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Motion in A Plane

The document discusses motion in a plane, emphasizing the distinction between scalar and vector quantities, and introduces various laws for vector addition and subtraction. It covers concepts such as position vectors, displacement, and the resolution of vectors, along with the principles of projectile motion, including calculations for range, height, and time of flight. Additionally, it addresses circular motion, detailing uniform and non-uniform circular motion characteristics and the forces involved.

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0% found this document useful (0 votes)
25 views6 pages

Motion in A Plane

The document discusses motion in a plane, emphasizing the distinction between scalar and vector quantities, and introduces various laws for vector addition and subtraction. It covers concepts such as position vectors, displacement, and the resolution of vectors, along with the principles of projectile motion, including calculations for range, height, and time of flight. Additionally, it addresses circular motion, detailing uniform and non-uniform circular motion characteristics and the forces involved.

Uploaded by

ammarbazmi
Copyright
© © All Rights Reserved
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Motion in a Plane ‘A motion in ‘Two Dimensions or the Motion in a Plane’ between two points A and B is a resultant motion of two independent motions imposed on the object; ‘There are two types of physical quantities: (1) Scalar quantity-that has magnitude only and (2) Vector quantity that has magnitude and direction. A vector of a physical quantity is just an arrow whose length is proportional to the magnitude of the physical quantity and arrow pointed to the direction of that physical quantity ‘A force of 10 N is applied on a body’ Is statement in physics because it is not mentioned in which direction the force is applied. That means the physical quantity 10N oe, ‘Force’ isa vector quantity. If scale 4 N= 1.cm then vector of 10.0 Nat 45° with horizontal will be as shown: a Formulae: ‘+ Addition of two vectors: The resultant R of two vectors A and & acting at angle 45° is calculated by drawing vector end to end at angle 45° shown in Fig.1: + Subtraction of two vectors: The difference R’ of two vectors A and & acting at angle 45° is calculated by drawing vector end to end at angle 45° shown in Fig.2: Actually, calculate’ = A+(-8) as shown in Fig.2. ‘Triangle Law of Addition: if two sides of a triangle end to end represent two vectors say A and 6 then third side of the same triangle represents their resultant = A+8. ‘* Parallelogram Law of Addition: If two sides of a parallelogram end to end represent two vectors say A and B then diagonal of the same parallelogram represents thelr resultant R-A+6. ‘+ Addition of more than two vectors: If there are nvectorsA,.A,,A,,....A,, then the resultant R=A, +A, +A, +...+A, is obtained by adding vectors as shown in Figure. ‘* Position vector: The position vector of a point P is a vector with respect to an arbitrary origin (or initial point) denoted as OP. ‘* Displacement vector: If point P moves to point P' then the displacement vector d with respect to same origin O is the vector d= OP’-OP =7'-7 as shown in Fig. 6 Equal Vectors: To vectors A and & are equal if thelr magnitudes and directions are same, i.e., andtheyare 4 parallel, aX ‘+ Multiplication of a vector by scalar. Scalar means a number. If a vector A is multiplied by scalar k then resulting vector is a vector whose magnitude is k times that of vector A and is parallel toA ‘Multiplication by a negative scala vector is a vector whose magnitude is m times that of vector A and makes an angle 180° with A. ‘+ Null or Zero Vector: If one vector Ais subtracted from the equal vector , or a vector is. multiplied by scalar 0 then the resulting vector is a zero vector, i.e. if B= A then 8-A=0 IF a vector is multiplied by scalar-m then resulting lef +{a) ana the resultant makes an angle a with vector P given bya = tan’'(|Q|/|P|). an angle 90° then magnitude of their resultant vector R is given by |R| ‘+ Resolution of two Vectors (in two perpendicular directions): A vector A can be A, and A, resolved into two perpendicular directions (generally) along X-axis and y-axis such thatA, +A, =A. If vector A makes an angle vector @ with X-axis then |A, lAlcoso and|A, | \sing. ‘* Unit vector: The unit ‘a’ vector in the direction of given vector, is vector whose A magnitude is unity (or 1) and is calculated as: 4=. The standard unit vectors along X, Y, and Z axis are denoted asi,j, and k respectively. ‘+ Reoperation of vectors in a Plane and Space: A vector OP = A can be represented in a =xi+yj. Ifpoint P is plane if the point P is located at coordinates P(x,y)asOP = located in space at coordinatesP(x,y,2), then OP = A=xi+yj+zk . Here, i ‘+ Relative Velocity: The relative velocity of one object A with respect to the velocity of object B is given by¥,, w- i It I ' It ' It It Il t ' I t I I t It It ' I t It It ' Il It t I! It ' It It ' It ' ' It It I t ' - _ : ‘* Addition of two Perpendicular Vectors: If one vector ® and @ are two vectors acting at ' I t Il It I I It It It ' I It t I t ' ' t ' I It I t ' I t ' I t ' ' ' I It ' I t ' It t ‘+ Law of cosine: The law of cosine states that if two vectors A and & makes an angle 0 with each other, then magnitude of their resultant R which makes angle cr with vector [Blsino such that R? = + Law oof Sine: The law of sine states that three vectors 8, @ and fare in equilibrium i F___l9l sing,, sina,, sina, and only if Here, a, angle between vectors @ and R, a, angle between vectors R and P, and a,, angle between vectors P and G . ‘+ Position vector, Velocity, and Acceleration of an object in terms of Space Vector Suppose an object located at point P(x,,Yo,2,) moves point Q(x,,2) In time t then position vector? of the object at time tis. F =PQ =Position vector ofpoint Q -Position vector ofpoint P = Position vector ofpointQ -Positionvector ofpoint P = (%¥,2)~ (%or¥o120) = (XX i+ (¥~ Yo )i#(2~20)k ‘© The velocity of the object is Fo 8 ca )io(ymye))9(2-%)K) and the oF erat A }+(2=25)k acceleration = Sloe X)I+(Y=Vo)I+(2—20)k} - The motion and subsequent path described of an object projected with velocity u at angle a is shown in Fi Oy 2(ucosa)’ ©) y=xtana— ‘+ The horizontal component u, and vertical component u, of the initial velocity u are: u + The velocity v(t) of the projectile at any time (say at point As given by @=v,i+,i \cosa_u, =usina where horizontal and vertical components v, and v, are: v, = vcosB = ucosa., and v, = vcos =usina-gt +The magnitude of vloty vi \e+Vi = (cosa) +(usina-gt)’ = yl? —2usinagt+ gt” that makes angle f with “(s} tani (ee= #) cosa horizontal given by tanB, + The horizontal distance d, travelled by the projectile at any time “t isd, = (ucosa)xt. * The vertical distance d, travelled by the projectile at any time ‘t’ is d, =(usina)xt— gt? /2 + Atmaximum height the velocity v, of the projectile becomes zero, so the time taken to reach maximum height isv, ina—gt =0 => t=usina/g ‘+ The time t taken by the projectile to reach from point O to point B (point of maximum height) t= usina /g is called ‘half flight time’. ‘+ The total time T= 2t = 2xusina /g taken by the projectile to reach from point O to point C (point of maximum horizontal distance or range R) is called ‘total flight time’. ‘+ The maximum height H (distance NB) of the projectile can be calculated using third equation of motion v' =v; +2as by substituting y=0,v, sina, and a=-g( for upward motion), and s = H as: 0* =(usina)’ —2gH=>H=(usina)’ /2g ‘* The maximum horizontal distance travelled by a projectile is called the range of the projectile is given byR = Horizontal velocity x Total light time = ucosa.x 2usina./ g = 2utsin(a)cos(a)/g=u'sin2a/g. 0° > a=. © The range is maximum when {sin2a}_..._ ==> 2a= IS", and the maximum range is giVEN BYR mun =U /B ‘© When the range of projectile is maximum angle of projection should be a = 45°, so the maximum height attained by the projectile will beH=(usin4s*)" /2g=(u)' /4g ‘* Inevery projectile motion the relation between R and H istana = 4H/R ‘+ fone projectile is thrown with angle a and other at angle90°~a., their range will be the same, le., R, =R, Provided (i) Projection velocity same (li) Projection place same The range R and the maximum height H of a projectile are same if angle of projection ais 76°. + If two projectiles P and Q are thrown at angles 0, and 0, with initial velocities u,andw,, then curve sketched between their position at every time is a straight line given by u,sin®, -u,sin®, } 2. |x, The slope of straight line ism = 1u,c05®, —u,c0s8, using, ye (geecueee. The change of momentum of projectile of mass M in time AP is aP=M(, -u,) =M(usina—gAt-usina) = M(usina—gAt—usina) = -Mgat +The change of momentum from point of projection to the point of maximum hel P =M(0-u, )=-Musina tis ‘+The change in kinetic energy K of the projectile in time t is given by Ok =M(v;-u?)/2=M(v; -u;)/2 here, v, =usina-gtandu, =usina. Circular Motion: There is no change in kinetic energy and momentum of a projectile in horizontal direction because horizontal velocity remains constant. The change n potential energy particle AU of the project n time tis even by lie lie -Me(ut-ar)=-musinart- 24") Horizontal Projection: Angle of projection a= 0° above the ground at the height h and horizontal velocity u, AU=-M if at any time ‘the particle is at point A(x,y)then x=u, xt andh-y=gt? /2 If Tis the total time of flight, then at point C the value of yis zero, so, OC=u, xT , andh=gT?/2. The velocity of particle at any point t at point A is given by, de d d da oy, fin-yot Ale). ng te GeO) Gel) a") . hl [Ms (st The angle 6 made by projectile with horizontal is = tar (fem Fal Ml 4, fe The motion of an object along a circle of radius R such that the tangential velocity v of the object remains constant. The force required to maintain a circular motion is called me =mxa. r The angular velocity w of an object in circular motion is the rate of change of angular Time of flight T = |—. The horizontal distance travelled by projectile X = u,T =u, y2h/g . the centripetal force F position of the object given byw 3, here ‘T’ the time period of the motion, The tangential velocity v of the object in circular motion is related to wasw =V/r. The acceleration in circular motion is given bya =rw*. a The frequency of circular motion! 7 ‘The angular acceleration of an object in circular motion is given by a= Aw / At Typed (Uniform circular Motion) (a) «-vector remains constant (b) Kinetic energy remains constant (c} Work done 64 force zero, Typestt (Non - uniform circular motion) (a) «-vector variable in magnitude (b) Kinetic energy change (c) Work done by Tangential force is non zero

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