Motion (Freely Falling Bodies and Projectile Motion) : Course Learning Outcomes
Motion (Freely Falling Bodies and Projectile Motion) : Course Learning Outcomes
MOTION
(Freely Falling Bodies and Projectile Motion)
Course Learning Outcomes:
By the end of the module, students are able to:
1. Understand and define the basics of free falling bodies and projectile
motion;
2. Identify the relationship between free falling bodies and projectile
motion; and
3. Solve motion problems using the formula.
Introduction
Freely Falling Bodies
Free fall as the term says, is a body falling freely because of the gravitational
pull of our earth.
Imagine a body is falling freely for time t seconds, with velocity v, from a
height h, due to gravity g.
Free fall is autonomous of the body’s mass. It only depends on height and the
time period for which body is flung.
A free-falling object is an object that is falling under the sole influence of
gravity. Any object that is being acted upon only by the force of gravity is said
to be in a state of free fall. There are two important motion characteristics
that are true of free-falling objects:
a. Free-falling objects do not encounter air resistance.
b. All free-falling objects (on Earth) accelerate downwards at a rate of
9.8 m/s/s (often approximated as 10 m/s/s for back-of-the-envelope
calculations)
An object at rest, dropped from a distance above the Earth, will accelerate at
a constant rate due to gravity. Learn with this Formula Solver how to
calculate this downward acceleration using your own distance, time and final
velocity values.
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An object at rest dropped from distance (d) above Earth will accelerate
downward at a constant 9.8m/s² due to gravity (g) and fall for (t) seconds
with a final velocity (v). This behavior is described by these two formulae:
d = gt²/2 v=gt
Sample Problem 1.
a. How long does it take a ball to fall from a roof to the ground 7.0 m
below?
b. With what speed does it strike the ground?
Answer:
In kinematic problems, start off with 𝑑𝑎𝑣𝑓 𝑣𝑖 t. Use this format to list the
information given and identify the quantity being solved for. Then identify
the relationship between the given and the unknown quantities, substitute
the values into the relationship and solve for the unknown.
d 7.0 m [down]
a 9.8 𝑚/𝑠 2 [down]
𝑣𝑓
𝑣𝑖 0
t ?
Now we can see we need a relationship between d, a, 𝑣𝑖 and t
d = 𝑣𝑖 t + (0.5)𝑎𝑡 2
(7.0 m) = (0) t + (0.5) (9.8)𝑡 2
t = 1.20s
We need a relationship between d, a, 𝑣𝑖 and 𝑣𝑓
𝑣𝑓 2 = 𝑣𝑖 2 + 2ad
𝑣𝑓 2 = 02 + 2 (9.8) (7.0)
𝑣𝑓 = 11.7 m/s
Problem 2.
How long does it take a ball to reach the ground 7.0 m below, if it is thrown
straight up with an initial speed of 2.00 m/s?
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Answer:
d 7.0 m
a 9.8 𝑚/𝑠 2
𝑣𝑓
𝑣𝑖 -2.0 𝑚/𝑠 ∗
t ?
*Do not use “[up]” and “-“at the same time unless you are trying to say (“the
opposite of [up]”)
dr/dt = ydv/dt = a
Each vector equation is actually a set of two independent equations (this is a
two-dimensional motion for x and y components of the corresponding
vectors). That is, these equations are simply shorthand notation for
dx/dt = 𝑣𝑥 𝑑𝑣𝑥 /dt = 𝑎𝑥
dy/dt = 𝑣𝑦 𝑑𝑣𝑦 /dt = 𝑎𝑦
So, in reality we are with two sets of independent equations for the x and y
directions and can envision the problem as a superposition of two completely
independent motions that together are equivalent to the projectile motion.
Let us consider two other objects. The first one moves in the horizontal
direction with the constant velocity 𝑣0𝑥 . All the factors that govern the
motion of this object and of the horizontal component of our projectile
motion are identical. These two motions cannot be distinguished for each
other. Therefore, if we solve for the motion of this imaginary object, we will
have solved the x component of the projectile motion. The second object we
consider is thrown straight up with velocity 𝑣0𝑦 . All the factors that govern
the motion of this object and of the vertical component of our projectile
motion are identical. Again, if we solve for the motion of this imaginary
object, we will have solved the y component of the projectile motion.
These two imaginary objects will become our projectile when we link their
motions with a common time because in the projectile case, both the
horizontal and vertical motions start at the same place at the same time. Our
projectile is equivalent to an object moving up and down, and also sliding in
the horizontal direction while executing this vertical motion.
We can easily find the total duration of the vertical component of the motion;
you may wish to revisit the relevant note on up-and-down motion to refresh
your memory and how that's done. Once we know how long the projectile
stayed in the air, finding the range from the horizontal motion is simple. Let's
put these ideas together.
The Horizontal Component
Neglecting air resistance, the velocity x component does not change
throughout the entire motion.
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Therefore 𝑣𝑥 = 𝑣0𝑥
and 𝑥 = 𝑣0𝑥 𝑡 (2)
That’s all for horizontal motion.
The Vertical Component
𝑣𝑦 = 𝑣0𝑦 − 𝑔 𝑡 (3)
For our choice of axes. You may wish to revisit the note on the choice of signs
for velocity and acceleration. The y motion can be envisioned as an object
thrown straight up with velocity 𝑣0𝑦 .
Such an object will rise until its velocity is zero, so from the last equation the
time to reach the maximum height is
𝑡𝑚𝑎𝑥 = 𝑣0𝑦 /𝑔 (4)
The object will then fall to the ground and the downward trip is the mirror
image of the trip up; you may wish to revisit the relevant note. Therefore, the
total time the object stays in the air is
𝑡𝑡𝑜𝑡 = 2𝑡𝑚𝑎𝑥 = 𝑣0𝑦 /𝑔 (5)
Putting It Together
That’s it. We have derived the total duration of the projectile’ motion. To find
the range R all that is left is to plug 𝑡𝑡𝑜𝑡 into equation (2) which gives us the
distance covered at any time t. The result is
R = 𝑣0𝑥 𝑡𝑡𝑜𝑡
= 2𝑣0𝑥 𝑣0𝑦 /𝑔
Why the funny dependence on angle? From the first step in equation (6), the
range is the product of the horizontal velocity component and the total
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duration of the motion. For a given launch speed 𝑣0 , large 𝑣0𝑥 are obtained
at a small launch angle. But then the duration of the flight is short because
𝑣0𝑦 is small. Conversely, a steep launch angle will maximize the duration of
the motion by a large 𝑣0𝑦 , but then 𝑣0𝑥 is small and the object simply goes
up and down without getting very far. The composition between these two
opposing effects is the reason for the dependent shown in our result. This
result can be simplified when we recall the identity from trigonometry
sin2sincos. With this identity the range become simply
R = (𝑣02 /𝑔) sin2 (7)
The maximum value of the sine function is 1, obtained when its argument is.
Therefore, for a given 𝑣0 , the maximum range is 𝑣02 /𝑔 , obtained for a
launch angle. The function sin □□ is symmetric about its peak □°, therefore
the function sin2 is symmetric about □□°. For example, a projectile launched
at 30° will have the same range as one launched at 60°.
The Trajectory Height
An object thrown upward with velocity 𝑣0𝑦 will rise to a height 𝑣0𝑦 2 /2𝑔; you
may wish to revisit the note on up-and-down motion to verify this result. So
this is the height of the projectile’s trajectory
h = 𝑣0𝑦 2 /2𝑔 = (𝑣02 /2𝑔) sin2
Sample Problem 1.
A bullet has a speed of 350m/s as it leaves a rifle. If it is fired horizontally
from a cliff 6.4m above a lake, how far does the bullet travel before striking
the water?
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Solution:
We have a 2-dimentional problem with constant acceleration (acceleration
due to gravity). This is a projectile motion problem. The figure is as shown
and the coordinate system is drawn. The origin is placed at the bullet’s
location at time t = 0. Hence the initial conditions for the problem are
x (t = 0) = 𝑥0 = 0; y (t = 0) = 𝑦0 = 0;
𝑣𝑥 (t = 0) = 𝑣𝑥0 = 350 m/s; 𝑣𝑦 (t = 0)
x (t) = ½ 𝑎𝑥 𝑡 2 + 𝑣0𝑥 𝑡 + 𝑥0
y (t) = ½ 𝑎𝑦 𝑡 2 + 𝑣0𝑦 𝑡 + 𝑦0
𝑣𝑥 (t) = ½ 𝑎𝑥 t + 𝑣0𝑥
𝑣𝑦 (t) = ½ 𝑎𝑦 t + 𝑣0𝑦
Inserting the values of acceleration and the initial conditions gives us the
specific equations (applicable to this one particular problem).
x (t) = (350t) y (t) = (½) (9.8) 𝑡 2
𝑣𝑥 = 350 m/s 𝑣𝑦 (𝑡) = 9.8 t
Let t’ be the time when the bullet hits the lake. We then know that:
y (t’) = + 6.4 m. Thus: y (t’) = 6.4 = + 4.9 𝑡 2 —> t’ = 1.143 sec
The horizontal (x) position of the bullet at this time is then:
x (t’) = (350) (1.143) = 400 m
Problem 2.
A player kicks a football at an angle of 37° with the horizontal and an initial
speed of 48ft/s. A second player standing at a distance of 100ft from the
first in the direction of the kick start running to meet the ball at the instant
it is kicked. How fast must he run in order to catch the ball before it hits the
ground?
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Solution:
We have a projectile motion problem (as far as the football is concerned).
Hence, we have drawn a figure, chosen a CS, and write down the initial
condition (initial position and velocity) of the football at (t = 0).
𝑥0 = 0; 𝑦0 = 0;
𝑣0𝑥 = 𝑣0 cos37; 𝑣0𝑦 = 𝑣0 sin37;
We insert the known values for acceleration & initial conditions and obtain
the specific equations for the football:
We can now answer any question regarding the motion of the football. In
particular, we are interested in when it hits the ground (call this t’). We have:
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We can now consider the 2nd player. His initial position (t = 0) is 100ft from
the origin, and he must reach a point 69ft from the origin in 1.8sec if he is to
catch the ball. Thus from the definition of average velocity.
The negative sign indicates that he must run toward the origin (negative x
direction)
References:
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