agenda chapter 2, problem 14 - sfsu physics & astronomy
TRANSCRIPT
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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)