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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 doesn’t affect the
result.
–
Vector Subtraction
• Special case of vector
addition.
– Add the negative of the
subtracted vector
•
• Continue with standard
vector addition
procedure.
Components of a Vector
• It is useful to use
rectangular components
to add vectors.
– These are the projections of
the vector along the x-axes
( ) and y-axes
( ).
– 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:
Unit vectors
• Unit vectors is a vectors that has a magnitude
of 1. It is useful to define unit vectors pointing
in the positive directions along the x, y and z
axes of a Cartesian coordinate system.
sin θ = y r
( )
y = r sin θ = (175 m ) sin 50.0o = 134 m
cos θ = x r
( )
x = r cos θ = (175 m ) cos 50.0o = 112 m
r = (112 m ) î + (134 m ) ĵ
r
Example 2:
Find the magnitude and directions vector R for the diagram
below.
R
2.00 m
θ
6.00 m
6.32 m
2.00 m
θ = 18.4o
6.00 m
R = (2.00 m ) + (6.00 m )
2 2 2
R= (2.00 m ) + (6.00 m )
2 2
= 6.32m
tan θ = 2.00 6.00
θ = tan −1
(2.00 6.00) = 18.4 o
above 6.00 m vector
Products of Vectors
1) Dot product
A ⋅ B = AB cos φ = A B cos φ
B
A ⋅ B = Ax Bx + Ay B y + Az Bz
θ
A
NOTE:
The scalar product obeys the
i) A⋅ B
commutative law of multiplication: = B⋅ A
ii) î ⋅ î = ĵ ⋅ ĵ = k̂ ⋅ k̂ = 1
iii) î ⋅ ˆj = ĵ ⋅ k̂ = k̂ ⋅ î = 0
Example 3:
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.
φ = 130.0o − 53.0o = 77.0o
A ⋅ B = AB cos φ = (4.00)(5.00) cos 77.0o = 4.50
Or
Ax = (4.00) cos 53.0o = 2.407
Ay = (4.00)sin 53.0o = 3.195
Bx = (5.00) cos130.0o = −3.214
By = (5.00)sin 130.0o = 3.830
A ⋅ B = Ax Bx + Ay By + Az Bz
= (2.407)(− 3.214) + (3.195)(3.830) + (0)(0)
= 4.50
Products of Vectors
2) Cross product
iˆ ˆj kˆ
A× B = Ax Ay Az Ay Az Ax Az Ax Ay
A×B Bx By Bz
= iˆ
By Bz
− ˆj
Bx Bz
+ kˆ
Bx By
= ( Ay Bz − B y Az )iˆ − ( Ax Bz − Bx Az ) ˆj + ( Ax B y − Bx Ay )kˆ
NOTE:
B The vector product obeys the
i) î × î = ĵ× ĵ = k̂ × k̂ = 0
θ ii) î × ĵ = k̂, ĵ× k̂ = î, k̂ × î = ĵ
iii) ĵ× î = −k̂, k̂ × ĵ = −î, î × k̂ = − ĵ
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 φ
Example 4:
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 φ = (6)(4)sin 30o = 12 units
By the right-hand rule, the direction of the vector C is along
the +z-axis.
C = A × B = 12kˆ
Or
Ax = 6 Ay = 0 Az = 0
Bx = 4 cos 30o = 2 3 B y = 4 sin 30o = 2 Bz = 0
C = ( Ay Bz − B y Az )iˆ − ( Ax Bz − Bx Az ) ˆj + ( Ax B y − Bx Ay )kˆ
( ( ) ) ( ( ) )
= ((0)(0) − (2)(0))iˆ − (6)(0) − 2 3 (0) ˆj + (6)(2) − 2 3 (0) kˆ
= 12k̂
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.
Acceleration
• Changing velocity means an acceleration is present.
• Acceleration is the rate of change of the velocity.
• Units are m/s² (SI), cm/s² (cgs), and ft/s² (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.