Warning: jsMath requires JavaScript to process the mathematics on this page.
If your browser supports JavaScript, be sure it is enabled.

Kinematics in Two Dimensions

Swish! by alanfreed

Kinematics in 2-dimensions. By the end of this you will

  1. Remember your Trigonometry
  2. Know how to handle vectors
  3. be able to handle problems in 2-dimensions
  4. understand projectile motion

Two (or Three) Dimensional Motion

For example: Projectiles, Planets, Pendulum, ....

Need to have some new mathematical techniques to do this: however you may need to revise your basic trigonometry


Basic Trigonometry

Basic Definitions of trig relationships

A useful mnemomic

SohCahToa

θ =  a  
     R 
Sin = opposite  =  d  
      hypotenuse   R 
Cos = adjacent  = R-δ 
      hypotenuse   R 
Tan = opposite  =  d        
      adjacent    R-δ

Basic Trig.

Useful relationships

These are not so useful

Special Values
  • sin(450) = sin(π/4) = 1/√2
  • cos(450) = cos(π/4) = 1/√2
  • tan(450) = tan(π/4) = 1
  • sin(300) = sin(π/6) = 1/2
  • cos(600) = cos(π/3) = 1/2
  • sin(600) = cos(300) = √3/2
  • tan(300) = tan(π/3) = 1/√3
  • tan(600) = tan(π/6) = √3
  • sin(900) = sin(π/2) = 1
  • cos(900) = cos(π/2) = 0
  • tan(900) = tan(π/2) = ∞
These are worth writing down, but they are very easy to work out.


We often have a convenient simplification when the angles are small
θ = a/R ~ sin(θ) = d/R ~ tan(θ) =  d (R-δ)

cos(θ) ~ 1

Note that this only works if we measure angles in radians:

2π radians = 3600

Vectors

Need new mathematics to describe three dimensional objects:

Scalars: quantities with only magnitude

Vectors have direction as well

ScalarsVectors
TemperatureForce
SpeedVelocity
DensityAcceleration
Time?Time?

Need a new symbol: can use

We will use both ${\vec a}$ and a,


Need to be able to describe vectors in terms of scalar quantities: can do this in terms of components: the projection of the vector along each axis

These are the components of the vector ${\vec a}$

Note that the components of a vector are scalars

Also can do this in terms of length of the vector and angle(s).

These two descriptions are related

ax = a cos(θ) 
ay= a sin(θ)


Adding vectors: put them nose to tail. Easy diagramatically
face face face
If we want to add them algebraically, we just add the components:
  • $$ \color{red}{ \vec c = \vec a + \vec b} $$
  • means $$ \color{red}{ \begin{array}{l} c_x = a_x + b_x \\ c_y = a_y + b_y \\ \end{array}} $$
face face face face

To subtract vectors, Flip the vector round: the negative of a vector must add to the vector to give zero

${\vec a}$ - ${\vec a}$ = ${\vec a}$ + ( -${\vec a}$) = 0

Note that this means that the negative of a vector just has all its components reversed


The length of a vector is given by Pythagoras: 3-D analog of Pythagoras:

Write this as

\color{red}{ \left| {\vec r} \right| = \sqrt {x^2 + y^2 + z^2 } }
Note:


Examples

e.g. a boat sails 10 km North -East and 5 km South: how must it sail to get to its start?

e.g. Motion by a car.

A car travels 5 km N, 10 km E, and then 15 km S. The components of vector ${\vec a}$ that describes this are

  1. ax = -10 
    ay = 20 
    
  2. ax = 10 
    ay = -10
    
  3. ax = 10 
    ay = 10
    
  4. ax = -10 
    ay = -10
    

Projectile Motion

(can usually be treated as 2-D)

Treat position, r, velocity v and acceleration as 2-D vectors. In general,motion in one direction can be treated independently of motion in a second.


We can also see this quantitatively

In general there are three independent vector quantities:

The position r, the velocity v and the acceleration a. However we have to treat the components separately.


It is easiest to treat the two motions as independent 1-D motions

\color{red}{\begin{array}{l} v_x = v_{0x} + a_x t \\ x = v_{0x} t + \frac{1}{2}a_x t^2 \\ a_x = 0{\rm{ (usually)}} \\ \end{array}} \color{red}{\begin{array}{l} v_y = v_{0y} + a_y t \\ y = v_{0y} t + \frac{1}{2}a_y t^2 \\ a_y = - g{\rm{ (usually)}} \\ {\rm{ = - 9}}{\rm{.8 ms}}^{{\rm{ - 2}}} \\ \end{array}}
Can combine these to give (e.g) an equation for the range R: e.g. a ball is thrown at 15 ms-1, at 300 to the horizontal.

Relative Velocity

Example: a woman who can swim at 2 m/s is swimming
  • How fast does she swim upstream?
  • How fast does she swim downstream?
in a river which flows at .7 m/s.
How about a round trip?

A woman swims 100 m upstream at 2 m/s in a river with a current of .7 m/s, and then 100 m downstream to return to her starting point. Compared to swimming 200 m in still water, does her journey

  1. Take longer?
  2. Take a shorter time?
  3. Take exactly the same time?


As a somewhat more sophisticated example: a woman who can swim at 2 m/s is swimming in a river which flows at .7 m/s.

At what angle should she swim to reach a point on the opposite bank immediately opposite the point from which she starts?