Title: Vectors in 2D and Projectile Motion
1Vectors in 2D and Projectile Motion
2Vectors in 2D and Projectile Motion
Recall our definition of a vectorsomething that
had both a magnitude (of some sort) and a
direction. Examples displacement, velocity,
acceleration.
N
35 north of East
3Vectors in 2D and Projectile Motion
Recall our definition of a vectorsomething that
had both a magnitude (of some sort) and a
direction. Examples displacement, velocity,
acceleration. Vectors add tip to tail
A B
B
A
N
35 north of East
4Vectors in 2D and Projectile Motion
Recall our definition of a vectorsomething that
had both a magnitude (of some sort) and a
direction. Examples displacement, velocity,
acceleration. Vectors add tip to tail and -B
is opposite in direction to B (but with the same
magnitude).
A B
B
A
-B
N
35 north of East
5We often are interested in the components (or
component vectors) of a vector. These are two
perpendicular vectors that add up to the original
vector
A
6We often are interested in the components (or
component vectors) of a vector. These are two
perpendicular vectors that add up to the original
vector
A
7We often are interested in the components (or
component vectors) of a vector. These are two
perpendicular vectors that add up to the original
vector
y
A
Ay
Ax
x
Coordinate axes (x, y) are usually chosen as
directions for the component vectors, written Ax
and Ay.
8We often are interested in the components (or
component vectors) of a vector. These are two
perpendicular vectors that add up to the original
vector
y
A
Ay
Ax Ay A
Ax
x
Coordinate axes (x, y) are usually chosen as
directions for the component vectors, written Ax
and Ay.
9Elementary trigonometry allows us to express the
component vectors in terms of vector A (its
magnitude and direction).
y
A
Ay
Ax Ay A
?
Ax
x
10Note Ax is positive if the vector points in the
x direction Ay is positive if it points in the
y direction
y
A
Ay
?
Ax
x
11How we write the component vectors depends on
what angle we are using to indicate direction
y
Ax
x
f
Ay
12y
Ax
x
?
Ay
13y
Ax
x
f
Ay
14y
Ax
x
?
Ay
15Putting this vector information to use
projectile motion in 2Dwhat happens when you
throw or kick something into the air?
vi
16Putting this vector information to use
projectile motion in 2Dwhat happens when you
throw or kick something into the air?
up down
vi
sideways
17Putting this vector information to use
projectile motion in 2Dwhat happens when you
throw or kick something into the air?
up down
vi
sideways
Lets consider a simpler case to start off
18A cup gets knocked off the edge of a 1 m high
table. Lets assume it has initial velocity vi
of 1 m/s at the beginning of its fall
vi
1 m
19A cup gets knocked off the edge of a 1 m high
table. Lets assume it has initial velocity vi
of 1 m/s at the beginning of its fall
vi
1 m
Motion occurs along two independent,
perpendicular directions (the vertical and the
horizontal directionslets call them y and x).
20A cup gets knocked off the edge of a 1 m high
table. Lets assume it has initial velocity vi
of 1 m/s at the beginning of its fall
vi
1 m
Motion occurs along two independent,
perpendicular directions (the vertical and the
horizontal directionslets call them y and
x). Where should we place the coordinate origin?
21A cup gets knocked off the edge of a 1 m high
table. Lets assume it has initial velocity vi
of 1 m/s at the beginning of its fall
vi
1 m
Motion occurs along two independent,
perpendicular directions (the vertical and the
horizontal directionslets call them y and
x). Where should we place the coordinate origin?
(It doesnt change the motion but some locations
are more convenient than others for analyzing the
motion.)
22A cup gets knocked off the edge of a 1 m high
table. Lets assume it has initial velocity vi
of 1 m/s at the beginning of its fall
vi
x
1 m
y
One reasonable choice
23A cup gets knocked off the edge of a 1 m high
table. Lets assume it has initial velocity vi
of 1 m/s at the beginning of its fall
y
vi
1 m
x
Another reasonable choice
24A cup gets knocked off the edge of a 1 m high
table. Lets assume it has initial velocity vi
of 1 m/s at the beginning of its fall
y
Lets choose this one (we have to start with one
or the other)
vi
1 m
x
25A cup gets knocked off the edge of a 1 m high
table. Lets assume it has initial velocity vi
of 1 m/s at the beginning of its fall
y
Lets choose this one (we have to start with one
or the other)
vi
1 m
x
Starting information xi 0 m and yi 1m
26A cup gets knocked off the edge of a 1 m high
table. Lets assume it has initial velocity vi
of 1 m/s at the beginning of its fall
y
Lets choose this one (we have to start with one
or the other)
vi
1 m
x
Starting information xi 0 m and yi
1m (vx)i 1 m/s and (vy)i 0 m/s
27A cup gets knocked off the edge of a 1 m high
table. Lets assume it has initial velocity vi
of 1 m/s at the beginning of its fall
y
Lets choose this one (we have to start with one
or the other)
vi
1 m
x
Starting information xi 0 m and yi
1m (vx)i 1 m/s and (vy)i 0 m/s ax 0 m/s2
and ay -9.8 m/s2
28A cup gets knocked off the edge of a 1 m high
table. Lets assume it has initial velocity vi
of 1 m/s at the beginning of its fall
y
Lets choose this one (we have to start with one
or the other)
t 0
vi
1 m
x
Starting information xi 0 m and yi
1m (vx)i 1 m/s and (vy)i 0 m/s ax 0 m/s2
and ay -9.8 m/s2
Lets start the stopwatch that keeps track of
time when the cups first gets knocked.
29What we would like to describe is where the cup
is during its fall, at what time.
y
t 0
vi 1 m/s in the x direction
1 m
x
In answering this we are helped by the fact that
the horizontal motion (x axis) is independent of
the vertical motion (y axis). They are
connected in a way, but much of the analysis for
one may be done without thinking about the other!!
30The vertical motion controls how long the cup is
in the air. The horizontal motion controls how
far the cup moves sideways during its fall. Lets
do the problem on the board