Motion in a Plane
Scalars and Vectors · Motion in a Plane · Projectile and Circular Motion
Scalars and Vectors
Chapter 2 dealt with motion along a straight line. This chapter goes further, to motion in a plane (2-D) and motion in space (3-D). Such motion needs vectors, so we learn them first. After that comes motion with constant acceleration in a plane, mainly projectile motion. The last topic is uniform circular motion.
1.1Scalar and Vector Quantities
Many quantities help us describe the physical world. Some of them are mass, distance, displacement, speed, velocity, acceleration, momentum, force, energy, work and power. Motion in two or three dimensions cannot be described without vectors. So we start with them.
Every physical quantity has a magnitude (size). Some quantities also have a direction. This gives two groups:
Scalars have only a size (magnitude). They have no direction.
Vectors have a size (magnitude) and also a direction.
A physical quantity that has only magnitude and no direction is called a scalar quantity. A scalar is fully described by a single number with its proper unit.
Scalars follow the ordinary rules of algebra:
Scalars are added, subtracted, multiplied and divided just like ordinary numbers.
Only quantities with the same unit can be added or subtracted. Quantities with different units can be multiplied or divided.
A physical quantity that has both magnitude and direction is called a vector quantity. Vectors are added and subtracted by the triangle law and the parallelogram law.
e.g. Force, velocity, displacement, acceleration, momentum, etc.
A vector is printed in bold type, like . It is also written with an arrow over the letter, like . We draw a vector as a straight line with an arrowhead:
A body moves with a velocity of 60 m/s due East. Take a scale of 1 cm = 10 m/s. Draw a line , 6 cm long, towards East. Put an arrowhead at . This line fully represents the velocity.
Point is the head (terminal point). Point is the tail (initial point) of .
Vectors are of two types:
A vector that acts from a starting point, or at a point of application, is called a polar vector.
e.g. Displacement, force.
A vector that describes a turning (rotational) effect is called an axial vector. It lies along the axis of rotation. Which way it points on the axis depends on the turning: clockwise or anticlockwise.
e.g. Torque, angular velocity.
Some quantities do not have one fixed direction. Yet their value changes from one direction to another. They are known as tensors.
e.g. Stress, pressure, surface tension, moment of inertia, etc.
1.2Important Definitions Related to Vectors
These terms are used again and again with vectors.
The modulus of a vector is simply its magnitude.
A unit vector is a vector of magnitude one (unity) that points in a definite direction. The unit vector along is , read as "A cap".
So every vector = its magnitude × the unit vector in its own direction.
Unit vector
and point along the x, y and z axes. Each has magnitude one.
It is equal to one. A unit vector has no unit and no dimensions.
A null vector (or zero vector) is a vector of zero magnitude. Its direction can be anything (arbitrary). It is written as .
Equal vectors have the same magnitude and point in the same direction.
A vector with the same magnitude as but the opposite direction is called the negative of .
A vector is not tied to one place. Moving it parallel to itself leaves it unchanged. We call such vectors free vectors.
e.g. The velocity of a particle in straight-line motion.
Collinear vectors lie on one line or on parallel lines. They can point the same way or opposite ways.
e.g. The pulls in a tug of war.
Collinear vectors that point the same way are called parallel vectors.
Collinear vectors that point opposite ways are called anti-parallel vectors.
Vectors lying in one plane are called coplanar vectors. In the figure, , and are all in the plane of the paper.
Vectors that start from one common point are called co-initial vectors. In the figure, and both begin at .
Two or three unit vectors at right angles to one another are called orthogonal unit vectors. A common example is , and , which lie along the x, y and z axes.
A vector that must start from a fixed point is called a localised vector.
e.g. Position vector of a particle. It always starts at the origin.
A vector whose starting point is free to change is called a non-localised vector.
e.g. Velocity of a particle in straight-line motion.
1.3Position and Displacement Vectors
The position vector of an object is the vector drawn from the origin of the coordinate system to the object. Its symbol is .
Let an object move in the xy-plane, with the origin at . At an instant , the object is at point . Its position vector at is:
A position vector gives two pieces of information:
- the minimum distance of the object from the origin , and
- the direction of the object from the origin.
The vector that shows how much and in which direction the position of an object changes in a time interval is called the displacement vector.
It is the straight line from the initial position to the final position. The path actually followed in between does not matter.
Let an object move in the xy-plane. At an instant , it is at point . At a later instant , it is at point .
Its displacement from to is . Let the coordinates of and be and .
The position vectors of the object at and are:
The displacement is the change in the position vector:
Put in the two position vectors:
First line: in a plane. Second line: in space (3-D), where the term is added.
1.4Multiplication of a Vector by a Real Number
Multiplying a vector by a real number (scalar) gives a new vector along the direction of . Its magnitude is times the magnitude of .
The answer depends on whether the number is positive or negative:
Multiplying by a positive number gives a vector of magnitude . It points in the same direction as .
Multiplying by a negative number gives a vector of magnitude . It points in the opposite direction to .
In both cases, the magnitude becomes times. For a negative number, only the direction reverses.
Multiply by . We get . It has the same direction as , but it is three times as long.
Multiply by . We get . It is also three times as long, but it points in the opposite direction.
A constant velocity vector multiplied by time gives a displacement vector. This displacement is in the direction of the velocity.
1.5Resultant Vector
A single vector that has the same effect as two or more vectors acting together is called their resultant vector.
Two simple cases are given below.
Let and act in the same direction. The resultant also points in that direction. Its magnitude is the sum of their magnitudes, .
Let and act in opposite directions. The resultant points along the vector with the bigger magnitude. Its magnitude is the difference of their magnitudes, .
Three vectors act on a point object. Suppose they can be drawn head to tail to form the three sides of a triangle, going round in one order. Then they add up to zero, and the object stays in equilibrium.
Any number of vectors drawn head to tail as the sides of a closed polygon, in one order, also add up to zero. The object is then in equilibrium.
The net force acting on the body is zero.
The net torque of all the forces on it is zero.
Its potential energy is the least (minimum).
1.6Addition of Vectors — Graphical Method
We can add two vectors only when they are of the same kind (nature). A displacement adds to another displacement. It never adds to a force.
In the graphical method, we draw the vectors and see their resultant. Three laws are used.
Place the tail of the second vector at the head of the first. The two vectors now form two sides of a triangle. The third side, drawn from the tail of the first to the head of the second, is their resultant in magnitude and direction.
Draw . From the head , draw . The resultant joins the tail of to the head of .
Draw two vectors from one common point as the two adjacent sides of a parallelogram. Complete the parallelogram. Its diagonal that starts at the common point is the resultant, in magnitude and direction.
Draw and from the common point . Complete the parallelogram . The diagonal is the resultant.
Draw many vectors head to tail. They form the sides of an open polygon. The side that closes the polygon, drawn from the first tail to the last head, is their resultant in magnitude and direction.
Here , , and run head to tail from to . So is the resultant.
1.7Subtraction of Vectors — Graphical Method
Subtracting from means adding the negative of , that is , to . So first invert . Then add it to by the laws of vector addition.
- Reverse the direction of to get .
- Shift parallel to itself. Place its tail at the head of .
- Join the tail of to the head of . This line is .
We can also add to by the parallelogram law. The result is the same.
1.8Resolution of a Vector in a Plane
Resolution of a vector means breaking one vector into two or more vectors along different directions. These parts, acting together, have the same effect as the original vector.
The parts obtained by resolving a vector are called its components.
When a vector is resolved along the directions of two given vectors, the two parts are called oblique components.
To resolve a vector, we write it with unit vectors. Any vector in a plane can be written as a linear combination of the unit vectors and . These two unit vectors are perpendicular to each other.
and are the perpendicular components of . and are the resolved parts of along the x-axis and the y-axis.
Let stand for . The triangle law gives:
Here and are the components of along and . Take and , where and are real numbers. Then becomes a linear combination of and .
The two components of a vector that are at right angles to each other are called its rectangular components.
Here and are the components of along the x-axis () and the y-axis ().
1.9Resolution of a Vector in Space
In the same way, a vector in three dimensions (space) can be resolved into three components. These are along the x, y and z axes.
Let , and be the angles that makes with the x, y and z axes. Let , and be the unit vectors along these axes. Resolving gives its three components.
The cosines of the angles , and that a vector makes with the x, y and z axes are called its direction cosines. They are written as , and .
Put , and in :
Take common:
Divide both sides by :
Add the squares of the three direction cosines of any vector. The total is always one.
, and are space angles. The pairs of lines that form them do not lie in one plane.
1.10Addition of Vectors — Analytical Method
- Two vectors and act on a particle. The angle between them is .
- They are drawn head to tail as the sides and of .
- The closing side is then their resultant (triangle law).
- Draw produced.
In the right triangle , the side . So:
In the right triangle , . Hence:
Expand the brackets and use :
Let make an angle with the direction of . In the right triangle :
This is the maximum value.
The two vectors are perpendicular.
This is the minimum value.
The same method works for any number of vectors. Take three of them:
Their resultant has these components:
1.11Subtraction of Vectors — Analytical Method
Let and make an angle with each other. To subtract from , we first invert . Then we add it to .
The angle between and the inverted vector is . Use the formula for addition:
Since , the magnitude of the difference becomes:
where, = angle between and
This is the minimum value.
The two vectors are perpendicular.
This is the maximum value.
1.12Scalar Product (Dot Product)
The scalar product (dot product) of and is found by multiplying their magnitudes by the cosine of the angle between them. Its value is a scalar.
In other words, = (size of one vector) × (projection of the second vector on the first).
Here .
Here .
Here .
Write both vectors in component form. Then use the distributive law:
1.13Vector Product (Cross Product)
The vector product (cross product) of and is a vector. Its magnitude is times times the sine of the angle between them.
where, = unit vector perpendicular to the plane of and , in the direction of
Hold the right hand so that its fingers turn from towards . The thumb then gives the direction of both and .
Let and . Then:
Here .
and are two sides of the triangle.
Place , and on a circle. The cross product of two neighbouring unit vectors taken anticlockwise gives the third unit vector. Taken clockwise, it gives the negative of the third one.
Motion in a Plane
Vectors now help us study two-dimensional motion. With them, we describe the position, displacement, velocity and acceleration of an object.
2.1Position, Displacement and Velocity Vectors
The vector drawn from a reference point to the position of a particle is called its position vector.
For a particle at in the xy-plane, the parallelogram law gives .
A particle moves from to . At time it is at , with position vector . At time it is at , with position vector .
By the triangle law, . So the displacement is:
First line: in a plane. Second line: in space.
Velocity is the rate at which the displacement of an object changes with time, in a given direction. It has two forms: average velocity and instantaneous velocity.
The average velocity of an object is its displacement divided by the time interval taken for it.
In component form, the average velocity, its magnitude and its direction are:
2.2Instantaneous Velocity
The velocity of an object at a particular instant of time is called its instantaneous velocity. It is the limit of the average velocity as approaches zero.
The curve shows the path of the object. At time , the object is at point . , and are its positions after the time intervals , and . Here .
When becomes very small (tends to zero), the average velocity becomes the velocity at . Then lies along the tangent to the path.
The instantaneous velocity at any point is along the tangent to the path there. It shows the direction of motion of the object at that point.
2.3Acceleration in a Plane
Acceleration is the change in velocity divided by the time taken for that change. It has two forms: average and instantaneous acceleration.
The average acceleration is the change in velocity divided by the time interval :
The figure shows a velocity split into its components and .
2.4Instantaneous Acceleration
Instantaneous acceleration is the limiting value of the average acceleration when the time interval tends to zero.
In component form, the instantaneous acceleration and its magnitude are:
Each component is the rate of change of the matching velocity component. In terms of and :
At time , the object is at point . , and are its positions after the time intervals , and , where . The figure also shows the velocity vectors at these points. We find by the triangle law. The direction of is parallel to .
Going from (a) to (d), gets smaller and turns. So turns too. In (d), , and the average acceleration becomes the instantaneous acceleration. We simply call it acceleration.
In a plane or in space, the angle between and can be anything from 0° to 180°. In one-dimensional motion, they always lie on one straight line. They are either along each other or opposite to each other.
2.5Motion in a Plane with Uniform Velocity
Uniform velocity means that a body has equal displacements in equal time intervals, however short the intervals.
Let an object move with uniform velocity in the xy-plane. Let its position vector be at and at time . Then:
In terms of rectangular components:
So uniform motion in a plane is made of two independent uniform motions, one along x and one along y. These two directions are perpendicular to each other.
2.6Motion in a Plane with Constant Acceleration
Uniform (constant) acceleration means that the velocity of a body changes by equal amounts in equal time intervals, however short the intervals.
- An object moves in the xy-plane with constant acceleration .
- Its velocity is at and at time .
- Its position vectors are at and at time .
From the definition of average acceleration:
Rearrange the terms:
Written for the x and y directions separately:
Each rectangular component of velocity changes with time exactly like the velocity in one-dimensional uniformly accelerated motion.
For constant acceleration, the average velocity is:
Displacement = average velocity × time interval:
Simplify:
So the position–time relation is:
In terms of rectangular components:
Equate the coefficients of and on both sides:
So two-dimensional motion with constant acceleration is just two one-dimensional motions happening together. One is along x and the other along y, at right angles to each other.
Projectile and Circular Motion
Here we study two important motions in a plane. A projectile moves under gravity with a constant acceleration. A body in uniform circular motion moves on a circle with a constant speed.
3.1Projectile Motion
Projectile motion is the motion of an object that is thrown near the Earth's surface with some initial velocity and then moves only under gravity. Its path is a curve.
Such a moving object is called a projectile. Its curved path is called its trajectory.
- A tennis ball or baseball moving through the air.
- A bullet after it leaves a rifle.
- An object let go from the window of a moving train.
- Water shooting out from a hole in the side of a tank.
- A javelin after an athlete throws it.
- Air resistance is ignored (there is no friction due to air).
- The Earth's rotation and its curvature have a negligible effect.
- The acceleration due to gravity has the same size and direction everywhere along the path.
Throw an object from with speed , at an angle above the horizontal. Split into two parts:
The vertical component becomes zero at the highest point . At , the velocity is fully horizontal.
3.2Equation of Path of a Projectile
The object reaches the point at time . We treat its motion as two motions along perpendicular directions:
- Horizontal (OX): . The horizontal velocity stays constant.
- Vertical (OY): . Gravity slows down the upward motion.
Horizontal motion: the distance covered in time is:
Vertical motion: use with and :
Put the value of from Eq. (i):
Simplify to get the equation of the path:
This equation has the form . It is the equation of a parabola. So the path of a projectile is a parabola.
3.3Time of Flight
The total time for which a projectile stays in flight is called its time of flight .
It is the time from to (time of ascent) plus the time from to (time of descent). So , where is the time of ascent.
At the highest point , the vertical velocity is zero. Here , and . Use :
Solve for :
3.4Maximum Height
The greatest vertical height reached by a projectile above the point of projection is called its maximum height .
Take the upward motion from to . Here , and . Use :
Solve for :
3.5Horizontal Range
The horizontal distance covered by a projectile during its time of flight is called its horizontal range .
Range = constant horizontal velocity × time of flight:
Use :
is maximum when . That is, .
3.6Projectile Thrown at an Angle to the Vertical
Let a projectile be fired at an angle with the vertical. Then it makes an angle with the horizontal.
So we use in the formulas above.
3.7Uniform Circular Motion
Uniform circular motion is the motion of an object along a circle at constant speed. Here "uniform" tells us that the speed does not change.
The speed is constant, but the particle still accelerates. This is because the direction of its velocity changes at every point of the circular path.
The tip of a clock's second hand as it goes round.
Any point on the rim of a wheel that turns at a steady rate.
3.8Terms Related to Circular Motion
The angular displacement is the angle through which the radius vector turns at the centre in a given time.
It is dimensionless and it is a vector quantity. Its unit is the radian. Its direction is given by the right-hand rule.
The time rate of change of angular position is called the angular velocity. It is a vector. Its unit is rad s⁻¹ and its dimensions are .
The time taken to complete one revolution is called the time period. Its unit is the second.
The number of revolutions completed per unit time is called the frequency. Its unit is the hertz (Hz).
The time rate of change of angular velocity is called the angular acceleration. Unit: rad s⁻². Dimensions: .
In one complete revolution, the radius vector turns through radian in time . So . Also, one revolution takes second. So the time period is .
3.9Relation between Linear and Angular Velocity
A particle moves on a circular track of radius . In time , it turns through an angle . It covers an arc of length along the track.
The linear velocity is along the tangent to the path. The angular velocity is along the axis of rotation.
Angular velocity:
Linear velocity:
Angle . So the arc length is:
From (i), (ii) and (iii):
where, = radius of the circle
3.10Centripetal Acceleration
Centripetal acceleration is the acceleration of a body in uniform circular motion. It always points towards the centre of the circle.
The velocity of the particle keeps changing its direction. So the particle has an acceleration that points radially inwards.
- A particle of mass moves on a circle of radius and centre . Its speed is constant. Its angular velocity is uniform.
- At time it is at , with . At time it is at , with . Here and .
- Angular speed of the particle:
- The velocities (along the tangent ) and (along the tangent ) have equal magnitudes: .
Now draw the two velocity vectors from one point . They form a triangle of vectors:
- and .
- The angle between them is also .
- The side gives the change in velocity.
By the triangle law of vectors, . So the change in velocity is:
When , is very close to . Then is almost an arc of a circle whose radius is . So:
From Eq. (i), . Therefore:
Use :
In the limit , the ratio is the size of the centripetal acceleration at :
It points towards the centre of the circle.
A small piece of any curved path looks like a part of a circle. The radius of the circle that fits the curve best at a point is called the radius of curvature at that point. In , the stands for this radius of curvature.