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CHAPTER 3

KINEMATICS IN TWO DIMENSION

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.

KINEMATICS IN TWO DIMENSION


Scalars & Vectors Addition of Vectors Subtraction & multiplication of vectors by a scalar 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

(Examples : mass, distance and time )

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

Example of scalar quantities and vector quantities

Scalar Quantities Distance Charge Power Work Speed

Vector Quantities

Displacement Electric field Force Momentum Velocity

Equality of two vectors


Two vector A and B may be defined to be equal if they have the same magnitude and point in the same direction Example

All the vector in figure are equal even though they have different starting points

2 - Addition of Vectors one dimension


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.

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

2. Associative law of addition


when three or more vectors are added, their sum is independent of way in which the individual vectors are qroup together.

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.

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

Adding vectors: 1. Draw a diagram; add the vectors graphically.

2. Choose x and y axis.


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/magnitude and direction of the vector, use:

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:

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

Answer to find the average velocity & average acceleration

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.

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

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.

Solving Problems Involving Projectile Motion


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

PROJECTILE MOTION
Horizontal component Vertical component

Kinematic formula (v = u + at)

vx = ux + axt ( ax = 0 )

vy = v0y + ayt (ay = -g)

Velocity
Kinematic formula (s = ut + at2) Distance

vx = (uxcos ) ( ax = 0 ) x = uxt + axt2 ( ax = 0 )


Sx = (uxcos )t

vy = (v0sin ) gt (ay = -g) y = v0yt + ayt2 (ay = -g)


Sy = (uysin )t gt2

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

c) Sx = (uxcos )t = (16)(1.22x2) = 39.04 m


d) Vy = 0 vx = ux = 16.0 ms-1

why times two?

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~

Thank You Coming up next : NEWTONS LAW OF MOTION

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