chap. 3: kinematics in two or three dimensions: vectors

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Chap. 3: Chap. 3: Kinematics in Kinematics in Two or Three Two or Three Dimensions: Dimensions: Vectors Vectors

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Page 1: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

Chap. 3: Chap. 3: Kinematics in Kinematics in Two or Three Two or Three Dimensions: Dimensions:

VectorsVectors

Page 2: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

Vector KinematicsVector Kinematics

Generalizing the one-dimensional equations for constant acceleration:

Page 3: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

Projectile Motion

A projectile is an object moving in two dimensions under the influence of Earth's gravity; its path is a parabola.

Page 4: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

2D motion = two 2D motion = two independent 1D independent 1D

motionsmotions

Figure from “Conceptual Physics for Everyone”, Paul G. Hewitt, Addison Wesley, 2002.

Page 5: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

It can be understood by analyzing the horizontal and vertical motions separately.

Projectile Motion

Page 6: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

Projectile MotionThe speed in the x-direction is constant; in the y-direction the object moves with constant acceleration g.

This photograph shows two balls that start to fall at the same time. The yellow ball has an initial speed in the x-direction. The vertical positions of the two balls are identical at identical times, while the horizontal position of the yellow ball increases linearly.

Page 7: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

X and Y are X and Y are IndependentIndependent

• Red ball is dropped vix=viy=0

• White ball is tossed horizontally viy=0 vix≠0

Yellow lines show equal time intervals.

Page 8: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

Projectile MotionIf an object is launched at an initial angle of θ0 with the horizontal, the analysis is similar except that the initial velocity has a vertical component.

Page 9: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

Projectile MotionProjectile Motion

y

x

ay=g

ax=0

vix

v0

sin00 vv y cos00 vv x

v0yv0y

Page 10: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

Solving Problems Involving Projectile Motion

Projectile motion is motion with constant acceleration in two dimensions, where the acceleration is g and is down.

Page 11: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

Solving Problems Involving Projectile Motion

1. Read the problem carefully, and choose the object(s) you are going to analyze.

2. Draw a diagram.

3. Choose an origin and a coordinate system.

4. Decide on the time interval; this is the same in both directions, and includes only the time the object is moving with constant acceleration g.

5. Examine the x and y motions separately.

Page 12: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

Solving Problems Involving Projectile Motion

6. List known and unknown quantities. Remember that vx never changes, and that vy=0 at the highest point.

7. Plan how you will proceed. Use the appropriate equations; you may have to combine some of them.

Page 13: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

Solving Problems Involving Solving Problems Involving Projectile MotionProjectile Motion

Example 3-6: Driving off a cliff.

A movie stunt driver on a motorcycle speeds horizontally off a 50.0-m-high cliff. How fast must the motorcycle leave the cliff top to land on level ground below, 90.0 m from the base of the cliff where the cameras are? Ignore air resistance.

Page 14: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

Solving Problems Involving Projectile Solving Problems Involving Projectile

MotionMotion

Example 3-7: A kicked football.

A football is kicked at an angle θ0 = 37.0° with a velocity of 20.0 m/s, as shown. Calculate (a) the maximum height, (b) the time of travel before the football hits the ground, (c) how far away it hits the ground, (d) the velocity vector at the maximum height, and (e) the acceleration vector at maximum height. Assume the ball leaves the foot at ground level, and ignore air resistance and rotation of the ball.

Page 15: Chap. 3: Kinematics in Two or Three Dimensions: Vectors

Question: You sank my battleshipQuestion: You sank my battleshipA battleship simultaneously fires two shells at enemy ships. If the shells follow the parabolic trajectories shown, which ship gets hit first?1.12.both at the same time3.24.need more information

Battleship 1 2

• Ans: 3. The time a projectile spends in the air is equal to twice the time it takes to fall from its maximum height. Because the shell fired at ship 1 reached a higher altitude than the one aimed at 2, the former takes longer to return to sea level.