1-D Kinematics
Objects can speed up,
slow down, reverse directions.
All the equations of
kinematics apply. (Equations all assume constant acceleration.)
2-D Kinematics
Objects can speed up,
slow down, reverse directions, or turn and head at any angle.
All the same
equations of kinematics apply.
Need to keep track of
x-axis motion separately from y-axis motion. (Subscripts on equations.)
Most Important Point:
The motion in the x
direction is completely independent from the motion in the y direction. No
displacement, velocity, or acceleration along one axis has ANY effect on the
displacement, velocity, or acceleration along the other axis.
Acceleration (continued)
2-D Speeding up, slowing down and changing
direction
If the component of
the acceleration vector that is parallel to the velocity vector points in the
same direction as the velocity vector, the object is speeding up.
If the component of
the acceleration vector that is parallel to the velocity vector points in the
opposite direction of the velocity vector, the object is slowing down.
The component of the
acceleration vector that is perpendicular to the velocity vector has NO effect
on the speed of the object but does change the direction of travel. (It causes
the object to turn.)
Projectiles
A special, though
common, case of 2-D motion.
Some Vocab:
Projectile – The
object that is shot, flung, kicked, thrown, hurled or otherwise projected into
the gravitational field.
Trajectory – The path
a projectile takes. (NOT the angle at which it’s projected though that does
affect the trajectory.)
- Trajectory is NOT circular.
- Trajectory is parabolic.
Range – The
horizontal distance the projectile travels.
Hang time – The
amount of time the projectile is in the air.
We can discuss air
resistance qualitatively but cannot include it in the computations.
- Air resistance is very complex. Depends on size,
shape and speed of projectile, density of air, etc…
- Air resistance will be ignored/considered
negligible.
Projectiles (continued)
Separate into two
parts: horizontal and vertical. And never the two shall meet EXCEPT FOR
TIME.
x-direction
(horizontal)
- constant velocity. v0x = vx =
constant
- zero acceleration
- ONE equation: vx = x / t
y-direction
(vertical)
- constantly changing velocity.
- constant acceleration = 9.8 m/s2 downward
- any/all kinematics equations may be needed
Velocities at any
angle must be resolved into x and y components. (Most typically,
the initial velocity.)
For horizontally
projected projectiles (angle = 0o),
vinitial = v0x
= vx
v0y = 0 m/s
Projectiles (continued)
Some helpful hints:
If a projectile takes
off and lands at the same level (and in the absence of air resistance), the
projectile’s trajectory is perfectly symmetric. Recognize:
- time going up = time coming down
- initial upward velocity magnitude (v0y)
=
final
downward velocity magnitude (vy)
- angle going up = angle coming down
- It might be possible and easier to just do half the
problem and then double the
time and range.
For any projectile
projected upward (at any angle),
vy at the top = 0 m/s.
Don’t lose track of
the signs. Usual convention is that up is positive and down is negative.
“g” IS A CONSTANT ACCELERATION VECTOR POINTING
STRAIGHT DOWN AT ALL POINTS ALONG THE PROJECTILE’S PATH.
Projectiles (continued)
Some helpful hints
continued:
If an upwardly
directed projectile lands at a level below the level from which it takes off,
you may want to use symmetry (see notes above and example in text) to divide
the problem into a couple parts:
Part 1) A symmetric
up and down (to same level) problem.
Part 2) A downwardly
directed projectile problem.
Projectiles projected
at complimentary angles have exactly the same range (if take off and landing is
at same level.)
All things being
equal (initial speed, take off and landing levels), an angle of 45o
will give the greatest range for a projectile.