1 / 32

Chapter Three

Chapter Three. Vectors and Two-Dimensional Motion. Scalars have only size. Vectors have both size and direction. Examples of scalars: Examples of vectors. Equality of Two Vectors Two vectors are equal if they have the same magnitude and the same direction

egil
Télécharger la présentation

Chapter Three

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Chapter Three Vectors and Two-Dimensional Motion

  2. Scalars have only size. Vectors have both size and direction Examples of scalars: Examples of vectors • Equality of Two Vectors • Two vectors are equal if they have the same magnitude and the same direction • Movement of vectors in a diagram • Any vector can be moved parallel to itself without being affected Section 3.1

  3. Distance vs Displacement 5 meters east in 2 seconds 3 meters south in 1 second The total distanced traveled is The total displacement d is Speed = d / t = v Velocity= d / t = v

  4. Vector mathematics is different than scalar mathematics Scalars are just numbers and can be added with regular math. They add up to a sum. Vectors have direction and must be drawn to scale and connected head-to-tail. They add up to a resultant. HEAD Tail Start Finish

  5. 2 miles 3 miles 4 miles Hawkeye travels 5 miles as shown before Natasha Romanov sends him back. He takes a shortcut back that saves him a mile. If the whole round trip took 1 hour, what is his a) speed? b) displacement ?

  6. Practice; 1. A runner runs 500 meters due east and 1000 meters due south. Find the distance and displacement 2. A plane travels 3000 miles from California to New York in 5 hours, stays in NY 1 hour to refuel, then flies back again. Find the average speed and average velocity for the round trip flight .

  7. When direction changes, average velocity = average speed Ex; Wilbert drives 2.0 km east in 15 minutes to make a delivery. He then goes 3.0 km west in 20 minutes to make a delivery to the other side of town. Find Wilberts’ a) average speed b) average velocity During his 35 minutes of travel

  8. Graphically Adding Vectors • draw the vectors, connecting them “head-to-tail” • The resultant is drawn from the origin of the first vector to the end of the last vector • Measure the length of the resultant and its angle • Use the scale factor to convert length to actual magnitude Section 3.1

  9. Notes about Vector Addition • Vectors obey the Commutative Law of Addition • The order in which the vectors are added doesn’t affect the result Section 3.1

  10. Graphically Adding Vectors, cont. • When you have many vectors, just keep repeating the “tip-to-tail” process until all are included • The resultant is still drawn from the origin of the first vector to the end of the last vector Section 3.1

  11. Relative Velocity, Example • Need velocities • Boat relative to river • River relative to the Earth • Boat with respect to the Earth (observer) • Equation

  12. 100 m  V boat = 2 m/s Vriver = 5 m/s A boat tries to cross a 100 m wide river. The boat’s engine can move it at 2 m/s and the river flows at 5 m/s. Find the resultant velocity, trajectory displacement a of the boat and time to cross the river.

  13. Components of a Vector • It is useful to use rectangular components to add vectors • These are the projections of the vector along the x- and y-axes Section 3.2

  14. 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, Section 3.2

  15. Projectile Motion Section 3.4

  16. Some Variations of Projectile Motion • An object may be fired horizontally • The initial velocity is all in the x-direction • vo = vx and vy = 0 • All the general rules of projectile motion apply Section 3.4

  17. Projectile problem 1 A projectile is fired straight off of a 100 m high cliff at 50 m/s. Find • the time it takes to hit the ground b) the horizontal distance it will travel c) The velocity when it hits the ground. • Use d y = viyt + ½ ayt2 • Use Vx = dx/t • Use for Vyf: Vf = Vi + at Then add head to tail with Pythagorean theorem to find the total V final

  18. Projectile problem 2 A ball is hit at a 36º angle upward and leaves the bat at 25 m/s. Find • the initial horizontal speed b) the initial vertical speed c) the time it takes to hit the ground • the height it will travel e) the horizontal distance it will travel • Use Vx = 25 Cos36 b) Use Vy = 25 sin 36 c) Use Vfy = 0 = Viy +at d) Use dy = 0 + ½ at2 e) Use dx = Vxt

  19. Hints for 2D projectile problems • Separate given data into x and y. • Finding time in the air is a good first step. Find an equation with t and the things you are given. • ay is always 9.8 m/s2. • Sometimes Vx =0 or Vy = 0. • Vy always equals zero at the top of a parabola.

  20. 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 an important special case called projectile motion Section 3.4

  21. Assumptions of 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 Section 3.4

  22. Rules of Projectile Motion • The x- and y-directions of motion are completely independent of each other • The x-direction is uniform motion • ax = 0 • The y-direction is free fall • ay = -g • The initial velocity can be broken down into its x- and y-components Section 3.4

  23. 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 45o Section 3.4

  24. Non-Symmetrical Projectile Motion • Follow the general rules for projectile motion • Break the y-direction into parts • up and down • symmetrical back to initial height and then the rest of the height Section 3.4

  25. Special Equations • The motion equations can be combined algebraically and solved for the range and maximum height Section 3.4

  26. 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 Section 3.5

  27. Relative Velocity Notation • The pattern of subscripts can be useful in solving relative velocity problems • Assume the following notation: • E is an observer, stationary with respect to the earth • A and B are two moving cars Section 3.5

  28. Relative Position Equations • is the position of car A as measured by E • is the position of car B as measured by E • is the position of car A as measured by car B Section 3.5

  29. Relative Position • The position of car A relative to car B is given by the vector subtraction equation Section 3.5

  30. Relative Velocity Equations • The rate of change of the displacements gives the relationship for the velocities Section 3.5

  31. Problem-Solving Strategy: Relative Velocity • Label all the objects with a descriptive letter • Look for phrases such as “velocity of A relative to B” • Write the velocity variables with appropriate notation • If there is something not explicitly noted as being relative to something else, it is probably relative to the earth Section 3.5

  32. Problem-Solving Strategy: Relative Velocity, cont • Take the velocities and put them into an equation • Keep the subscripts in an order analogous to the standard equation • Solve for the unknown(s) Section 3.5

More Related