[go: up one dir, main page]
More Web Proxy on the site http://driver.im/

Presentation is loading. Please wait.

Presentation is loading. Please wait.

Chapter 3 Vectors and Two-Dimensional Motion. Vector vs. Scalar A vector quantity has both magnitude (size) and direction A scalar is completely specified.

Similar presentations


Presentation on theme: "Chapter 3 Vectors and Two-Dimensional Motion. Vector vs. Scalar A vector quantity has both magnitude (size) and direction A scalar is completely specified."— Presentation transcript:

1 Chapter 3 Vectors and Two-Dimensional Motion Chapter 3 Vectors and Two-Dimensional Motion

2 Vector vs. Scalar A vector quantity has both magnitude (size) and direction A scalar is completely specified by only a magnitude (size) When handwritten, use an arrow: When printed, will be in bold print with an arrow: When dealing with just the magnitude of a vector in print, an italic letter will be used: A Vector vs.

3 Properties of Vectors Equality of Two Vectors Two vectors are equal if they have the same magnitude (and units!) and the same direction Movement of vectors in a diagram Any vector can be moved parallel to itself without being affected Relevant for vector algebra (like subtracting vectors) Properties of Vectors Equality of Two Vectors Two vectors are equal if they have the same magnitude (and units!) and the same direction Movement of vectors in a diagram Any vector can be moved parallel to itself without being affected Relevant for vector algebra (like subtracting vectors)

4 More Properties of Vectors Negative Vectors Two vectors are negative if they have the same magnitude but are 180° apart (opposite directions) Resultant Vector The resultant vector is the sum of a given set of vectors More Properties of Vectors Negative Vectors Two vectors are negative if they have the same magnitude but are 180° apart (opposite directions) Resultant Vector The resultant vector is the sum of a given set of vectors

5 Graphically Adding Vectors Draw the vectors “tip-to-tail” The resultant is drawn from the origin of to the end of the last vector Measure the length of and its angle Use the scale factor to convert length to actual magnitude Graphically Adding Vectors Draw the vectors tip-to-tail The resultant is drawn from the origin of to the end of the last vector Measure the length of and its angle Use the scale factor to convert length to actual magnitude

6 Adding Many Vectors When you have many vectors, just keep repeating the process until all are included The resultant is still drawn from the origin of the first vector to the end of the last vector Adding Many Vectors When you have many vectors, just keep repeating the process until all are included The resultant is still drawn from the origin of the first vector to the end of the last vector

7 Notes about Vector Addition Vectors obey the Commutative Law of Addition The order in which the vectors are added doesn’t affect the result Notes about Vector Addition Vectors obey the Commutative Law of Addition The order in which the vectors are added doesn’t affect the result

8 Vector Subtraction Special case of vector addition Add the negative of the subtracted vector Continue with standard vector addition procedure Vector Subtraction Special case of vector addition Add the negative of the subtracted vector Continue with standard vector addition procedure

9 Multiplying or Dividing a Vector by a Scalar The result of the multiplication or division is a vector The magnitude of the vector is multiplied or divided by the scalar (in this sense, “scalar” is a scale factor) If scalar is positive, the direction of the result is the same as the original vector If scalar is negative, the direction of the result is opposite of the original vector Multiplying or Dividing a Vector by a Scalar The result of the multiplication or division is a vector The magnitude of the vector is multiplied or divided by the scalar (in this sense, scalar is a scale factor) If scalar is positive, the direction of the result is the same as the original vector If scalar is negative, the direction of the result is opposite of the original vector

10 Components of a Vector A component is a part It is useful to use rectangular components These are the projections of the vector along the x- and y-axes Components of a Vector A component is a part It is useful to use rectangular components These are the projections of the vector along the x- and y-axes

11 Components of a Vector, cont. The x-component of a vector is the projection along the x-axis The y-component of a vector is the projection along the y-axis Then, Components of a Vector, cont.

12 More About Components The components are the legs of the right triangle whose hypotenuse is May still have to find  with respect to the positive x-axis IMPORTANT: The value will be correct only if the angle lies in the first or fourth quadrant In the second or third quadrant, add 180° More About Components The components are the legs of the right triangle whose hypotenuse is May still have to find  with respect to the positive x-axis IMPORTANT: The value will be correct only if the angle lies in the first or fourth quadrant In the second or third quadrant, add 180°

13 Adding Vectors Algebraically Choose a coordinate system and sketch the vectors Find the x- and y-components of all the vectors Add all the x-components This gives R x : Adding Vectors Algebraically Choose a coordinate system and sketch the vectors Find the x- and y-components of all the vectors Add all the x-components This gives R x :

14 Adding Vectors Algebraically, cont. Add all the y-components This gives R y : Use the Pythagorean Theorem to find the magnitude of the resultant: Use the inverse tangent function to find the direction of R: Adding Vectors Algebraically, cont.

15 Example 1. Find the components for a 100 m displacement A of the flying superhero 2. Suppose our hero leaps in the opposite direction. Find the displacement vector B if B x =-25.0 m and B y = 10.0 m. Example 1. Find the components for a 100 m displacement A of the flying superhero 2.

16 2D Displacement The position of an object is described by its position vector, The displacement of the object is defined as the change in its position 2D Displacement The position of an object is described by its position vector, The displacement of the object is defined as the change in its position

17 Velocity The average velocity is the ratio of the displacement to the time interval for the displacement The instantaneous velocity is the limit of the average velocity as ∆t approaches zero The direction of the instantaneous velocity is along a line that is tangent to the path in the direction of motion Velocity The average velocity is the ratio of the displacement to the time interval for the displacement The instantaneous velocity is the limit of the average velocity as ∆t approaches zero The direction of the instantaneous velocity is along a line that is tangent to the path in the direction of motion

18 Acceleration The average acceleration is defined as the rate at which the velocity changes The instantaneous acceleration is the limit of the average acceleration as ∆t approaches zero Acceleration can result from change in speed or change in direction Acceleration The average acceleration is defined as the rate at which the velocity changes The instantaneous acceleration is the limit of the average acceleration as ∆t approaches zero Acceleration can result from change in speed or change in direction

19 Projectile Motion An object may move in both the x and y directions simultaneously It moves in two dimensions The form of two dimensional motion we will deal with is called projectile motion We may ignore air friction We may ignore the rotation of the earth With these assumptions, an object in projectile motion will follow a parabolic path Projectile Motion An object may move in both the x and y directions simultaneously It moves in two dimensions The form of two dimensional motion we will deal with is called projectile motion We may ignore air friction We may ignore the rotation of the earth With these assumptions, an object in projectile motion will follow a parabolic path

20 Projectile Motion Projectile Motion

21 Projectile Motion at Various Initial Angles Complementary values of the initial angle result in the same range The heights will be different The maximum range occurs at a projection angle of 45 o Projectile Motion at Various Initial Angles Complementary values of the initial angle result in the same range The heights will be different The maximum range occurs at a projection angle of 45 o

22 Velocity of the Projectile The velocity of the projectile at any point of its motion is the vector sum of its x and y components at that point Remember to be careful about the angle’s quadrant Velocity of the Projectile The velocity of the projectile at any point of its motion is the vector sum of its x and y components at that point Remember to be careful about the angle’s quadrant

23 Quick Quiz Suppose you are carrying a ball and running at constant speed. You want to throw the ball up and catch it as it comes back down. Should you a) Throw the ball at an angle of 45 o above the horizontal and maintain constant speed, b) Throw the ball straight up and slow down to catch it, or c) Throw the ball straight up and maintain the same speed? Quick Quiz Suppose you are carrying a ball and running at constant speed.

24 Example Projectile Motion Example Projectile Motion

25 More Challenging More Challenging

26 Rocket Problem A rocket is dropped with thrusters that accelerate it in the x- direction at 20.0 m/s 2. It maintains its horizontal orientation. After falling 1.00 km, find a) its y-speed, b) its x-speed, and c) its vector velocity. Rocket Problem A rocket is dropped with thrusters that accelerate it in the x- direction at 20.0 m/s 2.

27 Relative Velocity Relative velocity is about relating the measurements of two different observers It may be useful to use a moving frame of reference instead of a stationary one It is important to specify the frame of reference, since the motion may be different in different frames of reference There are no specific equations to learn to solve relative velocity problems Relative Velocity Relative velocity is about relating the measurements of two different observers It may be useful to use a moving frame of reference instead of a stationary one It is important to specify the frame of reference, since the motion may be different in different frames of reference There are no specific equations to learn to solve relative velocity problems

28 Relative Position The position of car A relative to car B is given by the vector subtraction equation Relative Position The position of car A relative to car B is given by the vector subtraction equation

29 Relative Velocity Equations The rate of change of the displacements gives the relationship for the velocities Relative Velocity Equations The rate of change of the displacements gives the relationship for the velocities


Download ppt "Chapter 3 Vectors and Two-Dimensional Motion. Vector vs. Scalar A vector quantity has both magnitude (size) and direction A scalar is completely specified."

Similar presentations


Ads by Google