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Position, velocity, and acceleration vectors
• Position vector: r = xiˆ + yjˆ + zkˆ
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Position, velocity, and acceleration vectors
• Position vector: r = xiˆ + yjˆ + zkˆ
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Parallel and perpendicular components of acceleration
• Acceleration will describe changes in the velocity magnitude
(that is, the speed) and changes in the direction of velocity
(that is, the direction in which the particle is moving)
• Resolving the acceleration into its components parallel to the
velocity (along the path) and perpendicular to the velocity:
• The parallel component, at only changes the magnitude of
the velocity, its speed;
• The perpendicular component, an only changes the
direction of the velocity, so its speed remains constant.
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Projectile motion
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Projectile motion
Projectile motion could be modelled be the
superposition of two motions:
(1) motion of a particle under constant
velocity in the horizontal direction,
(2) motion of a particle under constant
acceleration (free fall) in the vertical
direction.
r = xiˆ + yjˆ
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Horizontal Range and Maximum Height of a Projectile
Trajectory varies with θ
vi2 sin 2 i
hmax =
2g
• Origin of co-ordinate system is at
v sin 2i
2
R = vxi t B = ( vi cos i ) 2t A = i initial position;
g
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Uniform circular motion
v r
=
v r
scurve = v t = r
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Non-uniform circular motion
• Total acceleration:
a = ar + at ar ⊥ at a = ar2 + at2
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Circular motion
Length Angular
scurve
• Displacement scurve • Displacement =
r
s ds v d
• Speed v = lim = • Speed = = lim =
t →0 t dt r t →0 t dt
• Acceleration v2 at
at =
dv
ac = • Acceleration = = lim
dt r r t →0 t
• Constant acceleration (at=const): • Constant acceleration β=const:
2a ( s2 − s1 ) = v22 − v12 2 ( 2 − 1 ) = 22 − 12
1 2 1 2
st = s0 + v0t + at t t = 0 + 0 t + t
2 2
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Relative velocity
rP / A = rP / B + BA = rP / B + vB / At drP / A drP / B
= + vB / A
dt dt
• Galilean velocity transformation vP / A = vP / B + vB / A
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