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Physics Chapter 3 Kinematics of Two Dimensional Motion

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Kinematics of
Two-Dimensional
Motion
Position Vectors
• Positions, displacements,
velocities, and
accelerations are all
vector quantities in two
dimensions.
Position Vectors
• Position is determined by
using a Cartesian
coordinate system.
• Convention uses a
horizontal x-axis and a
vertical y-axis.
Position Vectors
• Position vector: r
• tail at origin
• head at object location
• location of origin can be
arbitrarily assigned
Frame of Reference
• The coordinate system
within which motion is
measured or observed
• There is no absolute
frame of reference.
Displacement
Change in position: Δr
d = Δr = r2 – r1
r2 is the position at the end
r1 is the initial position
Displacement
Displacement is the same
regardless of the reference
frame used!
Velocity and Speed
in Two Dimensions
Δr
d
Average velocity: v = Δt = Δt
Average speed:
s
v=
Δt
Instantaneous
Velocity Vector
• shows the velocity of an
object at any given
moment
• points in the direction of
movement at that instant
Instantaneous
Speed
• equal to the magnitude of
the instantaneous velocity
v = |v|
Average Speed
• is often quite different
from the magnitude of the
average velocity
• Average speed equals
average velocity only
when s = |d|.
Acceleration in Two
Dimensions
• acceleration may involve:
• change in magnitude
• change in direction
• change in both
Remember that acceleration is a
change in velocity!
Acceleration in Two
Dimensions
average acceleration vector
is equal to the velocity
difference divided by the
time interval:
v2 – v 1
Δv
a=
=
Δt
Δt
Acceleration in Two
Dimensions
The direction of the average
acceleration is always the
same direction as the
velocity difference vector,
Δv.
Instantaneous
Acceleration
• acceleration at a
particular moment
• Its vector points in the
same direction as the
instantaneous velocity
difference vector.
Projections
Projectiles
• any flying object that is
given an initial velocity, and
is then influenced only by
external forces, such as
gravity
• includes objects that fall
Projectiles
• Trajectory: the path of a
projectile
Projectiles
• Ballistic trajectory: the
unpowered portion of a
projectile’s path
• gravitational force only
• air resistance will be
disregarded
Horizontal Projections
• a motion in which an object
is initially propelled
horizontally and then
allowed to fall in a ballistic
trajectory
Horizontal Projections
• The kinematics of the
horizontal and vertical
components of motion are
completely separate, but
occur simultaneously.
Horizontal Projections
• The total velocity of a
projectile at any time after
launch is the vector sum of
the horizontal and vertical
velocity components.
Horizontal Component
• The horizontal displacement
is sometimes called the
range.
• recall the first equation of
motion:
v2x = v1x + axΔt
Horizontal Component
• Since the horizontal
acceleration is zero, we
now have:
v2x = v1x
Horizontal Component
• Similarly, the second
equation of motion
becomes:
x2 = x1 + vxΔt
dx = x2 - x1 = vxΔt
Horizontal Component
• The third equation of
motion becomes
meaningless since it has a
denominator of zero.
Vertical Component
• downward acceleration is
g = -9.81 m/s²
• For a horizontal projection,
the initial vertical velocity
(v1y) is zero.
Vertical Component
• The final vertical velocity
of a projectile is due solely
to the amount of time it
has to fall.
• positive direction is
upward
Vertical Component
• Equations of motion:
v2y = gyΔt
dy = ½gy(Δt)²
v2y²
dy = 2g
y
.
Example 5-4
• Find the time (Δt) using the
second equation (vertical)
• Use the time to calculate
the range
• Be careful with the units!
Frame of Reference
• motion may appear
different to different
observers
Projection at an Angle
• very common in the real
world
• horizontal and vertical
accelerations the same as
with a horizontal projection
• ax = 0, ay = -g
Projection at an Angle
• initial vertical velocity is no
longer zero
• components of initial
vertical velocity:
• v1x = v1 cos θv1
• v1y = v1 sin θv1
Projection at an Angle
• These components can be
used in the original
equations of motion—no
need to memorize another
set of equations!
Projectile Motion
• It is possible to calculate
the horizontal and vertical
displacement components
at any time during the
projectile’s flight.
• These can also be graphed.
Projectile Motion
• At the peak of its flight, the
projectile’s vertical velocity
is zero.
Projectile Motion
• If air resistance, wind, etc.
is ignored, several things
can be noted:
Projectile Motion
• The time it takes a
projectile to go from a
given height to its peak is
the same time it takes to
fall from its peak to that
given height.
Projectile Motion
• The trajectory is
symmetrical.
• Vertical speed is the same
at corresponding heights
(but the direction has
changed).
Projectile Motion
• The equation of a ballistic
trajectory is a quadratic
function, and its graph (see
Fig. 5-16) is a parabola.
Projectile Motion
• Therefore, it is often good
to know the quadratic
formula:
-b ± b² - 4ac
x=
2a
Projectile Motion
• In the real world, wind, air
resistance, and other
factors will affect motion.
• To achieve maximum range
ideally, a launch angle of
45° should be used.
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