Chapter 3: Motion in 2 or 3 Dimensions: 1 Position, Velocity, and Acceleration Vectors

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Chapter 3: Motion In 2 or 3 Dimensions

Position, Velocity, and Acceleration Vectors

~r = xi + yj + z k
~vav =

~r2 ~r1
~r
=
t2 t1
t

~r
d~r
=
t0 t
dt

~v = lim
vx =

dx
dt

~aav =

t0

dy
dt

vz =

dz
dt

~v2 ~v1
~v
=
t2 t1
t

~a = lim
ax =

vy =

~v
d~v
=
t
dt

dvx
dt

ay =

dvy
dt

az =

dvz
dt

Projectile Motion

x = (v0 cos0 )t
1
y = (v0 sin0 )t gt2
2
vx = v0 cos0
vy = v0 sin0 gt

tP =
h=
R=

v0 sin
(Derived Time at Peak)
g
v02 sin2
(Derived Max Height)
2g

v02 sin2
(Range Equation)
g

Uniform and Nonuniform Circular Motion

arad =

v2
R

arad =

4 2 R
T2

Relative Velocity

~vP/A = ~vP/B + ~vB/A

#19

T final

T initial

#23

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