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Kinematics: Motion of A Particle in One and Two Dimensions
Kinematics: Motion of A Particle in One and Two Dimensions
∆v v f − v i
aavg = =
∆t ∆t
and the instantaneous acceleration (or simply
acceleration) is the derivative of the velocity with
respect to time:
∆v d v d 2 x
a = lim = = 2
∆t →0 ∆t dt dt
4
Motion under Constant Acceleration
Kinematic Equations
v f = vi + a t where a is constant, and ti = 0
= (v i + v f ) = v i + a t
1 1
v avg
2 2
x f = x i + aavg t
1 2
= xi + vi t + a t
2
v 2f = v i2 + 2a ∆x
5
Graphical Representation:
6
The position, velocity and acceleration of
an object moving along x axis varies with
time
7
EXAMPLE 1
Spotting a police car, you brake a Porsche from a speed
of 100 km/h to a speed of 80.0 km/h during a
displacement of 88.0 m, at a constant acceleration.
(a) What is that acceleration?
SOLUTION: solve for a
v 2 − v0 (22.22 m / s) 2 − (27.78 m / s) 2
2
a= =
2 (x − x 0 ) 2 (88.0 m)
= − 1.58 m / s 2
The negative sign means that the car is decelerating
(i.e. the velocity is reducing as a function of time).
8
(b) How much time is required for the given decrease in
speed?
v − v 22.22 m / s − 27.78 m / s
t= 0
=
a − 1.58 m / s
= 3.519 s
9
Free-Fall Acceleration
The free-fall acceleration near Earth's surface is
a = - g = - 9.8 m/s2, and the magnitude of the
acceleration is g = 9.8 m/s2.
10
EXAMPLE 2
In the figure, a pitcher tosses a baseball
up along the y axis, with an initial speed
of 12 m/s.
v − v0 0 − 12 m / s
t= = = 1.2 s
a − 9.8 m / s 2
11
b) What is the ball's maximum height above its release
point?
SOLUTION: We can take the ball's release point to be
y0 = 0. Set y - y0 = y and v = 0 (at the maximum
height), and solve for y. We get
v 2 − v0 0 − (12 m / s) 2
2
y= = = 7.3 m
2a 2 (− 9.8 m / s )
2
dv
from a = ,
dt tf
one gets vf = vi + ∫ a d t = vi + at
0
dx
from v = ,
dt
tf tf
14
Cartesian and polar coordinate systems
15
Vector addition and subtraction
Two vectors are equal if they have the
same magnitude and the same direction.
If A = B, they point along parallel lines. All
of the vectors shown are equal.
Adding/Subtracting Vectors Graphically
16
Adding/Subtracting Vectors Algebraically (component method)
A component is a projection of a vector
along an axis.
Any vector can be completely described
by its components.
It is useful to use rectangular
components.
These are the projections of the vector
along the x- and y-axes.
=
A Ax ˆi + Ay ˆj The symbols î , ĵ, and k̂ represent unit vectors, where
ˆi= ˆj= kˆ= 1 and Ax = A cosθ ; Ay = A sinθ
Then, R= A + B ( ) (
R = Ax ˆi + Ay ˆj + Bx ˆi + By ˆj )
R = ( Ax + Bx ) ˆi + ( Ay + By ) ˆj
=
R Rx ˆi + Ry ˆj 17
“Dot” and “Cross” products of vectors*
A • B = A B cos θ
= Ax Bx + Ay B y + Az Bz B
“Dot” product results in a scalar! B sin θ A
θ
B cosθ
| A × B |= A B sin θ
i j k
A × B = Ax Ay Az
Bx By Bz
= (Ay Bz − Az B y )i + ( Az Bx − Ax Bz )j + (Ax B y − Ay Bx )k
2
vi sin θ
2 2
=
2g
and the horizontal range R is R = v xi (2t A ) = (vi cos θ )(2vi sin θ / g )
= vi2 sin 2θ / g 21
EXAMPLE 2. A Bull’s Eye Every Time
A projectile is fired at a target in such a way that it leaves the gun at
the same time the target is dropped from rest. Show that the if the gun
is aimed at the target initially, the projectile will hit the falling target.
= (viP sin θ )t − 12 gt 2
The x coordinate at time t is
xP = xiP + v yiPt = 0 + (viP cos θ )t
⇒ t = xiP / viP cos θ
So, one has (3), Py = (viP sin θ )( x P / viP cos θ ) − 1
2
gt 2
= x P tan θ − 1
2
gt 2