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Chapter 4

Motion in Two and Three


Dimensions
Motion in Two and Three Dimensions

• Displacement, Velocity and Speed


• Relative Motion
• Projectile Motion
• Circular Motion

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Particle Displacement

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Vector Simulation

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Relative Displacement
Relative
Displacement
Vector

Position Vector

Position Vector

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Average Velocity
 
 ∆r ∆r
vavg = =
∆t t 2 - t1

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Average Velocity

r2 - r1 (x2ˆi + y2 ˆj) - (x1ˆi + y1 ˆj)


   
 ∆r ∆r
vavg = = = =
∆t t 2 - t1 t 2 - t1 t 2 - t1
 (x2 - x1 )iˆ + (y2 - y1 )jˆ
vavg =
t 2 - t1

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Instantaneous Velocity Vector

 ∆r
v(t) = lim
∆t →0 ∆t

There is not enough


information presented here
to actually calculate the
instantaneous velocity. This
is meant only to
demonstrate the process.

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Instantaneous Velocity Vector
Instantaneous velocity
dx ˆ dy ˆ
j = v xˆi + v y ˆj

v(t) = i+
dt dt
Magnitude of the velocity

v(t) = v(t) = v x 2 + v y 2


Direction of the velocity


-1
vy
Θ = tan ( )
vx

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Sailboat Velocity
Ques:
Find the magnitude and
direction of the average
velocity if the time
interval is 120s?

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MFMcGraw - PHY 2425 Chap_04H - 2D & 3D - Revised 1/3/2012 11
Inverse Tangent Problem
The principle branch
inverse tangent has a
range of -90o to +90o
Blindly using a
calculator to compute
a tan-1 will lead to
errors.

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Relative Motion

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Relative Motion
C

P
  
v p/G = v p/C + vC/G
p p C
= ×
G C G
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Relative Motion

Assume the man throws a ball straight up in the air.


• What trajectory does he see?
• What trajectory does an observer on the ground see?

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Acceleration Vectors

 ∆v
aavg = Average acceleration
∆t
 
 ∆v dv Instantaneous acceleration
a(t) = lim =
∆t →0 ∆t dt
Where:

v = v xˆi + v y ˆj + v z kˆ


a = a xˆi + a y ˆj + a z kˆ


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Acceleration Vector
∆v v f - vi


aavg = =
∆t t f - ti

 ∆v v4 - v2
a3avg = =
∆t t4 - t 2

When the direction of a is


opposite of v, we refer to it
as a deceleration.

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2-D Projectile Motion
The approach to 2-D
projectile problems is to
resolve the velocity vector
into horizontal and vertical
components.
The vertical component is
affected by gravity.
The horizontal component is
unchanged.

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2-D Projectile Motion
The trajectory of a 2-D
projectile is a parabola.
The horizontal lines demonstrate
that the vertical motion of the
balls are identical in both cases.
The vertical spacing is
increasing due to the
acceleration of the vertical
velocity.
The horizontal spacing of the
yellow ball is constant.

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2-D Projectile Motion Y vs X

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2-D Projectile Motion Y vs T
Vo = 24.5 m/s @ 36.9o
Voy = 14.7m/s Vox = 19.6m/s
voy14.7
t 12 = = = 1.5s
g 9.8
T = 2t 21 = 2× 1.5 = 3.0s
Range = voxT = 19.6 × 3.0 = 58.8m

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Launched from a Height
Origin at the beginning of
the motion. Positive
direction up.
Accel due to gravity pointed
down (-y direction).
Final vertical position lower
than starting position.

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Tracing the Negative Solution

The mathematics describe a parabola. It extends backward


and forward in time. This problem starts at t = 0. The
negative solutions are not relavent to this problem.
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Projectile Trajectories

voy 2
R= sin(2Θ0 )
g
Trajectories with angles that are complimentary (add to 90o)
have identical ranges.
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Projectile Trajectories

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Projectile Motion in Vector Form
This notation is problematic because
a x = 0;a y = -g it hides the minus sign in the notation.
Never do this.
a = a xˆi + a y ˆj

g is always a scalar and its value is
a = 0iˆ + (-g)jˆ 9.8 m/s2

 ˆ
a = -gj = g
 Associate the sign with the direction
and display it explicitly.

a = -gjˆ = g
 

a = -gjˆ

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The Hunter-Monkey Problem
  1 2ˆ
∆rd = vdo t - 2 gt j
 1 2ˆ
∆rm = - 2 gt j
     
∆rd - ∆rm = (rd - rdo ) - (rm - rmo )
    
vdo t = (rd - rm ) - (rdo - rmo )
 
(rd - rm ) = 0 Collision condition
  
vdo t = -(rdo - rmo )
 
vdo t = rmo

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The Pendulum

A simple pendulum is constructed by attaching a


mass to a thin rod or a light string. We will also
assume that the amplitude of the oscillations is
small.

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Pendulum Motion

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Pendulum Motion

This vector analysis shows that


the average acceleration is in
the same direction as ∆V.
In terms of understanding the
dynamics of the motion of the
pendulum this is not the most
productive pathway.

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Pendulum Motion
Knowing the net acceleration
vector acting on the pendulum
is interesting. It describes the
motion of the pendulum but
this is not the path toward
solving the problem of
pendulum motion.

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The pendulum is best
described using polar
coordinates.
The origin is at the pivot
point. The coordinates are
(r, φ). The r-coordinate
points from the origin
along the rod. The φ-
coordinate is perpendicualr
to the rod and is positive in
the counterclock wise
direction.

MFMcGraw - PHY 2425 Chap_04H - 2D & 3D - Revised 1/3/2012 32


Circular Motion
 
r(t) = r(t +∆t)
 
v(t) = v(t +∆t)

∆v points towards the


center of the circular
pathway.

Circular pathway

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Satellite Motion

Satellite motion is an
example of circular
motion but it is actually
free fall

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Tangential Acceleration
Tangential acceleration (at) is parallel to V
The acceleration perpendicular to V is the
centripetal acceleration (ac).
The tangential
acceleration can only
change the magnitude
of V.
The centripetal
acceleration can only
change the direction
of V.

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Projectile Problem
Ques: Where does it land?

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Projectile Problem
voy = vo sinΘ; vox = vo cosΘ
y = -200 = voy t - 21 gt 2
gt 2 - 2voy t - 400 = 0
2voy ± (2voy )2 - 4g(-400)
t=
2g
t = 5.30 ± 8.31
t + = 11.61s
Range = vox × t +
Range = 60cos(60 0 )× 11.61
Range = 349.8m

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A 3-Dot Projectile Problem
Problem analysis: The horizontal velocity is reversed
when the ball strikes the wall. Forget the wall, solve the
problem and fold the solution back, at the wall, later.

Actual motion Unreflected motion


Ques:
(a.) Where does it hit the ground?
(b.) Time to hit wall?
(c.) Where does it hit wall?
(d.) Air time after hitting wall?

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A 3-Dot Projectile Problem
voy 10
vo = 14.0 m s at Θ = 45 0 t12 = = = 1.0s
g 10
10
ymax = vavg t 1 2 = × 1.0 = 5.0m
2
4.0 4.0
∆t wall = = = 0.4s
vox 10

(b.) Time to hit the wall is


∆t wall = 0.4s

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A 3-Dot Projectile Problem
(c.) Where does it hit the wall?
Ans: Y coordinate value at t = 0.4s
∆y(t) = voy t - 21 gt 2
yhit (t = 0.4) =∆y(t = 0.4) + 2.0
1 2
yhit = 10(0.4) - 10(0.4) + 2.02

yhit = 5.2m

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A 3-Dot Projectile Problem
(d.) Airtime after hitting the wall?
Ans: Total time of unreflected path - 0.4s
y = yo + voy t - 21 gt 2
0 = 2 + 10t - 5t 2
5t 2 - 10t - 2 = 0
10 ± 10 2 - 4(5)(-2)
t=
10

t + = 2.18s Total air time


Airtime after wall = 2.18 - 0.4 = 1.78s

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A 3-Dot Projectile Problem
(a.) Where does it hit the ground?
Ans: x = vox * (Air time after wall hit), measured from the wall
to the left.

x = 10× 1.78 = 17.8m

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Extra Slides

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Apply Newton’s 2 nd ∑ Fφ = −mg sin φ = maφ
Law to the pendulum 2
v
bob. ∑ Fr = T − mg cos φ = m r = 0
If we assume that φ <<1 rad, then sin φ ≈ φ and cos φ ≈1, the angular
frequency of oscillations is then:
∑ Fφ = −mg sin φ = maφ = mLα
− mg sin φ = mLα
g
α = −( g / L) sin φ ω=
L
α = −( g / L)φ
2π L
The period of oscillations is T= = 2π
ω g
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Example (text problem 10.60): A clock has a pendulum that
performs one full swing every 1.0 sec. The object at the end of the
string weighs 10.0 N.
What is the length of the pendulum?

L
T = 2π
g

gT 2 (9.8 m/s 2 )(1.0 s )


2

Solving for L: L= 2
= 2
= 0.25 m
4π 4π

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The gravitational potential energy of a pendulum is
U = mgy.
Taking y = 0 at the lowest point of the swing, show that y = L(1-cosθ).

θ
Lcosθ
L L

y = L(1 − cos θ )
y=0

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