Chapter 2 Motion in One Dimension Free Fall

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Chapter 2 Motion in One Dimension

Chapter 2 Motion in One Dimension

Free Fall n n All objects moving under the influence of only gravity are

Free Fall n n All objects moving under the influence of only gravity are said to be in free fall All objects falling near the earth’s surface fall with a constant acceleration Galileo originated our present ideas about free fall from his inclined planes The acceleration is called the acceleration due to gravity, and indicated by g

Acceleration due to Gravity n Symbolized by g n g = 9. 8 m/s²

Acceleration due to Gravity n Symbolized by g n g = 9. 8 m/s² n g is always directed downward n toward the center of the earth

Non-symmetrical Free Fall Need to divide the motion into segments n Possibilities include n

Non-symmetrical Free Fall Need to divide the motion into segments n Possibilities include n n n Upward and downward portions The symmetrical portion back to the release point and then the nonsymmetrical portion

Combination Motions

Combination Motions

Chapter 3 Vectors and Two-Dimensional Motion

Chapter 3 Vectors and Two-Dimensional Motion

Vector Notation n When handwritten, use an arrow: n When printed, will be in

Vector Notation n When handwritten, use an arrow: n When printed, will be in bold print: A n When dealing with just the magnitude of a vector in print, an italic letter will be used: A

Properties of Vectors n Equality n of Two Vectors Two vectors are equal if

Properties of Vectors n Equality n of Two Vectors Two vectors are equal if they have the same magnitude and the same direction n Movement n of vectors in a diagram Any vector can be moved parallel to itself without being affected

Adding Vectors n When adding vectors, their directions must be taken into account n

Adding Vectors n When adding vectors, their directions must be taken into account n Units must be the same n Graphical Methods n Use scale drawings n Algebraic n Methods More convenient

Graphically Adding Vectors, cont. Continue drawing the vectors “tip-to-tail” n The resultant is drawn

Graphically Adding Vectors, cont. Continue drawing the vectors “tip-to-tail” n The resultant is drawn from the origin of A to the end of the last vector n Measure the length of R and its angle n n Use the scale factor to convert length to actual magnitude AF_0306. swf

Notes about Vector Addition n Vectors obey the Commutative Law of Addition n The

Notes about Vector Addition n Vectors obey the Commutative Law of Addition n The order in which the vectors are added doesn’t affect the result

Vector Subtraction Special case of vector addition n If A – B, then use

Vector Subtraction Special case of vector addition n If A – B, then use A+(-B) n Continue with standard vector addition procedure n

Components of a Vector A component is a part n It is useful to

Components of a Vector A component is a part n It is useful to use rectangular components n n These are the projections of the vector along the xand y-axes

Components of a Vector, cont. n The x-component of a vector is the projection

Components of a Vector, cont. n The x-component of a vector is the projection along the x-axis n The y-component of a vector is the projection along the y-axis n Then,

More About Components of a Vector n The previous equations are valid only if

More About Components of a Vector n The previous equations are valid only if θ is measured with respect to the x-axis The components can be positive or negative and will have the same units as the original vector n The components are the legs of the right triangle whose hypotenuse is A n n May still have to find θ with respect to the positive x-axis

Adding Vectors Algebraically n Grandma’s house n Add all the x and y-components n

Adding Vectors Algebraically n Grandma’s house n Add all the x and y-components n This gives Rx and Ry: n Use the Pythagorean Theorem to find the magnitude of the Resultant: n Use the inverse tangent function to find the direction of R: