Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1....

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Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1 . Then, some Physics Topics in Ch. 4 !

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Coordinate Systems Rectangular (Cartesian) Coordinates “Standard” coordinate axes. A point in the plane is (x,y) If its convenient, we could reverse + & - -,++,+ -, -+, - A “Standard Set” of xy Coordinate Axes

Transcript of Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1....

Page 1: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Kinematics & Dynamics in 2 & 3 Dimensions; Vectors

First, a reviewof some

Math Topicsin Ch. 1.Then, some

Physics Topicsin Ch. 4!

Page 2: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Vectors: Some Topics in Ch. 1, Section 7 General Discussion.

Vector A quantity with magnitude & direction.Scalar A quantity with magnitude only.

• Here, we’ll mainly deal with Displacement & Velocity. But, our discussion is valid for any vector!

• The Ch. 1 vector review has a lot of math! It requires a detailed knowledge of trigonometry!

Problem Solving• A diagram or sketch is helpful & vital!• I don’t see how it is possible to solve a

vector problem without a diagram!

Page 3: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Coordinate Systems Rectangular (Cartesian)

Coordinates• “Standard” coordinate axes.• A point in the plane is (x,y)• If its convenient, we could

reverse + & -

- ,+ +,+

- , - + , -

A “Standard Set” of xy Coordinate Axes

Page 4: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Vector & Scalar Quantities •Vector Quantity with magnitude & direction.•Scalar Quantity with magnitude only.

Equality of Two Vectors•Consider 2 vectors, A & B

A = B means A & B have the same magnitude & direction.

Page 5: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Vector Addition, Graphical Method • Addition of Scalars:

We use “Normal” arithmetic!• Addition of Vectors: Not so simple!• Vectors in the same direction:

– We can also use simple arithmetic• Example 1: Suppose we travel 8 km East on day

1 & 6 km East on day 2.Displacement = 8 km + 6 km = 14 km East

• Example 2: Suppose we travel 8 km East on day 1 & 6 km West on day 2.

Displacement = 8 km - 6 km = 2 km East “Resultant” = Displacement

Page 6: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Adding Vectors in the Same Direction:

Page 7: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Graphical Method of Vector Addition• For 2 vectors NOT along the gsame

line, adding is more complicated:• Example: D1 = 10 km East

D2 = 5 km North. What is the resultant (final) displacement?• 2 Methods of Vector Addition:

–Graphical (2 methods of this also!)–Analytical (TRIGONOMETRY)

Page 8: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Graphical Method of Adding Vectors“Recipe”

• Draw the first vector.• Draw the second vector starting

at the tip of the first vector• Continue to draw vectors “tip-to-tail”• The sum is drawn from the tail of the

first vector to the tip of the last vector

Example:

Page 9: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

• Example: 2 vectors NOT along the same line. Figure!D1 = 10 km E, D2 = 5 km N.Resultant = DR = D1 + D2 = ?

• In this special case ONLY, D1 is perpendicular to D2.

• So, we can use the Pythagorean Theorem.

DR = 11.2 kmNote!

DR < D1 + D2

(scalar addition)

Page 10: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

D1 = 10 km E, D2 = 5 km N.Resultant = DR = D1 + D2 = ?

The Graphical Method of Addition•Plot the vectors to scale, as in the figure.•Then measure DR & θ.Results in DR = 11.2 km, θ = 27º N of E

DR = 11.2 kmNote!

DR < D1 + D2

Page 11: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

• This example illustrates general rules of graphical addition, which is also called the

“Tail to Tip” Method.• Consider R = A + B (See figure!).

Graphical Addition Recipe 1. Draw A & B to scale. 2. Place the tail of B at the tip of A 3. Draw an arrow from the tail of A to the tip of B

4. This arrow is the Resultant RMeasure its length & the angle with the x-axis.

Page 12: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Order Isn’t Important!Adding vectors in the opposite order gives the same

result: In the example in the figure,DR = D1 + D2 = D2 + D1

Page 13: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Graphical Method of Vector Addition

• Adding (3 or more) vectors:V = V1 + V2 + V3

• Even if the vectors are not at right angles, they can be added graphically using the tail-to-tip method.

Page 14: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

• A 2nd Graphical Method of Adding Vectors (equivalent to the tail-to-tip method, of course!)

V = V1 + V2 1. Draw V1 & V2 to scale from a common origin.

2. Construct a parallelogram using V1 & V2 as2 of the 4 sides.3. Resultant V = Diagonal of the Parallelogram from a Common Origin

(measure length & the angle it makes with the x axis)

See Figure Next Page!

Parallelogram Method

Page 15: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Mathematically, we can move vectors around (preserving their magnitudes & directions)

A common error!

Parallelogram Method

Page 16: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Subtraction of Vectors • First, Define The Negative of a Vector:

- V vector with the same magnitude (size) as V but with opposite direction.

Math: V + (- V) 0 • Then add the negative vector.• For 2 vectors, V1 & V2:

Page 17: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Subtracting VectorsTo subtract one vector from another, add the first vector to

the negative of the 2nd vector, as in the figure below:

Page 18: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Multiplication by a Scalar• A vector V can be multiplied by a scalar c

V' = cV V' vector with magnitude cV & same direction as V.

• If c is negative, the resultant is in the opposite direction.

Page 19: Kinematics & Dynamics in 2 & 3 Dimensions; Vectors First, a review of some Math Topics in Ch. 1. Then, some Physics Topics in Ch. 4!

Example• Consider a 2 part car trip: • Displacement A = 20 km due North. • Displacement B = 35 km 60º West of North. • Find (graphically) resultant displacement vector R

(magnitude & direction). R = A + B. See figure below.

Use ruler & protractor tofind the length of R & theangle β.

Answers:Length = 48.2 km

β = 38.9º