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Chapter Three
Chapter Three
Chapter three
Vectors and Two-Dimensional
Motion
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Chapter Outline
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3.1 Vectors and Their Properties
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Vectors and Their Properties
Algebraic Methods
More convenient
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Adding Vectors Graphically (Triangle or Polygon
Method)
Choose a scale
Draw the first vector with the appropriate length and in
the direction specified, with respect to a coordinate
system
Draw the next vector with the appropriate length and in
the direction specified, with respect to a coordinate
system whose origin is the end of vector A and parallel to
the coordinate system used for A
Continue drawing the vectors “head-to-tail”
The resultant is drawn from the origin of A to the end of
the last vector
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Adding Vectors Graphically (Triangle or Polygon
Method)
Measure the length of R and its
angle
Use the scale factor to convert
length to actual magnitude
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Vector Subtraction
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Multiplying or Dividing a Vector by a Scalar
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Multiplying or Dividing a Vector by a Scalar
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3.2 Components of a Vector
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Components of a Vector
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Problems
A golfer takes two putts to get his ball into the hole once
he is on the green. The first putt displaces the ball 6.00
meters east, and the second, 5.40 meters south.
Question: What displacement would have been needed
to get the ball into the hole on the first putt?
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Problems
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Problems
C
Solution
a) His resultant x (east-west) B
displacement is R
A
-3.00 + 0 + 6.00 = 3.00 blocks,
while his resultant y (north-south) A= -3x+0y
B=0x+4y
displacement is
C=6x+0y
0 + 4.00 + 0 = 4.00 blocks. Rx=Ax+Bx+Cx
His total displacement is thus 5.00 =-3+0+6=3
Ry=4
blocks at 53.1° north of east.
R=Rx+Ry = 5
b) His total distance is Ѳ = 53.1
3.00 + 4.00 + 6.00 = 13.00 blocks.
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3.3 Displacement, Velocity and Acceleration in
Two Dimensions
In two dimensions, position is denoted
by the vector
→ initial position vector
→ final position vector
Using this notation in the place of x,
we can redefine two-dimensional
displacement, velocity, and
acceleration:
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Example
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Example
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Ways an Object Might Accelerate
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3.4 Motion in Two Dimensions
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3.4 Motion in Two Dimensions
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Projectile Motion
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Rules of Projectile Motion
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Projectile Motion
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Projectile Motion
x-direction
ax = 0
v x o v o cos o v x constant
x = vxot
This is the only operative equation in the x-
direction since there is uniform velocity in that
direction
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Some Details About the Rules
y-direction
v y o v o sin o
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Some Details About the Rules
𝑣 𝑓 =𝑣𝑜+𝑎𝑡
v xo v o cos o v x constant
v y o v o sin o
ax = 0 ay = -g
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Velocity of the Projectile
Remarks:
Projectile motion is symmetrical; the time interval from the
ground to the highest point equals the time interval from
the highest point to the ground.
The velocity of the projectile at any point of its motion is
the vector sum of its x and y components at that point
1
vy
v v v
2
x
2
y and tan
vx
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Velocity of the Projectile
Remarks:
Maximum height reached by the projectile:
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Some Variations of Projectile Motion
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Non-Symmetrical Projectile Motion
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