Chapter 2 Kinematics
Chapter 2 Kinematics
Chapter 2 Kinematics
Chapter # 2: Kinematics
Scalars and Vectors
SCALAR QUANTITIES:
Those physical quantities which can be completely specified by their magnitude only along with a
suitable unit are called scalar quantities.
For example: Mass, time, length, speed, distance
VECTOR QUANTITIES:
Those physical quantities which can be explained by their magnitude and require direction for their
explanation along with a suitable unit are called vector quantities.
REPRESENTATION OF VECTOR
1) GRAPHICAL METHOD
In this method a vector is represented by a
straight line according to some scale, whose
length shows the magnitude of a vector and an
arrow head at terminal shows the direction.
For example:
𝐴⃗ = 𝐴𝑥 𝑖̂ + 𝐴𝑦 𝑗̂ + 𝐴𝑧 𝑘̂
Notations:
Normally a vector is represented by a single capital or small letter with an arrow over it or with two
letters showing initial (tail) and terminal (head) points of vector.
TYPES OF VECTORS
POSITION VECTOR
A vector whose tail is at origin and shows the position of any point in space or plane is called a
position vector. It is normally represented by ⃑⃑𝒓.
FREE VECTOR
A vector which can be shifted anywhere in space (such that it’s magnitude and direction remains
same) is called a free vector.
NULL VECTOR
A vector which has a magnitude zero and has any direction or no direction is called a null vector.
RESULTANT VECTOR
A vector which shows the net effect of several added or subtracted vectors is called resultant vector.
UNIT VECTOR
A vector which has a magnitude one and used to represent the direction of any vector is called unit
vector. A unit vector is normally represented by small letter with a hat over it.
𝐴
𝑎̂ =
|𝐴|
RESOLUTION OF A VECTOR
It is the reverse process of addition of vectors. A vector can be resolved in many components but
usually it is resolved in three components. These components are perpendicular to each other
therefore called rectangular components of the vector.
Mathematical Form
Consider a vector 𝐴⃗ making an angle with the horizontal in the xy-plane. Draw two projections
from the head of the vector perpendicularly on the axis as shown in figure. Then the component that
is parallel to x-axis is called x-component and the component that is parallel to y-axis is called y-
component of vector 𝐴⃗.
𝐵𝑎𝑠𝑒 𝐴𝑥
cos 𝜃 = =
𝐻𝑦𝑝 𝐴
𝐴𝑥 = A cos 𝜃
𝑃𝑒𝑟𝑝 𝐴𝑦
sin 𝜃 = =
𝐻𝑦𝑝 𝐴
𝐴𝑦 = 𝐴 sin 𝜃
𝐴2 = 𝐴𝑥 2 + 𝐴𝑦 2
𝐴 = √𝐴𝑥 2 + 𝐴𝑦 2
𝐴 = √𝐴𝑥 2 + 𝐴𝑦 2 𝐴𝑧 2
Direction: The direction of the vector can be represented by the angle which the vector makes with
the positive x-axis hence using trigonometric ratio we have:
𝑃𝑒𝑟𝑝 𝐴𝑦
tan 𝜃 = =
𝐵𝑎𝑠𝑒 𝐴𝑥
𝐴𝑦
𝜃 = tan−1 ( )
𝐴𝑥
ADDITION OF VECTOR
The basic method of addition of vector graphically is head to tail rule. By using this method, we
have lots of different ways to add vectors. Few are most common example of them.
HEAD TO TAIL RULE:
It is a graphical method. By using this method, we can add two or more than two vectors by joining
the head of first vector with the tail of second one and so on, and the resultant vectors is obtained by
joining the tail of first vector with the head of last vector.
1) Triangular method
In this method vectors are represented by two sides of triangle and third side show the resultant of
these two vectors. By using this method, we can add only two vectors at a time.
2) Parallelogram method
In this method, vectors are represented by two adjacent sides of parallelogram and the diagonal of
parallelogram represents the resultant of these two vectors. By using this method, we can add two
vectors at a time.
From the figure above it is clear that vector addition obeys commutative property.
ASSOCIATIVE PROPERTY
By making any group of two vectors, if the resultant is same then vector addition obeys associative
property. See figure below:
From figure above it is clear that vector addition obeys associative property.
Resolving each vector into its components, then from figure it is clear that:
Therefore:
𝑅 = √𝑅𝑥 2 + 𝑅𝑦 2
𝑅𝑦
tan 𝜃 =
𝑅𝑥
𝑅𝑦
𝜃 = tan−1 ( )
𝑅𝑥
1) If a vector is multiplied by a positive scalar quantity, then its magnitude increases. However,
the direction remains same:
𝑚 × 𝑨 ⃑⃗ = 𝑚𝑨⃑⃗
2) If a vector is multiplied by a negative scalar quantity, then its magnitude increases and the
direction of resultant vector reverses or changes by 180o.
−𝑚 × 𝑨 ⃑⃗ = −𝑚𝑨 ⃑⃗
⃑𝑨⃗ ∙ ⃑𝑩
⃑⃗ = 𝑠𝑐𝑎𝑙𝑎𝑟 𝑞𝑢𝑎𝑛𝑡𝑖𝑡𝑦
⃑𝑨
⃑⃗ ∙ ⃑𝑩
⃑⃗ = (𝑚𝑎𝑔𝑛𝑖𝑡𝑢𝑑𝑒 𝑜𝑓 𝑨)(𝑃𝑟𝑜𝑗𝑒𝑐𝑡𝑖𝑜𝑛 𝑜𝑓 𝑩 𝑜𝑛 𝑨)
⃑𝑨
⃑⃗ ∙ ⃑𝑩
⃑⃗ = 𝑨𝑩𝑨
Mathematically:
Consider two vectors A and B then the scalar product of these two vectors can be written as:
⃑𝑨
⃑⃗ ∙ ⃑𝑩
⃑⃗ = 𝐴 𝐵 cos 𝜃
In terms of rectangular components:
⃑𝑨⃗ ∙ ⃑𝑩
⃑⃗ = 𝐴𝑥 𝐵𝑥 + 𝐴𝑦 𝐵𝑦 + 𝐴𝑧 𝐵𝑧
For example:
⃑⃗ = 𝐵𝑥 𝑖̂ + 𝐵𝑦 𝑗̂ + 𝐵𝑧 𝑘̂
𝐵
𝑖̂ 𝑗̂ ̂
𝑘
⃑⃗ × 𝑩
𝑨 ⃑⃑⃗ = |𝐴𝑥 𝐴𝑦 𝐴𝑧 |
𝐵𝑥 𝐵𝑦 𝐵𝑧
Direction:
The direction of cross product can be found by using right hand rule or screw rule.
For example:
If the two vectors are perpendicular i.e., 𝜃 = 90𝑜 & sin 90𝑜 = 1; 𝑡ℎ𝑒𝑛 ⃑𝑨⃗ × ⃑𝑩
⃑⃗ = ⃑𝑪⃗
̂
𝒊̂ × 𝒋̂ = 𝒌 ̂
𝒋̂ × 𝒊̂ = −𝒌
̂ = 𝒊̂
𝒋̂ × 𝒌 ̂ × 𝒋̂ = −𝒊̂
𝒌
̂ × 𝒊̂ = 𝒋̂
𝒌 ̂ = −𝒋̂
𝒊̂ × 𝒌
Motion
REST:
If a body doesn’t change its position with respect to its surrounding then it is said to be in the state
of rest.
MOTION:
If a body is changing its position with respect to its surrounding then it is said to be in the state of
motion.
DISPLACEMENT:
It is the shortest possible distance between two points. It is a vector quantity and it is usually
denoted by 𝑟⃗ 𝑜𝑟 𝑑⃗ . SI unit is meter (m).
VELOCITY:
“Rate of change of displacement is called velocity.”
Velocity tells us how much fast or slow a body moves thus it gives the quality of the motion of a
body. Velocity is a vector quantity and usually denoted by 𝑣⃗.
Mathematically:
Δ𝑑⃗
𝑣⃗ =
Δt
SI unit of velocity is meter per second (m/s)
UNIFORM VELOCITY:
“If the body covers equal displacement in equal intervals of time, then the velocity is said to be
uniform velocity.”
VARIABLE VELCOITY:
If the body does not cover equal displacement in equal interval of time, or the direction of the
motion is continuously changing then the velocity of the body is said to be non-uniform or variable
velocity.
AVERAGE VELOCITY:
“The ratio of total displacement covered and the total time taken during the trip is called average
velocity.”
INSTANTENEOUS VELOCITY:
“The velocity of a body at particular instant is called instantaneous velocity.”
Mathematically:
Δ𝑑⃗
𝑣⃗𝑖𝑛𝑠 = lim
Δt ⟶0 Δt
ACCELERATION:
“Rate of change of velocity is called acceleration.”
⃑⃗.
Since velocity is a vector quantity therefore acceleration is also a vector quantity. It is denoted by 𝒂
Mathematically:
Δ𝑣⃗
𝑎⃗ =
Δt
SI unit of acceleration is meter per second square (m/s2)
UNIFORM ACCELERATION:
“If the change in velocity of a body is same in equal interval of time, then the acceleration is said to
be uniform acceleration.”
Example: Acceleration of free-falling object.
Second part of this law describe that if there is no net force acting on a body and if the body is
initially in motion, then the body will continue to move on a straight line with a uniform velocity,
for example the motion of a parachute.
1
𝑎 ∝
𝑚
By combining above two relations, we get:
𝐹
𝑎 ∝
𝑚
𝐹⃗ = 𝑚𝑎⃗
This tells us that forces exist in pairs (action-reaction pair). Third law of motion doesn’t give any
information about the motion of the body.
GRAPHS OF MOTION
Graph gives the qualitative explanation of data and helps to visualize the relation between certain
physical quantities. For this reason, we will study graphs of motion since it will provide us
qualitative explanation of motion of an object at any instant of time.
Δ𝑑⃗ 𝑑2 − 𝑑1 d𝑟⃗
𝑣⃗ = = = 𝑠𝑙𝑜𝑝𝑒 =
Δt 𝑡2 − 𝑡1 dt
Δ𝑑⃗ 𝑑2 − 𝑑1
𝑣⃗ = =
Δt 𝑡2 − 𝑡1
0−0
𝑣⃗ =
5−0
𝑣⃗ = 0 𝑚/𝑠
2) Uniform velocity
Δ𝑑⃗ 𝑑2 − 𝑑1
𝑣⃗ = =
Δt 𝑡2 − 𝑡1
6−2
𝑣⃗ =
6−2
𝑣⃗ = 1 𝑚/𝑠
Δ𝑑⃗ 𝑑2 − 𝑑1
𝑣⃗ = =
Δt 𝑡2 − 𝑡1
4−0
𝑣⃗ = = 1 𝑚/𝑠
4−0
16 − 8
𝑣⃗ = = 4 𝑚/𝑠
8−6
Δ𝑣⃗ 𝑣2 − 𝑣1 d𝑣⃗
𝑎⃗ = = = 𝑠𝑙𝑜𝑝𝑒 =
Δt 𝑡2 − 𝑡1 dt
Δ𝑣⃗ 𝑣2 − 𝑣1
𝑎⃗ = =
Δt 𝑡2 − 𝑡1
3−3
𝑎⃗ =
5−0
𝑎⃗ = 0 𝑚/𝑠
2) Uniform acceleration
Δ𝑣⃗ 𝑣2 − 𝑣1
𝑎⃗ = =
Δt 𝑡2 − 𝑡1
4−1
𝑎⃗ =
4−1
𝑎⃗ = 3 𝑚/𝑠
3) Retardation/ deceleration
Δ𝑣⃗ 𝑣2 − 𝑣1
𝑎⃗ = =
Δt 𝑡2 − 𝑡1
1−6
𝑎⃗ =
5−0
𝑎⃗ = −1 𝑚/𝑠
Δ𝑣⃗ 𝑣2 − 𝑣1
𝑎⃗ = =
Δt 𝑡2 − 𝑡1
8−0
𝑎⃗ = = 8 𝑚/𝑠 2
1−0
15 − 12
𝑎⃗ = = 1.5 𝑚/𝑠 2
4−2
EQUATIONS OF MOTION
There are three equations of motion in Newtonian mechanics which are given below:
𝑣𝑓 = 𝑣𝑖 + 𝑎𝑡
1
𝑆 = 𝑣𝑖 𝑡 + 𝑎𝑡 2
2
2𝑎𝑆 = 𝑣𝑓 2 − 𝑣𝑖 2
𝑣 = 𝑢 + 𝑎𝑡
1
𝑆= ((𝑢 + 𝑣) × (𝑣 − 𝑢))/𝑎
2
(𝑣 2 − 𝑢2 )
𝑆=
2𝑎
2𝑎𝑆 = (𝑣 2 − 𝑢2 )
Which is the third equation of motion.
MOTION OF PROJECTILE
PROJECTILE MOTION:
A body which is thrown in the air at some angle with the horizontal and which moves only under
the influence of gravity is called projectile and the motion of body is called projectile motion.
Examples: Motion of a ball or football in the air, motion of water drops from a fountain, motion of
cannon ball etc.
VELOCITY OF PROJECTILE
Consider a projectile is projected with initial velocity Vo making an angle “𝜽” with the horizontal.
Since the projectile describes the motion in two dimensions therefore, we can divide its velocity
into two components i.e., the horizontal and vertical component.
Horizontal component:
According to the figure, the initial horizontal component can be written as:
V0x = V0 Cos 𝜽
Since there is no horizontal unbalance force that acts on the projectile during the motion therefore
this component of velocity remains constant hence at any other instant final component will be,
Vx = V0x = V0 Cos 𝜽
VERTICAL COMPONENT:
Initial vertical component of the velocity is given by,
Voy = V0 Sin 𝜽
As there is a gravitational force responsible for the change in the vertical component of velocity
‘V0’ therefore at any instant ‘t’ its vertical component can be found as,
By using equation,
𝑽𝒇 = 𝑽𝒊 + 𝒂𝒕
𝑉𝑓 = 𝑉0 sin 𝜃 − 𝑔𝑡
Hence,
2(−𝑔)ℎ = (0)2 − (𝑉0 sin 𝜃)2
𝑉𝑓 − 𝑉𝑖
𝑡=
𝑎
0 − 𝑉0 sin 𝜃
𝑇ℎ =
−𝑔
Prepared By: Sir Burhanuddin (M.Sc) Physics
Contact: [email protected]
XI-Physics Chapter 2: Kinematics Page: 18
𝑉0 sin 𝜃
𝑇ℎ =
𝑔
2𝑉0 sin 𝜃
𝑇=
𝑔
RANGE OF PROJECTILE
Range is the horizontal distance covered by the projectile in total time T using equation
S=V×t
2𝑉0 sin 𝜃
But, 𝑇 = , V = Vx = V0 Cos 𝜃 and S = R
𝑔
𝑉02 sin 2𝜃
𝑅=
𝑔
MAXIMUM RANGE
The maximum horizontal distance covered by a projectile is called maximum range. It depends on
the value of sin 2 𝜃,
sin 2 𝜃 = 1
2𝜃 = 900
𝜃 = 450
0
Therefore, if the angle of the projectile is 45 then we get maximum range.
𝑉02
𝑅𝑚𝑎𝑥 =
𝑔
TRAJECTORY OF PROJECTILE
“The path on which the projectile moves is called trajectory of projectile.” At any instant ‘t’ the
horizontal distance can be found as
S=V×t
S = X and V = V0Cos 𝜃 therefore
𝑋 = 𝑉0 cos 𝜃 × 𝑡
𝑥
𝑡=
𝑉0 cos 𝜃
Similarly at the same instant “t” the vertical distance can be found by using rectilinear equation of
motion.
1
𝑆 = 𝑉𝑖 𝑡 + 𝑔𝑡 2
2
sin 𝜃 𝑔 𝑋2
𝑌=𝑋 ( )− ( 2 )
cos 𝜃 2 𝑉0 cos2 𝜃
sin 𝜃 1
But tan 𝜃 = and = sec 2 𝜃 therefore
cos 𝜃 cos2 𝜃
𝑔
𝑌 = 𝑋 tan 𝜃 − 𝑋 2 sec 2 𝜃
2𝑉0
𝑔
Let Tan 𝜃 = a & 𝑏= sec 2 𝜃
2𝑉0
𝑌 = 𝑎 𝑋 − 𝑏 𝑋2