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Chapter 2 Kinematics

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XI-Physics Chapter 2: Kinematics Page: 1

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.

For example: velocity, acceleration, force, momentum, torque

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: A force of 10 N towards east.

2) ANALYTICAL (OR) COMPONENT METHOD

In this method a vector is represented in terms


of its component for. Normally a vector is
represented in terms of three rectangular
components along x-axis (𝑖̂), y-axis (𝑗̂), and z-
axis (𝑘̂)

For example:

𝐴⃗ = 𝐴𝑥 𝑖̂ + 𝐴𝑦 𝑗̂ + 𝐴𝑧 𝑘̂

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XI-Physics Chapter 2: Kinematics Page: 2

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.

For example: 𝐹⃗ , ⃑⃑⃑𝑎, ⃑⃑⃑⃑⃑⃑


𝑂𝑅 , ⃑⃑⃑⃑⃑⃑
𝐴𝐵
Note: From here bold letters will be used to represent vectors.

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

“Method of resolving a vector into its components is known as resolution of vectors.”

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.

The value of these components can be found by using trigonometric ratios:

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For Horizontal Component

𝐵𝑎𝑠𝑒 𝐴𝑥
cos 𝜃 = =
𝐻𝑦𝑝 𝐴

𝐴𝑥 = A cos 𝜃

For Vertical Component

𝑃𝑒𝑟𝑝 𝐴𝑦
sin 𝜃 = =
𝐻𝑦𝑝 𝐴

𝐴𝑦 = 𝐴 sin 𝜃

VECTOR’S MAGNITUDE AND DIRECTION USING COMPONENTS


If we have the magnitudes of the components of a vector then the magnitude and the direction of the
vector can be found with the help of them.
Magnitude: By using Pythagoras theorem in above figure, we have,
(𝐻𝑦𝑝)2 = (𝑃𝑒𝑟𝑝)2 + (𝐵𝑎𝑠𝑒)2

𝐴2 = 𝐴𝑥 2 + 𝐴𝑦 2

𝐴 = √𝐴𝑥 2 + 𝐴𝑦 2

For three dimensions we can write:

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

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XI-Physics Chapter 2: Kinematics Page: 4

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.

3) Rectangular component method


By using this method, we can add two or more than two vectors by resolving each vector into its
component. The resultant vector is obtained by adding corresponding component.

PROPERTIES OF VECTOR ADDITION


COMMUTATIVE PROPERTY
If the same result is obtained by changing the order of vectors either in addition or multiplication
then the vectors are commute and has a commutative property. For addition, this can be proved by a
parallelogram.
Consider two vectors A and B represented by the two adjacent sides of parallelogram then the
diagonal of parallelogram represents the resultant of these two vectors as shown in figure below.

From the figure above it is clear that vector addition obeys commutative property.

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XI-Physics Chapter 2: Kinematics Page: 5

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.

ADDITION OF VECTORS BY USING RECTANGULAR COMPONENT


METHOD

Consider two vectors 𝑭⃑⃗𝟏 and 𝑭


⃑⃗𝟐 in xy-plane making angles 𝜽𝟏 and 𝜽𝟐 with positive x-axis. These
two vectors can be added to give a resultant vector 𝑅⃑⃗ which itself makes an angle 𝜽 with the x-axis.

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Resolving each vector into its components, then from figure it is clear that:

𝑹𝒙 = 𝑭𝟏𝒙 + 𝑭𝟐𝒙 𝑹𝒚 = 𝑭𝟏𝒚 + 𝑭𝟐𝒚

But from trigonometric ratios we know that:

𝑭𝟏𝒙 = 𝑭𝟏 𝐜𝐨𝐬 𝜽𝟏 ; 𝑭𝟐𝒙 = 𝑭𝟐 𝐜𝐨𝐬 𝜽𝟐 𝑭𝟏𝒚 = 𝑭𝟏 𝐬𝐢𝐧 𝜽𝟏 ; 𝑭𝟐𝒚 = 𝑭𝟐 𝐬𝐢𝐧 𝜽𝟐

Therefore:

𝑹𝒙 = 𝑭𝟏 𝐜𝐨𝐬 𝜽𝟏 + 𝑭𝟐 𝐜𝐨𝐬 𝜽𝟐 𝑹𝒚 = 𝑭𝟏 𝐬𝐢𝐧 𝜽𝟏 + 𝑭𝟐 𝐬𝐢𝐧 𝜽𝟐

Magnitude of Resultant Vector:


By using Pythagoras theorem:
(𝐻𝑦𝑝)2 = (𝑃𝑒𝑟𝑝)2 + (𝐵𝑎𝑠𝑒)2

𝑅 = √𝑅𝑥 2 + 𝑅𝑦 2

Put values of Rx and Ry in above equation:

𝑹 = √(𝑭𝟏 𝐜𝐨𝐬 𝜽𝟏 + 𝑭𝟐 𝐜𝐨𝐬 𝜽𝟐 )𝟐 + (𝑭𝟏 𝐬𝐢𝐧 𝜽𝟏 + 𝑭𝟐 𝐬𝐢𝐧 𝜽𝟐 )𝟐


For “n” vectors:

𝑹 = √(𝑭𝟏 𝐜𝐨𝐬 𝜽𝟏 + 𝑭𝟐 𝐜𝐨𝐬 𝜽𝟐 + ⋯ + 𝑭𝒏 𝐜𝐨𝐬 𝒏)𝟐 + (𝑭𝟏 𝐬𝐢𝐧 𝜽𝟏 + 𝑭𝟐 𝐬𝐢𝐧 𝜽𝟐 + ⋯ + 𝑭𝒏 𝐬𝐢𝐧 𝜽𝒏 )𝟐


Direction of Resultant Vector:
By using trigonometric ratio:

𝑅𝑦
tan 𝜃 =
𝑅𝑥

𝑅𝑦
𝜃 = tan−1 ( )
𝑅𝑥

MULITIPLICATION OF A VECTOR BY A SCALAR QUANTITY


If a vector quantity is multiplied by a scalar quantity, then we always get a vector quantity as a
result. For this:

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 ⃑⃗

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3) If a vector is multiplied by zero then resultant vector is a null vector.


0 × ⃑𝑨⃗ = 0

MULITIPLICATION OF A VECTOR BY A VECTOR QUANTITY


SCALAR PRODUCT OR DOT PRODUCT
When a vector is multiplied by another vector quantity and as a result a scalar is obtained then the
product of these vectors are called scalar product or dot product and represented by placing a dot
(.) sign.

⃑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:

• Work is a scalar quantity which is the product of two vectors


𝑊 = ⃑𝑭⃗ ∙ ⃑𝒅⃗
• Power is the scalar quantity which is the product of two vectors
𝑃 = ⃑𝑭⃗ ∙ 𝒗 ⃑⃗
Properties:
• Commutative property
⃑𝑨⃗ ∙ ⃑𝑩
⃑⃗ = ⃑𝑩⃑⃗ ∙ ⃑𝑨⃗
• Distributive property
⃑𝑨⃗ ∙ (𝑩
⃑⃑⃗ + ⃑𝑪⃗) = ⃑𝑨⃗ ∙ ⃑𝑩 ⃑⃗ + ⃑𝑨
⃑⃗ ∙ ⃑𝑪⃗
• If the vectors are parallel i.e., 𝜃 = 0𝑜 & cos 0𝑜 = 1; 𝑡ℎ𝑒𝑛 ⃑𝑨 ⃑⃗ ∙ ⃑𝑩
⃑⃗ = 𝑨𝑩
𝒊̂ ∙ 𝒊̂ = 𝒋̂ ∙ 𝒋̂ = 𝒌 ̂∙𝒌 ̂=𝟏
If the two vectors are perpendicular i.e., 𝜃 = 90𝑜 & cos 90𝑜 = 0; 𝑡ℎ𝑒𝑛 ⃑𝑨 ⃑⃗ ∙ ⃑𝑩
⃑⃗ = 𝟎
𝒊̂ ∙ 𝒋̂ = 𝒊̂ ∙ 𝒋̂ = 𝒋̂ ∙ 𝒌̂=𝟎

VECTOR PRODUCT OR CROSS PRODUCT


When a vector is multiplied by another vector quantity and as a result a vector is obtained then the
product of these vectors are called vector product and represented by placing a cross (×) sign.
⃑𝑨
⃑⃗ × ⃑𝑩⃑⃗ = 𝒗𝒆𝒄𝒕𝒐𝒓 𝒒𝒖𝒂𝒏𝒕𝒊𝒕𝒚
Mathematically:
Consider two vectors A and B having an angle 𝜃 between them then the vector product can be
mathematically written as:
⃑𝑨⃗ × ⃑𝑩
⃑⃗ = 𝑨𝑩 𝐬𝐢𝐧 𝜽 𝒖̂
̂
Where 𝒖 is the unit vector representing the direction of resultant which is perpendicular on both A
and B:
⃑⃑⃗ × ⃑𝑩
|𝑨 ⃑⃗| = 𝑨𝑩 𝐬𝐢𝐧 𝜽

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XI-Physics Chapter 2: Kinematics Page: 8

If A and B are given in component for then:


𝐴⃗ = 𝐴𝑥 𝑖̂ + 𝐴𝑦 𝑗̂ + 𝐴𝑧 𝑘̂

⃑⃗ = 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:

• Torque is itself a vector quantity which is the product of two vectors


⃑⃗ × 𝑭
⃑⃗ = 𝒓
𝝉 ⃑⃗
• Angular momentum is the vector quantity which is the product of two vectors
⃑𝑳⃗ = 𝒓
⃑⃗ × ⃑𝑷
⃑⃗
Properties:
• ⃑𝑨
⃑⃗ × ⃑𝑩
⃑⃗ ≠ ⃑𝑩 ⃑⃗ × ⃑𝑨
⃑⃗ 𝒐𝒓 ⃑𝑨 ⃑⃗ × ⃑𝑩
⃑⃗ = −𝑩 ⃑⃑⃗ × ⃑𝑨
⃑⃗
• ⃑𝑨
⃑⃗ × (𝑩⃑⃑⃗ + ⃑𝑪⃗) = ⃑𝑨⃗ × ⃑𝑩
⃑⃗ + ⃑𝑨⃗ × ⃑𝑪⃗
• If the vectors are parallel i.e., 𝜃 = 0𝑜 & sin 0𝑜 = 0; 𝑡ℎ𝑒𝑛 ⃑𝑨⃗ × ⃑𝑩 ⃑⃗ = 𝟎

𝒊̂ × 𝒊̂ = 𝒋̂ × 𝒋̂ = 𝒌̂×𝒌
̂=𝟎

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.

Example: book lying on a table etc.

MOTION:
If a body is changing its position with respect to its surrounding then it is said to be in the state of
motion.

Example: a man walking, a car is moving etc.

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XI-Physics Chapter 2: Kinematics Page: 9

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.

Example: A body moving in a circle, velocity of particle in a free fall motion.

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.

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XI-Physics Chapter 2: Kinematics Page: 10

NEWTON’S LAWS OF MOTION


Newton used Galileo’s idea and gave three laws of motion. These laws help to solve many problems
in classical mechanics.

FIRST LAW OF MOTION


Statement:
“A body continues its state of rest or motion until an external force act on it which changes its state
of rest or motion.”
Explanation:
This law consists of two parts 1st part describes that a body will remain in rest until some force
cause the body to move. For example, a boo placed on a table.

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.

SECOND LAW OF MOTION


Statement:
“When an unbalanced force acts on a body then it produces acceleration in the body in its own
direction. The magnitude of this acceleration is directly proportional to the unbalanced force and
inversely proportional to the mass of the body.”
Mathematically:
𝑎 ∝𝐹

1
𝑎 ∝
𝑚
By combining above two relations, we get:
𝐹
𝑎 ∝
𝑚

𝐹⃗ = 𝑚𝑎⃗

THIRD LAW OF MOTION


Statement:
“Every action has an equal and opposite reaction.”
Explanation:
If a body A exerts a force on body B, then body B will also exert the same amount of force on body
A but in the opposite direction.
Mathematically:
𝐹⃗𝐴𝐵 = −𝐹⃗𝐵𝐴

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

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XI-Physics Chapter 2: Kinematics Page: 11

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.

DISPLACEMENT-TIME (d-t) GRAPH:


Slope of displacement-time graph gives us information about the velocity of particle.

Δ𝑑⃗ 𝑑2 − 𝑑1 d𝑟⃗
𝑣⃗ = = = 𝑠𝑙𝑜𝑝𝑒 =
Δt 𝑡2 − 𝑡1 dt

1) When body is at rest

The graph on the right side is a


horizontal straight line. The line parallel
to x-axis has zero slope. This tells us
that the body is not moving and has zero
velocity.

Δ𝑑⃗ 𝑑2 − 𝑑1
𝑣⃗ = =
Δt 𝑡2 − 𝑡1

0−0
𝑣⃗ =
5−0

𝑣⃗ = 0 𝑚/𝑠

2) Uniform velocity

The graph on the right side is a straight


line having a constant slope. Then by
definition we know that if a body covers
equal displacement in equal interval of
time, then it is moving with a uniform
velocity.

Δ𝑑⃗ 𝑑2 − 𝑑1
𝑣⃗ = =
Δt 𝑡2 − 𝑡1

6−2
𝑣⃗ =
6−2

𝑣⃗ = 1 𝑚/𝑠

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XI-Physics Chapter 2: Kinematics Page: 12

3) Non uniform velocity

The graph on the right side is a curve.


The slope of curve is changing at every
point (in this case increasing). This
shows that velocity is increasing non
uniformly in each interval of time.

Δ𝑑⃗ 𝑑2 − 𝑑1
𝑣⃗ = =
Δt 𝑡2 − 𝑡1

4−0
𝑣⃗ = = 1 𝑚/𝑠
4−0

16 − 8
𝑣⃗ = = 4 𝑚/𝑠
8−6

VELOCITY-TIME (v-t) GRAPH:


Slope of velocity-time graph gives us information about the acceleration of particle.

Δ𝑣⃗ 𝑣2 − 𝑣1 d𝑣⃗
𝑎⃗ = = = 𝑠𝑙𝑜𝑝𝑒 =
Δt 𝑡2 − 𝑡1 dt

1) Uniform velocity / zero acceleration

The graph on the right side is a horizontal


straight line. The line parallel to x-axis
has zero slope. This tells us that the body
is moving with the uniform velocity and
has zero acceleration.

Δ𝑣⃗ 𝑣2 − 𝑣1
𝑎⃗ = =
Δt 𝑡2 − 𝑡1

3−3
𝑎⃗ =
5−0

𝑎⃗ = 0 𝑚/𝑠

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XI-Physics Chapter 2: Kinematics Page: 13

2) Uniform acceleration

The graph on the right side is a straight


line having a constant slope. Then by
definition we know that if the rate of
change of velocity is same for each time
interval, then the body is moving with
uniform acceleration.

Δ𝑣⃗ 𝑣2 − 𝑣1
𝑎⃗ = =
Δt 𝑡2 − 𝑡1

4−1
𝑎⃗ =
4−1

𝑎⃗ = 3 𝑚/𝑠

3) Retardation/ deceleration

The graph on the right side is a straight


line having a constant slope. Here the
slope is negative which implies that the
acceleration is negative or in other words
body is decelerating.

Δ𝑣⃗ 𝑣2 − 𝑣1
𝑎⃗ = =
Δt 𝑡2 − 𝑡1

1−6
𝑎⃗ =
5−0

𝑎⃗ = −1 𝑚/𝑠

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XI-Physics Chapter 2: Kinematics Page: 14

4) Non uniform acceleration

The graph on the right side is a curve


with varying slope. This implies that the
acceleration in non-uniform.

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

Deriving Equations of Motion by Graphical Method

Derivation of First Equation of Motion:

The First equation of motion can be derived


using a velocity-time graph. Consider an
object has initial velocity “u”, final velocity
“v” and acceleration “a”. In figure, the
velocity of the body changes uniformly
from A to B in time t. BC is the final
velocity and OC is the total time t. A
perpendicular is drawn from B to OC, a
parallel lie is drawn from A to D, and
another perpendicular is drawn from B to
OE (represented by dotted lines).

Following details are obtained from the


figure:

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XI-Physics Chapter 2: Kinematics Page: 15

The initial velocity of the body = u = OA


The final velocity of the body = v = BC
From the graph, we know that
BC = BD + DC
Therefore, v = BD + DC
v = BD + OA (since DC = OA)
Finally,
v = BD + u (since OA = u) ---------------- (i)
Since, we know that the slope of velocity-time graph gives us acceleration then,
Acceleration = a = slope of line AB
a = BD / AD
Since AD = OC = t, the above equation becomes:
BD = at -------------------------------------- (ii)
Now, combining equation (i) and (ii), we get

𝑣 = 𝑢 + 𝑎𝑡

Derivation of Second Equation of Motion:

From figure, we can say that


Distance travelled (S) = Area of figure OABC
= Area of triangle ABD + Area of rectangle OADC
𝐴𝐷 × 𝐵𝐷
𝑆=( ) + (𝑂𝐴 × 𝑂𝐶)
2
Since BD = EA, the above equation becomes
As BD = at, the equation becomes because V
= at; EA represent the velocity (V)
𝑎𝑡 × 𝑡
𝑆= ( ) + 𝑢𝑡
2
After rearranging,
1
𝑆 = 𝑢𝑡 + 𝑎𝑡 2
2

Derivation of Third Equation of Motion:

From the figure, we can say that the total


distance travelled S is given by the area of
trapezium OABC. Hence:
1
S = (Sum of parallel sides) × (Base)
2
1
S = (𝑂𝐴 + 𝐶𝐵) × (𝑂𝐶)
2
Since, OA = u, CB = v and OC = t
The above equation becomes
1
S = (𝑢 + 𝑣) × (𝑡)
2
Now, since t = (v – u) / a
The above equation can be written as:

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XI-Physics Chapter 2: Kinematics Page: 16

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 IN TWO DIMENSIONS

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.

ASSUMPTIONS IN PROJECTILE MOTION:


To make the analysis simpler for a projectile motion following assumptions are made:

• Air resistance is neglected.


• Motion of the Earth is neglected.
• The value of gravitational acceleration is taken as constant.

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:

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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

But here Vf = ? , Vi = V0y = V0 Sin 𝜃 and a = -g

𝑉𝑓 = 𝑉0 sin 𝜃 − 𝑔𝑡

At the maximum height this vertical component becomes zero.

MAXIMUM HEIGHT OF PROJECTILE


The vertical distance of projectile motion at which the vertical component of velocity becomes zero
is called maximum height “h”, By using rectilinear equation of motion,

2𝑎𝑆 = 𝑉𝑓2 − 𝑉𝑖2


Here we have Vi = V0y = V0 Sin 𝜃 Vf = 0 a = -g S=h

Hence,
2(−𝑔)ℎ = (0)2 − (𝑉0 sin 𝜃)2

−2𝑔ℎ = −(𝑉0 sin 𝜃)2

(𝑉0 sin 𝜃)2


ℎ=
2𝑔

TIME TO REACH MAXIMUM HEIGHT


Time to reach maximum height can be found by using,
𝑉𝑓 = 𝑉𝑖 + 𝑎𝑡

𝑉𝑓 − 𝑉𝑖
𝑡=
𝑎

Here we have, Vf = 0 Vi = V0y = V0 Sin 𝜃, t = Th a = -g

0 − 𝑉0 sin 𝜃
𝑇ℎ =
−𝑔
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XI-Physics Chapter 2: Kinematics Page: 18

𝑉0 sin 𝜃
𝑇ℎ =
𝑔

TOTAL TIME OF FLIGHT


The time required for a body to reach the ground is the same as the time to reach maximum height
therefore, the total time of flight can be written as,

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

Putting the values in above equation,


2𝑉0 sin 𝜃
𝑅 = 𝑉0 cos 𝜃 ×
𝑔

𝑉02 (2 sin 𝜃 cos 𝜃)


=
𝑔

But according to trigonometric identity sin 2𝜃 = 2 sin 𝜃 cos 𝜃

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

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XI-Physics Chapter 2: Kinematics Page: 19

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

S=Y, Vi = V0y = V0Sin 𝜃 a = -g

Putting the value of “t” from equation (1) here


2
𝑋 𝑔 𝑋
𝑌 = 𝑉0 sin 𝜃 ( )− ( )
𝑉0 cos 𝜃 2 𝑉0 cos 𝜃

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

This an equation of a parabola therefore projectile motion describes a parabolic motion.

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