1 / 11

Chapter 3

Chapter 3. 2-D Kinematics. Vectors. Quantities described by a magnitude and a direction Displacement, velocity, acceleration, force, momentum, etc. Can be represented as an arrow Length of the arrow = magnitude Angle of the arrow = direction. Vector Addition.

Download Presentation

Chapter 3

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Chapter 3 2-D Kinematics

  2. Vectors • Quantities described by a magnitude and a direction • Displacement, velocity, acceleration, force, momentum, etc. • Can be represented as an arrow • Length of the arrow = magnitude • Angle of the arrow = direction

  3. Vector Addition • You cannot just add or subtract magnitudes, unless they are directly aligned or directly opposed • To add, draw them tip to tail • The total, “resultant,” vector is drawn from the very beginning to the very end

  4. Vector components • Each vector can be treated as the hypotenuse of a right triangle • Every vector is the resultant of a horizontal and vertical component vector

  5. Adding by components • Find components of all vectors • Rx = Ax + Bx + . . . • Ry = Ay + By + . . . • R2 = Rx2 + Ry2 • tan = Ry/Rx

  6. Relative Velocity • All vectors are measured in reference to a particular place, called a ‘reference frame’

  7. Relative Velocity

  8. Projectile Motion • Falling through the air while moving horizontally • Constant velocity horizontally • Constant acceleration (-9.8 m/s2) vertically • Only consider moment just after launch to the moment just after landing • Projectiles follow parabolic paths

  9. Projectile Motion

  10. Projectile Motion

  11. Projectile Motion • X and Y motions are completely separate • Time is a scalar, so it’s the same for both • Do kinematics separately for each x = vix = vfx = ax = 0 t = y = viy = vfy = ay = -9.8 m/s2 t =

More Related