Physics 4
Physics 4
Physics 4
MOTION IN A PLANE
SCALARS AND VECTORS
Scalars : The physical quantities which have only magnitude but no direction, are
called scalar quantities.
For example - distance, speed, work, temperature, mass, etc.
Scalars are added, subtracted, multiplied and divided by ordinary laws of algebra.
Note - Electric current has magnitude as well as direction but still it is not treated as a vector
quantity because it is added by ordinary law of algebra.
TYPES OF VECTORS
LIKE VECTORS
Vectors having same direction are called like vectors. The magnitude may or may not be
equal.
and are like vectors. These are also called parallel vectors or collinear vectors.
EQUAL VECTORS
Vectors having same magnitude and same direction are called equal vectors.
UNLIKE VECTORS
Vectors having exactly opposite directions are called unlike vectors.
The magnitude may or may not be equal.
NEGATIVE VECTORS
Vectors having exactly opposite direction and equal magnitudes are called negative vectors.
Here and are negative vectors,
Thus negative vectors is a special case of unlike vectors.
UNIT VECTOR
Vector which has unit magnitude. It represents direction only. For example take a vector .
The coordinate system which has shown in fig. is called right handed coordinate system.
Such a system derives its name from the fact that right threaded screw rotated through 90º
from OX to OY will advance in positive Z direction as shown in the figure.
COPLANAR VECTORS
Vectors in the same plane are called coplanar vectors.
ADDITION OF VECTORS
It states that if two vectors acting on a particle at the same time are represented in magnitude
and direction by the two sides of a triangle taken in one order, their resultant vector is
represented in magnitude and direction by the third side of the triangle taken in opposite
order.
Magnitude of is given by
where is the angle between and .
Direction of : Let the resultant makes an angle with the direction of . Then from
right angle triangle QNO,
Rmax =A+B
| | is minimum, if cosθ = –1, θ = 180° (opposite vector)
Rmin
If the vectors A and B are orthogonal,
i.e.,
It states that if two vectors are represented in magnitude and direction by the two adjacent
sides of a parallelogram then their resultant is represented in magnitude and direction by the
diagonal of the parallelogram.
Let the two vectors and , inclined at angle are represented by sides of
parallelogram OPQS, then resultant vector is represented by diagonal of the
parallelogram.
So,
or,
Note:
Resultant of two unequal vectors cannot be zero.
Resultant of three coplanar vectors may or may not be zero.
Minimum no. of coplanar vectors for zero resultant is 2 (for equal magnitude) and 3
(for unequal magnitude).
Resultant of three non coplanar vectors cannot be zero. Minimum number of non
coplanar vectors whose sum can be zero is four.
Polygon law should be used only for diagram purpose for calculation of resultant
vector (For addition of more than 2 vectors) we use components of vector.
KEEP IN MEMORY
1. If , then is a null vector.
2. Null vector or zero vector is defined as a vector whose magnitude is zero and
direction indeterminate. Null vector differs from ordinary zero in the sense that ordinary zero
is not associated with direction.
3. is called a unit vector. It is unit less and dimensionless vector. Its magnitude
is 1. It represents direction only.
13.
SUBTRACTION OF VECTORS
We convert vector subtraction into vector addition.
RESOLUTION OF A VECTOR
⇒ A cos θ and A sin θ are the magnitudes of the components of in X and Y-direction
respectively.
Also
and
If , and are the angles subtended by the rectangular components of vector then
CAUTION
Do not resolve the vector at its head.
The vector is always resolved at its tail.
PRODUCT OF TWO VECTORS
The scalar or dot product of two vectors A and B is a scalar, which is equal to the product of
the magnitudes of and and cosine of the smaller angle between them.
i.e., = A B cosθ
e.g.
1.
2. = A (B cosθ) = B (A cosθ)
The dot product of two vectors can be interpreted as the product of the magnitude of one
vector and the magnitude of the component of the other vector along the direction of the first
vector.
3. Dot product of two vectors is commutative.
4.
5. Dot product is distributive.
6. = (Ax Bx + Ay By + Az Bz)
The vector product of two vectors is defined as a vector having magnitude equal to the
product of two vectors and sine of the angle between them. Its direction is perpendicular to
the plane containing the two vectors (direction of the vector is given by right hand screw
rule or right hand thumb rule.
= (AB sin θ)
The direction of perpendicular to the plane containing vectors and in the sense of
advance of a right handed screw rotated from to is through the smaller angle between
them.
e.g.,
PROPERTIES OF VECTOR OR CROSS PRODUCT
1.
2.
3.
4. (not commutative)
5. (follows distributive law)
6.
KEEP IN MEMORY
1.
2. tan θ =
3.
4.
5. If , then
6.
8. If then
9. Division by a vector is not defined. Because, it is not possible to divide by a direction.
10. The sum and product of vectors is independent of coordinate axes system.
LAMI'S THEOREM
It states that if three forces acting at a point are in equilibrium, then each force is proportional
to the sine of the angle between the other two forces.
or,
The velocity v and acceleration a can be resolved into its x and y components.
x= y=
VELOCITY
The ratio of the displacement and the corresponding time interval is called the average
velocity.
Average velocity
Instantaneous velocity
The magnitude of v =
ACCELERATION
The average acceleration in a x–y plane in time interval Δt is the change in velocity divided
by the time interval.
Average acceleration
Instantaneous acceleration
In two or three dimensions, the velocity and acceleration vectors may have any angle
between 0°and 180° between them.
If two objects A and B moving with velocities VA and VB with respect to some common
frame of reference, then :
Relative velocity of A w.r.t B
Therefore, and
PROJECTILE MOTION
Projectile is the name given to a body thrown with some initial velocity in any arbitrary
direction and then allowed to move under the influence of gravity alone.
Examples : A football kicked by the player, a stone thrown from the top of building, a bomb
released from a plane.
The path followed by the projectile is called a trajectory.
TYPES OF PROJECTILE
Oblique projectile : In this, the body is given an initial velocity making an angle with
the horizontal and it moves under the influence of gravity along a parabolic path.
Horizontal projectile : In this, the body is given an initial velocity directed along the
horizontal and then it moves under the influence of gravity along a parabolic path.
MOTION ALONG X-AXIS
ux = u, ax = 0
x = uxt + axt2
x = ut + 0
∴ t= …… (1)
y= gt2 …… (2)
From equations (1) and (2) we get y = which is the equation of a parabola.
v=
If β is the angle made by with the horizontal, then
tanβ = =
T= and
Case 1 : If the projectile is projected from the top of the tower of height 'h', in horizontal
direction, then the height of tower h, range x and time of flight t are related as :
Case 2 : If a particle is projected at an angle (θ) in upward direction from the top of tower of
height h with velocity u, then
uy = u sin θ
ay = – g
ux = u cos θ
ax = 0
and x = u cosθ.t
Case 3 : If a body is projected at an angle (θ) from the top of tower in downward direction
then
uy = – u sin θ, ux = u cosθ, ax = 0
ay = and x = u cosθ.t
EQUATION OF TRAJECTORY
Let the point from which the projectile is thrown into space is taken as the origin, horizontal
direction in the plane of motion is taken as the X-axis, the vertical direction is taken as the Y-
axis, Let the projectile be thrown with a velocity u making an angle θ with the X-axis.
The components of the initial velocity in the X-direction and Y-direction are u cos θ and u sin
θ respectively. Then at any instant of time t,
x = (u cosθ) t ...(1)
y = uyt + ayt2
TIME OF FLIGHT
The time of flight of the projectile is given by
MAXIMUM HEIGHT
Maximum height attained by the projectile is given by
.
In case of vertical motion, θ = 90º so maximum height attained
HORIZONTAL RANGE
The horizontal range of the projectile is given by
KEEP IN MEMORY
1. The horizontal range of the projectile is same at two angles of projection for θ and
(90° – θ).
2. The height attained by the projectile above the ground is the largest when the angle of
projection with the horizontal is 90° (vertically upward projection). In such a case time of
flight is largest but the range is the smallest (zero).
3. If the velocity of projection is doubled. The maximum height attained and the range
become 4 times, but the time of flight is doubled.
4. When the horizontal range of the projectile is maximum, (θ = 45°), then the maximum
height attained is ¼th of the range.
5. For a projectile fired from the ground, the maximum height is attained after covering
a horizontal distance equal to half of the range.
The velocity of the projectile is minimum but not zero at the highest point, and is equal to u
cosθ i.e. at the highest point of the trajectory, the projectile has net velocity in the horizontal
direction (vertical component is zero). Horizontal component of velocity also remains same
as the component of g in horizontal direction is zero i.e., no acceleration in horizontal
direction.
Let a body is thrown from a plane OA inclined at an angle α with the horizontal, with a
constant velocity u in a direction making an angle θ with the horizontal.
or
OB = u cos θ t =
OA =
Since
It means that if θ1 is the angle for projectile for which T is maximum and θ 2 is the angle for
which R is maximum, then θ1 = 2θ2.
KEEP IN MEMORY
1. Equation of trajectory of an oblique projectile in terms of range (R) is
2. There are two unique times at which the projectile is at the same height h(< H) and
the sum of these two times.
Since, h = (u sin θ)t is a quadratic in time, so it has two unique roots t1 and t2 (say)
such that sum of roots
An object moving in a circle with a constant speed is said to be in uniform circular motion.
Example - Motion of the tip of the second hand of a clock.
i.e.,
Relation between linear velocity (v) and angular velocity (ω).
i.e.,
Relation between linear acceleration and angular acceleration.
CENTRIPETAL ACCELERATION : Acceleration acting on a body moving in uniform
circular motion is called centripetal acceleration. It arises due to the change in the direction of
the velocity vector.
Magnitude of centripetal acceleration is
This acceleration is always directed radially towards the centre of the circle.
CENTRIPETAL FORCE : The force required to keep a body moving in uniform circular
motion is called centripetal force.
An object moving in a circle with variable speed is said to be in non-uniform circular motion.
If the angular velocity varies with time, the object has two accelerations possessed by it,
centripetal acceleration (ac) and Tangential acceleration (aT) and both perpendicular to each
other.
Net acceleration
KEEP IN MEMORY
1. Angular displacement behaves like vector, when its magnitude is very small. It
follows laws of vector addition.
2. Angular velocity and angular acceleration are axial vectors.
3. Centripetal acceleration always directed towards the centre of the circular path and is
always perpendicular to the instantaneous velocity of the particle.
4. Circular motion is uniform if aT = rα = 0, that is angular velocity remains constant and
By S.KANNAN
Email:kannan.tnau@gmail.com