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Chapter 3

Chapter 3. Motion in Two or Three Dimensions. Modified by Mike Brotherton. Goals for Chapter 3. To use vectors to represent the position of a body To determine the velocity vector using the path of a body To investigate the acceleration vector of a body

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Chapter 3

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  1. Chapter 3 Motion in Two or Three Dimensions Modified by Mike Brotherton

  2. Goals for Chapter 3 • To use vectors to represent the position of a body • To determine the velocity vector using the path of a body • To investigate the acceleration vector of a body • To describe the curved path of projectile • (To investigate circular motion – left for later!) • To describe the velocity of a body as seen from different frames of reference

  3. Introduction • What determines where a batted baseball lands? • If a cyclist is going around a curve at constant speed, is he accelerating? • How is the motion of a particle described by different moving observers? • We need to extend our description of motion to two and three dimensions.

  4. Position vector • The position vector from the origin to point P has components x, y, and z.

  5. Average velocity—Figure 3.2 • The average velocity between two points is the displacement divided by the time interval between the two points, and it has the same direction as the displacement.

  6. Instantaneous velocity • The instantaneous velocity is the instantaneous rate of change of position vector with respect to time. • The components of the instantaneous velocity are vx = dx/dt, vy = dy/dt, and vz = dz/dt. • The instantaneous velocity of a particle is always tangent to its path.

  7. Calculating average and instantaneous velocity • A rover vehicle moves on the surface of Mars. • Follow Example 3.1.

  8. Average acceleration • The average acceleration during a time interval t is defined as the velocity change during t divided by t.

  9. Instantaneous acceleration • The instantaneous acceleration is the instantaneous rate of change of the velocity with respect to time. • Any particle following a curved path is accelerating, even if it has constant speed. • The components of the instantaneous acceleration are ax = dvx/dt, ay = dvy/dt, and az = dvz/dt.

  10. Calculating average and instantaneous acceleration • Return to the Mars rover. • Can follow Example 3.2 in text in a similar way as before. • Do the acceleration vectors make sense?

  11. Parallel and perpendicular components of acceleration • Return again to the Mars rover. • Follow Example 3.3.

  12. Projectile motion—Figure 3.15 • A projectile is any body given an initial velocity that then follows a path determined by the effects of gravity and air resistance. • Begin by neglecting resistance and the curvature and rotation of the earth.

  13. The x and y motion are separable—Figure 3.16 • The red ball is dropped at the same time that the yellow ball is fired horizontally. • The strobe marks equal time intervals. • We can analyze projectile motion as horizontal motion with constant velocity and vertical motion with constant acceleration: ax = 0and ay = g.

  14. The equations for projectile motion • If we set x0 = y0 = 0, the equations describing projectile motion are shown at the right. • The trajectory is a parabola.

  15. The effects of air resistance—Figure 3.20 • Calculations become more complicated. • Acceleration is not constant. • Effects can be very large. • Maximum height and range decrease. • Trajectory is no longer a parabola.

  16. Tranquilizing a falling monkey • Where should the zookeeper aim? • Follow Example 3.10.

  17. A body projected horizontally • A motorcycle leaves a cliff horizontally. • Follow Example 3.6.

  18. Height and range of a projectile • A baseball is batted at an angle. • Follow Example 3.7.

  19. Maximum height and range of a projectile • What initial angle will give the maximum height and the maximum range of a projectile? • Follow Example 3.8. CAUTION, only true for flat surfaces!

  20. Different initial and final heights • The final position is below the initial position. • Follow Example 3.9 using Figure 3.25.

  21. Relative velocity • The velocity of a moving body seen by a particular observer is called the velocity relative to that observer, or simply the relative velocity. • A frame of reference is a coordinate system plus a time scale.

  22. Relative velocity in one dimension • If point P is moving relative to reference frame A, we denote the velocity of P relative to frame A as vP/A. • If P is moving relative to frame B and frame B is moving relative to frame A, then the x-velocity of P relative to frame A is vP/A-x = vP/B-x + vB/A-x.

  23. Relative velocity in two or three dimensions • We extend relative velocity to two or three dimensions by using vector addition to combine velocities. • In Figure 3.34, a passenger’s motion is viewed in the frame of the train and the cyclist.

  24. Flying in a crosswind • A crosswind affects the motion of an airplane. • Follow Examples 3.14 and 3.15. • Refer to Figures 3.35 and 3.36.

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