In this chapter
NotesShala Class 11 · Physics
Chapter03

Motion in a Plane

Scalars and Vectors · Motion in a Plane · Projectile and Circular Motion

Reading key Definition Note Remember Derivation Strategy Formulas sit on graph paper · coloured words are the key terms
01
Part 1

Scalars and Vectors

Chapter 2 dealt with motion along a straight line. This chapter goes further, to motion in a plane (2-D) and motion in space (3-D). Such motion needs vectors, so we learn them first. After that comes motion with constant acceleration in a plane, mainly projectile motion. The last topic is uniform circular motion.

1.1Scalar and Vector Quantities

Many quantities help us describe the physical world. Some of them are mass, distance, displacement, speed, velocity, acceleration, momentum, force, energy, work and power. Motion in two or three dimensions cannot be described without vectors. So we start with them.

Every physical quantity has a magnitude (size). Some quantities also have a direction. This gives two groups:

iScalars

Scalars have only a size (magnitude). They have no direction.

Magnitude✓ Yes
Direction✗ No
iiVectors

Vectors have a size (magnitude) and also a direction.

Magnitude✓ Yes
Direction✓ Yes
Scalar Quantities
Definition

A physical quantity that has only magnitude and no direction is called a scalar quantity. A scalar is fully described by a single number with its proper unit.

Scalars follow the ordinary rules of algebra:

iAlgebra of Scalars

Scalars are added, subtracted, multiplied and divided just like ordinary numbers.

iiCondition of Units

Only quantities with the same unit can be added or subtracted. Quantities with different units can be multiplied or divided.

Vector Quantities
Definition

A physical quantity that has both magnitude and direction is called a vector quantity. Vectors are added and subtracted by the triangle law and the parallelogram law.

e.g. Force, velocity, displacement, acceleration, momentum, etc.

A vector is printed in bold type, like F, a, b\mathbf{F},\ \mathbf{a},\ \mathbf{b}. It is also written with an arrow over the letter, like F⃗, a⃗, b⃗\vec{F},\ \vec{a},\ \vec{b}. We draw a vector as a straight line with an arrowhead:

How long the arrow isShows the magnitude
Which way the arrowhead pointsShows the direction
The magnitude is also called the absolute value∣v⃗∣=v|\vec{v}| = v
Example
Representing a Vector

A body moves with a velocity of 60 m/s due East. Take a scale of 1 cm = 10 m/s. Draw a line OPOP, 6 cm long, towards East. Put an arrowhead at PP. This line fully represents the velocity.

Point PP is the head (terminal point). Point OO is the tail (initial point) of OP→\overrightarrow{OP}.

N S W E O P Tail Head 6 cm (1 cm = 10 m/s)
Vector OPOP is 6 cm long towards East: tail OO, head PP

Vectors are of two types:

1Polar Vectors

A vector that acts from a starting point, or at a point of application, is called a polar vector.

e.g. Displacement, force.

2Axial Vectors

A vector that describes a turning (rotational) effect is called an axial vector. It lies along the axis of rotation. Which way it points on the axis depends on the turning: clockwise or anticlockwise.

e.g. Torque, angular velocity.

ω Clockwise ω Anticlockwise
An axial vector lies along the axis of rotation (right-hand rule)
Good to know
Tensors

Some quantities do not have one fixed direction. Yet their value changes from one direction to another. They are known as tensors.

e.g. Stress, pressure, surface tension, moment of inertia, etc.

1.2Important Definitions Related to Vectors

These terms are used again and again with vectors.

iModulus of a Vector

The modulus of a vector is simply its magnitude.

How we write it for A⃗\vec{A}∣A⃗∣|\vec{A}| or AA
iiUnit Vector

A unit vector is a vector of magnitude one (unity) that points in a definite direction. The unit vector along A⃗\vec{A} is A^\hat{A}, read as "A cap".

So every vector = its magnitude × the unit vector in its own direction.

Unit Vector A^=A⃗∣A⃗∣=A⃗A⇒A⃗=∣A⃗∣ A^\hat{A} = \dfrac{\vec{A}}{|\vec{A}|} = \dfrac{\vec{A}}{A} \qquad\Rightarrow\qquad \vec{A} = |\vec{A}|\,\hat{A}

Unit vector =vectormagnitude of the vector= \dfrac{\text{vector}}{\text{magnitude of the vector}}

Cartesian Unit Vectors

i^, j^\hat{i},\,\hat{j} and k^\hat{k} point along the x, y and z axes. Each has magnitude one.

Magnitude of a Unit Vector

It is equal to one. A unit vector has no unit and no dimensions.

iiiNull Vector (Zero Vector)

A null vector (or zero vector) is a vector of zero magnitude. Its direction can be anything (arbitrary). It is written as 0⃗\vec{0}.

Velocity of a body at restNull vector
Acceleration of a body moving at constant velocityNull vector
ivEqual Vectors

Equal vectors have the same magnitude and point in the same direction.

If OP→=SQ→\overrightarrow{OP}=\overrightarrow{SQ}A⃗=B⃗\vec{A}=\vec{B}
O P S Q A B
Equal vectors A⃗\vec{A} and B⃗\vec{B}
vNegative Vector

A vector with the same magnitude as A⃗\vec{A} but the opposite direction is called the negative of A⃗\vec{A}.

Negative of A⃗\vec{A}−A⃗-\vec{A}
A −A
A⃗\vec{A} and its negative −A⃗-\vec{A}
Note
Free Vectors

A vector is not tied to one place. Moving it parallel to itself leaves it unchanged. We call such vectors free vectors.

e.g. The velocity of a particle in straight-line motion.

viCollinear Vectors

Collinear vectors lie on one line or on parallel lines. They can point the same way or opposite ways.

e.g. The pulls in a tug of war.

Along the same line Along parallel lines A B A B A B A B same direction opposite directions
Collinear vectors
Parallel Vectors

Collinear vectors that point the same way are called parallel vectors.

Angle between the twoθ=0∘\theta=0^\circ
A B θ = 0°
Parallel vectors
Anti-parallel Vectors

Collinear vectors that point opposite ways are called anti-parallel vectors.

Angle between the twoθ=180∘\theta=180^\circ
A B θ = 180°
Anti-parallel vectors
viiCoplanar Vectors

Vectors lying in one plane are called coplanar vectors. In the figure, A⃗\vec{A}, B⃗\vec{B} and C⃗\vec{C} are all in the plane of the paper.

O P Q x y A B C
Coplanar vectors
viiiCo-initial Vectors

Vectors that start from one common point are called co-initial vectors. In the figure, A⃗\vec{A} and B⃗\vec{B} both begin at OO.

O A B
Co-initial vectors
ixOrthogonal Unit Vectors

Two or three unit vectors at right angles to one another are called orthogonal unit vectors. A common example is i^\hat{i}, j^\hat{j} and k^\hat{k}, which lie along the x, y and z axes.

i^=x⃗x,j^=y⃗y,k^=z⃗z\hat{i}=\dfrac{\vec{x}}{x},\quad \hat{j}=\dfrac{\vec{y}}{y},\quad \hat{k}=\dfrac{\vec{z}}{z}
î ĵ k̂ 1 1 1 x y z O
Orthogonal unit vectors i^\hat{i}, j^\hat{j}, k^\hat{k}
xLocalised Vectors

A vector that must start from a fixed point is called a localised vector.

e.g. Position vector of a particle. It always starts at the origin.

xiNon-localised Vectors

A vector whose starting point is free to change is called a non-localised vector.

e.g. Velocity of a particle in straight-line motion.

1.3Position and Displacement Vectors

Position Vector
Definition

The position vector of an object is the vector drawn from the origin of the coordinate system to the object. Its symbol is r⃗\vec{r}.

Let an object move in the xy-plane, with the origin at OO. At an instant tt, the object is at point AA. Its position vector at AA is:

OA→=r⃗\overrightarrow{OA}=\vec{r}

A position vector gives two pieces of information:

  • the minimum distance of the object from the origin OO, and
  • the direction of the object from the origin.
θ A O x y r
Position vector r⃗\vec{r} of point AA
Displacement Vector
Definition

The vector that shows how much and in which direction the position of an object changes in a time interval is called the displacement vector.

It is the straight line from the initial position to the final position. The path actually followed in between does not matter.

Let an object move in the xy-plane. At an instant tt, it is at point AA. At a later instant t′t', it is at point BB.

Its displacement from tt to t′t' is AB→\overrightarrow{AB}. Let the coordinates of AA and BB be (x1,y1)(x_1, y_1) and (x2,y2)(x_2, y_2).

A t B t′ O x y r1 r2 Δr
Displacement vector Δr⃗\Delta\vec{r} from AA to BB
Derivation
  1. The position vectors of the object at AA and BB are:

    r⃗1=x1i^+y1j^andr⃗2=x2i^+y2j^\vec{r}_1=x_1\hat{i}+y_1\hat{j} \qquad\text{and}\qquad \vec{r}_2=x_2\hat{i}+y_2\hat{j}
  2. The displacement AB→\overrightarrow{AB} is the change in the position vector:

    Δr⃗=r⃗2−r⃗1\Delta\vec{r}=\vec{r}_2-\vec{r}_1
  3. Put in the two position vectors:

    Δr⃗=(x2i^+y2j^)−(x1i^+y1j^)\Delta\vec{r}=(x_2\hat{i}+y_2\hat{j})-(x_1\hat{i}+y_1\hat{j})
Displacement Vector in a Plane Δr⃗=(x2−x1) i^+(y2−y1) j^\Delta\vec{r}=(x_2-x_1)\,\hat{i}+(y_2-y_1)\,\hat{j}
Magnitude of Displacement ∣Δr⃗∣=(x2−x1)2+(y2−y1)2|\Delta\vec{r}|=\sqrt{(x_2-x_1)^2+(y_2-y_1)^2} ∣Δr⃗∣=(x2−x1)2+(y2−y1)2+(z2−z1)2|\Delta\vec{r}|=\sqrt{(x_2-x_1)^2+(y_2-y_1)^2+(z_2-z_1)^2}

First line: in a plane. Second line: in space (3-D), where the zz term is added.

Magnitude of displacement compared with the path length≤\leq path length

1.4Multiplication of a Vector by a Real Number

Definition

Multiplying a vector A⃗\vec{A} by a real number (scalar) λ\lambda gives a new vector along the direction of A⃗\vec{A}. Its magnitude is λ\lambda times the magnitude of A⃗\vec{A}.

The answer depends on whether the number is positive or negative:

Positive Number λ\lambda

Multiplying A⃗\vec{A} by a positive number λ\lambda gives a vector of magnitude λ∣A⃗∣\lambda|\vec{A}|. It points in the same direction as A⃗\vec{A}.

Direction of λA⃗\lambda\vec{A}Same as A⃗\vec{A}
Negative Number −λ-\lambda

Multiplying A⃗\vec{A} by a negative number −λ-\lambda gives a vector of magnitude λ∣A⃗∣\lambda|\vec{A}|. It points in the opposite direction to A⃗\vec{A}.

Direction of −λA⃗-\lambda\vec{A}Opposite to A⃗\vec{A}
Magnitude after Multiplication ∣λA⃗∣=λ ∣A⃗∣and∣−λA⃗∣=λ ∣A⃗∣|\lambda\vec{A}| = \lambda\,|\vec{A}| \qquad\text{and}\qquad |-\lambda\vec{A}| = \lambda\,|\vec{A}|

In both cases, the magnitude becomes λ\lambda times. For a negative number, only the direction reverses.

Examples
Example

Multiply A⃗\vec{A} by λ=3\lambda = 3. We get 3A⃗3\vec{A}. It has the same direction as A⃗\vec{A}, but it is three times as long.

Multiply A⃗\vec{A} by λ=−3\lambda = -3. We get −3A⃗-3\vec{A}. It is also three times as long, but it points in the opposite direction.

λ = 1 λ = 3 λ = −3 A 3A −3A
A⃗\vec{A}, 3A⃗3\vec{A} and −3A⃗-3\vec{A}
Example

A constant velocity vector multiplied by time gives a displacement vector. This displacement is in the direction of the velocity.

Velocity ×\times timeDisplacement

1.5Resultant Vector

Definition

A single vector that has the same effect as two or more vectors acting together is called their resultant vector.

Two simple cases are given below.

Case I · Vectors in the Same Direction

Let A⃗\vec{A} and B⃗\vec{B} act in the same direction. The resultant also points in that direction. Its magnitude is the sum of their magnitudes, (A+B)(A+B).

Resultant vectorR⃗=A⃗+B⃗\vec{R}=\vec{A}+\vec{B}
A B R
Same direction: R=A+BR = A + B
Case II · Vectors in Opposite Directions

Let A⃗\vec{A} and B⃗\vec{B} act in opposite directions. The resultant points along the vector with the bigger magnitude. Its magnitude is the difference of their magnitudes, (A−B)(A-B).

Resultant vectorR⃗=A⃗+B⃗\vec{R}=\vec{A}+\vec{B}
Its magnitude (when A>BA>B)R=A−BR=A-B
A B R
Opposite directions: R=A−BR = A - B, along A⃗\vec{A}
If B>AB>AR⃗\vec{R} is along B⃗\vec{B}
If A>BA>BR⃗\vec{R} is along A⃗\vec{A}
Conditions for Zero Resultant Vector
Triangle Condition

Three vectors act on a point object. Suppose they can be drawn head to tail to form the three sides of a triangle, going round in one order. Then they add up to zero, and the object stays in equilibrium.

A⃗+B⃗+C⃗=0⃗\vec{A}+\vec{B}+\vec{C}=\vec{0}
O P Q A B C
A⃗\vec{A}, B⃗\vec{B}, C⃗\vec{C} along OPOP, PQPQ, QOQO
Polygon Condition

Any number of vectors drawn head to tail as the sides of a closed polygon, in one order, also add up to zero. The object is then in equilibrium.

OA→+AB→+BC→+⋯+GO→=0⃗\overrightarrow{OA}+\overrightarrow{AB}+\overrightarrow{BC}+\cdots+\overrightarrow{GO}=\vec{0}
O A B C D E F G
Eight vectors around a closed figure add up to zero
Conditions for Equilibrium
iNo Linear Motion

The net force acting on the body is zero.

iiNo Rotational Motion

The net torque of all the forces on it is zero.

iiiStable Equilibrium

Its potential energy is the least (minimum).

1.6Addition of Vectors — Graphical Method

We can add two vectors only when they are of the same kind (nature). A displacement adds to another displacement. It never adds to a force.

Vectors of the same nature (displacement + displacement)Can be added
Vectors of different nature (displacement + force)Cannot be added

In the graphical method, we draw the vectors and see their resultant. Three laws are used.

1 · Triangle Law of Vector Addition
Law

Place the tail of the second vector at the head of the first. The two vectors now form two sides of a triangle. The third side, drawn from the tail of the first to the head of the second, is their resultant in magnitude and direction.

Draw OM→=A⃗\overrightarrow{OM}=\vec{A}. From the head MM, draw MN→=B⃗\overrightarrow{MN}=\vec{B}. The resultant ON→\overrightarrow{ON} joins the tail of A⃗\vec{A} to the head of B⃗\vec{B}.

ON→=OM→+MN→\overrightarrow{ON}=\overrightarrow{OM}+\overrightarrow{MN}R⃗=A⃗+B⃗\vec{R}=\vec{A}+\vec{B}
O M N A B R
R⃗\vec{R} goes from the tail of A⃗\vec{A} to the head of B⃗\vec{B}
2 · Parallelogram Law of Vector Addition
Law

Draw two vectors from one common point as the two adjacent sides of a parallelogram. Complete the parallelogram. Its diagonal that starts at the common point is the resultant, in magnitude and direction.

Draw OP→=A⃗\overrightarrow{OP}=\vec{A} and OR→=B⃗\overrightarrow{OR}=\vec{B} from the common point OO. Complete the parallelogram OPQROPQR. The diagonal OQ→\overrightarrow{OQ} is the resultant.

OQ→=OP→+OR→\overrightarrow{OQ}=\overrightarrow{OP}+\overrightarrow{OR}R⃗=A⃗+B⃗\vec{R}=\vec{A}+\vec{B}
O P R Q A B R
The diagonal OQOQ is the resultant R⃗\vec{R}
3 · Polygon Law of Vector Addition
Law

Draw many vectors head to tail. They form the sides of an open polygon. The side that closes the polygon, drawn from the first tail to the last head, is their resultant in magnitude and direction.

Here A⃗\vec{A}, B⃗\vec{B}, C⃗\vec{C} and D⃗\vec{D} run head to tail from OO to TT. So OT→\overrightarrow{OT} is the resultant.

Closing side OT→\overrightarrow{OT}R⃗=A⃗+B⃗+C⃗+D⃗\vec{R}=\vec{A}+\vec{B}+\vec{C}+\vec{D}
O P Q R T A B C D R A+B A+B+C
The closing side OTOT gives R⃗\vec{R}
Properties of Vector Addition
iCommutative Law
A⃗+B⃗=B⃗+A⃗\vec{A}+\vec{B}=\vec{B}+\vec{A}
iiAssociative Law
(A⃗+B⃗)+C⃗=A⃗+(B⃗+C⃗)(\vec{A}+\vec{B})+\vec{C}=\vec{A}+(\vec{B}+\vec{C})
iiiDistributive Law
λ(A⃗+B⃗)=λA⃗+λB⃗\lambda(\vec{A}+\vec{B})=\lambda\vec{A}+\lambda\vec{B}
ivAdditive Identity
A⃗+0⃗=A⃗\vec{A}+\vec{0}=\vec{A}

1.7Subtraction of Vectors — Graphical Method

Definition

Subtracting B⃗\vec{B} from A⃗\vec{A} means adding the negative of B⃗\vec{B}, that is (−B⃗)(-\vec{B}), to A⃗\vec{A}. So first invert B⃗\vec{B}. Then add it to A⃗\vec{A} by the laws of vector addition.

Subtraction of Vectors R⃗=A⃗+(−B⃗)=A⃗−B⃗\vec{R}=\vec{A}+(-\vec{B})=\vec{A}-\vec{B}
Graphical Method
  • Reverse the direction of B⃗\vec{B} to get −B⃗-\vec{B}.
  • Shift −B⃗-\vec{B} parallel to itself. Place its tail at the head of A⃗\vec{A}.
  • Join the tail of A⃗\vec{A} to the head of −B⃗-\vec{B}. This line is R⃗=A⃗−B⃗\vec{R}=\vec{A}-\vec{B}.

We can also add −B⃗-\vec{B} to A⃗\vec{A} by the parallelogram law. The result is the same.

θ 180° − θ α O M A B −B R
Subtraction: R⃗=A⃗+(−B⃗)\vec{R} = \vec{A} + (-\vec{B})
Properties of Vector Subtraction
iNot Commutative
A⃗−B⃗≠B⃗−A⃗\vec{A}-\vec{B}\neq\vec{B}-\vec{A}
iiNot Associative
A⃗−(B⃗−C⃗)≠(A⃗−B⃗)−C⃗{\vec{A}{-}(\vec{B}{-}\vec{C})\neq(\vec{A}{-}\vec{B}){-}\vec{C}}
iiiDistributive
λ(A⃗−B⃗)=λA⃗−λB⃗\lambda(\vec{A}-\vec{B})=\lambda\vec{A}-\lambda\vec{B}

1.8Resolution of a Vector in a Plane

Definition

Resolution of a vector means breaking one vector into two or more vectors along different directions. These parts, acting together, have the same effect as the original vector.

Components of a Vector

The parts obtained by resolving a vector are called its components.

Oblique Components

When a vector is resolved along the directions of two given vectors, the two parts are called oblique components.

To resolve a vector, we write it with unit vectors. Any vector r⃗\vec{r} in a plane can be written as a linear combination of the unit vectors i^\hat{i} and j^\hat{j}. These two unit vectors are perpendicular to each other.

Vector in Terms of Components r⃗=x i^+y j^\vec{r}=x\,\hat{i}+y\,\hat{j}

xi^x\hat{i} and yj^y\hat{j} are the perpendicular components of r⃗\vec{r}. xx and yy are the resolved parts of r⃗\vec{r} along the x-axis and the y-axis.

Magnitude∣r⃗∣=x2+y2|\vec{r}|=\sqrt{x^{2}+y^{2}}
Direction (Angle with x-axis)θ=tan⁡−1(yx)\theta=\tan^{-1}\left(\dfrac{y}{x}\right)
X Y O θ P (x, y) r x î y ĵ
r⃗\vec{r} resolved into xi^x\hat{i} and yj^y\hat{j}
Resolving a Vector Along Two Given Directions

Let OQ→\overrightarrow{OQ} stand for R⃗\vec{R}. The triangle law gives:

OQ→=OP→+PQ→\overrightarrow{OQ}=\overrightarrow{OP}+\overrightarrow{PQ}

Here OP→\overrightarrow{OP} and PQ→\overrightarrow{PQ} are the components of R⃗\vec{R} along A⃗\vec{A} and B⃗\vec{B}. Take OP→=λA⃗\overrightarrow{OP}=\lambda\vec{A} and PQ→=μB⃗\overrightarrow{PQ}=\mu\vec{B}, where λ\lambda and μ\mu are real numbers. Then R⃗\vec{R} becomes a linear combination of A⃗\vec{A} and B⃗\vec{B}.

O P Q A B λA μB R
Components of R⃗\vec{R} along A⃗\vec{A} and B⃗\vec{B}
Resultant along Two Given Directions R⃗=λA⃗+μB⃗\vec{R}=\lambda\vec{A}+\mu\vec{B}
Rectangular Components
Definition

The two components of a vector that are at right angles to each other are called its rectangular components.

MagnitudeA=Ax2+Ay2A=\sqrt{A_x^{2}+A_y^{2}}
Direction (Angle with x-axis)θ=tan⁡−1(AyAx)\theta=\tan^{-1}\left(\dfrac{A_y}{A_x}\right)
X Y O θ A Ax Ay
Rectangular components of A⃗\vec{A}
Note

Here AxA_x and AyA_y are the components of A⃗\vec{A} along the x-axis (i^\hat{i}) and the y-axis (j^\hat{j}).

1.9Resolution of a Vector in Space

In the same way, a vector A⃗\vec{A} in three dimensions (space) can be resolved into three components. These are along the x, y and z axes.

Let α\alpha, β\beta and γ\gamma be the angles that A⃗\vec{A} makes with the x, y and z axes. Let i^\hat{i}, j^\hat{j} and k^\hat{k} be the unit vectors along these axes. Resolving A⃗\vec{A} gives its three components.

α β γ A Ax Ay Az x y z O
Components of A⃗\vec{A} in space
x-componentAx=Acos⁡αA_x=A\cos\alpha
y-componentAy=Acos⁡βA_y=A\cos\beta
z-componentAz=Acos⁡γA_z=A\cos\gamma
Vector in Three Dimensions A⃗=Ax i^+Ay j^+Az k^\vec{A}=A_x\,\hat{i}+A_y\,\hat{j}+A_z\,\hat{k}
MagnitudeA=Ax2+Ay2+Az2A=\sqrt{A_x^{2}+A_y^{2}+A_z^{2}}
Position Vector in Spacer⃗=x i^+y j^+z k^\vec{r}=x\,\hat{i}+y\,\hat{j}+z\,\hat{k}
Direction Cosines
Definition

The cosines of the angles α\alpha, β\beta and γ\gamma that a vector makes with the x, y and z axes are called its direction cosines. They are written as ll, mm and nn.

With x-axiscos⁡α=AxA=l\cos\alpha=\dfrac{A_x}{A}=l
With y-axiscos⁡β=AyA=m\cos\beta=\dfrac{A_y}{A}=m
With z-axiscos⁡γ=AzA=n\cos\gamma=\dfrac{A_z}{A}=n
Derivation

Put Ax=Acos⁡αA_x=A\cos\alpha, Ay=Acos⁡βA_y=A\cos\beta and Az=Acos⁡γA_z=A\cos\gamma in A2=Ax2+Ay2+Az2A^2=A_x^2+A_y^2+A_z^2:

  1. A2=A2cos⁡2α+A2cos⁡2β+A2cos⁡2γA^{2}=A^{2}\cos^{2}\alpha+A^{2}\cos^{2}\beta+A^{2}\cos^{2}\gamma
  2. Take A2A^2 common:

    A2=A2(cos⁡2α+cos⁡2β+cos⁡2γ)A^{2}=A^{2}\left(\cos^{2}\alpha+\cos^{2}\beta+\cos^{2}\gamma\right)
  3. Divide both sides by A2A^2:

    cos⁡2α+cos⁡2β+cos⁡2γ=1\cos^{2}\alpha+\cos^{2}\beta+\cos^{2}\gamma=1
Property of Direction Cosines l2+m2+n2=1l^{2}+m^{2}+n^{2}=1

Add the squares of the three direction cosines of any vector. The total is always one.

Note

α\alpha, β\beta and γ\gamma are space angles. The pairs of lines that form them do not lie in one plane.

1.10Addition of Vectors — Analytical Method

Setup — Given Information
  • Two vectors A⃗\vec{A} and B⃗\vec{B} act on a particle. The angle between them is θ\theta.
  • They are drawn head to tail as the sides OP→\overrightarrow{OP} and PQ→\overrightarrow{PQ} of △OPQ\triangle OPQ.
  • The closing side OQ→\overrightarrow{OQ} is then their resultant R⃗\vec{R} (triangle law).
  • Draw QN⊥OPQN \perp OP produced.
θ β O P Q N A B R
Adding A⃗\vec{A} and B⃗\vec{B} analytically
Derivation
  1. In the right triangle QPNQPN, the side PQ=BPQ=B. So:

    PN=Bcos⁡θ…(i)andQN=Bsin⁡θ…(ii)PN=B\cos\theta \quad \text{…(i)} \qquad\text{and}\qquad QN=B\sin\theta \quad \text{…(ii)}
  2. In the right triangle ONQONQ, OQ2=ON2+NQ2=(OP+PN)2+(QN)2OQ^2=ON^2+NQ^2=(OP+PN)^2+(QN)^2. Hence:

    R2=(A+Bcos⁡θ)2+(Bsin⁡θ)2R^{2}=(A+B\cos\theta)^{2}+(B\sin\theta)^{2}
  3. Expand the brackets and use cos⁡2θ+sin⁡2θ=1\cos^{2}\theta+\sin^{2}\theta=1:

    R2=A2+B2cos⁡2θ+2ABcos⁡θ+B2sin⁡2θ=A2+B2+2ABcos⁡θR^{2}=A^{2}+B^{2}\cos^{2}\theta+2AB\cos\theta+B^{2}\sin^{2}\theta=A^{2}+B^{2}+2AB\cos\theta
Magnitude of the Resultant R=∣R⃗∣=A2+B2+2ABcos⁡θR=|\vec{R}|=\sqrt{A^{2}+B^{2}+2AB\cos\theta}

Let R⃗\vec{R} make an angle β\beta with the direction of A⃗\vec{A}. In the right triangle QNOQNO:

tan⁡β=QNON=QNOP+PN=Bsin⁡θA+Bcos⁡θ\tan\beta=\dfrac{QN}{ON}=\dfrac{QN}{OP+PN}=\dfrac{B\sin\theta}{A+B\cos\theta}
Direction of the Resultant β=tan⁡−1(Bsin⁡θA+Bcos⁡θ)\beta=\tan^{-1}\left(\dfrac{B\sin\theta}{A+B\cos\theta}\right)
Special Cases for the Magnitude of R
θ=0∘\theta=0^\circ
R=A+BR=A+B

This is the maximum value.

θ=90∘\theta=90^\circ
R=A2+B2R=\sqrt{A^{2}+B^{2}}

The two vectors are perpendicular.

θ=180∘\theta=180^\circ
R=A−BR=A-B

This is the minimum value.

More Than Two Vectors

The same method works for any number of vectors. Take three of them:

a⃗=axi^+ayj^+azk^,b⃗=bxi^+byj^+bzk^,c⃗=cxi^+cyj^+czk^\vec{a}=a_x\hat{i}+a_y\hat{j}+a_z\hat{k},\quad \vec{b}=b_x\hat{i}+b_y\hat{j}+b_z\hat{k},\quad \vec{c}=c_x\hat{i}+c_y\hat{j}+c_z\hat{k}

Their resultant r⃗=a⃗+b⃗+c⃗\vec{r}=\vec{a}+\vec{b}+\vec{c} has these components:

rx=ax+bx+cx,ry=ay+by+cy,rz=az+bz+czr_x=a_x+b_x+c_x,\quad r_y=a_y+b_y+c_y,\quad r_z=a_z+b_z+c_z

1.11Subtraction of Vectors — Analytical Method

Let A⃗\vec{A} and B⃗\vec{B} make an angle θ\theta with each other. To subtract B⃗\vec{B} from A⃗\vec{A}, we first invert B⃗\vec{B}. Then we add it to A⃗\vec{A}.

Resultant vectorR⃗=A⃗+(−B⃗)=A⃗−B⃗\vec{R}=\vec{A}+(-\vec{B})=\vec{A}-\vec{B}
θ 180° − θ O A B −B R
R⃗=A⃗−B⃗\vec{R} = \vec{A} - \vec{B} by the parallelogram method
Derivation
  1. The angle between A⃗\vec{A} and the inverted vector (−B⃗)(-\vec{B}) is (180∘−θ)(180^\circ-\theta). Use the formula for addition:

    R=A2+B2+2ABcos⁡(180∘−θ)R=\sqrt{A^{2}+B^{2}+2AB\cos(180^\circ-\theta)}
  2. Since cos⁡(180∘−θ)=−cos⁡θ\cos(180^\circ-\theta)=-\cos\theta, the magnitude of the difference becomes:

    R=A2+B2−2ABcos⁡θR=\sqrt{A^{2}+B^{2}-2AB\cos\theta}
Magnitude of the Difference R=A2+B2−2ABcos⁡θR=\sqrt{A^{2}+B^{2}-2AB\cos\theta}

where, θ\theta = angle between A⃗\vec{A} and B⃗\vec{B}

Special Cases for the Magnitude of R
θ=0∘\theta=0^\circ
R=A−BR=A-B

This is the minimum value.

θ=90∘\theta=90^\circ
R=A2+B2R=\sqrt{A^{2}+B^{2}}

The two vectors are perpendicular.

θ=180∘\theta=180^\circ
R=A+BR=A+B

This is the maximum value.

Sum and Difference Side by Side
Magnitude of the SumR=A2+B2+2ABcos⁡θR=\sqrt{A^{2}+B^{2}+2AB\cos\theta}
Magnitude of the DifferenceR=A2+B2−2ABcos⁡θR=\sqrt{A^{2}+B^{2}-2AB\cos\theta}

1.12Scalar Product (Dot Product)

Definition

The scalar product (dot product) of A⃗\vec{A} and B⃗\vec{B} is found by multiplying their magnitudes by the cosine of the angle θ\theta between them. Its value is a scalar.

Scalar Product A⃗⋅B⃗=ABcos⁡θ\vec{A}\cdot\vec{B}=AB\cos\theta
Geometrical Meaning · Projection

In other words, A⃗⋅B⃗\vec{A}\cdot\vec{B} = (size of one vector) × (projection of the second vector on the first).

(a)  Bcos⁡θB\cos\thetaProjection of B⃗\vec{B} on A⃗\vec{A}
(b)  Acos⁡θA\cos\thetaProjection of A⃗\vec{A} on B⃗\vec{B}
θ B cos θ O P Q R A B (a) θ A cos θ O P Q S A B (b)
The scalar product as a projection
Special Cases
IParallel

Here θ=0∘\theta=0^\circ.

A⃗⋅B⃗=AB\vec{A}\cdot\vec{B}=AB
IIPerpendicular

Here θ=90∘\theta=90^\circ.

A⃗⋅B⃗=0\vec{A}\cdot\vec{B}=0
IIIAnti-parallel

Here θ=180∘\theta=180^\circ.

A⃗⋅B⃗=−AB\vec{A}\cdot\vec{B}=-AB
Dot Product in Terms of Components

Write both vectors in component form. Then use the distributive law:

A⃗⋅B⃗=(Axi^+Ayj^+Azk^)⋅(Bxi^+Byj^+Bzk^)\vec{A}\cdot\vec{B}=(A_x\hat{i}+A_y\hat{j}+A_z\hat{k})\cdot(B_x\hat{i}+B_y\hat{j}+B_z\hat{k})
Same Unit Vectors
i^⋅i^=j^⋅j^=k^⋅k^=1\hat{i}\cdot\hat{i}=\hat{j}\cdot\hat{j}=\hat{k}\cdot\hat{k}=1
Perpendicular Unit Vectors
i^⋅j^=j^⋅k^=k^⋅i^=0\hat{i}\cdot\hat{j}=\hat{j}\cdot\hat{k}=\hat{k}\cdot\hat{i}=0
Scalar Product in Component Form A⃗⋅B⃗=AxBx+AyBy+AzBz\vec{A}\cdot\vec{B}=A_xB_x+A_yB_y+A_zB_z
Properties of the Dot Product
iSelf Product
a⃗⋅a⃗=∣a⃗∣2\vec{a}\cdot\vec{a}=|\vec{a}|^{2}
iiCommutative Law
a⃗⋅b⃗=b⃗⋅a⃗\vec{a}\cdot\vec{b}=\vec{b}\cdot\vec{a}
iiiDistributive Law
a⃗⋅(b⃗+c⃗)=a⃗⋅b⃗+a⃗⋅c⃗\vec{a}\cdot(\vec{b}+\vec{c})=\vec{a}\cdot\vec{b}+\vec{a}\cdot\vec{c}
ivScalar Multiple
(λa⃗)⋅b⃗=λ(a⃗⋅b⃗)=a⃗⋅(λb⃗)(\lambda\vec{a})\cdot\vec{b}=\lambda(\vec{a}\cdot\vec{b})=\vec{a}\cdot(\lambda\vec{b})

1.13Vector Product (Cross Product)

Definition

The vector product (cross product) of A⃗\vec{A} and B⃗\vec{B} is a vector. Its magnitude is AA times BB times the sine of the angle θ\theta between them.

Vector Product A⃗×B⃗=ABsin⁡θ  n^\vec{A}\times\vec{B}=AB\sin\theta\;\hat{n}

where, n^\hat{n} = unit vector perpendicular to the plane of A⃗\vec{A} and B⃗\vec{B}, in the direction of A⃗×B⃗\vec{A}\times\vec{B}

Principle
Right-Hand Rule

Hold the right hand so that its fingers turn from A⃗\vec{A} towards B⃗\vec{B}. The thumb then gives the direction of both n^\hat{n} and A⃗×B⃗\vec{A}\times\vec{B}.

θ A B A × B B × A θ A B A × B screw θ A B A × B thumb fingers curl
A⃗×B⃗\vec{A}\times\vec{B} is perpendicular to the plane of A⃗\vec{A} and B⃗\vec{B}. A screw turned from A⃗\vec{A} to B⃗\vec{B}, or the right thumb, points along it
Cross Product in Terms of Components

Let a⃗=axi^+ayj^+azk^\vec{a}=a_x\hat{i}+a_y\hat{j}+a_z\hat{k} and b⃗=bxi^+byj^+bzk^\vec{b}=b_x\hat{i}+b_y\hat{j}+b_z\hat{k}. Then:

Determinant Form a⃗×b⃗=∣i^j^k^axayazbxbybz∣=i^(aybz−azby)−j^(axbz−azbx)+k^(axby−aybx)\vec{a}\times\vec{b}=\begin{vmatrix}\hat{i}&\hat{j}&\hat{k}\\ a_x&a_y&a_z\\ b_x&b_y&b_z\end{vmatrix}=\hat{i}(a_yb_z-a_zb_y)-\hat{j}(a_xb_z-a_zb_x)+\hat{k}(a_xb_y-a_yb_x)
Same Unit Vectors
i^×i^=j^×j^=k^×k^=0⃗\hat{i}\times\hat{i}=\hat{j}\times\hat{j}=\hat{k}\times\hat{k}=\vec{0}
Cyclic Unit Vectors
i^×j^=k^,    j^×k^=i^,    k^×i^=j^\hat{i}\times\hat{j}=\hat{k},\;\;\hat{j}\times\hat{k}=\hat{i},\;\;\hat{k}\times\hat{i}=\hat{j}
Special Cases
Parallel or Anti-parallel
A⃗×B⃗=0⃗\vec{A}\times\vec{B}=\vec{0}
Perpendicular

Here θ=90∘\theta=90^\circ.

∣A⃗×B⃗∣=AB|\vec{A}\times\vec{B}|=AB
Area of a Triangle
Area=12 ∣A⃗×B⃗∣\text{Area}=\tfrac{1}{2}\,|\vec{A}\times\vec{B}|

A⃗\vec{A} and B⃗\vec{B} are two sides of the triangle.

Properties of the Cross Product
iNot Commutative (Anti-commutative)
a⃗×b⃗=−(b⃗×a⃗)\vec{a}\times\vec{b}=-(\vec{b}\times\vec{a})
iiSelf Product
a⃗×a⃗=0⃗\vec{a}\times\vec{a}=\vec{0}
iiiDistributive Law
a⃗×(b⃗+c⃗)=a⃗×b⃗+a⃗×c⃗\vec{a}\times(\vec{b}+\vec{c})=\vec{a}\times\vec{b}+\vec{a}\times\vec{c}
ivScalar Multiple
(λa⃗)×b⃗=λ(a⃗×b⃗)=a⃗×(λb⃗)(\lambda\vec{a})\times\vec{b}=\lambda(\vec{a}\times\vec{b})=\vec{a}\times(\lambda\vec{b})
Unit Vectors on a Circle

Place i^\hat{i}, j^\hat{j} and k^\hat{k} on a circle. The cross product of two neighbouring unit vectors taken anticlockwise gives the third unit vector. Taken clockwise, it gives the negative of the third one.

Anticlockwisei^×j^=k^,  j^×k^=i^,  k^×i^=j^\hat{i}\times\hat{j}=\hat{k},\;\hat{j}\times\hat{k}=\hat{i},\;\hat{k}\times\hat{i}=\hat{j}
Clockwise (reverse order)j^×i^=−k^,  k^×j^=−i^,  i^×k^=−j^\hat{j}\times\hat{i}=-\hat{k},\;\hat{k}\times\hat{j}=-\hat{i},\;\hat{i}\times\hat{k}=-\hat{j}
02
Part 2

Motion in a Plane

Vectors now help us study two-dimensional motion. With them, we describe the position, displacement, velocity and acceleration of an object.

2.1Position, Displacement and Velocity Vectors

Position Vector
Definition

The vector drawn from a reference point to the position of a particle is called its position vector.

For a particle at PP in the xy-plane, the parallelogram law gives OP→=OA→+OB→\overrightarrow{OP}=\overrightarrow{OA}+\overrightarrow{OB}.

Position Vector in a Planer⃗=x i^+y j^\vec{r}=x\,\hat{i}+y\,\hat{j}
Position Vector in Spacer⃗=x i^+y j^+z k^\vec{r}=x\,\hat{i}+y\,\hat{j}+z\,\hat{k}
x y O θ P (x, y) A B r x î y ĵ
Position vector r⃗\vec{r} of a particle at P(x,y)P(x, y)
Displacement

A particle moves from AA to BB. At time t1t_1 it is at AA, with position vector r⃗1\vec{r}_1. At time t2t_2 it is at BB, with position vector r⃗2\vec{r}_2.

By the triangle law, OA→+AB→=OB→\overrightarrow{OA}+\overrightarrow{AB}=\overrightarrow{OB}. So the displacement is:

AB→=OB→−OA→=r⃗2−r⃗1\overrightarrow{AB}=\overrightarrow{OB}-\overrightarrow{OA}=\vec{r}_2-\vec{r}_1
X Y O A B x1 x2 Δx y1 y2 Δy r1 r2 Δr
Displacement Δr⃗\Delta\vec{r}, with components Δx\Delta x and Δy\Delta y
Displacement in a Plane and in Space AB→=(x2−x1)i^+(y2−y1)j^\overrightarrow{AB}=(x_2-x_1)\hat{i}+(y_2-y_1)\hat{j} Δr⃗=(x2−x1)i^+(y2−y1)j^+(z2−z1)k^\Delta\vec{r}=(x_2-x_1)\hat{i}+(y_2-y_1)\hat{j}+(z_2-z_1)\hat{k}

First line: in a plane. Second line: in space.

Velocity
Definition

Velocity is the rate at which the displacement of an object changes with time, in a given direction. It has two forms: average velocity and instantaneous velocity.

Average Velocity
Definition

The average velocity of an object is its displacement divided by the time interval taken for it.

Average Velocity v⃗av=Δr⃗Δt=r⃗2−r⃗1t2−t1\vec{v}_{av}=\dfrac{\Delta\vec{r}}{\Delta t}=\dfrac{\vec{r}_2-\vec{r}_1}{t_2-t_1}

In component form, the average velocity, its magnitude and its direction are:

Component Formv⃗av=vxi^+vyj^\vec{v}_{av}=v_x\hat{i}+v_y\hat{j}
Magnitudevav=vx2+vy2v_{av}=\sqrt{v_x^{2}+v_y^{2}}
Directionθ=tan⁡−1(vyvx)\theta=\tan^{-1}\left(\dfrac{v_y}{v_x}\right)

2.2Instantaneous Velocity

Definition

The velocity of an object at a particular instant of time (t)(t) is called its instantaneous velocity. It is the limit of the average velocity as Δt\Delta t approaches zero.

Instantaneous Velocity v⃗=lim⁡Δt→0Δr⃗Δt=dr⃗dt\vec{v}=\lim_{\Delta t\to 0}\dfrac{\Delta\vec{r}}{\Delta t}=\dfrac{d\vec{r}}{dt}
Understanding the Limiting Process

The curve shows the path of the object. At time tt, the object is at point PP. P1P_1, P2P_2 and P3P_3 are its positions after the time intervals Δt1\Delta t_1, Δt2\Delta t_2 and Δt3\Delta t_3. Here Δt1>Δt2>Δt3\Delta t_1>\Delta t_2>\Delta t_3.

O r r1 vav P1 Δr1 P (a) O r r2 vav P2 Δr2 P (b) O r r3 vav P3 Δr3 P (c) O r v P (d)
As Δt\Delta t becomes smaller, the chord Δr⃗\Delta\vec{r} turns towards the tangent at PP
(a) Δt1\Delta t_1average v⃗\vec{v} (b) Δt2\Delta t_2average v⃗\vec{v} (c) Δt3\Delta t_3average v⃗\vec{v} (d) Δt→0\Delta t\to 0instantaneous v⃗\vec{v}

When Δt\Delta t becomes very small (tends to zero), the average velocity becomes the velocity v⃗\vec{v} at PP. Then v⃗\vec{v} lies along the tangent to the path.

Note

The instantaneous velocity at any point is along the tangent to the path there. It shows the direction of motion of the object at that point.

2.3Acceleration in a Plane

Definition

Acceleration is the change in velocity divided by the time taken for that change. It has two forms: average and instantaneous acceleration.

Acceleration a⃗=Δv⃗Δt=v⃗2−v⃗1t2−t1\vec{a}=\dfrac{\Delta\vec{v}}{\Delta t}=\dfrac{\vec{v}_2-\vec{v}_1}{t_2-t_1}
Average Acceleration

The average acceleration is the change in velocity Δv⃗\Delta\vec{v} divided by the time interval Δt\Delta t:

a⃗av=Δv⃗Δt=Δvxi^+Δvyj^Δt=ΔvxΔti^+ΔvyΔtj^\vec{a}_{av}=\dfrac{\Delta\vec{v}}{\Delta t}=\dfrac{\Delta v_x\hat{i}+\Delta v_y\hat{j}}{\Delta t}=\dfrac{\Delta v_x}{\Delta t}\hat{i}+\dfrac{\Delta v_y}{\Delta t}\hat{j}

The figure shows a velocity v⃗\vec{v} split into its components vxi^v_x\hat{i} and vyj^v_y\hat{j}.

X Y O θ v vx î vy ĵ path
Components of velocity along the x and y axes
Average Acceleration in Component Form a⃗av=axi^+ayj^\vec{a}_{av}=a_x\hat{i}+a_y\hat{j}

2.4Instantaneous Acceleration

Definition

Instantaneous acceleration is the limiting value of the average acceleration when the time interval tends to zero.

Instantaneous Acceleration a⃗=lim⁡Δt→0Δv⃗Δt=dv⃗dt\vec{a}=\lim_{\Delta t\to 0}\dfrac{\Delta\vec{v}}{\Delta t}=\dfrac{d\vec{v}}{dt}

In component form, the instantaneous acceleration and its magnitude are:

Component Forma⃗=axi^+ayj^\vec{a}=a_x\hat{i}+a_y\hat{j}
Magnitudea=ax2+ay2a=\sqrt{a_x^{2}+a_y^{2}}

Each component is the rate of change of the matching velocity component. In terms of xx and yy:

x-componentax=dvxdt=ddt(dxdt)=d2xdt2a_x=\dfrac{dv_x}{dt}=\dfrac{d}{dt}\left(\dfrac{dx}{dt}\right)=\dfrac{d^{2}x}{dt^{2}}
y-componentay=dvydt=ddt(dydt)=d2ydt2a_y=\dfrac{dv_y}{dt}=\dfrac{d}{dt}\left(\dfrac{dy}{dt}\right)=\dfrac{d^{2}y}{dt^{2}}
Understanding the Limiting Process

At time tt, the object is at point PP. P1P_1, P2P_2 and P3P_3 are its positions after the time intervals Δt1\Delta t_1, Δt2\Delta t_2 and Δt3\Delta t_3, where Δt1>Δt2>Δt3\Delta t_1>\Delta t_2>\Delta t_3. The figure also shows the velocity vectors at these points. We find Δv⃗\Delta\vec{v} by the triangle law. The direction of a⃗\vec{a} is parallel to Δv⃗\Delta\vec{v}.

O X Y v v′ P1 v v′ Δv direction of a P (a) O X Y v v′ P2 v v′ Δv direction of a P (b) O X Y v v′ P3 direction of a P (c) O X Y v a P (d)
The direction of Δv⃗\Delta\vec{v}, and so of a⃗\vec{a}, changes as Δt\Delta t becomes smaller
(a) Δt1\Delta t_1average a⃗\vec{a} (b) Δt2\Delta t_2average a⃗\vec{a} (c) Δt3\Delta t_3average a⃗\vec{a} (d) Δt→0\Delta t\to 0instantaneous a⃗\vec{a}

Going from (a) to (d), Δt\Delta t gets smaller and Δv⃗\Delta\vec{v} turns. So a⃗\vec{a} turns too. In (d), Δt→0\Delta t\to 0, and the average acceleration becomes the instantaneous acceleration. We simply call it acceleration.

Note

In a plane or in space, the angle between v⃗\vec{v} and a⃗\vec{a} can be anything from 0° to 180°. In one-dimensional motion, they always lie on one straight line. They are either along each other or opposite to each other.

2.5Motion in a Plane with Uniform Velocity

Definition

Uniform velocity means that a body has equal displacements in equal time intervals, however short the intervals.

Let an object move with uniform velocity v⃗\vec{v} in the xy-plane. Let its position vector be r⃗(0)\vec{r}(0) at t=0t=0 and r⃗(t)\vec{r}(t) at time tt. Then:

Position–Time Relation v⃗=r⃗(t)−r⃗(0)t−0    ⇒    r⃗(t)=r⃗(0)+v⃗ t\vec{v}=\dfrac{\vec{r}(t)-\vec{r}(0)}{t-0}\;\;\Rightarrow\;\;\vec{r}(t)=\vec{r}(0)+\vec{v}\,t

In terms of rectangular components:

v⃗=vxi^+vyj^,v=vx2+vy2\vec{v}=v_x\hat{i}+v_y\hat{j},\quad v=\sqrt{v_x^{2}+v_y^{2}}
r⃗(0)=x(0)i^+y(0)j^,    r⃗(t)=x(t)i^+y(t)j^\vec{r}(0)=x(0)\hat{i}+y(0)\hat{j},\;\; \vec{r}(t)=x(t)\hat{i}+y(t)\hat{j}
Along x-axisx(t)=x(0)+vx tx(t)=x(0)+v_x\,t
Along y-axisy(t)=y(0)+vy ty(t)=y(0)+v_y\,t
Concept

So uniform motion in a plane is made of two independent uniform motions, one along x and one along y. These two directions are perpendicular to each other.

2.6Motion in a Plane with Constant Acceleration

Definition

Uniform (constant) acceleration means that the velocity of a body changes by equal amounts in equal time intervals, however short the intervals.

Setup — Given Information
  • An object moves in the xy-plane with constant acceleration a⃗\vec{a}.
  • Its velocity is v⃗0\vec{v}_0 at t=0t=0 and v⃗\vec{v} at time tt.
  • Its position vectors are r⃗0\vec{r}_0 at t=0t=0 and r⃗\vec{r} at time tt.
Velocity–Time Relation
Derivation
  1. From the definition of average acceleration:

    a⃗=v⃗−v⃗0t−0=v⃗−v⃗0t\vec{a}=\dfrac{\vec{v}-\vec{v}_0}{t-0}=\dfrac{\vec{v}-\vec{v}_0}{t}
  2. Rearrange the terms:

    v⃗=v⃗0+a⃗ t\vec{v}=\vec{v}_0+\vec{a}\,t
Velocity–Time Relation v⃗=v⃗0+a⃗ t\vec{v}=\vec{v}_0+\vec{a}\,t

Written for the x and y directions separately:

x-component of Velocityvx=v0x+ax tv_x=v_{0x}+a_x\,t
y-component of Velocityvy=v0y+ay tv_y=v_{0y}+a_y\,t
Result

Each rectangular component of velocity changes with time exactly like the velocity in one-dimensional uniformly accelerated motion.

Position–Time Relation
Derivation
  1. For constant acceleration, the average velocity is:

    v⃗av=v⃗0+v⃗2\vec{v}_{av}=\dfrac{\vec{v}_0+\vec{v}}{2}
  2. Displacement = average velocity × time interval:

    r⃗−r⃗0=(v⃗+v⃗02)t=[(v⃗0+a⃗t)+v⃗02]t\vec{r}-\vec{r}_0=\left(\dfrac{\vec{v}+\vec{v}_0}{2}\right)t=\left[\dfrac{(\vec{v}_0+\vec{a}t)+\vec{v}_0}{2}\right]t
  3. Simplify:

    r⃗−r⃗0=v⃗0 t+12a⃗ t2\vec{r}-\vec{r}_0=\vec{v}_0\,t+\tfrac{1}{2}\vec{a}\,t^{2}
  4. So the position–time relation is:

    r⃗=r⃗0+v⃗0 t+12a⃗ t2\vec{r}=\vec{r}_0+\vec{v}_0\,t+\tfrac{1}{2}\vec{a}\,t^{2}
Position–Time Relation r⃗=r⃗0+v⃗0 t+12a⃗ t2\vec{r}=\vec{r}_0+\vec{v}_0\,t+\tfrac{1}{2}\vec{a}\,t^{2}

In terms of rectangular components:

xi^+yj^=x0i^+y0j^+(v0xi^+v0yj^) t+12(axi^+ayj^) t2x\hat{i}+y\hat{j}=x_0\hat{i}+y_0\hat{j}+(v_{0x}\hat{i}+v_{0y}\hat{j})\,t+\tfrac{1}{2}(a_x\hat{i}+a_y\hat{j})\,t^{2}

Equate the coefficients of i^\hat{i} and j^\hat{j} on both sides:

Along x-axisx=x0+v0x t+12ax t2x=x_0+v_{0x}\,t+\tfrac{1}{2}a_x\,t^{2}
Along y-axisy=y0+v0y t+12ay t2y=y_0+v_{0y}\,t+\tfrac{1}{2}a_y\,t^{2}
Note

So two-dimensional motion with constant acceleration is just two one-dimensional motions happening together. One is along x and the other along y, at right angles to each other.

03
Part 3

Projectile and Circular Motion

Here we study two important motions in a plane. A projectile moves under gravity with a constant acceleration. A body in uniform circular motion moves on a circle with a constant speed.

3.1Projectile Motion

Definition

Projectile motion is the motion of an object that is thrown near the Earth's surface with some initial velocity and then moves only under gravity. Its path is a curve.

Such a moving object is called a projectile. Its curved path is called its trajectory.

Examples of Projectiles
  • A tennis ball or baseball moving through the air.
  • A bullet after it leaves a rifle.
  • An object let go from the window of a moving train.
  • Water shooting out from a hole in the side of a tank.
  • A javelin after an athlete throws it.
Assumptions Made in This Study
  • Air resistance is ignored (there is no friction due to air).
  • The Earth's rotation and its curvature have a negligible effect.
  • The acceleration due to gravity (g)(g) has the same size and direction everywhere along the path.
Mathematical Analysis

Throw an object from OO with speed uu, at an angle θ\theta above the horizontal. Split uu into two parts:

Horizontal (along OXOX): ucos⁡θu\cos\thetaStays constant
Vertical (along OYOY): usin⁡θu\sin\thetaDecreases

The vertical component becomes zero at the highest point HH. At HH, the velocity is fully horizontal.

X Y θ u u cos θ u sin θ u cos θ g y x O H A B P(x, y)
A projectile thrown at angle θ\theta with the horizontal

3.2Equation of Path of a Projectile

Setup — Given Information

The object reaches the point P(x,y)P(x, y) at time tt. We treat its motion as two motions along perpendicular directions:

  • Horizontal (OX): ax=0,    ux=ucos⁡θa_x=0,\;\; u_x=u\cos\theta. The horizontal velocity stays constant.
  • Vertical (OY): ay=−g,    uy=usin⁡θa_y=-g,\;\; u_y=u\sin\theta. Gravity slows down the upward motion.
Derivation
  1. Horizontal motion: the distance covered in time tt is:

    x=ucos⁡θ⋅t    ⇒    t=xucos⁡θ…(i)x=u\cos\theta\cdot t \;\;\Rightarrow\;\; t=\dfrac{x}{u\cos\theta}\qquad \text{…(i)}
  2. Vertical motion: use y=uyt+12ayt2y=u_y t+\tfrac12 a_y t^{2} with uy=usin⁡θu_y=u\sin\theta and ay=−ga_y=-g:

    y=usin⁡θ⋅t−12g t2y=u\sin\theta\cdot t-\tfrac12 g\,t^{2}
  3. Put the value of tt from Eq. (i):

    y=usin⁡θ(xucos⁡θ)−12g(xucos⁡θ)2y=u\sin\theta\left(\dfrac{x}{u\cos\theta}\right)-\tfrac12 g\left(\dfrac{x}{u\cos\theta}\right)^{2}
  4. Simplify to get the equation of the path:

    y=xtan⁡θ−g x22u2cos⁡2θy=x\tan\theta-\dfrac{g\,x^{2}}{2u^{2}\cos^{2}\theta}
Equation of Trajectory y=xtan⁡θ−g x22u2cos⁡2θy=x\tan\theta-\dfrac{g\,x^{2}}{2u^{2}\cos^{2}\theta}
Result

This equation has the form y=ax−bx2y=ax-bx^{2}. It is the equation of a parabola. So the path of a projectile is a parabola.

3.3Time of Flight

Definition

The total time for which a projectile stays in flight is called its time of flight (T)(T).

It is the time from OO to HH (time of ascent) plus the time from HH to BB (time of descent). So T=2tT=2t, where t=T/2t=T/2 is the time of ascent.

Derivation
  1. At the highest point HH, the vertical velocity is zero. Here uy=usin⁡θu_y=u\sin\theta, ay=−ga_y=-g and t=T/2t=T/2. Use vy=uy+aytv_y=u_y+a_y t:

    0=usin⁡θ−g⋅T20=u\sin\theta-g\cdot\dfrac{T}{2}
  2. Solve for TT:

    T2=usin⁡θg    ⇒    T=2usin⁡θg\dfrac{T}{2}=\dfrac{u\sin\theta}{g}\;\;\Rightarrow\;\;T=\dfrac{2u\sin\theta}{g}
Time of Flight T=2usin⁡θgT=\dfrac{2u\sin\theta}{g}
Time to rise (time of ascent) = time to fall (time of descent)usin⁡θg\dfrac{u\sin\theta}{g}

3.4Maximum Height

Definition

The greatest vertical height reached by a projectile above the point of projection is called its maximum height (H)(H).

Derivation
  1. Take the upward motion from OO to HH. Here uy=usin⁡θu_y=u\sin\theta, ay=−ga_y=-g and vy=0v_y=0. Use vy2=uy2+2ayHv_y^{2}=u_y^{2}+2a_y H:

    0=(usin⁡θ)2−2gH0=(u\sin\theta)^{2}-2gH
  2. Solve for HH:

    H=u2sin⁡2θ2gH=\dfrac{u^{2}\sin^{2}\theta}{2g}
Maximum Height H=u2sin⁡2θ2gH=\dfrac{u^{2}\sin^{2}\theta}{2g}
X Y O u θ H
Maximum height HH of a projectile

3.5Horizontal Range

Definition

The horizontal distance covered by a projectile during its time of flight is called its horizontal range (R)(R).

Derivation
  1. Range = constant horizontal velocity × time of flight:

    R=ucos⁡θ×T=ucos⁡θ×2usin⁡θgR=u\cos\theta\times T=u\cos\theta\times\dfrac{2u\sin\theta}{g}
  2. Use 2sin⁡θcos⁡θ=sin⁡2θ2\sin\theta\cos\theta=\sin 2\theta:

    R=u2(2sin⁡θcos⁡θ)g=u2sin⁡2θgR=\dfrac{u^{2}(2\sin\theta\cos\theta)}{g}=\dfrac{u^{2}\sin 2\theta}{g}
Horizontal Range R=u2sin⁡2θgR=\dfrac{u^{2}\sin 2\theta}{g}
Condition for Maximum Range

RR is maximum when sin⁡2θ=1\sin 2\theta=1. That is, 2θ=90∘⇒θ=45∘2\theta=90^\circ\Rightarrow\theta=45^\circ.

Maximum Range
Rmax=u2gR_{max}=\dfrac{u^{2}}{g}

3.6Projectile Thrown at an Angle to the Vertical

Let a projectile be fired at an angle θ\theta with the vertical. Then it makes an angle (90∘−θ)(90^\circ-\theta) with the horizontal.

Horizontal componentusin⁡θu\sin\theta
Vertical componentucos⁡θu\cos\theta

So we use θ→(90∘−θ)\theta\to(90^\circ-\theta) in the formulas above.

X Y θ u u sin θ u cos θ u sin θ O H A B
Projectile fired at angle θ\theta with the vertical
Time of FlightT=2ucos⁡θgT=\dfrac{2u\cos\theta}{g}
Maximum HeightH=u2cos⁡2θ2gH=\dfrac{u^{2}\cos^{2}\theta}{2g}
Horizontal RangeR=u2sin⁡2θgR=\dfrac{u^{2}\sin 2\theta}{g}

3.7Uniform Circular Motion

Definition

Uniform circular motion is the motion of an object along a circle at constant speed. Here "uniform" tells us that the speed does not change.

Remember
Why Is It Accelerated?

The speed is constant, but the particle still accelerates. This is because the direction of its velocity changes at every point of the circular path.

O P v a r
v⃗\vec{v} is along the tangent. a⃗\vec{a} points towards the centre OO
Examples

The tip of a clock's second hand as it goes round.

Any point on the rim of a wheel that turns at a steady rate.

3.8Terms Related to Circular Motion

1Angular Displacement

The angular displacement (Δθ)(\Delta\theta) is the angle through which the radius vector turns at the centre in a given time.

It is dimensionless and it is a vector quantity. Its unit is the radian. Its direction is given by the right-hand rule.

2Angular Velocity

The time rate of change of angular position is called the angular velocity. It is a vector. Its unit is rad s⁻¹ and its dimensions are [T−1][\mathrm{T^{-1}}].

ω=ΔθΔt=dθdt\omega=\dfrac{\Delta\theta}{\Delta t}=\dfrac{d\theta}{dt}
Δθ O P Q ω (a) Δθ O P Q ω (b)
(a) Anticlockwise rotation: ω⃗\vec{\omega} points up. (b) Clockwise rotation: ω⃗\vec{\omega} points down (right-hand rule)
3Time Period (T)

The time taken to complete one revolution is called the time period. Its unit is the second.

4Frequency (f)

The number of revolutions completed per unit time is called the frequency. Its unit is the hertz (Hz).

5Angular Acceleration

The time rate of change of angular velocity is called the angular acceleration. Unit: rad s⁻². Dimensions: [T−2][\mathrm{T^{-2}}].

α=ΔωΔt=dωdt\alpha=\dfrac{\Delta\omega}{\Delta t}=\dfrac{d\omega}{dt}
Important Relations
Time Period and FrequencyT=1fT=\dfrac{1}{f}
Angular Velocity and Frequencyω=θt=2πT=2πf\omega=\dfrac{\theta}{t}=\dfrac{2\pi}{T}=2\pi f
Note
Why These Relations Hold

In one complete revolution, the radius vector turns through θ=2π\theta=2\pi radian in time t=Tt=T. So ω=2πT=2πf\omega=\dfrac{2\pi}{T}=2\pi f. Also, one revolution takes 1f\dfrac{1}{f} second. So the time period is T=1fT=\dfrac{1}{f}.

3.9Relation between Linear and Angular Velocity

A particle moves on a circular track of radius rr. In time Δt\Delta t, it turns through an angle Δθ\Delta\theta. It covers an arc of length Δs\Delta s along the track.

The linear velocity v⃗\vec{v} is along the tangent to the path. The angular velocity ω\omega is along the axis of rotation.

Δθ v1 v2 O A (time t) B (time t + Δt) r Δs
The particle moves from AA to BB in time Δt\Delta t
Derivation
  1. Angular velocity:

    ω=ΔθΔt…(i)\omega=\dfrac{\Delta\theta}{\Delta t}\qquad \text{…(i)}
  2. Linear velocity:

    v=ΔsΔt…(ii)v=\dfrac{\Delta s}{\Delta t}\qquad \text{…(ii)}
  3. Angle =arcradius=\dfrac{\text{arc}}{\text{radius}}. So the arc length is:

    Δs=r Δθ…(iii)\Delta s=r\,\Delta\theta\qquad \text{…(iii)}
  4. From (i), (ii) and (iii):

    v=ΔsΔt=r ΔθΔt=r ωv=\dfrac{\Delta s}{\Delta t}=r\,\dfrac{\Delta\theta}{\Delta t}=r\,\omega
Linear and Angular Velocity v=r ΔθΔt=r ωv=r\,\dfrac{\Delta\theta}{\Delta t}=r\,\omega

where, rr = radius of the circle

3.10Centripetal Acceleration

Definition

Centripetal acceleration is the acceleration of a body in uniform circular motion. It always points towards the centre of the circle.

The velocity of the particle keeps changing its direction. So the particle has an acceleration that points radially inwards.

Setup — Given Information
  • A particle of mass mm moves on a circle of radius rr and centre OO. Its speed vv is constant. Its angular velocity ω\omega is uniform.
  • At time tt it is at PP, with OP→=r⃗1\overrightarrow{OP}=\vec{r}_1. At time t+Δtt+\Delta t it is at QQ, with OQ→=r⃗2\overrightarrow{OQ}=\vec{r}_2. Here ∠POQ=Δθ\angle POQ=\Delta\theta and ∣r⃗1∣=∣r⃗2∣=r|\vec{r}_1|=|\vec{r}_2|=r.
  • Angular speed of the particle: ω=ΔθΔt…(i)\omega=\dfrac{\Delta\theta}{\Delta t}\quad \text{…(i)}
  • The velocities v⃗1\vec{v}_1 (along the tangent PAPA) and v⃗2\vec{v}_2 (along the tangent QBQB) have equal magnitudes: ∣PA∣=∣QB∣=∣v⃗∣|PA|=|QB|=|\vec{v}|.
Δθ O P Q A B v1 v2 r1 r2
The velocities at PP and QQ are along the tangents

Now draw the two velocity vectors from one point P′P'. They form a triangle of vectors:

  • P′A′→=v⃗1\overrightarrow{P'A'}=\vec{v}_1 and P′B′→=v⃗2\overrightarrow{P'B'}=\vec{v}_2.
  • The angle between them is also Δθ\Delta\theta.
  • The side A′B′→\overrightarrow{A'B'} gives the change in velocity.
Δθ P′ A′ B′ v1 v2 Δv
A triangle of velocity vectors
Derivation
  1. By the triangle law of vectors, P′A′→+A′B′→=P′B′→\overrightarrow{P'A'}+\overrightarrow{A'B'}=\overrightarrow{P'B'}. So the change in velocity is:

    A′B′→=P′B′→−P′A′→=v⃗2−v⃗1=Δv⃗\overrightarrow{A'B'}=\overrightarrow{P'B'}-\overrightarrow{P'A'}=\vec{v}_2-\vec{v}_1=\Delta\vec{v}
  2. When Δt→0\Delta t\to 0, A′A' is very close to B′B'. Then A′B′A'B' is almost an arc of a circle whose radius is P′A′=∣v⃗∣P'A'=|\vec{v}|. So:

    Δθ=A′B′P′A′=∣Δv⃗∣∣v⃗∣\Delta\theta=\dfrac{A'B'}{P'A'}=\dfrac{|\Delta\vec{v}|}{|\vec{v}|}
  3. From Eq. (i), Δθ=ω Δt\Delta\theta=\omega\,\Delta t. Therefore:

    ω Δt=∣Δv⃗∣∣v⃗∣    ⇒    ω ∣v⃗∣=∣Δv⃗∣Δt\omega\,\Delta t=\dfrac{|\Delta\vec{v}|}{|\vec{v}|}\;\;\Rightarrow\;\;\omega\,|\vec{v}|=\dfrac{|\Delta\vec{v}|}{\Delta t}
  4. Use v=ωrv=\omega r:

    ∣Δv⃗∣Δt=ω ∣v⃗∣=(ωr) ω=ω2r\dfrac{|\Delta\vec{v}|}{\Delta t}=\omega\,|\vec{v}|=(\omega r)\,\omega=\omega^{2}r
  5. In the limit Δt→0\Delta t\to 0, the ratio ∣Δv⃗∣Δt\dfrac{|\Delta\vec{v}|}{\Delta t} is the size of the centripetal acceleration at PP:

    ∣a⃗∣=∣Δv⃗∣Δt=ω2r=(vr)2r=v2r|\vec{a}|=\dfrac{|\Delta\vec{v}|}{\Delta t}=\omega^{2}r=\left(\dfrac{v}{r}\right)^{2}r=\dfrac{v^{2}}{r}
Centripetal Acceleration a=v2r=rω2=vωa=\dfrac{v^{2}}{r}=r\omega^{2}=v\omega

It points towards the centre of the circle.

Note
Radius of Curvature

A small piece of any curved path looks like a part of a circle. The radius of the circle that fits the curve best at a point is called the radius of curvature at that point. In a=v2ra=\dfrac{v^{2}}{r}, the rr stands for this radius of curvature.

End of Chapter 3 · notesshala.in
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