Kinematics in Two or Three Dimensions; Vectors Velocity Velocity is speed in a given direction Constant velocity requires both constant speed and constant.

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Kinematics in Two or Three Dimensions; Vectors

Velocity Velocity is speed in a given direction Constant velocity requires both constant speed and constant direction Is a car traveling on a circular track at steady speed moving at constant velocity? NO! It’s direction is continually changing.

3-1 Vectors and Scalars A vector has magnitude as well as direction. Some vector quantities: displacement, velocity, force, momentum A scalar has only a magnitude. Some scalar quantities: mass, time, temperature

3-2 Addition of Vectors—Graphical Methods For vectors in one dimension, simple addition and subtraction are all that is needed. You do need to be careful about the signs, as the figure indicates.

3-2 Addition of Vectors—Graphical Methods If the motion is in two dimensions, the situation is somewhat more complicated. Here, the actual travel paths are at right angles to one another; we can find the displacement by using the Pythagorean Theorem.

3-2 Addition of Vectors—Graphical Methods Adding the vectors in the opposite order gives the same result:

3-2 Addition of Vectors—Graphical Methods Even if the vectors are not at right angles, they can be added graphically by using the tail-to-tip method.

3-2 Addition of Vectors—Graphical Methods The parallelogram method may also be used; here again the vectors must be tail-to-tip.

3-3 Subtraction of Vectors, and Multiplication of a Vector by a Scalar In order to subtract vectors, we define the negative of a vector, which has the same magnitude but points in the opposite direction. Then we add the negative vector.

3-3 Subtraction of Vectors, and Multiplication of a Vector by a Scalar A vector can be multiplied by a scalar c ; the result is a vector c that has the same direction but a magnitude cV. If c is negative, the resultant vector points in the opposite direction.

opposite hypotenus e adjacent hypotenus e opposite adjacent

3-4 Adding Vectors by Components Any vector can be expressed as the sum of two other vectors, which are called its components. Usually the other vectors are chosen so that they are perpendicular to each other.

3-4 Adding Vectors by Components If the components are perpendicular, they can be found using trigonometric functions. Remember: soh cah toa

3-4 Adding Vectors by Components The components are effectively one-dimensional, so they can be added arithmetically.

3-4 Adding Vectors by Components Adding vectors: 1. Draw a diagram; add the vectors graphically. 2. Choose x and y axes. 3. Resolve each vector into x and y components. 4. Calculate each component using sines and cosines. 5. Add the components in each direction. 6. To find the length and direction of the vector, use: and.

3-4 Adding Vectors by Components Example 3-2: Mail carrier’s displacement. A rural mail carrier leaves the post office and drives 22.0 km in a northerly direction. She then drives in a direction 60.0° south of east for 47.0 km. What is her displacement from the post office?

3-4 Adding Vectors by Components Example 3-3: Three short trips. An airplane trip involves three legs, with two stopovers. The first leg is due east for 620 km; the second leg is southeast (45°) for 440 km; and the third leg is at 53° south of west, for 550 km. What is the plane’s total displacement?

Example 4: A car is driving due North for 55 miles. It turns directly East and continues for 55 miles. Then it turns 45 ⁰ South of West for another 22 miles. It then turns directly North for 10 miles before turning 30 ⁰ South of West for 100 miles. Calculate the total displacement of the vehicle.

3-5 Unit Vectors Unit vectors have magnitude 1. Using unit vectors, any vector can be written in terms of its components:

3-6 Vector Kinematics In two or three dimensions, the displacement is a vector:

3-6 Vector Kinematics As Δ t and Δ r become smaller and smaller, the average velocity approaches the instantaneous velocity.

3-6 Vector Kinematics The instantaneous acceleration is in the direction of Δ = 2 – 1, and is given by:

3-6 Vector Kinematics Using unit vectors,

3-6 Vector Kinematics Generalizing the one-dimensional equations for constant acceleration: