1 / 31

Chapter 3

Chapter 3. Motion in Two or Three Dimensions. Modified by Mike Brotherton. Goals for Chapter 3. To use vectors to represent the position of a body To determine the velocity vector using the path of a body To investigate the acceleration vector of a body

hconnor
Télécharger la présentation

Chapter 3

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 3 Motion in Two or Three Dimensions Modified by Mike Brotherton

  2. Goals for Chapter 3 • To use vectors to represent the position of a body • To determine the velocity vector using the path of a body • To investigate the acceleration vector of a body • To describe the curved path of projectile • To investigate circular motion • To describe the velocity of a body as seen from different frames of reference

  3. Introduction • What determines where a Hulk-tossed tank lands? • If an undead cyclist is going around a curve at constant speed, is he accelerating? • How is the motion of a particle described by different moving observers? • Extend our description of motion to two and three dimensions.

  4. Position vector • The position vector from the origin to point P has components x, y, and z.

  5. Average velocity—Figure 3.2 • The average velocity between two points is the displacement divided by the time interval between the two points, and it has the same direction as the displacement.

  6. Instantaneous velocity • The instantaneous velocity is the instantaneous rate of change of position vector with respect to time. • The components of the instantaneous velocity are vx = dx/dt, vy = dy/dt, and vz = dz/dt. • The instantaneous velocity of a particle is always tangent to its path.

  7. Calculating average and instantaneous velocity • A rover vehicle moves on the surface of Mars. • Follow Example 3.1.

  8. Average acceleration • The average acceleration during a time interval t is defined as the velocity change during t divided by t.

  9. Instantaneous acceleration • The instantaneous acceleration is the instantaneous rate of change of the velocity with respect to time. • Any particle following a curved path is accelerating, even if it has constant speed. • The components of the instantaneous acceleration are ax = dvx/dt, ay = dvy/dt, and az = dvz/dt.

  10. Calculating average and instantaneous acceleration • Return to the Mars rover. • Follow Example 3.2.

  11. Direction of the acceleration vector • The direction of the acceleration vector depends on whether the speed is constant, increasing, or decreasing, as shown in Figure 3.12.

  12. Parallel and perpendicular components of acceleration • Return again to the Mars rover. • Follow Example 3.3.

  13. Acceleration of a skier • Conceptual Example 3.4 follows a skier moving on a ski-jump ramp. • Figure 3.14(b) shows the direction of the skier’s acceleration at various points.

  14. Projectile motion—Figure 3.15 • A projectile is any body given an initial velocity that then follows a path determined by the effects of gravity and air resistance. • Begin by neglecting resistance and the curvature and rotation of the earth.

  15. The x and y motion are separable—Figure 3.16 • The red ball is dropped at the same time that the yellow ball is fired horizontally. • The strobe marks equal time intervals. • We can analyze projectile motion as horizontal motion with constant velocity and vertical motion with constant acceleration: ax = 0and ay = g.

  16. The equations for projectile motion • If we set x0 = y0 = 0, the equations describing projectile motion are shown at the right. • The trajectory is a parabola.

  17. The effects of air resistance—Figure 3.20 • Calculations become more complicated. • Acceleration is not constant. • Effects can be very large. • Maximum height and range decrease. • Trajectory is no longer a parabola.

  18. Acceleration of a skier • Revisit the skier from Example 3.4. • Follow Conceptual Example 3.5 using Problem-Solving Strategy 3.1.

  19. A body projected horizontally • A motorcycle leaves a cliff horizontally. • Follow Example 3.6.

  20. Height and range of a projectile • A tank is tossed at an angle. • Follow Example 3.7.

  21. Maximum height and range of a projectile • What initial angle will give the maximum height and the maximum range of a projectile? • Follow Example 3.8.

  22. Different initial and final heights • The final position is below the initial position. • Follow Example 3.9 using Figure 3.25.

  23. Tranquilizing a falling monkey • Where should the zookeeper aim? • Follow Example 3.10.

  24. Uniform circular motion—Figure 3.27 • For uniform circular motion, the speed is constant and the acceleration is perpendicular to the velocity.

  25. Acceleration for uniform circular motion • For uniform circular motion, the instantaneous acceleration always points toward the center of the circle and is called the centripetal acceleration. • The magnitude of the acceleration is arad = v2/R. • The periodT is the time for one revolution, and arad = 4π2R/T2.

  26. Centripetal acceleration on a curved road • The Mach 5 has a lateral acceleration as its rounds a curve in the road. • Follow Example 3.11.

  27. Nonuniform circular motion—Figure 3.30 • If the speed varies, the motion is nonuniform circular motion. • The radial acceleration component is still arad = v2/R, but there is also a tangential acceleration component atan that is parallel to the instantaneous velocity.

  28. Relative velocity—Figures 3.31 and 3.32 • The velocity of a moving body seen by a particular observer is called the velocity relative to that observer, or simply the relative velocity. • A frame of reference is a coordinate system plus a time scale.

  29. Relative velocity in one dimension • If point P is moving relative to reference frame A, we denote the velocity of P relative to frame A as vP/A. • If P is moving relative to frame B and frame B is moving relative to frame A, then the x-velocity of P relative to frame A is vP/A-x = vP/B-x + vB/A-x.

  30. Relative velocity in two or three dimensions • We extend relative velocity to two or three dimensions by using vector addition to combine velocities. • In Figure 3.34, a passenger’s motion is viewed in the frame of the train and the cyclist.

  31. Flying in a crosswind • A crosswind affects the motion of an airplane. • Follow Examples 3.14 and 3.15. • Refer to Figures 3.35 and 3.36.

More Related