1 / 16

Chapter 3

Chapter 3. Two-Dimensional Motion and Vectors. Chapter Objectives. Distinguish Between a Scalar and a Vector Add & Subtract Vectors Determining Resultant Magnitude and Direction Apply Pythagorean Theorem and Tangent Function to Vector Operations Component Vectors

Download Presentation

Chapter 3

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Chapter 3 Two-Dimensional Motion and Vectors

  2. Chapter Objectives • Distinguish Between a Scalar and a Vector • Add & Subtract Vectors • Determining Resultant Magnitude and Direction • Apply Pythagorean Theorem and Tangent Function to Vector Operations • Component Vectors • Recognize Examples of Projectile Motion • Apply Vectors to the Kinematic Equations

  3. A scalar quantity is a physical quantity that has only a magnitude. Therefore a scalar quantity does nothave a direction. Examples would be things that you count: time, people, speed, distance, etc. A vector quantity is a physical quantity that has a magnitude and direction. Examples would be a quantity that must show direction: displacement, velocity, acceleration, force, momentum, etc. Scalar v Vector

  4. Drawing Vectors • Vectors are drawn as arrows. • The arrow is called the head. • The other end is called the tail. • The head points in the direction of the stated vector quantity. • The tail is drawn where the vector starts. • You can start the vector anywhere, as long as you maintain a consistent frame of reference. • Typically, the frame of reference is set up like a coordinate plane with East being matched up with the positive x-axis. • Positive angle measures rotate in a counter-clockwise fashion. • Negative angle measures rotate clockwise.

  5. Examples N 40o N of W 35o N of E W E Notice that you state the line you rotated from last and the direction in which you rotated first. S

  6. Adding Vectors • When adding vectors, place the vectors head-to-tail. • The sum of the vectors is the third leg of the triangle drawn from the tail of the first vector to the head of the last vector. • Since this forms a triangle, we will need to use Trigonometry rules to find the magnitude and direction. • The magnitude is found using Pythagorean Theorem which is derived from the Law of Cosines. • The direction will be found using the Inverse Tangent or a more reliable form, Law of Sines. • Adding vectors follows the rules of standard mathematical addition, so it is commutative.

  7. N 40o N of W W E S Example of Adding Vectors Let’s add the green with the purple. 35o N of E Resultant vectors are drawn as dashed lines.

  8. opposite adjacent Inverse Tangent Much like Pythagorean Theorem fits only with right triangles to find the magnitude of the resultant, the Inverse Tangent works only in right triangles to find direction. opposite opposite tan Θ = adjacent Solve for Θ by taking the inverse tangent of both sides. Θ Θ = tan-1 adjacent

  9. Component Vectors Every vector is made of two component vectors. Component vectors are the vertical and horizontal portions of each vector. Notice that the component vectors are perpendicular, so we can use standard trig operations. v vy v(sin Θ) = Θ vx = v(cos Θ) It is best to think of Θ as the angle made with the horizontal line. Otherwise, the parts of the triangle become different causing the sin and cos to switch.

  10. Projectile Motion • Projectile motion is defined as the motion of any object in two dimensions under the influence of gravity. • Component vectors are necessary for use in calculating projectile motion. • Projectiles follow the parabolic trajectories. • The kinematics equations can be used to describe vertical and horizontal motion independently. • Air resistance is ignored, so gravity becomes the only acceleration we need to account for.

  11. Horizontal Components of Projectile Motion • Since we ignore air resistance, we notice that objects travel the same displacement during each time interval. • So we can assume that the horizontal acceleration is zero. • Thus the horizontal velocity is constant. • So the one-dimensional kinematics equations are altered somewhat to fit horizontal two-dimensional motion. vxf = vxi Δx = vxi Δt vxf = vxi Δx = vxi Δt

  12. Vertical Components of Projectile Motion • The one-dimensional kinematics equations look very similar to the vertical two-dimensional versions. • The only difference between the two is the vertical acceleration is… • Gravity • g • So they look like vyf = vyi + gΔt Δy =1/2(vyf + vyi)Δt vyf2 = vyi2 + 2gΔy Δy = vyiΔt + 1/2gΔt2

  13. Projectiles Launched Horizontally • Projectiles launched horizontally follow two conditions. • The initial velocity of the projectile is completely horizontal. • So the distance from the edge of the cliff/table is found using a horizontal motion equation. • The vertical motion is treated as if the object were dropped from rest. • The time it takes to land is found using a vertical motion equation with the initial vertical velocity set equal to zero. • The final velocity at any point during the path is found by summing the vertical and horizontal components of the velocity at that location. • This should be done by using Pythagorean Theorem.

  14. Projectiles Launched at an Angle • Whenever projectiles are launched at an angle, then we must treat the horizontal and vertical motions independent of one another. • This is because the acceleration is different magnitude and direction for both. • To accomplish this, we must break the initial velocity into vertical and horizontal components. • Once that is accomplished, use the individual components to calculate the desired quantities using the kinematics equations.

  15. Components and Kinematics • Remember to find the horizontal component, use • vx = vicos Θ • So that can change any formula you see that has vx in it. • New notation will look like vxi • That stands for initial velocity in the x-direction. • Same goes for the vertical component. • vy = visinΘ • vyi • Initial velocity in the y-direction.

  16. One-Dimensional v Two-Dimensional

More Related