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Lecture Outline Chapter 3 Physics, 4 th Edition James S. Walker Copyright © 2010 Pearson Education, Inc.
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Chapter 3 Vectors in Physics
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Copyright © 2010 Pearson Education, Inc. Units of Chapter 3 Scalars Versus Vectors The Components of a Vector Adding and Subtracting Vectors Unit Vectors Position, Displacement, Velocity, and Acceleration Vectors Relative Motion
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Copyright © 2010 Pearson Education, Inc. 3-1 Scalars Versus Vectors Scalar: number with units Vector: quantity with magnitude and direction How to get to the library: need to know how far and which way
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Copyright © 2010 Pearson Education, Inc. Magnitude / Direction Magnitude is always positive – it will always be a positive number with units – will not have a “+” sign in front Direction can provide a negative sign – negative sign means direction opposite of what is chosen to be positive A “+” sign in front of number can also mean direction – in positive direction It is good to know common vectors and scalars Scalars: time, speed, work, energy, distance Vectors: Velocity, displacement, force, acceleration, momentum Direction will usually be indicated by a specific angle ( a number ) and/or compass direction(s) –A number by itself for angle follows the x-y coordinate system convention –Starting at the positive x-axis, positive angles are counterclockwise and negative angles are clockwise from positive x-axis
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Copyright © 2010 Pearson Education, Inc. 3-2 The Components of a Vector Even though you know how far and in which direction the library is, you may not be able to walk there in a straight line:
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Copyright © 2010 Pearson Education, Inc. 3-2 The Components of a Vector Can resolve vector into perpendicular components using a two-dimensional coordinate system:
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Copyright © 2010 Pearson Education, Inc. 3-2 The Components of a Vector Length, angle, and components can be calculated from each other using trigonometry:
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Copyright © 2010 Pearson Education, Inc. Finding Components Given magnitude and direction, we find components using cosine and sine functions How do you know whether to use cosine or sine – depends on which angle you are given Cosine function is used to find the component next to ( “adjacent” ) the angle given, sine is used to find component opposite the angle given What if you are given or can determine more than one angle? Then you have options and have to decide Use Geometry to determine an angle you should use based on the info given ( example: given an angle “below the horizontal” )
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Copyright © 2010 Pearson Education, Inc. Finding magnitude/Direction Given components, use Pythagoreun’s th’m to find magnitude and inverse tangent to find direction
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Copyright © 2010 Pearson Education, Inc. 3-2 The Components of a Vector Signs of vector components:
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Copyright © 2010 Pearson Education, Inc. 3-3 Adding and Subtracting Vectors Adding vectors graphically: Place the tail of the second at the head of the first. The sum points from the tail of the first to the head of the last.
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Copyright © 2010 Pearson Education, Inc. 3-3 Adding and Subtracting Vectors Adding Vectors Using Components: 1. Find the components of each vector to be added. 2. Add the x- and y-components separately. 3. Find the resultant vector.
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Copyright © 2010 Pearson Education, Inc. 3-3 Adding and Subtracting Vectors
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Copyright © 2010 Pearson Education, Inc. 3-3 Adding and Subtracting Vectors Subtracting Vectors: The negative of a vector is a vector of the same magnitude pointing in the opposite direction. Here,.
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Copyright © 2010 Pearson Education, Inc. 3-4 Unit Vectors Unit vectors are dimensionless vectors of unit length.
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Copyright © 2010 Pearson Education, Inc. 3-4 Unit Vectors Multiplying unit vectors by scalars: the multiplier changes the length, and the sign indicates the direction.
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Copyright © 2010 Pearson Education, Inc. 3-5 Position, Displacement, Velocity, and Acceleration Vectors Position vector points from the origin to the location in question. The displacement vector points from the original position to the final position.
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Copyright © 2010 Pearson Education, Inc. 3-5 Position, Displacement, Velocity, and Acceleration Vectors Average velocity vector: (3-3) So is in the same direction as.
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Copyright © 2010 Pearson Education, Inc. 3-5 Position, Displacement, Velocity, and Acceleration Vectors Instantaneous velocity vector is tangent to the path:
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Copyright © 2010 Pearson Education, Inc. 3-5 Position, Displacement, Velocity, and Acceleration Vectors Average acceleration vector is in the direction of the change in velocity:
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Copyright © 2010 Pearson Education, Inc. 3-5 Position, Displacement, Velocity, and Acceleration Vectors Velocity vector is always in the direction of motion; acceleration vector can point anywhere:
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Copyright © 2010 Pearson Education, Inc. 3-6 Relative Motion The speed of the passenger with respect to the ground depends on the relative directions of the passenger’s and train’s speeds:
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Copyright © 2010 Pearson Education, Inc. 3-6 Relative Motion This also works in two dimensions:
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Copyright © 2010 Pearson Education, Inc. Summary of Chapter 3 Scalar: number, with appropriate units Vector: quantity with magnitude and direction Vector components: A x = A cos θ, B y = B sin θ Magnitude: A = (A x 2 + A y 2 ) 1/2 Direction: θ = tan -1 (A y / A x ) Graphical vector addition: Place tail of second at head of first; sum points from tail of first to head of last
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Copyright © 2010 Pearson Education, Inc. Component method: add components of individual vectors, then find magnitude and direction Unit vectors are dimensionless and of unit length Position vector points from origin to location Displacement vector points from original position to final position Velocity vector points in direction of motion Acceleration vector points in direction of change of motion Relative motion: Summary of Chapter 3
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