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© 2014 Pearson Education, Inc.
This work is protected by United States copyright laws and is provided solely for
the use of instructors in teaching their courses and assessing student learning.
Dissemination or sale of any part of this work (including on the World Wide Web)
will destroy the integrity of the work and is not permitted. The work and materials
from it should never be made available to students except by instructors using
the accompanying text in their classes. All recipients of this work are expected to
abide by these restrictions and to honor the intended pedagogical purposes and
the needs of other instructors who rely on these materials.
Lecture PowerPoints
Chapter 3
Physics: Principles with
Applications, 7th edition
Giancoli
Chapter 3
Kinematics in Two Dimensions;
Vectors
© 2014 Pearson Education, Inc.
Contents of Chapter 3
• Vectors and Scalars
• Addition of Vectors—Graphical Methods
• Subtraction of Vectors, and Multiplication of a Vector
by a Scalar
• Adding Vectors by Components
• Projectile Motion
• Solving Projectile Motion Problems
• Projectile Motion Is Parabolic
• Relative Velocity
© 2014 Pearson Education, Inc.
3-1 Vectors and Scalars
A vector has magnitude as well
as direction.
Some vector quantities:
displacement, velocity, force,
momentum
A scalar has only a magnitude.
Some scalar quantities: mass,
time, temperature
© 2014 Pearson Education, Inc.
3-2 Addition of Vectors—Graphical Methods
For vectors in one
dimension, simple
addition and subtraction
are all that is needed.
You do need to be
careful about the signs,
as the figure indicates.
© 2014 Pearson Education, Inc.
3-2 Addition of Vectors—Graphical Methods
If the motion is in two dimensions, the situation is
somewhat more complicated.
Here, the actual travel paths are at right angles to one
another; we can find the displacement by using the
Pythagorean Theorem.
© 2014 Pearson Education, Inc.
3-2 Addition of Vectors—Graphical Methods
Adding the vectors in the opposite order gives the same
result:
© 2014 Pearson Education, Inc.
3-2 Addition of Vectors—Graphical Methods
Even if the vectors are not at right angles, they can be
added graphically by using the “tail-to-tip” method.
© 2014 Pearson Education, Inc.
3-2 Addition of Vectors—Graphical Methods
The parallelogram method may also be used; here again
the vectors must be “tail-to-tip.”
© 2014 Pearson Education, Inc.
3-3 Subtraction of Vectors, and Multiplication
of a Vector by a Scalar
In order to subtract vectors, we define the negative of a
vector, which has the same magnitude but points in the
opposite direction.
Then we add the negative vector:
© 2014 Pearson Education, Inc.
3-3 Subtraction of Vectors, and Multiplication
of a Vector by a Scalar
A vector V can be multiplied by a scalar c; the result is a
vector cV that has the same direction but a magnitude
cV. If c is negative, the resultant vector points in the
opposite direction.
© 2014 Pearson Education, Inc.
3-4 Adding Vectors by Components
Any vector can be expressed as the sum of two other
vectors, which are called its components. Usually the
other vectors are chosen so they are perpendicular to
each other.
© 2014 Pearson Education, Inc.
3-4 Adding Vectors by Components
If the components are
perpendicular, they can
be found using
trigonometric functions.
© 2014 Pearson Education, Inc.
3-4 Adding Vectors by Components
The components are effectively one-dimensional, so they
can be added arithmetically:
© 2014 Pearson Education, Inc.
3-4 Adding Vectors by Components
Adding vectors:
1. Draw a diagram; add the vectors graphically.
2. Choose x and y axes.
3. Resolve each vector into x and y components.
4. Calculate each component using sines and cosines.
5. Add the components in each direction.
6. To find the length and direction of the vector, use:
© 2014 Pearson Education, Inc.
(3-4a) (3-4b)
3-5 Projectile Motion
A projectile is an object moving in two dimensions
under the influence of Earth’s gravity; its path is a
parabola.
© 2014 Pearson Education, Inc.
3-5 Projectile Motion
Projectile motion
can be understood
by analyzing the
horizontal and
vertical motions
separately.
© 2014 Pearson Education, Inc.
3-5 Projectile Motion
The speed in the x-direction is
constant; in the y-direction the object
moves with constant acceleration g.
This photograph shows two balls
that start to fall at the same time. The
one on the right has an initial speed
in the x-direction. It can be seen that
vertical positions of the two balls are
identical at identical times, while the
horizontal position of the yellow ball
increases linearly.
© 2014 Pearson Education, Inc.
3-5 Projectile Motion
If an object is launched at an initial angle of θ0 with the
horizontal, the analysis is similar except that the initial
velocity has a vertical component.
© 2014 Pearson Education, Inc.
3-6 Solving Projectile Motion Problems
Projectile motion is motion with constant acceleration in
two dimensions, where the acceleration is g and is down.
© 2014 Pearson Education, Inc.
3-6 Solving Projectile Motion Problems
1. Read the problem carefully, and choose the object(s)
you are going to analyze.
2. Draw a diagram.
3. Choose an origin and a coordinate system.
4. Decide on the time interval; this is the same in both
directions, and includes only the time the object is
moving with constant acceleration g.
5. Examine the x and y motions separately.
© 2014 Pearson Education, Inc.
3-6 Solving Projectile Motion Problems
6. List known and unknown quantities. Remember that
vx never changes, and that vy = 0 at the highest point.
7. Plan how you will proceed. Use the appropriate
equations; you may have to combine some of them.
© 2014 Pearson Education, Inc.
3-7 Projectile Motion Is Parabolic
In order to demonstrate that
projectile motion is
parabolic, we need to write
y as a function of x. When
we do, we find that it has
the form:
y = Ax – Bx2
This is indeed the equation
for a parabola.
© 2014 Pearson Education, Inc.
3-8 Relative Velocity
We already considered relative speed in one dimension;
it is similar in two dimensions except that we must add
and subtract velocities as vectors.
Each velocity is labeled first with the object, and second
with the reference frame in which it has this velocity. In
the following example, vWS is the velocity of the water in
the shore frame, vBS is the velocity of the boat in the
shore frame, and vBW is the velocity of the boat in the
water frame.
© 2014 Pearson Education, Inc.
3-8 Relative Velocity
In this case, the relationship between the three velocities
is:
© 2014 Pearson Education, Inc.
(3-7)
Summary of Chapter 3
• A quantity with magnitude and direction is a vector.
• A quantity with magnitude but no direction is a scalar.
• Vector addition can be done either graphically or
using components.
• The sum is called the resultant vector.
• Projectile motion is the motion of an object near the
Earth’s surface under the influence of gravity.
© 2014 Pearson Education, Inc.

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03_LectureOutline.pptx

  • 1. © 2014 Pearson Education, Inc. This work is protected by United States copyright laws and is provided solely for the use of instructors in teaching their courses and assessing student learning. Dissemination or sale of any part of this work (including on the World Wide Web) will destroy the integrity of the work and is not permitted. The work and materials from it should never be made available to students except by instructors using the accompanying text in their classes. All recipients of this work are expected to abide by these restrictions and to honor the intended pedagogical purposes and the needs of other instructors who rely on these materials. Lecture PowerPoints Chapter 3 Physics: Principles with Applications, 7th edition Giancoli
  • 2. Chapter 3 Kinematics in Two Dimensions; Vectors © 2014 Pearson Education, Inc.
  • 3. Contents of Chapter 3 • Vectors and Scalars • Addition of Vectors—Graphical Methods • Subtraction of Vectors, and Multiplication of a Vector by a Scalar • Adding Vectors by Components • Projectile Motion • Solving Projectile Motion Problems • Projectile Motion Is Parabolic • Relative Velocity © 2014 Pearson Education, Inc.
  • 4. 3-1 Vectors and Scalars A vector has magnitude as well as direction. Some vector quantities: displacement, velocity, force, momentum A scalar has only a magnitude. Some scalar quantities: mass, time, temperature © 2014 Pearson Education, Inc.
  • 5. 3-2 Addition of Vectors—Graphical Methods For vectors in one dimension, simple addition and subtraction are all that is needed. You do need to be careful about the signs, as the figure indicates. © 2014 Pearson Education, Inc.
  • 6. 3-2 Addition of Vectors—Graphical Methods If the motion is in two dimensions, the situation is somewhat more complicated. Here, the actual travel paths are at right angles to one another; we can find the displacement by using the Pythagorean Theorem. © 2014 Pearson Education, Inc.
  • 7. 3-2 Addition of Vectors—Graphical Methods Adding the vectors in the opposite order gives the same result: © 2014 Pearson Education, Inc.
  • 8. 3-2 Addition of Vectors—Graphical Methods Even if the vectors are not at right angles, they can be added graphically by using the “tail-to-tip” method. © 2014 Pearson Education, Inc.
  • 9. 3-2 Addition of Vectors—Graphical Methods The parallelogram method may also be used; here again the vectors must be “tail-to-tip.” © 2014 Pearson Education, Inc.
  • 10. 3-3 Subtraction of Vectors, and Multiplication of a Vector by a Scalar In order to subtract vectors, we define the negative of a vector, which has the same magnitude but points in the opposite direction. Then we add the negative vector: © 2014 Pearson Education, Inc.
  • 11. 3-3 Subtraction of Vectors, and Multiplication of a Vector by a Scalar A vector V can be multiplied by a scalar c; the result is a vector cV that has the same direction but a magnitude cV. If c is negative, the resultant vector points in the opposite direction. © 2014 Pearson Education, Inc.
  • 12. 3-4 Adding Vectors by Components Any vector can be expressed as the sum of two other vectors, which are called its components. Usually the other vectors are chosen so they are perpendicular to each other. © 2014 Pearson Education, Inc.
  • 13. 3-4 Adding Vectors by Components If the components are perpendicular, they can be found using trigonometric functions. © 2014 Pearson Education, Inc.
  • 14. 3-4 Adding Vectors by Components The components are effectively one-dimensional, so they can be added arithmetically: © 2014 Pearson Education, Inc.
  • 15. 3-4 Adding Vectors by Components Adding vectors: 1. Draw a diagram; add the vectors graphically. 2. Choose x and y axes. 3. Resolve each vector into x and y components. 4. Calculate each component using sines and cosines. 5. Add the components in each direction. 6. To find the length and direction of the vector, use: © 2014 Pearson Education, Inc. (3-4a) (3-4b)
  • 16. 3-5 Projectile Motion A projectile is an object moving in two dimensions under the influence of Earth’s gravity; its path is a parabola. © 2014 Pearson Education, Inc.
  • 17. 3-5 Projectile Motion Projectile motion can be understood by analyzing the horizontal and vertical motions separately. © 2014 Pearson Education, Inc.
  • 18. 3-5 Projectile Motion The speed in the x-direction is constant; in the y-direction the object moves with constant acceleration g. This photograph shows two balls that start to fall at the same time. The one on the right has an initial speed in the x-direction. It can be seen that vertical positions of the two balls are identical at identical times, while the horizontal position of the yellow ball increases linearly. © 2014 Pearson Education, Inc.
  • 19. 3-5 Projectile Motion If an object is launched at an initial angle of θ0 with the horizontal, the analysis is similar except that the initial velocity has a vertical component. © 2014 Pearson Education, Inc.
  • 20. 3-6 Solving Projectile Motion Problems Projectile motion is motion with constant acceleration in two dimensions, where the acceleration is g and is down. © 2014 Pearson Education, Inc.
  • 21. 3-6 Solving Projectile Motion Problems 1. Read the problem carefully, and choose the object(s) you are going to analyze. 2. Draw a diagram. 3. Choose an origin and a coordinate system. 4. Decide on the time interval; this is the same in both directions, and includes only the time the object is moving with constant acceleration g. 5. Examine the x and y motions separately. © 2014 Pearson Education, Inc.
  • 22. 3-6 Solving Projectile Motion Problems 6. List known and unknown quantities. Remember that vx never changes, and that vy = 0 at the highest point. 7. Plan how you will proceed. Use the appropriate equations; you may have to combine some of them. © 2014 Pearson Education, Inc.
  • 23. 3-7 Projectile Motion Is Parabolic In order to demonstrate that projectile motion is parabolic, we need to write y as a function of x. When we do, we find that it has the form: y = Ax – Bx2 This is indeed the equation for a parabola. © 2014 Pearson Education, Inc.
  • 24. 3-8 Relative Velocity We already considered relative speed in one dimension; it is similar in two dimensions except that we must add and subtract velocities as vectors. Each velocity is labeled first with the object, and second with the reference frame in which it has this velocity. In the following example, vWS is the velocity of the water in the shore frame, vBS is the velocity of the boat in the shore frame, and vBW is the velocity of the boat in the water frame. © 2014 Pearson Education, Inc.
  • 25. 3-8 Relative Velocity In this case, the relationship between the three velocities is: © 2014 Pearson Education, Inc. (3-7)
  • 26. Summary of Chapter 3 • A quantity with magnitude and direction is a vector. • A quantity with magnitude but no direction is a scalar. • Vector addition can be done either graphically or using components. • The sum is called the resultant vector. • Projectile motion is the motion of an object near the Earth’s surface under the influence of gravity. © 2014 Pearson Education, Inc.