Motion In A Plane Notes - Class 11 - Science Physics | Kedovo | Kedovo
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 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. The magnitude of a vector is its absolute value, written as ∣v∣ or simply v.
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.
Displacement Vector (Δr): 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): When you multiply a vector A by a positive number λ, the result is a new vector, λA. Its magnitude becomes λ times the original magnitude, and its direction remains the same. For example, 2A is a vector in the same direction as A but twice as long.
Multiplying by a Negative Number (−λ): When you multiply a vector A by a negative number −λ, the new vector has a magnitude of λ∣A∣, but its direction is opposite to the original vector. For example, −1.5A 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:
Draw vector A.
Place the tail of vector B at the head of vector A.
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.
Vector addition has two important properties:
Commutative Law: The order of addition doesn't matter. A+B=B+A.
Associative Law: When adding three or more vectors, it doesn't matter how you group them. (A+B)+C=A+(B+C).
Null Vector (Zero Vector)
What happens when you add a vector A to its negative, −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
λ0=0 (where λ is a scalar)
0A=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:
A−B=A+(−B)
To do this graphically, you first reverse the direction of vector B to get −B, and then add −B to A using the head-to-tail method.
Parallelogram Law of Addition
This is an alternative but equivalent method for adding two vectors.
Place the tails of both vectors A and B at a common origin, O.
Complete the parallelogram using A and B as adjacent sides.
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 s−1. Wind starts blowing after sometime with a speed of 12 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 s−1 (vertically downward)
Velocity of wind, vw=12 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+vw2
The direction angle θ with the vertical is given by:
tanθ=vrvw
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 s−1
Next, find the direction. Let θ be the angle the resultant velocity R makes with the vertical.
tanθ=vrvw=3512≈0.343θ=tan−1(0.343)≈19∘
The resultant velocity of the rain is 19∘ from the vertical towards the west. To protect himself, the boy must hold his umbrella at an angle of 19∘ with the vertical towards the east.
Final Answer The boy should hold his umbrella at an angle of about 19∘ 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^ is the unit vector in the positive x-direction.
j^ is the unit vector in the positive y-direction.
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^
Here, Ax and Ay are the scalar components of A along the x and y-axes. Axi^ is the vector component along the x-axis.
If a vector A has a magnitude A and makes an angle θ with the positive x-axis, its components are:
x-component:Ax=Acosθ
y-component:Ay=Asinθ
Conversely, if we know the components Ax and Ay, we can find the magnitude and direction of the vector A:
Magnitude:A=Ax2+Ay2
Direction:tanθ=AxAy
This can be extended to three dimensions:
A=Axi^+Ayj^+Azk^A=Ax2+Ay2+Az2
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^ and B=Bxi^+Byj^, simply add their corresponding components:
R=A+B=(Ax+Bx)i^+(Ay+By)j^
So, the components of the resultant vector R are:
Rx=Ax+Bx
Ry=Ay+By
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 between them.
Given
Magnitude of vector A is A.
Magnitude of vector B is B.
Angle between A and B is θ.
To Find
The magnitude R of the resultant vector R=A+B.
The direction α of the resultant vector R with respect to vector A.
Formula
Law of Cosines for magnitude:
R=A2+B2+2ABcosθ
Law of Sines for direction:
sinθR=sinαB
Alternative formula for direction:
tanα=A+BcosθBsinθ
Solution
We use the parallelogram law. Let vector A be along the x-axis (OP). Vector B (OQ) makes an angle θ 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+SN2
We know that ON=OP+PN. From triangle PSN, PN=PScosθ=Bcosθ and SN=PSsinθ=Bsinθ.
Since OP=A, we have ON=A+Bcosθ.
Substituting these into the first equation:
R2=(A+Bcosθ)2+(Bsinθ)2R2=A2+2ABcosθ+B2cos2θ+B2sin2θR2=A2+B2(cos2θ+sin2θ)+2ABcosθ
Since cos2θ+sin2θ=1:
R2=A2+B2+2ABcosθR=A2+B2+2ABcosθ
This is the Law of Cosines.
To find the direction, let α be the angle that R makes with A. In triangle OSN:
tanα=ONSN=A+BcosθBsinθ
Final Answer The magnitude of the resultant is R=A2+B2+2ABcosθ and its direction relative to vector A is given by tanα=A+BcosθBsinθ.
Example
A motorboat is racing towards north at 25 km/h and the water current in that region is 10 km/h in the direction of 60∘ east of south. Find the resultant velocity of the boat.
Given
Velocity of the boat, vb=25 km/h (North)
Velocity of the current, vc=10 km/h (60∘ East of South)
To Find
The magnitude and direction of the resultant velocity R.
Formula
The angle θ between the vector vb (North) and vc (60∘ E of S) is 180∘−60∘=120∘.
We use the Law of Cosines to find the magnitude:
R=vb2+vc2+2vbvccosθ
And the Law of Sines to find the direction:
sinφvc=sinθR
Solution
First, calculate the magnitude of the resultant velocity R:
R=252+102+2(25)(10)cos(120∘)
Since cos(120∘)=−1/2:
R=625+100+500(−1/2)R=725−250=475≈21.8 km/h
The text approximates this to 22 km/h. Let's use 21.8 km/h for better precision.
Next, find the direction. Let φ be the angle the resultant R makes with the boat's velocity direction (North).
sinφ=Rvcsinθ=21.810×sin(120∘)
Since sin(120∘)=23:
sinφ=21.810×3/2=21.853≈21.88.66≈0.397φ=sin−1(0.397)≈23.4∘
This angle is towards the East of North.
Final Answer The resultant velocity of the boat is approximately 22 km/h in a direction 23.4∘ 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^
If the particle moves from position r to r′, the displacement Δr is:
Δr=r′−r=(x′−x)i^+(y′−y)j^=Δxi^+Δyj^
Velocity
Average Velocity (v): The ratio of displacement to the time interval.
v=ΔtΔr=ΔtΔxi^+ΔtΔyj^
The direction of average velocity is the same as the direction of the displacement vector Δr.
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 approaches zero.
v=limΔt→0ΔtΔr=dtdr
In component form:
v=vxi^+vyj^wherevx=dtdx and vy=dtdy
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): The ratio of the change in velocity to the time interval.
a=ΔtΔv=ΔtΔvxi^+ΔtΔvyj^
Instantaneous Acceleration (a): The acceleration at a specific moment. It is the limiting value of the average acceleration as Δt approaches zero.
a=limΔt→0ΔtΔv=dtdv
In component form:
a=axi^+ayj^whereax=dtdvx and ay=dtdvy
Unlike one-dimensional motion, in two or three dimensions, the velocity and acceleration vectors can have any angle between 0∘ and 180∘ relative to each other.
Example
The position of a particle is given by r=3.0ti^+2.0t2j^+5.0k^, where t is in seconds and the coefficients have the proper units for r to be in metres. (a) Find v(t) and a(t) of the particle. (b) Find the magnitude and direction of v(t) at t=1.0 s.
Given
Position vector: r(t)=3.0ti^+2.0t2j^+5.0k^ m
To Find
(a) Velocity vector v(t) and acceleration vector a(t).
(b) Magnitude and direction of v(t) at t=1.0 s.
Formula
v(t)=dtdra(t)=dtdv
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)=dtd(3.0ti^+2.0t2j^+5.0k^)v(t)=3.0i^+4.0tj^
To find the acceleration, we take the derivative of the velocity vector:
a(t)=dtd(3.0i^+4.0tj^)a(t)=4.0j^
The acceleration is constant, with a magnitude of 4.0 m s−2 along the positive y-direction.
Answer for part (a) = v(t)=3.0i^+4.0tj^ m/s and a(t)=4.0j^ m/s2.
(b) Find magnitude and direction of velocity at t = 1.0 s
First, substitute t=1.0 s into the velocity equation:
v(1.0)=3.0i^+4.0(1.0)j^=3.0i^+4.0j^
The magnitude is:
v=vx2+vy2=3.02+4.02=9+16=25=5.0 m s−1
The direction (angle θ with the x-axis) is:
tanθ=vxvy=3.04.0θ=tan−1(34)≈53∘
Answer for part (b) = The magnitude is 5.0 m s−1 and the direction is approximately 53∘ 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 at time t=0 and velocity v at time t, we can write:
a=tv−v0
Rearranging this gives the first kinematic equation in vector form:
v=v0+at
To find the position, we can use the average velocity. The displacement is the average velocity multiplied by time:
r−r0=(2v+v0)t
Substituting the first equation into this one gives the second kinematic equation:
r=r0+v0t+21at2
In component form, these equations are:
vx=vox+axt
vy=voy+ayt
x=x0+voxt+21axt2
y=y0+voyt+21ayt2
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=0 with a velocity 5.0i^ 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. (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
Initial velocity, v0=5.0i^ m/s
Constant acceleration, a=(3.0i^+2.0j^) m/s2
To Find
(a) The value of y when x=84 m.
(b) The speed ∣v∣ at that time.
Formula
Position vector as a function of time:
r(t)=r0+v0t+21at2
Velocity vector as a function of time:
v(t)=v0+at
Solution
(a) Find the y-coordinate
First, write the position vector equation with the given values:
r(t)=0+(5.0i^)t+21(3.0i^+2.0j^)t2r(t)=5.0ti^+(1.5t2i^+1.0t2j^)r(t)=(5.0t+1.5t2)i^+(1.0t2)j^
From this, we can get the separate equations for the x and y coordinates:
x(t)=5.0t+1.5t2y(t)=1.0t2
We are given that x(t)=84 m. We need to find the time t when this happens.
84=5.0t+1.5t2
Rearranging into a standard quadratic equation (1.5t2+5.0t−84=0):
Solving this quadratic equation gives t=6 s (the negative solution is not physically meaningful).
Now, find the y-coordinate at t=6 s:
y(6)=1.0(6)2=36.0 m
Answer for part (a) = The y-coordinate is 36.0 m.
(b) Find the speed at this time
First, find the velocity vector at t=6 s. We can find the general velocity vector by differentiating r(t) or using v=v0+at.
v(t)=dtdr=(5.0+3.0t)i^+2.0tj^
At t=6 s:
v(6)=(5.0+3.0(6))i^+2.0(6)j^=23.0i^+12.0j^
The speed is the magnitude of this velocity vector:
speed=∣v∣=23.02+12.02=529+144=673≈25.9 m s−1
The textbook approximates this to 26 m s−1.
Answer for part (b) = The speed of the particle is approximately 26 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:
Horizontal motion: There is no acceleration in this direction (ax=0). The horizontal velocity is constant.
Vertical motion: The object is in free fall. It has a constant downward acceleration due to gravity, g (ay=−g).
Let's analyze the motion of a projectile launched from the origin (x0=0,y0=0) with an initial velocity v0 at an angle θ0 above the horizontal.
The initial velocity components are:
vox=vocosθo
voy=vosinθo
The components of position and velocity at any time t are:
x(t)=(vocosθo)t
y(t)=(vosinθo)t−21gt2
vx(t)=vocosθo (constant)
vy(t)=vosinθo−gt
Equation of Path of a Projectile
By eliminating time t from the position equations, we can find the shape of the projectile's path.
From the x-equation, t=vocosθox. Substituting this into the y-equation gives:
y=(vosinθo)(vocosθox)−21g(vocosθox)2y=(tanθo)x−(2(vocosθo)2g)x2
This equation is of the form y=ax+bx2, which is the equation of a parabola. The path of a projectile is a parabola.
Time of Maximum Height (tm)
At the maximum height of its trajectory, the vertical component of the projectile's velocity is momentarily zero (vy=0).
vy=vosinθo−gtm=0tm=gvosinθo
Maximum Height (hm)
To find the maximum height, we substitute the time tm into the y-position equation:
hm=(vosinθo)(gvosinθo)−21g(gvosinθo)2hm=2g(vosinθo)2
Time of Flight (Tf)
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=0.
y(Tf)=(vosinθo)Tf−21gTf2=0Tf(vosinθo−21gTf)=0
This gives two solutions: Tf=0 (the start) and:
Tf=g2vosinθo
Notice that the total time of flight is exactly twice the time to reach the maximum height (Tf=2tm).
Horizontal Range (R)
The horizontal range is the total horizontal distance traveled during the time of flight.
R=vxTf=(vocosθo)(g2vosinθo)
Using the trigonometric identity 2sinθocosθo=sin(2θo), we get:
R=gvo2sin(2θo)
Note
For a given initial speed vo, the range R is maximum when sin(2θo) is maximum, which is 1. This occurs when 2θo=90∘, or θo=45∘. The maximum horizontal range is Rm=gvo2.
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 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 s−2).
Given
Initial height, y0=490 m (We will set the origin at the cliff edge, so the ground is at y=−490 m)
Initial horizontal velocity, vox=15 m s−1
Initial vertical velocity, voy=0 m s−1 (thrown horizontally)
Acceleration due to gravity, g=9.8 m s−2 (so ay=−9.8 m s−2)
To Find
Time to reach the ground, t.
Speed on hitting the ground, v.
Formula
Vertical position: y(t)=y0+voyt+21ayt2
Velocity components: vx=vox, vy=voy+ayt
Final speed: v=vx2+vy2
Solution
Let the origin (0,0) be the point where the stone is thrown. The ground is at y=−490 m.
First, find the time of flight using the vertical motion equation:
−490=0+(0)t+21(−9.8)t2−490=−4.9t2t2=4.9490=100t=10 s
Now, find the components of the velocity when the stone hits the ground at t=10 s.
The horizontal component remains constant:
vx=15 m s−1
The vertical component is:
vy=0+(−9.8)(10)=−98 m s−1
Finally, calculate the speed (magnitude of the final velocity):
v=vx2+vy2=152+(−98)2v=225+9604=9829≈99 m s−1
Final Answer The stone takes 10 s to reach the ground and hits it with a speed of approximately 99 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 (ac), which means "center-seeking."
Direction: The centripetal acceleration is always directed towards the center of the circle.
Magnitude: For an object moving with speed v in a circle of radius R, the magnitude of the centripetal acceleration is:
ac=Rv2
Because the direction of ac 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): The rate at which the angle changes. If an object sweeps through an angle Δθ in time Δt, its angular speed is ω=ΔtΔθ. The unit is radians per second (rad/s).
Relation between Linear and Angular Speed: The linear speed v is related to the angular speed ω by:
v=Rω
Centripetal Acceleration in terms of ω:ac=Rv2=R(Rω)2=ω2R
Other useful terms:
Time Period (T): The time taken to complete one full revolution.
Frequency (ν): The number of revolutions completed in one second. ν=1/T.
We can relate these to speed and acceleration:
v=T2πR=2πRν
ω=T2π=2πν
ac=4π2ν2R
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 cm
Number of revolutions = 7
Total time = 100 s
To Find
(a) Angular speed ω and linear speed v.
(b) Whether the acceleration vector is constant, and its magnitude a.
Formula
Time period, T=Number of revolutionsTotal time
Angular speed, ω=T2π
Linear speed, v=ωR
Acceleration magnitude, a=ω2R
Solution
(a) Calculate angular and linear speed
First, find the time period for one revolution:
T=7 rev100 s≈14.3 s/rev
Now, calculate the angular speed. The source calculates this using frequency:
Frequency ν=100 s7 rev=0.07 s−1.
ω=2πν=2π(1007)≈0.44 rad/s
Next, calculate the linear speed:
v=ωR=(0.44 s−1)(12 cm)=5.28 cm s−1≈5.3 cm s−1
Answer for part (a) = The angular speed is 0.44 rad/s, and the linear speed is 5.3 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 s−1)2(12 cm)a=(0.1936)(12) cm s−2≈2.3 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 s−2.
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