5A Lecture 7
5A Lecture 7
Lecture 7
Projectile motion
Free-fall motion
• Example: A ball is tossed straight up from the edge of a 10 m high building
at 9 m/s.
(a) How long does it take the ball to reach the ground?
(b) How fast is the ball moving when it reaches the ground?
(c) What is the maximum height the ball reaches, and how long does it take
the ball to reach this height?
(d) How long does it take the ball to return to the height from which it was
thrown?
(e) How fast is the ball moving when it returns to its initial height?
Free-fall motion
A few general conclusions about free-fall motion:
v⃗
fl
Projectile motion
• I’ll work in coordinates where the x-axis points right and the y-axis points
up. Since the gravitational acceleration points down, only its y-component
is non-zero.
y
• The components of a ⃗ are
ax = 0
ay
ay = − g a⃗
x
ax = 0
Projectile motion
• We can describe projectile motion using separate position/velocity
equations for the x- and y-components.
• The magnitude of the initial velocity is the launch speed v0, and the
direction is speci ed by the launch angle θ — the angle v0⃗ measured from
the horizontal
y
v0⃗
x
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Projectile motion
• We would like to express the components of the initial velocity vector v0⃗ in
terms of v0 and θ. Finding the components like this is called decomposing
the vector, and it’s something we will do a lot in 5A.
x
Projectile motion
• First, we draw a right triangle with our vector as the hypotenuse and the
two other sides parallel to the coordinate axes.
y
v0
v0y
θ
v0x
x
• The length of the hypotenuse is the magnitude of the vector, and the
lengths of the sides are the components of the vector.
Projectile motion
• Now we can use sine and cosine to relate the components to the launch
speed and launch angle.
v0y = v0 sin θ
Projectile motion
• The vertical side of the triangle is adjacent to the angle θ, so
adj v0x
cos θ = =
hyp v0 v0
We get v0y
v0x = v0 cos θ θ
v0x
• The components of our initial velocity vector are
v0x = v0 cos θ
v0y = v0 sin θ
Projectile motion
• We can substitute these expressions for the components into our
projectile motion equations to get
1 2
y(t) = y0 + (v0 sin θ) t − gt
2
vy(t) = v0 sin θ − gt
Projectile motion
• The path (or trajectory) of an object in projectile motion is a parabola. We
can see this from the fact that y(x) is a quadratic function of x
g 2
y(x) = x tan θ − 2 x
2v0 cos2 θ
Projectile motion
• The velocity vector at each point in the motion points tangent to the object’s
path
R
• We call this distance R the horizontal range of the projectile.
Projectile motion
• We can nd the range by setting y(t) = 0 to solve for the time to the
ground, then plugging this time in to x(t). We end up with
2
v0 sin(2θ)
R=
g
• Note that this formula only applies to the case when the launch height and
landing height are the same (for example, starting and ending on level
ground). This formula will not give us the range if the projectile starts above
or below the landing height. (But the same solution method will work in all
cases.)
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