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2. Kinematics 2D Chapter 4

Chapter 4 covers the fundamentals of 2D kinematics, including displacement, velocity, and acceleration vectors. It explains projectile motion, uniform circular motion, and relative motion, providing equations and examples for each concept. The chapter emphasizes the separation of motion into different dimensions and the effects of gravity and acceleration on moving objects.

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0% found this document useful (0 votes)
10 views

2. Kinematics 2D Chapter 4

Chapter 4 covers the fundamentals of 2D kinematics, including displacement, velocity, and acceleration vectors. It explains projectile motion, uniform circular motion, and relative motion, providing equations and examples for each concept. The chapter emphasizes the separation of motion into different dimensions and the effects of gravity and acceleration on moving objects.

Uploaded by

kiramillab
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chapter 4 - Kinematics 2D

4.1 Displacement and Velocity Vectors

Position Vector : a vector that locates a particle in


space
relative to an
origin .

X(t) , y(t) , z(t) - (t) =


x(t)y +
y(t)y +
z( + )k

coordinates as functions
of time
Displacement Vector :
Change in position
, j k ,
-
unit rectors ·

points from initial to

x(t) =

r =

Fi final position

EXAMPLE :

A particle moves from A =

(2 ,
3
, 0) to B =

(5 ,
-
,
4)

=
A
=
24 + 35 +
oi =
55 -

15 + 44

Dr = -
z
=
(5 2) -
+
( -

1 -

3)j +
G 0)
-

=
35 -

45 +
45

Velocity Vector :
Time derivative or position :

↑(H) =( x
A
= +
y +
zk

EXAMPLE (velocity from a


position function

Position Vector :
=(t) =
(etz) [ +
(3t)j -
( + 3)i

: (t) (4t)n
(1) Differentiate (3)5 ( + 3)/
=
+
each component
-

(2) ex · find velocity at + =


2 (2) =
Sn +
35 -

12

Average Velocity
Taug =
:
4.2 Acceleration Vector

>
-
The acceleration vector is the time derivative of the
Instantaneous
velocity rector

Acceleration Vector
(t) =
if the position rector is : (t) =
x (H) +
y(t)j + z(t) *
1)
the acceleration is : +

velocity : (H) vx (t) vy(t)j vz( + )


+ +
if the vector is
=

2)
the acceleration is :++
EXAMPLE Acceleration from Velocity
:

= (t) =

(3(2)[ +
(4)5 -

127)4

(1) Differentiate (t) =


(6t)i -

(2)[
(2) Ex .
find et =

2 (2) = 12- 2 *

Constant Acceleration >


- When a is constant we can treat motion in
,

in 21 & 3D each direction separately .

For direction :
For X direction : y
Kinematic x(t) =
xot Voxt +
taxt y(t) =
yo+ Vt
Oy
+
tayt
Equations vx(t) =

Vox +
axt Vy(t) =

Voy
+ at
Y

EXAMPLE :

Acceleration - a =
1 .
1
downslope of 15
4.
F(0) 50j) Xo 75 =
Position (755 Vox
=

Initial + -

Velocity >
- ~ (0) (4 12 1 1j) . 1
Initial Yo Voy
=
-

.
=
-
50 = -1

1) Decompose the acceleration

03ay
W

) sin (15 )
%

cos(15 2 -asint 5492


%

2 1
=
0
acOSt -2 1
= =
=

ax
= = -

.
.
. .

Kinematic
2) Plug in values into equations
2
5(2 03)

S
X(t) =
75 +
4 14
.
+ 0 . . +

2
y(t)
= -

50 -

1 . 17 + 0 . 5)
-

0 .
54)t
Vx(t) = 4 1 .
+
2 03t
.

Vy(t) 1 1 0 54t
= - -

. .
4.3 Projectile Motion
Projectile motion is the motion of an object under the influence of gravity alone,
assuming no air resistance. It moves along a curved path called a trajectory
4) Due to constant acceleration this motion can
Separating motion into
be in
,

analysed 1 separate ID motions .


X-
By-directions
Direction Characteristic

Horizontal (x) Constant


velocity (ax
=
0)
Vertical (y) Constant acceleration (ay =
-g)

Horizontal Motion Vertical Motion


Kinematic Equations
X(t) =
xo
+
Voxt y(t) =

yo +
Voyt
-

Egt
for Projectiles Vx =

Vox =

VCost Voy
=

Vosint

Time of Flight (T) Range (R) Max Height


General Formulas
T = E
sin
R-sin(2 Hin
The Time of
Flight Formula Velocity& Impact
only works for
symmetric
Vx
=
Vocos(f) -
horizontal velocity doesn't change
motion & when
projectile
lands at the same
Vy
=

Voy-gt
=
Vosino-gt (it lands & different height
:

height it was launched


y Yo Vogt-Egt2 to findt)
= +

Total Velocity
V =Vy

EXAMPLE :
Launching off a cliff
-
A rock is launched from a 20m clift with :
Vo
=
30 ,
0 = 40
-

It lands hom below launching point

A Time .
of Flight B Range
Voyt-Egt
?
use vertical motion The horizontal
y(t) Yo Velocity is ,
: +
constant
=

Set y(t)
=
0 (nits ground so the
Range is the
product of

that the flight time


Voyt-19 9th
x
0 =
20 +
.

R =

Vox ·

t =
Vocos8 ·
4 79 .
=

t =
4 795
.

(by quadratic formula


110 . M

C .
Maximum Height
The projectile reaches maximum height .
D Velocity &
Impact
when Vy
=
0 D I .
Horizontal velocity
C
. ) Find time O
=

Using-gt Vx
=
Vox =
22 98.

t =

vint =
19
D. 2 Vertical velocity
19 29 4 8 4 79
C 2 Find vertical position &t Vy Voy gt
=

.
= -
- .
.
.
.

Voyt = gt2 27 65
=

39m
-

y yo
+
-

= =
.

D 3 .
Total Velocity
v =

2298
( 27 65)2
2
+ -

.
=

35 .
94m
4.4 Uniform Circular Motion
Uniform circular motion occurs when an object moves in a circle at constant speed. Even
though speed is constant, the direction of velocity changes, which means the object
accelerates.

• Speed v: constant

• Velocity v: changes direction, always tangent to the path

• Acceleration a: always points toward the center of the circle → centripetal acceleration

This is not zero acceleration, because the velocity vector’s direction is constantly changing.

Position Velocity :

Position Velocity -
:

racos(wt)
,

↑ (H) =
-

rusin(wt)5 +

Acceleration Vectors & (H) zcos(wt) [


=
+ usin (not) j tangent to circle

r
:
radius IV) =
zw

W :
angular frequency w =
Angular Velocity :

Acceleration :

w
=a = (t) = -
2 cos(wt) -

esin(wt) j
(t) = -

w-2(t)
Speed :

toward the center

zw
-
v =

1) =
raz
=

centripetal ac = centripetal acceleration

acceleration
>
-
points inward

If speed changes, there is tangential acceleration in addition to centripetal:


Nonuniform Circular
Motion
=
EXAMPLE
:

A particle moves on a radius r =


2 0 m
.

speed varies with time V(t) =


c
-

Ec = 4
C
=
6

Find :
atot at E =
2 S

(1) Find
Speed at t =

25
(4) Total Acceleration
v(2 .
0) =
4 -

- =
2 . 5

(2) Centripetal 1 cceleration


-
lat =a

ac
=

= =
2 =
3 .
13 =52 + 1 .
=
3 .
44

1) Tangential Acceleration (5) Direction (Angle from tangent)


a
+
= (p E) -

=
= = o = tant () = tant (3)
et =
2 05
.
=
648
a+ =
1 .
542
4.5 Relative Motion in One and Two Dimensions
Relative motion means measuring the motion of an object from the perspective of
another object (not from the ground or an absolute frame).

General Rule = Ve +
BE

Galilean Velocity
with b is the sum individual velocities A & B
velocity ofA respect to of
Addition
with Earth.
respect to

EXAMPLE In 1D

Vale
= 90
Valb = to VAlB =
90-70 =

20

Two cars on a highway A moves 20 M/n forward


with different speeds relative to B
.

EXAMPLE in 2D

in 2D vectors
>
-
,
you treat each axis separately using

Boat crossing a river

Boat VBIN 35 2
velocity river flows Ve
=
>
- with
=

Velocity Relative to the Ground :

TBIE =

BIN TWIE
↑ B/E 61
24 +
35 magnitude n 3
=
v =
+ 32
=
.

Direction O = tan" (2) =


56 :
.
3
Problem 1

& 2 velocity is the lowest ,


as between

changing directions it would reach v =


0

& 3
velocity is the
highest ,
because it is

accelerated acceleration
by gravitational

E)
Problem 2

motion both directions :


Equations of in

X(t) =
Vot y(t) = -

Egt2

At T the ball passes the top of the lowest step :

VT
=
3d - EgT" = -

3d

We can isolate T in 2nd equation and it


plug
into the first to find No

T = v
=
Problem 3

w 21f
2
= =

r = 6370000 m

27
w =

a)
-

wir
ac
=
24x3600

(2 63700
.

=
0 . 03368 =
0 .
0337

b) a =
g

a =
war

a =
(z)2r 500
=
21
T = = 5060S

- . 52
9
=
1 41 krs
6370000 .
Problem 4

°
50
(
L

travel time = 3 55.


0 = 500

Height Travelled Distance Travelled


: :

H =
Eg+ 2
L =

VoT

tant =
Vo = no
=
14 .
4
Problems

->130 em

10m #y
Angle

10
sin(20) go
sin(25)
in

Gro sin(2) =
v sint
G sin (20) =
sin20
sin ? sinG
=
12 cost

Sing =
12cost

tanf =
12

O =
tan" (12)
0 =
6 .
840
Initial Speed

v2 == Vo =20

= 684)
=
20 .
4

Time
Sin (6 84)
in
4
20

=
. . .

= 0 4s
T
.

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