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CHAPTER 3
KINEMATICS IN TWODIMENSION
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ObjectiveAble 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 vectorby scalar problems.
Able to explain, analyze and solve projectile motion.
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KINEMATICS IN TWO DIMENSION
Scalars & VectorsAddition of Vectors
Subtraction & multiplication of vectors by a scalar
Projectile motion
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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
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Scalar vs vector
Each physical quantity can be categorized as
either ascalar quantityor a vector quantity.
Scalar quantities are physical quantities that
have magnitude only.
It does not depend on direction
(Examples :mass, distance and time)
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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
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Scalar
Quantities
Distance Charge
Power
Work Speed
Vector
Quantities
Displacement Electric field
Force
MomentumVelocity
Example of scalar quantities and vector quantities
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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
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2 - Addition of Vectors one dimension
For vectors in onedimension, simpleaddition and
subtractionare all thatis needed.
You do need to be
careful about thesigns, as the figureindicates.
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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
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Useful method for determining the result of adding two vectorwhich 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.
Pythagorean theorem
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Example
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Adding the vectors in the opposite order gives thesame result:
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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.
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Even if the vectors are not at right angles, theycan be added graphically by using the tail-to-tipmethod.
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Parallelogram method
To add A and B using the parallelogram method, place the tail
ofB so that it meets the tail ofA. 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 willbe a square
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The parallelogram method may also be used; here againthe vectors must betail-to-tip.
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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.
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Adding Vectors by Components
Any vector can be expressed as the sum of two other
vectors, which are called its components. Usually theother vectors are chosen so that they are perpendicularto each other.
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If the components areperpendicular, they can befound using trigonometricfunctions.
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Adding vectors:
1. Draw a diagram; add the vectors graphically.
2. Choosexand yaxis.
3. Resolve each vector into xand ycomponents.
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 S bt ti f V t d
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3 - Subtraction of Vectors, andMultiplication of a Vector by a Scalar
In order to subtractvectors, we definethenegativeof a vector, which has thesame magnitude but points in theoppositedirection.
Then we add the negative vector:
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A vector V can be multiplied by a scalar c; the result is avectorcV that has the same directionbut amagnitude cV. If
c is negative, the resultant vector points in the oppositedirection.
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EXAMPLE 1
Suppose object moves from r1 = 4i + 3j to r2 = -6i + 6j in 5
seconds. Find the displacement of the object. Find theaverage velocity of the object.ANSWER :
If object moves from one position (r1) to another(r2) then displacement given by
r = r2
r1 that isr = (x2i + y2j) (x1i + y1j) orr = (x2 x1)i + (y2 y1)j
Therefore,
r = r2 r1
= (-6i + 6j) (4i + 3j)
= (-6 4)i + (6-3)j
= -10i + 3j
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r1 = 4i + 3j to r2 = -6i + 6j
3j
4i-6i
6j
r1
r2
r
-10i
3j
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5 Projectile Motion
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5-Projectile MotionAprojectileis an object moving in two dimensions under theinfluence of Earth's gravity; its path is a parabola.
The speed in the x-direction isconstant; in the y-direction theobject moves with constantacceleration g.
This photograph shows twoballs that start to fall at the sametime. The one on the right hasan initial speed in the x-
direction. It can be seen thatvertical positions of the two ballsare identical at identical times,while the horizontal position ofthe yellow ball increases
linearly.
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It can be understood by analyzing the horizontal and verticalmotions separately.
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If an object is launched at an initial angle of 0with thehorizontal, the analysis is similar except that the initial velocityhas a vertical component.
Solving Problems Involving Projectile
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Solving Problems Involving ProjectileMotion
Projectile motion is motion with constant acceleration in two dimensions,where the acceleration is gand is down.
1. Readthe problem carefully, and choose the object(s) you are going toanalyze.
2. Drawa diagram.
3. Choosean origin and a coordinate system.
4. Decideon the time interval; this is the same in both directions, and includesonly the time the object is moving with constant acceleration g.
5. Examine the xand ymotions separately.
6. List known and unknown quantities. Remember that vx
never changes, and that
vy= 0 at the highest point.
7. Planhow you will proceed. Use the appropriate equations; you may have to
combine some of them.
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J CT T N
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PROJECTILE MOTION
Horizontalcomponent
Verticalcomponent
Kinematic
formula(v = u + at)
vx = ux + axt
( ax = 0 )
vy = v0y + ayt
(ay = -g)
Velocity vx = (uxcos )( ax = 0 )
vy = (v0sin ) gt(ay = -g)
Kinematicformula
(s = ut + at2)
x = uxt + axt2( ax = 0 )
y = v0yt + ayt2(ay = -g)
Distance Sx = (uxcos )t Sy = (uysin )t gt2
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EXAMPLE 2
A movie stunt driver on motorcycle speeds horizontally off a 50.0 m highcliff. How fast must the motorcycle leave the cliff top to land on levelground below, 90.0 m from the base of the cliff where the cameras are?
Ignore the air resistance.
Ans :
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Answer :Sy = 50.0 mSx = 90.0 mUy = 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 + axt
2
90.0 = ux(3.19) + 0Ux = 28.2 ms
-1
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EXAMPLE 3
A football is kicked at an angle 37 with a velocity of 20 ms-1 as shown in the figureabove. Calculate
a) The time of travel at the maximum heightb) The maximum heightc) How far away it hits the groundd) The velocity vector at the maximum heighte) The acceleration vector at maximum height.Assume that the ball leave the foot at ground level and ignore the air resistance.
Answer :
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Answer :
= 37u = 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 gt0 = (12.0) (9.8)tt = 1.22 s
b) Sy = (uysin )t gt2= (12.0)(1.22) ()(9.8)(1.22)2
= 7.35 m
c) Sx = (uxcos )t why times two?= (16)(1.22x2)= 39.04 m
d) Vy = 0vx = ux = 16.0 ms
-1
e) The acceleration vector is the same at the highest point as it isthroughout the flight, which is 9.8 ms-2 downward.
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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
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Thank YouComing up next :
NEWTONS LAW OFMOTIONThank You
Coming up next :NEWTONS LAW OF
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