Vectors and Two-Dimensional Motion
Vectors and Two-Dimensional Motion
Vectors and
Two-Dimensional Motion
Vector vs. Scalar Review
All physical quantities encountered
in this text will be either a scalar
or a vector
A vector quantity has both
magnitude (size) and direction
A scalar is completely specified by
only a magnitude (size)
Vector Notation
When handwritten, use an arrow: A
When printed, will
be in bold print
with an arrow: A
When dealing with just the
magnitude of a vector in print, an
italic letter will be used: A
Properties of Vectors
Equality of Two Vectors
Two vectors are equal if they have
the same magnitude and the same
direction
Movement of vectors in a diagram
Any vector can be moved parallel to
itself without being affected
More Properties of Vectors
Negative Vectors
Two vectors are negative if they
have the same magnitude but are
180° apart
(opposite directions)
A B; A A 0
Resultant Vector
The resultant vector is the sum of a
given
set of vectors
R A B
Adding Vectors
When adding vectors, their
directions must be taken into
account
Units must be the same
Geometric Methods
Use scale drawings
Algebraic Methods
More convenient
Adding Vectors Geometrically
(Triangle or Polygon Method)
Choose a scale
Draw the first vector with the appropriate
length and in the direction specified, with
respect to a coordinate system
Draw the next vector with the appropriate
length and in the direction specified, with
respect to a coordinate system whose
origin is the end of vector and parallel
to the coordinate system used for
A
A
Graphically Adding
Vectors, cont.
Continue drawing
the vectors “tip-to-
tail”
The resultant is
drawn from the
origin of A to the end
of the last vector
Measure the length
of and its angle
R
Use the scale factor to
convert length to
actual magnitude
Graphically Adding
Vectors, cont.
When you have
many vectors, just
keep repeating the
process until all are
included
The resultant is still
drawn from the
origin of the first
vector to the end of
the last vector
Notes about Vector
Addition
Vectors obey the
Commutative
Law of Addition
The order in which
the vectors are
added doesn’t
affect
the result
A B B A
Vector Subtraction
Special case of
vector addition
Add the negative
of the subtracted
vector
A B A B
Continue with
standard vector
addition
procedure
Multiplying or Dividing a
Vector by a Scalar
The result of the multiplication or
division is a vector
The magnitude of the vector is multiplied
or divided by the scalar
If the scalar is positive, the direction of
the result is the same as of the original
vector
If the scalar is negative, the direction of
the result is opposite that of the original
vector
Components of a Vector
A component is
a part
It is useful to use
rectangular
components
These are the
projections of the
vector along the
x- and y-axes
Components of a Vector,
cont.
The x-component of a vector is the
projection along the x-axis
Ax A cos
The y-component of a vector is the
projection along the y-axis
Ay A sin
Then, A A x A y
More About Components
of a Vector
The previous equations are valid
only if θ is measured with
respect to the x-axis
The components can be positive or
negative and will have the same
units as the original vector
More About Components,
cont.
The components are the legs of the
right triangle whose hypotenuse is A
Ay
A 2
A A
x
2
y and tan
1
Ax
May still have to find θ with respect to the
positive x-axis
The value will be correct only if the angle
lies in the first or fourth quadrant
In the second or third quadrant, add 180°
Example 3.1
A motorist undergoes a displacement of
250 km in a direction 30 North of East.
Resolve this displacement into
components in the directions north and
east.
Adding Vectors
Algebraically
Choose a coordinate system and
sketch the vectors
Find the x- and y-components of
all the vectors
Add all the x-components
This gives Rx:
Rx vx
Adding Vectors
Algebraically, cont.
Add all the y-components
This gives Ry: R y v y
Use the Pythagorean Theorem to
find the magnitude of the
resultant: R R x R y
2 2
−1
−201.79
∅ = 𝑡𝑎𝑛 ൬ ൰= 57.23°
−129.90
𝜃 = 180° + 57.23° = 237.23°
The resultant displacement is 239.99 m
at an angle o f 237.23°.
Motion in Two Dimensions
Using + or – signs is not always
sufficient to fully describe motion
in more than one dimension
Vectors can be used to more fully
describe motion
Still interested in displacement,
velocity, and acceleration
Displacement in two
dimensions
The position of an
object is described
by its position
vector,r
The displacement
of the object is
defined as the
change in its
position
r rf ri
Ways an Object Might
Accelerate
The magnitude of the velocity (the
speed) can change
The direction of the velocity can
change
Even though the magnitude is
constant
Both the magnitude and the
direction can change
Projectile Motion
An object may move in both the x
and y directions simultaneously
It moves in two dimensions
A projectile is an object moving in
two dimensions under the
influence of Earth's gravity; its
path is a parabola.
Projectile Motion
vx
Remember to be careful about the
angle’s quadrant
Problem-Solving Strategy
Select a coordinate system and
sketch the path of the projectile
Include initial and final positions,
velocities, and accelerations
Resolve the initial velocity into x-
and y-components
Treat the horizontal and vertical
motions independently
Problem-Solving Strategy,
cont
Follow the techniques for solving
problems with constant velocity to
analyze the horizontal motion of
the projectile
Follow the techniques for solving
problems with constant
acceleration to analyze the vertical
motion of the projectile
Some Variations of
Projectile Motion
An object may be
fired horizontally
The initial velocity
is all in the x-
direction
vo = vx and vy = 0
All the general
rules of projectile
motion apply
Non-Symmetrical
Projectile Motion
Follow the general
rules for projectile
motion
Break the y-direction
into parts
up and down
symmetrical back to
initial height and then
the rest of the height
Example 3.1
A movie student driver on a motorcycle speeds horizontally off
a 50 m high cliff. How fast must the motorcycle leave the cliff-
top if it is to land on level ground below, 90.0 m from the
base of the cliff where the cameras are?
Example 3.2 continue…
Solution
Taking the downward motion to be negative, we have 𝑣0 =?, 𝑦 =
−50 𝑚, 𝑔 = 9.8𝑚/𝑠 2 , 𝑥 = 90 𝑚, and 𝑣0𝑦 = 0 since it speeds
horizontally,
1
𝑦 = 𝑣𝑜𝑦 𝑡 − 2𝑔𝑡 2
1
−50 = −2ሺ9.8ሻ𝑡 2
So lutio n
Letting 𝑣𝐵𝑆 be the velo city o f bo at as seen fro m the
sho re, the situatio n can be presented diagrammatically
as fo llo w s:
𝑣𝑊𝑆 1.50 𝑚/𝑠
𝑆𝑖𝑛𝜃 = =
𝑣𝐵𝑊 2.00 𝑚/𝑠
1.50
𝜃 = 𝑆𝑖𝑛−1 ൬ ൰
2.00
∴ 𝜃 = 48.59°
So the boat must head upstream at 48.59° angle
The same boat in example 3.3, now heads directly
across the stream whose current is still 1.5 m/s.
a. What is the velocity of (magnitude and direction) of the
boat relative to the shore?
b. If the river is 110 m wide, how long will it take to cross
and how far downstream will the boat be then?
a.
𝒗𝐵𝑆 = 𝒗𝐵𝑊 + 𝒗𝑊𝑆