General Physics 1 (Phys 110 : Mechanics) CHAPTER 4 Motion in 2D and 3D Phys 110 Chapter 4 : Motion in 2D and 3D Revision : 2. Displacement vector (βπ): 1. Position vector (π): π π = π π π + π π π + π(π)π Particleβs motion in 2D Position vector 1 Lesson 4 of 5 Slide 1 Position vector 2 Phys 110 Chapter 4 : Motion in 2D and 3D Revision : 3. Average Velocity (ππππ ): direction of ππππ = direction of βπ Lesson 4 of 5 Slide 2 4. Instantaneous Velocity (Velocity) (π): direction of π : along the tangent to path Phys 110 Chapter 4 : Motion in 2D and 3D Revision : Lesson 4 of 5 Slide 3 6. Instantaneous Acceleration (Acceleration) (π): 5. Average Acceleration (ππππ ): direction of π : not related to path Phys 110 Chapter 4 : Motion in 2D and 3D Lesson 4 of 5 Slide 4 Objectives covered in this lesson : 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. to identify the launched angle of a projectile that is measured from the horizontal. to resolve the initial velocity of the projectile into its components and write it in unit-vector notation. to analyze the projectile motion into two one-dimensional independent motions: horizontal and vertical. to identify the horizontal and vertical components of the acceleration of the projectile. to calculate the horizontal and vertical components of the final velocity of the projectile after time t. to calculate the horizontal and vertical displacement of the projectile after time t. to calculate the maximum height that the projectile can reach. to calculate the time that the projectile spend to reach any position. to define the horizontal Range of the projectile. to calculate the horizontal Range of the projectile. Motion in 2D and 3D: to calculate the maximum horizontal Range of the projectile. Projectile Motion to describe the path of the projectile (trajectory). Phys 110 Chapter 4 : Motion in 2D and 3D Lesson 4 of 5 Slide 5 4-5 Projectile Motion : Itβs a 2D motion Phys 110 Chapter 4 : Motion in 2D and 3D 4-5 Projectile Motion : Q: can we consider the following as projectile motions: 1. a tennis ball in flight. 2. a plane in flight. 3. a duck in flight. The images show βTypes of Projectile Motionsβ. Lesson 4 of 5 Slide 6 Phys 110 Chapter 4 : Motion in 2D and 3D Lesson 4 of 5 Slide 7 4-5 Projectile Motion : In studying the projectile motion in this course, we assume that βairβ has no effect on y the projectile. Max. height Projectile Projectileβs Path βtrajectoryβ ΞΈ0 R Launching point The range R x Landing point Phys 110 Lesson 4 of 5 Slide 8 Chapter 4 : Motion in 2D and 3D 4-5 Projectile Motion : Initial Velocity (ππ ) : Position vector π of the motion & Velocity vector π of the motion Scalar components: π£π is the magnitude of π£π . ππ is the angle between π£π and the positive x direction. change continuously Acceleration vector π of the motion is constant and is always directed downwards Phys 110 Lesson 4 of 5 Slide 9 Chapter 4 : Motion in 2D and 3D 4-5 Projectile Motion : Position vector π Velocity vector π y y vy vx y y x v0y y x v0x y v vy vx v v0 ΞΈ0 x x v x Phys 110 Chapter 4 : Motion in 2D and 3D 4-5 Projectile Motion : Divide it into two 1D motions: One in the x-axis (horizontal motion) One in the y-axis (vertical motion) and study them separately. Lesson 4 of 5 Slide 10 Phys 110 Chapter 4 : Motion in 2D and 3D Lesson 4 of 5 Slide 11 4-6 Projectile Motion Analyzed : Projectile Motion Horizontal Motion (x-axis) Vertical Motion (y-axis) No acceleration (ππ = π) Free-fall motion (ππ = ππππππππ = βπ) π£π₯ = π£ππ₯ Substitute: π₯ β π₯π = π£ππ₯ π‘ π β ππ β (π) ππ β πππ β ππ ππππ½π π β ππ π£ππ₯ = π£π πππ ππ Substitute: π βπ π β ππ β (βπ) ππ β πππ β ππ ππππ½π π β ππ Phys 110 Chapter 4 : Motion in 2D and 3D 4-6 Projectile Motion Analyzed : Lesson 4 of 5 Slide 12 Phys 110 Lesson 4 of 5 Slide 13 Chapter 4 : Motion in 2D and 3D 4-6 Projectile Motion Analyzed : the motion in x substitute ππ = π , ππ = π Note: When solving problems: always put the origin of the xy-graph at the start of the motion, so that ππ = π , ππ = π. the motion in y then, combine by eliminating ( t ) Phys 110 Lesson 4 of 5 Slide 14 Chapter 4 : Motion in 2D and 3D 4-6 Projectile Motion Analyzed : the motion in x substitute π β ππ = πΉ , π β ππ = π The Range (R): is the horizontal distance the projectile has travelled when it returns to its initial (launch) height. the motion in y then, combine by eliminating ( t ) and using πππ ππ½ = π πππ π½ πππ π½ Phys 110 Lesson 4 of 5 Slide 15 Chapter 4 : Motion in 2D and 3D 4-6 Projectile Motion Analyzed : Note: If the projectileβs final height is not the same as its initial height: The horizontal range β the horizontal distance travelled The maximum horizontal range β the maximum horizontal distance travelled y R R Horizontal distance x Horizontal distance Phys 110 Lesson 4 of 5 Slide 16 Chapter 4 : Motion in 2D and 3D 4-6 Projectile Motion Analyzed : Maximum Height: Max. height H x Phys 110 Chapter 4 : Motion in 2D and 3D Lesson 4 of 5 Slide 17 4-6 Projectile Motion Analyzed : Answer: (a) π£π₯ is constant. (b) π£π¦ is initially positive, decreases to zero, and then becomes progressively more negative. (c) ππ₯ = 0 throughout the motion. (d) ππ¦ = βπ throughout the motion. Phys 110 Chapter 4 : Motion in 2D and 3D Problem 21 : Lesson 4 of 5 Slide 18 Phys 110 Chapter 4 : Motion in 2D and 3D Problem 21 : Lesson 4 of 5 Slide 19 Phys 110 Chapter 4 : Motion in 2D and 3D Problem 38 : Lesson 4 of 5 Slide 20 Phys 110 Chapter 4 : Motion in 2D and 3D Problem 38 : Lesson 4 of 5 Slide 21 Phys 110 Chapter 4 : Motion in 2D and 3D Sample Problem (4-7) : Lesson 4 of 5 Slide 22 Phys 110 Chapter 4 : Motion in 2D and 3D Sample Problem (4-7) : Lesson 4 of 5 Slide 23 Phys 110 Lesson 4 of 5 Slide 24 (last) Chapter 4 : Vectors Summary: Motion in 2D and 3D: Next lesson we will cover: Projectile Motion. Section (4-7). Projectile Motion Analyzed. Sample problem (4-10). Any Questions?
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