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Physics111 Lecture02

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Physics111 Lecture02

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Physics 111: Mechanics

Lecture 2

Bin Chen
NJIT Physics Department
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Let’s test it…
What is the Most Advanced Physics
Course You Have Had?
A. High school AP Physics course
B. High school regular Physics course
C. College non-calculus-based course
D. College calculus-based course (or I am
retaking Phys 111)
E. None, or none of the above
Announcements
q iClicker: please procure your iClicker. We’ll start setting
it up today. Don’t lose your quiz credits (10% of your
final grade).
q PHYS 111 tutoring schedule updated. See our course
website https://web.njit.edu/~binchen/phys111/ for
detailed information
Lecture 1 Review: Problem-Solving Hints
q Read the problem
q Draw a diagram
n Choose a coordinate system, label initial and final points,
indicate a positive direction for velocities and accelerations

q Label all quantities, be sure all the units are consistent


n Convert if necessary
q Choose the appropriate kinematic equation
q Solve for the unknowns
n You may have to solve two equations for two unknowns
q Check your results
Chapter 3 Motion in 2-D or 3-D
q Introduction to vectors
q 3.1 Position and Velocity Vectors
q 3.2 The Acceleration Vector
q 3.3 Projectile Motion
q 3.4 Motion in a Circle
q 3.5* Relative Velocity (self-study section)
Vectors and Scalars
q Vectors q Scalars:
n Displacement n Distance
n Velocity (magnitude and n Speed (magnitude of
direction!) velocity)
n Acceleration n Temperature
n Force n Mass
n Momentum n Energy
n Time
qA vector quantity has both magnitude (value + unit) and direction
qA scalar is completely specified by only a magnitude (value + unit)
Vectors: Important Notation
q To describe vectors we will use:
n The bold font: Vector A is A
Ending position
n And/or an arrow above the vector: !
n In the pictures, we will always show
vectors as arrows
!
n Arrows point the direction
n To describe the magnitude of a
vector we will use absolute value
sign: ! or just A Starting position
n Magnitude is always positive, the
magnitude of a vector is equal to
the length of a vector.
Properties of Vectors
q Equality of Two Vectors
n Two vectors are equal if they have the
same magnitude and the same direction
q Movement of vectors in a diagram
n Any vector can be moved parallel to
itself without being affected
q Negative of a vector
n A vector the negative of another if they have the
same magnitude but are 180 apart (opposite
directions) !
A !
! = −$ or $ = −! B
Adding Vectors Geometrically
(Triangle Method)
!
q Draw the first vector A with the
appropriate length and in the
direction specified, with respect ! !
to a coordinate system! A+ B !
q Draw the next vector B with the B
appropriate length and in the
direction specified, with respect
to a coordinate system whose !
origin is the end of vector A and
parallel to! the coordinate system !
used for A : tip-to-tail . A
q The resultant
! is drawn from the
origin of! A to the end of the last
vector B
Adding Vectors Graphically
q When you have many
vectors, just keep
repeating the process
! !
A+ B

until all are included ! ! !


q The resultant is still A+ B +C
drawn from the origin ! !
of the first vector to A+ B
the end of the last
vector
More on Vector Addition
Vector Subtraction
q Special case of vector
addition !
n Add the negative of the
B
subtracted vector
! − # = ! + (−#)
q Continue with standard !
A
vector addition procedure −#
!−#
More on Vector Subtraction

!
=
!−" "
Components of a Vector
q Components of a vector are
the projections of the vector
along the x- and y-axes
q Components are not vectors,
they are magnitudes of
component vectors
! = !# + !% q

Components of a vector !:
56 = A cos 8
59 = A cos (90° − 8)=A sin 8
Components of a Vector
q The previous equations are valid only if θ is
measured with respect to the x-axis
q The components can be positive or negative and will
have the same units as the original vector
θ=0, Ax=A>0, Ay=0
θ=45 , Ax=Acos45 >0, Ay=Asin45 >0
ax < 0 ax > 0
θ=90 , Ax=0, Ay=A>0
ay > 0 ay > 0
θ θ=135 , Ax=Acos135 <0, Ay=Asin135 >0
ax < 0 ax > 0 θ=180 , Ax=-A<0, Ay=0
ay < 0 ay < 0 θ=225 , Ax=Acos225 <0, Ay=Asin225 <0
θ=270 , Ax=0, Ay=-A<0
θ=315 , Ax=Acos315 <0, Ay=Asin315 <0
Calculations Using Components:
Magnitude and Direction
• We can use the components of a
vector to find its magnitude and
direction:

!= # = !%$ + !%'

,- ,-
tan + = , and + = arctan
,. ,.
Calculations Using Components:
Vector Addition
• We can use the components of a
set of vectors to find the
components of their sum:
(=!+&
• Components of !: "# , "%
• Components of &: '# , '%
• Components of (:
)# = "# + '# , )% = "% + '%
Unit Vectors
q $
Unit vectors ",̂ #,̂ %
q Unit vectors used to specify direction
q Unit vectors have a magnitude of 1
q Then &' = )* ",̂ &+ = ), #̂

Magnitude Magnitude

Unit vector Unit vector

& = &' + &+ = )* "̂ + ), #̂


Adding Vectors Algebraically
q Consider two vectors
# = '( ,̂ + '- .̂
% = )( ,̂ + )- .̂
q Then
# + % = ('( ,̂ + '- .)̂ + ()( ,̂ + )- .)̂
=('( +)( ),̂ + ('- +)- ).̂

q ! = # + % = ('( + )( ),̂ + ('- +)- ).̂


! = /( ,̂ + /- .̂
q So we have reproduced
0( = '( + )( , 0- = '- + )-
Motion in two dimensions
q Kinematic variables in one dimension
n Position: !(#) m
n Velocity: %(#) m/s
x
n Acceleration: &(#) m/s2
q Kinematic variables in three dimensions
n Position: ' # = ) +̂ + -.̂ + /10 m
n Velocity: 0
% # = 23 +̂ + 24 .̂ + 25 1 m/s
n 0 m/s2
Acceleration: & # = 63 +̂ + 64 .̂ + 65 1
q All are vectors: have direction and magnitudes
Position and Displacement
q In one dimension

∆" = "$ %$ − "' %'

xi (ti) = - 3.0 m, xf (tf) = + 1.0 m ! ! !


Dr = r2 - r1
Δx = +1.0 m + 3.0 m = +4.0 m
q In two dimensions
n Position: the position of an object is
described by its position vector ((%)   
always points to particle from origin. ri + Δr = rf
n Displacement: ∆( = ($ − ('
Example: Walkman
q A man walking (with a walkman) firstly takes one walk
which can be described algebraically as ! = −3&̂ + 5),̂
followed by another * = 4&̂ − 2).̂ Find the final
displacement and direction of the sum of these motions

- = ! + * = (/0 + 10 )&̂ + (/3 +13 ))̂


= −3 + 4 &̂ + 5 − 2 )̂ = 1&̂ + 3)̂

50 = 1 53 = 3
2 2 1/ 2
C = (C x + C y ) = (12 + 32 )1/ 2 = 3.16
53 3
6 = arctan = arctan = 71.5°
50 1
Average Velocity
q The average velocity between
two points is the displacement
divided by the time interval
between the two points.
q The average velocity has the
same direction as the
displacement.
∆1
0+, =
∆)

∆#%̂ + ∆'(̂ ∆# ∆'


= = %̂ + (̂ = *+,,. %̂ + *+,,/ (̂
∆) ∆) ∆)
hapter 3 Key Equations
x ˆ y jˆ zkˆ (position vector)
Instantaneous Velocity
r

q The instantaneousr2 velocity y jˆ zkˆ (position vector)


r1 r rx ˆis the
instantaneous
av rate of change (average
of velocity vector)
t2 t1 t
position vector with respect
r2 r1 tor
(average velocity vector)
time. av
t2 t1 t
r dr
lim (instantaneous velocity vector)
t 0 t dt
r dr
lim (instantaneous velocity vector)
q The components of
t 0the
t dt
dx dy dz
x
instantaneous
y
velocity
z
are(components of instantaneous velocity)
dt dt dt
dx dy dz
x y z (components of instantaneous velocity)
dt dt dt
2 1
q The instantaneous
aav (average
velocity of a acceleration vector)
t2 t1 t
particle is always
a tangent
2 1 to its path.
(average acceleration vector)
av
t2 t1 t
d
a lim (instantaneous acceleration vector)
r dr
lim (instantaneous velocity vector)
Average Acceleration t dt
t 0

dx dy dz
q The average acceleration
x y during
z a time interval
(components ∆" is
of instantaneous veloc
dt dt dt
defined as the velocity change ∆# divided by ∆".
2 1
aav (average acceleration vector)
t2 t1 t

d
a lim (instantaneous acceleration vector)
t 0 t dt

d x d y d z
ax ay az (components of instantaneous acceler
dt dt dt

x ( 0 cos 0 )t (projectile motion)

y ( 0 sin 0 )t
1
2 gt 2 (projectile motion)
t2 t1 t
dx dy dz
(components of instantaneous velocity)
Instantaneous Acceleration
x y z
dt dt dt r dr
lim (instantaneous velocity vector)
t 0 t dt
q The instantaneous
aav 2 acceleration
1 is theacceleration vector)
(average
instantaneousdxratet2 tof
1 dychange
t of the
dz
(components of instantaneous velocity)
velocity with
x respect
dt
y to
dt time.
z
dt
d
a lim (instantaneous acceleration vector)
t 0 t dt 2 1
aav (average acceleration vector)
q Any particle following at2 curved
t1 tpath
is accelerating,
d x d y even dif zit has
ax ay az (components of instantaneous acceleration)
constant
dt speed.
dt dt d
a lim (instantaneous acceleration vector)
q The components of thet t 0 dt
instantaneous acceleration
x ( 0 cos 0 )tare(projectile motion)
d x d y d z
ax ay az (components of instantaneous acceleration
dt y ( sindt 1 dt 2
0 0 )t 2 gt (projectile motion)

x ( 0 cos 0 )t (projectile motion)


x 0 cos 0 (projectile motion)
Acceleration Direction
q Another useful way to think about
instantaneous acceleration is in
terms of its component parallel or
perpendicular to the velocity.
q Parallel component tells us about
changes in the particle s speed.
q Perpendicular component tells us
about changes in the particle s
direction of motion.
Calculating Displacement
q A rover is exploring the surface of Mars, which we represent as a
point. It has x- and y-coordinates that vary with time:
x = 2.0 m - (0.25 m/s2 )t 2
y = (1.0 m/s)t + (0.025 m/s3 )t 3
q Find the rover’s coordinates and
distance from the origin at t = 2 s.

x = 2.0 m - (0.25 m/s2 )(2.0 s) 2 = 1.0 m


y = (1.0 m/s)(2.0 s) + (0.025 m/s3 )(2.0 s)3 = 2.2 m
r = x 2 + y 2 = 1.0 2 + 2.2 2 = 2.4 m
Calculating Average Velocity
q A rover is exploring the surface of Mars, which we represent as a
point. It has x- and y-coordinates that vary with time:
x = 2.0 m - (0.25 m/s2 )t 2
y = (1.0 m/s)t + (0.025 m/s3 )t 3
q Find the rover’s displacement and
average velocity vectors for the interval t
= 0.0 s to t = 2.0 s.
!" = (2.0 m)+̂ + (0.0 m)-̂
!. = (1.0 m)+̂ + (2.2 m)-̂
∆! = !. − !" = (−1.0 m)+̂ + (2.2 m)-̂

∆! (−1.0 m)+̂ + (2.2 m)-̂


234 = = =?
∆5 2s−0s
Calculating Instantaneous Velocity
q A rover is exploring the surface of Mars, which we represent as a
point. It has x- and y-coordinates that vary with time:
x = 2.0 m - (0.25 m/s2 )t 2
y = (1.0 m/s)t + (0.025 m/s3 )t 3
q Find a general expression for the rover’s
instantaneous velocity vector V.
dx
vx = = - (0.25 m/s2 )(2t )
dt
dy
vy = = 1.0 m/s + (0.025 m/s3 )(3t 2 )
dt
!
v = v x iˆ + v y ˆj
q What is the rover’s instantaneous velocity
at t = 2 s (magnitude and direction)?
Calculating Acceleration
q A rover is exploring the surface of Mars, which we represent as a
point. It has x- and y-coordinates that vary with time:
x = 2.0 m - (0.25 m/s2 )t 2
y = (1.0 m/s)t + (0.025 m/s3 )t 3
q Find a general expression for the
rover’s instantaneous acceleration a.
v x = - (0.50 m/s2 )t
dy
vy = = 1.0 m/s + (0.075 m/s3 )(t 2 )
dt
dv
a x = x = -0.50 m/s2
dt
dv y
ay = = (0.075 m/s2 )(2t )
dt
!
a = a x iˆ + a y ˆj
Summary I: Vectors
q Vector addition

! + " = ('( *̂ + '+ ,)̂ + (.( *̂ + .+ ,)̂


=('( +.( )*̂ + ('+ +.+ ),̂

q Vector subtraction
" !−"
! − " = ('( *̂ − '+ ,)̂ + (.( *̂ − .+ ,)̂
!
=('( −.( )*̂ + ('+ −.+ ),̂
hysics, 13/e Young/Freedman r2 r1 r
ChapterUniversity
3 Key Equations
Physics, 13/e (average velocity vector) (3
Summary II:
av
Chapter
dman Young/Freedman 3 Key Equations t t
2 r2 1 r1 t r
av (average velocity vector)
t t
Chapter 3 Key Equations r x ˆ 2 y jˆ 1 zkˆ (position vector)
t
ey Equations
Position, Velocity, Acceleration
(3.1
r dr
lim r x ˆ y jˆ zvelocity
(instantaneous kˆ (position
vector)vector) (3
t 0 t r dtdr
rlim zkˆ (position vector)
r x ˆ r y jˆ (instantaneous velocity vector) (3.1)
2t 0r1
q Position r x ˆ av y jˆt zt kˆ t (position dt (average velocity vector)
vector) (3.2
(3.1
r r r
dx dy2 1 dztav 2 1
(average velocity vector)
r r r(components
t2(average
t1 t instantaneous
of velocity) (3
q Average velocity
2 1
x
dtdx
y
dt
avdy
z
dt velocity vector) (3.2)
t2 t1 dz t (components of instantaneous velocity)
x r
2 dt r1lim rrdt dr
y z
(average dt velocityvelocity
(instantaneous vector)vector) (3.2
(3.3
av t dt
t 0
t2 t1velocity t r d r
q Instantaneous aav lim2 r 1 drlim (instantaneous
(average acceleration velocity vector) (3.3)(3
vector)
(instantaneous
0 t dt velocity vector)
t t 20 t t
t
2 t1 1 dt
dx dyaav t dzt (average acceleration vector)
2 t
1 (components of instantaneous velocity) (3.4
x
dt r y dr
dt
z
dx d dzdy dt dz
lim x dxa lim (instantaneous
dy velocity
(components
(instantaneous
vector) vector)
(components
acceleration ofvelocity)
of instantaneous (3.3
instantaneous velocity
(3.4)
(3
t 0 t dt dtt 0 dtdtt dt dtdt
yx z y z
dt
d
q Acceleration a 2lim 1 (instantaneous acceleration vector)
aav t 0 t dt (average acceleration vector) (3.8
dx dyd x dz t
adav2 y 1 t 2 1 t
d z 2 (average 1 acceleration vector) (3.8)
a a (components
t a
2 z 1 t a av t (average
of instantaneous
(components of acceleration
velocity)
instantaneous vector)
acceleration) (3.4
(3
x y x dt z y dt dt t t t
dt ! !dt d x ! dt d y d z 2 1
q r (t), avx (t ),dtand aay(t ) are d anot z necessarily(components along of instantaneous
the same acceleration)
direction.
a lim dt dt
d(instantaneous acceleration vector) (3.9
t a 0 lim (instantaneous
t x dt ( 0 cos 0 )t d(projectile motion) acceleration vector) (3.9)
(3
t 0 ta dtlim (instantaneous acceleration vector)
2 1
aav (average acceleration
x ( 0 cos t 0 )t dt (projectile
t 0 vector)
motion) (3.8
d x t2d t1 d y dyt y ( dsin z d z )t 1 2
(projectile motion) acceleration) (3
a a x a 0 (components
0 2 gt of instantaneous (3.1
Calculating displacement
q An ant moves in one direction with a displacement
derived by A=3i+5j, then it turns to another direction
describes as B=4i+10j. The units are in m. Find the
angle in degrees of the final displacement of the ant
relative to the X axis.
(A) 79
(B) 11
(C) 65
(D) 25
(E) 36
Flying a plane
q A plane is trying to land in the Newark International
Airport from south at a reduced speed of 300 mph.
However there is a strong wind blowing from west at
50 mph. In order to keep the plane in the north direction
for landing, how many degrees away from due north (+
for east and – for west) should the captain steers the
plane?

(A) -11.3 (B) -9.6 (C) 0 (D) 9.6 (E) 11.3


2-D Motion under Constant Acceleration
q Motions in two dimensions are independent components
q Constant acceleration equations in vector form of
1 +
! = !# + %& ' − '# = !# & + %& !, = !+# + 2%(' − '# )
2
q Constant acceleration equations hold in each dimension
./ = .#/ + 0/ & .3 = .#3 + 03 &
1 1
1 − 1# = .#/ & + 0/ & + 4 − 4# = .#3 & + 03 & +
2 2
./+ = .#/ + + 20/ (1 − 1# ) .3+ = .#3 + + 203 (4 − 4# )
n t = 0 beginning of the process
!
n a = axiˆ + a y ˆj where ax and ay are constant
! !
n Initial velocity v0 = v0 xiˆ + v0 y ˆj initial displacement r0 = x0iˆ + y0 ˆj
Hints for solving problems
q Define coordinate system. Make sketch showing axes, origin.
q List known quantities. Find v0x, v0y, ax, ay, etc. Show initial
conditions on sketch.
q List equations of motion to see which ones to use.
q Time t is the same for x and y directions.
x0 = x(t = 0), y0 = y(t = 0), v0x = vx(t = 0), v0y = vy(t = 0).
q Have an axis point along the direction of ! if it is constant.

"# = "%# + '# ( "0 = "%0 + '0 (


1 1
) − )% = "%# ( + '# ( - 1 − 1% = "%0 ( + '0 ( -
2 2
"#- = "%# - + 2'# () − )% ) "0- = "%0 - + 2'0 (1 − 1% )
Projectile Motion
q A projectile is any body given an initial velocity
that then follows a path determined by the
effects of gravity.
Projectile Motion: A Simple Case
q 2-D problem and define a coordinate
system: x- horizontal, y- vertical (up +)
q Try to pick x0 = 0, y0 = 0 at t = 0
q Horizontal motion + Vertical motion
q Horizontal: ax = 0 , v0x = v0
q Vertical: ay = -g = -9.8 m/s2, v0y = 0
q Equations:
Horizontal Vertical
!" = !$" + &" ' !/ = !$/ + &/ '
1 1
( − ($ = !$" ' + &" ' , 0 − 0$ = !$/ ' + &/ ' ,
2 2
!", = !$" , + 2&" (( − ($ ) !/, = !$/ , + 2&/ (0 − 0$ )
Which ball strikes first?
q Consider the motions of two golf
balls shown in the right figure, the
red one simply released and the
yellow one shot horizontally. They
have the same initial height and
starting time. Which one will strike
the ground first?
(A) the red one
(B) the yellow one
(C) at same time
(D) not enough information is given
Projectile Motion: Example 1
q A ball rolls off a table of height h. The
ball has horizontal velocity v0 when it
leaves the table.
q How far away does it strike the ground?
q How long does it take to reach the
ground?
x0=?, y0=?, v0x=?, v0y=?, ax=?, ay=?
x=?, y=?, vx=?, vy=?

q Vertical Displacement: x0 = 0, y0 = 0, v0x = v0, v0y = 0,


1 .
, − ,$ = − '( = −ℎ ax = 0, ay = -g, y = -h
2
q Time needed: ( = 2ℎ/'
q Horizontal Displacement: !" = !$ !% = −'(
/ ( − /$ = !$ ( = !$ 2ℎ/'
Projectile Motion: Generalized
q 2-D problem and define a coordinate system.
q Horizontal: ax = 0 and vertical: ay = -g.
q Try to pick x0 = 0, y0 = 0 at t = 0.
q Velocity initial conditions:
n v0 can have x, y components.
!"# = !" cos (" !") = !" sin ("
n vx is usually constant.
n vy changes continuously.
q Equations:
Horizontal Vertical
!# = !"# = !" cos (" !, = !") − ./ = !" sin (" − ./
5
0 = 0" + !"# / y= 4" + !", / − 6 ./ 6
= (!" cos (" )/ 1 6
= (!" sin (" )/ − ./
2
Projectile Motion
q Provided air resistance is negligible,
the horizontal component of the
velocity remains constant
q Vertical component of the
acceleration is equal to the free fall
acceleration –g
q Vertical component of the velocity
and the displacement in the y-
direction are identical to those of a
freely falling body
q Projectile motion can be described !" = !$ cos ($ !) = !$ sin ($ − -.
as a superposition of two 4
independent motion in the x- and / = /$ + !$" . y= 3$ + !$) . − -. 5
5
= (!$ cos ($ ). 1 5
y-directions = (!$ sin ($ ). − -.
2
Mission Impossible 6
q Tom Cruise jumping off rooftop in Mission
Impossible 6 (warning: spoil!)
q https://www.youtube.com/watch?v=g_4y
YnPEP70
Tom Cruise jumping off rooftop
q In Mission Impossible 6, Tom Cruise jumps off a rooftop
and landed on a nearby building that is 5 m lower. The
horizontal distance between the two buildings is 10 m.
Assume he jumps off the edge nearly horizontally. How
fast in m/s should he run in order to make it to the other
side (without dying)?

A) 5 m/s B) 10 m/s C) 20 m/s


D) 7 m/s E) 15 m/s
Summary III: Projectile Motion
q Projectile motion is one type of 2-D motion under constant
acceleration, where ax = 0, ay = -g.
q The key to analyzing projectile motion is to treat the x- and y-
components separately and apply 1-D constant acceleration
kinematics equations to each direction:

horizontal direction Vertical direction


!" = !$" + &" ' !/ = !$/ + &/ '
1 1
( − ($ = !$" ' + &" ' , 0 − 0$ = !$/ ' + &/ ' ,
2 2
!", = !$" , + 2&" (( − ($ ) !/, = !$/ , + 2&/ (0 − 0$ )
&" = 0 &/ = −2 (projectile motion, no air resistance)

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