Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and...

33
7/03/2012 1 Copyright © 2009 Pearson Education, Inc. © 2009 Pearson Education, Inc. This work is protected by United States copyright laws and is provided solely for the use of instructors in teaching their courses and assessing student learning. Dissemination or sale of any part of this work (including on the World Wide Web) will destroy the integrity of the work and is not permitted. The work and materials from it should never be made available to students except by instructors using the accompanying text in their classes. All recipients of this work are expected to abide by these restrictions and to honor the intended pedagogical purposes and the needs of other instructors who rely on these materials. Lecture PowerPoints Chapter 3 Physics for Scientists & Engineers, with Modern Physics, 4 th edition Giancoli Copyright © 2009 Pearson Education, Inc. Chapter 3 Kinematics in Two or Three Dimensions; Vectors

Transcript of Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and...

Page 1: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

1

Copyright © 2009 Pearson Education, Inc.

© 2009 Pearson Education, Inc.

This work is protected by United States copyright laws and is provided solely forthe use of instructors in teaching their courses and assessing student learning.Dissemination or sale of any part of this work (including on the World Wide Web)will destroy the integrity of the work and is not permitted. The work and materialsfrom it should never be made available to students except by instructors usingthe accompanying text in their classes. All recipients of this work are expected toabide by these restrictions and to honor the intended pedagogical purposes andthe needs of other instructors who rely on these materials.

Lecture PowerPoints

Chapter 3

Physics for Scientists &Engineers, with Modern

Physics, 4th edition

Giancoli

Copyright © 2009 Pearson Education, Inc.

Chapter 3

Kinematics in Two or ThreeDimensions; Vectors

Page 2: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

2

Copyright © 2009 Pearson Education, Inc.

Opening Question

A box is dropped from a moving helicopter atpoint A as it flies in a horizontal direction. Whichpath in the drawing below best describes the pathof the box (ignore air resistance) as seen by aperson standing on the ground?

Copyright © 2009 Pearson Education, Inc.

Units of Chapter 3

• Vectors and Scalars

• Addition of Vectors—Graphical Methods

• Subtraction of Vectors, and Multiplication of aVector by a Scalar

• Adding Vectors by Components

• Unit Vectors

• Vector Kinematics

• Projectile Motion

• Solving Problems Involving Projectile Motion

• Relative Velocity

Page 3: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

3

Copyright © 2009 Pearson Education, Inc.

3-1 Vectors and Scalars

A vector has magnitude aswell as direction.

Some vector quantities:displacement, velocity, force,momentum

A scalar has only a magnitude.

Some scalar quantities: mass,time, temperature

The GREEN arrows representthe velocity vector at eachpoint.

Copyright © 2009 Pearson Education, Inc.

Representing Vectors

Vectors can be represented in a variety of ways by

using Bold type and/or lines or arrows, etc. aboveor below the vector symbol. Eg.

value.averageormeanwith the

confusedbemaytheyasVandavoidbest toisIt

VV~

VV~

V

VVVVV

Page 4: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

4

Copyright © 2009 Pearson Education, Inc.

3-2 Addition of Vectors—Graphical Methods

For vectors in onedimension, simpleaddition and subtractionare all that is needed.

You do need to be carefulabout the signs, as thefigure indicates.

Copyright © 2009 Pearson Education, Inc.

3-2 Addition of Vectors—Graphical MethodsIf the motion is in two dimensions, the situation is somewhatmore complicated.

Here, the actual travel paths are at right angles to one another; wecan find the displacement by using the Pythagorean Theorem.

km11.2

510 22

2710

5tan

tan

1

1

21

D

D

EofN27atkm11.2 21R DDD

Page 5: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

5

Copyright © 2009 Pearson Education, Inc.

3-2 Addition of Vectors—Graphical Methods

Adding the vectors in the opposite order gives thesame result:

EofN27atkm11.212 DDDR

1221 VVVV

Copyright © 2009 Pearson Education, Inc.

3-2 Addition of Vectors—Graphical Methods

Even if the vectors are not at rightangles, they can be added graphically byusing the tail-to-tip method.

Note that (as in the previous example) the orderof adding the vectors is not important.

Page 6: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

6

Copyright © 2009 Pearson Education, Inc.

3-2 Addition of Vectors—Graphical Methods

Where there are two vectors the parallelogrammethod may also be used.

Copyright © 2009 Pearson Education, Inc.

3-3 Subtraction of Vectors, andMultiplication of a Vector by a Scalar

In order to subtract vectors, wedefine the negative of a vector, whichhas the same magnitude but pointsin the opposite direction.

Then we add the negative vector.

1212 VVVV

Page 7: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

7

Copyright © 2009 Pearson Education, Inc.

3-3 Subtraction of Vectors, andMultiplication of a Vector by a Scalar

A vector can be multiplied by a scalarc; the result is a vector c that has thesame direction but a magnitude cV. If c isnegative, the resultant vector points inthe opposite direction.

V

V

Copyright © 2009 Pearson Education, Inc.

3-4 Adding Vectors by Components

Any vector can be expressed as the sumof two other vectors, which are called itscomponents. Usually the other vectors arechosen so that they are perpendicular toeach other.

x

y

yx

yx

V

Vtanθand

VVVV

:isvectorofThe

vectorofcomponentstheareand

1-

22V

|V|magnitude

VVV

Page 8: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

8

Copyright © 2009 Pearson Education, Inc.

3-4 Adding Vectors by Components

If the components areperpendicular, they can befound using trigonometricfunctions.

Copyright © 2009 Pearson Education, Inc.

3-4 Adding Vectors by Components

The components are effectively one-dimensional,so they can be added arithmetically.

yyyxxx 2121 VVVandVVV

Page 9: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

9

Copyright © 2009 Pearson Education, Inc.

3-4 Adding Vectors by Components

Adding vectors:

1. Draw a diagram; add the vectors graphically.

2. Choose x and y axes.

3. Resolve each vector into x and y components.

4. Calculate each component using sines and cosines.

5. Add the components in each direction.

6. To find the length and direction of the vector, use:

and .

Copyright © 2009 Pearson Education, Inc.

3-4 Adding Vectors byComponents

Example 3-2: Mail carrier’sdisplacement.

A rural mail carrier leaves thepost office and drives 22.0 kmin a northerly direction. Shethen drives in a direction 60.0°south of east for 47.0 km. Whatis her displacement from thepost office?

Page 10: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

10

Copyright © 2009 Pearson Education, Inc.

This image cannot currently be displayed.

E)51S(orS39Eatkm30ntDisplaceme

3923.5

18.7-

D

km037.185.23DD

km.78140.722.0

km23.523.50

km40.760in7

km23.56047

km22

0

1

x

y1-

2222x

tantan

D

s

cos

y

2y1yy

2x1xx

2y

2x

1y

1x

DDD

DDD

4D

D

D

D

Copyright © 2009 Pearson Education, Inc.

3-4 Adding Vectors byComponents

Example 3-3: Three short trips.

An airplane trip involves threelegs, with two stopovers. Thefirst leg is due east for 620 km;the second leg is southeast(45°) for 440 km; and the thirdleg is at 53° south of west, for550 km, as shown. What is theplane’s total displacement?

Page 11: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

11

Copyright © 2009 Pearson Education, Inc.

S50.4Eatkm980ntDisplacemeTotal

50.4620

750

D

km980750620DDD

km-750439-311-0

km620311-311620

km39435s055

km31135055

km31145s440

km31145440

0

km620

1

x

y1-

222y

2x

3

3

tantan

in

cos

in

cos

3y2y1yy

3x2x1xx

y

x

2y

2x

1y

1x

DDDD

DDDD

D

D

D

D

D

D

Copyright © 2009 Pearson Education, Inc.

3-5 Unit Vectors

Unit vectors have magnitude 1.

Using unit vectors, any vectorcan be written in terms of itscomponents:

V

Page 12: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

12

Copyright © 2009 Pearson Education, Inc.

Eg. Using Unit Vectors to Solve the Mail CourierProblem – (Example 3-2)

kmˆ18.7ˆ23.5

kmˆ40.7-22.0ˆ23.50

kmˆ40.7-ˆ23.5

kmˆ22.0ˆ0

km40.7km,23.5

andkm22.00,

ji

jiD

jiD

jiD

DD

DD

2

1

2y2x

1y1x

.anglesareiseAnticlockw

axis x ve thealong 0θ definitionby that Note

axis.xthebelow39atkm30ntDisplaceme:Ans

3923.5

18.7-θ

km3018.723.5D

1-

22

positive

D

tan

Copyright © 2009 Pearson Education, Inc.

3-6 Vector Kinematics

In two or threedimensions, thedisplacement is avector:

Page 13: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

13

Copyright © 2009 Pearson Education, Inc.

3-6 Vector Kinematics

As Δt and Δr becomesmaller and smaller, theaverage velocityapproaches theinstantaneous velocity.

Copyright © 2009 Pearson Education, Inc.

3-6 Vector Kinematics

v

v

The instantaneousacceleration is in thedirection of Δ = 2 – 1,and is given by:

v

Page 14: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

14

Copyright © 2009 Pearson Education, Inc.

3-6 Vector Kinematics

Using unit vectors,

Copyright © 2009 Pearson Education, Inc.

3-6 Vector Kinematics

Generalizing the one-dimensional equationsfor constant acceleration:

Page 15: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

15

Copyright © 2009 Pearson Education, Inc.

3-7 Projectile Motion

A projectile is anobject moving in twodimensions under theinfluence of Earth'sgravity; its path is aparabola.

Copyright © 2009 Pearson Education, Inc.

It can be understoodby analyzing thehorizontal and verticalmotions separately.

3-7 Projectile Motion

Page 16: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

16

Copyright © 2009 Pearson Education, Inc.

3-7 Projectile Motion

The speed in the x-directionis constant; in the y-direction the object moveswith constant acceleration g.

This photograph shows two ballsthat start to fall at the same time.The one on the right has an initialspeed in the x-direction. It can beseen that vertical positions of thetwo balls are identical at identicaltimes, while the horizontalposition of the yellow ballincreases linearly.

Copyright © 2009 Pearson Education, Inc.

3-7 Projectile Motion

If an object is launched at an initial angle of θ0

with the horizontal, the analysis is similar exceptthat the initial velocity has a vertical component.

Page 17: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

17

Copyright © 2009 Pearson Education, Inc.

3-8 Solving Problems InvolvingProjectile Motion

Projectile motion is motion with constantacceleration in two dimensions, where theacceleration is g and is down.

Copyright © 2009 Pearson Education, Inc.

3-8 Solving Problems InvolvingProjectile Motion

1. Read the problem carefully, and choose theobject(s) you are going to analyze.

2. Draw a diagram.

3. Choose an origin and a coordinate system.

4. Decide on the time interval; this is the same inboth directions, and includes only the time theobject is moving with constant acceleration g.

5. Examine the x and y motions separately.

Page 18: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

18

Copyright © 2009 Pearson Education, Inc.

3-8 Solving Problems InvolvingProjectile Motion

6. List known and unknown quantities.Remember that vx never changes, and thatvy = 0 at the highest point.

7. Plan how you will proceed. Use theappropriate equations; you may have tocombine some of them.

Copyright © 2009 Pearson Education, Inc.

3-8 Solving Problems InvolvingProjectile Motion

Example 3-6: Driving off acliff.

A movie stunt driver on amotorcycle speedshorizontally off a 50.0 m highcliff. How fast must themotorcycle leave the cliff topto land on level ground below,90.0 m from the base of thecliff where the cameras are?Ignore air resistance.

Page 19: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

19

Copyright © 2009 Pearson Education, Inc.

x direction:)1(

x

xv

xt

t

xv

?constant

m90

xv

x

y direction:)2(

2

1 200 attvyy y

m/s9.8

0

0

m50

0y

0

ga

v

y

y

22

22

2

2

2

m/s28.2100

908.9

908.9100

2

908.90050

(2)into(1)Substitute

x

x

x

x

2

x

0y

0

v

v

v

2v

ax

v

xvyy

Copyright © 2009 Pearson Education, Inc.

3-8 Solving Problems InvolvingProjectile Motion

Example 3-7: A kicked football.

A football is kicked at an angle θ0 = 37.0° with a velocityof 20.0 m/s, as shown. Calculate (a) the maximumheight, (b) the time of travel before the football hits theground, (c) how far away it hits the ground, (d) thevelocity vector at the maximum height, and (e) theacceleration vector at maximum height. Assume theball leaves the foot at ground level, and ignore airresistance and rotation of the ball.

Page 20: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

20

Copyright © 2009 Pearson Education, Inc.

m7.359.802

12.0y

0y9.80212.00

0y2avv

m/s 12.037.020.0θ

2

2

20y

2y

0

sinsin00y vv

(a) Maximum Height

Only need to consider vertical motion andcalculate time to maximum height.

Copyright © 2009 Pearson Education, Inc.

(b) Time for ball to hit ground

Consider vertical motion and calculate time tomaximum height.

s2.452tgroundhittotimeTotal

s1.229.80

12.0t

9.80t12.00

t

avv 0yy

Page 21: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

21

Copyright © 2009 Pearson Education, Inc.

(c) How far away it hits the ground

Horizontal motion at constant velocity and time offlight = 2.45 s.

m39.22.4516.0t

m/s 16.037.020.0θ0

x

0xx

vx

vv

coscos

Copyright © 2009 Pearson Education, Inc.

(d) The velocity vector at the maximum height

m/sˆ16.0horizontalisMotion ivv 0x

(e) The acceleration vector at the maximum height

2m/sˆ-9.80

pointsallat

ja

ga

Page 22: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

22

Copyright © 2009 Pearson Education, Inc.

3-8 Solving Problems InvolvingProjectile Motion

A child sits upright in a wagonwhich is moving to the right atconstant speed as shown. Thechild extends her hand and throwsan apple straight upward (from herown point of view), while thewagon continues to travel forwardat constant speed. If air resistanceis neglected, will the apple land (a)behind the wagon, (b) in thewagon, or (c) in front of thewagon?

Conceptual Example 3-8: Where does theapple land?

Copyright © 2009 Pearson Education, Inc.

3-8 Solving Problems InvolvingProjectile Motion

Conceptual Example 3-9: The wrong strategy.

A boy on a small hill aims his water-balloon slingshothorizontally, straight at a second boy hanging from atree branch a distance d away. At the instant the waterballoon is released, the second boy lets go and fallsfrom the tree, hoping to avoid being hit. Show that hemade the wrong move. (He hadn’t studied physicsyet.) Ignore air resistance.

Both water-balloonand second boy havethe same vertical(vertical) acceleration

Page 23: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

23

Copyright © 2009 Pearson Education, Inc.

3-8 Solving Problems InvolvingProjectile Motion

Example 3-10: Level horizontal range.

(a) Derive a formula for thehorizontal range R of a projectile interms of its initial speed v0 and angleθ0. The horizontal range is defined asthe horizontal distance the projectiletravels before returning to itsoriginal height (which is typically theground); that is, y(final) = y0. (b)Suppose one of Napoleon’s cannonshad a muzzle speed, v0, of 60.0 m/s.At what angle should it have beenaimed (ignore air resistance) tostrike a target 320 m away?

Copyright © 2009 Pearson Education, Inc.

022

0

2

0

0

022

0

2

00

00

2

21

002

21

0y0

000y

00

00x

000xx

θcos2v

gx

θ

θx

θ2v

gx

θv

xθsinvy

(2)into(1)Substitute

(2) gttθsinv0gttvyy

θvv

(1)θv

xttθvtvx

θvvv

cos

sin

coscos

sin

coscos

cos

:MotionVertical(b)

:MotionHorizontal(a)

Page 24: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

24

Copyright © 2009 Pearson Education, Inc.

θθ22θθ2

R

θθ2R

θ

θ

θ2v

gR0R

θ2v

gR

θ

θR

θ2v

gR

θ

θR0

R)for x(SolveRor x0x0,yWhen

020

0020

0

0

022

0

022

00

0

022

0

2

0

0

cossinsing

sinv

g

cossinv

cos

sin

cosor

coscos

sin

coscos

sin

Copyright © 2009 Pearson Education, Inc.

rangesamethegivewillanglesBoth

solutionstwoaretheresoquadraticaisRforequationthethatNote

away m 320 is (R)target and m/s 60.0v if θ Find(b) 00

.79530.390θ30.3θ

30.3θ60.62θ

871.00.60

80.9320

v

Rgθ2

g

θ2vR

00

00

220

00

20

or

sinsin

Page 25: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

25

Copyright © 2009 Pearson Education, Inc.

3-8 Solving Problems InvolvingProjectile Motion

Example 3-11: A punt.

Suppose the football in Example 3–7 waspunted and left the punter’s foot at a height of1.00 m above the ground. How far did thefootball travel before hitting the ground? Setx0 = 0, y0 = 0.

Copyright © 2009 Pearson Education, Inc.

NB: Cannot use horizontal range

v0 = 20.0 m/s0 = 37.0y0 = 0y = -1 m

v0x = 20.0 cos 37.0 = 16.0 m/sv0y = 20.0 sin 37.0 = 12.0 m/sa = -g = -9.8 m/s2

m1.00ywhenSolve

0.0191x0.750x16.0

4.90x

16.0

12.0xy

(2)into(1)Substitute

(2)4.9t12.0t0y

attvyy

(1)16.0

x

v

xttvx

2

2

2

2

2

21

0y0

0x

0x

:Vertically

:lyHorizontal

Page 26: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

26

Copyright © 2009 Pearson Education, Inc.

m40.5x

ve)bemust(xm1.28orm40.5x

0382.0

799.0750.0

0191.02

00.10191.04750.0750.0x

01.000.750x0.0191x

2

2

Copyright © 2009 Pearson Education, Inc.

3-8 Solving Problems Involving Projectile Motion

Example 3-12: Rescue helicopter drops supplies.A rescue helicopter wants to drop a package of supplies to isolatedmountain climbers on a rocky ridge 200 m below. If the helicopter istraveling horizontally with a speed of 70 m/s (250 km/h), (a) how far inadvance of the recipients (horizontal distance) must the package bedropped? (b) Suppose, instead, that the helicopter releases the packagea horizontal distance of 400 m in advance of the mountain climbers.What vertical velocity should the package be given (up or down) so thatit arrives precisely at the climbers’ position? (c) With what speed doesthe package land in the latter case?

Page 27: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

27

Copyright © 2009 Pearson Education, Inc.

Example 3-12: Rescue helicopter drops supplies.

Try this one yourself

Answer: (a) 447 m(b) 7 m/s downwards(c) 94 m/s

Worked solution in text book.

Copyright © 2009 Pearson Education, Inc.

3-8 Solving Problems InvolvingProjectile Motion

Projectile motion is parabolic:

Taking the equations for x and y as a functionof time, and combining them to eliminate t, wefind y as a function of x:

This is the equation for a parabola.

Page 28: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

28

Copyright © 2009 Pearson Education, Inc.

3-8 Solving Problems InvolvingProjectile Motion

Examples of projectilemotion. Notice theeffects of air resistance.

Copyright © 2009 Pearson Education, Inc.

3-9 Relative Velocity

We have already considered relative speed inone dimension; it is similar in two dimensionsexcept that we must add and subtract velocitiesas vectors.

Each velocity is labeled first with the object,and second with the reference frame in whichit has this velocity.

Page 29: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

29

Copyright © 2009 Pearson Education, Inc.

Here, vWS is the velocityof the water in the shoreframe, vBS is the velocityof the boat in the shoreframe, and vBW is thevelocity of the boat in thewater frame.

3-9 Relative Velocity

The relationship betweenthe three velocities is:

Copyright © 2009 Pearson Education, Inc.

3-9 Relative Velocity

Example 3-14: Heading upstream.

A boat’s speed in stillwater is vBW = 1.85 m/s. Ifthe boat is to traveldirectly across a riverwhose current has speedvWS = 1.20 m/s, at whatupstream angle must theboat head?

upstream40.41.85

1.20θ 11

sinsin

BW

WS

v

v

Page 30: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

30

Copyright © 2009 Pearson Education, Inc.

3-9 Relative Velocity

Example 3-15: Heading across the river.

The same boat (vBW = 1.85 m/s) nowheads directly across the riverwhose current is still vWS = 1.20 m/s.

(a) What is the velocity (vBS)(magnitude and direction) of theboat relative to the shore?

(b) If the river is 110 m wide, howlong will it take to cross and howfar downstream will the boat bethen?

Copyright © 2009 Pearson Education, Inc.

vBW = 1.85 m/s, vWS =1.20 m/s.

(a) What is the velocity (vBS)(magnitude and direction) ofthe boat relative to the shore?

downstream33.0atm/s2.21velocity v

33.01.85

1.20

v

m/s2.211.201.85vvv

BS

1

BW

WS1

222WS

2BWBS

tantan

WSBWBS vvv

Page 31: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

31

Copyright © 2009 Pearson Education, Inc.

(b) If the river is 110 m wide, howlong will it take to cross and howfar downstream will the boat bethen?

m71.459.51.20tvd

s59.5inat vtravelleddistancedownstreamDistance

s59.5v

Dt

t

Dv:rivercrosstoTime

m/s 1.8533.02.21θv

Dofdirectioninvelocitysboat'ofComponent

riverofwidthm110D

WS

WS

BW

BW

BS

coscos

Copyright © 2009 Pearson Education, Inc.

3-9 Relative Velocity

Example 3-16: Car velocities at 90°.

Two automobiles approach a street corner atright angles to each other with the same speedof 40.0 km/h (= 11.1 m/s), as shown. What is therelative velocity of one car with respect to theother? That is, determine the velocity of car 1 asseen by car 2.

Page 32: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

32

Copyright © 2009 Pearson Education, Inc.

The diagram at left shows the situation from a referenceframe fixed to the Earth.

We need to view from a reference frame in which car 2 is atrest which is shown in the diagram at right.

Car 2 sees both the Earth and Car 1 moving towards it.

Copyright © 2009 Pearson Education, Inc.

2Cartowards45atkm/h56.64040v

anglesrightmovingaretheyand

km/h40iscarsbothofspeedtheSince

is2Carbyseenas1CarofvelocityThe

or

km/h)40(speed2CartorelativeEarthofvelocity

km/h)40(speedEarthtorelative2Carofvelocity

2212

2E1EE21E12

2EE2E22E

E2

2E

vvvvv

vvvv

v

v

Page 33: Chapter 3 Kinematics in Two or Three Dimensions; Vectors · 2017. 9. 26. · • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication

7/03/2012

33

Copyright © 2009 Pearson Education, Inc.

Summary of Chapter 3

• A quantity with magnitude and direction is avector.

• A quantity with magnitude but no direction isa scalar.

• Vector addition can be done either graphicallyor by using components.

• The sum is called the resultant vector.

• Projectile motion is the motion of an objectnear the Earth’s surface under the influence ofgravity.