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Script.2 Dimensional Motion 21221224312
Script.2 Dimensional Motion 21221224312
Script.2 Dimensional Motion 21221224312
Two-dimensional motion is a type of motion of an object projected into the air and is under the
influence of the force of gravity alone. A two-dimensional motion has a vertical and a horizontal
component that exists in the path of motion. Consider a ball projected into the air
Motion not confined to a plane, such as a car following a winding mountain road, is described by
three-dimensional kinematics. Both two- and three-dimensional kinematics are simple extensions of
the one-dimensional kinematics developed for straight-line motion in the previous chapter
Extending things from 1 dimension In 1 dimension, we wrote down some general equations relating
velocity to displacement, and relating acceleration to the change in velocity. We also wrote down the
four equations that apply in the special case where the acceleration is constant. We're going to do the
same thing in 2 dimensions, and the equations will look similar; this shouldn't be surprising because,
as we will see, a two (or three) dimensional problem can always be broken down into two (or three)
1-dimensional problems.
When we're dealing with more than 1 dimension (and we'll focus on 2D, but we could use these same
equations for 3D), the position is represented by the vector r. The velocity will still be represented by
v and the acceleration by a. In general, the average velocity will be given by:
The instantaneous velocity is given by a similar formula, with the condition that a
very small time interval is used to measure the displacement.
When the acceleration is constant, we can write out four equations relating the
displacement, initial velocity, velocity, acceleration, and time for each dimension.
Like the 1D equations, these apply under the following conditions:
1. the acceleration is constant
2. the motion is measured from t = 0
3. the equations are vector equations, but the variables are not normally written
in bold letters. The fact that they are vectors comes in, however, with positive
and negative signs.
If we focus on two dimensions, we get four equations for the x direction and four
more for the y direction. The four x equations involve only the x-components, while
the four y equations involve only the y-components
One thing to notice is that the time, t, is the only thing that doesn't involve an x or a
y. This is because everything else is a vector (or a component of a vector, if you'd
rather look at it that way), but time is a scalar. Time is the one thing that can be used
directly in both the x and y equations; everything else (displacement, velocity, and
acceleration) has to be split into components.
This is important!
Something that probably can't be emphasized enough is that even though an object
may travel in a two-dimensional path (often following a parabola, in the standard
case of an object moving under the influence of gravity alone), the motion can
always be reduced to two independent one-dimensional motions. The x motion
takes place as if the y motion isn't happening, and the y motion takes place
independent of whatever is happening in the x direction.
One good example of this is the case of two objects (e.g., baseballs) which are
released at the same time. One is dropped so it falls straight down; the other is
thrown horizontally. As long as they start at the same height, both objects will hit the
ground at the same time, no matter how fast the second one is thrown.
So, remember that we're often analyzing ideal cases, especially this early in the
semester. In reality, things might be a little different because of factors we're
neglecting at the moment.
An example
Probably the simplest way to see how to apply these constant acceleration equations
is to work through a sample problem. Let's say you're on top of a cliff, which drops
vertically 150 m to a flat valley below. You throw a ball off the cliff, launching it at
8.40 m/s at an angle of 20° above the horizontal.
(a) How long does it take to reach the ground?
(b) How far is it from the base of the cliff to the point of impact?
Then set up a table to keep track of everything you know. It's important to pick an
origin, and to choose a coordinate system showing positive directions. In this case,
the origin was chosen to be the base of the cliff, with +x being right and +y being up.
You don't have to choose the origin or the positive directions this way. Pick others if
you'd like, and stick with them (an origin at the top of the cliff, and/or positive y-
direction down would be two possible changes).
Now that everything's neatly organized, think about what can be used to calculate
what. You know plenty of y-information, so we can use that to find the time it takes
to reach the ground. One way to do this (definitely not the only way) is to do it in
two steps, first calculating the final velocity using the equation:
This gives vy2 = 2.8732 + 2 (-9.8) (-150) = 2948.3 m2 / s2 . Taking the square root gives:
vy = +/- 54.30 m/s.
Remember that the square root can be positive or negative. In this case it's negative,
because the y-component of the velocity will be directed down when the ball hits the
ground.
So, -54.30 = 2.873 - 9.8 t, which gives t = 5.834 seconds. Rounding off, the ball was in
the air for 5.83 s.
We can use this time for part (b), to get the distance traveled in the x-direction
during the course of its flight. The best equation to use is:
So, from the base of the cliff to the point of impact is 46.0 m.
At some point in its flight, the ball in the example above returned to the level of the
top of the cliff (you threw it from the top of the cliff, it went up, and on its way down
it passed through a point the same height off the ground as the top of the cliff). What
was the ball's velocity when it passed this height? Its speed will be the same as the
initial speed, 8.40 m/s, and its angle will be the same as the launch angle, only
measured below the horizontal.
This is not just true of the initial height. At every height the ball passes through on
the way up, there is a mirror-image point (at the same height, with the same speed,
and the same angle, just down rather than up) on the downward part of the path.
IN SIMPLE EXPLANATION:
In two-dimensional projectile motion, such as that of a football or other thrown object, there
is both a vertical and a horizontal component to the motion. Projectile Motion: Throwing a rock
or kicking a ball generally produces a projectile pattern of motion that has both a vertical and a
horizontal component