1/30/14 Agenda Chapter 2, Problem 14 • Today: Homework #2 Quiz, Finish free fall, more vectors • Finish reading Chapter 3 by Thursday • Thursday: 2D motion & projectiles Free Fall – an object dropped • Initial velocity is zero • Let up be positive • Use the kinematic equations – Generally use y instead of x since vertical vo= 0 a = -g In an 8.00 km race, one runner runs at a steady 11.0 km/h and another runs at 14.0 km/h. How far from the finish line is the slower runner when the faster runner finishes the race? Show all your work. You may leave your answer in km. Free Fall – object thrown downward • a = -g = -9.80 m/s2 • Initial velocity ≠ 0 – With upward being positive, initial velocity will be negative • Acceleration is -g = -9.80 m/s2 Free Fall – object thrown upward • Initial velocity is upward, so positive • The instantaneous velocity at the maximum height is zero • a = -g = -9.80 m/s2 everywhere in the motion v=0 Thrown upward, cont. • The motion may be symmetrical – Then tup = tdown – Then vf = -vi • The motion may not be symmetrical – Break the motion into various parts • Generally up and down 1 1/30/14 Non-symmetrical Free Fall • Need to divide the motion into segments • Possibilities include – Upward and downward portions – The symmetrical portion back to the release point and then the nonsymmetrical portion Properties of Vectors • Equality of Two Vectors – Two vectors are equal if they have the same magnitude and the same direction • “Movement” of vectors in a diagram – Any vector can be moved parallel to itself without being affected Adding Vectors • When adding vectors, their directions must be taken into account • Units must be the same • Geometric Methods – Use scale drawings • Algebraic Methods – More convenient Vector vs. Scalar Review • All physical quantities encountered in this text will be either a scalar or a vector • A vector quantity has both magnitude (size) and direction -> vel,, accel., disp. • A scalar is completely specified by only a magnitude (size) -> time, speed, dist. More Properties of Vectors • Negative Vectors – Two vectors are negative if they have the same magnitude but are 180° apart (opposite directions) – A = -B; A + (-A) = 0 • Resultant Vector – The resultant vector is the sum of a given set of vectors – R = A + B Adding Vectors Geometrically (Tip-to-tail method) • Choose a scale • Draw the first vector with the appropriate length and in the direction specified, with respect to a coordinate system • Draw the next vector with the appropriate length and in the direction specified, with respect to a coordinate system whose origin is the end of vector A and parallel to the coordinate system used for A 2 1/30/14 Graphically Adding Vectors, cont. • Continue drawing the vectors “tip-to-tail” • The resultant is drawn from the origin of A to the end of the last vector • Measure the length of and its angle – Use the scale factor to convert length to actual magnitude Notes about Vector Addition • Vectors obey the Commutative Law of Addition – The order in which the vectors are added does not affect the result – A + B = B + A Components of a Vector • A component is a part • It is useful to use rectangular components – These are the projections of the vector along the xand y-axes Graphically Adding Vectors, cont. • When you have many vectors, just keep repeating the process until all are included • The resultant is still drawn from the origin of the first vector to the end of the last vector Vector Subtraction • Special case of vector addition – Add the negative of the subtracted vector • A - B = A + (-B) • Continue with standard vector addition procedure Adding Vectors Algebraically • Choose a coordinate system and sketch the vectors • Find the x- and y-components of all the vectors • Add all the x-components – This gives Rx: Rx = ∑ v x 3 1/30/14 Adding Vectors Algebraically, cont. • Add all the y-components – This gives Ry: Ry = ∑ v y • Use the Pythagorean Theorem to find the magnitude of the resultant: • Use the inverse tangent function to find the direction of R: θ = tan −1 Ry Rx Agenda • Today: Finish vectors L-T, projectile motion & 2D problems (we’ll do circular motion later) • HW #3 due on Tuesday • Start reading Chapter 4 R = R 2x + R 2y Vector Addition Lecture-Tutorial • Work with a partner or two • Read directions and answer all questions carefully. Take time to understand it now! • Come to a consensus answer you all agree on before moving on to the next question. • If you get stuck, ask another group for help. • If you get really stuck, raise your hand and I will come around. Rules of Projectile Motion Projectile Motion • An object may move in both the x and y directions simultaneously – It moves in two dimensions • The form of two dimensional motion we will deal with is called projectile motion • Assumptions: – We may ignore air friction – We may ignore the rotation of the earth – object in projectile motion will follow a parabolic path Projectile Motion • The x- and y-directions of motion are completely independent of each other • The x-direction is uniform motion – ax = 0 • The y-direction is free fall – ay = -g • The initial velocity can be broken down into its xand y-components 4 1/30/14 Projectile Motion at Various Initial Angles • Complementary values of the initial angle result in the same range – The heights will be different • The maximum range occurs at a projection angle of 45o More Details About the Rules • y-direction – free fall problem • a = -g – take the positive direction as upward – uniformly accelerated motion, so the motion equations all hold Some Details About the Rules • x-direction – ax = 0 – vx is constant! – x = vxot • This is the only operative equation in the xdirection since there is uniform velocity in that direction Velocity of the Projectile • The velocity of the projectile at any point of its motion is the vector sum of its x and y components at that point v = v x2 + vy2 and θ = tan−1 vy vx – Remember to be careful about the angle’s quadrant Problem-Solving Strategy Problem-Solving Strategy, cont • Select a coordinate system and sketch the path of the projectile • Follow the techniques for solving problems with constant velocity to analyze the horizontal motion of the projectile • Follow the techniques for solving problems with constant acceleration to analyze the vertical motion of the projectile – Include initial and final positions, velocities, and accelerations • Resolve the initial velocity into x- and ycomponents • Treat the horizontal and vertical motions independently 5 1/30/14 Some Variations of Projectile Motion • An object may be fired horizontally • The initial velocity is all in the x-direction – vo = vx and vy = 0 • All the general rules of projectile motion apply Non-Symmetrical Projectile Motion • Follow the general rules for projectile motion • Break the y-direction into parts – up and down – symmetrical back to initial height and then the rest of the height Projectile Motion Lecture-Tutorial • Work with a partner or two • Read directions and answer all questions carefully. Take time to understand it now! • Come to a consensus answer you all agree on before moving on to the next question. • If you get stuck, ask another group for help. • If you get really stuck, raise your hand and I will come around. Relative Velocity • Relative velocity is about relating the measurements of two different observers • It may be useful to use a moving frame of reference instead of a stationary one • It is important to specify the frame of reference, since the motion may be different in different frames of reference • There are no specific equations to learn to solve relative velocity problems Relative Velocity Notation • The pattern of subscripts can be useful in solving relative velocity problems • Assume the following notation: – E is an observer (or the ground/Earth), stationary with respect to the earth – A and B are two moving cars 6 1/30/14 Relative Position • The position of car A relative to car B is given by the vector subtraction equation • This also works for velocities! vAE = vAE - vBE Figure 3.18, p.54 Problem-Solving Strategy: Relative Velocity • Label all the objects with a descriptive letter • Look for phrases such as “velocity of A relative to B” – Write the velocity variables with appropriate notation – If there is something not explicitly noted as being relative to something else, it is probably relative to the earth Problem-Solving Strategy: Relative Velocity, cont • Take the velocities and put them into an equation – Keep the subscripts in an order analogous to the standard equation • Solve for the unknown(s) 7