Chapter 3. Vectors and Two-Dimensional Motion

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Chapter 3 Vectors and Two-Dimensional Motion 1

Vector vs. Scalar Review All physical quantities encountered in this text will be either a scalar or a vector A vector quantity has both magnitude (size) and direction A scalar is completely specified by only a magnitude (size) 2

Vector Notation When handwritten, use an arrow: A r When printed, will be in bold print with an arrow: A r When dealing with just the magnitude of a vector in print, an italic letter will be used: A 3

Properties of Vectors Equality of Two Vectors Two vectors are equal if they have the same magnitude and the same direction Movement of vectors in a diagram Any vector can be moved parallel to itself without being affected 4

All these vectors are identical. It is the same vector moved (translated) to various positions, preserving it s magnitude (length) and direction (angle) 5

More Properties of Vectors Negative Vectors Two vectors are negative if they have the same magnitude but are 180 apart (opposite directions) r r r r ( ) A = B; A + A = 0 Resultant Vector The resultant vector is the sum of a given set of vectors r r r R = A + B 6

Adding Vectors When adding vectors, their directions must be taken into account Units must be the same Geometric Methods faster, give quick estimate Algebraic Methods give numerical answer 7

Adding Vectors Geometrically (Triangle or Polygon Method) Choose a scale Draw the first vector with the appropriate length and in the direction specified, with respect to a coordinate system Draw the next vector with the appropriate length and in the direction specified, with respect to a coordinate system whose origin is the end of vector A r 8

Graphically Adding Vectors, cont. Continue drawing the vectors tip-totail The resultant is drawn from the origin of A r to the end of the last vector Measure the length of and its angle R r 9

Graphically Adding Vectors, cont. When you have many vectors, just keep repeating 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 10

Notes about Vector Addition Vectors obey the Commutative Law of Addition The order in which the vectors are added doesn t affect the result r r r r A + B = B + A 11

Vector Subtraction Special case of vector addition Add the negative of the subtracted vector r r r r A B = A + B ( ) Continue with standard vector addition procedure 12

Quick quiz #2 page 55 If vector B is added to vector A, the resultant vector has magnitude A + B when A and B are: (a) perpendicular to each other; (b) oriented in the same direction; (c) oriented in opposite directions; (d) none of these answers. 13

Multiplying or Dividing a Vector by a Scalar The result of the multiplication or division is a vector The magnitude of the vector is multiplied or divided by 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 14

Problem 8 page 74 15

Components of a Vector A component is a part It is useful to use rectangular components These are the projections of the vector along the x- and y-axes 16

All these vectors are identical, since the magnitude and direction of each of them is the same X components of all these vectors are identical Y components of all these vectors are identical 17

Components of a Vector, cont. The x-component of a vector is the projection along the x-axis A = A cosθ x The y-component of a vector is the projection along the y-axis A = A sinθ y Then, r r r A= A + A x y 18

More About Components of a Vector The previous equations are valid only if θ is measured with respect to the x-axis, otherwise they change (compare equations for components on two plots) X or Y components of a vector can be positive or negative, depending on the direction of the vector relative to the direction of X or Y axis 19

More About Components, cont. The components are the legs of the right triangle whose hypotenuse is A r A 2 2 1 y A = Ax + Ay and θ = tan Ax May still have to find θ with respect to the positive x-axis The value will be correct only if the angle lies in the first or fourth quadrant In the second or third quadrant, add 180 20

Adding 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 This gives R x : R = x vx 21

Adding Vectors Algebraically, cont. Add all the y-components This gives R y : R = y v y Use the Pythagorean Theorem to find the magnitude of the 2 2 resultant: R = R x + Ry Use the inverse tangent function to find the direction of R: 1 θ = tan R y R x 22

Problem 16, page 74 Y (North) y Chicago? 560 miles 21 Dallas 730 miles 5 Atlanta X (East) 23

Motion in Two Dimensions Using + or signs generally is not sufficient to describe motion in more than one dimension Vectors can be used to describe motion in two dimensions Still interested in displacement, velocity, and acceleration 24

Displacement The position of an object is described by its position vector, r The displacement of the object is defined as the change in its position r r r Δ = f i 25

Velocity The average velocity is the ratio of the displacement to the time interval for the displacement r r Δ vav Δ t The instantaneous velocity is the limit of the average velocity as Δt approaches zero The direction of the instantaneous velocity is along a line that is tangent to the path of the particle and is in the direction of motion 26

Acceleration The average acceleration is defined as the rate at which the velocity changes r a av r Δv = Δ The instantaneous acceleration is the limit of the average acceleration as Δt approaches zero The vector of acceleration is in the direction of ΔV : may be in any direction with respect to the direction of motion t V y v v v v 27 V x

Ways an Object Might Accelerate The magnitude of the velocity (the speed) can change The direction of the velocity can change Even when the magnitude remains constant Both the magnitude and the direction can change 28

Projectile Motion An object may move in both the x and y directions simultaneously Consider combination motion in vertical and horizontal directions. When the only acceleration involved is due to the gravity, it is called projectile motion 29

Assumptions of Projectile Motion Ignore air friction Ignore the rotation of the earth With these assumptions, an object in projectile motion will follow a parabolic path 30

Example of projectile motion 31

Rules of Projectile Motion The x- and y-directions of motion are completely independent of each other In x-direction the motion is with constant velocity a x = 0 In y-direction the motion is with constant acceleration due to gravity g a y = -g The initial velocity can be broken down into its x- and y-components v = v cos θ v = v sin θ Ox O O Oy O O 32

Projectile Motion: velocity change (and velocity projections) v = v cos θ v = v sin θ Ox O O Oy O O 33

Projectile motion: velocity (red) and acceleration (purple) v g=-9.80m/s² v v g=-9.80m/s² g=-9.80m/s² 34

Equation (X projection) x-direction a x = 0 v xo = v o cos θo = v x = x = v xo t constant This is the only equation in the x- direction since there is uniform (constant) velocity in that direction 35

Equations (Y projection) y-direction v = v sin yo o θ free fall problem a = -g o take the positive direction as upward uniformly accelerated motion, so the motion equations from Chapter 2 all hold (just replace X by Y and use velocity projections to Y axis) 36

Equations for motion in one dimension (left), and projectile motion (right) general case (chapter 2) v = v + at o 1 Δ x = vt = ( v + ) o v t 2 1 2 Δ x = vot + at 2 2 2 v = v + 2aΔx o v = v + -gat y a=-g, g=9.80m/s² x = v ox t o y 1 Δ xy = vt = ( v + ) oy vy t 2 1 2 Δ xy = vo yt + - at g 2 2 2 v = v + - 2agΔ Δxy y o y 37

Velocity 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 v = v + v and θ = tan 2 2 1 x y v v y x 38

Projectile Motion at Various Initial Angles The maximum range occurs at a projection angle of 45 o Complementary values of the initial angle result in the same range The heights will be different 39

Some Variations of Projectile Motion (example 3.5 page 64) An object is fired horizontally (in this example) The initial velocity in this case is all in the x-direction v o = v x and v y = 0 40

Non-Symmetrical Projectile Motion (example 3.7 page 66) Use standard equations for x- and y- motion and solve the system of equations (like it is done in the book) May break (although it is not necessary) the y- direction into parts and then use equations for each part separately Option1: up and down Option2: symmetrical back to initial height and then the rest of the height 41

Example of accelerations in two directions (example 3.8 page 67) a=20 m/s² in X direction g=9.80 m/s² in Y-direction 42

Problem 58 page 78 43

Relative Velocity Relative velocity is about relating the measurements of two different observers It is important to specify the frame of reference, since the motion may look different in different frames of reference It may be useful to use a moving frame of reference instead of a stationary one 44

Example: two cars Assume the following notation: E is an observer, stationary with respect to the earth A and B are two moving cars 45

Relative Position r r AE is the position of car A as measured by E r r BE is the position of car B as measured by E r r AB is the position of car A as measured by car B r = r r AB AE EB 46

Relative Position The position of car A relative to car B is given by the vector subtraction equation 47

Relative Velocity Equations The rate of change of the displacements gives the relationship for the velocities v r = v r v r AB AE EB 48

Example 3.10 page 70 49

Example 3.11 and Exercise 3.11 page 71 50