Motion in A Plane - KV

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CHAPTER 3

MOTION IN A PLANE
ASHMITA MANDAL
XI A
SCALARS AND VECTORS
Scalars Vectors
• Scalars only have magnitude. • Vectors have both magnitude and direction.
• They change if their magnitude changes. • They change if their magnitude or direction or
both change.
• They can be added according to ordinary laws • They can only be added by using laws of vector
of algebra. addition.
• Eg: Distance, speed, work, etc. • Eg: Displacement, velocity, force, etc.
VECTORS

• THOSE PHYSICAL QUANTITIES WHICH REQUIRE MAGNITUDE AS WELL AS DIRECTION TO COMPLETE THEIR
MAGNITUDE AS WELL AS DIRECTION FOR COMPLETE REPRESENTATION AND FOLLOWS VECTOR LAWS ARE
CALLED VECTOR QUANTITIES.
REPRESENTATION OF A VECTOR:
• A VECTOR QUANTITY IS REPRESENTED BY A STRAIGHT LINE ARROWHEAD OVER IT.
EG: FORCE VECTOR IS REPRESENTED AS →F OR F.
POSITION AND DISPLACEMENT VECTORS:
• POSITION VECTOR: A VECTOR WHICH GIVES POSITION OF AN OBJECT WITH REFERENCE TO THE ORIGIN OF A
CO-ORDINATE SYSTEM.
• DISPLACEMENT VECTOR: IT IS THAT VECTOR WHICH TELLS US HOW MUCH AND IN WHICH DIRECTION AN
OBJECT HAS CHANGED ITS POSITION IN A GIVEN TIME INTERVAL.
DIFFERENT TYPES OF VECTORS
• EQUAL VECTORS:
TWO VECTORS ARE SAID TO BE EQUAL IF THEY HAVE THE SAME MAGNITUDE AND SAME DIRECTION.

• NEGATIVE OF A VECTOR:
THE NEGATIVE OF A VECTOR IS DEFINED AS ANOTHER VECTOR HAVING THE SAME MAGNITUDE BUT HAVING AN
OPPOSITE DIRECTION.

• ZERO OR NULL VECTOR:


VECTORS HAVE ZERO MAGNITUDE AND AN ARBITRARY DIRECTION IS CALLED ZERO OR NULL VECTOR IS
REPRESENTED BY →0.
LAWS OF ADDITION IN VECTORS:
TRIANGLE LAW OF VECTOR ADDITION:
IF TWO VECTORS ACTING AT A POINT ARE REPRESENTED IN MAGNITUDE
AND DIRECTION BY THE TWO SIDES OF A TRIANGLE TAKEN IN ONE ORDER, THEN
THEIR RESULTANT IS REPRESENTED ON THE THIRD SIDE OF THE TRIANGLE TAKEN
IN OPPOSITE ORDER.
IF TWO VECTORS →A AND →B ARE ACTING AT A POINT ARE INCLINED AT
AN ANGLE Θ, THEN THEIR RESULTANT IS →R.
→R= →A+ →B
TRIANGLE LAW OF VECTOR ADDITION IS REPRESENTED BY, |R| = √(A2 + B2 + 2AB COS Θ)
Α = TAN-1[(A SIN Θ)/(A + B COS Θ)]
Parallelogram Law of Vector Addition:
If two vectors acting at a point are represented in magnitude
and direction by the two adjacent sides of a parallelogram draw from a
point, then their resultant is represented in magnitude and direction by the
diagonal of the parallelogram drawn from the same point.
If two vectors →A and →B acting at a point are inclined at an angle θ,
then their resultant is →R
→R= →A+ →B
Parallelogram Law of Vector Addition is represented by:
|R| = √(A2 + B2 + 2AB cos θ)
α = tan-1[(A sin θ)/(A+B cos θ)]
Polygon Law of Vector Addition:
It states that if number of vectors acting on a particle
at a time represented in magnitude and direction by the various
sides of an open polygon taken in same order, the resultant vector E is
represented in magnitude and direction by the closing side of polygon
taken in opposite order, polygon law of vectors is the outcome of triangle law
of vectors.

→R= →A+ →B+ →C+ →D+ →E

→OE= →OA+ →AB+ →BC+ →CD+ →DE

Properties of Vector Addition:

I. Vector addition is commutative, →A+ →B= →B+ →A


II. Vector addition is associative, →A+(→B+ →C)=(→A+ →B)+ →C
III. Vector addition is distributive, m(→A+ →B)= m →A + m →B
BASE VECTORS
Base Vectors are a set of vectors selected as a base to represent all other vectors.

Resolution of a position vector into rectangular components:

Magnitude of a Vector:
MULTIPLICATION OF TWO VECTORS
Scalar or Dot Product of Two Vectors:
The scalar or dot product of two vectors is equal to the product of their magnitudes and the cosine of the smaller angle
between them.
It is denoted • (dot)
→A • →B= | →A|| →B| cos θ= AB cos θ
cos θ= →A • →B/AB
• The scalar or dot product of two vectors is a scalar.
• W= →F • →s

Properties of Scalar or Dot Product:


i. Scalar product is commutative, i.e. A • B=B • A
ii. Scalar product is distributive, i.e. A • (B+C)=A • B+A • C
iii. Scalar product of two perpendicular vectors is zero. A • B=AB cos 90=0
iv. Scalar product of two parallel vectors is equal to the product of their magnitudes, A • B= AB cos 0=AB
v. Scalar product of a vector with itself is equal to the square of its magnitude, A • A= AA cos 0=A ²
vi. Scalar product of orthogonal unit vectors:

vii. Scalar product in cartesian coordinates:


Cross Product of Two Vectors:
The vector product of two vectors is equal to the product of their magnitudes and the sine of the smaller angle between them.
It is denoted by x (cross).
The direction of unit vector n can be obtained from right hand thumb rule.
If fingers of the right hand are curled from A to B through
smaller angle between them, the thumb will represent the
direction of Vector (A x B).

Properties of Cross Product:


i. Vector product is not commutative, i.e. →A x →B ≠ →B x →A
ii. Vector product is distributive, i.e. →A x (→B x →C)=(→A x →B)+(→A x →C)
iii. Vector product two parallel vectors is zero, i.e. →A x →B= AB sin 0=0
iv. Vector product of any vector with itself is zero, i.e. →A x →A= AA sin 0= →0
v. The vector or cross product of two vectors is also a vector. Eg: Angular Moment, →L= →r x →p
PROJECTILE MOTION
A body thrown with an initial velocity and then allowed to move under the action of gravity alone, is known as a projectile.

If we observe the path of a projectile, we find that the projectile moves in a path that resembles that of a parabola. Such a
motion is called Projectile Motion.

Examples of Projectile Motion:


 A javelin or a shot put thrown by an athlete.
 Motion of a ball hit by a cricket bat
Angle of a Projection: The angle between initial direction of projection and horizontal direction through the point of
projection is called the angle of projection.

Velocity of a Projection: The velocity with which a body is projected is known as the velocity of a projection.

Trajectory: The path described by the projectile is called trajectory.

Range: Horizontal distance between point of projection and point where it hits the ground is called Range.
R=u ² sin 2θ/g
Rmax= u ²/g

Time of Flight: The total time taken by the projectile from the initial point to the final point when it touches the ground.
T=2u sinθ/g

Maximum Height: The max vertical displacement produced by the projectile.


H=u ² sin ² θ/2g
UNIFORM CIRCULAR MOTION
The movement of a body following a circular path is called circular motion. Now, the motion of a body moving with constant speed
along the circular path is called Uniform Circular Motion. Hence, the speed is constant but velocity changes.

If a particle is moving in a circle, it must have some acceleration acting towards the center which is making it move around the
center. We call this acceleration Centripetal Acceleration and the force acting towards the center is called Centripetal Force.
In the case of uniform circular motion the acceleration is defined as,
a= v ²/r= ω ²/r

If the mass of the particle is m, we can say from second law of motion that,
F=ma
mv ²/r=mω ²/r
THANK YOU

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