Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Vectors and Two-Dimensional Motion: Raymond A. Serway Chris Vuille

Download as ppt, pdf, or txt
Download as ppt, pdf, or txt
You are on page 1of 49

Raymond A.

Serway
Chris Vuille

Chapter 3
Vectors and
Two-Dimensional Motion

Vectors and Motion


In one-dimensional motion,
vectors were used to a limited
extent
For more complex motion,
manipulating vectors will be
more important

Introduction

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)
Section 3.1

Vector Notation
When handwritten, use an arrow:
When printed, will be in bold
print with an arrow:
When dealing with just the
magnitude of a vector in print,
an italic letter will be used:
A
Italics will also be used to
represent scalars
Section 3.1

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
Section 3.1

Adding Vectors
When adding vectors, their
directions must be taken into
account
Units must be the same
Geometric Methods
Use scale drawings

Algebraic Methods
The resultant vector (sum) is
denoted as
Section 3.1

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 using the same
scale with the appropriate length and
in the direction specified, with
respect to a coordinate system whose
origin is the end of the first vector
and parallel to the ordinate system
used for the first vector
Section 3.1

Graphically Adding
Vectors, cont.
Continue drawing the
vectors tip-to-tail
The resultant is drawn
from the origin of the
first vector to the
end of the last vector
Measure the length of
the resultant and its
angle
Use the scale factor to
convert length to
actual magnitude

This method is called


the triangle method
Section 3.1

Notes about Vector


Addition
Vectors obey the Commutative Law of
Addition
The order in which the vectors are added
doesnt affect the result

Section 3.1

Graphically Adding
Vectors, cont.
When you have many
vectors, just keep
repeating the tipto-tail process
until all are
included
The resultant is
still drawn from
the origin of the
first vector to the
end of the last
vector
Section 3.1

More Properties of
Vectors
Negative Vectors
The negative of the vector is
defined as the vector that gives
zero when added to the original
vector
Two vectors are negative if they
have the same magnitude but are
180 apart (opposite directions)

Section 3.1

Vector Subtraction
Special case of
vector addition
Add the negative
of the subtracted
vector

Continue with
standard vector
addition
procedure
Section 3.1

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
Section 3.1

Components of a Vector
It is useful to
use rectangular
components to
add vectors
These are the
projections of
the vector along
the x- and y-axes

Section 3.2

Components of a Vector,
cont.
The x-component of a vector is
the projection along the x-axis

The y-component of a vector is


the projection along the y-axis

Then,

Section 3.2

More About Components of a


Vector
The previous equations are
valid only if is measured
with respect to the x-axis
The components can be positive
or negative and will have the
same units as the original
vector

Section 3.2

More About Components,


cont.
The components are the legs of the
right triangle whose hypotenuse is

May still have to find 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
Section 3.2

Other Coordinate
Systems
It may be
convenient to use a
coordinate system
other than
horizontal and
vertical
Choose axes that
are perpendicular
to each other
Adjust the
components
accordingly
Section 3.2

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 Rx:

Section 3.2

Adding Vectors
Algebraically, cont.
Add all the y-components
This gives Ry:

Use the Pythagorean Theorem to


find the magnitude of the
resultant:
Use the inverse tangent
function to find the direction
of R:
Section 3.2

Motion in Two
Dimensions
Using + or signs is not
always sufficient to fully
describe motion in more than
one dimension
Vectors can be used to more fully
describe motion

Still interested in
displacement, velocity, and
acceleration
Section 3.3

Displacement
The position of an
object is described
by its position
vector,
The displacement of
the object is
defined as the
change in its
position

SI unit: meter (m)


Section 3.3

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

SI unit: meter per second (m/s)


Section 3.3

Acceleration
The average acceleration is
defined as the rate at which the
velocity changes

The instantaneous acceleration is


the limit of the average
acceleration as t approaches zero
SI unit: meter per second squared
(m/s)
Section 3.3

Unit Summary (SI)


Displacement
m

Average velocity and


instantaneous velocity
m/s

Average acceleration and


instantaneous acceleration
m/s2
Section 3.3

Ways an Object Might


Accelerate
The magnitude of the velocity
(the speed) may change with
time
The direction of the velocity
may change with time
Even though the magnitude is
constant

Both the magnitude and the


direction may change with time

Projectile Motion
An object may move in both the
x and y directions
simultaneously
It moves in two dimensions

The form of two dimensional


motion we will deal with is an
important special case called
projectile motion
Section 3.4

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

Section 3.4

Rules of Projectile
Motion
The x- and y-directions of motion
are completely independent of each
other
The x-direction is uniform motion
ax = 0

The y-direction is free fall


ay = -g

The initial velocity can be broken


down into its x- and y-components

Section 3.4

Projectile Motion

Section 3.4

Projectile Motion at Various


Initial Angles
Complementary
values of the
initial angle
result in the
same range
The heights will
be different

The maximum
range occurs at
a projection
angle of 45o
Section 3.4

Some Details About the


Rules
x-direction
ax = 0

x = voxt
This is the only operative equation
in the x-direction since there is
uniform velocity in that direction

Section 3.4

More Details About the


Rules
y-direction

Free fall problem


a = -g

Take the positive direction as


upward
Uniformly accelerated motion, so
the motion equations all hold
Section 3.4

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

Remember to be careful about the


angles quadrant

Section 3.4

Projectile Motion
Summary
Provided air resistance is
negligible, the horizontal component
of the velocity remains constant
Since ax = 0

The vertical component of the


acceleration is equal to the free
fall acceleration g
The acceleration in the y-direction is
not zero at the top of the projectiles
trajectory
Section 3.4

Projectile Motion Summary,


cont
The vertical component of the
velocity vy and the displacement
in the y-direction are identical
to those of a freely falling
body
Projectile motion can be
described as a superposition of
two independent motions in the
x- and y-directions
Section 3.4

Problem-Solving
Strategy
Select a coordinate system and
sketch the path of the
projectile
Include initial and final
positions, velocities, and
accelerations

Resolve the initial velocity


into x- and y-components
Treat the horizontal and
vertical motions independently
Section 3.4

Problem-Solving
Strategy, cont
Follow the techniques for solving
problems with constant velocity
to analyze the horizontal motion
of the projectile
Follow the techniques for solving
problems with constant
acceleration to analyze the
vertical motion of the projectile
Section 3.4

Some Variations of
Projectile Motion
An object may be
fired horizontally
The initial
velocity is all in
the x-direction
vo = vx and vy = 0

All the general


rules of
projectile motion
apply

Section 3.4

Non-Symmetrical
Projectile Motion
Follow the general
rules for
projectile motion
Break the ydirection into
parts
up and down
symmetrical back to
initial height and
then the rest of the
height

Section 3.4

Special Equations
The motion equations can be
combined algebraically and
solved for the range and
maximum height

Section 3.4

Relative Velocity
Relative velocity is about relating the
measurements of two different observers
It may be useful to use a moving frame
of reference instead of a stationary one
It is important to specify the frame of
reference, since the motion may be
different in different frames of
reference
There are no specific equations to learn
to solve relative velocity problems

Section 3.5

Relative Velocity
Notation
The pattern of subscripts can
be useful in solving relative
velocity problems
Assume the following notation:
E is an observer, stationary with
respect to the earth
A and B are two moving cars

Section 3.5

Relative Position
Equations

is the position of car A as


measured by E

is the position of car B as


measured by E

is the position of car A


as measured by car B

Section 3.5

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

Section 3.5

Relative Velocity
Equations
The rate of change of the
displacements gives the
relationship for the velocities

Section 3.5

Problem-Solving Strategy:
Relative Velocity
Label all the objects with a
descriptive letter
Look for phrases such as velocity
of A relative to B
Write the velocity variables with
appropriate notation
If there is something not explicitly
noted as being relative to something
else, it is probably relative to the
earth
Section 3.5

Problem-Solving Strategy:
Relative Velocity, cont
Take the velocities and put
them into an equation
Keep the subscripts in an order
analogous to the standard equation

Solve for the unknown(s)

Section 3.5

Relative Velocity,
Example
Need velocities
Boat relative to
river
River relative to
the Earth
Boat with respect
to the Earth
(observer)

Equation

Section 3.5

You might also like