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Matter & Interactions Chapter 1 Solutions

1 Chapter 1: Interactions and Motion

Q1:
Solution:
Reasons 1, 3, and 4 are true. Reason 2 is irrelevant. Reason 5 is correct only if one assumes that the spaceship is indeed
effectively infinitely far away from all other sources of gravitational attraction and is thus really only an approximation,
but a very good approximation.

Q2:
Solution:

150
Neutron Number

100

50

0
0 20 40 60 80 100
Atomic Number

By inspection, you can see that the number of neutrons increases faster as the atomic number increases.

Q3:
Solution:
Observers 2, 4 may see something that appears to violate Newton’s first law because they are in reference frames that
are accelerating relative to Earth. These are not inertial reference frames, and Newton’s first law doesn’t hold for such
noninertial frames. Observers 1, 3, and 5 have constant velocity (magnitude and direction, relative to Earth) and are
thus in inertial reference frames so they will see Newton’s first law as not being violated.

Q4:
Solution:
While you are walking and holding the book, the ball moves with a constant velocity (relative to an observer who is
standing at rest). When you stop, the ball continues moving with a constant velocity as it rolls across the book because
there is no net force on the ball to change its velocity, until it rolls off the book and then the net force on the ball is the
gravitational force by Earth which changes its velocity as it falls.

Q5:
Solution:
Statements 1 and 5 are correct. Statements 2, 3, and 4 are incorrect.

1
Matter & Interactions Chapter 1 Solutions

Q6:
Solution:

(a) γ is a scalar quantity.


(b) The minimum possible value of γ is 1.
(c) The minimum value is reached when the object’s speed is low, specifically when it is zero.

(d) There is no maximum value for γ.


(e) γ becomes large when an object’s speed is high.
(f) The approximation γ ≈ 1 applies when an object’s speed is low.

Q7:
Solution:
The approximate formula for momentum may be used for (1), (2), (3) and (5) because in all of these cases, the object or
8
particle is moving with a speed much less than 3 × 10 m/s. In case (5), the electron?s speed is one-hundredth the speed
of light. If a highly precise calculation is not needed, then even in this case, the approximate formula for momentum
may be used. As a rule of thumb, if an object’s speed is less than about 10% of the speed of light, then the approximate
formula may be used, except in cases where high precision (i.e. many significant figures) is needed.

Q8:
Solution:
B, C, D, E, and F show evidence of an interaction. In the case of B, speed changes (and therefore velocity changes).
In the case of C through F, direction of motion changes (and therefore so does velocity). In the cases of A, velocity is
constant and therefore no net interaction is indicated.

Q9:
Solution:
Here is a qualitative description of the diagram. During the first 4 minutes, the dots are evenly spaced since the car’s
speed is constant. During the next 4 minutes, the dots are successively farther apart since the car’s speed increases
during each minute. During the next 4 minutes, the dots are evenly spaced (approximately twice as far apart as during
the first 4 minutes) since the car’s speed is now constant once again (but a different constant than before). During the
last 4 minutes, the dots are successively closer together since the car’s speed is decreasing. The dots must get closer
together faster than they got farther apart when the car first accelerated because the speed is decreasing at a greater
rate than it increased before.

Q10:
Solution:
4
Because nothing interacts with the spaceship, it will continue in a straight line and at a constant speed of 1 × 10 m/s.

Q11:
Solution:
a, c, and d are vectors. b is a scalar.

2
Matter & Interactions Chapter 1 Solutions

P12:
Solution:

(a) The magnitude of a vector is indicated by the length of the arrow representing the vector. The arrows that have the
same magnitude as # a have the same length as #
a . Counting gridlines shows that | #
a | = 10 units (Note that we don’t
# # #
know what the unit is, and it doesn’t matter for answering this question.). So b , # c , d , #
e , and f have the same
# #
magnitude as # a . You’ll need to use the Pythagorean theorem to prove this for b and d .
#
(b) Equal vectors must have both the same magnitude and the same direction. So # a , #
c , and f are the only ones meeting
these criteria.

P13:
Solution:
q
| #
v| = vx2 + vy2 + vz2
r 2  2
2
= 8 × 106 + (0) + −2 × 107 m/s
7
= 2.15 × 10 m/s

P14:
Solution:

#
a = h5, 3, 0i m
#
b = h6, −9, 0i m
#
c = h−10, 3, 0i m
q
| a | = a2x + a2y + a2z
#
q
2 2 2
= (5) + (3) + (0) m = 5.83 m
# q
b = b2x + b2y + b2z
q
2 2 2
= (6) + (−9) + (0) m = 10.8 m
q
c | = c2x + c2y + c2z
| #
q
2 2 2
= (−10) + (3) + (0) m = 10.4 m

P15:
Solution:
Extract components by counting gridlines.

(a) #
a = h−4, −3, 0i
#
(b) b = h−4, −3, 0i
#
(c) The statement is true. #
a and b have the same components, so the two vectors must be equivalent.

3
Matter & Interactions Chapter 1 Solutions

(d) #
c = h4, 3, 0i
(e) The statement is true. Each component of # c is the opposite of the corresponding component of #
a so the actual
vectors are opposites.
#
(f) d = h−3, 4, 0i
#
(g) The statement is false because corresponding components of #
c and d are not opposites.

P16:
Solution:

(a) See drawing.

!p

(b) See drawing.

−!p

!p
Free Plain Graph Paper from http://incompetech.com/graphpaper/plain/

P17:
Solution:

f #
a = (2.0) h0.02, −1.7, 30.0i
= h0.04, −3.4, 60.0i

Free Plain Graph Paper from http://incompetech.com/graphpaper/plain/

4
Matter & Interactions Chapter 1 Solutions

P18:
Solution:
#
(a) d = h−6, 3, 2i m
#
(b) #
e = − d = −h−6, 3, 2i m = h+6, −3, −2i m
#
(c) Take the position of the vector’s tail and add the vector d . h−5, −2, 4i m + h−6, 3, 2i m = h−11, 1, 6i m
#
(d) Take the position of the vector’s tail and add the vector − d . h−1, −1, −1i m + (−h−6, 3, 2i m) = h5, −4, −3i m

P19:
Solution:
Call n
b the direction of an arbitrary vector, then for the first vector we have

h2, 2, 2i
n
b= q
2 2 2
(2) + (2) + (2)
h2, 2, 2i
= √
12
 
2 2 2
= √ ,√ ,√
12 12 12
≈ h0.58, 0.58, 0.58i

and for the second vector we have the following.

h3, 3, 3i
n
b= q
2 2 2
(3) + (3) + (3)
h3, 3, 3i
= √
27
 
3 3 3
= √ ,√ ,√
27 27 27
≈ h0.58, 0.58, 0.58i

These directions are the same! How can that be? They’re the same because one vector is a multiple of the other.
h3, 3, 3i = 32 h2, 2, 2i. Of course you could also write h2, 2, 2i = 23 h3, 3, 3i. When two vectors are multiples of each other,
their directions must be either parallel (if related by a positive multiple) or opposite (if related by a negative multiple).

P20:
Solution:

(a) See figure.

5
Matter & Interactions Chapter 1 Solutions

(b) See figure.

Free Plain Graph Paper from http://incompetech.com/graphpaper/plain/

# #
(c) The magnitude of 2 f will be twice the magnitude of f .
# #
(d) The direction of 2 f is the same as that of f .
(e) See figure.

Free Plain Graph Paper from http://incompetech.com/graphpaper/plain/

# #
(f) The magnitude of f /2 is half that of f .
# #
(g) The direction of f /2 is the same as that of f .

Free Plain Graph Paper from http://incompetech.com/graphpaper/plain/


Matter & Interactions Chapter 1 Solutions

(h) Yes, multiplying a vector by a scalar changes the magnitude, assuming the scalar is neither 0 nor ±1.
(i)
# #
a f = −3 f
∴ a = −3
#
Note that you must not attempt to solve for a by dividing both sides by f because dividing by a vector
is not defined. Instead, what you are really doing here is solving the equation by visual inspection.
You may have never thought of this as a legitimate way of solving an equation, but this is a vector
equation and the rules of ordinary algebra do not always apply to vector equations. Until you learn
how to correctly solve vector equations using the rules of vector algebra (hopefully your instructor
will show you), visual inspection is a perfectly legitimate way of solving them.

P21:
Solution:
The concept of writing a vector as a magnitude multiplying a direction is important and will appear many times in later
chapters. It also forces you to think about each part, magnitude and direction, individually.
#
a = | #
a| · b
a
q
2 2 2
| #
a | = (400 m/s2 ) + (200 m/s2 ) + (−100 m/s2 )
a | = 458.3 m/s2
| #
#
a
a = #
|a|
b

h400, 200, −100i m/s2


=
458.3 m/s2
a = 458.3 m/s2 h0.873, 0.436, −0.218i
∴ #

P22:
Solution:

(a) See figure.

!g

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Matter & Interactions Chapter 1 Solutions

(b)
q
2 2 2
| #
g| = (4) + (7) + (0) m
= 8.06 m

(c)

h4, 7, 0i m
gb =
| #
a|
h4, 7, 0i m
=
8.06 m
= h0.496, 0.868, 0i

(d) See figure.

!g

(e)

| #
g | gb = 8.06 m h0.496, 0.868, 0i
= h4, 7, 0i m

P23:
Solution:
Free Plain Graph Paper from http://incompetech.com/graphpaper/plain/

(a)
−10 −10 −10
D E
#
r = 3 × 10 , −3 × 10 , 8 × 10 m

(b)
r 2  2  2
| #
r| = 3 × 10−10 + −3 × 10−10 + 8 × 10−10 m
−10
= 9.1 × 10 m

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Matter & Interactions Chapter 1 Solutions

(c)
#
r
rb = #
|r|
−10 −10 −10
D E
3 × 10 , −3 × 10 , 8 × 10 m
=
9.1 × 10−10 m
= h0.33, −0.33, 0.88i

P24:
Solution:

(a)
#
r 21 = #
r 2 − #
r1
= h5, 2, 0i m − h3, −2, 0i m
= h2, 4, 0i m

(b)
#
r 12 = #
r 1 − #
r2
= h3, −2, 0i m − h5, 2, 0i m
= h−2, −4, 0i m

Note that # r 12 .
r 21 = − #

P25:
Solution:
One way of thinking about the arrow representation of a vector is that the components tell you how to get from the tail
to the head. This is equivalent to the position of the head relative to the position of the tail.

(a)

h4, −13, 0i m − h9.5, 7, 0i m = h−5.5, −20, 0i m

(b)
q
2 2 2
(−5.5 m) + (−20 m) + (0 m) = 20.74 m

P26:
Solution:
A helpful hint is to remember that the notation #
r AB is the position of A relative to B, which is equivalent to saying stand
at B and tell me how to get to A. Then you have simply # r AB = # r B , with the subtraction done in the order in
r A − #
which the indices appear.
(a)
#
r tree,head = #
r tree − #
r head
= h−25, 35, 43i m − h12, 30, 13i m
= h−37, 5, 30i m

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Matter & Interactions Chapter 1 Solutions

(b)
q
# 2 2 2
r tree,head = (−37) + (5) + (30) m
= 47.9 m

P27:
Solution:
A helpful hint is to remember that the notation #
r AB is the position of A relative to B, which is equivalent to saying stand
at B and tell me how to get to A. Then you have simply # r AB = # r B , with the subtraction done in the order in
r A − #
which the indices appear.

(a)
#
r planet,star = #
r planet − #
r star
10 10 10 10 10 10
D E D E
= −4 × 10 , −9 × 10 , 6 × 10 m − 6 × 10 , 8 × 10 , 6 × 10 m
10 10
D E
= −10 × 10 , −17 × 10 , 0 m

(b)
#
r star,planet = − #
r planet,star
10 10
D E
= 10 × 10 , 17 × 10 , 0 m

P28:
Solution:
No unit is given, so assume an arbitrary unit in your own calculation.

(a)
#
r planet,star = #
r planet − #
r star
10 10 10 10 10 10
D E D E
= −1 × 10 , 8 × 10 , −3 × 10 − 6 × 10 , −5 × 10 , 1 × 10
10 10 10
D E
= 7 × 10 , 13 × 10 , −4 × 10

(b)
r 2  2  2
#
r planet,star = −7 × 1010 + 13 × 1010 + −4 × 1010
11
= 1.5 × 10

(c)
r 2  2  2
−7 × 1010 + 13 × 1010 + −4 × 1010
rbplanet,star =
1.5 × 1011
= h−0.46, 0.85, −0.26i

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Matter & Interactions Chapter 1 Solutions

P29:
Solution:

#
r proton,electron = hxp − xe , yp − ye , zp − ze i
#
r electron,proton = hxe − xp , ye − yp , ze − zp i

P30:
Solution:
−2
h3, 3, 3i × 10 m
rb = q
(3) + (3) + (3) × 10−2 m
2 2 2

h3, 3, 3i
= √
27
= h0.577, 0.577, 0.577i

By symmetry, the diagonal makes the same angle with each coordinate axis, so it doesn’t matter which one we use. Let’s
use the y-axis .
 
cos θy = ry
= 0.577
θy = cos-1 (0.577)
= 55 ◦

P31:
Solution:

(a)

# ∆ #
r
v avg =
∆t
#
r − #ri
= f
∆t
h−0.202, 0.054, 0.098i m − h0.2, −0.05, 0.1i m
=
2 × 10−6 s
h−0.402, 0.104, −0.002i m
=
2 × 10−6 s
5 4 3
D E
= −2.01 × 10 , 5.2 × 10 , −1 × 10 m/s

(b) Average speed is not always equal to the magnitude of average velocity unless the motion is linear. We can proceed
with this assumption.
r 2  2  2
#
vavg = −2.01 × 105 + 5.2 × 104 + −1 × 103 m/s
5
= 2.08 × 10 m/s

11
Matter & Interactions Chapter 1 Solutions

P32:
Solution:

#
r i = h15, 8, −3i m
#
r f = h20, 6, −1i m
∆t = 0.1 s
# ∆ #r
v avg =
∆t
#
r − # ri
= f
∆t
h20, 6, −1i m − h15, 8, −3i m
=
0.1 s
h5, −2, 2i m
=
0.1 s
= h50, −20, 20i m/s

P33:
Solution:

At t = 0 : #
r i = h0, 0, 0i
∆t1 = 200 s : vb = h1, 0, 0i
∆t2 = 300 s : vb = hcos (45 ◦ ) , 0, cos (45 ◦ )i
∆t3 = 150 s : vb = hcos (60 ◦ ) , 0, cos (30 ◦ )i
#
v = | #
v | vb = (2 m/s) vb

Use the position update equation for each time interval.

(a)

∆t1 = 200 s : #
r f = #
r i + #
v avg ∆t
= h0, 0, 0i + (2 m/s) h1, 0, 0i (200 s)
= h400, 0, 0i m

∆t2 = 300 s : #
r f = #
r i + #
v avg ∆t
= h400, 0, 0i m + (2 m/s) hcos (45 ◦ ) , 0, cos (45 ◦ )i (300 s)
= h824, 0, 424i m

∆t3 = 150 s : #
r f = #
r i + #
v avg ∆t
= h824, 0, 424i m + (2 m/s) hcos (60 ◦ ) , 0, cos (30 ◦ )i (150 s)
= h974, 0, 684i m

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Matter & Interactions Chapter 1 Solutions

(b) The total duration of time is 200 s + 300 s + 150 s = 650 s.

# ∆ #
r #
r − #ri
v avg = = f
∆t ∆t
h974, 0, 684i m − h0, 0, 0i
=
650 s
= h1.50, 0, 1.05i m/s

P34:
Solution:

#
r i = h50, 20, 30i m
#
r f = h53, 18, 31i m
∆t = 0.1 s

# ∆ #r
v avg =
∆t
#
r f − #
ri
=
∆t
h53, 18, 31i m − h50, 20, 30i m
=
0.1 s
h3, −2, 1i m
=
0.1 s
= h30, −20, 10i m/s

P35:
Solution:

3 3 3
D E
#
r i = −3 × 10 , −4 × 10 , 8 × 10 m
3 3 3
D E
#
r f = −1.4 × 10 , −6.2 × 10 , 9.7 × 10 m
ti = 18.4 s
tf = 21.4 s
∆t = 21.4 s − 18.4 s
= 3.0 s

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Matter & Interactions Chapter 1 Solutions

# ∆ #
r
v avg =
∆t
#
r f − #
ri
=
D ∆t 3 3 3
E D 3 3 3
E
−1.4 × 10 , −6.2 × 10 , 9.7 × 10 m − −3 × 10 , −4 × 10 , 8 × 10 m
=
D 3 3 3
E 3s
1.6 × 10 , −2.2 × 10 , 1.7 × 10 m
=
3s

2 2 2
D E
= 5.33 × 10 , −7.33 × 10 , 5.67 × 10 m

P36:
Solution:

(a)
#
v = h−20, −90, 40i m/s
#
r = h200, 300, −500i m
i
#
r f = h−380, −2310, 660i m
# ∆ #
r
v avg =
∆t

You cannot divide vectors, so


∆ #
r
∆t 6= #
r avg

You may use


∆ #
r avg
∆t = #
v avg

Or you may write the velocity in component form and use any one of the components. For instance,
∆x
∆t =
vavg x

This method gives


xf − xi
∆t =
vavg x
−380 m − 200 m
=
−20 m/s
= 29 s

14
Matter & Interactions Chapter 1 Solutions

(b)

∆ #
r = #
r f − #
ri
= h−380, −2810, 660i m − h200, 300, −500i m
= h−580, −2610, 1160i m

q
2 2 2
|∆ #
r| = (−580) + (−2610) + (1160) m
= 2914 m

(c)

| #
r|
| #
v| =
∆t
2914 m
=
29 s
= 100 m/s

(d)
#
v
vb = #
|v|
h−20, −90, 40i m/s
=
100.5 m/s
= h0.2, 0.9, 0.4i

P37:
Solution:
(a) From t = 6.3 s to 6.8 s:
∆t = 6.8 s − 6.3 s
= 0.5 s
#
r i = h−3.5, 9.4, 0i m
#
r f = h−1.3, 6.2, 0i m

# ∆ #
r
v avg =
∆t
h−1.3, 6.2, 0i m − h−3.5, 9.4, 0i m
=
0.5 s
h2.2, −3.2, 0i m
=
0.5 s
= h4.4, −6.4, 0i m/s

15
Matter & Interactions Chapter 1 Solutions

(b) From t = 6.3 s to 7.3 s:

∆t = 7.3 s − 6.3 s
= 1.0 s
#
r i = h−3.5, 9.4, 0i m
#
r f = h0.5, 1.7, 0i m

# ∆ #
r
v avg =
∆t
h0.5, 1.7, 0i m − h−3.5, 9.4, 0i m
=
1.0 s
= h4, −7.7, 0i m/s

(c) The best estimate for #


v at t = 6.3 s is the average velocity during the smallest possible time interval that includes
t = 6.3 s. Thus, the time interval from t = 6.3 s to 6.8 s gives the best possible estimate in this case for the
instantaneous velocity at t = 6.3 s.

(d) Assume that the bee’s average velocity between t = 6.3 s and 6.33 s is approximately constant. From t = 6.3 s to
6.33 s:

∆t = 6.33 s − 6.3 s
= 0.03 s
#
r i = h−3.5, 9.4, 0i m
#
v avg ≈ h4.4, −6.4, 0i m/s

# ∆ #
r
v avg =
∆t
∆ #
r = #
v avg ∆t
= (h4.4, −6.4, 0i m/s) (0.03 s)
= h0.132, −0.192, 0i m

P38:
Solution:

16
Matter & Interactions Chapter 1 Solutions

t1 = 12 s
#
r i = h84, 78, 24i m
#
v = h4, 0, −3i m/s
t2 = 18 s
∆t = t2 − t1
= 18 s − 12 s
= 6s

#
r f = #
r i + #
v ∆t
= h84, 78, 24i m + (h4, 0, −3i m/s) (6 s)
= h84, 78, 24i m + h24, 0, −18i m
= h108, 78, 6i m

P39:
Solution:

(a)
#
r i = h0.02, 0.04, −0.06i m
#
r f = h0.02, 1.84, −0.86i m
−6
∆t = 2 × 10 s

# ∆ #
r
v avg =
∆t
#
r − # ri
= f
∆t
h0.02, 1.84, −0.86i m − h0.02, 0.04, −0.06i m
=
2 × 10−6 s
h0, 1.8, −0.8i m
=
2 × 10−6 s
5 5
D E
= 0, 9 × 10 , −4 × 10 m/s

−6
(b) Now, for this time interval of 5 × 10 s, the initial position of the electron is its position at the end of the previous
−6
2 × 10 s interval.
#
r i = h0.02, 1.84, −0.86i m
−6
∆t = 5 × 10 s
5 5
D E
#
v = 0, 9 × 10 , −4 × 10 m/s

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Matter & Interactions Chapter 1 Solutions

#
r f = #
r i + #
v ∆t
5 5 −6
D E  
= h0.02, 1.84, −0.86i m + 0, 9 × 10 , −4 × 10 m/s 5 × 10 s
= h0.02, 1.84, −0.86i m + h0, 4.5, −2i m
= h0.02, 6.34, −2.86i m

−6 −6 −6
Another way to solve it is to consider the total time interval of 2 × 10 s + 5 × 10 s = 7 × 10 s. In this case, #
ri
−6
is the electron’s position at the beginning of the 2 × 10 s interval.
#
r i = h0.02, 0.04, −0.06i m
−6
∆t = 5 × 10 s
5 5 −6
D E  
#
r f = h0.02, 0.04, −0.06i m + 0, 9 × 10 , −4 × 10 m/s 7 × 10 s
= h0.02, 0.04, −0.06i m + h0, 6.3, −2.8i m
= h0.02, 6.34, −2.86i m

−6
which agrees with the same answer obtained using the 5 × 10 s time interval.

P40:
Solution:

(a) Assume that his velocity is in the +x direction. Then

∆vx #
v − #v ix
ax = = fx
∆t ∆t
70 m/s − 140 m/s
= = −117 m/s2
0.6
a | ≈ −120 m/s2
| #

(b) Since g ≈ 10 m/s2 , then | #


a | ≈ 120/10 = 12 g’s.

P41:
Solution:

#
r i = h7, 21, −17i m
∆t = 3 s
#
v avg = h−11, 42, 11i m/s
yf =?

18
Matter & Interactions Chapter 1 Solutions

#
r f = #
r i + #
v avg ∆t
= h7, 21, −17i m + (h−11, 42, 11i m/s) (3 s)
= h7, 21, −17i m + h−33, 126, 33i m
= h−26, 147, 16i m

So yf = 147 m.

P42:
Solution:

#
r i = h0.06, 1.03, 0i m
#
v avg = h17, 4, 6i m/s
∆t = 0.7 s
#
r =? f

Use the position update equation.

#
rf = #
r i + #
v avg ∆t
= h0.06, 1.03, 0i m + (h17, 4, 6i m/s) (0.7 s)
= h11.96, 3.83, 0i m

Thus, the ball’s height after a time interval of 0.7 s is 3.83 m.

P43:
Solution:

(a)

# ∆ #r
v avg AB =
∆t
#
r B − #
rA
=
∆t
h22.3, 26.1, 0i m − h0, 0, 0i
=
1.0 s − 0.0 s
= h22.3, 26.1, 0i m/s

(b) From t = 1.0 s to t = 2.0 s, assuming it travels with a constant velocity of h22.3, 26.1, 0i m/s,
#
r f = #
r i + #
v avg ∆t
= h22.3, 26.1, 0i m + (h22.3, 26.1, 0i m/s) (2.0 s − 1.0 s)
= h22.3, 26.1, 0i m + h22.3, 26.1, 0i m
= h44.6, 52.2, 0i m

19
Matter & Interactions Chapter 1 Solutions

(c) #
r at point C is h40.1, 38.1, 0i m which is not the same as what we predicted. We assumed constant velocity when
making our prediction; however, in reality the velocity was not constant, but was decreasing in both the x and y
directions. An approximation of constant velocity is only valid for small time intervals. For this projectile, ∆t = 1.0 s
was not a small enough time interval to reasonably assume constant velocity.

P44:
Solution:

ti = 6 s
tf = 10 s
#
r i = h6, −3, 10i m
#
r f = h6.8, −4.2, 11.2i m
r at t = 8.5 s =?
#

Assume that the butterfly travels with a constant velocity. Calculate its velocity.

# ∆ #r
v avg =
∆t
#
r f − #
ri
=
∆t
h6.8, −4.2, 11.2i m − h6, −3, 10i m
=
10 s − 6 s
h0.8, −1.2, 1.2i m
=
4s
= h0.2, −0.3, 0.3i m/s

Now calculate its position at t = 8.5 s, if it starts at t = 6.0 s.


#
r f = #
r i + #
v avg ∆t
= h6, −3, 10i m + (h0.2, −0.3, 0.3i m/s) (8.5 s − 6 s)
= h6, −3, 10i m + (h0.2, −0.3, 0.3i m/s) (2.5 s)
= h6, −3, 10i m + h0.5, −0.75, 0.75i m
= h6.5, −3.75, 10.75i m

P45:
Solution:

v | << c therefore
| #

| #
p | = m | #
v|
= (0.155 kg) (40 m/s)
= 6.2 kg · m/s

20
Matter & Interactions Chapter 1 Solutions

P46:
Solution:
Note: | #
v | << c

m = 0.4 kg
#
v = h38, 0, −2i m/s
#
p = m #
v
= (0.4 kg) (h38, 0, −2i m/s)
= h15.2, 0, −10.8i kg · m/s
q
2 2 2
| #
p | = (15.2) + (0) + (−10.8) kg · m/s
= 18.6 kg · m/s

P47:
Solution:

m = 1000 kg
 
1 m/s
| #
v | = (500 mph)
2.2369 mph
= 224 m/s

Note: #
v << c

| #
p | = m | #
v|
= (1000 kg) (224 m/s)
5
= 2.24 × 10 kg · m/s

P48:
Solution:

m = 155 g
= 0.155 kg
 
1 m/s
| #
v | = (100 mph)
2.2369 mph
= 44.7 m/s

21
Matter & Interactions Chapter 1 Solutions

Note: #
v << c

| #
p | = m | #
v|
= (0.155 kg) (44.7 m/s)
= 6.93 kg · m/s

P49:
Solution:

#
p = h4, −5, 2i kg · m/s
q
# 2 2 2
| p | = (4) + (−5) + (2) kg · m/s
= 6.7 kg · m/s

P50:
Solution:

m = 1.6 kg
#
p = h0, 0, 4i kg · m/s

(a)

| #
p | = 4 kg · m/s

(b)
#
p
pb = #
|p|
= h0, 0, 1i

(c)

| #
p | = m | #
v|
#
|p|
| #
v| =
m
4 kg · m/s
=
1.6 kg
= 2.5 m/s

22
Matter & Interactions Chapter 1 Solutions

P51:
Solution:

(a) Draw a sketch of the situation, like the one shown in the figure below.

pi

pf

Sketch the change in momentum vector by drawing the initial and final momentum vectors tail to tail and drawing
the change in momentum from the head of the initial momentum to the head of the final momentum, as shown in
the figure below.

pf pi

 p

#
v i = vx , 0, 0
#
v f = −vx , 0, 0
∆ #
p = #
p − #
f
p i

= m ( #
v f − #
v i)

=m −vx , 0, 0 − vx , 0, 0
= m −2vx , 0, 0
= −2mvx , 0, 0

The change in momentum is in the −x direction which is consistent with the picture.

23
Matter & Interactions Chapter 1 Solutions

(b)

∆| #
p | = | #
p f | − | #
p i|
= m | v f | − m | #
# v i|
= mvx − mvx
=0

Note |∆ # 6 ∆| #
p| = p |.

P52:
Solution:
The ball’s velocity in the x and z direction is zero before and after the bounce. In the y-direction, vf y = +5 m/s and
viy = −5 m/s. The change in velocity due to the collision is

∆ #
v = #
v f − #
vi
= h0, 5, 0i m/s − h0, −5, 0i m/s
= h0, 10, 0i m/s

Using the low-speed approximation for momentum, then

∆ #
p = m∆ #
v
= 0.57 kg (h0, 10, 0i m/s)
= h0, 5.7, 0i kg · m/s

P53:
Solution:
It helps to sketch the velocity vector for the basketball before and after it hits the floor.

#⌫
vf
vf y 30

vix 60

60 vf x
30
viy #⌫
vi
The angle of the vector with the +y axis is 30 ◦ , and the angle with the +x axis is 60 ◦ . The vector’s components can be
easily calculated using the cosine of each of these angles. Thus

24
Matter & Interactions Chapter 1 Solutions

# v i | cos (60 ◦ ) = 2.5 m/s


v ix = | #
#
v iy = − | #v i | cos (30 ◦ ) = −4.33 m/s

After the ball bounces, vf x = vix = 2.5 m/s and vf y = −viy = +4.33 m/s. The change in velocity is

∆ #
v = #
v f − #
vi
= h2.5, 4.33, 0i m/s − h2.5, −4.33, 0i m/s
= h0, 8.66, 0i m/s

Using the low speed approximation for momentum, the change in momentum is

∆ #
p ≈ m∆ #
v
≈ (0.57 kg) (h0, 8.66, 0i m/s)
≈ h0, 4.1, 0i kg · m/s

P54:
Solution:
Acceleration is a vector, #
a = ∆ #
v /∆t = ( # v i ) /∆t. Note that in general, #
v f − # a 6= (| # v i |) /∆t. There is a very
v f | − | #
important difference in these two equations (one of which is correct). Therefore, assume that the rocket is traveling
vertically, and express the given speed of the rocket as a velocity vector in the +y direction.

#
v f = h0, 2300, 0i m/s
#
v i = h0, 0, 0i m/s
∆t = 170 s

The acceleration is

# ∆ #
v ( #
v f − #
v i)
a = =
∆t ∆t
(h0, 2300, 0i m/s − h0, 0, 0i m/s)
=
170 s
= h0, 13.5, 0i m/s2 ≈ h0, 14, 0i m/s2
a | = 14 m/s2
| #

Since g ≈ 10 m/s2 , then the acceleration of the rocket is approximately 14/10 = 1.4 g’s.

P55:
Solution:

In going all the way around, in one revolution, #


p f is the same as #
p i . Thus, |∆ #
p | = 0.
In going half a revolution (180 ), sketch p i and p f at opposite sides of the circle, as shown in the example in the figure
◦ # #
below. (You may choose any two points on the circle, as long as they are on opposite sides of the circle. Also, you may

25
Matter & Interactions Chapter 1 Solutions

assume either counterclockwise or clockwise rotation. Your choice of points or direction of rotation does not affect the
final answer for the magnitude of the change in momentum.)

rotation

To find the change in momentum, sketch #


p f and #
p i tail to tail. ∆ #
p is the vector from the head of #
p i to the head of #
p f.
See the figure below.

As you can see, ∆ # p f . Thus,


p = 2 #

|∆ #
p | = 2 | #
p f|
= 2m | #v f|
= 2 (50 kg) (5 m/s)
= 500 kg · m/s

P56:
Solution:

(a)

∆ #
p BC = #
p C − #
pB
= h2.55, 0.97, 0i kg · m/s − h3.03, 2.83, 0i kg · m/s
= h−0.48, −1.86, 0i kg · m/s

26
Matter & Interactions Chapter 1 Solutions

∆ #
p CD = #
p D − #
pC
= h2.24, −0.57, 0i kg · m/s − h2.55, 0.97, 0i kg · m/s
= h−0.31, −1.54, 0i kg · m/s

∆ #
p DE = #
p E − #
pD
= h1.97, −1.93, 0i kg · m/s − h2.24, −0.57, 0i kg · m/s
= h−0.27, −1.36, 0i kg · m/s

∆ #
p EF = #
p F − #
pE
= h1.68, −3.04, 0i kg · m/s − h1.97, −1.93, 0i kg · m/s
= h−0.29, −1.11, 0i kg · m/s

(b) To sketch ∆ #p BC , sketch #


p C tail-to-tail at the location of #
p B and sketch ∆ #
p BC from the head of #
p C to the head of
p B . Do this for each of the other vectors as well. The results are shown in the figure below.
#

p
C p
D
p pD ∆!p D
C ! ∆!pDE
B
∆!pBC CD
!pE E p
E
B
!pC
(c) |∆ #
p BC | is greatest because both ∆px and ∆py are greatest (in magnitude) for the interval from B to C.

P57:
Solution:

m = 3 kg
#
p = h60, 150, −30i kg · m/s

Since | #
v | << c, then # v.
p ≈ m #

#
p h60, 150, −30i kg · m/s
#
v ≈ =
m 3 kg
≈ h20, 50, −10i m/s

27
Matter & Interactions Chapter 1 Solutions

P58:
Solution:

m = 1500 kg
#
r i = h300, 0, 0i m
#
p = h45000, 0, 0i kg · m/s
∆t = 10 s
#
r f =?

Since | #
v | << c, then # v.
p ≈ m #

#
p h45000, 0, 0i kg · m/s
#
v ≈ =
m 1500 kg
≈ h600, 0, 0i m/s

To find the final position, use the position update equation.

#
r f = #
r i + #
v ∆t
= h300, 0, 0i m + (h600, 0, 0i m/s) (10 s)
= h600, 0, 0i m

P59:
Solution:

m = 0.17 kg
#
p = h0, 0, −6.3i kg · m/s
#
r f = h0, 0, −26i m
∆t = 0.4 s
#
r =?
i

Since | #
v | << c, then # v.
p ≈ m #

#
p h0, 0, −6.3i kg · m/s
#
v ≈ =
m 0.17 kg
≈ h0, 0, −37.06i m/s

In this case we want to find the initial position (i.e. the position before the 0.4 s time interval). Use the position update
equation and solve for the initial position.

#
r f = #
ri + #
v ∆t
# #
ri = rf − #
v ∆t
= h0, 0, −26i m − (h0, 0, −37.06i m/s) (0.4 s)
= h0, 0, −11i m

28
Matter & Interactions Chapter 1 Solutions

Since the velocity was in the z-direction only, then the x-position and y-position did not change.

P60:
Solution:

m = 400 kg
4 4
D E
#
r i = 0, 3 × 10 , −6 × 10 m
3 3
D E
#
p = 6 × 10 , 0, −3.6 × 10 kg · m/s
∆t = 2 min = 120 s
#
r =?
f

Since | #
v | << c, then # v.
p ≈ m #

3 3
D E
#
p 6 × 10 , 0, −3.6 × 10 kg · m/s
#
v ≈ =
m 400 kg
≈ h15, 0, −9i m/s

To find the final position, use the position update equation.

#
r f = #
r i + #
v ∆t
4 4
D E
= 0, 3 × 10 , −6 × 10 m + (h15, 0, −9i m/s) (120 s)
3 4 4
D E
= 1.08 × 10 , 3 × 10 , −6.11 × 10 m

P61:
Solution:

−27
mproton = 1.67 × 10 kg
| #
p | = γm | #
v|
m | #
v|
=q # 2
1 − | vc2|
−27 8
   
1.67 × 10 kg (0.88) 3 × 10 m/s
= q
2
1 − (0.8c)
c2
−27 8
   
1.67 × 10 kg (0.88) 3 × 10 m/s
= q
2
1 − (0.8)
−19
= 7.35 × 10 kg · m/s

29
Matter & Interactions Chapter 1 Solutions

P62:
Solution:

−31
melectron = 9.11 × 10 kg
| #
v | = 0.95c

| #
p | = γm | #
v|
m | #
v|
=q # 2
1 − | vc2|
m (0.95c)
=q 2
1 − (0.95c)
c2
m (0.95c)
=q
2
1 − (0.95)
−31 8
   
9.11 × 10 kg (0.95) 3 × 10 m/s
= q
2
1 − (0.95)
−22
= 8.31 × 10 kg · m/s

P63:
Solution:

−31
melectron = 9.11 × 10 kg
| #
p | = γm | #
v|
m | #
v|
=q
| #
v |2
1− c2
m (0.9999c)
=q 2
1 − (0.9999c)
c2
m (0.9999c)
=q
2
1 − (0.9999)
−31 8
   
9.11 × 10 kg (0.9999) 3 × 10 m/s
= q
2
1 − (0.9999)
−20
= 1.93 × 10 kg · m/s

30
Matter & Interactions Chapter 1 Solutions

P64:
Solution:

(a)
−27
mproton = 1.67 × 10 kg
| #
v | = 0.99c

If | # v |, then
p | ≈ m | #
−27 8
   
| #
p | = 1.67 × 10 kg (0.99) 3 × 10 m/s
−19
= 4.96 × 10 kg · m/s

(b) Since | #
v | is not small compared to c,

| #
p | = γm | #
v|
m | #
v|
=q # 2
1 − | vc2|
m (0.99c)
=q 2
1 − (0.99c)
c2
m (0.99c)
=q
2
1 − (0.99)
−27 8
   
1.67 × 10 kg (0.99) 3 × 10 m/s
= q
2
1 − (0.99)
−18
= 3.52 × 10 kg · m/s

(c)
−18
| #
p correct | 3.52 × 10 kg · m/s
# = −19
p approx 4.96 × 10 kg · m/s
= 7.1

Thus, the approximate calculation for the momentum of the particle is about 7 times too small.

P65:
Solution:

31
Matter & Interactions Chapter 1 Solutions

| #
v | = 0.9996c
1
γ=q # 2
1 − | vc2|
1
=q
(0.9996c)2
1− c2
1
=q
2
1 − (0.9996)
= 1250

P66:
Solution:

−31
melectron = 9 × 10 kg
| #
v | = 0.996c
vb = h−.655, −0.492, −0.573i

(a)
1
γ=q
| #
v |2
1− c2
1
= 2
1 − (0.996)
= 11.2

(b)

| #
v | = 0.996c
8
 
= (0.996) 3 × 10 m/s
8
= 2.988 × 10 m/s

(c)

| #
p | = γm | #
v|
−31 8
  
= (11.2) 9 × 10 kg 2.988 × 10 m/s
−21
= 3.0 × 10 kg · m/s

32
Matter & Interactions Chapter 1 Solutions

(d)
#
p = | #
p | pb

Since #
p is proportional to #
v , then their unit vectors pb and vb are the same. Thus,
−21
 
#
p = 3 × 10 m/s h0.655, −0.492, −0.573i
−21 −21 −21
D E
= 1.97 × 10 , −1.48 × 10 , −1.72 × 10 kg · m/s

P67:
Solution:

| #
p | = γm | #
v|
#
|p|
= 0.85c
m

Thus,

γ | #
v | = 0.85c
#
|v|
q = 0.85c
# 2
1 − | vc2|
2
| #
v| 2
2 = (0.85c)
| #
v|
1− c2
 
2
2 | #
v |
2
| #
v | = (0.85c) 1 − 2 
c
2 2 2 2
| #
v | = (0.85c) − (0.85) | #
v|
2 2 2 2
| #
v | + (0.85) | #
v | = (0.85c)
2 2
v | 1 + 0.852 = (0.85c)
| #


2
2 (0.85c)
| #
v| = 2
1 + (0.85)
0.85c
| #
v| = q
2
1 + (0.85)
= 0.65c

33
Matter & Interactions Chapter 1 Solutions

CP68:
Solution:
The challenge activity is to reproduce the image shown at the end of the video, with three spheres and an arrow attached
to each sphere.
Here is a sample program.
from v i s u a l import ∗

s p h e r e ( pos =( −1 ,0 ,0) , r a d i u s =0.5 , c o l o r=c o l o r . g r e e n )


arrow ( pos =( −1 ,0 ,0) , a x i s =(0 , −1 ,0) , c o l o r=c o l o r . r e d )

s p h e r e ( pos = ( 1 , 1 , 0 ) , r a d i u s =0.5 , c o l o r=c o l o r . g r e e n )


arrow ( pos = ( 1 , 1 , 0 ) , a x i s =( −1 ,0 ,0) , c o l o r=c o l o r . r e d )

s p h e r e ( pos =(1 , −1 ,0) , r a d i u s =0.5 , c o l o r=c o l o r . g r e e n )


arrow ( pos =(1 , −1 ,0) , a x i s = ( 1 , 1 , 0 ) , c o l o r=c o l o r . r e d )

It produces the following screen capture.

CP69:
Solution:

(a) This program is one possible solution to the problem.


from __future__ import d i v i s i o n
from v i s u a l import ∗

#l e n g t h o f t h e s i d e o f a cube
a=6

#r a d i u s

34
Matter & Interactions Chapter 1 Solutions

r =0.5

s p h e r e ( pos=(a / 2 , a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )


s p h e r e ( pos=(a / 2 , a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
s p h e r e ( pos=(a/2,−a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
s p h e r e ( pos=(−a/2,−a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
s p h e r e ( pos=(a/2,−a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
s p h e r e ( pos=(−a / 2 , a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
s p h e r e ( pos=(−a/2,−a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
s p h e r e ( pos=(−a / 2 , a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )

It produces the following screen capture.

(b) It is the same program as in part (a), but with one additional line of code to create the arrow.

arrow(pos=vector(−a/2,−a/2,−a/2), axis=vector(a/2,a/2,a/2)−vector(−a/2,−a/2,−a/2), color=color.cyan)

Rather than calculating the axis of the arrow by hand or trial and error, it is easiest to use VPython to subtract the
position of one sphere from the position of another sphere on the diagonally opposite side of the cube. It helps to
think “final minus initial” when you subtract positions of the spheres to get the correct axis for the arrow. (In P72,
you will learn now to name the objects so that you can easily refer to their attributes rather than retyping their
values.)
from __future__ import d i v i s i o n
from v i s u a l import ∗

#l e n g t h o f t h e s i d e o f a cube
a=6

#r a d i u s
r =0.5

s p h e r e ( pos=(a / 2 , a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )

35
Matter & Interactions Chapter 1 Solutions

s p h e r e ( pos=(a / 2 , a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )


s p h e r e ( pos=(a/2,−a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
s p h e r e ( pos=(−a/2,−a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
s p h e r e ( pos=(a/2,−a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
s p h e r e ( pos=(−a / 2 , a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
s p h e r e ( pos=(−a/2,−a / 2 , a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
s p h e r e ( pos=(−a / 2 , a/2,−a / 2 ) , r a d i u s=r , c o l o r=c o l o r . magenta )

arrow ( pos=v e c t o r (−a/2,−a/2,−a / 2 ) , a x i s=v e c t o r ( a / 2 , a / 2 , a / 2 )−v e c t o r (−a/2,−a/2,−a / 2 ) ,


c o l o r=c o l o r . cyan )

It produces the following screen capture.

CP70:
Solution:

This program is one possible solution to the problem.


from __future__ import d i v i s i o n
from v i s u a l import ∗

#l e n g t h o f t h e c y l i n d e r
a=1

#r a d i u s
r=a /100

#x−a x i s
c y l i n d e r ( pos=v e c t o r (−a / 2 , 0 , 0 ) , a x i s=v e c t o r ( a , 0 , 0 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
#y−a x i s
c y l i n d e r ( pos=v e c t o r (0 , − a / 2 , 0 ) , a x i s=v e c t o r ( 0 , a , 0 ) , r a d i u s=r , c o l o r=c o l o r . magenta )
#z−a x i s

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Matter & Interactions Chapter 1 Solutions

c y l i n d e r ( pos=v e c t o r (0 ,0 , − a / 2 ) , a x i s=v e c t o r ( 0 , 0 , a ) , r a d i u s=r , c o l o r=c o l o r . cyan )

It produces the following screen capture.

CP71:
Solution:
This program is one possible solution to the problem.
from __future__ import d i v i s i o n
from v i s u a l import ∗

#l e n g t h o f t h e box
a=1

#w i d t h
w=a /50

#x a x i s
box ( pos=v e c t o r ( 0 , 0 , 0 ) , s i z e =(a , w, w) , c o l o r=c o l o r . y e l l o w )
#y a x i s
box ( pos=v e c t o r ( 0 , 0 , 0 ) , s i z e =(w, a , w) , c o l o r=c o l o r . magenta )
#z a x i s
box ( pos=v e c t o r ( 0 , 0 , 0 ) , s i z e =(w, w, a ) , c o l o r=c o l o r . cyan )

A screen capture of the output of the program is shown below.

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Matter & Interactions Chapter 1 Solutions

CP72:
Solution:

The challenge activity is to reproduce the image shown at the end of the video, with three spheres and an arrow attached
to each sphere.
Here is a sample program.
from __future__ import d i v i s i o n
from v i s u a l import ∗

#c r e a t e spheres
sphere1 = s p h e r e ( pos =( −1 ,0 ,0) , r a d i u s =0.25 , c o l o r=c o l o r . g r e e n )
sphere2 = s p h e r e ( pos = ( 1 , 1 , 0 ) , r a d i u s =0.25 , c o l o r=c o l o r . g r e e n )
sphere3 = s p h e r e ( pos =(1 , −1 ,0) , r a d i u s =0.25 , c o l o r=c o l o r . g r e e n )

#c r e a t e arrows
arrow1 = arrow ( pos=s p h e r e 1 . pos , a x i s=s p h e r e 3 . pos−s p h e r e 1 . pos , c o l o r=c o l o r . r e d )
arrow2 = arrow ( pos=s p h e r e 2 . pos , a x i s=s p h e r e 1 . pos−s p h e r e 2 . pos , c o l o r=c o l o r . r e d )
arrow3 = arrow ( pos=s p h e r e 3 . pos , a x i s=s p h e r e 2 . pos−s p h e r e 3 . pos , c o l o r=c o l o r . r e d )

It produces the following screen capture.

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Matter & Interactions Chapter 1 Solutions

CP73:
Solution:

The first box and the arrow have to be created first. The position of the arrow should be the position of the first box.
You can choose any axis for the arrow. Then the second box’s position must be the position of the first box plus the axis
of the arrow. Now when you change the position of the first box, the arrow and the second box will move with the first
box.
Here is a sample program.
from __future__ import d i v i s i o n
from v i s u a l import ∗

#s i d e l e n g t h o f a box
w=0.25

box1 = box ( pos =( −1 ,0 ,0) , s i z e =(w, w, w) , c o l o r=c o l o r . g r e e n )


arrow1 = arrow ( pos=box1 . pos , a x i s = ( 2 , 0 , 0 ) , c o l o r=c o l o r . r e d )
box1 = box ( pos=box1 . pos+arrow1 . a x i s , s i z e =(w, w, w) , c o l o r=c o l o r . g r e e n )

The following image shows box 1 at two different positions h−1, 0, 0i and h−1, 1, 0i, respectively. As you can see, the
arrow and the second box are in the same location relative to the first box, even if the first box is moved to a different
location.

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Matter & Interactions Chapter 1 Solutions

CP74:
Solution:
First, it is important to ascertain the pattern in the numbers. The first digit in the pattern is 0. The second digit is
0+4. The next digit is 1, the next digit is 1+4, etc. . Thus every other digit is equal to the previous digit plus 4.
Here is a sample program that produces the pattern of numbers shown in the instructional video.
from __future__ import p r i n t _ f u n c t i o n
from v i s u a l import ∗

#t h e f i r s t d i g i t i n t h e p a t t e r n
a=0

while a <10:
b=a+4
print ( a )
print ( b )
a=a+1

Here is the output of the program.

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Matter & Interactions Chapter 1 Solutions

CP75:
Solution:

(a) Examine the program below. It’s useful to define variables for the length of the side of a box, the length of an axis,
and the number of boxes along the axis. The space between boxes can be calculated from the length of the axis and
the number of boxes along the axis.
from __future__ import d i v i s i o n
from v i s u a l import ∗

#l e n g t h o f t h e a x i s
a=1

#w i d t h o f a box
w=a /100

#Number o f b o x e s on an a x i s
n=20

#x l o c a t i o n o f a box
x=−a /2

#s p a c e b e t w e e n b o x e s
dx=a / ( n−1)

#b o x e s on x−a x i s
while x<a / 2 :
box ( pos=(x , 0 , 0 ) , s i z e =(w, w, w) , c o l o r=c o l o r . y e l l o w )
x=x+dx

#y l o c a t i o n o f a box
y=−a /2

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Matter & Interactions Chapter 1 Solutions

#s p a c e b e t w e e n b o x e s
dy=dx

#b o x e s on y−a x i s
while y<a / 2 :
box ( pos =(0 , y , 0 ) , s i z e =(w, w, w) , c o l o r=c o l o r . magenta )
y=y+dy

#z l o c a t i o n o f a box
z=−a /2

#s p a c e b e t w e e n b o x e s
dz=dx

#b o x e s on z−a x i s
while z<a / 2 :
box ( pos =(0 ,0 , z ) , s i z e =(w, w, w) , c o l o r=c o l o r . cyan )
z=z+dz

The output is shown below.

(b) There are many ways to solve this problem. In the sample program below, we draw n boxes on an axis. So for three
axes, our while loop requires 3n iterations. Using an if statement, we check to see how many boxes have been
drawn, and we use this value to determine the axis on which we will draw the next box. It’s important to reset the
value of x for the position of the first box whenever starting a new axis.
from __future__ import d i v i s i o n
from v i s u a l import ∗

#l e n g t h o f t h e a x i s
a=1

#w i d t h o f a box

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Matter & Interactions Chapter 1 Solutions

w=a /100

#Number o f b o x e s on an a x i s
n=20

#x l o c a t i o n o f a box
x=−a /2

#s p a c e b e t w e e n b o x e s
dx=a / ( n−1)

#There i s a t o t a l o f 3∗n b o x e s .
#A f t e r n b o x e s on t h e x−a x i s , t h e n c r e a t e b o x e s on t h e y−a x i s .
#A f t e r a n o t h e r n b o x e s on t h e y−a x i s , t h e n c r e a t e b o x e s on t h e z−a x i s
boxnum=1
while boxnum<3∗n+1:
#x a x i s
if ( boxnum<n+1) :
box ( pos=(x , 0 , 0 ) , s i z e =(w, w, w) , c o l o r=c o l o r . y e l l o w )
#y a x i s
elif ( boxnum<2∗n+1 and boxnum>n ) :
box ( pos =(0 , x , 0 ) , s i z e =(w, w, w) , c o l o r=c o l o r . magenta )
#z a x i s
else :
box ( pos =(0 ,0 , x ) , s i z e =(w, w, w) , c o l o r=c o l o r . cyan )
#have t o r e s e t t h e v a l u e o f x t o −a /2 when s t a r t i n g a new a x i s
if ( boxnum==n or boxnum==2∗n ) :
x=−a /2

x=x+dx
boxnum=boxnum+1

CP76:
Solution:

In the example program below, three while loops are used (one for each axis).
from __future__ import d i v i s i o n
from v i s u a l import ∗

#r a d i u s o f a c i r c l e
R=1

#r a d i u s o f a s p h e r e
r=R/25

#Number o f s p h e r e s on a c i r c l e
n=20

#a n g l e b e t w e e n s p h e r e s , i n r a d i a n s
d t h e t a =2∗ p i / ( n−1)

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Matter & Interactions Chapter 1 Solutions

#a n g l e f o r t h e l o c a t i o n o f a s p h e r e
t h e t a=0

#c i r c l e around z−a x i s
while t h e t a <2∗ p i :
s p h e r e ( pos=R∗ ( c o s ( t h e t a ) , s i n ( t h e t a ) , 0 ) , r a d i u s=r , c o l o r=c o l o r . y e l l o w )
t h e t a=t h e t a+d t h e t a

#c i r c l e around y−a x i s
t h e t a=0
while t h e t a <2∗ p i :
s p h e r e ( pos=R∗ ( c o s ( t h e t a ) , 0 , s i n ( t h e t a ) ) , r a d i u s=r , c o l o r=c o l o r . magenta )
t h e t a=t h e t a+d t h e t a

#c i r c l e around z−a x i s
t h e t a=0
while t h e t a <2∗ p i :
s p h e r e ( pos=R∗ ( 0 , c o s ( t h e t a ) , s i n ( t h e t a ) ) , r a d i u s=r , c o l o r=c o l o r . cyan )
t h e t a=t h e t a+d t h e t a

It produces the following screen capture.

CP77:
Solution:
To recreate the animation in the instructional video, you must add one line of code to update the axis of the arrow, for
each iteration of the loop. Inside the while loop, add the line:
pointer.axis=ball2.pos-ball1.pos
to your program. The entire program is shown below.
from v i s u a l import ∗

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Matter & Interactions Chapter 1 Solutions

b a l l 1=s p h e r e ( pos=v e c t o r ( 0 , 0 , 0 ) , r a d i u s =0.5 , c o l o r=c o l o r . g r e e n )


b a l l 2=s p h e r e ( pos=v e c t o r ( −3 ,4 ,0) , r a d i u s =0.5 , c o l o r=c o l o r . cyan )
p o i n t e r=arrow ( pos=v e c t o r ( 0 , 0 , 0 ) , a x i s=b a l l 2 . pos−b a l l 1 . pos , c o l o r=c o l o r . o r a n g e )

r=v e c t o r ( −3 ,4 ,0)

while r . x <10:
rate (10)
b a l l 2 . pos=r
p o i n t e r . a x i s=b a l l 2 . pos−b a l l 1 . pos
r . x=r . x+1

print ( " end o f program " )

CP78:
Solution:

(a) Assume that the unit of distance is m and the unit of time is s.
(1) The initial velocity of the particle is h0.5, 0, 0.5i m/s.
(2) We will assume that “in front” and “behind” refers to the z−direction. The box is initially at z = −1 m, and the
particle is initially at z = −5 m. Thus, the particle is initially behind the box.
(3) This line updates the position of the particle.
particle .pos = particle .pos + v ∗ delta_t
(4) The time step is 0.05 s.
(5) The particle has a constant velocity. There is no code that causes the velocity of the particle to change.
(b) The answers in part(a) are correct.
(c) Change the initial position of the particle, and change the velocity of the particle. Here’s an example program that
solves the problem.
from v i s u a l import ∗
box ( pos=v e c t o r (0 ,0 , −1) ,
s i z e =(5 ,5 ,0.5) ,
c o l o r=c o l o r . red ,
opacity = 0.4)
p a r t i c l e = s p h e r e ( pos=v e c t o r ( −5 ,0 , −5) ,
r a d i u s =0.3 ,
c o l o r=c o l o r . cyan ,
make_trail = True )
v = vector (0.5 ,0 ,0.5)
delta_t = 0.05
t= 0
while t < 2 0 :
rate (100)
p a r t i c l e . pos = p a r t i c l e . pos + v ∗ d e l t a _ t
t = t + delta_t

Here is the output.

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Matter & Interactions Chapter 1 Solutions

CP79:
Solution:

Because the particle is initially behind the box, it is difficult to see its motion before and after it bounces off the box. It
helps to rotate the scene to a top view. Here’s a screen capture showing a top view of the particle bouncing off the box.

To produce this motion, add an if statement that checks the z-position of the particle. If it is positive, then the particle
has passed the xy plane at z = 0 where the box is centered. In this case, reverse the z-component of the velocity of the
particle.
Here is a sample program where I gave the box the name redbox.
from v i s u a l import ∗

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Matter & Interactions Chapter 1 Solutions

redbox=box ( pos=v e c t o r (0 ,0 , −1) ,


s i z e =(5 ,5 ,0.5) ,
c o l o r=c o l o r . red ,
opacity = 0.4)
p a r t i c l e = s p h e r e ( pos=v e c t o r ( −5 ,0 , −5) ,
r a d i u s =0.3 ,
c o l o r=c o l o r . cyan ,
make_trail = True )
v = vector (0.5 ,0 ,0.5)
delta_t = 0.05
t= 0
while t < 2 0 :
rate (100)
p a r t i c l e . pos = p a r t i c l e . pos + v ∗ d e l t a _ t
if ( p a r t i c l e . pos . z>redbox . pos . z ) :
v . z=−v . z
t = t + delta_t

Note that this method of collision detection has a couple of problems. First, if delta_t is very small (or alternatively
if the velocity is very small), then after the particle first passes the box and its velocity is reversed, it may not travel
backward past the box on the next iteration. As a result, it stays in front of the box and the velocity becomes positive
again. With each iteration, the velocity keeps changing direction and the particle gets stuck (and oscillates back and
forth) on the box. As a result, it’s a good idea to step the position of the particle backwards before you reverse the
velocity.
The second problem with this method of collision detection is that we are comparing the position of the center of the
particle with the center (plane) of the box. As a result, the particle appears to partially go through the box. You may
want to detect when the surface of the ball passes the surface of the box.
The example below has an if statement that checks the surface of the sphere and box. It also steps the ball backwards
one step after the collision is detected so that the particle will not get stuck on the box for small delta_t.
from __future__ import d i v i s i o n
from v i s u a l import ∗
redbox=box ( pos=v e c t o r (0 ,0 , −1) ,
s i z e =(5 ,5 ,0.5) ,
c o l o r=c o l o r . red ,
opacity = 0.4)
p a r t i c l e = s p h e r e ( pos=v e c t o r ( −5 ,0 , −5) ,
r a d i u s =0.3 ,
c o l o r=c o l o r . cyan ,
make_trail = True )
v = vector (0.5 ,0 ,0.5)
delta_t = 0.05
t= 0
while t < 2 0 :
rate (100)
p a r t i c l e . pos = p a r t i c l e . pos + v ∗ d e l t a _ t
if ( p a r t i c l e . pos . z+p a r t i c l e . r a d i u s >redbox . pos . z−redbox . width / 2 ) :
p a r t i c l e . pos = p a r t i c l e . pos − v ∗ d e l t a _ t
v . z=−v . z
t = t + delta_t

47

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