Sie sind auf Seite 1von 5

Holt Physics Chapter 3—Two-dimensional Motion and Vectors

I. Section 3-1—Introduction to Vectors


A. Scalars and Vectors
1. Magnitude and Direction
a. In chapter 2 we discussed velocity. Velocity has
both a magnitude and a direction.
b. Magnitude: a measurement represented by a
number (e.g. -12 meters/second)
c. Direction: an indication of orientation. For
velocities we use a positive number for right or up
and a negative number for left or down.
2. Velocity is an example of a VECTOR. Vectors always
have both a direction and a magnitude
a. Vectors are differentiated from scalars in your
book by using BOLD type.
b. Vectors are also represented by arrows. The
longer the arrow the more magnitude the vector
has.
3. Speed is an example of a SCALAR. Scalars only have a
magnitude.
B. Properties of vectors
1. Vectors can be added graphically
a. When adding vectors, you must make sure that
they have the same units and describe similar
quantities.
b. The answer found by adding vectors together is
called the resultant.

(insert fig 3-2 here)


c. Vectors can only be moved parallel to themselves in
a diagram. (see fig 3.3 on p.86)
II. Section 3-2—Vector Operations
A. Coordinate Systems in Two Dimensions
1. We will always orient the coordinate plane so that the
y-axis lies north and south, and the x-axis lies east-
west.
2. For objects flying or falling through the air we orient
the y-axis vertically (up and down) and the x-axis
horizontally.
B. Determining Resultant Magnitude and Direction
1. We can use right-triangle trigonometry to calculate
both the magnitude and the direction of a resultant.
2. Pythagorean Theorem: a2 + b2 = c2
3. Tangent θ = opposite/adjacent
C. Resolving Vectors Into Components
1. Vectors that are added together are called components
2. We can use the sine and cosine functions to calculate
missing sides of a right triangle.
3. Sine θ = opposite/hypotenuse
4. Cosine θ = adjacent/hypotenuse
III. Section 3-3—Projectile Motion
A. Two-dimensional Motion
1. Projectiles are objects thrown or launched into the air.
2. Projectile motion is a form of two-dimensional motion
because the projectile has velocities along both the x-
and y -axes.
3. Projectiles always follow a curved path called a
“trajectory”
4. Trajectories are always shaped like a parabola*
5. Projectile motion can be thought of as free fall with
and initial horizontal velocity
6. By breaking the projectile’s trajectory into its
component vertical and horizontal component vectors
we can use right triangles (again!) to solve problems
involving trajectories like the sample problem on p.101

*in a vacuum ignoring air resistance


Projectile Motion Price

VERTICAL MOTION OF A PROJECTILE THAT FALLS FROM REST

vf = -gΔt

vf2 = -2g∆y

Δy = -½g(∆t)2

HORIZONTAL MOTION OF A PROJECTILE

vx = vi = constant

Δx = vx Δt

Sample Problem 3D (p.101)


Given: ∆y = -321m ∆x = 45m g = 9.81m/s2

Determine: Initial velocity (vi)


• Remember that velocity equals displacement divided by time or

v = ∆x/∆t

• We know ∆x = 45 but we don’t know ∆t. Using the equations above we


can determine ∆t.

• The only equation above that we can solve for ∆t is the 3rd one

∆y = -½g(Δt)2

• If we substitute and solve for Δt we get


-321 = (-½)(9.81)(Δt)2
65.44 = (Δt)2
Δt = 8.1s

• Now we simply divide ∆x by ∆t to get vi = 5.5m/s


B. Projectiles Launched at an Angle
1. Now let’s considered objects launched into the air at an
angle like balls and bullets.
2. Again we will break the vector up into its vertical (y)
and horizontal (x) components and use trigonometry to
make right triangles to solve problems.

(Insert Fig. 3-20 here)

vx,i = vi (cos θ) and vy,i = vi (sin θ)

IV. Section 3-4—Relative Motion


A. Frames of Reference
1. Velocity measurements depend on the observer’s frame
of reference.
2. Albert Einstein called this phenomenon “Relativity”
3. We will use subscripts to denote observers’ frames of
reference
4. “There is no general equation to work out relative
velocity problems; instead you should develop the
necessary equations on your own…” (p.107)
Projectiles Launched at an Angle Price

PROJECTILES LAUNCHED AT AN ANGLE

vx = vi (cos θ) = constant*
∆x = vi (cos θ) ∆t
vy,f = vi (sin θ) – gΔt
vy,f2 = vi2 (sin θ)2 – 2gΔy
Δy = vi (sin θ) Δt - ½g(Δt)2

*we will again ignore air resistance

Practice 3E #3
3. A baseball is thrown at an angle of 25o relative to the ground at a
speed of 23m/s. If the ball is caught 42m from the thrower, how long
was it in the air? How high was the tallest spot in the ball’s path?

DRAW AND LABEL A DIAGRAM

Given: θ = 25o Δx = 42m vi = 23m/s

SOLVE FOR Δt
Use this equation: Δx = vi (cos θ) Δt
42 = (23)(cos 25)(Δt)
42 = (23)(.91)(Δt)
2.01s = Δt

SOLVE FOR Δy
Remember: Δy = vy/Δt
Solve for vy: vy = vi (sin θ)
vy = (23)(.422)
vy = 9.72m/s
Solve for Δy: Δy = 9.72/2.01
Δy = 4.83m

Das könnte Ihnen auch gefallen