Phy 2053 Chapter sections 2.5-2.6 and 3.1-3.4 Kinematics, 1-D constant acceleration motion, Free Fall, Vectors, and Motion in 2-D Thursday, Sept. 8, 2007—Gary Ihas Phy 2053 Announcements If you got an email about WebAssign being canceled and receiving a refund, please sign up again (only if your WebAssign was not bundles with the text). Homework due Wednesday at 11:59pm for credit. You can do it without having a registration code through Sept. 12. 1. 2. Some examples of Use v vf Zero acceleration: x v average t o t 2 Displacement not needed: Kinematic Equations Describe Motion of an Object-ball, rocket, person… Used in situations with uniform acceleration a Equation #1 (velocity) v vo αt v0 + v 2 Vel. at time t x v0 + v v= = t 2 v +v 1 v + v + at x= 0 t v0t at 2 t = 0 0 2 2 2 v = vaverage = Kinematic Equations—1-2 Constant Acceleration Eq. 1 v vo at Eq. 2 v vo at Eq. 3 Final velocity not needed: or t = - and 3 v - v0 a 1 2 Putting t from Eq. 1 at 2 into Eq. 2 we get v 2 vo2 2ax Eq.3 x vot Note Eq. 3 is not independent of Eq. 1 and Eq. 2 ½at2 v0t 1 x v o t at 2 2 Time not needed: v 2 v o2 2ax Free Fall If only force on object moving near surface of earth is gravity it is in free fall Free fall is constant acceleration The acceleration is called the acceleration due to gravity, symbolized by g g = 9.80 m/s² g is always directed downward When estimating, use g 10 m/s2 Free Fall options • Initial velocity is zero v=0 • Throw up -initial velocity non-zero and positive— instantaneous velocity at maximum height = 0 • Throw down –initial velocity is negative toward the center of the earth Ignore air resistance and assume g doesn’t vary with altitude over short vertical distances Forces can apply to the object before or after the free fall • Starting and ending heights may be equal – symmetric or not equal-asymmetric - trajectory 1 If we lived in 1-Dimension, we would not need vectors, but… Would you like to be always standing in line, and the person in front of you only changed if he (or she) died? Problem-Solving Hints Read the problem Draw a diagram Label all quantities, be sure all the units are consistent Convert if necessary Choose the appropriate kinematic equation Solve for the unknowns 2-D Rules! Choose a coordinate system, label initial and final points, indicate a positive direction for velocities and accelerations Vectors let us keep track of our way in any number of dimensions by carrying all the numbers-components-we need in one symbol You may have to solve two equations for two unknowns Check your results and y-axes Estimate and compare Check units Ax The x-component of a vector is the projection along the x-axis A x A cos x The y-component of a vector is the projection along the y-axis Then, A Ax Ay A y A sin y Ay are scalars Note that vectors are unchanged by being moved as long as their direction or magnitude is not changed These equations are valid only if θ is measured with respect to the x-axis Special case of vector addition--add the negative of the subtracted vector A B A B Ay When you add vectors, just put the tail of one on the head on the next… The resultant R is drawn from the origin of the first vector to the end of the last vectorVectors obey the commutative law of addition The order in which the vectors are added doesn’t affect the result A B B A Vector Subtraction and Scalar Multiplication and Ay A sin and Ax Graphically Adding Vectors Vector Components Ax A cos Here is a vector that shows us going at an angle with the x axis It is useful to use rectangular components to manipulate vectors These are the projections of the vector along the x- Continue with standard vector addition procedure The result of the multiplication or division of a vector by a scalar is a vector-the magnitude of the vector is multiplied or divided by the scalar •If the scalar is positive, the direction of the result is the same as of the original vector •If the scalar is negative, the direction of the result is opposite that of the original vector 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 Add all the y-components R x Ax R y Ay Use Pythagorean theorem find The magnitude of the resultant: R= R 2x +R 2y Use inverse tangent function To find the direction of R: tan 1 Ry Rx 2