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HAMZA ARMY PUBLIC

COLLEGE (BOYS)

PHYSICS HSSC I
PRESENTER: ASIM JAVED
CHAPTER # 2

Vectors & Equilibrium


OUTCOME:

 The Cartesian coordinate system.


 The sum of two vectors by head to tail rule.
 Represent a vector into two perpendicular components.
 Sum of vector using perpendicular components.
 Scaler product of two vectors.
 vector product of two vectors.
 Determined the direction of vector product.
 Torque.
 Conditions of equilibrium.
SCALER & VECTOR QUANTITIES

 Scalar – physical quantity that is specified in terms of a single


real number, or magnitude
 Ex. Length, temperature, mass, speed

 Vector – physical quantity that is specified by both magnitude and direction


 Ex. Force, velocity, displacement, acceleration
VECTOR REPRESENTATION

 To describe vectors we will use:


 The bold font: Vector A is A 
 Or an arrow above the vector A
 To describe the magnitude of a vector
we will use absolute value sign: |A| or
just A.
 Graphically, vector can be represented
by the arrow.

direction
magnitude
ADDITION OF VECTOR
Head to Tail rule
SUBTRACTION OF VECTORS

 IfB is supposed to d  a  b  a  (b )

be subtracted from
A , then first we find
the negative of
vector B then we
can add this -B with
A.
MULTIPLICATION OF VECTOR WITH
SCALER NUMBER

Given a real number c, we can multiply a


vector by c by multiplying its magnitude
by c:

2A -2A
A
ADDITION OF VECTORS BY COMPONENTS
RESULTANT OF VECTOR BY ITS
COMPONENT
1.Draw a diagram; add the vectors graphically.
2. Choose x and y axes.
3. Resolve each vector into x and y components.
4. Calculate each component
5. Add the components in each direction.
6. To find the length and direction of the vector, use:
THE SCALAR PRODUCT OF VECTORS
(DOT PRODUCT )

The dot product is a


scalar.
THE VECTOR PRODUCT
(CROSS PRODUCT )

c  a b
c  ab sin 

(1) Cross product is a vector

(2) Magnitude is

(3) Direction is determined by


right-hand rule
WHAT MAKES SOMETHING ROTATE IN THE
FIRST PLACE?

TORQUE
Where do we apply a force to make the rod rotate
about the axel?

AXEL
TORQUE

 To make an object rotate, a force must be applied in the right


place.
 the combination of force and point of application is called
TORQUE

lever arm, L

Axle
Force, F
NET FORCE = 0 , NET TORQUE ≠ 0

10 N

10 N

• > The net force = 0, So it will not accelerate.


• > However, together these forces will make the rod
rotate in the clockwise direction.
NET TORQUE = 0, NET FORCE
≠0

The rod will accelerate upward under these


two forces, but will not rotate.
EQUILIBRIUM

An object is in “Equilibrium” when:

1. There is no net force acting on the object


2. There is no net Torque (we’ll get to this later)

In other words, the object is NOT experiencing


linear acceleration or rotational acceleration.

v
a 0
t

 0 We’ll get to this later
t
STATIC EQUILIBRIUM

An object is in “Static Equilibrium” when it is


NOT MOVING.

x
v  =0
t
v
a 0
t


DYNAMIC EQUILIBRIUM

An object is in “Dynamic Equilibrium” when it is


MOVING with constant linear velocity
and/or rotating with constant angular velocity.

v
a 0
t

 0
t


EQUILIBRIUM

Let’s focus on condition 1: net force = 0

F  0
The x components of force cancel
Fx  0
The y components of force cancel

  Fy  0



CONDITION 1: NO NET FORCE
We have already looked at situations where the net force = zero.
Determine the magnitude of the forces acting on each of the
2 kg masses at rest below.

30° 30°
CONDITION 1: NO NET FORCE
∑Fx = 0 and ∑Fy = 0

N = 20 N
∑Fy = 0
N - mg = 0
N = mg = 20 N
mg = 20 N
CONDITION 1: NO NET FORCE
∑Fx = 0 and ∑Fy = 0

∑Fy = 0
T1 = 10 N T2 = 10 N
T1 + T2 - mg = 0

T1 = T2 = T
20
N
T + T = mg
2T = 20 N
T = 10 N
CONDITION 1: NO NET FORCE
∑Fx = 0 and ∑Fy = 0

30° 30°
T2 = 20 N

T1 = 20 N T2 = 20 N T2y = 10 N
30°

T2x

mg = 20
N

∑Fx = 0 ∑Fy = 0 Ty/T = sin 30


T2x - T1x = 0 T1y + T2y - mg = 0 T = Ty/sin 30
T1x = T2x 2Ty = mg = 20 N T = (10 N)/sin30

Equal angles ==> T1 = T2 Ty = mg/2 = 10 N T = 20 N

Note: unequal angles ==> T1 ≠ T2


CONDITION 1: NO NET FORCE
∑Fx = 0 and ∑Fy = 0

30° 30°

T1 = 20 N T2 = 20 N

mg = 20
N

Note:
The y-components
cancel, so
T1y and T2y both equal 10
N
INTRODUCTION TO

PROJECTILE MOTION
INTRODUCTION TO PROJECTILE
MOTION

 What is Projectile Motion?

 Trajectory of a Projectile

 Calculation of Projectile Motion


INTRODUCTION TO PROJECTILE MOTION

 What is Projectile Motion?

 Trajectory of a Projectile

 Calculation of Projectile Motion


WHAT IS PROJECTILE MOTION?
FEATURES OF PROJECTILE MOTION?

Thrown into the Air

2-D Motion
Parabolic Path

Affected by Gravity

Determined by Initial Velocity


DEFINITION: PROJECTILE MOTION

Projectile motion refers to the 2-D motion of


an object that is given an initial velocity and
projected into the air at an angle.

The only force acting upon the object is


gravity. It follows a parabolic path
determined by the effect of the initial velocity
and gravitational acceleration.
DEFINITION: PROJECTILE MOTION

Projectile motion refers to the 2-D motion of


an object that is given an initial velocity and
projected into the air at an angle.

The only force acting upon the object is


gravity. It follows a parabolic path
determined by the effect of the initial velocity
and gravitational acceleration.
INTRODUCTION TO PROJECTILE MOTION

 What is Projectile Motion?

 Trajectory of a Projectile

 Calculation of Projectile Motion


TRAJECTORY (PATH) OF A PROJECTILE
TRAJECTORY (PATH) OF A PROJECTILE
y v0

x
y

x
y

x
y

x
y
 Velocity is changing and
the motion is accelerated

 The horizontal
component of velocity (vx)
is constant

 Acceleration from the


vertical component of
velocity (vy)

 Acceleration due to
gravity is constant, and
g = 9.81m/s2 downward

 a = - g = - 9.81m/s2

x
y
 The horizontal and
vertical motions are
independent of each other
 Both motions share the
same time (t)
 The horizontal velocity
....vx = v0
 The horizontal distance
.... dx = vx t
 The vertical velocity ....
g= 9.81m/s2 .... vy = - g t
 The vertical distance ....
.... dy = 1/2 g t2
x
TRAJECTORY (PATH) OF A PROJECTILE

 The path of a projectile is the result of the


simultaneous effect of the H & V components of its
motion
 H component  constant velocity motion

 V component  accelerated downward motion


 H & V motions are independent

 H & V motions share the same time t


 The projectile flight time t is determined by the V
component of its motion
TRAJECTORY (PATH) OF A PROJECTILE

 H velocity is constant vx = v0
 V velocity is changing vy = - g t
 H range: dx = v0 t
 V distance: dy = 1/2 g t2
INTRODUCTION TO PROJECTILE MOTION

 What is Projectile Motion?

 Trajectory of a Projectile

 Calculation of Projectile Motion


CALCULATION OF PROJECTILE MOTION

 Example: A projectile was fired with initial


velocity v0 horizontally from a cliff d meters
above the ground. Calculate the horizontal
range R of the projectile.
v0

d g
t

R
STRATEGIES OF SOLVING PROJECTILE PROBLEMS

 H & V motions can be calculated independently


 H & V kinematics equations share the same
variable t

v0

d g
t

R
STRATEGIES OF SOLVING PROJECTILE PROBLEMS

H motion: dx = vx t R = v0 t
V motion: dy = d = 1/2 g t2 t = sqrt(2d/g)
So, R = v0 t = v0 * sqrt(2d/g)
v0

d g
t

R
NUMERICAL EXAMPLE OF PROJECTILE MOTION

H motion: dx = vx t R = v0 t = 10 t
V motion: dy = d = 1/2 g t2 t = sqrt(2 *19.62/9.81) = 2 s
So, R = v0 t = v0 * sqrt(2d/g) = 10 * 2 = 20 m
V0 = 10 m/s

19.62 m g = 9.81 m/s2


t

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