\theta with A. The resultant R is the diagonal OS. We drop a perpendicular SN from S to the extended line OP.

In the right-angled triangle OSN: OS2=ON2+SN2OS^2 = ON^2 + SN^2

We know that ON=OP+PNON = OP + PN. From triangle PSN, PN=PScosθ=BcosθPN = PS\cos\theta = B\cos\theta and SN=PSsinθ=BsinθSN = PS\sin\theta = B\sin\theta. Since OP=AOP = A, we have ON=A+BcosθON = A + B\cos\theta.

Substituting these into the first equation: R2=(A+Bcosθ)2+(Bsinθ)2R^2 = (A + B\cos\theta)^2 + (B\sin\theta)^2 R2=A2+2ABcosθ+B2cos2θ+B2sin2θR^2 = A^2 + 2AB\cos\theta + B^2\cos^2\theta + B^2\sin^2\theta R2=A2+B2(cos2θ+sin2θ)+2ABcosθR^2 = A^2 + B^2(\cos^2\theta + \sin^2\theta) + 2AB\cos\theta Since cos2θ+sin2θ=1\cos^2\theta + \sin^2\theta = 1: R2=A2+B2+2ABcosθR^2 = A^2 + B^2 + 2AB\cos\theta R=A2+B2+2ABcosθR = \sqrt{A^2 + B^2 + 2AB\cos\theta} This is the Law of Cosines.

To find the direction, let α\alpha be the angle that R makes with A. In triangle OSN: tanα=SNON=BsinθA+Bcosθ\tan\alpha = \frac{SN}{ON} = \frac{B\sin\theta}{A + B\cos\theta}

Final Answer The magnitude of the resultant is R=A2+B2+2ABcosθR = \sqrt{A^2 + B^2 + 2AB\cos\theta} and its direction relative to vector A is given by tanα=BsinθA+Bcosθ\tan\alpha = \frac{B\sin\theta}{A + B\cos\theta}.

Example
A motorboat is racing towards north at 25 km/h25 \text{ km/h} and the water current in that region is 10 km/h10 \text{ km/h} in the direction of 6060^\circ east of south. Find the resultant velocity of the boat.

Given

  • Velocity of the boat, vb=25 km/hv_b = 25 \text{ km/h} (North)
  • Velocity of the current, vc=10 km/hv_c = 10 \text{ km/h} (6060^\circ East of South)

To Find

The magnitude and direction of the resultant velocity R.

Formula

The angle θ\theta between the vector vb\mathbf{v_b} (North) and vc\mathbf{v_c} (6060^\circ E of S) is 18060=120180^\circ - 60^\circ = 120^\circ. We use the Law of Cosines to find the magnitude: R=vb2+vc2+2vbvccosθR = \sqrt{v_b^2 + v_c^2 + 2v_b v_c \cos\theta} And the Law of Sines to find the direction: vcsinφ=Rsinθ\frac{v_c}{\sin\varphi} = \frac{R}{\sin\theta}

Solution

First, calculate the magnitude of the resultant velocity R: R=252+102+2(25)(10)cos(120)R = \sqrt{25^2 + 10^2 + 2(25)(10)\cos(120^\circ)} Since cos(120)=1/2\cos(120^\circ) = -1/2: R=625+100+500(1/2)R = \sqrt{625 + 100 + 500(-1/2)} R=725250=47521.8 km/hR = \sqrt{725 - 250} = \sqrt{475} \approx 21.8 \text{ km/h} The text approximates this to 22 km/h22 \text{ km/h}. Let's use 21.8 km/h21.8 \text{ km/h} for better precision.

Next, find the direction. Let φ\varphi be the angle the resultant R makes with the boat's velocity direction (North). sinφ=vcsinθR=10×sin(120)21.8\sin\varphi = \frac{v_c \sin\theta}{R} = \frac{10 \times \sin(120^\circ)}{21.8} Since sin(120)=32\sin(120^\circ) = \frac{\sqrt{3}}{2}: sinφ=10×3/221.8=5321.88.6621.80.397\sin\varphi = \frac{10 \times \sqrt{3}/2}{21.8} = \frac{5\sqrt{3}}{21.8} \approx \frac{8.66}{21.8} \approx 0.397 φ=sin1(0.397)23.4\varphi = \sin^{-1}(0.397) \approx 23.4^\circ

This angle is towards the East of North.

Final Answer The resultant velocity of the boat is approximately 22 km/h22 \text{ km/h} in a direction 23.423.4^\circ east of north.

Motion in a Plane

Now we can use vectors to describe motion in two dimensions.

Position Vector and Displacement

The position of a particle P in an x-y plane is given by the position vector: r=xi^+yj^\mathbf{r} = x\hat{\mathbf{i}} + y\hat{\mathbf{j}} If the particle moves from position r\mathbf{r} to r\mathbf{r'}, the displacement Δr\Delta\mathbf{r} is: Δr=rr=(xx)i^+(yy)j^=Δxi^+Δyj^\Delta\mathbf{r} = \mathbf{r'} - \mathbf{r} = (x' - x)\hat{\mathbf{i}} + (y' - y)\hat{\mathbf{j}} = \Delta x\hat{\mathbf{i}} + \Delta y\hat{\mathbf{j}}

Velocity

  • Average Velocity (v\overline{\mathbf{v}}): The ratio of displacement to the time interval. v=ΔrΔt=ΔxΔti^+ΔyΔtj^\overline{\mathbf{v}} = \frac{\Delta\mathbf{r}}{\Delta t} = \frac{\Delta x}{\Delta t}\hat{\mathbf{i}} + \frac{\Delta y}{\Delta t}\hat{\mathbf{j}} The direction of average velocity is the same as the direction of the displacement vector Δr\Delta\mathbf{r}.

  • Instantaneous Velocity (v): The velocity at a specific moment in time. It is the limiting value of the average velocity as the time interval Δt\Delta t approaches zero. v=limΔt0ΔrΔt=drdt\mathbf{v} = \lim_{\Delta t \to 0} \frac{\Delta\mathbf{r}}{\Delta t} = \frac{d\mathbf{r}}{dt} In component form: v=vxi^+vyj^wherevx=dxdt and vy=dydt\mathbf{v} = v_x\hat{\mathbf{i}} + v_y\hat{\mathbf{j}} \quad \text{where} \quad v_x = \frac{dx}{dt} \text{ and } v_y = \frac{dy}{dt}

Note
The direction of the instantaneous velocity vector v at any point is always tangent to the path of the object at that point.

Acceleration

  • Average Acceleration (a\overline{\mathbf{a}}): The ratio of the change in velocity to the time interval. a=ΔvΔt=ΔvxΔti^+ΔvyΔtj^\overline{\mathbf{a}} = \frac{\Delta\mathbf{v}}{\Delta t} = \frac{\Delta v_x}{\Delta t}\hat{\mathbf{i}} + \frac{\Delta v_y}{\Delta t}\hat{\mathbf{j}}

  • Instantaneous Acceleration (a): The acceleration at a specific moment. It is the limiting value of the average acceleration as Δt\Delta t approaches zero. a=limΔt0ΔvΔt=dvdt\mathbf{a} = \lim_{\Delta t \to 0} \frac{\Delta\mathbf{v}}{\Delta t} = \frac{d\mathbf{v}}{dt} In component form: a=axi^+ayj^whereax=dvxdt and ay=dvydt\mathbf{a} = a_x\hat{\mathbf{i}} + a_y\hat{\mathbf{j}} \quad \text{where} \quad a_x = \frac{dv_x}{dt} \text{ and } a_y = \frac{dv_y}{dt}

Unlike one-dimensional motion, in two or three dimensions, the velocity and acceleration vectors can have any angle between 00^\circ and 180180^\circ relative to each other.

Example
The position of a particle is given by r=3.0ti^+2.0t2j^+5.0k^\mathbf{r} = 3.0t\hat{\mathbf{i}} + 2.0t^2\hat{\mathbf{j}} + 5.0\hat{\mathbf{k}}, where tt is in seconds and the coefficients have the proper units for r\mathbf{r} to be in metres. (a) Find v(t)\mathbf{v}(t) and a(t)\mathbf{a}(t) of the particle. (b) Find the magnitude and direction of v(t)\mathbf{v}(t) at t=1.0 st = 1.0 \text{ s}.

Given

  • Position vector: r(t)=3.0ti^+2.0t2j^+5.0k^\mathbf{r}(t) = 3.0t\hat{\mathbf{i}} + 2.0t^2\hat{\mathbf{j}} + 5.0\hat{\mathbf{k}} m

To Find

(a) Velocity vector v(t)\mathbf{v}(t) and acceleration vector a(t)\mathbf{a}(t). (b) Magnitude and direction of v(t)\mathbf{v}(t) at t=1.0 st = 1.0 \text{ s}.

Formula

v(t)=drdt\mathbf{v}(t) = \frac{d\mathbf{r}}{dt} a(t)=dvdt\mathbf{a}(t) = \frac{d\mathbf{v}}{dt}

Solution

(a) Find velocity and acceleration vectors

To find the velocity, we take the derivative of the position vector with respect to time: v(t)=ddt(3.0ti^+2.0t2j^+5.0k^)\mathbf{v}(t) = \frac{d}{dt}(3.0t\hat{\mathbf{i}} + 2.0t^2\hat{\mathbf{j}} + 5.0\hat{\mathbf{k}}) v(t)=3.0i^+4.0tj^\mathbf{v}(t) = 3.0\hat{\mathbf{i}} + 4.0t\hat{\mathbf{j}}

To find the acceleration, we take the derivative of the velocity vector: a(t)=ddt(3.0i^+4.0tj^)\mathbf{a}(t) = \frac{d}{dt}(3.0\hat{\mathbf{i}} + 4.0t\hat{\mathbf{j}}) a(t)=4.0j^\mathbf{a}(t) = 4.0\hat{\mathbf{j}} The acceleration is constant, with a magnitude of 4.0 m s24.0 \text{ m s}^{-2} along the positive y-direction.

Answer for part (a) = v(t)=3.0i^+4.0tj^ m/s\mathbf{v}(t) = 3.0\hat{\mathbf{i}} + 4.0t\hat{\mathbf{j}} \text{ m/s} and a(t)=4.0j^ m/s2\mathbf{a}(t) = 4.0\hat{\mathbf{j}} \text{ m/s}^2.


(b) Find magnitude and direction of velocity at t = 1.0 s

First, substitute t=1.0 st = 1.0 \text{ s} into the velocity equation: v(1.0)=3.0i^+4.0(1.0)j^=3.0i^+4.0j^\mathbf{v}(1.0) = 3.0\hat{\mathbf{i}} + 4.0(1.0)\hat{\mathbf{j}} = 3.0\hat{\mathbf{i}} + 4.0\hat{\mathbf{j}}

The magnitude is: v=vx2+vy2=3.02+4.02=9+16=25=5.0 m s1v = \sqrt{v_x^2 + v_y^2} = \sqrt{3.0^2 + 4.0^2} = \sqrt{9 + 16} = \sqrt{25} = 5.0 \text{ m s}^{-1}

The direction (angle θ\theta with the x-axis) is: tanθ=vyvx=4.03.0\tan\theta = \frac{v_y}{v_x} = \frac{4.0}{3.0} θ=tan1(43)53\theta = \tan^{-1}\left(\frac{4}{3}\right) \approx 53^\circ

Answer for part (b) = The magnitude is 5.0 m s15.0 \text{ m s}^{-1} and the direction is approximately 5353^\circ with the x-axis.

Motion in a Plane with Constant Acceleration

Let's consider an object moving in a plane with a constant acceleration a. If the object has an initial velocity v0\mathbf{v}_0 at time t=0t=0 and velocity v at time tt, we can write: a=vv0t\mathbf{a} = \frac{\mathbf{v} - \mathbf{v}_0}{t} Rearranging this gives the first kinematic equation in vector form: v=v0+at\mathbf{v} = \mathbf{v}_0 + \mathbf{a}t

To find the position, we can use the average velocity. The displacement is the average velocity multiplied by time: rr0=(v+v02)t\mathbf{r} - \mathbf{r}_0 = \left(\frac{\mathbf{v} + \mathbf{v}_0}{2}\right)t Substituting the first equation into this one gives the second kinematic equation: r=r0+v0t+12at2\mathbf{r} = \mathbf{r}_0 + \mathbf{v}_0 t + \frac{1}{2}\mathbf{a}t^2

In component form, these equations are:

  • vx=vox+axtv_x = v_{ox} + a_x t
  • vy=voy+aytv_y = v_{oy} + a_y t
  • x=x0+voxt+12axt2x = x_0 + v_{ox}t + \frac{1}{2}a_x t^2
  • y=y0+voyt+12ayt2y = y_0 + v_{oy}t + \frac{1}{2}a_y t^2
Note
This is a very important result. It shows that motion in a plane can be treated as two separate, simultaneous one-dimensional motions along perpendicular axes. The motion in the x-direction does not affect the motion in the y-direction, and vice-versa.
Example
A particle starts from the origin at t=0t=0 with a velocity 5.0i^ m/s5.0\hat{\mathbf{i}} \text{ m/s} and moves in the x-y plane under the action of a force which produces a constant acceleration of (3.0i^+2.0j^) m/s2(3.0\hat{\mathbf{i}} + 2.0\hat{\mathbf{j}}) \text{ m/s}^2. (a) What is the y-coordinate of the particle at the instant its x-coordinate is 84 m? (b) What is the speed of the particle at this time?

Given

  • Initial position, r0=0\mathbf{r}_0 = \mathbf{0}
  • Initial velocity, v0=5.0i^ m/s\mathbf{v}_0 = 5.0\hat{\mathbf{i}} \text{ m/s}
  • Constant acceleration, a=(3.0i^+2.0j^) m/s2\mathbf{a} = (3.0\hat{\mathbf{i}} + 2.0\hat{\mathbf{j}}) \text{ m/s}^2

To Find

(a) The value of yy when x=84 mx = 84 \text{ m}. (b) The speed v|\mathbf{v}| at that time.

Formula

Position vector as a function of time: r(t)=r0+v0t+12at2\mathbf{r}(t) = \mathbf{r}_0 + \mathbf{v}_0 t + \frac{1}{2}\mathbf{a}t^2 Velocity vector as a function of time: v(t)=v0+at\mathbf{v}(t) = \mathbf{v}_0 + \mathbf{a}t

Solution

(a) Find the y-coordinate

First, write the position vector equation with the given values: r(t)=0+(5.0i^)t+12(3.0i^+2.0j^)t2\mathbf{r}(t) = \mathbf{0} + (5.0\hat{\mathbf{i}})t + \frac{1}{2}(3.0\hat{\mathbf{i}} + 2.0\hat{\mathbf{j}})t^2 r(t)=5.0ti^+(1.5t2i^+1.0t2j^)\mathbf{r}(t) = 5.0t\hat{\mathbf{i}} + (1.5t^2\hat{\mathbf{i}} + 1.0t^2\hat{\mathbf{j}}) r(t)=(5.0t+1.5t2)i^+(1.0t2)j^\mathbf{r}(t) = (5.0t + 1.5t^2)\hat{\mathbf{i}} + (1.0t^2)\hat{\mathbf{j}}

From this, we can get the separate equations for the x and y coordinates: x(t)=5.0t+1.5t2x(t) = 5.0t + 1.5t^2 y(t)=1.0t2y(t) = 1.0t^2

We are given that x(t)=84 mx(t) = 84 \text{ m}. We need to find the time tt when this happens. 84=5.0t+1.5t284 = 5.0t + 1.5t^2 Rearranging into a standard quadratic equation (1.5t2+5.0t84=01.5t^2 + 5.0t - 84 = 0): Solving this quadratic equation gives t=6 st = 6 \text{ s} (the negative solution is not physically meaningful).

Now, find the y-coordinate at t=6 st = 6 \text{ s}: y(6)=1.0(6)2=36.0 my(6) = 1.0(6)^2 = 36.0 \text{ m}

Answer for part (a) = The y-coordinate is 36.0 m36.0 \text{ m}.


(b) Find the speed at this time

First, find the velocity vector at t=6 st = 6 \text{ s}. We can find the general velocity vector by differentiating r(t)\mathbf{r}(t) or using v=v0+at\mathbf{v} = \mathbf{v}_0 + \mathbf{a}t. v(t)=drdt=(5.0+3.0t)i^+2.0tj^\mathbf{v}(t) = \frac{d\mathbf{r}}{dt} = (5.0 + 3.0t)\hat{\mathbf{i}} + 2.0t\hat{\mathbf{j}} At t=6 st = 6 \text{ s}: v(6)=(5.0+3.0(6))i^+2.0(6)j^=23.0i^+12.0j^\mathbf{v}(6) = (5.0 + 3.0(6))\hat{\mathbf{i}} + 2.0(6)\hat{\mathbf{j}} = 23.0\hat{\mathbf{i}} + 12.0\hat{\mathbf{j}}

The speed is the magnitude of this velocity vector: speed=v=23.02+12.02=529+144=67325.9 m s1\text{speed} = |\mathbf{v}| = \sqrt{23.0^2 + 12.0^2} = \sqrt{529 + 144} = \sqrt{673} \approx 25.9 \text{ m s}^{-1} The textbook approximates this to 26 m s126 \text{ m s}^{-1}.

Answer for part (b) = The speed of the particle is approximately 26 m s126 \text{ m s}^{-1}.

Projectile Motion

A projectile is any object that is thrown or projected into the air and then moves under the influence of gravity alone (we will ignore air resistance). Examples include a thrown baseball, a kicked football, or a cannonball.

As Galileo first realized, the motion of a projectile can be analyzed as two independent components:

  1. Horizontal motion: There is no acceleration in this direction (ax=0a_x = 0). The horizontal velocity is constant.
  2. Vertical motion: The object is in free fall. It has a constant downward acceleration due to gravity, gg (ay=ga_y = -g).

Let's analyze the motion of a projectile launched from the origin (x0=0,y0=0x_0=0, y_0=0) with an initial velocity v0\mathbf{v}_0 at an angle θ0\theta_0 above the horizontal.

The initial velocity components are:

  • vox=vocosθov_{ox} = v_o \cos\theta_o
  • voy=vosinθov_{oy} = v_o \sin\theta_o

The components of position and velocity at any time tt are:

  • x(t)=(vocosθo)tx(t) = (v_o \cos\theta_o)t
  • y(t)=(vosinθo)t12gt2y(t) = (v_o \sin\theta_o)t - \frac{1}{2}gt^2
  • vx(t)=vocosθov_x(t) = v_o \cos\theta_o (constant)
  • vy(t)=vosinθogtv_y(t) = v_o \sin\theta_o - gt

Equation of Path of a Projectile

By eliminating time tt from the position equations, we can find the shape of the projectile's path. From the x-equation, t=xvocosθot = \frac{x}{v_o \cos\theta_o}. Substituting this into the y-equation gives: y=(vosinθo)(xvocosθo)12g(xvocosθo)2y = (v_o \sin\theta_o)\left(\frac{x}{v_o \cos\theta_o}\right) - \frac{1}{2}g\left(\frac{x}{v_o \cos\theta_o}\right)^2 y=(tanθo)x(g2(vocosθo)2)x2y = (\tan\theta_o)x - \left(\frac{g}{2(v_o \cos\theta_o)^2}\right)x^2 This equation is of the form y=ax+bx2y = ax + bx^2, which is the equation of a parabola. The path of a projectile is a parabola.

Time of Maximum Height (tmt_m)

At the maximum height of its trajectory, the vertical component of the projectile's velocity is momentarily zero (vy=0v_y = 0). vy=vosinθogtm=0v_y = v_o \sin\theta_o - gt_m = 0 tm=vosinθogt_m = \frac{v_o \sin\theta_o}{g}

Maximum Height (hmh_m)

To find the maximum height, we substitute the time tmt_m into the y-position equation: hm=(vosinθo)(vosinθog)12g(vosinθog)2h_m = (v_o \sin\theta_o)\left(\frac{v_o \sin\theta_o}{g}\right) - \frac{1}{2}g\left(\frac{v_o \sin\theta_o}{g}\right)^2 hm=(vosinθo)22gh_m = \frac{(v_o \sin\theta_o)^2}{2g}

Time of Flight (TfT_f)

The time of flight is the total time the projectile is in the air. This occurs when it returns to its initial height, so y=0y=0. y(Tf)=(vosinθo)Tf12gTf2=0y(T_f) = (v_o \sin\theta_o)T_f - \frac{1}{2}gT_f^2 = 0 Tf(vosinθo12gTf)=0T_f \left(v_o \sin\theta_o - \frac{1}{2}gT_f\right) = 0 This gives two solutions: Tf=0T_f=0 (the start) and: Tf=2vosinθogT_f = \frac{2v_o \sin\theta_o}{g} Notice that the total time of flight is exactly twice the time to reach the maximum height (Tf=2tmT_f = 2t_m).

Horizontal Range (R)

The horizontal range is the total horizontal distance traveled during the time of flight. R=vxTf=(vocosθo)(2vosinθog)R = v_x T_f = (v_o \cos\theta_o)\left(\frac{2v_o \sin\theta_o}{g}\right) Using the trigonometric identity 2sinθocosθo=sin(2θo)2\sin\theta_o\cos\theta_o = \sin(2\theta_o), we get: R=vo2sin(2θo)gR = \frac{v_o^2 \sin(2\theta_o)}{g}

Note
For a given initial speed vov_o, the range RR is maximum when sin(2θo)\sin(2\theta_o) is maximum, which is 1. This occurs when 2θo=902\theta_o = 90^\circ, or θo=45\theta_o = 45^\circ. The maximum horizontal range is Rm=vo2gR_m = \frac{v_o^2}{g}.
Example
A hiker stands on the edge of a cliff 490 m above the ground and throws a stone horizontally with an initial speed of 15 m s115 \text{ m s}^{-1}. Neglecting air resistance, find the time taken by the stone to reach the ground, and the speed with which it hits the ground. (Take g=9.8 m s2g = 9.8 \text{ m s}^{-2}).

Given

  • Initial height, y0=490 my_0 = 490 \text{ m} (We will set the origin at the cliff edge, so the ground is at y=490 my = -490 \text{ m})
  • Initial horizontal velocity, vox=15 m s1v_{ox} = 15 \text{ m s}^{-1}
  • Initial vertical velocity, voy=0 m s1v_{oy} = 0 \text{ m s}^{-1} (thrown horizontally)
  • Acceleration due to gravity, g=9.8 m s2g = 9.8 \text{ m s}^{-2} (so ay=9.8 m s2a_y = -9.8 \text{ m s}^{-2})

To Find

  • Time to reach the ground, tt.
  • Speed on hitting the ground, vv.

Formula

  • Vertical position: y(t)=y0+voyt+12ayt2y(t) = y_0 + v_{oy}t + \frac{1}{2}a_y t^2
  • Velocity components: vx=voxv_x = v_{ox}, vy=voy+aytv_y = v_{oy} + a_y t
  • Final speed: v=vx2+vy2v = \sqrt{v_x^2 + v_y^2}

Solution

Let the origin (0,0) be the point where the stone is thrown. The ground is at y=490 my = -490 \text{ m}.

First, find the time of flight using the vertical motion equation: 490=0+(0)t+12(9.8)t2-490 = 0 + (0)t + \frac{1}{2}(-9.8)t^2 490=4.9t2-490 = -4.9t^2 t2=4904.9=100t^2 = \frac{490}{4.9} = 100 t=10 st = 10 \text{ s}

Now, find the components of the velocity when the stone hits the ground at t=10 st = 10 \text{ s}. The horizontal component remains constant: vx=15 m s1v_x = 15 \text{ m s}^{-1} The vertical component is: vy=0+(9.8)(10)=98 m s1v_y = 0 + (-9.8)(10) = -98 \text{ m s}^{-1}

Finally, calculate the speed (magnitude of the final velocity): v=vx2+vy2=152+(98)2v = \sqrt{v_x^2 + v_y^2} = \sqrt{15^2 + (-98)^2} v=225+9604=982999 m s1v = \sqrt{225 + 9604} = \sqrt{9829} \approx 99 \text{ m s}^{-1}

Final Answer The stone takes 10 s to reach the ground and hits it with a speed of approximately 99 m s199 \text{ m s}^{-1}.

Uniform Circular Motion

When an object moves in a circle at a constant speed, its motion is called uniform circular motion.

Even though the speed is constant, the object is still accelerating. Why? Because acceleration is the rate of change of velocity, and velocity is a vector. In circular motion, the direction of the velocity vector is constantly changing (it's always tangent to the circle). This change in direction means there must be an acceleration.

This acceleration is called centripetal acceleration (aca_c), which means "center-seeking."

  • Direction: The centripetal acceleration is always directed towards the center of the circle.
  • Magnitude: For an object moving with speed vv in a circle of radius RR, the magnitude of the centripetal acceleration is: ac=v2Ra_c = \frac{v^2}{R}

Because the direction of aca_c is always changing (always pointing to the center), centripetal acceleration is not a constant vector, even though its magnitude might be constant.

Angular Speed and Other Quantities

We can also describe circular motion using angular quantities.

  • Angular Speed (ω\omega): The rate at which the angle changes. If an object sweeps through an angle Δθ\Delta\theta in time Δt\Delta t, its angular speed is ω=ΔθΔt\omega = \frac{\Delta\theta}{\Delta t}. The unit is radians per second (rad/s).
  • Relation between Linear and Angular Speed: The linear speed vv is related to the angular speed ω\omega by: v=Rωv = R\omega
  • Centripetal Acceleration in terms of ω\omega: ac=v2R=(Rω)2R=ω2Ra_c = \frac{v^2}{R} = \frac{(R\omega)^2}{R} = \omega^2 R

Other useful terms:

  • Time Period (T): The time taken to complete one full revolution.
  • Frequency (ν\nu): The number of revolutions completed in one second. ν=1/T\nu = 1/T.

We can relate these to speed and acceleration:

  • v=2πRT=2πRνv = \frac{2\pi R}{T} = 2\pi R\nu
  • ω=2πT=2πν\omega = \frac{2\pi}{T} = 2\pi\nu
  • ac=4π2ν2Ra_c = 4\pi^2\nu^2 R
Example
An insect trapped in a circular groove of radius 12 cm moves along the groove steadily and completes 7 revolutions in 100 s. (a) What is the angular speed, and the linear speed of the motion? (b) Is the acceleration vector a constant vector? What is its magnitude?

Given

  • Radius, R=12 cmR = 12 \text{ cm}
  • Number of revolutions = 7
  • Total time = 100 s

To Find

(a) Angular speed ω\omega and linear speed vv. (b) Whether the acceleration vector is constant, and its magnitude aa.

Formula

  • Time period, T=Total timeNumber of revolutionsT = \frac{\text{Total time}}{\text{Number of revolutions}}
  • Angular speed, ω=2πT\omega = \frac{2\pi}{T}
  • Linear speed, v=ωRv = \omega R
  • Acceleration magnitude, a=ω2Ra = \omega^2 R

Solution

(a) Calculate angular and linear speed

First, find the time period for one revolution: T=100 s7 rev14.3 s/revT = \frac{100 \text{ s}}{7 \text{ rev}} \approx 14.3 \text{ s/rev}

Now, calculate the angular speed. The source calculates this using frequency: Frequency ν=7 rev100 s=0.07 s1\nu = \frac{7 \text{ rev}}{100 \text{ s}} = 0.07 \text{ s}^{-1}. ω=2πν=2π(7100)0.44 rad/s\omega = 2\pi\nu = 2\pi \left(\frac{7}{100}\right) \approx 0.44 \text{ rad/s}

Next, calculate the linear speed: v=ωR=(0.44 s1)(12 cm)=5.28 cm s15.3 cm s1v = \omega R = (0.44 \text{ s}^{-1})(12 \text{ cm}) = 5.28 \text{ cm s}^{-1} \approx 5.3 \text{ cm s}^{-1}

Answer for part (a) = The angular speed is 0.44 rad/s0.44 \text{ rad/s}, and the linear speed is 5.3 cm s15.3 \text{ cm s}^{-1}.


(b) Analyze the acceleration vector

The acceleration vector is the centripetal acceleration, which is always directed towards the center of the circle. Since the insect is moving, its position changes, and therefore the direction of the "center" relative to the insect changes. The direction of the acceleration vector is continuously changing. Therefore, the acceleration vector is not a constant vector.

However, its magnitude is constant: a=ω2R=(0.44 s1)2(12 cm)a = \omega^2 R = (0.44 \text{ s}^{-1})^2 (12 \text{ cm}) a=(0.1936)(12) cm s22.3 cm s2a = (0.1936)(12) \text{ cm s}^{-2} \approx 2.3 \text{ cm s}^{-2}

Answer for part (b) = The acceleration vector is not constant because its direction changes. Its magnitude is constant and is equal to 2.3 cm s22.3 \text{ cm s}^{-2}.

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