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Objective
Able to define and differentiate between scalar and vector quantities. Able to solve addition of vector problems using the graphical method. Able to solve addition of vector problems using the component method. Able to solve subtraction and multiplication of a vector by scalar problems. Able to explain, analyze and solve projectile motion.
What is a Vector???
A vector is a mathematical object possessing, and fully described by, a magnitude and a direction. The vectors magnitude is equal to the length of the arrow, and its direction corresponds to where the arrow is pointing.
Its tip represent the point of a vector and the base as its tail. There are a number of ways to label vectors such as or
Scalar vs vector
Each physical quantity can be categorized as either a scalar quantity or a vector quantity. Scalar quantities are physical quantities that have magnitude only.
It does not depend on direction
Vector quantities
Vector quantities are physical quantities that possess both magnitude and direction. (Examples : velocity, force and momentum )
Example: Suppose a particle, moves from some point A to some point B
The direction of the tip (arrowhead) represents the direction of the displacement and the length of the arrow represent the magnitude of the displacement. so displacement depends only on the initial and final positions, the displacement vector is independent of the path taken between these two point
Vector Quantities
All the vector in figure are equal even though they have different starting points
Example
Adding vector
In two dimensions, the situation is somewhat more complicated. The easiest way to learn how vector addition works is to look at it graphically. There are several way to add vectors graphically: 1. tip-to-tail 2. Parallelogram
Pythagorean theorem
Useful method for determining the result of adding two vector which make a right angle to each other.
The method not applicable for adding more than two vectors or for adding vector which are not at 90 deqrees to each other.
Example
Adding the vectors in the opposite order gives the same result:
Tip-to-Tail method
We can add any two vector A and B by placing the tail so that it meets the tip of A. the sum A+B, is the vector from the tail of A to the tip of B.
Even if the vectors are not at right angles, they can be added graphically by using the tail-to-tip method.
Parallelogram method
To add A and B using the parallelogram method, place the tail of B so that it meets the tail of A. Take these two vectors to be the first two adjacent sides of a parallelogram, and draw in the remaining two sides. The vector sum, A + B, extends from the tails of A and B across the diagonal to the opposite corner of the parallelogram. If the vectors are perpendicular and unequal in magnitude, the parallelogram will be a rectangle. If the vectors are perpendicular and equal in magnitude, the parallelogram will be a square
The parallelogram method may also be used; here again the vectors must be tail-to-tip.
Law of addition
1. Commutative law of addition
when two vector are added, the sum is independent of the order of the addition
If the components are perpendicular, they can be found using trigonometric functions.
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.
EXAMPLE 1
Suppose object moves from r1 = 4i + 3j to r2 = -6i + 6j in 5 seconds. Find the displacement of the object. Find the average velocity of the object.
ANSWER :
If object moves from one position (r1) to another (r2) then displacement given by r = r2 r1 that is r = (x2i + y2j) (x1i + y1j) or r = (x2 x1)i + (y2 y1)j Therefore, r = r2 r1 = (-6i + 6j) (4i + 3j) = (-6 4)i + (6-3)j = -10i + 3j
r1 = 4i + 3j to r2 = -6i + 6j
-10i
r
6j
3j
r2
r1 3j -6i 4i
Average velocity = Total displacement total time v = r = x i + y j t t t Average acceleration = Change in velocity time a = v = vx i + vy j t t t
5-Projectile Motion
A projectile is an object moving in two dimensions under the influence of Earth's gravity; its path is a parabola. 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 xdirection. 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.
If an object is launched at an initial angle of 0 with the horizontal, the analysis is similar except that the initial velocity has a vertical component.
PROJECTILE MOTION
Horizontal component Vertical component
vx = ux + axt ( ax = 0 )
Velocity
Kinematic formula (s = ut + at2) Distance
EXAMPLE 2
A movie stunt driver on motorcycle speeds horizontally off a 50.0 m high cliff. How fast must the motorcycle leave the cliff top to land on level ground below, 90.0 m from the base of the cliff where the cameras are? Ignore the air resistance.
Answer :
Sy = 50.0 m Sx = 90.0 m Uy = 0 Ux = ? t=? Use, s = ut + at2 Sy = uyt - gt2 -50.0 = 0 - (9.8)t2 t = 3.19 s
To calculate the initial velocity ; Sx = uxt + axt2 90.0 = ux(3.19) + 0 Ux = 28.2 ms-1
EXAMPLE 3
A football is kicked at an angle 37 with a velocity of 20 ms-1 as shown in the figure above. Calculate a) The time of travel at the maximum height b) The maximum height c) How far away it hits the ground d) The velocity vector at the maximum height e) The acceleration vector at maximum height. Assume that the ball leave the foot at ground level and ignore the air resistance.
Answer : = 37 u = 26 ms-1 ux = u cos = (20)cos 37 = 16.0 ms-1 uy = u sin = (20)sin 37 = 12.0 ms-1 a) vy = uy gt 0 = (12.0) (9.8)t t = 1.22 s b) Sy = (uysin )t gt2 = (12.0)(1.22) ()(9.8)(1.22)2 = 7.35 m
e) The acceleration vector is the same at the highest point as it is throughout the flight, which is 9.8 ms-2 downward.
ASSIGNMENT 3
A car stuntman is moving horizontally takes off from a point 15.0 m above the ground and lands 60.0 m away as shown in the figure. Calculate a) The time taking off and landing. b) The speed of the car at take-off
15.0 m
60.0 m
Thank You Coming up next : NEWTONS LAW OF MOTION ~PLAN YOUR WORK~