Kinematics in Two Dimensions Vectors
Kinematics in Two Dimensions Vectors
Kinematics in Two
Dimensions; Vectors
• Vectors and Scalars
• Addition of Vectors – Graphical Methods (One and Two-
Dimension)
• Multiplication of a Vector by a Scalar
• Subtraction of Vectors – Graphical Methods
• Adding Vectors by Components
• Projectile Motion
• Projectile Motion Is Parabolic
• Relative Velocity
Short review with few
questions – Chapter 2
2.1 Walking the Dog
Yes, you have the same displacement. Since you and your dog had the
same initial and final positions, then you have (by definition) the same
displacement.
2.2 Displacement
2) no
depend on the specific location of
3) it depends on the
the origin of the coordinate system? coordinate system
30 40 50 60 70
Dx = 60 - 30 = 30
2.3 Position and Speed
1) yes
If the position of a car is zero, 2) no
does its speed have to be zero? 3) it depends on the
position
No, the speed does not depend on position, it depends on the change
of position. Since we know that the displacement does not depend on
the origin of the coordinate system, an object can easily start at
x = –3 and be moving by the time it gets to x = 0.
2.4 Velocity in One Dimension
1) yes
If the velocity of a car is non-
2) no
zero (v ≠ 0), can the 3) depends on
Which one has the greater velocity when they hit the ground? A
Vectors and Scalars
We have already introduced the concept of vectors and scalars in chapter 2. Let’s now
see some of the vector properties in more details.
Recalling:
x1 x2
Vector: entity that contains information about
the magnitude and direction of certain quantity.
(2.1)
Notes: 1) The arrow is always drawn such that it points in the direction of the vector it
represents.
2) The magnitude of a vector is always positive. The sign in (2.1) gives the
direction of the vector (Ex.: negative indicates that it points in the –x direction).
Vectors and Scalars
The length of the arrow representing a vector is usually drawn proportional to the
magnitude of the vector.
Addition
Additio n of Vectors – Graphical Method
It is clear the importance of vectors when addressing problems in physics. We have
already seen how important it is to understand motion in one dimension of an object
by representing it using the displacement, velocity and acceleration vectors.
It is now useful to see some vector properties and understand how they can be used
to solve physics problems not only in one dimension but also in two (or three)
dimensions.
Example (one-dimension):
The equations for vector addition obtained on the previous slides are valid for any
arbitrary vectors. For instance, let and be any arbitrary vectors and the
result of the addition of these two vectors. Then:
(3.1)
Will have the same properties as those discussed in the previous example:
The sign of the vector will be that of one of the addition vectors, or , with
the greatest magnitude.
Note: If you add more than three vectors, you can always effectuate the addition in
steps. For example:
Then
Addition
Additio n of Vectors – Graphical Method
Example:
However, a first look at the diagram below shows that in this case the magnitude of
the resulting displacement is such that:
Based on the previous example, we can introduce the general rules for graphically
adding two vectors, not matter the angles they make. This method is called
tail-to-tip.
b) Draw one of the vectors, say , to scale on your coordinate system. You can
have this vector starting at the origin of your coordinate system if you want;
c) Draw the second vector, say , to scale, with its tail at the tip of the first vector;
A
0
Note:
The following identity is true: It is not important in which order the vectors
are added
(3.2)
Addition
Additio n of Vectors – Graphical Method
The tail-to-tip vector addition method is valid not only for vectors at right angle, but
also for vectors at any angle :
Note: You can use the method of the vector addition step by step as mentioned
before, and reduce the problem to the addition of two vectors if you want.
Addition
Additio n of Vectors – Graphical Method
a) Two vectors, say and , are drawn such the they start from a common origin
chosen by you when you select you coordinate system;
We have actually discussed about subtraction of vectors when we were talking about
addition of vectors. In fact, subtraction of vectors is the same as addition if you
consider the following identity:
(3.3)
Example:
Vectors – Examples
Solution:
r
Label the “INCORRECT”
r r r vector as vector X . Then Fig. 3-6 (c) illustrates the
relationship V1 + X = V2 via the tail-to-tip method. Thus
r r r
X = V2 - V1