Chapter 3

The Giancoli onLine Tutor

Kinematics in Two Dimensions; Vectors

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In this chapter we move from one dimension to two dimensions. The mathematical language for handling multiple dimensions is Vectors. In this chapter we first learn about vectors and then apply them to Projectile Motion.

I. Vectors

Adding Vectors

The best way to add vectors is using the vector component table. If you want to find the components of a vector R = A + B + C construct the following table:
(A means the vector A and |A| means its magnitude.)
x-componenty-component
A|A|cosqa|A|sinqa
B|B|cosqb|B|sinqb
C|C|cosqc|C|sinqc
RAx + Bx + CxAy + By + Cy

In the table qa, qb and qc are the angles of the vectors A, B and C, respectively. It is important to measure all angles counter-clockwise from east. If the magnitude (length) of A (|A|) in the following figure is 10 and the magnitude of B is 12 then

Ax = 10cos45o = 7.07 and
Bx = 12cos135o = -8.48.

Ay = 10sin45o = 7.07 and
By = 12sin135o = 8.48.

When the table is done the magnitude of R is found from using

|R|2 = Rx2 + Ry2
and its direction by
qR = tan-1(Ry/Rx)

Care must be used in interpreting this last result. A vector with components Rx = -1 and Ry = 1 (angle = 135o) and the vector with components Rx = 1 and Rx = -1 (angle = 315o or -45o) have the same ratio Ry/Rx even though they are in different directions. Your calculator does not know which angle you actually want and always gives you the smallest angle.
It is up to you to determine which angle to use (that is, either the one given by your calculator or that angle plus 180o if the vector is actually in the second or third quadrant or plus 360o if it is in the fourth quadrant).

Interactive Example

Find R = A + B

Enter the data below, after entering a number click outside of the box each time. If you made a mistake you will be coached. Note: All angles are measured counter-clockwise from EAST.

Complete the following table for vector A with magnitude 10 and angle 37 degrees and the vector B with magnitude 20 and angle 143 degrees.
x-componenty-component
A
B
R

Now calculate the magnitude and direction of R and enter your results to the nearest whole number below:
|R|
q

Subtracting Vectors.


To subtract the vector B from A you add the vector -B to A. The vector-B has the same magnitude as B but is in the opposite direction as shown below.

The y-component of -B can be calculated in this instance by using either
-|B|sin135o or |B|sin315o

Interactive Example

Find R = A - B

Enter the data below, after entering a number click outside of the box each time. If you made a mistake you will be coached.

Complete the following table for vector A with magnitude 10 and angle 37 degrees and the vector B with magnitude 20 and angle 143 degrees.
x-componenty-component
A
-B
R

Now calculate the magnitude and direction of R and enter your results to the nearest whole number below:
|R|
q

II. Projectile Motion

Projectile motion is similar to the free fall problems in Chapter 2. The only difference is that in the case of projectile motion the object is given an additional uniform horizontal motion . This motion is totally independent of the vertical motion. It moves horizontally as if it were not falling and it falls as if it were not moving horizontally. It is this feature that makes these problems solvable.

The Connection Between Chapter 2 Problems and Chapter 3 Problems


From Chapter 2 practice problems:


  

9) How far (to the nearest meter) can a sprinter, running at m/s, travel in the time it takes a rock to fall meters?
To understand this problem and its connection to the problems you encounter in Chapter 3, read further and then view the movie at the left. In the movie the green ball (starts out orange) is the falling rock and the red ball (ends up orange) is the sprinter. Ignore the yellow ball which appears when the movie plays, for the time being. The button on the left plays the movie while the buttons on the right step backwards and forwards.

Note: If you do not have the quicktime plugin you can view a GIF animation version of the movie here.

  1. You worked this problem by finding the time it took the rock to fall 46 meters, using

    y = yo + vot - 4.9t2 ,
    where y(the final height) = 0, vo (the initial vertical speed) = 0 and yo(the initial height) = 46 m.

  2. After using the above equation to find the time, t, for the rock to fall, you found the distance the sprinter ran from
    x = xo + vot,
    where xo(the initial horizontal position) = 0, vo(the initial speed) = 9.1 m/s, a=0 (the runner is at a constant speed), and t is the time you found previously.

  3. Suppose the problem is changed slightly to:
    9) How far (to the nearest meter) can a rock, travelling horizontally at m/s, travel in the time it takes another rock to fall meters?

  4. You can see that nothing essential has changed and that the problem is worked the same way.

  5. In Projectile Motion, an object moves horizontally as if it were not falling and falls as if it were not moving horizontally, thus, there is no need for two rocks in the previous problem statement. One rock projected horizontally from an initial vertical height of 46 m will do the same . The problem statement can be reworded:
    9) How far (to the nearest meter) can a rock, travelling horizontally at m/s, travel in the time it takes this same rock to fall meters?


  6. Again this is the same problem and worked the same way as the ones before. Now go back to the movie and view it again. This time realize that the yellow ball is the projectile, the green ball is its falling motion and the red ball is its horizontal motion.

  7. A projectile launched with a speed vo at an angle of q degrees has an initial horizontal velocity (called vox) of vocos(q) and a vertical velocity (called voy) of vosin(q). The problem statement above can now be reworded again:
    9) A rock is thrown at an angle of 0 degrees with an initial speed of m/s from the top of a wall meters high. At some time later it hits the ground. How far does it travel horizontally?
    This is one of the Chapter 3 practice problems. As was demonstrated above, this problem is actually a reworded problem from Chapter 2. All the problems in Chapter 3 are similar extensions of Chapter 2 problems.

  8. If you can work the Chapter 2 problems, you can work the Chapter 3 problems.

General Technique for Solving Chapter 3 Problems


  1. If an initial speed and angle is given find:
    vox = vocosq,
    voy = vosinq,
    where vo is the initial speed and q is the angle

    In the above, vox represents the constant horizontal speed and voy the initial vertical speed.
    For an angle of 0o and speed of 9.1 m/s this gives us vox = 9.1 m/s and voy = 0.

  2. Just as in Chapter 2, you need to find out the unknown variable values:
    xo (the initial position)___
    yo (the initial height) ___
    x (the final position)___
    y (the final height)___
    vox (the initial horizontal speed)___
    voy (the initial vertical speed)___
    vx (the final horizontal speed)___
    vy (the final vertical speed)___
    t (the time from beginning to end)___


  3. For the horizontal motion, since there is no horizontal acceleration, you have the following two equations (which are the same as the two equations used for the "sprinter" in problem 9, Chapter 2):
    x = xo + voxt
    vx = vox

  4. For the vertical motion you can use any two of the following equations (which are the same as those used for the falling rock in problem 9, Chapter 2.)
    vy = voy - gt
    y = yo + voyt - 0.5gt2
    vy2 = voy2 - 2g(y-yo)

  5. Since you have 9 unknowns and at most 4 equations to use, you must find 5 pieces of information (variable values) before you can work any problem. Consider the problem discussed above:


    A rock is thrown at an angle of 0 degrees with an initial speed of m/s from the top of a wall meters high. At some time later it hits the ground. How far does it travel horizontally?


    What do you know about this problem? For starters you know that vox = 9.1 m/s and voy = 0 (that is two pieces of information). You also know that (almost always) the initial horizontal position, xo = 0 and the initial height, yo = 46 m (and that makes four variable values). To work the problem you need one more variable value. The missing information is y = 0, the maximum horizontal distance (x) travelled by the rock corresponds to the value of x when the rock hits the ground, that is, when y=0. See the illustration at the right.


  6. Additional hints:
    1. Many of the hints from Chapter 2 apply here so consult those.
    2. A projectile is at its maximum height when it has stopped moving up, this corresponds to vy=0 .
    3. Just like in the above example, the maximum distance travelled by a projectile will usually correspond to y=0.


    Interactive Example

    A golf ball is hit with a speed of 40 m/s at an angle of 37 degrees. a) What is its maximum height during its flight? b) How long does it take to reach this height? c)How far does it travel horizontally during this time?

    As a first step find the values for the five known variable values and enter them below . After entering each value click outside of the box . If you made a mistake you will be coached.


    xo (the initial position)
    yo (the initial height)
    x (the final position)
    y (the final height)
    vox (the initial horizontal speed)
    voy (the initial vertical speed)
    vx (the final horizontal speed)
    vy (the final vertical speed)
    t (the time from beginning to end)

    Once you know the five 'givens', that is, the five known variable values, (vx is not a given it is calculated from the equation vx=vox) you can use the equations below to solve the problem, remember that only any 2 of the 3 equations on the right can be used.
    Follow this strategy:

    1. Identify what you are looking for and see if there is any equation with it on the left hand side, if all the variables on the right are known, use this equation. If not...

    2. See if any of the other equations containing what you are looking for contain otherwise only known variables. If so use this equation and algebra to find your answer. If not...

    3. Find any equation containing only one unknown and solve for it. Enter it in the table above and repeat steps 1 2 and 3 as often as needed.

    4. In rare cases the straightforward approach outlined above won't work, and, in that event, you have to solve two of the equations simultaneously to obtain the desired results.

    Choose your equation for finding y now:
    x=xo+vox*t
    vx=vox
    vy=voy-g*t
    y=yo+voy*t-0.5g*t2
    vy2=voy2-2*g*(y-yo)

    Now use the same technique to find the equation for the time, t.

    x=xo+vox*t
    vx=vox
    vy=voy-g*t
    y=yo+voy*t-.5g*t2
    vy2=voy2-2*g*(y-yo)

    Your final task is to select the equation that will find x.

    x=xo+vox*t
    vx=vox
    vy=voy-g*t
    y=yo+voy*t-.5g*t2
    vy2=voy2-2*g*(y-yo)


    © 1997-2000 Carl Adler