Chapter 4: Motion in 2 and 3 dimensions
description
Transcript of Chapter 4: Motion in 2 and 3 dimensions
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Chapter 4: Motion in 2 and 3 dimensions
• To introduce the concepts and notation for vectors: quantities that, in a single package, convey magnitude
and direction motion• To generalize our 1d kinematics to higher numbers of
dimensions, using vector notation• To generalize Newtonian dynamics using vectors
• To appreciate the glory of the Free Body Diagram and how it enables one to utilize N2
• To discuss projectile motion, and motion on a curve
Chapter 4 Goals:
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Polar coordinates in 2 dimensions
The position of a point • (x,y) are the cartesian coordinates• two numbers needed to specify full information• convention for is to start along x and swing counterclockwise
r hypotenusex adjacenty opposite
(only) distance 22 yxr
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Polar coordinates in 2 dimensions
r hypotenusex adjacenty opposite
ho
a
22 yxr
0] if 180
Arctan
tan
sinsin
coscos
x
xya
o
ryho
rxha
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
The displacement vector: we move into a higher dimension at last!
• initial position is ri
• final position is rf
• displacement is r:= rf – ri
x
ri
rf
r
• Notice : the positions are origin-dependent, but the displacement is not!!
y
• If it behaves like the displacement vector, then it is a vector!! It is the ‘paradigmatic’ vector.• vector subtraction is a bit tricky
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Obvious language for vectors in two dimensions: magnitude and direction
x
y
\A\
A
• magnitude of A: written |A| (some books say A)• it is just the length of A• |A| is always positive or 0• technically it is not a scalar but don’t worry about that• |A| carries the units of A
• direction of A: written A
• usually counterclockwise from x axis• units of A are degrees or radians
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Pros of magnitude-direction language• we can write A = {|A|,A}• lends itself to obvious pictures• can easily be converted to compass (map) language: East x, and North y• addition and subtraction of vectors is done pictorially
• accuracy of pictorial addition and subtraction is limited to human ability
• laws of sines and cosines needed to calculate: messy• only convenient in 2d!! 3d requires the dreaded spherical trigonometry because there are 2 angles!!
Cons of magnitude-direction language
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Triangle method for adding vectors
• A (and B) are two displacement vectors with B following A• magnitude : |A| or A• direction: an angle , just like in previous figure•A is followed by B, to give resultant R = A + B• ‘tip-to-tail’ triangle method of adding vectors• One can just keep going, tip to tail style
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Rules for adding vectors (and to multiply by scalar)• A + B = B + A: vector addition is commutative• (A + B) + C = A + (B + C): vector addition is associative • the negative of a vector is – A: same length as A but opposite direction [additive inverse]• There is a zero vector (no length)• vectors carry units and when added units mus be the same• ‘tip-to-tail’ triangle method of addition• cA: also a vector (opposite direction) if c<0 but ‘rescaled’ in length: |cA| = |c| |A|
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
How to subtract one vector from another• A – B := A + (– B): to subtract, just add the additive inverse• put both A and B tail-to-tail: then C = A – B has its tail at the tip of B (the one subtracted) and has its tip at the tip of A (the one added)• it seems to ‘start’ at B and end at A• This procedure is extremely important when finding changes in vectors!!!• Example: the displacement vector is precisely the change in the position vector!!
{show Active Figure AF_0306
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Addition Example : Taking a Hike
A hiker begins a trip by first walking 25.0 km southeast from her car. She stops and sets up her tent for the night. On the second day, she walks 40.0 km in a direction 60.0° north of east, at which point she discovers a forest ranger’s tower.
• Using ruler and protractor, lay out the two displacements A and B. Then, with the same tools, measure and then
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
A different and more flexible language: components
x
y
|A|
A
Ax
Ay
•in this sketch, A is larger than 90
but you can deal…• |A| is the hypotenuse; |A| ≥ 0• Ax is the adjacent and here < 0
• Ay is the opposite and here > 0
•“drop a perpendicular” from tip to either Cartesian axis• you have made a right triangle
• draw vector with tail at origin: standard position
• we write A = < Ax , Ay >
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Converting from magnitude-angle to components
Converting from magnitude-angle to components
• This assumes that the angle is defined as ccw from x axis
Pros of component language• addition and subtraction of two (or more) vectors is simplicity itself: just add (subtract) the components like scalars and the resultant vector‘s (difference vector’s) components are known!
{show Active Figure AF_0303}
Ayy
A
Axx
A
AA
ho
AAh
a
sinsin
coscos
AA
AA
x
yAyx A
AAA tan22A
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Revisiting the vector addition example
Section 3.4
km 16.9 km, 37.7
km 9.16
km 6.34km 7.17
km 7.37
km 20km 7.17
R
yyy
xxx
BAR
BAR
km 7.17.707- km 25315in km 25sin
km 7.17.707 km 25315cos km 25cos
sA
A
Ay
Ax
A
A
km 6.34.866 km 4060in km 40sin
km 20.0 .500 km 4060cos km 40cos
sB
B
Ay
Ax
B
B
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Finishing the Example
Section 3.4
• Now we would work back from component language to magnitude-angle language:
1.204
1.24.448Arctan448.
km 37.7km 9.16tan
R
x
yR R
R
• ‘net displacement is 41.3 km, at a bearing of 65.9° East of North’• R = {41.3 km, 24.1°}
km 3.41km 1706km 286km 1420
km 6.91km 7.37
21
221
22
2222
yx RRR
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
A third language that uses components: unit vectors
x
y
|A|
A
• i is a vector of unit length, with no units, that points along x• j and k are similar, along y (and z)• create the vectors i Ax & j Ayj Ay
i Ax
• A truly explicit way to write A• remember: |i| = |j| = |k| = 1• (no units, and but one unit long!!)
) as written (also
) ˆ( ˆˆ
A
kjiA
zyx AAA
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
What other operations can we do with vectors?• cannot divide by a vector; vectors are only ‘upstairs’• dot (scalar (inner)) product of two• cross (vector (outer (wedge))) product of two• we can take their derivative with respect to a scalar• we can integrate them but usually we integrate some kind of scalar product…
The scalar product of two vectors
A
B
• put them tail-to-tail, with the angle between (0° ≤ ≤ 180°)
cos: BABA
• the result is indeed a scalar• A∙B = B ∙A (commutative)
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
More about the scalar product• a measure of the parallelness of the vectors, as well as the magnitudes• A∙B = (|A|)(|B| cos ) = length of A times the length of B’s projection along the line of A• A∙B = (|B|)(|A| cos ) = length of B times the length of A’s projection along the line of B• A∙A = |A|2
• i∙i = j∙j = k∙k =1 i∙j = j∙k = 0 etc.• a vector’s component in a certain direction is the scalar product of that vector with a unit vector in that direction: Cn = C∙n • [to make a unit vector, just divide a vector by its magnitude: a = A/|A| ]
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Kinematics in ‘higher dimensions’ I:position and displacement as vector
• position is now a vector: kjir ˆˆˆ: zyx
• the three components of the position: r:= <x, y, z>• if the arena is 2d, drop the z-stuff• displacement is change in position: r = rB – rA or
r = rf – ri or, best of all, r = r(t+t) – r(t)• it is a vector with tail at r(t) and tip at r(t+t)• displacement vector not usually drawn in standard position but may be, especially if you are adding a second displacement to the first and you don’t really care about ‘initial’ position, or you take that to be zero• the displacement vector is origin-independent!
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Kinematics in ‘higher dimensions’ II: the (instantaneous) velocity vector
• here we used the fact that the unit vectors do not vary with time as the body moves around•the three components of the velocity v:= <vx, vy , vz >
where vx(t)=dx(t)/dt and similarly for y and z
• velocity is now a vector:
0ˆ0ˆ0ˆ
ˆˆ
ˆˆ
ˆˆ
argument] '' [drop lim:)()(0
kji
kk
jj
ii
rrv
dt
dz
dt
dy
dt
dxdt
dz
dt
dz
dt
dy
dt
dy
dt
dx
dt
dx
tt
tdt
dt
t
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Kinematics in ‘higher dimensions’ III
x
y
r(t)
r(t+t)
r(t)
path of object
• how do we understand this?• start with average velocity: of course, <v> = r/t
• <v> is a vector: it’s a vector (r) times a number (1/t)• magnitude: |<v>| = |r |/|t|• direction: same as direction of r
Copyright © 2008 Pearson Education, Inc., publishing as Pearson Addison-Wesley.
Kinematics in ‘higher dimensions’ IV
x
y
r(t)r(t+t)
r(t)
path of object
• we now let t get really small (t 0) and call it dt• as that shrinks, so does r : call it dr
r(t+dt)
dr(t)
• direction: tangent to the path in space!!!
• magnitude: |v| = |dr |/dt| = speed 222zyx vvv v