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Chapter 3

Motion in a Plane

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Motion in a Plane
Vector Addition

Velocity
Acceleration
Projectile motion

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Graphical Addition and Subtraction


of Vectors
A vector is a quantity that has both a
magnitude and a direction. Position is an
example of a vector quantity.
A scalar is a quantity with no direction. The
mass of an object is an example of a scalar
quantity.

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Notation

Vector: F or F

The magnitude of a vector: F or F or F .

The direction of vector might be 35 south of east;


20 above the +x-axis; or.

Scalar: m (not bold face; no arrow)

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Graphical Addition of Vectors


To add vectors graphically they must be placed tip to
tail. The result (F1 + F2) points from the tail of the first
vector to the tip of the second vector.
This is sometimes called the resultant vector R
F2
R

F1

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Vector Simulation

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Examples
Trig Table
Vector Components
Unit Vectors

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Types of Vectors

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Relative Displacement Vectors

Vector Addition

r r r
C =A+B

Vector Subtraction

r r
r
C-A = B

r
B
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is a relative displacement vector of point P3


relative to P2
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Vector Addition via Parallelogram

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Graphical Method of Vector Addition

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Graphical Subtraction of Vectors


Think of vector subtraction A B as A+(B), where the
vector B has the same magnitude as B but points in the
opposite direction.

Vectors may be moved any way you please (to place them
tip to tail) provided that you do not change their length nor
rotate them.
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Vector Components

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Vector Components

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Graphical Method of Vector Addition

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Unit Vectors in Rectangular Coordinates

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Vector Components in Rectangular


Coordinates

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Vectors with Rectangular Unit Vectors

r
A = Ax i + Ay j + Az
k
r
B = Bx i +By j + Bz
k

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Dot Product - Scalar


The dot product multiplies the portion of A that is parallel to B with B

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Dot Product - Scalar


In 2 dimensions

In any number of dimensions

The dot product multiplies the portion of A that is parallel to B with B

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Cross Product - Vector


The cross product multpilies the portion of A that is perpendicular to
B with B

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Cross Product - Vector


In 2 dimensions

r r
A B = A B sin()
In any number of dimensions

i j
k

Ax Ay A z
Bx By Bz

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= (Ay Bz - Az By)i
+ (Ax Bz - Az Bx) j
+ (Ax By - Ax By)
k
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Velocity

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A particle moves along the curved path as shown. At time t 1


its position is ri and at time t2 its position is rf.
y

vi
r

ri

vf

The instantaneous
velocity points
tangent to the path.

rf

r
v av
t
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Points in the direction of r


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A displacement over an interval of


time is a velocity
r
Average velocity v av
t

The x - component would be : vav , x

r
Instantaneous velocity v lim
t 0 t
The instantaneous velocity is represented by the slope
of a line tangent to the curve on the graph of an
objects position versus time.
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Acceleration

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A particle moves along the curved path as shown. At time t 1


its position is r0 and at time t2 its position is rf.
y

vi

v
a av
t

Points in the
direction of v.

v
vf

ri

rf

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A nonzero acceleration changes an


objects state of motion
v
Average acceleration a av
t

v
Instantaneous acceleration = a = lim
t 0 t
These have interpretations similar to vav and v.

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Motion in a Plane with Constant


Acceleration - Projectile
What is the motion of a struck baseball? Once it leaves the
bat (if air resistance is negligible) only the force of gravity
acts on the baseball.
Acceleration due to gravity has a constant value near the
surface of the earth. We call it g = 9.8 m/s2
Only the vertical motion is affected by gravity

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Projectile Motion
The baseball has ax = 0 and ay = g, it moves with constant
velocity along the x-axis and with a changing velocity along the yaxis.

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Example:
An object is projected from the origin. The initial velocity
components are vix = 7.07 m/s, and viy = 7.07 m/s.
Determine the x and y position of the object at 0.2 second
intervals for 1.4 seconds. Also plot the results.

1
y = y f - y i = v iy t + a y t 2
2
x = x f - x i = v ix t
Since the object starts from the origin, y and x
will represent the location of the object at time t.
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Example continued:

t (sec)

x (meters)

y (meters)

0.2

1.41

1.22

0.4

2.83

2.04

0.6

4.24

2.48

0.8

5.66

2.52

1.0

7.07

2.17

1.2

8.48

1.43

1.4

9.89

0.29

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Example continued:

This is a plot of the x position (black points) and y position


(red points) of the object as a function of time.

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Example continued:

This is a plot of the y position versus x position for the


object (its trajectory). The objects path is a parabola.

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Example (text problem 3.50): An arrow is shot into the air


with = 60 and vi = 20.0 m/s.
(a) What are vx and vy of the arrow when t = 3 sec?
y

The components of the initial


velocity are:

vi

vix vi cos 10.0 m/s

60
x

At t = 3 sec:

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viy vi sin 17.3 m/s

v fx vix a x t vix 10.0 m/s

CONSTANT

v fy viy a y t viy gt 12.1 m/s


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Example continued:

(b) What are the x and y components of the displacement


of the arrow during the 3.0 sec interval?
y

r
x

1
rx = x = x f - xi = vix t + a x t 2 = vix t + 0 = 30.0 m
2
1
1
ry = y = y f - yi = viy t + a y t 2 = viy t - gt 2 = 7.80 m
2
2
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Example: How far does the arrow in the previous example


land from where it is released?

1
y viy t gt 2 0
2

The arrow lands when y = 0.

1
y = (viy - gt)t = 0
2
Solving for t: t
The distance traveled is:

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2viy
g

3.53 sec

x = vix t = 35.3 m

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Summary

Adding and subtracting vectors (graphical


method & component method)

Velocity

Acceleration

Projectile motion (here ax = 0 and ay = g)

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Projectiles Examples

Problem solving strategy

Symmetry of the motion

Dropped from a plane

The home run

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