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Matter & Interactions Chapter 1 Solutions

1 Chapter 1: Interactions and Motion

Q01:
Solution:
Reasons 1, 3, and 4 are true. Reason 2 is irrelevant. Reason 5 is correct only if one assumes that the spaceship is indeed
effectively infinitely far away from all other sources of gravitational attraction and is thus really only an approximation,
but a very good approximation.

Q05:
Solution:
Statements 1 and 5 are correct. Statements 2, 3, and 4 are incorrect.

AL
Q09:
Solution:

RI
Here is a qualitative description of the diagram. During the first 4 minutes, the dots are evenly spaced since the car’s
speed is constant. During the next 4 minutes, the dots are successively farther apart since the car’s speed increases

TE
during each minute. During the next 4 minutes, the dots are evenly spaced (approximately twice as far apart as during
the first 4 minutes) since the car’s speed is now constant once again (but a different constant than before). During the
last 4 minutes, the dots are successively closer together since the car’s speed is decreasing. The dots must get closer
MA
together faster than they got farther apart when the car first accelerated because the speed is decreasing at a greater
rate than it increased before.
D

P15:
TE

Solution:
Extract components by counting gridlines.
GH

(a) #
a = h−4, −3, 0i
#
(b) b = h−4, −3, 0i
RI

#
(c) The statement is true. #
a and b have the same components, so the two vectors must be equivalent.
PY

(d) #
c = h4, 3, 0i
(e) The statement is true. Each component of # c is the opposite of the corresponding component of #
a so the actual
CO

vectors are opposites.


#
(f) d = h−3, 4, 0i
#
(g) The statement is false because corresponding components of #
c and d are not opposites.

P21:
Solution:
The concept of writing a vector as a magnitude multiplying a direction is important and will appear many times in later

1
Matter & Interactions Chapter 1 Solutions

chapters. It also forces you to think about each part, magnitude and direction, individually.
#
a = | #
a| · b
a
q
2 2 2
| #
a | = (400 m/s2 ) + (200 m/s2 ) + (−100 m/s2 )
| #
a | = 458.3 m/s2
#
a
a = #
|a|
b

h400, 200, −100i m/s2


=
458.3 m/s2
∴ #
a = 458.3 m/s2 h0.873, 0.436, −0.218i

P23:
Solution:

(a)
−10 −10 −10
D E
#
r = 3 × 10 , −3 × 10 , 8 × 10 m

(b)
r 2  2  2
| #
r| = 3 × 10−10 + −3 × 10−10 + 8 × 10−10 m
−10
= 9.1 × 10 m

(c)
#
r
rb = #
|r|
−10 −10 −10
D E
3 × 10 , −3 × 10 , 8 × 10 m
= −10
9.1 × 10 m
= h0.33, −0.33, 0.88i

P27:
Solution:
A helpful hint is to remember that the notation #
r AB is the position of A relative to B, which is equivalent to saying stand
at B and tell me how to get to A. Then you have simply # r AB = # r B , with the subtraction done in the order in
r A − #
which the indices appear.

(a)
#
r planet,star = #
r planet − #
r star
10 10 10 10 10 10
D E D E
= −4 × 10 , −9 × 10 , 6 × 10 m − 6 × 10 , 8 × 10 , 6 × 10 m
10 10
D E
= −10 × 10 , −17 × 10 , 0 m

2
Matter & Interactions Chapter 1 Solutions

(b)
#
r star,planet = − #
r planet,star
10 10
D E
= 10 × 10 , 17 × 10 , 0 m

P31:
Solution:

(a)

# ∆ #
r
v avg =
∆t
#
r − #ri
= f
∆t
h−0.202, 0.054, 0.098i m − h0.2, −0.05, 0.1i m
=
2 × 10−6 s
h−0.402, 0.104, −0.002i m
=
2 × 10−6 s
5 4 3
D E
= −2.01 × 10 , 5.2 × 10 , −1 × 10 m/s

(b) Average speed is not always equal to the magnitude of average velocity unless the motion is linear. We can proceed
with this assumption.
r 2  2  2
−2.01 × 105 + 5.2 × 104 + −1 × 103 m/s
#
v =
avg

5
= 2.08 × 10 m/s

P35:
Solution:

3 3 3
D E
#
r i = −3 × 10 , −4 × 10 , 8 × 10 m
3 3 3
D E
#
r f = −1.4 × 10 , −6.2 × 10 , 9.7 × 10 m
ti = 18.4 s
tf = 21.4 s
∆t = 21.4 s − 18.4 s
= 3.0 s

3
Matter & Interactions Chapter 1 Solutions

# ∆ #
r
v avg =
∆t
#
r f − #
ri
=
D ∆t 3 3 3
E D 3 3 3
E
−1.4 × 10 , −6.2 × 10 , 9.7 × 10 m − −3 × 10 , −4 × 10 , 8 × 10 m
=
D 3 3 3
E 3s
1.6 × 10 , −2.2 × 10 , 1.7 × 10 m
=
3s

2 2 2
D E
= 5.33 × 10 , −7.33 × 10 , 5.67 × 10 m

P39:
Solution:

(a)
#
r i = h0.02, 0.04, −0.06i m
#
r f = h0.02, 1.84, −0.86i m
−6
∆t = 2 × 10 s

# ∆ #
r
v avg =
∆t
#
r f − #
ri
=
∆t
h0.02, 1.84, −0.86i m − h0.02, 0.04, −0.06i m
=
2 × 10−6 s
h0, 1.8, −0.8i m
=
2 × 10−6 s
5 5
D E
= 0, 9 × 10 , −4 × 10 m/s

−6
(b) Now, for this time interval of 5 × 10 s, the initial position of the electron is its position at the end of the previous
−6
2 × 10 s interval.
#
r i = h0.02, 1.84, −0.86i m
−6
∆t = 5 × 10 s
5 5
D E
#
v = 0, 9 × 10 , −4 × 10 m/s

4
Matter & Interactions Chapter 1 Solutions

#
r f = #
r i + #
v ∆t
5 5 −6
D E  
= h0.02, 1.84, −0.86i m + 0, 9 × 10 , −4 × 10 m/s 5 × 10 s
= h0.02, 1.84, −0.86i m + h0, 4.5, −2i m
= h0.02, 6.34, −2.86i m

−6 −6 −6
Another way to solve it is to consider the total time interval of 2 × 10 s + 5 × 10 s = 7 × 10 s. In this case, #
ri
−6
is the electron’s position at the beginning of the 2 × 10 s interval.
#
r i = h0.02, 0.04, −0.06i m
−6
∆t = 5 × 10 s
5 5 −6
D E  
#
r f = h0.02, 0.04, −0.06i m + 0, 9 × 10 , −4 × 10 m/s 7 × 10 s
= h0.02, 0.04, −0.06i m + h0, 6.3, −2.8i m
= h0.02, 6.34, −2.86i m

−6
which agrees with the same answer obtained using the 5 × 10 s time interval.

P43:
Solution:

(a)

# ∆ #r
v avg AB =
∆t
#
r − # rA
= B
∆t
h22.3, 26.1, 0i m − h0, 0, 0i
=
1.0 s − 0.0 s
= h22.3, 26.1, 0i m/s

(b) From t = 1.0 s to t = 2.0 s, assuming it travels with a constant velocity of h22.3, 26.1, 0i m/s,
#
r f = #
r i + #
v avg ∆t
= h22.3, 26.1, 0i m + (h22.3, 26.1, 0i m/s) (2.0 s − 1.0 s)
= h22.3, 26.1, 0i m + h22.3, 26.1, 0i m
= h44.6, 52.2, 0i m

(c) #
r at point C is h40.1, 38.1, 0i m which is not the same as what we predicted. We assumed constant velocity when
making our prediction; however, in reality the velocity was not constant, but was decreasing in both the x and y
directions. An approximation of constant velocity is only valid for small time intervals. For this projectile, ∆t = 1.0 s
was not a small enough time interval to reasonably assume constant velocity.

5
Matter & Interactions Chapter 1 Solutions

P49:
Solution:

#
p = h4, −5, 2i kg · m/s
q
2 2 2
| #
p | = (4) + (−5) + (2) kg · m/s
= 6.7 kg · m/s

P53:
Solution:
It helps to sketch the velocity vector for the basketball before and after it hits the floor.

#⌫
vf
vf y 30

vix 60

60 vf x
30
viy #⌫
vi
The angle of the vector with the +y axis is 30 ◦ , and the angle with the +x axis is 60 ◦ . The vector’s components can be
easily calculated using the cosine of each of these angles. Thus

# v i | cos (60 ◦ ) = 2.5 m/s


v ix = | #
#
v iy = − | #v i | cos (30 ◦ ) = −4.33 m/s

After the ball bounces, vf x = vix = 2.5 m/s and vf y = −viy = +4.33 m/s. The change in velocity is

∆ #
v = #
v f − #
vi
= h2.5, 4.33, 0i m/s − h2.5, −4.33, 0i m/s
= h0, 8.66, 0i m/s

Using the low speed approximation for momentum, the change in momentum is

∆ #
p ≈ m∆ #
v
≈ (0.57 kg) (h0, 8.66, 0i m/s)
≈ h0, 4.1, 0i kg · m/s

6
Matter & Interactions Chapter 1 Solutions

P59:
Solution:

m = 0.17 kg
#
p = h0, 0, −6.3i kg · m/s
#
r f = h0, 0, −26i m
∆t = 0.4 s
#
r =?
i

Since | #
v | << c, then # v.
p ≈ m #

#
p h0, 0, −6.3i kg · m/s
#
v ≈ =
m 0.17 kg
≈ h0, 0, −37.06i m/s

In this case we want to find the initial position (i.e. the position before the 0.4 s time interval). Use the position update
equation and solve for the initial position.

#
r f = #
ri + #
v ∆t
#
r i = #
rf − #
v ∆t
= h0, 0, −26i m − (h0, 0, −37.06i m/s) (0.4 s)
= h0, 0, −11i m

Since the velocity was in the z-direction only, then the x-position and y-position did not change.

P63:
Solution:

7
Matter & Interactions Chapter 1 Solutions

−31
melectron = 9.11 × 10 kg
| #
p | = γm | #
v|
m | #
v|
=q
| #
v |2
1− c2
m (0.9999c)
=q 2
1 − (0.9999c)
c2
m (0.9999c)
=q
2
1 − (0.9999)
−31
   8

9.11 × 10 kg (0.9999) 3 × 10 m/s
= q
2
1 − (0.9999)
−20
= 1.93 × 10 kg · m/s

CP69:
Solution:

(a) This program is one possible solution to the problem.


from __future__ import d i v i s i o n
from v i s u a l import ∗

#l e n g t h o f t h e s i d e o f a cube
a=6

#r a d i u s
r =0.5

s p h e r e ( pos=(a / 2 , a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )


s p h e r e ( pos=(a / 2 , a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
s p h e r e ( pos=(a/2,−a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
s p h e r e ( pos=(−a/2,−a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
s p h e r e ( pos=(a/2,−a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
s p h e r e ( pos=(−a / 2 , a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
s p h e r e ( pos=(−a/2,−a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
s p h e r e ( pos=(−a / 2 , a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )

It produces the following screen capture.

8
Matter & Interactions Chapter 1 Solutions

(b) It is the same program as in part (a), but with one additional line of code to create the arrow.

arrow(pos=vector(−a/2,−a/2,−a/2), axis=vector(a/2,a/2,a/2)−vector(−a/2,−a/2,−a/2), color=color.cyan)

Rather than calculating the axis of the arrow by hand or trial and error, it is easiest to use VPython to subtract the
position of one sphere from the position of another sphere on the diagonally opposite side of the cube. It helps to
think “final minus initial” when you subtract positions of the spheres to get the correct axis for the arrow. (In P72,
you will learn now to name the objects so that you can easily refer to their attributes rather than retyping their
values.)
from __future__ import d i v i s i o n
from v i s u a l import ∗

#l e n g t h o f t h e s i d e o f a cube
a=6

#r a d i u s
r =0.5

s p h e r e ( pos=(a / 2 , a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )


s p h e r e ( pos=(a / 2 , a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
s p h e r e ( pos=(a/2,−a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
s p h e r e ( pos=(−a/2,−a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
s p h e r e ( pos=(a/2,−a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
s p h e r e ( pos=(−a / 2 , a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
s p h e r e ( pos=(−a/2,−a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
s p h e r e ( pos=(−a / 2 , a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )

arrow ( pos=v e c t o r (−a/2,−a/2,−a / 2 ) , a x i s=v e c t o r ( a / 2 , a / 2 , a / 2 )−v e c t o r (−a/2,−a/2,−a / 2 ) ,


c o l o r=c o l o r . cyan )

It produces the following screen capture.

9
Matter & Interactions Chapter 1 Solutions

CP75:
Solution:

(a) Examine the program below. It’s useful to define variables for the length of the side of a box, the length of an axis,
and the number of boxes along the axis. The space between boxes can be calculated from the length of the axis and
the number of boxes along the axis.
from __future__ import d i v i s i o n
from v i s u a l import ∗

#l e n g t h o f t h e a x i s
a=1

#w i d t h o f a box
w=a /100

#Number o f b o x e s on an a x i s
n=20

#x l o c a t i o n o f a box
x=−a /2

#s p a c e bet w een b o x e s
dx=a / ( n−1)

#b o x e s on x−a x i s
while x<a / 2 :
box ( pos=(x , 0 , 0 ) , s i z e =(w, w,w) , c o l o r=c o l o r . y e l l o w )
x=x+dx

#y l o c a t i o n o f a box
y=−a /2

10
Matter & Interactions Chapter 1 Solutions

#s p a c e bet w een b o x e s
dy=dx

#b o x e s on y−a x i s
while y<a / 2 :
box ( pos =(0 ,y , 0 ) , s i z e =(w, w,w) , c o l o r=c o l o r . magenta )
y=y+dy

#z l o c a t i o n o f a box
z=−a /2

#s p a c e bet w een b o x e s
dz=dx

#b o x e s on z−a x i s
while z<a / 2 :
box ( pos =(0 ,0 , z ) , s i z e =(w, w,w) , c o l o r=c o l o r . cyan )
z=z+dz

The output is shown below.

(b) There are many ways to solve this problem. In the sample program below, we draw n boxes on an axis. So for three
axes, our while loop requires 3n iterations. Using an if statement, we check to see how many boxes have been
drawn, and we use this value to determine the axis on which we will draw the next box. It’s important to reset the
value of x for the position of the first box whenever starting a new axis.
from __future__ import d i v i s i o n
from v i s u a l import ∗

#l e n g t h o f t h e a x i s
a=1

#w i d t h o f a box
w=a /100

11
Matter & Interactions Chapter 1 Solutions

#Number o f b o x e s on an a x i s
n=20

#x l o c a t i o n o f a box
x=−a /2

#s p a c e be tween b o x e s
dx=a / ( n−1)

#There i s a t o t a l o f 3∗n b o x e s .
#A f t e r n b o x e s on t h e x−a x i s , t h e n c r e a t e b o x e s on t h e y−a x i s .
#A f t e r a n o t h e r n b o x e s on t h e y−a x i s , t h e n c r e a t e b o x e s on t h e z−a x i s
boxnum=1
while boxnum<3∗n+1:
#x a x i s
if ( boxnum<n+1) :
box ( pos=(x , 0 , 0 ) , s i z e =(w, w,w) , c o l o r=c o l o r . y e l l o w )
#y a x i s
elif ( boxnum<2∗n+1 and boxnum>n ) :
box ( pos =(0 ,x , 0 ) , s i z e =(w, w,w) , c o l o r=c o l o r . magenta )
#z a x i s
else :
box ( pos =(0 ,0 , x ) , s i z e =(w, w,w) , c o l o r=c o l o r . cyan )
#have t o r e s e t t h e v a l u e o f x t o −a /2 when s t a r t i n g a new a x i s
if ( boxnum==n or boxnum==2∗n ) :
x=−a /2

x=x+dx
boxnum=boxnum+1

12

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