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Vector and
Translational kinematics
Outlines
1. Magnitude and directions
2. Adding Vector
3. Dot Product
4. Cross Product
5. Dynamic - One dimensional
motion
6. Equations for Constant
Acceleration
Problem Solving Strategy
Problem Solving Summary
Equations are the tools of physics
Understand what the equations mean and how to
use them
Carry through the algebra as far as possible
Substitute numbers at the end
Be organized
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.
- displacement, velocity, force, momentum
A scalar is completely specified by only a
magnitude (size).
- mass, time, temperature, energy
Vector Notation
When handwritten, use an arrow:
When printed, will be in bold print with an
arrow:
When dealing with just the magnitude of a
vector in print, an italic letter will be used: A
Italics will also be used to represent scalars
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
Arrows are used to represent vectors. The direction of
the arrow gives the direction of the vector.
By convention, the length of a vector arrow is
proportional to the magnitude of the vector.
8N
4N
A
B
We write this as B - A
Adding Vectors
When adding vectors, their directions must be
taken into account.
Units must be the same.
Geometric Methods.
Use scale drawings
Algebraic Methods.
The resultant vector (sum) is denoted as
Adding Vectors Geometrically or Graphical Method
(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 using the same scale with the
appropriate length and in the direction specified.
Continue drawing the vectors tip-to-tail.
The resultant is drawn from the origin of the first vector
to the end of the last vector.
Measure the length of the resultant and its angle.
Use the scale factor to convert length to actual magnitude.
This method is called the triangle method.
Polygon Method
When you have many
vectors, just keep
repeating the tip-to-tail
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 doesnt affect the
result.
Vector Subtraction
Special case of vector
addition.
Add the negative of the
subtracted vector
The value will be correct only if the angle lies in the first or fourth quadrant.
In the second or third quadrant, add 180.
Other Coordinate Systems
It may be convenient to
use a coordinate system
other than horizontal
and vertical.
Choose axes that are
perpendicular to each
other.
Adjust the components
accordingly.
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:
Add all the y-components = +
This gives Ry:
Use the Pythagorean Theorem to find the magnitude of
the resultant:
Use the inverse tangent function to find the direction of R:
Define An Angle
1 = 180 tan1 1 = 180 + tan1
OR OR
2
2 = N of W (label = S of W (label
N/S followed by E/W). N/S followed by E/W).
OR OR
3 above x axis 3 below x axis
(label above/below (label above/below
+/- x axis) +/- x axis)
Additional Example
= 1 + 2 + 3
= 1 + 2 + 3
= 1 + 2 + 3
Step 2:
Resolve into x and y component.
X component Y component
1 0 +10
2 - 30 sin 30 + 30 cos 30
3 - 40 cos 30 - 40 sin 30
= - 49.6 N =16.0 N
Step 3:
Find the magnitude and direction of resultant vector.
sin y r
y r sin 175 m sin 50.0 134 m
cos x r
x r cos 175 mcos 50.0 112 m
r 112 m i 134 m j
Products of Vectors
1) Dot product
A B AB cos A B cos
B
A B Ax Bx Ay By Az Bz
A
NOTE:
The scalar product obeys the
i) commutative law of multiplication: A B B A
ii) i i j j k k 1
iii) i j j k k i 0
Example 2:
Find the scalar product of A B the two vectors in figure
below. The magnitudes of the vectors are A = 4.00 and
B = 5.00.
130.0 53.0 77.0
A B AB cos 4.005.00cos 77.0 4.50
Or
Ax 4.00 cos 53.0 2.407
Ay 4.00sin 53.0 3.195
A B Ax Bx Ay By Az Bz
2.407 3.214 3.1953.830 00
4.50
Products of Vectors
2) Cross product
i j k
AB A B Ax Ay Az Ay Az A Az Ax Ay
i j x k
Bx B y Bz By Bz Bx Bz Bx By
( Ay Bz By Az )i ( Ax Bz Bx Az ) j ( Ax By Bx Ay )k
NOTE:
B The vector product obeys the
i) i i j j k k 0
ii) i j k, j k i , k i j
iii) j i k, k j i, i k j
A
iv) Vector product is not commutative! In fact, for
any two vectors A and B,
A B ( B A)
Right hand rule
NOTE: A B AB sin
= angle between A and B
Example 3:
Vector A has magnitude 6 unit and is in the direction of the
+x-axis. Vector B has magnitude 4 units and lies in the
xy-plane, making an angle of 30o with the +x-axis. Find the
vector product C = A x B.
A B AB sin 64sin 30 12 units
C ( Ay Bz By Az )i ( Ax Bz Bx Az ) j ( Ax By Bx Ay )k
00 20i 60 2 3 0 j 62 2 3 0 k
12k
Dynamics
The branch of physics involving the motion of an
object and the relationship between that motion
and other physics concepts.
Kinematics is a part of dynamics.
In kinematics, you are interested in the description of
motion
Not concerned with the cause of the motion
Any motion involves three concepts:
Displacement
Velocity
Acceleration
Position and Displacement
Position defined in terms of a frame of
reference.
A choice of coordinate axes
Defines a starting point for measuring the motion
One dimensional, so generally the x- or y-axis
Displacement defined as the change in position.
x xf xi
f stands for final and i stands for initial
Units are meters (m) in SI
Displacement Examples
From A to B
xi = 30 m
xf = 52 m
x = 22 m
The displacement is positive, indicating the motion was in the
positive x direction.
From C to F
xi = 38 m
xf = -53 m
x = -91 m
The displacement is negative, indicating the motion was in the
negative x direction.
Displacement, Graphical
Vector and Scalar Quantities
Vector quantities need both magnitude (size)
and direction to completely describe them.
Generally denoted by boldfaced type and an
arrow over the letter
+ or sign is sufficient for this chapter
Scalar quantities are completely described by
magnitude only.
The displacement (vector) of an object is not
the same as the distance (scalar) it travels.
Path Length vs. Distance
Distance depends only on the endpoints.
Find
(a) the average velocity for the total trip,
(b) the average velocity during the first 4.00 s of motion,
(c) the average velocity during the next 4.00 s of motion,
(d) the instantaneous velocity at t = 2.00 s, and
(e) the instantaneous velocity at t = 9.00 s.
x 10.0 m
(a) v 0.833 m/s
t 12.0 s
x 4.00 m
(b) v 1.00 m/s
t 4.00 s
x 0m
(c) v 0 m/s
t 4.00 s
(d) This is the same as the average velocity found in (b),
because the graph is a straight line. v 1.00 m/s
Units are m/s (SI), cm/s (cgs), and ft/s (US Cust).
Vector quantity.
A negative acceleration does not necessarily mean the
object is slowing down.
If the acceleration and velocity are both negative, the
object is speeding up.
Deceleration means a decrease in speed, not a
negative acceleration.
Instantaneous and Uniform Acceleration
The limit of the average acceleration as the time
interval goes to zero.