0% found this document useful (0 votes)
12 views

Motion in a Plane

The document covers the concepts of motion in a plane, focusing on vectors, their types, and operations such as addition and subtraction. It explains scalar and vector quantities, vector resolution, and various laws of vector addition, including graphical and analytical methods. Additionally, it includes numerical problems related to vector resolution and scalar products.

Uploaded by

saxenaarsh569
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
12 views

Motion in a Plane

The document covers the concepts of motion in a plane, focusing on vectors, their types, and operations such as addition and subtraction. It explains scalar and vector quantities, vector resolution, and various laws of vector addition, including graphical and analytical methods. Additionally, it includes numerical problems related to vector resolution and scalar products.

Uploaded by

saxenaarsh569
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 116

Motion in a Plane

Motion in 2 & 3 dimension


Topics to Be Covered
Vectors

Relative Velocities of two moving bodies

Projectile Motion
Scalar and vector quantities VECTORS
General Notation
Type of vectors
Various terms in Vectors
Addition of Vectors
Graphical Method
Analytical Method

Subtraction of Vectors
Resolution of Vectors
Multiplication of Vectors
Scalar Product
Vector Product
SCALAR QUANTITIES VECTOR QUANTITIES

1. They are specified by magnitude 1. They are specified by both


only. magnitude and direction.

2. Scalar quantities change with 2. They change either with


change in magnitude only. change of magnitude or
direction or with both.

3. Scalar quantities with same units can 3. Vector quantities cannot be


be added or subtracted according to added or subtracted
the ordinary rules of algebra. algebraically.

4. These are presented by ordinary 4. These are represented by


letters. arrow over the letters. 𝐴Ԧ
General Notation
A vector quantity can be represented by a line segment with an
arrow, this arrow is called ‘vector’.
The length of the arrow represents the magnitude and the tip of the
arrow represents the direction.
head
The symbol or notation of vector quantities
are written by putting arrow over the letter
or alphabet. tail
example : 𝐴Ԧ
velocity
of body A
Types of Vectors
Polar Vectors Axial Vectors

The vectors which have The vectors which represent


starting point or a point of rotational effect or act along
application are polar vectors the axis of rotation (according
to right hand screw rule) are
axial vectors.
Various terms in Vectors
Modulus of Vector
Unit Vector
Rectangular Unit Vector
Equal Vector
Negative Vector
Co-initial Vectors
Co-linear Vectors
Coplanar Vectors
Null Vector
Modulus of Vector
A positive number representing the magnitude of the given vector is
called modulus of vector.

The modulus of vector a is symbolically represented as a or a

The modulus of vector is also its absolute value.


Unit Vector
A vector with unit magnitude is called a unit vector. Unit vector is
used to represent direction of a given vector.

Unit vector in the direction of a is represented as aො

a
aො =
a

where, modulus of a is 1.

Unit vector has no unit.


Y-axis
Rectangular Unit Vector

The vectors represented along X, Y and Z-axis iƸ


Unit vector along X-axis is iƸ X-axis
k෠
Unit vector along Y-axis is jƸ
Z-axis
Unit vector along Z-axis is k෠
These three unit vectors are collectively known as ‘orthogonal triad
of unit vectors’ or ‘base vectors’
Equal Vectors
Two vectors are said to be equal if they have same magnitude and
act along the same direction.

If a and b are equal vectors, then

a=b
a
1. Their magnitude must be equal.
2. They must be parallel. b
3. They must be acting along the
same direction.
Negative Vectors or Opposite Vectors

Two vectors are said to be negative if they have same magnitude


and act along opposite direction.

If a and b are negative vectors, then

a = -b
a
1. Their magnitude must be equal.
2. They must be parallel.
3. They must be acting along
opposite direction.
b
Co- Initial Vectors

The vectors are said to be co-initial if they have the same origin point.

b a


Co- linear Vectors

The vectors which either act along the same line along parallel lines.
These vectors may act either in the same direction or in the oppposite
direction.

b a
b a

a a
b b

Parallel Co-linear Vectors


Antiparallel Co-linear Vectors
Co- Planar Vectors

The vectors are said to be co-planar if they act in the same plane,


Null Vector
A vector whose magnitude is zero is called a null vector or a zero
vector.

A null vector is represented as 0 or 0

The direction of a null vector is indeterminate or arbitrary.

Properties of null vectors

Physical meaning of null vector


PROPERTIES OF NULL VECTORS
(i) When a null vector is added to or subtracted from a vector,
the result is the original vector.
a+0=a

a−0=a
(ii) The magnitude of a null vector is zero.
0=0
(iii) If a null vector is multiplied by a non-zero real number, then
the resultant is zero or null vector.
λ0 = 0
(iv) When a vector is multiplied by zero, the resultant is a null vector.
0a = 0
PHYSICAL MEANING OF NULL VECTOR

(i) The position and displacement vectors of the origin are null vectors.

(ii) If the body is at rest, its displacement vector is a null vector.

(iii) The acceleration vector of a body moving with constant velocity is


a null vector.
Addition of Vectors
GRAPHICAL METHOD
a+b=R b
3cm
5cm
a

R b

a
Addition of Vectors
ANALYTICAL METHOD

TRIANGLE LAW OF VECTOR ADDITION


PARALLELOGRAM LAW OF VECTOR ADDITION

POLYGON LAW OF VECTOR ADDITION

PROPERTIES OF VECTOR ADDITION


Triangle Law of Vector Addition

If two vectors are represented both in Y


magnitude and direction by the two sides
of a triangle taken in one order, then their
resultant is represented both in magnitude
R
and direction by the third side of the
triangle taken in the opposite order. b

α
o x
a
a+b=R
Taking ∆ 0YZ Y
By Pythagoras theorem
hypotenues 2 = perpendicular 2 + base2
R
OY 2 = YZ 2 + OZ 2
b
R2 = YZ 2 + (OX + XZ)2
R2 = YZ 2 + (OX 2 + XZ 2 + 2OX. XZ) α θ
R2 = YZ 2 + OX 2 + XZ 2 + 2OX. XZ o x z
a
Taking ∆ XYZ
XY 2 = YZ 2 + XZ 2
YZ 2 = XY 2 − XZ 2
R2 = XY 2 − XZ 2 + OX 2 + XZ 2 + 2OX. XZ
R2 = XY 2 + OX 2 + 2OX. XZ Taking ∆ XYZ
R2 = b2 + a2 + 2a. XYcosθ XZ
cos θ = → XZ = XY. cosθ
R2 = b2 + a2 + 2a. bcosθ XY

R= a2 + b 2 + 2a. bcosθ This is magnitude of resultant


For the direction of resultant Y
Taking ∆ 0YZ
YZ R
tan α =
0Z b
YZ
tan α =
0X + XZ α θ
XY. sinθ Taking ∆ XYZ o x z
tan α = a
0X + XZ YZ
sin θ = → YZ = XY. sinθ
bsinθ XY
tan α =
a + bcosθ Taking ∆ XYZ
XZ
cos θ = → XZ = XY. cosθ
−1
bsinθ XY
α = tan
a + bcosθ
Parallelogram Law of Vector Addition

If two vectors are represented both in


magnitude and direction by the adjacent
sides of a parallelogram drawn from a Y
point, then their resultant is represented W
both in magnitude and direction by the
diagonal of the parallelogram passing
through that point.
b R

a+b=R

O a X
Taking ∆ 0YZ
By Pythagoras theorem
hypotenues 2 = perpendicular 2 + base2 W Y
OY 2 = YZ 2 + OZ 2
R2 = YZ 2 + (OX + XZ)2
R2 = YZ 2 + (OX 2 + XZ 2 + 2OX. XZ)
b R
R2 = YZ 2 + OX 2 + XZ 2 + 2OX. XZ
Taking ∆ XYZ θ
2 2 2 α θ
XY = YZ + XZ
YZ 2 = XY 2 − XZ 2 O a X Z
R2 = XY 2 − XZ 2 + OX 2 + XZ 2 + 2OX. XZ
R2 = XY 2 + OX 2 + 2OX. XZ Taking ∆ XYZ
R2 = b2 + a2 + 2a. XYcosθ XZ
cos θ = → XZ = XY. cosθ
R2 = b2 + a2 + 2a. bcosθ XY

R= a2 + b 2 + 2a. bcosθ This is magnitude of resultant


For the direction of resultant

Taking ∆ 0YZ
W Y
YZ
tan α =
0Z
YZ
tan α =
0X + XZ
b R
XY. sinθ Taking ∆ XYZ
tan α =
0X + XZ YZ θ
sin θ = α θ
bsinθ XY
tan α =
a + bcosθ → YZ = XY. sinθ O a X Z
Taking ∆ XYZ
bsinθ XZ → XZ = XY. cosθ
α= tan−1 cos θ =
a + bcosθ XY
Polygon Law of Vector Addition

d
If number of vectors can be represented
both in magnitude and direction by the cԦ
sides of an open convex polygon taken in
the same order, then the resultant is
represented completely in magnitude and R
direction by closing the side of the b
polygon, taken in opposite order.

a
OA + AB = OB
a + b = OB D d C

OB + BC = OC
B
R
(a + b) + cԦ = OC
b
a + b + cԦ = OC

OC + DC = OD O a A
(a + b + cԦ) + d = OD

a + b + cԦ + d = R
PROPERTIES OF VECTOR ADDITION
(i) The addition of vectors obeys the commutative law

a+b=b+a

(ii) The addition of vectors obeys the associative law

a + b + cԦ = a + (b +Ԧc)

(iii) The addition of vectors obeys the distributive law

λ a + b = λa + λb
Subtraction of Vectors
a-b b
3cm
5cm
a

a +(- b) b
3cm R
+ =
a
5cm
a +(- b)= R
Resolution of Vectors
The process of splitting a vector into two or more vectors is called
resolution of a vector.

The vectors in which the given vector is resolved are called its
components.

(i) To resolve the given vector into two non-zero components.

(ii) Rectangular or Orthogonal Components

Rectangular Components in two-dimensions


Rectangular Components in three-dimensions
TO RESOLVE THE GIVEN VECTOR INTO
TWO NON-ZERO COMPONENTS.
Let us consider that we have to represent rԦ into two components
Let rԦ is to be represented in terms of a and b.
b
rԦ a

representing rԦ in terms of AB C

and AC, parallel to a and b
A B

rԦ = λa + μb
RECTANGULAR COMPONENTS IN
TWO-DIMENSIONS
using triangle law of addition Y

a = ax + ay P R (x,y)

a = a x iƸ + a y j Ƹ
Lets check: ay
ay
OS RS
cos θ = sin θ = Taking ∆ ORS
OR OR

ax ay a2 = a x 2 + a y 2 θ
cos θ = sin θ = O X
a a a2 = (acosθ)2 + (asinθ)2 ax S

ax = acos θ ay = asin θ RS
a2 = a2 [(cosθ)2 + (sinθ)2 ] tan θ =
OS
a2 = a2 a
−1 y
θ = tan
ax
a= ax 2 + ay 2
RECTANGULAR COMPONENTS IN
THREE-DIMENSIONS
a = ax + ay + az

a = ax iƸ + ay jƸ + az k෠

a= ax 2 + ay 2 + az 2

ax iƸ + ay jƸ + ෡
az k
aො =
ax 2 + ay 2 +az 2
Numerical
Problems
RESOLUTION OF VECTORS
A body simultaneously given two velocities, one 30m/s due east and other 40m/s due north.
Find the resultant velocity.
A particle has a displacement of 12m towards east and 5m towards the north and then 6m
vertically upward. Find the magnitude of the sum of these displacements.
Two forces of 5N and 7N act on a particle with an angle of 60° between them, Find the
resultant force.
Two vectors, both equal in magnitude, have their resultant equal in magnitude of the either.
Find the angle between the two vectors.
Two forces whose magnitude are in the ratio 3:5, give a resultant of 35N. If the angle of
inclination be 60°, calculate the magnitude of each force.
Two forces equal to P and 2P newton act on a particle. If the first be doubled and the second
be increased by 20 newton, the direction of the resultant is unaltered. Find the value of P.
The sum of magnitude of two forces acting at a point is 18N and the magnitude of their
resultant is 12N. If the resultant makes an angle of 90° with the force of smaller magnitude,
what are the magnitudes of the two forces?
Scalar or Dot Product
The scalar product of two vectors is equal to the multiplication of the
magnitude of the two vectors and the cosine of the angle between them.
a. b = abcosθ

𝜃
𝑎Ԧ
The scalar product of two vectors is always a scalar quantity.

It can also be defined as,

The product of magnitude of one vector with the magnitude of the


component of other vector in the directions of first vector.
Case (iii)
Case (i)
b If θ is a right angle
If θ is an acute angle
i.e. θ = 90⁰
i.e. θ < 90⁰
θ a. b = is zero
using, a. b = abcosθ
a. b = is positive a

b
θ θ
b a
a
Case (ii) Case (iv)
If θ is an obtuse angle If θ = 0⁰
i.e. θ > 90⁰ using, a. b = abcosθ
using, a. b = abcosθ θ a. b = ab
a. b = is negative a (maximum value)
Properties of scalar product
Dot product is commutative.
A. B = B. A (360 − θ)
A. B = ABcosθ θ
B. A = BAcos(360⁰ − θ) a
B. A = BAcos(θ)
B. A = ABcosθ
A. B = B. A
Dot product is distributive over addition of vectors.

A. (B + C) = A. B+ A. C
Dot product of two parallel vectors. a
θ = 0⁰
A. B = ABcos0⁰
b
A. B = AB

Dot product of two equal vectors. a


θ = 0⁰
A. A = A. Acos0⁰ a
A. A = A2

Dot product of two perpendicular vectors.

θ = 90⁰ b
A. B = ABcos90⁰
A. B = 0
a
Dot product of two anti-parallel vectors.
θ = 180⁰ a b
A. B = ABcos180⁰
A. B = −AB

Dot product of two vectors in terms of their components.

a = ax iƸ + ay jƸ + az k෠
b = bx iƸ + by jƸ + bz k෠
a. b = (ax iƸ + ay jƸ + az k).(b
෠ x iƸ + by jƸ + bz k)

a. b = ax i.Ƹ bx iƸ + ax i.Ƹ by jƸ +ax i.Ƹ bz k෠ + ay j.b Ƹ x iƸ + ay j.Ƹ by jƸ +ay j.b


Ƹ z k෠ + az k.b
෠ x iƸ +az k.
෠ by jƸ + az k.
෠ bz k෠
a. b = ax bx (i.Ƹ i)Ƹ + ax by (i.Ƹ j)Ƹ +ax bz (i.Ƹ k)
෠ + ay bx (j.Ƹ i)Ƹ + ay by (j.Ƹ j)+a
Ƹ y bz (j.Ƹ k) + az bx (k.i)
෠ ෠ Ƹ +az by (k.
෠ j)+ ෠ k)
Ƹ az bz (k. ෠
a. b = ax bx (1) + ax by (0) +ax bz (0)+ ay bx (0)+ ay by (1)+ay bz (0)+ az bx (0) +az by (0)+ az bz (1)

a. b = ax bx + ay by + az bz
Expression for the angle between two vectors 𝐀 𝐚𝐧𝐝 𝐁
A. B = ABcosθ

A. B
cosθ =
AB

Ax Bx + Ay By + Az Bz
cosθ =
Ax 2 + Ay 2 + Az 2 Bx 2 + By 2 + Bz 2

Ax Bx + Ay By + Az Bz
θ= cos −1
Ax 2 + Ay 2 + Az 2 Bx 2 + By 2 + Bz 2
Numerical
Problems
BASED ON SCALAR PRODUCTS
Find the angle between the vectors A = iƸ + 2jƸ − k෠ and B = −iƸ + jƸ − 2k.

Prove that the vectors A = iƸ + 2jƸ + 3k෠ and B = 2iƸ − jƸ are perpendicular to each other.
Find the value of λ so that the vectors A = 2iƸ + λjƸ + k෠ and B = 4iƸ − 2jƸ − 2k෠ are
perpendicular to each other.
If the magnitude of two vectors are 3 and 4 and their scalar product is 6, then find the
angle between the two vectors.
A body constrained to move along the z-axis of a co-ordinate system is subject to a
constant force F given by F = −iƸ + 2jƸ + 3k෠ newton where i,Ƹ jƸ and k෠ represent unit vectors
along x, y and z-axis of the system respectively. Calculate the work done by the force in
displacing the body through a distance of 4m along the z-axis.
Vector or Cross Product
The cross product of two vectors is a single vector whose magnitude is
equal to the product of the magnitude of two given vectors multiplied by
the sine of the smaller angle between the two given vectors.
The direction of the vector given by the cross nො
product of the two vectors is perpendicular to the
plane containing the two vectors.

a × b = absinθොn

The direction of nො can be determined by


right hand screw rule
Properties of vector quantity
Cross product does not obey commutative law.
AxB = −BxA (360 − θ)
AxB = ABsinθ θ
BxA = BAsin(360⁰ − θ) a
BxA = BAsin(− θ)
BxA = −AB
AxB ≠ BxA
Cross product is distributive over addition of vectors.

Ax(B + C) = AxB+ AxC


Cross product of two parallel vectors. a
θ = 0⁰
AxB = ABsin0⁰
b
AxB = 0

Cross product of two equal vectors. a


θ = 0⁰
AxA = A. Asin0⁰ a
AxA = 0

Dot product of two perpendicular vectors.

θ = 90⁰ b
AxB = ABcos90⁰
AxB = AB
a
Cross product between the pairs of unlike unit vectors. Y

iƸ x jƸ = 1 x 1 x sin900 k෠ = k෠ jƸ

iƸ x jƸ = k෠ jƸ x iƸ = −k෠
X
jƸ x k෠ = 1 x 1 x sin900 iƸ = iƸ
k෠
jƸ x k෠ = iƸ k෠ x jƸ = −iƸ Z

k෠ x iƸ = 1 x 1 x sin900 jƸ = jƸ CLOCKWISE
(-) VALUE
k෠ x iƸ = jƸ iƸ x k෠ = −jƸ jƸ

iƸ iƸ
ANTI-CLOCKWISE
(+) VALUE

k෠ k෠
Cross product of two vectors in terms of their rectangular components.

a = ax iƸ + ay jƸ + az k෠
b = bx iƸ + by jƸ + bz k෠
axb = (ax iƸ + ay jƸ + az k)x(b
෠ x iƸ + by jƸ + bz k)

axb = (ax iƸ x bx i)Ƹ + (ax iƸ x by j)Ƹ +(ax iƸ x bz k)


෠ + (ay jƸ x bx i)Ƹ + (ay jƸ x by j)Ƹ +(ay jƸ x bz k)
෠ + (az k෠ x bx i)Ƹ +
(az k෠ x by j)Ƹ + (az k෠ x bz k)

axb = (ax iƸ x by j)Ƹ +(ax iƸ x bz k)
෠ + (ay jƸ x bx i)Ƹ +(ay jƸ x bz k)
෠ + (az k෠ x bx i)Ƹ + (az k෠ x by j)Ƹ

axb = ax by k෠ + ax bz (−j)Ƹ + ay jb ෠ +ay jb


Ƹ x (−k) Ƹ z (i)Ƹ + az bx (j)Ƹ + az kb
෠ y (−i)Ƹ

axb = [ax by − ay bx ]k෠ +[az bx − ax bz ]jƸ +[ay bz − az by ]iƸ


axb = [ay bz − az by ]iƸ +[az bx − ax bz ]jƸ + [ax by − ay bx ]k෠

iƸ jƸ k෠
axb = ax ay az
bx by bz
Magnitude of the cross product of two vectors A and B represents the area
of the parallelogram
Q R
AxB = ABsinθ
AxB = (A)(Bsinθ) B
AxB = (OP)(QN) θ
O N A P
1
Area of triangle ORP and OQP = [AxB]
2

Area of parallelogram in terms of its diagonal Q R


1
Area of parallelogram = 2 [D1 xD2 ] B

D1 = (A + B)
O A P
D2 = (A − B)
Numerical
Problems
BASED ON VECTOR PRODUCTS
Prove that the vectors A = 2iƸ − 3jƸ − k෠ and B = −6iƸ + 9jƸ + 3k෠ are parallel.
Calculate the area of the parallelogram whose two adjacent sides are formed by the
vectors A = 3iƸ + 4jƸ and B = −3iƸ + 7j.Ƹ
Determine a unit vector perpendicular to both A = 2iƸ + jƸ + k෠ and B = iƸ − jƸ + 2k.

Show that - A − B × A + B = 2(A × B)
For any three vectors, prove that - A B + C + B C + A + C A + B = 0
Lami’s Theorem
If a particle under the simultaneous action of three forces is in equilibrium, then
each force has a constant ratio with the sine of the angle between the other two
forces. Q
P
γ
𝐏 𝐐 𝐑
= =
𝐒𝐢𝐧 𝛂 𝐒𝐢𝐧 𝛃 𝐒𝐢𝐧 𝛄
α
β

R
Relative Velocity
The relative velocity of an object A with respect to object B, when
both are in motion, is the rate of change of position of object A with
respect to object B, if B were at rest.

100 kmph
1700 kmph
rotation of
earth
30 km/s
velocity of
earth around
sun
The relative velocity of the
bus with respect to a person
on rest is 40kmph
40 kmph
The relative velocity of the
bus with respect to a person
inside the bus is 0

0 kmph

40 kmph
Frame of Reference

Inertial Non-Inertial
Frame of Reference Frame of Reference
Follows Newton’s First Law Does not follow Newton’s
of Motion First Law of Motion

v = constant v is not constant


Frame of Reference

Inertial Non-Inertial
Frame of Reference Frame of Reference
Follows Newton’s First Law Does not follow Newton’s
of Motion First Law of Motion

v = constant v is not constant


The velocity of object B with respect to object A
𝐯𝐁𝐀 = 𝐯𝐁 − 𝐯𝐀
The velocity of object A with respect to object B
𝐯𝐀𝐁 = 𝐯𝐀 − 𝐯𝐁

𝐯𝐀

A
𝐯𝐁

B
Case -1

displacement
𝐯𝐁 = 𝐯𝐀

𝐱𝐀

𝐱𝐁

time
Case -2

displacement
𝐯𝐁 > 𝐯𝐀

𝐱𝐀

meeting time
𝐱𝐁

time
Case -3
𝐯𝐁 𝐚𝐧𝐝 𝐯𝐀
𝐢𝐧 𝐨𝐩𝐩𝐨𝐬𝐢𝐭𝐞 𝐝𝐢𝐫𝐞𝐜𝐭𝐢𝐨𝐧𝐬
𝐱𝐁

𝐱𝐀
displacement

meeting time

time
Relative Velocity of bodies inclined to each other

𝐯𝐀

𝐯𝐁
Relative Velocity of bodies inclined to each other

𝐯𝐀 + 𝐯𝐀𝐁 = 𝐯𝐁
𝐯𝐀𝐁 = 𝐯𝐀 𝟐 + 𝐯𝐁 𝟐 − 𝟐𝐯𝐀 𝐯𝐁 𝐜𝐨𝐬𝛉

𝐯𝐀 − 𝐯𝐁 = 𝐯𝐀𝐁 𝐯𝐀
𝐯𝐀𝐁
𝛉
𝐯𝐁
Relative Velocity of bodies inclined to each other

𝐯𝐀 − 𝐯𝐁 = 𝐯𝐀𝐁 𝐯𝐀𝐁 = 𝐯𝐀 𝟐 + 𝐯𝐁 𝟐 − 𝟐𝐯𝐀 𝐯𝐁 𝐜𝐨𝐬𝛉

𝐯𝐀𝐁
𝛂 𝐯𝐀
𝛉
−𝐯𝐁 𝐯𝐁 𝐬𝐢𝐧𝛉
−𝟏
𝛂 = 𝐭𝐚𝐧
𝐯𝐀 + 𝐯𝐁 𝐜𝐨𝐬𝛉
Numerical
Problems
RELATIVE VELOCITY
1. A motorboat is racing towards north at
25kmph and the water current in that
region is 10kmph in the direction of 60⁰
east of south. Find the resultant velocity
of the boat.
2. On a certain day, rain was falling
vertically with a speed of 35 m/s. A
wind started blowing after some time
with a speed of 12 m/s in east to
west direction. In which direction
should a boy waiting at a bus stop
holds his umbrella?
3. A river 800m wide flows at the rate of
5kmph. A swimmer who can swim at
10kmph in still water, wishes to cross the
river straight. (i) Along what direction
must he strike? (ii) What should be his
resultant velocity? (iii) How much time he
would take?
4. A boatman can row with a speed of
10kmph in still water. If the river flows
steadily at 5kmph, in which direction
should the boatman row in order to
reach a point on the other bank directly
opposite to the point from where he
started? The width of the river is 2km.
5. A car travelling at a speed of 20m/s due
north along the highway makes a right turn on
a side road that heads due east. It takes 50s
for the car to complete the turn. At the end
of 50 seconds, the car hs a speed of 15 m/s
along the side road. Determine the magnitude
of average acceleration over the 50 second
interval.
Projectile Motion
A projectile is the name given to any body which once thrown into the
space with some initial velocity, moves thereafter under the influence of
gravity alone without being propelled by any engine or fuel. The path
followed by a projectile is called its trajectory.

We will derive -
Trajectory (Path) of the Projectile
Time of Flight
Maximum Height
Horizontal Range
Maximum Horizontal Range
Y-axis Projectile Motion
u
𝐮𝐬𝐢𝐧 𝛉 h = height of flight

R = Range of flight
h
𝛉 𝐮𝐜𝐨𝐬 𝛉
X-axis
R

If u is initial velocity, then


Horizontal component
ux = ucos θ
Vertical component
uy = usin θ
Assumptions taken in Projectile Motion

There is no resistance due to air.

The effect due to rotation of earth is negligible.

The effect due to curvature of earth is negligible.

For all points of the trajectory, the acceleration due to gravity ‘g’ is
constant in magnitude and direction.
Trajectory (Path) of the Projectile
Y-axis
Displacement along horizontal direction
displacement = horizontal velocity x time

𝐮𝐬𝐢𝐧 𝛉
u
x = ux × t
𝐱 𝐱
𝐭= 𝐭=
𝐮𝐱 𝐮𝐜𝐨𝐬 𝛉
Displacement along vertical direction 𝛉 𝐮𝐜𝐨𝐬 𝛉
from second equation of motion
1 2 X-axis
s = ut + at
2
𝐲 ∝ 𝐱𝟐
1
y = uy t + (−g)t 2
2 This represents parabola
𝐱 1 𝐱 Hence, the projectile is
y = 𝐮𝐬𝐢𝐧 𝛉 − g( )2
𝐮𝐜𝐨𝐬 𝛉 2 𝐮𝐜𝐨𝐬 𝛉 parabolic in nature
Flight-time of Projectile
When the object is thrown to maximum height
from first equation of motion
v = u + at
0 = usin θ − gt
usin θ
t=
g

This is time taken for half flight

Total time of flight, T = 2t

𝟐𝐮𝐬𝐢𝐧 𝛉
𝐓=
𝐠
Height of Projectile
from third equation of motion
v 2 = u2 + 2as

0 = (usin θ)2 − 2gh

𝐮𝟐 𝐬𝐢𝐧𝟐 𝛉
𝐡=
𝟐𝐠
h
Horizontal Range of Projectile

Displacement along
horizontal direction

displacement = horizontal velocity x time u2 2sin θ . cos θ


R = ux × T R=
g
R = u cos θ × T
𝐮𝟐 𝐬𝐢𝐧 𝟐𝛉
2usin θ 𝐑=
R = u cos θ × 𝐠
g
Maximum Range of Projectile

for maximum range, sin 2θ


must be maximum
So, sin 2θ = 1

sin 2θ = sin 90°

2θ = 90°
θ = 45°

𝐮𝟐
𝐑 𝐦𝐚𝐱 =
𝐠
Trajectory (Path) of the Projectile
𝐲 ∝ 𝐱𝟐

Horizontal Range of Projectile


𝐮𝟐 𝐬𝐢𝐧 𝟐𝛉
Flight-time of Projectile 𝐑=
𝐠
𝟐𝐮𝐬𝐢𝐧 𝛉
𝐓=
𝐠

Height of Projectile Maximum Range of Projectile


𝐮𝟐 𝐬𝐢𝐧𝟐 𝛉 𝐮𝟐
𝐡= 𝐑 𝐦𝐚𝐱 =
𝟐𝐠 𝐠
Numerical
Problems
PROJECTILE MOTION
1. A shell is fired by a cannon at an angle of 30°, which strikes the ground 3km away. Can
it be projected to 5km, supposing that muzzle velocity is constant and air resistance is
negligible.
2. A bullet fired from a rifle attains maximum height of 25m and range of 200m. Find the
angle of projection.
3. A ball is projected at an angle of 30°, with a velocity of 20m/s. Find the time of flight.
(g=10 ms−2 )
4. A ball is projected with a velocity of 40m/s at angle of 60°. Calculate the maximum
height attained and horizontal distance (g=10ms−2 )
5. A cricket player can throw a ball up to 100m. How high can he throw the ball?
6. A gun aimed a car moving on a straight road with velocity of 72kmph. The gun is fired
at an angle of 45°, when car was 500m away. Calculate:
(i) the distance of car, when the bullet strikes it.
(ii) velocity of projection of bullet.
7. At any instant of time, the coordinates of a projectile is x = 6t and y = 8t − 5t 2 , then
calculate the velocity of projection.
8. A particle is thrown from point O, with a velocity u but at an angle α with respect to
the horizontal. At a point P, it is perpendicular to the direction of projections. Then show
that its velocity at point P will be u. cot α
9. The velocity of a projectile at the highest point is half the velocity of projection, then
3 u2
show that the horizontal range will be .
2 g
10. Two particles are thrown at an angle of projection 45° + θ and 45° − θ . What is
the ratio of their ranges?
11. A ball is projected horizontally with a speed u from a height h. It lands a distance R
from a point vertically below the point of projection. Find an expression for u in terms of h
and R.
12. A projectile can have the same range R for two angles of projection. If t1 and t 2 be
the times if flight in two cases, then show that –
2R
t1 . t 2 =
g
13. A person aims a gun at a bird from a point at a horizontal distance of 100m. If the
gun can impart a speed of 500m/s to the bullet, at what height above the bird he must
aim his gun in order to hit it? (g = 10 ms −2 )

You might also like