agenda chapter 2, problem 14 - sfsu physics & astronomy

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1/30/14 1 Agenda Today: Homework #2 Quiz, Finish free fall, more vectors Finish reading Chapter 3 by Thursday Thursday: 2D motion & projectiles Chapter 2, Problem 14 In an 8.00 km race, one runner runs at a steady 11.0 km/h and another runs at 14.0 km/h. How far from the finish line is the slower runner when the faster runner finishes the race? Show all your work. You may leave your answer in km. Free Fall – an object dropped Initial velocity is zero Let up be positive Use the kinematic equations – Generally use y instead of x since vertical Acceleration is -g = -9.80 m/s 2 v o = 0 a = -g Free Fall – object thrown downward a = -g = -9.80 m/s 2 Initial velocity 0 – With upward being positive, initial velocity will be negative Free Fall – object thrown upward Initial velocity is upward, so positive The instantaneous velocity at the maximum height is zero a = -g = -9.80 m/s 2 everywhere in the motion v = 0 Thrown upward, cont. The motion may be symmetrical – Then t up = t down – Then v f = -v i The motion may not be symmetrical – Break the motion into various parts • Generally up and down

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Page 1: Agenda Chapter 2, Problem 14 - SFSU Physics & Astronomy

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Agenda

•  Today: Homework #2 Quiz, Finish free fall, more vectors

•  Finish reading Chapter 3 by Thursday •  Thursday: 2D motion & projectiles

Chapter 2, Problem 14

In an 8.00 km race, one runner runs at a steady 11.0 km/h and another runs at 14.0 km/h. How far from the finish line is the slower runner when the faster runner finishes the race? Show all your work. You may leave your answer in km.

Free Fall – an object dropped

•  Initial velocity is zero •  Let up be positive •  Use the kinematic

equations – Generally use y

instead of x since vertical

•  Acceleration is -g = -9.80 m/s2

vo= 0

a = -g

Free Fall – object thrown downward

•  a = -g = -9.80 m/s2 •  Initial velocity ≠ 0

– With upward being positive, initial velocity will be negative

Free Fall – object thrown upward

•  Initial velocity is upward, so positive

•  The instantaneous velocity at the maximum height is zero

•  a = -g = -9.80 m/s2 everywhere in the motion

v = 0

Thrown upward, cont.

•  The motion may be symmetrical – Then tup = tdown

– Then vf = -vi

•  The motion may not be symmetrical – Break the motion into various parts

• Generally up and down

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Non-symmetrical Free Fall

•  Need to divide the motion into segments

•  Possibilities include –  Upward and

downward portions –  The symmetrical

portion back to the release point and then the non-symmetrical portion

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 -> vel,, accel., disp.

•  A scalar is completely specified by only a magnitude (size) -> time, speed, dist.

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

More Properties of Vectors

•  Negative Vectors – Two vectors are negative if they have the

same magnitude but are 180° apart (opposite directions)

–  A = -B; A + (-A) = 0 •  Resultant Vector

– The resultant vector is the sum of a given set of vectors

–  R = A + B

Adding Vectors

•  When adding vectors, their directions must be taken into account

•  Units must be the same •  Geometric Methods

– Use scale drawings •  Algebraic Methods

– More convenient

Adding Vectors Geometrically (Tip-to-tail 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 with the appropriate length and in the direction specified, with respect to a coordinate system whose origin is the end of vector A and parallel to the coordinate system used for A

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Graphically Adding Vectors, cont.

•  Continue drawing the vectors “tip-to-tail”

•  The resultant is drawn from the origin of A to the end of the last vector

•  Measure the length of and its angle –  Use the scale factor to

convert length to actual magnitude

Graphically Adding Vectors, cont. •  When you have

many vectors, just keep repeating the 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 does not affect the result

–  A + B = B + A

Vector Subtraction

•  Special case of vector addition – Add the negative of

the subtracted vector •  A - B = A + (-B) •  Continue with

standard vector addition procedure

Components of a Vector

•  A component is a part

•  It is useful to use rectangular components –  These are the

projections of the vector along the x- and y-axes

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:

∑= xx vR

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Adding Vectors Algebraically, cont.

•  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:

∑= yy vR

2y

2x RRR +=

x

y1

RR

tan−=θ

Agenda

•  Today: Finish vectors L-T, projectile motion & 2D problems (we’ll do circular motion later)

•  HW #3 due on Tuesday •  Start reading Chapter 4

Vector Addition Lecture-Tutorial

•  Work with a partner or two •  Read directions and answer all questions

carefully. Take time to understand it now! •  Come to a consensus answer you all agree

on before moving on to the next question. •  If you get stuck, ask another group for help. •  If you get really stuck, raise your hand and I

will come around.

Projectile Motion •  An object may move in both the x and y

directions simultaneously –  It moves in two dimensions

•  The form of two dimensional motion we will deal with is called projectile motion

•  Assumptions: – We may ignore air friction – We may ignore the rotation of the earth – object in projectile motion will follow a parabolic

path

Rules of Projectile Motion •  The x- and y-directions of motion are completely

independent of each other •  The x-direction is uniform motion

–  ax = 0 •  The y-direction is free fall

–  ay = -g •  The initial velocity can be broken down into its x-

and y-components

Projectile Motion

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Projectile Motion at Various Initial Angles

•  Complementary values of the initial angle result in the same range –  The heights will be

different •  The maximum range

occurs at a projection angle of 45o

Some Details About the Rules

•  x-direction – ax = 0 – vx is constant! – x = vxot

• This is the only operative equation in the x-direction since there is uniform velocity in that direction

More Details About the Rules

•  y-direction –  free fall problem

•  a = -g

–  take the positive direction as upward – uniformly accelerated motion, so the motion

equations all hold

Velocity of the Projectile

•  The velocity of the projectile at any point of its motion is the vector sum of its x and y components at that point

– Remember to be careful about the angle’s quadrant

2 2 1tan yx y

x

vv v v and

vθ −= + =

Problem-Solving Strategy

•  Select a coordinate system and sketch the path of the projectile –  Include initial and final positions, velocities,

and accelerations •  Resolve the initial velocity into x- and y-

components •  Treat the horizontal and vertical motions

independently

Problem-Solving Strategy, cont

•  Follow the techniques for solving problems with constant velocity to analyze the horizontal motion of the projectile

•  Follow the techniques for solving problems with constant acceleration to analyze the vertical motion of the projectile

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Some Variations of Projectile Motion

•  An object may be fired horizontally

•  The initial velocity is all in the x-direction –  vo = vx and vy = 0

•  All the general rules of projectile motion apply

Non-Symmetrical Projectile Motion

•  Follow the general rules for projectile motion

•  Break the y-direction into parts –  up and down –  symmetrical back to

initial height and then the rest of the height

Projectile Motion Lecture-Tutorial

•  Work with a partner or two •  Read directions and answer all questions

carefully. Take time to understand it now! •  Come to a consensus answer you all agree

on before moving on to the next question. •  If you get stuck, ask another group for help. •  If you get really stuck, raise your hand and I

will come around.

Relative Velocity •  Relative velocity is about relating the

measurements of two different observers •  It may be useful to use a moving frame of

reference instead of a stationary one •  It is important to specify the frame of reference,

since the motion may be different in different frames of reference

•  There are no specific equations to learn to solve relative velocity problems

Relative Velocity Notation

•  The pattern of subscripts can be useful in solving relative velocity problems

•  Assume the following notation: – E is an observer (or the ground/Earth),

stationary with respect to the earth – A and B are two moving cars

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Relative Position

•  The position of car A relative to car B is given by the vector subtraction equation

•  This also works for velocities!

vAE = vAE - vBE

Figure 3.18, p.54

Problem-Solving Strategy: Relative Velocity

•  Label all the objects with a descriptive letter •  Look for phrases such as “velocity of A

relative to B” – Write the velocity variables with appropriate

notation –  If there is something not explicitly noted as being

relative to something else, it is probably relative to the earth

Problem-Solving Strategy: Relative Velocity, cont

•  Take the velocities and put them into an equation – Keep the subscripts in an order analogous to

the standard equation •  Solve for the unknown(s)