A vector is a quantity that has magnitude and direction
● Displacement, velocity, acceleration, and force are all vectors
● In two dimensions, we specify the direction of a vector using an arrow
○ The length of the arrow is proportional to the vector’s magnitude
The Head-to-Tail method is a graphical way to add vectors
● The tail of the vector is the starting point of the vector
● The head of the vector is the final, pointed end of the arrow
These are the steps to take for the head-to-tail method
● Draw an arrow to represent the first vector using a ruler and protractor
● Draw an arrow to represent the second vector
○ Place the tail of the second vector at the head of the first vector
● If there are more than two vectors, continue this process for each vector to be added
● Draw an arrow from the tail of the first vector to the head of the last vector
○ This is the resultant, or sum, of the other vectors
○ To get the magnitude of the resultant, measure its length with a ruler
○ To get the direction of the resultant, measure the angle it makes with the reference frame using a protractor
Vector subtraction is a straightforward extension of vector addition
● The negative of any vector has the same magnitude but is in the opposite direction
● The subtraction of vector B from vector A is simply the addition of -B to A
We often multiply vectors by a positive scalar
● The magnitude changes, but the direction stays the same
In order to split a vector into two, we determine its perpendicular components
● We can use pythagorean identities to do this
○ 𝐴𝑥 = 𝐴 𝑐𝑜𝑠𝛳
○ 𝐴𝑦 = 𝐴 𝑠𝑖𝑛𝛳
If we are only given the perpendicular components, we can also find the resultant
● 𝐴 = √𝐴2x + 𝐴2𝑦
○ This is just the pythagorean theorem
● 𝛳 = 𝑡𝑎𝑛-1(𝐴𝑦/𝐴𝑥)
Projectile Motion is the motion of an object thrown or projected into the air, subject only to the acceleration of gravity
● The object is called a projectile
● The object’s path is called its trajectory
● We consider air resistance to be negligible
These are equations that are applied to kinematic problems (they are given on your reference sheet)
● 𝑥 = 𝑥0 + 𝑣𝑡
● 𝑣 = (𝑣0 + 𝑣)/2
● 𝑣 = 𝑣0 + 𝑎𝑡
● 𝑥 = 𝑥0 + 𝑣0𝑡 + (1/2)𝑎𝑡2
● 𝑣2 = 𝑣a20 + 2𝑎(𝑥 − 𝑥0)
These are the steps to solve projectile motion problems
● Resolve or break the motion into horizontal and vertical components along the x and y axes
● Treat the motion as two independent one-dimensional motions, one horizontal and the other vertical. The kinematic equations now look like this:
○ Horizontal: 𝑥 = 𝑥0 + 𝑣𝑡
○ Horizontal: 𝑣𝑥 = 𝑣0x = 𝑣x =velocity is a constant
○ Vertical: 𝑣𝑦 = 𝑣0 − 𝑔𝑡
○ Vertical: 𝑦 = 𝑦0 + .5(𝑣0y + 𝑣y)𝑡
○ Vertical: 𝑦 = 𝑦 + 𝑣0y𝑡 + (1/2)𝑔𝑡2
○ Vertical: 𝑣𝑦2 = 𝑣20y + 2𝑔(𝑦 − 𝑦0)
● Solve for the unknowns in the two separate motions
○ The only common variable between the motions is time
○ The problem solving procedures here are the same as for one-dimensional kinematics
● Recombine the two motions to find the total displacement
○ We do this by using the resultant vectors equations
Velocities in two dimensions are added using the same analytical vector techniques:
● 𝑣𝑥 = 𝑣 𝑐𝑜𝑠𝛳
● 𝑣𝑦 = 𝑣 𝑠𝑖𝑛𝛳
● 𝑣 = √𝑣2x + 𝑣2y
● 𝛳 = 𝑡𝑎𝑛-1(𝑣𝑦/𝑣𝑥)
Relative Velocity is velocity relative to some reference frame
● Relative velocities are one aspect of relativity, the study of how different observers moving relative to each other measure the same phenomenon
● Classical relativity is limited to situations where speeds are less than about 1% of the speed of light