chapter 3 kinematics in two or three dimensions; vectors

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Chapter 3 Kinematics in Two or Three Dimensions; Vectors

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Chapter 3 Kinematics in Two or Three Dimensions; Vectors. Homework. Tuesday: Read Chapter 4 2013: Do p. 77 1, 2, 4, 5, 18 2012: Do p. 77 1, 2, 4, 5, 11, 12, 13, 14, 17. How do we calculate the motion of this skier in two dimensions?. - PowerPoint PPT Presentation

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Page 1: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Chapter 3

Kinematics in Two or Three Dimensions; Vectors

Page 2: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Homework

Tuesday:

Read Chapter 4

2014: Do P. 77 1,2,4,5,11,12,13,14

2013: Do p. 77 1, 2, 4, 5, 18

2012: Do p. 77 1, 2, 4, 5, 11, 12, 13, 14, 17

Page 3: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

How do we calculate the motion of this skier in two

dimensions?

Page 4: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

How do we calculate the motion of this skier in two dimensions?

Page 5: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

How do we calculate the tension in these ropes?

Page 6: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-1 Vectors and Scalars

A vector has magnitude as well as direction.

Some vector quantities: displacement, velocity, force, momentum

A scalar has only a magnitude.

Some scalar quantities: mass, time, temperature

Page 7: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-2 Addition of Vectors—Graphical Methods

For vectors in one dimension, simple addition and subtraction are all that is needed.

You do need to be careful about the signs, as the figure indicates.

Page 8: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-2 Addition of Vectors—Graphical MethodsIf the motion is in two dimensions, the situation is somewhat more complicated.

Here, the actual travel paths are at right angles to one another; we can find the displacement by

using the Pythagorean Theorem.

Page 9: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-2 Addition of Vectors—Graphical Methods

Adding the vectors in the opposite order gives the same result:

Page 10: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-2 Addition of Vectors—Graphical Methods

Even if the vectors are not at right angles, they can be added graphically by using the tail-to-tip method.

Page 11: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-2 Addition of Vectors—Graphical Methods

The parallelogram method may also be used; here again the vectors must be tail-to-tip.

Page 12: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-3 Subtraction of Vectors, and Multiplication of a Vector by a Scalar

In order to subtract vectors, we define the negative of a vector, which has the same magnitude but points in the opposite direction.

Then we add the negative vector.

Page 13: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-3 Subtraction of Vectors, and Multiplication of a Vector by a Scalar

A vector can be multiplied by a scalar c; the result is a vector c that has the same direction but a magnitude cV. If c is negative, the resultant vector points in the opposite direction.

V

V

Page 14: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Adding & Subtracting Vectors

• Vectors can be added or subtracted from each other graphically.

• Each vector is represented by an arrow with a length that is proportional to the magnitude of the vector.

• Each vector has a direction associated with it.• When two or more vectors are added or

subtracted, the answer is called the resultant.• A resultant that is equal in magnitude and

opposite in direction is also known as an equilibrant.

Page 15: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Adding Vectors using the Pythagorean Theorem

3 m4 m+ =

3 m

4 m

5 m

If the vectors occur such that they are perpendicular to one another, the Pythagorean theorem may be used to determine the resultant.

A2 + B2 = C2

(4m)2 + (3m)2 = (5m)2

When adding vectors, place the tail of the second vector at the tip of the first vector.

Page 16: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

+

Adding & Subtracting Vectors

3 m4 m-

7 m=

If the vectors occur in a single dimension, just add or subtract them.

• When adding vectors, place the tail of the second vector at the tip of the first vector.

• When subtracting vectors, invert the second one before placing its tail at the tip of the first vector.

4 m 3 m 7 m+ =

7 m

7 m

Page 17: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Law of Cosines

If the angle between the two vectors is more or less than 90º, then the Law of Cosines can be used to determine the resultant vector.

C2 = A2 + B2 – 2ABCos

C2 = (7m)2 + (5m)2 – 2(7m)(5m)Cos 80º

C = 7.9 m

7 m 5 m

+ =

5 m7 m

= 80º

C

Page 18: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Example 1:

P

P

P

P

The vector shown to the right represents two forces acting concurrently on an object at point P. Which pair of vectors best represents the resultant vector? P

Resultant

(a)

(d)(c)

(b)

Page 19: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

How to Solve:

P

P

1. Add vectors by placing them tip to tail.

P

or

2. Draw the resultant.

P

Resultant

This method is also known as the Parallelogram Method.

Page 20: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

How to Solve:

P

Resultant

This method is also known as the Parallelogram Method.

Page 21: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-4 Adding Vectors by Components

Any vector can be expressed as the sum of two other vectors, which are called its components. Usually the other vectors are chosen so that they are perpendicular to each other.

Page 22: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-4 Adding Vectors by Components

If the components are perpendicular, they can be found using trigonometric functions.

Remember:

soh

cah

toa

Page 23: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-4 Adding Vectors by Components

The components are effectively one-dimensional, so they can be added arithmetically.

Page 24: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-4 Adding Vectors by Components

Adding vectors:

1. Draw a diagram; add the vectors graphically.

2. Choose x and y axes.

3. Resolve each vector into x and y components.

4. Calculate each component using sines and cosines.

5. Add the components in each direction.

6. To find the length and direction of the vector, use:

and .

Page 25: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-4 Adding Vectors by Components

Example 3-2: Mail carrier’s displacement.

A rural mail carrier leaves the post office and drives 22.0 km in a northerly direction. She then drives in a direction 60.0° south of east for 47.0 km. What is her displacement from the post office?

Page 26: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

3-4 Adding Vectors by Components

Example 3-3: Three short trips.

An airplane trip involves three legs, with two stopovers. The first leg is due east for 620 km; the second leg is southeast (45°) for 440 km; and the third leg is at 53° south of west, for 550 km, as shown. What is the plane’s total displacement?

Page 27: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Vector vs. Scalar

The resultant will always be less than or equal to the scalar value.

670 m

270 m

770 m

868 m

dTotal = 1,710 md = 868 m

Page 28: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Homework

2014: Read and provide notes on 4.2 Do p. 78 27, 28, 29, 30, 31

2013: Do p. 78 21, 23, 27, 28, 29, 30

2012: Do p. 78 21, 23, 27, 28, 29, 30, 31

Page 29: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

d = 23 km

dx = d cos dx = (23 km)(cos 30°)dx = 19.9 km

dy = d sin dy = (23 km)(sin 30°)dy = 11.5 km

Example 2:

• A bus travels 23 km on a straight road that is 30° North of East. What are the component vectors for its displacement?

x

d

dx

dy

= 30°

y

East

North

Page 30: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Algebraic Addition

• In the event that there is more than one vector, the x-components can be added together, as can the y-components to determine the resultant vector.

y

x

a

b

c

ay

ax cx

cy

bx

by

Rx = ax + bx + cx

Ry = ay + by + cy

R = Rx + Ry

R

Page 31: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Properties of Vectors

• A vector can be moved anywhere in a plane as long as the magnitude and direction are not changed.

• Two vectors are equal if they have the same magnitude and direction.

• Vectors are concurrent when they act on a point simultaneously.

• A vector multiplied by a scalar will result in a vector with the same direction.

P

F = ma

vector vectorscalar

Page 32: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Properties of Vectors (cont.)

• Two or more vectors can be added together to form a resultant. The resultant is a single vector that replaces the other vectors.

• The maximum value for a resultant vector occurs when the angle between them is 0°.

• The minimum value for a resultant vector occurs when the angle between the two vectors is 180°.

• The equilibrant is a vector with the same magnitude but opposite in direction to the resultant vector.

Page 33: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Properties of Vectors (cont.)

4 m 3 m 7 m+ =

3 m4 m+

1 m=

180°

R-R

Page 34: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Key Ideas

• Vector: Magnitude and Direction• Scalar: Magnitude only• When drawing vectors:

– Scale them for magnitude.– Maintain the proper direction.

• Vectors can be analyzed graphically or by using coordinates.

Page 35: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Add the following by tip/tail, parallelogram, and trig. Find the resultant and the equilibrant:

• 1) Add the scaled vectors tip/tail • 2) Draw the resultant vector• 3) Add the vectors in the other

order to make a parallelogram.• 4) Calculate the resultant using

trig• 5) Find the equilibrant

Page 36: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Add the following by tip/tail, parallelogram, and trig. Find the resultant and the equilibrant:

– Example 1:• 10 m/sec at 0 degrees• 5 m/sec at 180 degrees

– Example 2:• 5 m/sec at 30 degrees• 3 m/sec at 60 degrees

– Example 3:• 4 m/sec at 45 degrees• 4 m/sec at 135 degrees

Page 37: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Add the following by tip/tail, parallelogram, and trig. Find the resultant and the equilibrant:

– Example 4:• 10 m/sec at 10 degrees• 5 m/sec at 20 degrees

– Example 5:• 5 m/sec at 40 degrees• 3 m/sec at 220 degrees

– Example 6:• 4 m/sec at 315 degrees• 4 m/sec at 260 degrees

Page 38: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Draw these and find the following by trig:

– Example 7:• 5 m/sec at 270 degrees• 10m/sec at 60 degrees• 15m/sec at 120 degrees• Then graph the resultant and equilibrant

– Example 8:• 5 m/sec at 0 degrees• 5 m/sec at 135 degrees• 10 m/sec at 270 degrees• Then graph the resultant and equilibrant

Page 39: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Draw these and find the following by trig:

– Example 9:• 5 m/sec at 40 degrees• 10m/sec at 50 degrees• 15m/sec at 60 degrees• Then graph the resultant and equilibrant

– Example 10:• 5 m/sec at 60 degrees• 5 m/sec at 120 degrees• 10 m/sec at 270 degrees• Then graph the resultant and equilibrant

Page 40: Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Now do the following on the map:

– Start at RCK• Go 5 cm North• Go 10 cm at 10 degrees N of W• Go 20 cm at -80 degrees• Go 5 cm at 190 degrees• Go 18.5cm at 50 degrees (N of E)• Where are you?