lecture ch 03

33
Chapter 3 Kinematics in Two Dimensions; Vectors

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Page 1: Lecture Ch 03

Chapter 3

Kinematics in Two Dimensions; Vectors

Page 2: Lecture Ch 03

Units of Chapter 3

• Vectors and Scalars

• Addition of Vectors – Graphical Methods

• Subtraction of Vectors, and Multiplication of a Vector by a Scalar

• Adding Vectors by Components

• Projectile Motion

• Solving Problems Involving Projectile Motion

Page 3: Lecture Ch 03

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 4: Lecture Ch 03

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.

8 km + 6 km = 14 km East

8 km - 6 km = 2 km East

Page 5: Lecture Ch 03

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 6: Lecture Ch 03

3-2 Addition of Vectors – Graphical Methods

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

Page 7: Lecture Ch 03

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:

1. Draw V1 & V2 to scale.2. Place tail of V2 at tip of V13. Draw arrow from tail of V1 to tip of V2

This arrow is the resultant V (measure length and the angle it makes with the x-axis)Same for any number of vectors involved.

Page 8: Lecture Ch 03

3-2 Addition of Vectors – Graphical Methods

The parallelogram method may also be used;

1. Draw V1 & V2 to scale from common origin.2. Construct parallelogram using V1 & V2 as 2 of the 4 sides.Resultant V = diagonal of parallelogram from common origin (measure length and the angle it makes with the x-axis)

Page 9: Lecture Ch 03

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 10: Lecture Ch 03

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

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

Page 11: Lecture Ch 03

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 12: Lecture Ch 03

3-4 Adding Vectors by Components

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

Page 13: Lecture Ch 03

3-4 Adding Vectors by Components

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

Page 14: Lecture Ch 03

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:

Page 15: Lecture Ch 03

ExampleV = displacement 500 m, 30º N of E

Page 16: Lecture Ch 03

Problem 3-14

Page 17: Lecture Ch 03

o o44.0cos 28.0 38.85 44.0sin 28.0 20.66x yA A o o

o o

26.5cos 56.0 14.82 26.5sin 56.0 21.97

31.0cos 270 0.0 31.0sin 270 31.0

x y

x y

B B

C C

2 14.82 2 38.85 92.52 2 21.97 2 20.66 19.35x y

B A B A

2 2 1 o19.352 92.52 19.35 94.5 tan 11.8 below axis

92.52x

B A

Note that since both components are negative, the vector is in the 3rd quadrant.

yxAB

35.1952.922

Problem 3-14

Page 18: Lecture Ch 03

3-5 Projectile Motion

A projectile is an object moving in two dimensions under the influence of Earth's gravity; its path is a parabola.

Of the form

A parabola in the x-y plane!!

2200

0

2

1)( x

v

gx

v

vxy

xx

y

2)( bxaxxy

Page 19: Lecture Ch 03

It can be understood by analyzing the horizontal and vertical motions separately.

3-5 Projectile Motion

Page 20: Lecture Ch 03

3-5 Projectile Motion

The speed in the x-direction is constant; in the y-direction the object moves with constant acceleration g.

This photograph shows two balls that start to fall at the same time. The one on the right has an initial speed in the x-direction. It can be seen that vertical positions of the two balls are identical at identical times, while the horizontal position of the yellow ball increases linearly.

Show clip

Page 21: Lecture Ch 03

3-5 Projectile Motion

If an object is launched at an initial angle of θ0 with the horizontal, the analysis is similar except that the initial velocity has a vertical component.

Page 22: Lecture Ch 03

3-6 Solving Problems Involving Projectile Motion

Projectile motion is motion with constant acceleration in two dimensions, where the acceleration is g and is down.

Page 23: Lecture Ch 03

3-6 Solving Problems Involving Projectile Motion

1. Read the problem carefully, and choose the object(s) you are going to analyze.

2. Draw a diagram.

3. Choose an origin and a coordinate system.

4. Decide on the time interval; this is the same in both directions, and includes only the time the object is moving with constant acceleration g.

5. Examine the x and y motions separately.

Page 24: Lecture Ch 03

3-6 Solving Problems Involving Projectile Motion

6. List known and unknown quantities. Remember that vx never changes, and that vy = 0 at the highest point.

7. Plan how you will proceed. Use the appropriate equations; you may have to combine some of them.

Page 25: Lecture Ch 03

Projectile Motion• Simplest example: Ball rolls across table, to the edge & falls

off edge to floor. Leaves table at time t = 0. Analyze y part of motion & x part of motion separately.

• y part of motion: Down is positive & origin is at table top:

y0 = 0. Initially, no y component of velocity: vy0 = 0

vy = gt and y = (½)g t2

• x part of motion: Origin is at table top: x0 = 0. No x component of acceleration(!): a = 0. Initially x component of velocity is: vx0

vx = vx0 and x = vx0t

Page 26: Lecture Ch 03

Ball Rolls Across Table & Falls Off

• Vector velocity v has

2 components:

vx = vx0 , vy = gt

• Vector displacement D has

2 components:

x = vx0t , y = (½)g t2

Page 27: Lecture Ch 03

General case

Page 28: Lecture Ch 03

• General Case: Take y positive upward & origin at the point where it is shot: x0 = y0 = 0

vx0 = v0cosθ0 vy0 = v0sinθ0

• Horizontal motion: NO ACCELERATION IN THE x DIRECTION!

vx = vx0 x = vx0 t

• Vertical motion:

vy = vy0 - gt y = vy0 t - (½)g t2

(vy) 2 = (vy0)2 - 2gy

If y is positive downward, the - signs become + signs.

ax = 0, ay = -g = -9.8 m/s2

Page 29: Lecture Ch 03

Example 3-8

• Range (R) of projectile Maximum horizontal distance before returning to ground. Derive a formula for R.

Page 30: Lecture Ch 03

• Range R the x where y = 0!

• Use vx = vx0 , x = vx0 t , vy = vy0 - gt

y = vy0 t – (½)g t2, (vy) 2 = (vy0)2 - 2gy

• First, find the time t when y = 0

0 = vy0 t - (½)g t2

t = 0 (of course!) and t = (2vy0)/g

• Put this t in the x formula: x = vx0 (2vy0)/g R

R = 2(vx0vy0)/g, vx0= v0cos(θ0), vy0= v0sin(θ0)

R = (v0)2 [2 sin(θ0)cos(θ0)]/g

R = (v0)2 sin(2θ0)/g (by a trig identity)

Page 31: Lecture Ch 03

Example 3-4: Driving off a cliff!!

How fast must the motorcycle leave the cliff to land at

x = 90 m, y = -50 m? vx0 = ?

y is positive upward

y0 = 0 at top

vy0 = 0

vx = vx0 = ? vy = -gtx = vx0t y = - (½)gt2

Time to Bottom: t = √2y/(-g) = 3.19 svx0 = (x/t) = 28.2 m/s

Page 32: Lecture Ch 03

Example 3-9, A punt!

v0 = 20 m/s, θ0 = 37º

vx0= v0cos(θ0) = 16 m/s

vy0= v0sin(θ0) = 12 m/s

y = y0+ vy0 t – (½)g t2

x = vx0 t

Page 33: Lecture Ch 03

Summary of Chapter 3

• A quantity with magnitude and direction is a vector.

• A quantity with magnitude but no direction is a scalar.

• Vector addition can be done either graphically or using components.

• The sum is called the resultant vector.

• Projectile motion is the motion of an object near the Earth’s surface under the influence of gravity.