Ch3b 2D Motion SJP
Ch3b 2D Motion SJP
Ch3b 2D Motion SJP
If you look at the x and y components of this equation, you’ll see that x and y motion are
totally separate:
y motion: y = y 0 + v t + (1 / 2) ay t 2
0y
= v0y 2 − 2 g(y − y0 )
All very familiar equations: just the same old 1-D constant accel eq’ns of Ch. 2!!
Phys 1110, 3b-2
vy vx is constant.
vx
Gravity causes the downward component of velocity
Example: Thelma and Louise drive off a 1000 m tall cliff with initial (horizontal)
velocity v0=30 m/s (about 65 mi/hr) (The figure above sketches their path.)
a) How long (time) are they in the air before they hit the ground?
Answer: a) They hit ground when y=0. Apparently, this first question can be answered
by looking only at y motion. The x motion can be ignored, it’s irrelevant here! So let’s
y = y 0 + v0y t + (1 / 2) ay t 2 .
What quantities do I know? We have y=0, y0=+1000 m, ay= -g = -9.8 m/s^2, and
v0y =0 (That last one is tricky and very important! v0y is the y component of the initial
2 *1000 m
t= ≈ 14s . Pretty long time. (+ remember, we ignore air friction)
9.8 m / s2
Phys 1110, 3b-3
b) Now we know the time they traveled. This question asks about horizontal motion
during that time. At this point we can forget about y motion. It is now irrelevant!
Focus only on the x motion, use the equation for x(t): x = x0 + vox*t.
In this case, v0x=30 m/s (because v0 is horizontal, purely in the x direction, to start with.)
Notice that the TIME did not depend in any way on v0. Think about that! A bullet, a car,
a dropped coin, all hit the ground simultaneously (if launched with voy=0, i.e. horizontal)
However, the bigger v0 is, the farther horizontally they will travel before hitting.
They go faster all the time, even though the horizontal component never changes.
Finally, notice that from the formula x=v0x*t, we can solve for the time when an object
x
passes position x: t = . Plugging that time back into the equation for y(t), I get
v0x
y = y0 + v t − (1 / 2) gt 2
0y
v
(1/ 2)g 2
= y0 + 0y x − x
v 0x v0x 2
This is the mathematical formula for a parabola y(x). It says if you graph y vs x (like the
sketch on the previous page, a “time lapse photo”) it will be a parabola. And it tells you
how high the object is, given x (rather than given time) which is sometimes useful, but I
usually just rederive it when I need it, and you probably should too.
Phys 1110, 3b-4
Example: A projectile is launched from the ground at some angle theta, speed v0.
Describe its path. E.g. Max height? Time to peak? Range? Impact speed?
Answer: The figure is just a little different now (it doesn’t start horizontal.)
Convince yourself if you don’t see that! Look at the components of v0 in the picture
Equations: (refer back to the basic kinematic equations, nothing really new here)
x motion: i) x = v 0x t = v 0 cosθ t [notice ax=0 in any projectile problem]
ii) v x = v0x = v0 cosθ [In all equations, I use x0=y0=0, from figure]
2
y motion: iii) y = v0 sin θ t − (1 / 2)gt
iv) v = v sin θ − gt
y 0
v) v y 2 = (v0 sin θ )2 − 2 g y
When it reaches the top, y=y_max, and vy=0. That last one is important. The projectile
is not stopped at the top (because v_x never changes) but it is not CLIMBING any more.
(Think about the result physically: if v0 is bigger, it says you’ll go higher. Makes good
sense. And, if theta = 90, that maximizes the height. Also makes sense)
Phys 1110, 3b-5
Time to peak? Just like above, to reach the top, we will want to plug in vy=0 (but now
Range? This means “how far does it go horizontally before hitting the ground”?
An x question! However, to figure it out from Eq. i, we’ll need to know the time when it
hits the ground. We have to solve that first, even though I didn’t ask for it explicitly...
Method 1) (By symmetry) The time to hit the ground should be twice the time it took to
Method 2) (Direct) It hits the ground when y=0, so just plug y=0 into Eq. iii.
Now we know the time, we can just plug this into Eq. i to get the range:
v 02
xmax = v0 cos θ t hit = 2 cosθ sin θ (convince yourself when I do algebra like that.)
g
There’s a little “trig identity” which might make calculator work easier, namely
sin(2θ )= 2 cosθ sin θ , which is always true. So we can rewrite the formula for the range:
v02
xmax = sin(2θ ) (Only true if the landing spot is the same height as launch spot)
g
Stare at the formula and think about whether it makes sense. E.g, check units.
Phys 1110, 3b-6
Think about it in as many ways as possible: e.g., if v0 is bigger, does it make sense to you
Also, to get the maximum range, this formula tells us you want sin(2 theta) to be as big as
Impact speed? To get speed, we need both components of velocity when it hits.
This is equal (but opposite) to vy0! So when I square this (as I must, in the Pythagorean
formula above) the minus sign squares away, and the final speed is going to be the exact
same as the launch speed, namely v0. The direction is different, however.
(Just FYI, this is an example of “the conservation of energy”, which we’ll learn more
about later)
Phys 1110, 3b-7
The Monkey Hunter: Forgive the politically incorrect nature of this (classic) problem.
Imagine Jane Goodall is firing a tranquilizer dart (or tossing a nice banana)
I find it easiest to FIRST image what would happen if gravity were turned off...
θ
x= v0 * sin(theta) *t
d
x = v0 * cos(theta) * t
In any case it should be clear that you WILL hit the monkey regardless of v0.
Phys 1110, 3b-8
Now, let’s turn g back on. With gravity turned on, the path of the dart is
Meanwhile, the monkey is also falling, and its height is given simply by
y_monkey = h - (1/2) g t^2. (Just 1-D kinematics, with initial velocity=0, starting at h)
So the monkey is ALSO falling BELOW the straight line path, by an amount (1/2) g t^2.
The bullet and monkey will, sooner or later, be at the same x position. When that
happens, (that’s t_hit), BOTH will be below the straight line path by the same amount,
(1/2) g t^2: they’ll be at the same height. That means the dart hits!
If v0 is large, this will happen sooner. (The collision will be near the original height h.)
If v0 is small, it will happen later. (The collision is lower, e.g. as shown in the figure)
Admission: if v0 is really small, the dart hits the ground before reaching the horizontal
distance d, and misses. But then it’s not in “free-fall” any more, so that’s not really fair.
As long as the bullet makes it over as far horizontally as the monkey’s position, they’ll
hit. (If there’s a cliff right in front of the gun, so the bullet has no ground to hit, it will
STILL hit the monkey, no matter how slow v0 is, maybe at some height far below the
starting position)
Phys 1110, 3b-9
Review to here:
Constant acceleration is nice, it means we can use our kinematics equations we derived
back in Chapter 2 for the x and y components separately. Of course a does not always
have to be constant in real life, there are other forces in the world besides simple gravity!
Consider the moon (or a satellite) in orbit around the earth. Or just a ball on a string,
The answer is YES: The velocity vector is changing direction (all the time) and changing
arbitrary definition of acceleration? No, it’s a very real acceleration; you can feel it.)
Some lingo:
The acceleration is a vector, it points towards the CENTER of the circle at all times.
it wasn’t, the size of v would be changing, this wouldn’t be “uniform circular motion”)
v2
|a| = . (Check the units: (m/s)^2 / m = m/s^2, they work out)
r
The formula is plausible: the tighter a circle you try to turn, the bigger a is. That’s sure
how it feels in a bike or car. Similarly, the faster you go, the bigger acceleration is...
Question: If you accelerate towards the center all the time, why don’t you ever GET to
the center? The answer is Douglas Adams like - you really are accelerating towards the
center, but you constantly MISS because of your sideways motion! Think of a bullet,
which is traveling sideways and accelerating down. Does it move STRAIGHT down? No,
it always keeps its sideways motion, that never goes away. So it never hits the ground
directly below where it is, even though that’s the direction that its accelerating.
Same with circular motion. (The main difference is that the acceleration of gravity is
always in the same direction, which yields parabolic paths. For uniform circular motion,
Example: A giant merry go round spins, with radius 5 m, and period T=3 s.
One of the r’s cancels, and plugging in #’s gives 4 Pi^2 (5 m) / (3 s)^2 = 21.3 m/s^2.
Since g=9.8 m/s^2, this answer is about 2.2g. That’s a pretty hefty acceleration.
(5 g’s will knock you out after a few minutes. 10 g’s will knock you out in a few secs!)
What if the circular motion isn’t uniform? What if the object moves in a circle but, say,
speeds up?
It tells you how much faster (or slower) you’re going every second.
! ! !
The total vector acceleration is given by the sum of these, a = a centrip + a tan
2 2
The magnitude of total acceleration is thus a = a c + a tan . (because a c ⊥ a tan )
circular motion.” (See Fig 4-7 in your text to try to picture this...) We may come back to
Let’s look graphically at Delta v, which we will need (to figure out acceleration.)
Δ r Δv
they are similar triangles, which means = .
r v
Δr
We’re all set: a = Δv / Δt = v / Δt (I just used the formula above to eliminate Δv ),
r
v Δr v2 Δr
and now I reorganize to get a = = (the last step uses v = ) QED.
r Δt r Δt
(Finally, look at the picture and convince yourself that the Δv vector, if placed where the
particle is, points towards the center of the circle. This is only true, strictly, in the limit
that Delta theta gets tiny, so the two dots get very very close together)