Slide 2
OverviewOverview
1. Vectors– What are they– Operations
• Addition• Subtraction
2. Relative Velocity– boats and planes
3. Projectile Motion– Free fall + relative motion
Slide 3
1. Vectors1. Vectors
• What are they?– How to represent them?
• Math Operations– Graphical Vector Addition– Analytical Vector Addition
• cartesian coordinates
• trig: laws of sine/cosine
Slide 4
What are What are vectorsvectors
• Two types of physical quantities– ScalarsScalars: quantities with no “sense” of direction example: volume, temperature
– VectorsVectors: quantities with a direction example: displacement, force
• How to represent vectors– 1D: direction = +/- sign as forward/backward– 2D: direction = angle from reference line OR
two components
Slide 5
Representing VectorsRepresenting Vectors
• Graphically
• Analytically– Cartesian: (x, y)– Polar: (r, )
angle tail
head(“tip”)
magnit
ude r
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rA = A(Textbook = bold)
x = r cos y = r sin
r = (x2 + y2)1/2
= tan-1(y/x)
x
y
Slide 6
PracticePractice
1. Break the following into componentsa) 12.0 m at 35º
b) 42 m/s at 160º
2. Find magnitude/directiona) (-2.4 m, +4.8 m)
b) (+500 m, -350 m)
Slide 8
Mathematical OperationsMathematical Operations
• Scalar arithmetic operations: +///• Vector arithmetic operations
– must be different two numbers vs. one
– vector addition = adding two arrows• cannot add magnitudes so “1 + 1 2”
• unit vectors at right angles = sum of 2
• Redefine arithmetic operation = addition– by drawing pictures
– by doing calculations
Slide 9
Graphical AdditionGraphical Addition“Tip-to-Tail” Method“Tip-to-Tail” Method
€
rA
€
rB
Reposition vectors so they are aligned “tip-to-tail”
€
rB
Sum of A and B is arrow whose tail starts at tail of A and whose head ends at tip of B.
€
rA +
r B
Slide 10
Graphical AdditionGraphical Addition“Parallelogram” Method“Parallelogram” Method
€
rA
€
rB
Reposition vectors so they are aligned “tail-to-tail”
Sum of A and B is diagonal of parallelogram from tail to head. Difference is other diagonal
€
rB
Complete parallelogram with two vectors as two adjacent sides
€
rA +
r B
Slide 13
Analytical AdditionAnalytical Addition
• Break each vector into its components– A = (Ax, Ay)
– B = (Bx, By)
• Add corresponding components to get components of sum– A+B = (Ax+Bx, Ay+By)
• Convert to polar coordinates, if needed
Slide 14
Vector SubtractionVector Subtraction
• Inverse of vector A = -A– switch direction
• Subtract by adding inverse– A - B = A + (-B)– Subtraction is treated same as Addition
€
rA
€
− r
A
Slide 15
PracticePractice
• Add the following and find magnitude, direction:– A: (4.5 m, -8.2 m)– B: (5.3 m, -3.1 m)
• Subtract the preceding (A - B) and find magnitude, direction
Slide 16
2. Relative Velocity2. Relative VelocityApplication of Vector AdditionApplication of Vector Addition
• Examples of adding vectors– used displacement vectors “Race across
Desert”– now use velocity vectors file flight plan
• All motion is relative to FoR - Galileo– boat sailing across water– plane flying through air
media defines one FoR to
describe motionimplied second FoR is ground
relate two motions because 2 FoR are
moving relative to each other
Slide 17
Relative Velocity EquationRelative Velocity Equation
• Let: – A = air (water); G = ground; P = plane (boat)– / = “relative to”
• Relation among relative velocities:
€
rv P /G =
r v P / A +
r v A /G
plane relative to gnd(AKA ground speed)
plane relative to air(AKA air speed)air relative to gnd
(AKA wind speed)
Slide 18
Relative Velocity “Triangle”Relative Velocity “Triangle”
Destination
€
rv P / A
Represent equation graphically - as a triangle
€
rv A /G
€
rv P /G
Air = FoR?
Gnd = FoR
Slide 19
3. Projectile Motion3. Projectile Motion
• Acceleration = gravity, down– ax = 0
– ay = -9.8 m/s2
• Initial velocity at angle to vertical– vox = vo cos = constant
– voy = vo sin
vo
Free Fall in 2D or as seen in moving FoR
Free Fall in 2D or as seen in moving FoR
Slide 20
Kinematics VariablesKinematics Variables
• Position = Cartesian coordinates – x = xo + vox t– y = yo + voy t - 1/2 g t2
• Velocity– vx = vox = constantconstant
– vy = voy - gt
• Acceleration– ay = -g = constantconstant
Horizontal-vertical motions are independent
Horizontal-vertical motions are independent
Slide 22
Relative Motion & ProjectilesRelative Motion & Projectiles
• Projectile motion– free fall seen from a moving frame of reference
• vertical motion = constant acceleration down
• horizontal = constant velocity
Slide 25
A ball rolls off a level /horizontal table with an initial velocity of 3.0 m/s. The table is 0.50 m high. Where does the ball strike the ground - i.e., how far from the end of the table?
Example:Example:
Slide 26
Numerical SolutionNumerical Solution
• time to fall from table to floor– horizontal-vertical motion independent
– h = 1/2 gt2 where h = 0.50 m, g = 9.8 m/s2
– t = 0.3194 s (avoid rounding intermediate results)
• horizontal distance moved during fall– x = vox t where vox = 3.0 m/s (table horizontal)
– x = 0.9583 m 0.96 m (proper SigFig in answer)
Slide 27
Baseball ProblemBaseball Problem
• Baseball is hit so that it leaves the bat at– initial speed of 45 m/s– angle of 30° above horizontal
• Find:– time in air– distance traveled (hit ground)
• Assume– no air resistance (?!)– ignore initial height (start on ground)
Slide 28
Solution - Range EquationSolution - Range Equation
• Time in air - vertical velocity– voy = vo sin
– vtop = 0 0 = vo sin - gt
• t = vo sin / g
– T = total time in air = 2t = 2 vo sin / g• T = 4.59 s
Slide 29
Solution - continuedSolution - continued
• Distance traveled = “range”– R = x = xi + vix T = 0 + (vo cos )T
• But T = 2 vo sin / g
– R = (vo2/g)(2 cos sin )
• trig identity for sin 2 = 2 cos sin
– R = vo2/g sin 2
• R = 179 m
Slide 30
SummarySummary
• For projectiles– start and end on ground
• Time in air– T = 2 vo sin / g
• Range or distance traveled– R = vo
2/g sin 2
– ONLYONLY if xo = x = 0
R
Rocket ChallengeRocket Challenge
Slide 31
Harder ProblemHarder Problem
• Shoot cannon from castle wall– height of 20 m– velocity of 50 m/s– angle of 20° above horizontal
• Find– time in air– where hit ground below
• assume ground to be level
Do not use “Range” equation!!Do not use “Range” equation!!
4.41 s4.41 s
207 m207 m
Slide 32
SummarySummary
KinematicsKinematics ProjectileProjectile
LinearLinear
CircularCircular
a = constanta = constant(free fall a = -g)(free fall a = -g)
aaxx = 0 = 0aayy = -g = -g
direction = +/direction = +/
direction = vector, angledirection = vector, angle
Kinematics of Uniform Kinematics of Uniform AccelerationAcceleration
dot or scalar productdot or scalar product
Projectile Motion = free fall plus relative motionProjectile Motion = free fall plus relative motion
Next Key Question: What causes acceleration or the motion of an object to change?
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rx =
r x i +
r v it + 1
2
r a t 2
r v =
r v i +
r a t
v 2 = v i2 + 2
r a ⋅Δ
r x