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CLASS – XIth STANDARD -
SUBJECT NAME – PHYSICS
UNIT - 2
TOPIC NAME – KINEMATICS
INTRODUCTION - PHYSICS
β€’ Physics is basically an experimental science. Physics rests on two pillars–Experiments & Mathematics.
β€’ 2300 years ago the Greek librarian Eratosthenes measured the radius of the Earth.
β€’ The size of the atom was measured in the beginning of the 20th century.
β€’ The central aspect in physics is motion.
β€’ Microscopic level (within the atom) - Macroscopic and galactic level (planetary system and beyond).
β€’ In short the entire Universe is governed by various types of motion.
β€’ How do objects move? How fast or slow do they move?
β€’ Example, when ten athletes run in a race, Their performance cannot be qualitatively recorded by usage of
words like β€˜fastest’, β€˜faster’, β€˜average’, β€˜slower’ or β€˜slowest’. It has to be quantified.
β€’ Quantifying means assigning numbers to each athlete’s motion.
β€’ Comparing these numbers, one can analyse how fast or slow each athlete runs when compared to others.
β€’ In this unit, the basic mathematics needed for analyzing motion in terms of its direction and magnitude is
covered.
β€’ Kinematics is the branch of mechanics which deals with the motion of objects without taking force into
account.
β€’ The Greek word β€œkinema” means β€œmotion”.
CONCEPT OF REST & MOTION
β€’ A person sitting in a moving bus is at rest with respect to a fellow
passenger but is in motion with respect to a person outside the
bus.
β€’ The concepts of rest and motion have meaning only with respect
to some reference frame.
β€’ To understand rest or motion we need a convenient fixed
reference frame.
FRAME OF REFERENCE
β€’ Imagine a coordinate system and the position of an object is
described relative to it, then such a coordinate system is called
frame of reference.
β€’ At any given instant of time, the frame of reference with respect
to which the position of the object is described in terms of
position coordinates (x, y, z) (i.e., distances of the given position
of an object along the x, y, and z–axes.) is called β€œCartesian
coordinate system” as shown in fig.
β€’ It is to be noted that if the x, y and z axes are drawn in
anticlockwise direction then the coordinate system is called as
β€œright – handed Cartesian coordinate system”.
POINT MASSβ€’ To explain the motion of an object which has finite mass, the
concept of β€œpoint mass” is required and is very useful.
β€’ Let the mass of any object be assumed to be concentrated at a
point. Then this idealized mass is called β€œpoint mass”.
β€’ It has no internal structure like shape and size.
β€’ Mathematically a point mass has finite mass with zero dimension.
β€’ In reality a point mass does not exist, it often simplifies our
calculations.
β€’ It has meaning only with respect to a reference frame and with
respect to the kind of motion that we analyse.
EXAMPLE
β€’ To analyse the motion of Earth with respect to Sun, Earth can be treated as a point mass.
β€’ This is because the distance between the Sun and Earth is very large compared to the size of the Earth.
β€’ If we throw an irregular object like a small stone in the air, to analyse its motion it is simpler to consider the
stone as a point mass as it moves in space. The size of the stone is very much smaller than the distance
through which it travels.
TYPES OF MOTION
β€’ In our dayβ€’toβ€’day life the following kinds of motion.
LINEAR MOTION
β€’ An object is said to be in linear motion if it moves in a straight line.
EX - An athlete running on a straight track,
A particle falling vertically downwards to the Earth.
CIRCULAR MOTION
β€’ It is defined as a motion described by an object traversing a circular path.
EX - The whirling motion of a stone attached to a string
The motion of a satellite around the Earth
ROTATIONAL MOTION
β€’ If any object moves in a rotational motion about an axis, the motion is
called β€˜rotation’.
β€’ During rotation every point in the object transverses a circular path about
an axis, (except the points located on the axis).
EXAMPLE
β€’ Rotation of a disc about an axis through its centre.
β€’ Spinning of the Earth about its own axis.
VIBRATORY MOTION - OSCILLATORY MOTION
β€’ If an object or particle executes a to–and–fro motion about a fixed point,
it is said to be in vibratory motion.
EXAMPLE
β€’ Vibration of a string on a guitar
β€’ Movement of a swing
TYPES OF MOTION
MOTION IN ONE, TWO AND THREE DIMENSION
β€’ Let the position of a particle in space be expressed in terms of
rectangular coordinates X, Y & Z.
β€’ When these coordinates change with time, then the particle is
said to be in motion.
β€’ It is not necessary that all the three coordinates should
together change with time.
β€’ If one or two coordinates change with time, the particle is said
to be in motion.
MOTION IN ONE DIMENSION
β€’ One dimensional motion is the motion of a particle moving
along a straight line.
β€’ In this motion, only one of the three rectangular coordinates
specifying the position of the object changes with time.
β€’ If a car moves from position A to
position B along x–direction, as shown
in Fig., then a variation in x–coordinate
alone is noticed
β€’ Motion of a train along a straight railway track.
β€’ An object falling freely under gravity close to Earth.
MOTION IN TWO DIMENSIONS
β€’ If a particle is moving along a curved path in a plane, then it is said to
be in two dimensional motion.
β€’ In this motion, two of the three rectangular coordinates specifying
the position of object change with time.
EXAMPLE
β€’ Motion of a coin on a carrom board.
β€’ An insect crawling over the floor of a room.
β€’ A particle moving in usual three dimensional space has three dimensional motion.
β€’ In this motion, all the three coordinates specifying the position of an object change with respect to time.
EXAMPLE
β€’ A bird flying in the sky.
β€’ Random motion of a gas molecule.
β€’ Flying of a kite on a windy day.
MOTION IN THREE DIMENSIONS
ELEMENTARY CONCEPTS OF VECTOR ALGEBRA
SCALAR
β€’ It is a property which can be described only by magnitude.
EX - Distance, mass, temperature, speed and energy.
VECTOR
β€’ It is a quantity which is described by both magnitude and direction.
β€’ Geometrically a vector is a directed line segment which is shown in Fig.
EX - Force, velocity, displacement, position vector, acceleration, linear momentum
and angular momentum
MAGNITUDE OF A VECTOR
β€’ The length of a vector is called magnitude of the vector.
β€’ It is always a positive quantity.
β€’ Sometimes the magnitude of a vector is also called β€˜norm’ of the vector. For a
vector 𝑨, the magnitude or norm is denoted by 𝑨 𝐨r simply β€˜A’
β€’ In physics, some quantities possess only magnitude and some quantities possess both magnitude and direction.
β€’ To understand these physical quantities, it is very important to know the properties of vectors and scalars.
TYPES OF VECTORS
EQUAL VECTORS
β€’ Two vectors 𝑨 and 𝑩 are said to be equal when they have
equal magnitude and same direction and represent the
same physical quantity.
COLLINEAR VECTORS
β€’ Collinear vectors are those which act along the same line.
β€’ The angle between them can be 0Β° or 180Β°.
Parallel Vectors
β€’ If two vectors 𝑨 and 𝑩 act in the same direction along the
same line or on parallel lines, then the angle between
them is 0Β°.
ANTI–PARALLEL VECTORS
β€’ Two Vectors 𝑨 and 𝑩 are said to be anti–parallel when
they are in opposite directions along the same line or on
parallel lines. Then the angle between them is 180Β°.
UNIT VECTOR
β€’ A vector divided by its magnitude is a unit vector.
β€’ The unit vector for 𝑨 is denoted by ෑ𝑨 (read as A cap or A hat).
β€’ It has a magnitude equal to unity or one.
β€’ ෑ𝑨 =
𝑨
𝑨
, we can write 𝑨 = A ෑ𝑨
β€’ The unit vector specifies only the direction of the vector quantity.
ORTHOGONAL UNIT VECTORS
β€’ Let ΖΈπ’Š, Ƹ𝒋, & ΰ·‘π’Œ be three unit vectors which specify the directions
along positive x–axis, positive y–axis and positive z–axis
respectively.
β€’ These three unit vectors are directed perpendicular to each other,
the angle between any two of them is 90Β°.
β€’ ΖΈπ’Š, Ƹ𝒋, & ΰ·‘π’Œ are examples of orthogonal vectors.
β€’ Two vectors which are perpendicular to each other are called
orthogonal vectors as is shown in the Fig
TYPES OF VECTORS
ADDITION OF VECTORSβ€’ Vectors have both magnitude and direction they cannot be added by the
method of ordinary algebra.
β€’ Vectors can be added geometrically or analytically using certain rules called
β€œVector algebra”.
β€’ Triangular law of addition method
β€’ Parallelogram law of vectors
TRIANGULAR LAW OF ADDITION METHOD
β€’ Represent the vectors 𝑨 and 𝑩 by the two adjacent sides of a triangle
taken in the same order.
β€’ Then the resultant is given by the third side of the triangle taken in the
reverse order as shown in Fig.
β€’ To explain further, the head of the first vector 𝑨 is connected to the tail of
the second vector 𝑩.
β€’ Let ΞΈ be the angle Between 𝑨 and 𝑩. R is the resultant vector connecting
the tail of the first vector 𝑨 to the head of the second vector 𝑩.
β€’ Magnitude of 𝑹 (resultant) is given geometrically by the length of 𝑹 (OQ)
and the direction of the resultant vector is the angle between 𝑹 and 𝑨.
β€’ 𝑹 = 𝑨 + 𝑩, 𝑢𝑸 = 𝑢𝑷 + 𝑷𝑸
MAGNITUDE OF RESULTANT VECTOR
β€’ The magnitude and angle of the resultant vector are
determined as follows.
β€’ From Fig, consider the triangle ABN, which is obtained by
extending the side OA to ON.
β€’ ABN is a right angled triangle.
β€’ Cos Ο΄ =
𝐴𝑁
𝐡
, AN = B cos Ο΄ Sin Ο΄ =
𝐡𝑁
𝐡
, BN = B Sin Ο΄
β€’ For Ξ”OBN, OB2 = ON2 + BN2
β€’ R2 = (A + B Cos Ο΄)2 + (B Sin Ο΄)2
β€’ R2 = A2 + B2 Cos2 Ο΄ + 2AB Cos Ο΄ + B2 Sin2 Ο΄
β€’ R2 = A2 + B2 ( Cos2 Ο΄ + Sin2 Ο΄ ) + 2AB Cos Ο΄
β€’ R = A2 + B2 + 2AB Cos Ο΄
( Cos2 Ο΄ + Sin2 Ο΄ ) = 1
DIRECTION OF RESULTANT VECTORS
β€’ If is the angle between 𝑨 and 𝑩 , then 𝑨 + 𝑩 = A2 + B2 + 2AB Cos Ο΄
β€’ If 𝑹 makes an angle Ξ± with 𝑨 , then in Ξ”OBN
β€’ tan Ξ± =
𝑩𝑡
𝑢𝑡
=
𝑩𝑡
𝑢𝑨+𝑨𝑡
=
𝑩 π‘Ίπ’Šπ’Ο΄
𝑨 +𝑩 π‘ͺ𝒐𝒔 Ο΄
, Ξ± = tan-1
𝑩 π‘Ίπ’Šπ’Ο΄
𝑨 +𝑩 π‘ͺ𝒐𝒔 Ο΄
SUBTRACTION OF VECTORS
β€’ Vectors have both magnitude and direction two vectors cannot be
subtracted from each other by the method of ordinary algebra.
β€’ This subtraction can be done either geometrically or analytically.
β€’ For two non-zero vectors 𝑨 and 𝑩 which are inclined to each other
at an angle ΞΈ, the difference 𝑨 βˆ’ 𝑩 is obtained as follows.
β€’ First obtain βˆ’π‘© as in Fig. The angle between 𝑨 and 𝑩 is 180 – ΞΈ.
β€’ 𝑨 βˆ’ 𝑩 = 𝑨 + (βˆ’ 𝑩 )
β€’ 𝑨 βˆ’ 𝑩 = A2 + B2 + 2AB Cos (180 βˆ’ Ο΄)
β€’ Cos (180 βˆ’ Ο΄) = - Cos ΞΈ
β€’ 𝑨 βˆ’ 𝑩 = A2 + B2 βˆ’ 2AB Cos Ο΄
β€’ tan Ξ±2 =
𝑩 π‘Ίπ’Šπ’ (πŸπŸ–πŸŽ βˆ’ΞΈ)
𝑨 +𝑩 π‘ͺ𝒐𝒔(πŸπŸ–πŸŽ βˆ’ΞΈ)
β€’ π‘Ίπ’Šπ’ (πŸπŸ–πŸŽ βˆ’ ΞΈ) = Sin ΞΈ
β€’ tan Ξ±2 =
𝑩 π‘Ίπ’Šπ’ ΞΈ
𝑨 βˆ’π‘© π‘ͺ𝒐𝒔 ΞΈ
COMPONENTS OF A VECTOR
β€’ Consider a 3–dimensional coordinate system.
β€’ With respect to this a vector can be written in component form as
𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛
ΰ·‘π’Œ
β€’ 𝑨 𝒙 = X - Component
β€’ 𝑨 π’š = Y - Component
β€’ 𝑨 𝒛 = Z – Component
In a 2–dimensional Cartesian coordinate
system the vector 𝑨 is given by
𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋
β€’ In the Cartesian coordinate system any vector 𝑨 can be resolved into three components along X, Y & Z directions.
If 𝑨 makes an angle ΞΈ with X axis, and 𝑨 𝒙 and 𝑨 π’š are the components of 𝑨 along X–axis and Y–axis respectively,
then as shown in Fig, 𝑨 𝒙 = A Cos ΞΈ , 𝑨 π’š = A Sin ΞΈ
β€˜A’ is the magnitude (length) of the vector 𝑨,
A = 𝑨 𝒙
2 +𝑨 π’š
2
VECTOR ADDITION & SUBTRACTION USING COMPONENTS
β€’ Already, we learnt about addition and subtraction of two
vectors using geometric methods.
β€’ Now, we choose a coordinate system, the addition and
subtraction of vectors becomes much easier to perform.
β€’ The two vectors 𝑨 & 𝑩 in a Cartesian coordinate system.
β€’ 𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛
ΰ·‘π’Œ
β€’ 𝑩 = 𝑩 𝒙 ΖΈπ’Š + 𝑩 π’š Ƹ𝒋 + 𝑩 𝒛
ΰ·‘π’Œ
β€’ The addition of two vectors is equivalent to adding their
corresponding X, Y and Z components.
β€’ 𝑨 + 𝑩 = (𝑨 𝒙+𝑩 𝒙) ΖΈπ’Š + (𝑨 π’š+𝑩 π’š) Ƹ𝒋 + (𝑨 𝒛+𝑩 𝒛)ΰ·‘π’Œ
β€’ The subtraction of two vectorsis equivalent to adding
their corresponding X, Y and Z components.
β€’ 𝑨 - 𝑩 = (𝑨 π’™βˆ’ 𝑩 𝒙) ΖΈπ’Š + (𝑨 π’š βˆ’ 𝑩 π’š) Ƹ𝒋 + (𝑨 𝒛 βˆ’ 𝑩 𝒛)ΰ·‘π’Œ
MULTIPLICATION OF VECTOR BY A SCALAR
β€’ A vector 𝑨 multiplied by a scalar Ξ» results in another vector, Ξ».𝑨 .
β€’ If Ξ» is a positive number then (Ξ». 𝑨) is also in the direction of 𝑨.
β€’ If Ξ» is a negative number, (Ξ». 𝑨) is in the opposite direction to the vector 𝑨.
SCALAR PRODUCT OF TWO VECTORS
β€’ The scalar product (or dot product) of two vectors is defined as the product of the magnitudes of both the vectors
and the cosine of the angle between them
β€’ Two vectors 𝑨 & 𝑩 having an angle ΞΈ between them, then their scalar product is defined as 𝑨 . 𝑩 = AB Cos ΞΈ
β€’ A & B and are magnitudes of 𝑨 & 𝑩.
PROPERTIES
β€’ Dot product of two vectors is commutative i.e. 𝑨 . 𝑩 = 𝑩 . 𝑨 = AB cos ΞΈ.
β€’ If 𝑨 . 𝑩 = 0 then it can be clearly seen that either b or a is zero or Cos ΞΈ = 0Β° to ΞΈ = 90Β°. It suggests that either of
the vectors is zero or they are perpendicular to each other.
β€’ The dot product of a vector to itself is the magnitude squared of the vector i.e. 𝑨 . 𝑨 = A.A cos 0 = A2
β€’ The dot product follows the distributive law also i.e. 𝑨 .(𝑩 + π‘ͺ) = 𝑨 . 𝑩 + 𝑨 . π‘ͺ
β€’ The scalar product of two vectors will be maximum when cos ΞΈ = 1, i.e. ΞΈ =0Β°, i.e., when the vectors are parallel.
(𝑨 . 𝑩) π’Žπ’‚π’™ = A.B
β€’ The scalar product of two vectors will be minimum, when cos ΞΈ = –1, i.e. ΞΈ = 180Β°, (𝑨 . 𝑩) π’Žπ’Šπ’ = - A.B
β€’ In the case of a unit vector ෝ𝒏 , ෝ𝒏. ෝ𝒏 = 1 Γ— 1 Γ— cos 0 = 1. For example ΖΈπ’Š. ΖΈπ’Š = Ƹ𝒋. Ƹ𝒋 = ΰ·‘π’Œ. ΰ·‘π’Œ = 1
β€’ In the case of orthogonal unit vector ΖΈπ’Š , Ƹ𝒋 & ΰ·‘π’Œ : ΖΈπ’Š. Ƹ𝒋 = Ƹ𝒋. ΰ·‘π’Œ = ΰ·‘π’Œ. ΖΈπ’Š = 1 Γ— 1 Γ— cos 90Β° = 0
THE VECTOR PRODUCT OF TWO VECTORS
β€’ The vector product or cross
product of two vectors is defined as
another vector having a magnitude
equal to the product of the
magnitudes of two vectors and the
sine of the angle between them.
β€’ The direction of the product vector
is perpendicular to the plane
containing the two vectors, in
accordance with the right hand
screw rule or right hand thumb
rule.
β€’ If 𝑨 & 𝑩 are two vectors, then
their vector product is written as 𝑨
Γ— 𝑩 which is a vector π‘ͺ defined by
β€’ π‘ͺ = 𝑨 Γ— 𝑩 = (AB sin ΞΈ) ෝ𝒏
PROPERTIES OF VECTOR (CROSS) PRODUCT
β€’ The vector product of any two vectors is always another vector whose direction is perpendicular to
the plane containing these two vectors, i.e., orthogonal to both the vectors 𝑨 & 𝑩, even though the
vectors 𝑨 & 𝑩 may or may not be mutually orthogonal.
β€’ The vector product of two vectors is not commutative, 𝑨 . 𝑩 β‰  𝑩 . 𝑨
β€’ The vector product of two vectors will have maximum magnitude when sin ΞΈ = 1, i.e., ΞΈ = 90Β°, when
the vectors 𝑨 & 𝑩 are orthogonal to each other. (𝑨 . 𝑩) π’Žπ’‚π’™ = A.B ෝ𝒏
β€’ The vector product of two non–zero vectors will be minimum when,
β€’ (𝑨 . 𝑩) π’Žπ’Šπ’ = 0., π’”π’Šπ’ ΞΈ = 0. i.e., ΞΈ = 0Β° or ΞΈ = 180Β°
β€’ The self–cross product, i.e., product of a vector with itself is the null vector, 𝑨 . 𝑨 = A.A sin 0Β° ෝ𝒏 = 𝟎
β€’ The self–vector products of unit vectors are thus zero. ΖΈπ’Š. ΖΈπ’Š = Ƹ𝒋. Ƹ𝒋 = ΰ·‘π’Œ. ΰ·‘π’Œ = 𝟎
β€’ In the case of orthogonal unit vectors, ΖΈπ’Š , Ƹ𝒋 & ΰ·‘π’Œ in accordance with the right hand screw rule:
β€’ ΖΈπ’Š. Ƹ𝒋 = ΰ·‘π’Œ , Ƹ𝒋. ΰ·‘π’Œ = ΖΈπ’Š , ΰ·‘π’Œ . ΖΈπ’Š = Ƹ𝒋
β€’ Also, since the cross product is not commutative, Ƹ𝒋. ΖΈπ’Š = - ΰ·‘π’Œ , ΰ·‘π’Œ . Ƹ𝒋 = - ΖΈπ’Š , ΖΈπ’Š. ΰ·‘π’Œ = - Ƹ𝒋
β€’ In terms of components, the vector product of two vectors
𝑨 & 𝑩 is
β€’ 𝑨 Γ— 𝑩 =
ΖΈπ’Š Ƹ𝒋 ΰ·‘π’Œ
𝑨 𝒙 𝑨 π’š 𝑨 𝒛
𝑩 𝒙 𝑩 π’š 𝑩 𝒛
β€’ = ΖΈπ’Š (𝑨 π’š 𝑩 𝒛 - 𝑨 𝒛 𝑩 π’š) + Ƹ𝒋(𝑨 𝒛 𝑩 𝒙 - 𝑨 𝒙 𝑩 𝒛) + ΰ·‘π’Œ (𝑨 𝒙 𝑩 π’š - 𝑨 π’š 𝑩 𝒙)
β€’ If two vectors 𝑨 & 𝑩 form adjacent sides in a
parallelogram, then the magnitude of 𝑨 & 𝑩 will give the
area of the parallelogram as represented graphically in fig.
β€’ We can divide a parallelogram into two equal triangles as
shown in the Fig. the area of a triangle with 𝑨 & 𝑩 as sides
is
1
2
𝑨 Γ— 𝑩
PROPERTIES OF VECTOR (CROSS) PRODUCT
PROPERTIES OF THE
COMPONENTS OF VECTORS
β€’ If two vectors 𝑨 & 𝑩 are equal, then their
individual components are also equal. 𝑨 = 𝑩
β€’ The two vectors 𝑨 & 𝑩 in a Cartesian coordinate
system.
β€’ 𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛
ΰ·‘π’Œ
β€’ 𝑩 = 𝑩 𝒙 ΖΈπ’Š + 𝑩 π’š Ƹ𝒋 + 𝑩 𝒛
ΰ·‘π’Œ
β€’ 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛
ΰ·‘π’Œ = 𝑩 𝒙 ΖΈπ’Š + 𝑩 π’š Ƹ𝒋 + 𝑩 𝒛
ΰ·‘π’Œ
β€’ 𝑨 𝒙 = 𝑩 𝒙, 𝑨 π’š = 𝑩 π’š, 𝑨 𝒛 = 𝑩 𝒛
POSITION VECTOR
β€’ It is a vector which denotes the position of a particle at any
instant of time, with respect to some reference frame or
coordinate system.
β€’ The position vector Τ¦π‘Ÿ of the particle at a point P is given by,
𝒓 = 𝒙 ΖΈπ’Š + π’š Ƹ𝒋 + 𝒛 ΰ·‘π’Œ
β€’ Where X, Y and Z are components of 𝒓, Fig. shows the
position vector 𝒓
β€’ The position vector for the point P is 𝒓 𝒑 = 3 ΖΈπ’Š
β€’ The position vector for the point Q is 𝒓 𝑸 = 5 ΖΈπ’Š + 4 Ƹ𝒋
β€’ The position vector for the point R is 𝒓 𝑹 = -2 ΖΈπ’Š
β€’ The position vector for the point S is 𝒓 𝑺 = 3 ΖΈπ’Š - 6 Ƹ𝒋
TYPES OF VECTORS
EQUAL VECTORS
β€’ Two vectors 𝑨 and 𝑩 are said to be equal when they have
equal magnitude and same direction and represent the
same physical quantity.
COLLINEAR VECTORS
β€’ Collinear vectors are those which act along the same line.
β€’ The angle between them can be 0Β° or 180Β°.
Parallel Vectors
β€’ If two vectors 𝑨 and 𝑩 act in the same direction along the
same line or on parallel lines, then the angle between
them is 0Β°.
ANTI–PARALLEL VECTORS
β€’ Two Vectors 𝑨 and 𝑩 are said to be anti–parallel when
they are in opposite directions along the same line or on
parallel lines. Then the angle between them is 180Β°.
UNIT VECTOR
β€’ A vector divided by its magnitude is a unit vector.
β€’ The unit vector for 𝑨 is denoted by ෑ𝑨 (read as A cap or A hat).
β€’ It has a magnitude equal to unity or one.
β€’ ෑ𝑨 =
𝑨
𝑨
, we can write 𝑨 = A ෑ𝑨
β€’ The unit vector specifies only the direction of the vector quantity.
ORTHOGONAL UNIT VECTORS
β€’ Let ΖΈπ’Š, Ƹ𝒋, & ΰ·‘π’Œ be three unit vectors which specify the directions
along positive x–axis, positive y–axis and positive z–axis
respectively.
β€’ These three unit vectors are directed perpendicular to each other,
the angle between any two of them is 90Β°.
β€’ ΖΈπ’Š, Ƹ𝒋, & ΰ·‘π’Œ are examples of orthogonal vectors.
β€’ Two vectors which are perpendicular to each other are called
orthogonal vectors as is shown in the Fig
TYPES OF VECTORS
ADDITION OF VECTORSβ€’ Vectors have both magnitude and direction they cannot be added by the
method of ordinary algebra.
β€’ Vectors can be added geometrically or analytically using certain rules called
β€œVector algebra”.
β€’ Triangular law of addition method
β€’ Parallelogram law of vectors
TRIANGULAR LAW OF ADDITION METHOD
β€’ Represent the vectors 𝑨 and 𝑩 by the two adjacent sides of a triangle
taken in the same order.
β€’ Then the resultant is given by the third side of the triangle taken in the
reverse order as shown in Fig.
β€’ To explain further, the head of the first vector 𝑨 is connected to the tail of
the second vector 𝑩.
β€’ Let ΞΈ be the angle Between 𝑨 and 𝑩. R is the resultant vector connecting
the tail of the first vector 𝑨 to the head of the second vector 𝑩.
β€’ Magnitude of 𝑹 (resultant) is given geometrically by the length of 𝑹 (OQ)
and the direction of the resultant vector is the angle between 𝑹 and 𝑨.
β€’ 𝑹 = 𝑨 + 𝑩, 𝑢𝑸 = 𝑢𝑷 + 𝑷𝑸
MAGNITUDE OF RESULTANT VECTOR
β€’ The magnitude and angle of the resultant vector are
determined as follows.
β€’ From Fig, consider the triangle ABN, which is obtained by
extending the side OA to ON.
β€’ ABN is a right angled triangle.
β€’ Cos Ο΄ =
𝐴𝑁
𝐡
, AN = B cos Ο΄ Sin Ο΄ =
𝐡𝑁
𝐡
, BN = B Sin Ο΄
β€’ For Ξ”OBN, OB2 = ON2 + BN2
β€’ R2 = (A + B Cos Ο΄)2 + (B Sin Ο΄)2
β€’ R2 = A2 + B2 Cos2 Ο΄ + 2AB Cos Ο΄ + B2 Sin2 Ο΄
β€’ R2 = A2 + B2 ( Cos2 Ο΄ + Sin2 Ο΄ ) + 2AB Cos Ο΄
β€’ R = A2 + B2 + 2AB Cos Ο΄
( Cos2 Ο΄ + Sin2 Ο΄ ) = 1
DIRECTION OF RESULTANT VECTORS
β€’ If is the angle between 𝑨 and 𝑩 , then 𝑨 + 𝑩 = A2 + B2 + 2AB Cos Ο΄
β€’ If 𝑹 makes an angle Ξ± with 𝑨 , then in Ξ”OBN
β€’ tan Ξ± =
𝑩𝑡
𝑢𝑡
=
𝑩𝑡
𝑢𝑨+𝑨𝑡
=
𝑩 π‘Ίπ’Šπ’Ο΄
𝑨 +𝑩 π‘ͺ𝒐𝒔 Ο΄
, Ξ± = tan-1
𝑩 π‘Ίπ’Šπ’Ο΄
𝑨 +𝑩 π‘ͺ𝒐𝒔 Ο΄
SUBTRACTION OF VECTORS
β€’ Vectors have both magnitude and direction two vectors cannot be
subtracted from each other by the method of ordinary algebra.
β€’ This subtraction can be done either geometrically or analytically.
β€’ For two non-zero vectors 𝑨 and 𝑩 which are inclined to each other
at an angle ΞΈ, the difference 𝑨 βˆ’ 𝑩 is obtained as follows.
β€’ First obtain βˆ’π‘© as in Fig. The angle between 𝑨 and 𝑩 is 180 – ΞΈ.
β€’ 𝑨 βˆ’ 𝑩 = 𝑨 + (βˆ’ 𝑩 )
β€’ 𝑨 βˆ’ 𝑩 = A2 + B2 + 2AB Cos (180 βˆ’ Ο΄)
β€’ Cos (180 βˆ’ Ο΄) = - Cos ΞΈ
β€’ 𝑨 βˆ’ 𝑩 = A2 + B2 βˆ’ 2AB Cos Ο΄
β€’ tan Ξ±2 =
𝑩 π‘Ίπ’Šπ’ (πŸπŸ–πŸŽ βˆ’ΞΈ)
𝑨 +𝑩 π‘ͺ𝒐𝒔(πŸπŸ–πŸŽ βˆ’ΞΈ)
β€’ π‘Ίπ’Šπ’ (πŸπŸ–πŸŽ βˆ’ ΞΈ) = Sin ΞΈ
β€’ tan Ξ±2 =
𝑩 π‘Ίπ’Šπ’ ΞΈ
𝑨 βˆ’π‘© π‘ͺ𝒐𝒔 ΞΈ
COMPONENTS OF A VECTOR
β€’ Consider a 3–dimensional coordinate system.
β€’ With respect to this a vector can be written in component form as
𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛
ΰ·‘π’Œ
β€’ 𝑨 𝒙 = X - Component
β€’ 𝑨 π’š = Y - Component
β€’ 𝑨 𝒛 = Z – Component
In a 2–dimensional Cartesian coordinate
system the vector 𝑨 is given by
𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋
β€’ In the Cartesian coordinate system any vector 𝑨 can be resolved into three components along X, Y & Z directions.
If 𝑨 makes an angle ΞΈ with X axis, and 𝑨 𝒙 and 𝑨 π’š are the components of 𝑨 along X–axis and Y–axis respectively,
then as shown in Fig, 𝑨 𝒙 = A Cos ΞΈ , 𝑨 π’š = A Sin ΞΈ
β€˜A’ is the magnitude (length) of the vector 𝑨,
A = 𝑨 𝒙
2 +𝑨 π’š
2
VECTOR ADDITION & SUBTRACTION USING COMPONENTS
β€’ Already, we learnt about addition and subtraction of two
vectors using geometric methods.
β€’ Now, we choose a coordinate system, the addition and
subtraction of vectors becomes much easier to perform.
β€’ The two vectors 𝑨 & 𝑩 in a Cartesian coordinate system.
β€’ 𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛
ΰ·‘π’Œ
β€’ 𝑩 = 𝑩 𝒙 ΖΈπ’Š + 𝑩 π’š Ƹ𝒋 + 𝑩 𝒛
ΰ·‘π’Œ
β€’ The addition of two vectors is equivalent to adding their
corresponding X, Y and Z components.
β€’ 𝑨 + 𝑩 = (𝑨 𝒙+𝑩 𝒙) ΖΈπ’Š + (𝑨 π’š+𝑩 π’š) Ƹ𝒋 + (𝑨 𝒛+𝑩 𝒛)ΰ·‘π’Œ
β€’ The subtraction of two vectorsis equivalent to adding
their corresponding X, Y and Z components.
β€’ 𝑨 - 𝑩 = (𝑨 π’™βˆ’ 𝑩 𝒙) ΖΈπ’Š + (𝑨 π’š βˆ’ 𝑩 π’š) Ƹ𝒋 + (𝑨 𝒛 βˆ’ 𝑩 𝒛)ΰ·‘π’Œ
MULTIPLICATION OF VECTOR BY A SCALAR
β€’ A vector 𝑨 multiplied by a scalar Ξ» results in another vector, Ξ».𝑨 .
β€’ If Ξ» is a positive number then (Ξ». 𝑨) is also in the direction of 𝑨.
β€’ If Ξ» is a negative number, (Ξ». 𝑨) is in the opposite direction to the vector 𝑨.
SCALAR PRODUCT OF TWO VECTORS
β€’ The scalar product (or dot product) of two vectors is defined as the product of the magnitudes of both the vectors
and the cosine of the angle between them
β€’ Two vectors 𝑨 & 𝑩 having an angle ΞΈ between them, then their scalar product is defined as 𝑨 . 𝑩 = AB Cos ΞΈ
β€’ A & B and are magnitudes of 𝑨 & 𝑩.
PROPERTIES
β€’ Dot product of two vectors is commutative i.e. 𝑨 . 𝑩 = 𝑩 . 𝑨 = AB cos ΞΈ.
β€’ If 𝑨 . 𝑩 = 0 then it can be clearly seen that either b or a is zero or Cos ΞΈ = 0Β° to ΞΈ = 90Β°. It suggests that either of
the vectors is zero or they are perpendicular to each other.
β€’ The dot product of a vector to itself is the magnitude squared of the vector i.e. 𝑨 . 𝑨 = A.A cos 0 = A2
β€’ The dot product follows the distributive law also i.e. 𝑨 .(𝑩 + π‘ͺ) = 𝑨 . 𝑩 + 𝑨 . π‘ͺ
β€’ The scalar product of two vectors will be maximum when cos ΞΈ = 1, i.e. ΞΈ =0Β°, i.e., when the vectors are parallel.
(𝑨 . 𝑩) π’Žπ’‚π’™ = A.B
β€’ The scalar product of two vectors will be minimum, when cos ΞΈ = –1, i.e. ΞΈ = 180Β°, (𝑨 . 𝑩) π’Žπ’Šπ’ = - A.B
β€’ In the case of a unit vector ෝ𝒏 , ෝ𝒏. ෝ𝒏 = 1 Γ— 1 Γ— cos 0 = 1. For example ΖΈπ’Š. ΖΈπ’Š = Ƹ𝒋. Ƹ𝒋 = ΰ·‘π’Œ. ΰ·‘π’Œ = 1
β€’ In the case of orthogonal unit vector ΖΈπ’Š , Ƹ𝒋 & ΰ·‘π’Œ : ΖΈπ’Š. Ƹ𝒋 = Ƹ𝒋. ΰ·‘π’Œ = ΰ·‘π’Œ. ΖΈπ’Š = 1 Γ— 1 Γ— cos 90Β° = 0
THE VECTOR PRODUCT OF TWO VECTORS
β€’ The vector product or cross
product of two vectors is defined as
another vector having a magnitude
equal to the product of the
magnitudes of two vectors and the
sine of the angle between them.
β€’ The direction of the product vector
is perpendicular to the plane
containing the two vectors, in
accordance with the right hand
screw rule or right hand thumb
rule.
β€’ If 𝑨 & 𝑩 are two vectors, then
their vector product is written as 𝑨
Γ— 𝑩 which is a vector π‘ͺ defined by
β€’ π‘ͺ = 𝑨 Γ— 𝑩 = (AB sin ΞΈ) ෝ𝒏
PROPERTIES OF VECTOR (CROSS) PRODUCT
β€’ The vector product of any two vectors is always another vector whose direction is perpendicular to
the plane containing these two vectors, i.e., orthogonal to both the vectors 𝑨 & 𝑩, even though the
vectors 𝑨 & 𝑩 may or may not be mutually orthogonal.
β€’ The vector product of two vectors is not commutative, 𝑨 . 𝑩 β‰  𝑩 . 𝑨
β€’ The vector product of two vectors will have maximum magnitude when sin ΞΈ = 1, i.e., ΞΈ = 90Β°, when
the vectors 𝑨 & 𝑩 are orthogonal to each other. (𝑨 . 𝑩) π’Žπ’‚π’™ = A.B ෝ𝒏
β€’ The vector product of two non–zero vectors will be minimum when,
β€’ (𝑨 . 𝑩) π’Žπ’Šπ’ = 0., π’”π’Šπ’ ΞΈ = 0. i.e., ΞΈ = 0Β° or ΞΈ = 180Β°
β€’ The self–cross product, i.e., product of a vector with itself is the null vector, 𝑨 . 𝑨 = A.A sin 0Β° ෝ𝒏 = 𝟎
β€’ The self–vector products of unit vectors are thus zero. ΖΈπ’Š. ΖΈπ’Š = Ƹ𝒋. Ƹ𝒋 = ΰ·‘π’Œ. ΰ·‘π’Œ = 𝟎
β€’ In the case of orthogonal unit vectors, ΖΈπ’Š , Ƹ𝒋 & ΰ·‘π’Œ in accordance with the right hand screw rule:
β€’ ΖΈπ’Š. Ƹ𝒋 = ΰ·‘π’Œ , Ƹ𝒋. ΰ·‘π’Œ = ΖΈπ’Š , ΰ·‘π’Œ . ΖΈπ’Š = Ƹ𝒋
β€’ Also, since the cross product is not commutative, Ƹ𝒋. ΖΈπ’Š = - ΰ·‘π’Œ , ΰ·‘π’Œ . Ƹ𝒋 = - ΖΈπ’Š , ΖΈπ’Š. ΰ·‘π’Œ = - Ƹ𝒋
β€’ In terms of components, the vector product of two vectors
𝑨 & 𝑩 is
β€’ 𝑨 Γ— 𝑩 =
ΖΈπ’Š Ƹ𝒋 ΰ·‘π’Œ
𝑨 𝒙 𝑨 π’š 𝑨 𝒛
𝑩 𝒙 𝑩 π’š 𝑩 𝒛
β€’ = ΖΈπ’Š (𝑨 π’š 𝑩 𝒛 - 𝑨 𝒛 𝑩 π’š) + Ƹ𝒋(𝑨 𝒛 𝑩 𝒙 - 𝑨 𝒙 𝑩 𝒛) + ΰ·‘π’Œ (𝑨 𝒙 𝑩 π’š - 𝑨 π’š 𝑩 𝒙)
β€’ If two vectors 𝑨 & 𝑩 form adjacent sides in a
parallelogram, then the magnitude of 𝑨 & 𝑩 will give the
area of the parallelogram as represented graphically in fig.
β€’ We can divide a parallelogram into two equal triangles as
shown in the Fig. the area of a triangle with 𝑨 & 𝑩 as sides
is
1
2
𝑨 Γ— 𝑩
PROPERTIES OF VECTOR (CROSS) PRODUCT
PROPERTIES OF THE
COMPONENTS OF VECTORS
β€’ If two vectors 𝑨 & 𝑩 are equal, then their
individual components are also equal. 𝑨 = 𝑩
β€’ The two vectors 𝑨 & 𝑩 in a Cartesian coordinate
system.
β€’ 𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛
ΰ·‘π’Œ
β€’ 𝑩 = 𝑩 𝒙 ΖΈπ’Š + 𝑩 π’š Ƹ𝒋 + 𝑩 𝒛
ΰ·‘π’Œ
β€’ 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛
ΰ·‘π’Œ = 𝑩 𝒙 ΖΈπ’Š + 𝑩 π’š Ƹ𝒋 + 𝑩 𝒛
ΰ·‘π’Œ
β€’ 𝑨 𝒙 = 𝑩 𝒙, 𝑨 π’š = 𝑩 π’š, 𝑨 𝒛 = 𝑩 𝒛
POSITION VECTOR
β€’ It is a vector which denotes the position of a particle at any
instant of time, with respect to some reference frame or
coordinate system.
β€’ The position vector Τ¦π‘Ÿ of the particle at a point P is given by,
𝒓 = 𝒙 ΖΈπ’Š + π’š Ƹ𝒋 + 𝒛 ΰ·‘π’Œ
β€’ Where X, Y and Z are components of 𝒓, Fig. shows the
position vector 𝒓
β€’ The position vector for the point P is 𝒓 𝒑 = 3 ΖΈπ’Š
β€’ The position vector for the point Q is 𝒓 𝑸 = 5 ΖΈπ’Š + 4 Ƹ𝒋
β€’ The position vector for the point R is 𝒓 𝑹 = -2 ΖΈπ’Š
β€’ The position vector for the point S is 𝒓 𝑺 = 3 ΖΈπ’Š - 6 Ƹ𝒋
DISTANCE & DISPLACEMENT
DISTANCE
β€’ It is the actual path length travelled by an object in the
given interval of time during the motion.
β€’ It is a positive scalar quantity.
DISPLACEMENT
β€’ It is the difference between the final and initial positions
of the object in a given interval of time.
β€’ It is a vector quantity.
β€’ Its direction is from the initial to final position of the
object, during the given interval of time.
DIFFERENTIAL CALCULUS
β€’ Any physical quantity is represented by a β€œfunction” in mathematics.
EXAMPLE
β€’ TASK – To fine the temperature T.
β€’ We know that the temperature of the surroundings is changing
throughout the day.
β€’ It increases till noon and decreases in the evening.
β€’ At anytime β€œt” the temperature T has a unique value.
β€’ Mathematically this variation can be represented by the notation
β€˜T (t)’ and it should be called β€œtemperature as a function of time”.
β€’ It implies that if the value of β€˜t’ is given, then the function β€œT (t)” will
give the value of the temperature at that time β€˜t’.
β€’ FUNCTION : Y = X2
β€’ Y - Dependent variable, X - Independent variable
β€’ It means as X changes, Y also changes.
β€’ Once a physical quantity is represented by a function, one can study
the variation of the function over time or over the independent
variable on which the quantity depends.
A particle moves along the Y direction.
The function Y(t) gives the particles
position at any time t β‰₯ 0:
β€’ Function Y(t) = 4t2 + 3t – 2
β€’ If t = 1, Y(1) = 4(1)2 + 3(1) – 2
β€’ Y(1) = 5
After 1 seconds, the particle will travel
in 5m in Y axis.
β€’ Function Y(t) = 4t2 + 3t – 2
β€’ If t = 2, Y(2) = 4(2)2 + 3(2) – 2
β€’ Y(2) = 18
After 2 seconds, the particle will travel
in 18 m in Y axis.
β€’ With the help of this function, we
can predict the desired position of
the particle.
DIFFERENTIAL CALCULUS
A particle moves along the Y direction. The function Y(t) Y(t) = 4t2 + 3t – 2 gives the particles position at any time
t β‰₯ 0: Find the position at 2 S time. Find the velocity.
β€’ Function Y(t) = 4t2 + 3t – 2
β€’ If t = 1, Y(1) = 4(1)2 + 3(1) – 2
β€’ Y(1) = 5 m
After 1 seconds, the particle will travel in 5m in Y axis.
β€’ Function Y(t) = 4t2 + 3t – 2
β€’ If t = 2, Y(2) = 4(2)2 + 3(2) – 2
β€’ Y(2) = 18 m
VELOCITY - Rate of change of its position
β€’ V =
π’…π’š
𝒅𝒕
= 8 t + 3 , Velocity Equation
β€’ If t = 2 S, V = 8 (2) + 3 = 19 m/s
β€’ By using this differential calculus, we can the velocity of the particle using the position equation.
β€’ After 2 seconds, the particle will travel in 18 m in Y axis.
β€’ With the help of this function, we can predict the desired
position of the particle.
INTEGRAL CALCULUS
β€’ Integration is an area finding process.
β€’ For certain geometric shapes we can directly find the area. But for
irregular shapes the process of integration is used.
β€’ The area of the rectangle is simply given by
β€’ A = length Γ— breadth = (b–a) c
β€’ To find the area of the irregular
shaped curve given by f(x), we
divide the area into rectangular
strips as shown in the Fig.
β€’ The area under the curve is
approximately equal to sum of
areas of each rectangular strip.
β€’ A = f (a) βˆ†π’™ + f (𝒙 𝟏) βˆ†π’™ + f (𝒙 𝟐)
βˆ†π’™ + f (𝒙 πŸ‘) βˆ†π’™
β€’ If we increase the number of
strips, the area evaluated
becomes more accurate.
β€’ If the area under the curve is divided into N strips, the area under the curve is given by
β€’ A = Οƒ 𝒏=𝟏
𝑡
𝒇 (𝒙 𝒏) βˆ†π’™
β€’ As the number of strips goes to infinity, N β†’ ∞ , the sum becomes an integral
β€’ A = ‫׬‬𝒂
𝒃
𝒇 𝒙 𝒅𝒙 , a – Lower limit, b – Upper Limit
β€’ The integration will give the total area under the curve f (x).
INTEGRAL CALCULUS
β€’ In physics the work done by a force F(x) on an
object to move it from point β€œa” to point β€œb”
in one dimension is given by
β€’ W = ‫׬‬𝒂
𝒃
𝒇 𝒙 𝒅𝒙
β€’ The work done is the area under the force
displacement graph as shown in Fig.
β€’ Motion – One dimension
INTEGRAL CALCULUS - EXAMPLE
β€’ The impulse given by the force in an interval of time is
calculated between the interval from time t = 0 to time t =
t1 as
β€’ Impulse I = β€«Χ¬β€¬πŸŽ
π’•πŸ
𝑭 𝒅𝒕
β€’ The impulse is the area under the force function F (t) - t
graph as shown in Fig.
AVERAGE VELOCITY
β€’ A particle located initially at point P having position
vector 𝒓 𝟏.
β€’ In a time interval βˆ†π’• the particle is moved to the point Q
having position vector 𝒓 𝟐.
β€’ The displacement vector is βˆ†π’“= 𝒓 𝟐 - 𝒓 𝟏. This is shown
in Fig.
β€’ The average velocity is defined as ratio of the
displacement vector to the corresponding time interval.
β€’ 𝑽 π’‚π’—π’ˆ =
βˆ†π’“
βˆ†π’•
β€’ It is a vector quantity.
β€’ The direction of average velocity is in the direction of the
displacement vector (βˆ†π’“).
AVERAGE SPEED
β€’ The average speed is defined as the ratio of total path
length travelled by the particle in a time interval.
β€’ Average speed =
Total path length
Total time
VELOCITY - PROBLEM
Consider an object travelling in a semicircular path
from point O to point P in 5 second, as shown in the
Figure given below.
β€’ Calculate the average velocity and average speed.
INSTANTANEOUS VELOCITY OR VELOCITY
β€’ The instantaneous velocity at an instant t or simply β€˜velocity’ at an instant t is defined as limiting value of the
average velocity as βˆ†t β†’ 0, evaluated at time t.
β€’ Velocity is equal to rate of change of position vector with respect to time.
β€’ Velocity is a vector quantity.
β€’ 𝑽 = lim
βˆ†π’•β†’πŸŽ
βˆ†π’“
βˆ†π’•
β€’ The position vector Τ¦π‘Ÿ of the particle at a point P is given by, 𝒓 = 𝒙 ΖΈπ’Š + π’š Ƹ𝒋 + 𝒛 ΰ·‘π’Œ
β€’ In component form, this velocity is
β€’ 𝑽 =
𝒅𝒓
𝒅𝒕
=
𝒅
𝒅𝒕
(𝒙 ΖΈπ’Š + π’š Ƹ𝒋 + 𝒛 ΰ·‘π’Œ) =
𝒅𝒙
𝒅𝒕
ΖΈπ’Š +
π’…π’š
𝒅𝒕
ෑ𝒋 +
𝒅𝒙
𝒅𝒕
ΰ·‘π’Œ
β€’ 𝑽 = 𝑽 𝒙 ΖΈπ’Š + 𝑽 π’š
ෑ𝒋 + 𝑽 𝒛
ΰ·‘π’Œ
β€’ The magnitude of velocity (V) is called speed & is given by
β€’ V = 𝑽 𝒙
𝟐
+ 𝑽 π’š
𝟐
+ 𝑽 𝒛
𝟐
β€’ Speed is always a positive scalar. The unit of speed is also meter per second (m/s).
β€’
𝒅𝒙
𝒅𝒕
= 𝑽 𝒙 = X – Component of velocity
β€’
π’…π’š
𝒅𝒕
= 𝑽 π’š = Y – Component of velocity
β€’
𝒅𝒛
𝒅𝒕
= 𝑽 𝒛 = Z – Component of velocity
MOMENTUM
β€’ The linear momentum or simply momentum of a particle
is defined as product of mass with velocity.
β€’ It is denoted as 𝑷. Momentum is also a vector quantity.
𝑷 = m𝑽
β€’ The direction of momentum is also in the direction of
velocity, & the magnitude of momentum is equal to
product of mass & speed of the particle.
β€’ P = mV
β€’ 𝑷 𝒙 ΖΈπ’Š + 𝑷 π’š
ෑ𝒋 + 𝑷 𝒛
ΰ·‘π’Œ= m 𝑽 𝒙 ΖΈπ’Š + m 𝑽 π’š
ෑ𝒋 + m 𝑽 𝒛
ΰ·‘π’Œ
β€’ 𝑷 𝒙 = X component of momentum and is equal to m.Vx
β€’ 𝑷 π’š = Y component of momentum and is equal to m.Vy
β€’ 𝑷 𝒛 = Z component of momentum and is equal to m.Vz
β€’ Unit of the momentum is kg m s-1
MOTION ALONG ONE DIMENSION
AVERAGE VELOCITY
β€’ If a particle moves in one dimension, say for example along the x direction,
β€’ The average velocity =
βˆ†π’™
βˆ†π’•
=
𝒙 𝟐 βˆ’ 𝒙 𝟏
𝒕 𝟐 βˆ’ 𝒕 𝟏
β€’ The instantaneous velocity or velocity is 𝑽 = π₯𝐒𝐦
βˆ†π’•β†’πŸŽ
βˆ†π’™
βˆ†π’•
=
𝒅𝒙
𝒅𝒕
β€’ The average velocity is also a vector quantity.
β€’ In one dimension we have only two directions (positive and negative β€˜X’ direction), hence we use positive and
negative signs to denote the direction.
β€’ If velocity time graph is given, the distance and displacement are determined by calculating the area under
the curve.
β€’ Velocity is given by
𝒅𝒙
𝒅𝒕
= V, dx = V.dt
β€’ By integrating both sides, we get ‫׬‬𝒙 𝟏
𝒙 𝟐
𝒅𝒙 = ‫׬‬𝒕 𝟏
𝒕 𝟐
𝑽. 𝒅𝒕
β€’ As already seen, integration is equivalent to area under the given curve. So the term ‫׬‬𝒕 𝟏
𝒕 𝟐
𝑽. 𝒅𝒕 represents the
area under the curve β€œV” as a function of time.
AVERAGE VELOCITY
RELATIVE VELOCITY IN ONE & TWO DIMENSIONAL MOTION
β€’ When two objects A and B are moving with different
velocities, then the velocity of one object A with respect to
another object B is called relative velocity of object A with
respect to B.
β€’ Consider two objects A and B moving with uniform velocities
VA and VB, as shown, along straight tracks in the same
direction 𝑽 𝑨 , 𝑽 𝑩 with respect to ground.
β€’ The relative velocity of object A with respect to object B is
𝑽 𝑨𝑩 = 𝑽 𝑨 βˆ’ 𝑽 𝑩.
β€’ The relative velocity of object B with respect to object A is
𝑽 𝑩𝑨 = 𝑽 𝑩 βˆ’ 𝑽 𝑨
β€’ If two objects are moving in the same direction, the
magnitude of relative velocity of one object with respect to
another is equal to the difference in magnitude of two
velocities.
ACCELERATED MOTION
β€’ During non-uniform motion of an object, the velocity of the object changes from instant to instant.
β€’ The velocity of the object is no more constant but changes with time. This motion is said to be an accelerated
motion.
β€’ In accelerated motion, if the change in velocity of an object per unit time is same (constant) then the object
is said to be moving with uniformly accelerated motion.
β€’ On the other hand, if the change in velocity per unit time is different at different times, then the object is
said to be moving with non-uniform accelerated motion.
AVERAGE ACCELERATION
β€’ If an object changes its velocity from to in a time interval βˆ†t = 𝒕 𝟐 βˆ’ 𝒕 𝟏, then the average acceleration is
defined as the ratio of change in velocity over the time interval βˆ†t = 𝒕 𝟐 βˆ’ 𝒕 𝟏.
β€’ 𝒂 π’‚π’—π’ˆ =
𝒗 𝟐 βˆ’π’— 𝟏
𝒕 𝟐 βˆ’ 𝒕 𝟏
=
βˆ†π’—
βˆ†π’•
β€’ Average acceleration is a vector quantity in the same direction as the vector βˆ†π’—.
β€’ The average acceleration will give the change in velocity only over the entire time interval.
β€’ It will not give value of the acceleration at any instant time t.
INSTANTANEOUS ACCELERATION
β€’ Instantaneous acceleration or acceleration of a particle at time β€˜t’ is given by the ratio of change in velocity
over Ξ”t, as Ξ”t approaches zero.
β€’ The acceleration of the particle at an instant t is equal to rate of change of velocity.
β€’ Acceleration is positive if its velocity is increasing, and is negative if the velocity is decreasing.
β€’ The negative acceleration is called retardation or deceleration.
β€’ Acceleration is a vector quantity. Its SI unit is ms-2 & its dimensional formula is M0L1T-2
β€’ Acceleration 𝒂 = π₯𝐒𝐦
π’β†’πŸŽ
βˆ†π’—
βˆ†π’•
=
𝒅𝒗
𝒅𝒕
INSTANTANEOUS ACCELERATION
β€’ In terms of components, we can write 𝒂 =
𝒅𝒗 𝒙
𝒅𝒕
ΖΈπ’Š +
𝒅𝒗 π’š
𝒅𝒕
ෑ𝒋 +
𝒅𝒗 𝒛
𝒅𝒕
ΰ·‘π’Œ
β€’ 𝒂 𝒙 =
𝒅𝒗 𝒙
𝒅𝒕
, 𝒂 π’š =
𝒅𝒗 π’š
𝒅𝒕
, 𝒂 𝒛 =
𝒅𝒗 𝒛
𝒅𝒕
- components of instantaneous acceleration.
β€’ Each component of velocity is the derivative of the corresponding coordinate, we can express the
components 𝒂 𝒙 , 𝒂 π’š & 𝒂 𝒛 as
β€’ 𝒂 =
𝒅 𝟐 𝒙
𝒅𝒕 𝟐 ΖΈπ’Š +
𝒅 𝟐 π’š
𝒅𝒕 𝟐
ෑ𝒋 +
𝒅 𝟐 𝒛
𝒅𝒕 𝟐
ΰ·‘π’Œ
β€’ Thus acceleration is the second derivative of position vector with respect to time.
β€’ Graphically the acceleration is the slope in the velocity-time graph.
β€’ At the same time, if the acceleration-time graph is given, then the velocity can be found from the area under
the acceleration-time graph.
β€’
𝒅𝒗
𝒅𝒕
= a, dv = a.dt V = ‫׬‬𝒕 𝟏
𝒕 𝟐
𝒂. 𝒅𝒕 For an initial time t1 and final time t2
EQUATIONS OF UNIFORMLY ACCELERATED MOTION
BY CALCULUS METHOD
β€’ An object moving in a straight line with uniform acceleration (or) constant acceleration β€˜a’.
β€’ Velocity of object at time (t = 0) – u
β€’ Velocity of object at time (t = t ) – V
VELOCITY – TIME RELATON
β€’ The acceleration of the body at any instant is given by the first derivative of the velocity with respect to
time.
β€’
𝒅𝒗
𝒅𝒕
= a (or) dv = a dt
β€’ Integrating both sides with the condition that as time changes from 0 to t , the velocity changes from u to v.
β€’ ‫׬‬𝒖
𝒗
𝒅𝒗 = β€«Χ¬β€¬πŸŽ
𝒕
𝒂 𝒅𝒕 = a β€«Χ¬β€¬πŸŽ
𝒕
𝒅𝒕
β€’ 𝒗 𝒖
𝒗
= a 𝒕 𝟎
𝒕
β€’ v – u = a (t – 0) = a.t (or) v = u + a.t
DISPLACEMENT – TIME RELATION
β€’ The velocity of the body is given by the first derivative of the displacement with respect to time.
β€’ V =
𝒅𝒔
𝒅𝒕
(or) ds = v dt We know that, v = u + a.t
β€’ ds = ( u+ at ) dt
β€’ At time, t = 0, then the particle started from the origin.
β€’ At time, t = t, then the particle displacement is β€˜s’.
β€’ Assume that acceleration is time – independent,
β€’ β€«Χ¬β€¬πŸŽ
𝒔
𝒅𝒔 = β€«Χ¬β€¬πŸŽ
𝒕
𝒖 𝒅𝒕 + β€«Χ¬β€¬πŸŽ
𝒕
𝒂. 𝒕 𝒅𝒕
β€’ S = u 𝒕 𝟎
𝒕
+ a 𝒕 𝟐
β€’ S = u.t +
𝟏
𝟐
a𝒕 𝟐
EQUATIONS OF UNIFORMLY ACCELERATED MOTION
BY CALCULUS METHOD
VELOCITY – DISPLACEMENT RELATION
β€’ The acceleration is given by the first derivative of velocity with respect to time.
β€’ a =
𝒅𝒗
𝒅𝒕
=
𝒅𝒗
𝒅𝒔
𝒅𝒔
𝒅𝒕
=
𝒅𝒗
𝒅𝒔
v 𝒅𝒔
𝒅𝒕
= v
β€’ This can be rewritten as
β€’ a =
𝟏
𝟐
𝒅
𝒅𝒔
(𝒗 𝟐)
β€’ ds =
𝟏
πŸπ’‚
d(𝒗 𝟐)
β€’ Integrating the equation, velocity changes from u to v, displacement changes from 0 to s.
β€’ β€«Χ¬β€¬πŸŽ
𝒔
𝒅𝒔 = ‫׬‬𝒖
𝒗 𝟏
πŸπ’‚
d(𝒗 𝟐)
β€’ S =
𝟏
πŸπ’‚
𝒗 𝟐 βˆ’ 𝒖 𝟐
β€’ 𝒗 𝟐 = 𝒖 𝟐 + 2 a.s
EQUATIONS OF UNIFORMLY ACCELERATED MOTION
BY CALCULUS METHOD
DISPLACEMENT β€˜S’ IN TERMS OF INITIAL
VELOCITY β€˜u’ AND FINAL VELOCITY β€˜v’
β€’ Velocity – Time relation, v = u + a.t
β€’ a.t = v – u ……①
β€’ Displacement – Time Relation
β€’ S = u.t +
𝟏
𝟐
a𝒕 𝟐 = u.t +
𝟏
𝟐
a.t (t) …..β‘‘
β€’ Substitute β‘  in equ. β‘‘
β€’ S = u.t +
𝟏
𝟐
(a.t) (t) = u.t +
𝟏
𝟐
(v – u ) (t) = u.t +
𝟏
𝟐
v.t –
𝟏
𝟐
u.t =
𝟏
𝟐
v.t +
𝟏
𝟐
u.t =
𝒖+𝒗 𝒕
𝟐
β€’ v = u + a.t
β€’ S = u.t +
𝟏
𝟐
a𝒕 𝟐
β€’ 𝒗 𝟐 = 𝒖 𝟐 + 2 a.s
β€’ S =
𝒖+𝒗 𝒕
𝟐
β€’ It is to be noted that all these kinematic equations are valid only if the
motion is in a straight line with constant acceleration.
β€’ For circular motion and oscillatory motion these equations are not
applicable.
EQUATION OF MOTION UNDER GRAVITY
CASE (I): A BODY FALLING FROM A HEIGHT H
β€’ Consider an object of mass m falling from a height h.
β€’ Assume there is no air resistance.
β€’ For convenience, let us choose the downward direction as positive y-axis
as shown in the fig.
β€’ The object experiences acceleration β€˜g’ due to gravity which is constant
near the surface of the Earth.
β€’ The acceleration 𝒂 = gෑ𝒋
β€’ By comparing the components, 𝒂 𝒙 = 0, 𝒂 π’š = g , 𝒂 𝒛 = 𝟎
β€’ For simplicity, 𝒂 π’š = a = g
β€’ If the particle is thrown with initial velocity β€˜u’ downward which is in
negative β€˜y’ axis, then velocity & position of the particle any time β€˜t’ is
given by,
β€’ v = u + a.t , V = u + g.t
β€’ S = u.t +
𝟏
𝟐
a𝒕 𝟐 , Y = u.t +
𝟏
𝟐
g𝒕 𝟐
β€’ 𝒗 𝟐 = 𝒖 𝟐 + 2 a.s , 𝒗 𝟐 = 𝒖 𝟐 + 2 g.y
β€’ v = u + a.t , V = u + g.t ….β‘ 
β€’ S = u.t +
𝟏
𝟐
a𝒕 𝟐
, Y = u.t +
𝟏
𝟐
g𝒕 𝟐
….. β‘‘
β€’ 𝒗 𝟐 = 𝒖 𝟐 + 2 a.s , 𝒗 𝟐 = 𝒖 𝟐 + 2 g.y ……⑒
β€’ The particle starts from rest, u = 0.
β€’ Equ. β‘  v = g.t
β€’ Equ. β‘‘ y =
𝟏
𝟐
g𝒕 𝟐
β€’ Equ. β‘’ 𝒗 𝟐 = 2 g.y
β€’ The time (t = T) taken by the particle to reach the ground (y= h) is given by the equation
β€’ Equ. β‘‘ y =
𝟏
𝟐
g𝒕 𝟐
, h =
𝟏
𝟐
g𝑻 𝟐, 𝑻 𝟐 =
𝟐.𝒉
π’ˆ
β€’ T =
πŸπ’‰
π’ˆ
β€’ This equation implies that greater the height(h), particle takes more time(T) to reach the ground.
β€’ For lesser height(h), it takes lesser time to reach the ground.
β€’ The speed of the particle when it reaches the ground (y =h) , 𝒗 𝟐
= 2 g.y , 𝒗 𝟐
= 2 g.h , 𝒗 π’ˆπ’“π’π’–π’π’… = πŸπ’ˆπ’‰
EQUATION OF MOTION UNDER GRAVITY
An iron ball and a feather are both falling from a height of 10 m.
a) What are the time taken by the iron ball and feather to reach
the ground?
b) What are the velocities of iron ball and feather when they reach
the ground? (Ignore air resistance and take g = 10 m s-2)
SOLUTION
β€’ kinematic equations are independent of mass of the object, the
time taken by both iron ball and feather to reach the ground are
the same.
β€’ T =
πŸπ’‰
π’ˆ
=
𝟐(𝟏𝟎)
𝟏𝟎
= 𝟐 S = 1414 S
β€’ Both feather and iron ball reach ground at the same time.
β€’ Both iron ball and feather reach the Earth with the same speed. It
is given by V = πŸπ’ˆπ’‰ = 𝟐 𝟏𝟎 (𝟏𝟎) = 𝟐𝟎𝟎 m s-1 = 14.14 m.s-1
EQUATION OF MOTION UNDER GRAVITY
PROJECTILE MOTION
β€’ When an object is thrown in the air with some initial velocity (NOT just upwards), and then allowed to move
under the action of gravity alone, the object is known as a projectile.
β€’ The path followed by the particle is called its trajectory.
EXAMPLES
β€’ An object dropped from window of a moving train.
β€’ A bullet fired from a rifle.
β€’ A ball thrown in any direction.
β€’ A javelin or shot put thrown by an athlete.
β€’ A jet of water issuing from a hole near the bottom of a water tank.
ASSUMPTIONS IN PROJECTILE MOTION
β€’ Air resistance is neglected.
β€’ The effect due to rotation of Earth and
curvature of Earth is negligible.
β€’ The acceleration due to gravity is constant in
magnitude and direction at all points of the
motion of the projectile.
It is found that a projectile moves under the combined effect of two velocities.
1. A uniform velocity in the horizontal direction, which will not change provided there is no air resistance.
2. A uniformly changing velocity (i.e., increasing or decreasing) in the vertical direction.
PROJECTILE MOTION
TYPES OF PROJECTILE MOTION
β€’ Projectile given an initial velocity in the
horizontal direction (horizontal projection)
β€’ Projectile given an initial velocity at an angle
to the horizontal (angular projection).
PROJECTILE IN HORIZONTAL PROJECTION
β€’ A projectile, say a ball, thrown horizontally with an initial velocity from
the top of a tower of height β€˜h’.
β€’ As the ball moves, it covers a horizontal distance due to its uniform
horizontal velocity β€˜u’, and a vertical downward distance because of
constant acceleration due to gravity β€˜g’.
β€’ Under the combined effect the ball moves along the path OPA.
β€’ The motion is in a 2-dimensional plane. The ball take time β€˜t’ to reach the
ground at point A.
β€’ The horizontal distance travelled by the ball is X (t) = X & the vertical
distance travelled is Y (t) = Y.
β€’ Apply the kinematic equations along the β€˜X’ direction & β€˜Y’ directions
separately. Horizontal Component 𝒖 𝒙 & Vertical Component 𝒖 π’š
MOTION ALONG HORIZONTAL DIRECTION
β€’ The distance travelled by the projectile at a time β€˜t’ is given by the
equation, X = 𝒖 𝒙 .t +
𝟏
𝟐
𝐚. 𝒕 𝟐
β€’ The particle has zero acceleration along direction. a = 0
β€’ The initial velocity 𝒖 𝒙 remain constant throughout the motion. , X = 𝒖 𝒙 .t
β€’ v = u + a.t , V = u + g.t ….β‘ 
β€’ S = u.t +
𝟏
𝟐
a𝒕 𝟐
, Y = u.t +
𝟏
𝟐
g𝒕 𝟐
….. β‘‘
β€’ 𝒗 𝟐 = 𝒖 𝟐 + 2 a.s , 𝒗 𝟐 = 𝒖 𝟐 + 2 g.y ……⑒
β€’ The particle starts from rest, u = 0.
β€’ Equ. β‘  v = g.t
β€’ Equ. β‘‘ y =
𝟏
𝟐
g𝒕 𝟐
β€’ Equ. β‘’ 𝒗 𝟐 = 2 g.y
β€’ The time (t = T) taken by the particle to reach the ground (y= h) is given by the equation
β€’ Equ. β‘‘ y =
𝟏
𝟐
g𝒕 𝟐
, h =
𝟏
𝟐
g𝑻 𝟐, 𝑻 𝟐 =
𝟐.𝒉
π’ˆ
β€’ T =
πŸπ’‰
π’ˆ
β€’ This equation implies that greater the height(h), particle takes more time(T) to reach the ground.
β€’ For lesser height(h), it takes lesser time to reach the ground.
β€’ The speed of the particle when it reaches the ground (y =h) , 𝒗 𝟐
= 2 g.y , 𝒗 𝟐
= 2 g.h , 𝒗 π’ˆπ’“π’π’–π’π’… = πŸπ’ˆπ’‰
EQUATION OF MOTION UNDER GRAVITY
An iron ball and a feather are both falling from a height of 10 m.
a) What are the time taken by the iron ball and feather to reach
the ground?
b) What are the velocities of iron ball and feather when they reach
the ground? (Ignore air resistance and take g = 10 m s-2)
SOLUTION
β€’ kinematic equations are independent of mass of the object, the
time taken by both iron ball and feather to reach the ground are
the same.
β€’ T =
πŸπ’‰
π’ˆ
=
𝟐(𝟏𝟎)
𝟏𝟎
= 𝟐 S = 1414 S
β€’ Both feather and iron ball reach ground at the same time.
β€’ Both iron ball and feather reach the Earth with the same speed. It
is given by V = πŸπ’ˆπ’‰ = 𝟐 𝟏𝟎 (𝟏𝟎) = 𝟐𝟎𝟎 m s-1 = 14.14 m.s-1
EQUATION OF MOTION UNDER GRAVITY
PROJECTILE MOTION
β€’ When an object is thrown in the air with some initial velocity (NOT just upwards), and then allowed to move
under the action of gravity alone, the object is known as a projectile.
β€’ The path followed by the particle is called its trajectory.
EXAMPLES
β€’ An object dropped from window of a moving train.
β€’ A bullet fired from a rifle.
β€’ A ball thrown in any direction.
β€’ A javelin or shot put thrown by an athlete.
β€’ A jet of water issuing from a hole near the bottom of a water tank.
ASSUMPTIONS IN PROJECTILE MOTION
β€’ Air resistance is neglected.
β€’ The effect due to rotation of Earth and
curvature of Earth is negligible.
β€’ The acceleration due to gravity is constant in
magnitude and direction at all points of the
motion of the projectile.
It is found that a projectile moves under the combined effect of two velocities.
1. A uniform velocity in the horizontal direction, which will not change provided there is no air resistance.
2. A uniformly changing velocity (i.e., increasing or decreasing) in the vertical direction.
PROJECTILE MOTION
TYPES OF PROJECTILE MOTION
β€’ Projectile given an initial velocity in the
horizontal direction (horizontal projection)
β€’ Projectile given an initial velocity at an angle
to the horizontal (angular projection).
PROJECTILE IN HORIZONTAL PROJECTION
β€’ A projectile, say a ball, thrown horizontally with an initial velocity from
the top of a tower of height β€˜h’.
β€’ As the ball moves, it covers a horizontal distance due to its uniform
horizontal velocity β€˜u’, and a vertical downward distance because of
constant acceleration due to gravity β€˜g’.
β€’ Under the combined effect the ball moves along the path OPA.
β€’ The motion is in a 2-dimensional plane. The ball take time β€˜t’ to reach the
ground at point A.
β€’ The horizontal distance travelled by the ball is X (t) = X & the vertical
distance travelled is Y (t) = Y.
β€’ Apply the kinematic equations along the β€˜X’ direction & β€˜Y’ directions
separately. Horizontal Component 𝒖 𝒙 & Vertical Component 𝒖 π’š
MOTION ALONG HORIZONTAL DIRECTION
β€’ The distance travelled by the projectile at a time β€˜t’ is given by the
equation, X = 𝒖 𝒙 .t +
𝟏
𝟐
𝐚. 𝒕 𝟐
β€’ The particle has zero acceleration along direction. a = 0
β€’ The initial velocity 𝒖 𝒙 remain constant throughout the motion. , X =𝒖 𝒙 .t
β€’ 𝒖 π’š = 0, Initial velocity has no downward component.
β€’ a = g , ( + Y – Axis in downward direction)
β€’ Distance β€˜Y’ at time β€˜t’ , Y = u.t +
𝟏
𝟐
a.𝒕 𝟐
β€’ Substitute the values in the equ. Y =
𝟏
𝟐
g.𝒕 𝟐
β€’ Substitute the value of β€˜t’ ( X = 𝒖 𝒙 .t, t =
𝒙
𝒖 𝒙
),
β€’ Y =
𝟏
𝟐
g.
𝒙 𝟐
𝒖 𝒙
𝟐 =
π’ˆ
πŸπ’– 𝒙
𝟐 𝒙 𝟐 = 𝐊. 𝒙 𝟐
β€’ Y = 𝐊. 𝒙 𝟐 , the equation of a parabola. The path followed by the projectile is a parabola.
β€’ K =
π’ˆ
πŸπ’– 𝒙
𝟐 is a constant.
TIME OF FLIGHT
β€’ The time taken for the projectile to complete its trajectory or time taken by the projectile to hit the ground is
called time of flight.
β€’ 𝑺 𝒀 = 𝒖 π’š +
𝟏
𝟐
a.𝒕 𝟐 (Vertical Motion), 𝑺 𝒀 = h, t = T, 𝒖 π’š = 0 (Initial Velocity = 0.) , h =
𝟏
𝟐
g.𝒕 𝟐 (or) T =
πŸπ’‰
π’ˆ
PROJECTILE IN DOWNWARD DIRECTION
HORIZONTAL RANGE
β€’ The horizontal distance by the projectile from the foot of the tower to
the point where the projectile hits the ground is called horizontal
range.
β€’ Horizontal range, 𝑺 𝑿 = 𝒖 𝑿.t +
𝟏
𝟐
a.𝒕 𝟐
β€’ 𝑺 𝑿 = R (Range) , 𝒖 𝑿 = u , a = 0 (No horizontal acceleration)
β€’ T – Time of flight.
β€’ Horizontal Range 𝑺 𝑿 = u.T
β€’ Time of flight T =
πŸπ’‰
π’ˆ
β€’ Horizontal Range 𝑺 𝑿 = u . T = u.
πŸπ’‰
π’ˆ
β€’ The above equation implies that the range R is directly proportional
to the initial velocity u and inversely proportional to acceleration due
to gravity g.
PROJECTILE MOTION
RESULTANT VELOCITY (VELOCITY OF PROJECTILE AT ANY TIME)
β€’ At any instant t, the projectile has velocity components along
both x-axis and y-axis.
β€’ The resultant of these two components gives the velocity of
the projectile at that instant t, as shown in fig.
β€’ The velocity component at any β€˜t’ along horizontal (X-Axis) is
𝑽 𝒙 = 𝒖 𝒙 + 𝒂 𝒙.t
β€’ 𝒖 𝒙 = u , 𝒂 𝒙 = 0
β€’ 𝑽 𝒙 = u
β€’ The component of velocity along vertical direction (y-axis) is
β€’ 𝑽 π’š = 𝒖 π’š + 𝒂 π’š.t
β€’ 𝒖 π’š = u , 𝒂 π’š = g
β€’ 𝑽 π’š = g.t
β€’ The velocity of the particle at any instant is, 𝒗 = u. ΖΈπ’Š + g.t. Ƹ𝒋
PROJECTILE MOTION
β€’ The speed of the particle at any instant β€˜t’ is given by , V = 𝑽 𝒙
𝟐
+ 𝑽 π’š
𝟐
= 𝒖 𝟐 + π’ˆ 𝟐 𝒕 𝟐
SPEED OF THE PROJECTILE WHEN IT HITS THE GROUND
β€’ When the projectile hits the ground after initially thrown horizontally
from the top of tower of height β€˜h’, the time of flight is T =
πŸπ’‰
π’ˆ
β€’ The horizontal component velocity of the projectile remains the same,
𝑽 𝒙 = u
β€’ The vertical component velocity of the projectile at time β€˜T’ is 𝑽 π’š = g.t
β€’ 𝑽 π’š = g.t = g.
πŸπ’‰
π’ˆ
= 𝟐. π’ˆ. 𝒉
β€’ The speed of the particle when it reaches the ground is 𝒖 𝟐 + 𝟐. π’ˆ. 𝒉
PROJECTILE MOTION
PROJECTILE UNDER AN ANGULAR PROJECTION
β€’ This projectile motion takes place when the initial velocity is
not horizontal, but at some angle with the vertical, as shown
in Fig.
β€’ Oblique projectile
β€’ Water ejected out of a hose pipe held obliquely.
β€’ Cannon fired in a battle ground.
β€’ An object thrown with initial velocity 𝒖 at an angle ΞΈ with
horizontal.(Fig.)
β€’ 𝒖 = 𝒖 𝒙. ΖΈπ’Š + 𝒖 π’š. Ƹ𝒋
β€’ Horizontal Component 𝒖 𝒙 = u.cos ΞΈ
β€’ Vertical Component 𝒖 π’š = u.sin ΞΈ
β€’ After the time β€˜t’, the velocity along horizontal motion
β€’ 𝑽 𝒙 = 𝒖 𝒙 + 𝒂 𝒙. 𝒕 = 𝒖 𝒙. =u.cos ΞΈ
β€’ The horizontal distance travelled by projectile in time β€˜t’ is
β€’ 𝑺 𝑿 = 𝒖 𝑿.t +
𝟏
𝟐
𝒂 𝒙.𝒕 𝟐
β€’ The horizontal distance travelled by projectile in time β€˜t’ is
β€’ 𝑺 𝑿 = 𝒖 𝑿.t +
𝟏
𝟐
𝒂 𝒙.𝒕 𝟐 Here, 𝑺 𝑿 = x , 𝒖 𝒙 = u.cos ΞΈ , 𝒂 𝒙 = 0.
β€’ 𝑺 𝑿 = 𝒖 𝑿.t +
𝟏
𝟐
𝒂 𝒙.𝒕 𝟐
= u.cos ΞΈ. t (or) t =
𝒙
𝒖.π’„π’π’”πœ½
β€’ Vertical motion , 𝑽 π’š = 𝒖 π’š + 𝒂 π’š.t Here, 𝒖 π’š = u.sin ΞΈ, 𝒂 π’š = - g
β€’ 𝑽 π’š = 𝒖 π’š + 𝒂 π’š.t = u.sin ΞΈ – g.t
β€’ The vertical distance travelled by the projectile in the same time
β€˜t’ is 𝑺 𝒀 = 𝒖 𝒀.t +
𝟏
𝟐
𝒂 π’š.𝒕 𝟐
β€’ Here, 𝑺 𝒀 = y , 𝒖 π’š = u.sin ΞΈ , 𝒂 π’š = - g.
PROJECTILE UNDER AN ANGULAR PROJECTION
β€’ 𝑺 𝒀 = 𝒖 𝒀.t +
𝟏
𝟐
𝒂 π’š.𝒕 𝟐 , Y = u.sin ΞΈ.t -
𝟏
𝟐
g.𝒕 𝟐
β€’ Substitute the value of β€˜t’ in this equation (t =
𝒙
𝒖.π’„π’π’”πœ½
)
β€’ Y = u.sin ΞΈ.
𝒙
𝒖.π’„π’π’”πœ½
-
𝟏
𝟐
g.
𝒙 𝟐
𝒖 𝟐 𝒄𝒐𝒔 𝟐 𝜽
= X.tan ΞΈ -
𝟏
𝟐
g.
𝒙 𝟐
𝒖 𝟐 𝒄𝒐𝒔 𝟐 𝜽
β€’ The path followed by the
projectile is an inverted
parabola.
PROJECTILE UNDER AN ANGULAR PROJECTION
β€’ This projectile motion takes place when the initial velocity is
not horizontal, but at some angle with the vertical, as shown
in Fig.
β€’ Oblique projectile
β€’ Water ejected out of a hose pipe held obliquely.
β€’ Cannon fired in a battle ground.
β€’ An object thrown with initial velocity 𝒖 at an angle ΞΈ with
horizontal.(Fig.)
β€’ 𝒖 = 𝒖 𝒙. ΖΈπ’Š + 𝒖 π’š. Ƹ𝒋
β€’ Horizontal Component 𝒖 𝒙 = u.cos ΞΈ
β€’ Vertical Component 𝒖 π’š = u.sin ΞΈ
β€’ After the time β€˜t’, the velocity along horizontal motion
β€’ 𝑽 𝒙 = 𝒖 𝒙 + 𝒂 𝒙. 𝒕 = 𝒖 𝒙. =u.cos ΞΈ
β€’ The horizontal distance travelled by projectile in time β€˜t’ is
β€’ 𝑺 𝑿 = 𝒖 𝑿.t +
𝟏
𝟐
𝒂 𝒙.𝒕 𝟐
β€’ The horizontal distance travelled by projectile in time β€˜t’ is
β€’ 𝑺 𝑿 = 𝒖 𝑿.t +
𝟏
𝟐
𝒂 𝒙.𝒕 𝟐 Here, 𝑺 𝑿 = x , 𝒖 𝒙 = u.cos ΞΈ , 𝒂 𝒙 = 0.
β€’ 𝑺 𝑿 = 𝒖 𝑿.t +
𝟏
𝟐
𝒂 𝒙.𝒕 𝟐
= u.cos ΞΈ. t (or) t =
𝒙
𝒖.π’„π’π’”πœ½
β€’ Vertical motion , 𝑽 π’š = 𝒖 π’š + 𝒂 π’š.t Here, 𝒖 π’š = u.sin ΞΈ, 𝒂 π’š = - g
β€’ 𝑽 π’š = 𝒖 π’š + 𝒂 π’š.t = u.sin ΞΈ – g.t
β€’ The vertical distance travelled by the projectile in the same time
β€˜t’ is 𝑺 𝒀 = 𝒖 𝒀.t +
𝟏
𝟐
𝒂 π’š.𝒕 𝟐
β€’ Here, 𝑺 𝒀 = y , 𝒖 π’š = u.sin ΞΈ , 𝒂 π’š = - g.
PROJECTILE UNDER AN ANGULAR PROJECTION
β€’ 𝑺 𝒀 = 𝒖 𝒀.t +
𝟏
𝟐
𝒂 π’š.𝒕 𝟐 , Y = u.sin ΞΈ.t -
𝟏
𝟐
g.𝒕 𝟐
β€’ Substitute the value of β€˜t’ in this equation (t =
𝒙
𝒖.π’„π’π’”πœ½
)
β€’ Y = u.sin ΞΈ.
𝒙
𝒖.π’„π’π’”πœ½
-
𝟏
𝟐
g.
𝒙 𝟐
𝒖 𝟐 𝒄𝒐𝒔 𝟐 𝜽
= X.tan ΞΈ -
𝟏
𝟐
g.
𝒙 𝟐
𝒖 𝟐 𝒄𝒐𝒔 𝟐 𝜽
β€’ The path followed by the
projectile is an inverted
parabola.
MAXIMUM HEIGHT(hmax)
β€’ The maximum vertical distance travelled by the projectile during its journey is called maximum height.
β€’ For the vertical part of the motion, 𝒗 π’š
𝟐 = 𝒖 π’š
𝟐 + 2.𝒂 π’š.s
β€’ Here 𝒖 π’š = u.sin𝜽 , 𝒂 π’š = - g , s = hmax & at the maximum height 𝒗 π’š =0.
β€’ 0 = 𝒖 𝟐.π’”π’Šπ’ 𝟐 𝜽 – 2.g.hmax
β€’ hmax =
𝒖 𝟐 π’”π’Šπ’ 𝟐 𝜽
𝟐.π’ˆ
TIME OF FLIGHT
β€’ The total time taken by the projectile from the point of projection till it hits the horizontal plane is called time
of flight.
β€’ 𝑺 𝒀 = 𝒖 𝒀.t +
𝟏
𝟐
𝒂 𝒀.𝒕 𝟐
Here 𝑺 π’š = Y = 0 Net displacement is zero, 𝒖 π’š = u.sin 𝜽, 𝒂 π’š = - g , t = Tf.
β€’ 0 = u.sin 𝜽 Tf -
𝟏
𝟐
𝒂 𝒀.Tf
𝟐
β€’ Tf = 2 u
π’”π’Šπ’ 𝜽
π’ˆ
PROJECTILE UNDER AN ANGULAR PROJECTION
HORIZONTAL RANGE (R)
β€’ The maximum horizontal distance between the point of projection and the point on the horizontal plane where
the projectile hits the ground is called horizontal range (R).
β€’ Range (R) = Horizontal component of velocity Γ— Time of flight = u cos 𝜽 Γ— Tf
β€’ R = u cos 𝜽 Γ—
πŸπ’– π’”π’Šπ’πœ½
π’ˆ
=
πŸπ’– 𝟐 π’”π’Šπ’ 𝜽 . 𝒄𝒐𝒔 𝜽
π’ˆ
=
𝒖 𝟐 π’”π’Šπ’ 𝟐𝜽
π’ˆ
β€’ For a given initial speed u,
β€’ the maximum possible range is reached when sin2𝜽 is maximum, sin2𝜽 = 1. This implies 2ΞΈ =
𝝅
𝟐
or ΞΈ =
𝝅
πŸ’
β€’ This means that if the particle is projected at 45 degrees with respect to horizontal. It attains maximum
range. 𝑹 π’Žπ’‚π’™ =
𝒖 𝟐
π’ˆ
PROJECTILE UNDER AN ANGULAR PROJECTION
INTRODUCTION TO DEGREES & RADIANS
β€’ In measuring angles, there are several possible units used, but
the most common units are degrees and radians.
β€’ Radians are used in measuring area, volume, and circumference
of circles and surface area of spheres.
β€’ Radian is defined as the length of the arc divided by the radius
of the arc.
β€’ One radian is the angle subtended at the centre of a circle by an
arc that is equal in length to the radius of the circle.
β€’ Degree is the unit of measurement which is used to determine
the size of an angle.
β€’ When an angle goes all the way around in a circle, the total
angle covered is equivalent to 360Β°.
β€’ A circle has 360Β°.
β€’ In terms of radians, the full circle has 2.Ο€ radian.
β€’ 360Β°= 2.Ο€ radians
β€’ 1 radians =
πŸπŸ–πŸŽ
𝝅
degrees
β€’ 1 rad β‰… 57.27Β°
INTRODUCTION TO DEGREES & RADIANS
ANGULAR DISPLACEMENT
β€’ Consider a particle revolving around a point O in a circle of radius r (Fig.)
β€’ Let the position of the particle at time t = 0 be A and after time t, its
position is B.
β€’ The angle described by the particle about the axis of rotation (or centre O)
in a given time is called angular displacement.
β€’ Angular displacement = ∠AOB = 𝜽.
β€’ The unit of angular displacement is radian.
β€’ 𝜽 =
𝑺
𝒓
(or) S = r.𝜽 S – Arc length, r – radius
ANGULAR VELOCITY
β€’ The rate of change of angular displacement is called angular velocity.
β€’ If ΞΈ is the angular displacement in time t, then the angular velocity Ο‰ is
β€’ Ο‰ = lim
βˆ†π’•β†’πŸŽ
βˆ†πœ½
βˆ†π’•
=
π’…πœ½
𝒅𝒕
β€’ The unit of angular velocity is radian per second (rad s-1).
ANGULAR ACCELERATION (Ξ±)
β€’ The rate of change of angular velocity is called angular acceleration.
β€’ 𝜢 =
𝒅ω
𝒅𝒕
β€’ The angular acceleration is also a vector quantity which need not be in the
same direction as angular velocity.
TANGENTIAL ACCELERATION
β€’ Consider an object moving along a circle of radius r. In a time βˆ†t, the object
travels an arc distance βˆ†s as shown in Fig.
β€’ The corresponding angle subtended is Δθ. Ξ”S = r. Δθ.
β€’
βˆ†π‘Ί
βˆ†π’•
= r .
βˆ†πœ½
βˆ†π’•
, In the limit βˆ†π’• β†’ 𝟎, the equation becomes,
𝒅𝒔
𝒅𝒕
= r.Ο‰
β€’
𝒅𝒔
𝒅𝒕
is linear speed (v) which is tangential to the circle & Ο‰ is angular speed
𝒅𝒔
𝒅𝒕
= v = r.Ο‰
β€’ Angular velocity 𝒗 = Ο‰ Γ— 𝒓
β€’
𝒅𝒗
𝒅𝒕
=
𝒓.𝒅ω
𝒅𝒕
= r . 𝜢
β€’ 𝒂 𝒕 = r . 𝜢
β€’ The tangential acceleration at experienced by an object in circular motion
is shown in fig.
β€’ The tangential acceleration is in the direction of linear velocity.
β€’
𝒅𝒗
𝒅𝒕
= the tangential acceleration (𝒂 𝒕)
β€’
𝒅ω
𝒅𝒕
= Angular acceleration 𝜢
CIRCULAR MOTION
β€’ When a point object is moving on a circular path with a constant
speed, it covers equal distances on the circumference of the circle in
equal intervals of time.
β€’ In uniform circular motion, the velocity is always changing but speed
remains the same.
β€’ If the velocity changes in both speed and direction during the circular
motion, we get non uniform circular motion.
CENTRIPETAL ACCELERATION
β€’ In uniform circular motion the velocity vector turns continuously
without changing its magnitude (speed), as shown in fig.
β€’ The length of the velocity vector (blue) is not changed during the
motion, implying that the speed remains constant.
β€’ Even though the velocity is tangential at every point in the circle, the
acceleration is acting towards the centre of the circle.
β€’ This is called centripetal acceleration. It always points towards the
centre of the circle.
CENTRIPETAL ACCELERATION
β€’ The centripetal acceleration is derived
from a simple geometrical relationship
between position and velocity vectors.
β€’ Let the directions of position & velocity
vectors shift through the same angle 𝜽 in a
small interval of time βˆ†π’• , as shown in fig.
β€’ For uniform circular motion, r = 𝒓 𝟏 = 𝒓 𝟐
β€’ v = 𝒗 𝟏 = 𝒗 𝟐 .
β€’ If the particle moves from position vector 𝒓 𝟏 to 𝒓 𝟐.
β€’ The displacement, βˆ†π’“ = 𝒓 𝟐 - 𝒓 𝟏
β€’ Change in velocity, βˆ†π’— = 𝒗 𝟐 - 𝒗 𝟏
β€’ The magnitudes of the displacement Ξ”r and of Ξ”v satisfy the following relation,
βˆ†π’“
𝒓
= -
βˆ†π’—
𝒗
= 𝜽
β€’ βˆ†π’— = - v
βˆ†π’“
𝒓
, a =
βˆ†π’—
βˆ†π’•
= -
𝒗
𝒓
βˆ†π’“
βˆ†π’•
= -
𝒗 𝟐
𝒓
β€’ For uniform circular motion ( v = r.Ο‰ ). The centripetal acceleration a = - Ο‰ 𝟐r
NON UNIFORM CIRCULAR MOTION
β€’ If the speed of the object in circular motion is not constant, then we
have non-uniform circular motion.
β€’ For example, when the bob attached to a string moves in vertical
circle, the speed of the bob is not the same at all time.
β€’ Whenever the speed is not same in circular motion, the particle will
have both centripetal and tangential acceleration as shown in the
Fig.
β€’ The resultant acceleration is obtained by vector sum of centripetal
and tangential acceleration.
β€’ Centripetal acceleration = 𝒂 𝒄 =
𝒗 𝟐
𝒓
β€’ Resultant acceleration 𝒂 𝑹 = 𝒂 𝒕
𝟐
+
𝒗 𝟐
𝒓
𝟐
β€’ This resultant acceleration makes an angle 𝜽 with the radius vector
as shown in Fig.
CENTRIPETAL ACCELERATION
Angle , tan 𝜽 =
𝒂 𝒕
𝒗 𝟐
𝒓
KINEMATIC EQUATIONS OF CIRCULAR MOTION
β€’ If an object is in circular motion with
constant angular acceleration Ξ±, we
can derive kinematic equations for
this motion, analogous to those for
linear motion.
β€’ Let us consider a particle executing
circular motion with initial angular
velocity Ο‰0.
β€’ After a time interval (t) it attains a
final angular velocity Ο‰.
β€’ During this time, it covers an angular
displacement 𝜽 . Because of the
change in angular velocity there is an
angular acceleration Ξ±.
KINEMATICS - UNIT 2 - XI TH STANDARD

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KINEMATICS - UNIT 2 - XI TH STANDARD

  • 1. CLASS – XIth STANDARD - SUBJECT NAME – PHYSICS UNIT - 2 TOPIC NAME – KINEMATICS
  • 2. INTRODUCTION - PHYSICS β€’ Physics is basically an experimental science. Physics rests on two pillars–Experiments & Mathematics. β€’ 2300 years ago the Greek librarian Eratosthenes measured the radius of the Earth. β€’ The size of the atom was measured in the beginning of the 20th century. β€’ The central aspect in physics is motion. β€’ Microscopic level (within the atom) - Macroscopic and galactic level (planetary system and beyond). β€’ In short the entire Universe is governed by various types of motion. β€’ How do objects move? How fast or slow do they move? β€’ Example, when ten athletes run in a race, Their performance cannot be qualitatively recorded by usage of words like β€˜fastest’, β€˜faster’, β€˜average’, β€˜slower’ or β€˜slowest’. It has to be quantified. β€’ Quantifying means assigning numbers to each athlete’s motion. β€’ Comparing these numbers, one can analyse how fast or slow each athlete runs when compared to others. β€’ In this unit, the basic mathematics needed for analyzing motion in terms of its direction and magnitude is covered. β€’ Kinematics is the branch of mechanics which deals with the motion of objects without taking force into account. β€’ The Greek word β€œkinema” means β€œmotion”.
  • 3. CONCEPT OF REST & MOTION β€’ A person sitting in a moving bus is at rest with respect to a fellow passenger but is in motion with respect to a person outside the bus. β€’ The concepts of rest and motion have meaning only with respect to some reference frame. β€’ To understand rest or motion we need a convenient fixed reference frame. FRAME OF REFERENCE β€’ Imagine a coordinate system and the position of an object is described relative to it, then such a coordinate system is called frame of reference. β€’ At any given instant of time, the frame of reference with respect to which the position of the object is described in terms of position coordinates (x, y, z) (i.e., distances of the given position of an object along the x, y, and z–axes.) is called β€œCartesian coordinate system” as shown in fig. β€’ It is to be noted that if the x, y and z axes are drawn in anticlockwise direction then the coordinate system is called as β€œright – handed Cartesian coordinate system”.
  • 4. POINT MASSβ€’ To explain the motion of an object which has finite mass, the concept of β€œpoint mass” is required and is very useful. β€’ Let the mass of any object be assumed to be concentrated at a point. Then this idealized mass is called β€œpoint mass”. β€’ It has no internal structure like shape and size. β€’ Mathematically a point mass has finite mass with zero dimension. β€’ In reality a point mass does not exist, it often simplifies our calculations. β€’ It has meaning only with respect to a reference frame and with respect to the kind of motion that we analyse. EXAMPLE β€’ To analyse the motion of Earth with respect to Sun, Earth can be treated as a point mass. β€’ This is because the distance between the Sun and Earth is very large compared to the size of the Earth. β€’ If we throw an irregular object like a small stone in the air, to analyse its motion it is simpler to consider the stone as a point mass as it moves in space. The size of the stone is very much smaller than the distance through which it travels.
  • 5. TYPES OF MOTION β€’ In our dayβ€’toβ€’day life the following kinds of motion. LINEAR MOTION β€’ An object is said to be in linear motion if it moves in a straight line. EX - An athlete running on a straight track, A particle falling vertically downwards to the Earth. CIRCULAR MOTION β€’ It is defined as a motion described by an object traversing a circular path. EX - The whirling motion of a stone attached to a string The motion of a satellite around the Earth
  • 6. ROTATIONAL MOTION β€’ If any object moves in a rotational motion about an axis, the motion is called β€˜rotation’. β€’ During rotation every point in the object transverses a circular path about an axis, (except the points located on the axis). EXAMPLE β€’ Rotation of a disc about an axis through its centre. β€’ Spinning of the Earth about its own axis. VIBRATORY MOTION - OSCILLATORY MOTION β€’ If an object or particle executes a to–and–fro motion about a fixed point, it is said to be in vibratory motion. EXAMPLE β€’ Vibration of a string on a guitar β€’ Movement of a swing TYPES OF MOTION
  • 7. MOTION IN ONE, TWO AND THREE DIMENSION β€’ Let the position of a particle in space be expressed in terms of rectangular coordinates X, Y & Z. β€’ When these coordinates change with time, then the particle is said to be in motion. β€’ It is not necessary that all the three coordinates should together change with time. β€’ If one or two coordinates change with time, the particle is said to be in motion. MOTION IN ONE DIMENSION β€’ One dimensional motion is the motion of a particle moving along a straight line. β€’ In this motion, only one of the three rectangular coordinates specifying the position of the object changes with time. β€’ If a car moves from position A to position B along x–direction, as shown in Fig., then a variation in x–coordinate alone is noticed β€’ Motion of a train along a straight railway track. β€’ An object falling freely under gravity close to Earth.
  • 8. MOTION IN TWO DIMENSIONS β€’ If a particle is moving along a curved path in a plane, then it is said to be in two dimensional motion. β€’ In this motion, two of the three rectangular coordinates specifying the position of object change with time. EXAMPLE β€’ Motion of a coin on a carrom board. β€’ An insect crawling over the floor of a room.
  • 9. β€’ A particle moving in usual three dimensional space has three dimensional motion. β€’ In this motion, all the three coordinates specifying the position of an object change with respect to time. EXAMPLE β€’ A bird flying in the sky. β€’ Random motion of a gas molecule. β€’ Flying of a kite on a windy day. MOTION IN THREE DIMENSIONS
  • 10. ELEMENTARY CONCEPTS OF VECTOR ALGEBRA SCALAR β€’ It is a property which can be described only by magnitude. EX - Distance, mass, temperature, speed and energy. VECTOR β€’ It is a quantity which is described by both magnitude and direction. β€’ Geometrically a vector is a directed line segment which is shown in Fig. EX - Force, velocity, displacement, position vector, acceleration, linear momentum and angular momentum MAGNITUDE OF A VECTOR β€’ The length of a vector is called magnitude of the vector. β€’ It is always a positive quantity. β€’ Sometimes the magnitude of a vector is also called β€˜norm’ of the vector. For a vector 𝑨, the magnitude or norm is denoted by 𝑨 𝐨r simply β€˜A’ β€’ In physics, some quantities possess only magnitude and some quantities possess both magnitude and direction. β€’ To understand these physical quantities, it is very important to know the properties of vectors and scalars.
  • 11. TYPES OF VECTORS EQUAL VECTORS β€’ Two vectors 𝑨 and 𝑩 are said to be equal when they have equal magnitude and same direction and represent the same physical quantity. COLLINEAR VECTORS β€’ Collinear vectors are those which act along the same line. β€’ The angle between them can be 0Β° or 180Β°. Parallel Vectors β€’ If two vectors 𝑨 and 𝑩 act in the same direction along the same line or on parallel lines, then the angle between them is 0Β°. ANTI–PARALLEL VECTORS β€’ Two Vectors 𝑨 and 𝑩 are said to be anti–parallel when they are in opposite directions along the same line or on parallel lines. Then the angle between them is 180Β°.
  • 12. UNIT VECTOR β€’ A vector divided by its magnitude is a unit vector. β€’ The unit vector for 𝑨 is denoted by ෑ𝑨 (read as A cap or A hat). β€’ It has a magnitude equal to unity or one. β€’ ෑ𝑨 = 𝑨 𝑨 , we can write 𝑨 = A ෑ𝑨 β€’ The unit vector specifies only the direction of the vector quantity. ORTHOGONAL UNIT VECTORS β€’ Let ΖΈπ’Š, Ƹ𝒋, & ΰ·‘π’Œ be three unit vectors which specify the directions along positive x–axis, positive y–axis and positive z–axis respectively. β€’ These three unit vectors are directed perpendicular to each other, the angle between any two of them is 90Β°. β€’ ΖΈπ’Š, Ƹ𝒋, & ΰ·‘π’Œ are examples of orthogonal vectors. β€’ Two vectors which are perpendicular to each other are called orthogonal vectors as is shown in the Fig TYPES OF VECTORS
  • 13. ADDITION OF VECTORSβ€’ Vectors have both magnitude and direction they cannot be added by the method of ordinary algebra. β€’ Vectors can be added geometrically or analytically using certain rules called β€œVector algebra”. β€’ Triangular law of addition method β€’ Parallelogram law of vectors TRIANGULAR LAW OF ADDITION METHOD β€’ Represent the vectors 𝑨 and 𝑩 by the two adjacent sides of a triangle taken in the same order. β€’ Then the resultant is given by the third side of the triangle taken in the reverse order as shown in Fig. β€’ To explain further, the head of the first vector 𝑨 is connected to the tail of the second vector 𝑩. β€’ Let ΞΈ be the angle Between 𝑨 and 𝑩. R is the resultant vector connecting the tail of the first vector 𝑨 to the head of the second vector 𝑩. β€’ Magnitude of 𝑹 (resultant) is given geometrically by the length of 𝑹 (OQ) and the direction of the resultant vector is the angle between 𝑹 and 𝑨. β€’ 𝑹 = 𝑨 + 𝑩, 𝑢𝑸 = 𝑢𝑷 + 𝑷𝑸
  • 14. MAGNITUDE OF RESULTANT VECTOR β€’ The magnitude and angle of the resultant vector are determined as follows. β€’ From Fig, consider the triangle ABN, which is obtained by extending the side OA to ON. β€’ ABN is a right angled triangle. β€’ Cos Ο΄ = 𝐴𝑁 𝐡 , AN = B cos Ο΄ Sin Ο΄ = 𝐡𝑁 𝐡 , BN = B Sin Ο΄ β€’ For Ξ”OBN, OB2 = ON2 + BN2 β€’ R2 = (A + B Cos Ο΄)2 + (B Sin Ο΄)2 β€’ R2 = A2 + B2 Cos2 Ο΄ + 2AB Cos Ο΄ + B2 Sin2 Ο΄ β€’ R2 = A2 + B2 ( Cos2 Ο΄ + Sin2 Ο΄ ) + 2AB Cos Ο΄ β€’ R = A2 + B2 + 2AB Cos Ο΄ ( Cos2 Ο΄ + Sin2 Ο΄ ) = 1 DIRECTION OF RESULTANT VECTORS β€’ If is the angle between 𝑨 and 𝑩 , then 𝑨 + 𝑩 = A2 + B2 + 2AB Cos Ο΄ β€’ If 𝑹 makes an angle Ξ± with 𝑨 , then in Ξ”OBN β€’ tan Ξ± = 𝑩𝑡 𝑢𝑡 = 𝑩𝑡 𝑢𝑨+𝑨𝑡 = 𝑩 π‘Ίπ’Šπ’Ο΄ 𝑨 +𝑩 π‘ͺ𝒐𝒔 Ο΄ , Ξ± = tan-1 𝑩 π‘Ίπ’Šπ’Ο΄ 𝑨 +𝑩 π‘ͺ𝒐𝒔 Ο΄
  • 15. SUBTRACTION OF VECTORS β€’ Vectors have both magnitude and direction two vectors cannot be subtracted from each other by the method of ordinary algebra. β€’ This subtraction can be done either geometrically or analytically. β€’ For two non-zero vectors 𝑨 and 𝑩 which are inclined to each other at an angle ΞΈ, the difference 𝑨 βˆ’ 𝑩 is obtained as follows. β€’ First obtain βˆ’π‘© as in Fig. The angle between 𝑨 and 𝑩 is 180 – ΞΈ. β€’ 𝑨 βˆ’ 𝑩 = 𝑨 + (βˆ’ 𝑩 ) β€’ 𝑨 βˆ’ 𝑩 = A2 + B2 + 2AB Cos (180 βˆ’ Ο΄) β€’ Cos (180 βˆ’ Ο΄) = - Cos ΞΈ β€’ 𝑨 βˆ’ 𝑩 = A2 + B2 βˆ’ 2AB Cos Ο΄ β€’ tan Ξ±2 = 𝑩 π‘Ίπ’Šπ’ (πŸπŸ–πŸŽ βˆ’ΞΈ) 𝑨 +𝑩 π‘ͺ𝒐𝒔(πŸπŸ–πŸŽ βˆ’ΞΈ) β€’ π‘Ίπ’Šπ’ (πŸπŸ–πŸŽ βˆ’ ΞΈ) = Sin ΞΈ β€’ tan Ξ±2 = 𝑩 π‘Ίπ’Šπ’ ΞΈ 𝑨 βˆ’π‘© π‘ͺ𝒐𝒔 ΞΈ
  • 16. COMPONENTS OF A VECTOR β€’ Consider a 3–dimensional coordinate system. β€’ With respect to this a vector can be written in component form as 𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛 ΰ·‘π’Œ β€’ 𝑨 𝒙 = X - Component β€’ 𝑨 π’š = Y - Component β€’ 𝑨 𝒛 = Z – Component In a 2–dimensional Cartesian coordinate system the vector 𝑨 is given by 𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 β€’ In the Cartesian coordinate system any vector 𝑨 can be resolved into three components along X, Y & Z directions. If 𝑨 makes an angle ΞΈ with X axis, and 𝑨 𝒙 and 𝑨 π’š are the components of 𝑨 along X–axis and Y–axis respectively, then as shown in Fig, 𝑨 𝒙 = A Cos ΞΈ , 𝑨 π’š = A Sin ΞΈ β€˜A’ is the magnitude (length) of the vector 𝑨, A = 𝑨 𝒙 2 +𝑨 π’š 2
  • 17. VECTOR ADDITION & SUBTRACTION USING COMPONENTS β€’ Already, we learnt about addition and subtraction of two vectors using geometric methods. β€’ Now, we choose a coordinate system, the addition and subtraction of vectors becomes much easier to perform. β€’ The two vectors 𝑨 & 𝑩 in a Cartesian coordinate system. β€’ 𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛 ΰ·‘π’Œ β€’ 𝑩 = 𝑩 𝒙 ΖΈπ’Š + 𝑩 π’š Ƹ𝒋 + 𝑩 𝒛 ΰ·‘π’Œ β€’ The addition of two vectors is equivalent to adding their corresponding X, Y and Z components. β€’ 𝑨 + 𝑩 = (𝑨 𝒙+𝑩 𝒙) ΖΈπ’Š + (𝑨 π’š+𝑩 π’š) Ƹ𝒋 + (𝑨 𝒛+𝑩 𝒛)ΰ·‘π’Œ β€’ The subtraction of two vectorsis equivalent to adding their corresponding X, Y and Z components. β€’ 𝑨 - 𝑩 = (𝑨 π’™βˆ’ 𝑩 𝒙) ΖΈπ’Š + (𝑨 π’š βˆ’ 𝑩 π’š) Ƹ𝒋 + (𝑨 𝒛 βˆ’ 𝑩 𝒛)ΰ·‘π’Œ
  • 18. MULTIPLICATION OF VECTOR BY A SCALAR β€’ A vector 𝑨 multiplied by a scalar Ξ» results in another vector, Ξ».𝑨 . β€’ If Ξ» is a positive number then (Ξ». 𝑨) is also in the direction of 𝑨. β€’ If Ξ» is a negative number, (Ξ». 𝑨) is in the opposite direction to the vector 𝑨.
  • 19. SCALAR PRODUCT OF TWO VECTORS β€’ The scalar product (or dot product) of two vectors is defined as the product of the magnitudes of both the vectors and the cosine of the angle between them β€’ Two vectors 𝑨 & 𝑩 having an angle ΞΈ between them, then their scalar product is defined as 𝑨 . 𝑩 = AB Cos ΞΈ β€’ A & B and are magnitudes of 𝑨 & 𝑩. PROPERTIES β€’ Dot product of two vectors is commutative i.e. 𝑨 . 𝑩 = 𝑩 . 𝑨 = AB cos ΞΈ. β€’ If 𝑨 . 𝑩 = 0 then it can be clearly seen that either b or a is zero or Cos ΞΈ = 0Β° to ΞΈ = 90Β°. It suggests that either of the vectors is zero or they are perpendicular to each other. β€’ The dot product of a vector to itself is the magnitude squared of the vector i.e. 𝑨 . 𝑨 = A.A cos 0 = A2 β€’ The dot product follows the distributive law also i.e. 𝑨 .(𝑩 + π‘ͺ) = 𝑨 . 𝑩 + 𝑨 . π‘ͺ β€’ The scalar product of two vectors will be maximum when cos ΞΈ = 1, i.e. ΞΈ =0Β°, i.e., when the vectors are parallel. (𝑨 . 𝑩) π’Žπ’‚π’™ = A.B β€’ The scalar product of two vectors will be minimum, when cos ΞΈ = –1, i.e. ΞΈ = 180Β°, (𝑨 . 𝑩) π’Žπ’Šπ’ = - A.B β€’ In the case of a unit vector ෝ𝒏 , ෝ𝒏. ෝ𝒏 = 1 Γ— 1 Γ— cos 0 = 1. For example ΖΈπ’Š. ΖΈπ’Š = Ƹ𝒋. Ƹ𝒋 = ΰ·‘π’Œ. ΰ·‘π’Œ = 1 β€’ In the case of orthogonal unit vector ΖΈπ’Š , Ƹ𝒋 & ΰ·‘π’Œ : ΖΈπ’Š. Ƹ𝒋 = Ƹ𝒋. ΰ·‘π’Œ = ΰ·‘π’Œ. ΖΈπ’Š = 1 Γ— 1 Γ— cos 90Β° = 0
  • 20. THE VECTOR PRODUCT OF TWO VECTORS β€’ The vector product or cross product of two vectors is defined as another vector having a magnitude equal to the product of the magnitudes of two vectors and the sine of the angle between them. β€’ The direction of the product vector is perpendicular to the plane containing the two vectors, in accordance with the right hand screw rule or right hand thumb rule. β€’ If 𝑨 & 𝑩 are two vectors, then their vector product is written as 𝑨 Γ— 𝑩 which is a vector π‘ͺ defined by β€’ π‘ͺ = 𝑨 Γ— 𝑩 = (AB sin ΞΈ) ෝ𝒏
  • 21. PROPERTIES OF VECTOR (CROSS) PRODUCT β€’ The vector product of any two vectors is always another vector whose direction is perpendicular to the plane containing these two vectors, i.e., orthogonal to both the vectors 𝑨 & 𝑩, even though the vectors 𝑨 & 𝑩 may or may not be mutually orthogonal. β€’ The vector product of two vectors is not commutative, 𝑨 . 𝑩 β‰  𝑩 . 𝑨 β€’ The vector product of two vectors will have maximum magnitude when sin ΞΈ = 1, i.e., ΞΈ = 90Β°, when the vectors 𝑨 & 𝑩 are orthogonal to each other. (𝑨 . 𝑩) π’Žπ’‚π’™ = A.B ෝ𝒏 β€’ The vector product of two non–zero vectors will be minimum when, β€’ (𝑨 . 𝑩) π’Žπ’Šπ’ = 0., π’”π’Šπ’ ΞΈ = 0. i.e., ΞΈ = 0Β° or ΞΈ = 180Β° β€’ The self–cross product, i.e., product of a vector with itself is the null vector, 𝑨 . 𝑨 = A.A sin 0Β° ෝ𝒏 = 𝟎 β€’ The self–vector products of unit vectors are thus zero. ΖΈπ’Š. ΖΈπ’Š = Ƹ𝒋. Ƹ𝒋 = ΰ·‘π’Œ. ΰ·‘π’Œ = 𝟎 β€’ In the case of orthogonal unit vectors, ΖΈπ’Š , Ƹ𝒋 & ΰ·‘π’Œ in accordance with the right hand screw rule: β€’ ΖΈπ’Š. Ƹ𝒋 = ΰ·‘π’Œ , Ƹ𝒋. ΰ·‘π’Œ = ΖΈπ’Š , ΰ·‘π’Œ . ΖΈπ’Š = Ƹ𝒋 β€’ Also, since the cross product is not commutative, Ƹ𝒋. ΖΈπ’Š = - ΰ·‘π’Œ , ΰ·‘π’Œ . Ƹ𝒋 = - ΖΈπ’Š , ΖΈπ’Š. ΰ·‘π’Œ = - Ƹ𝒋
  • 22. β€’ In terms of components, the vector product of two vectors 𝑨 & 𝑩 is β€’ 𝑨 Γ— 𝑩 = ΖΈπ’Š Ƹ𝒋 ΰ·‘π’Œ 𝑨 𝒙 𝑨 π’š 𝑨 𝒛 𝑩 𝒙 𝑩 π’š 𝑩 𝒛 β€’ = ΖΈπ’Š (𝑨 π’š 𝑩 𝒛 - 𝑨 𝒛 𝑩 π’š) + Ƹ𝒋(𝑨 𝒛 𝑩 𝒙 - 𝑨 𝒙 𝑩 𝒛) + ΰ·‘π’Œ (𝑨 𝒙 𝑩 π’š - 𝑨 π’š 𝑩 𝒙) β€’ If two vectors 𝑨 & 𝑩 form adjacent sides in a parallelogram, then the magnitude of 𝑨 & 𝑩 will give the area of the parallelogram as represented graphically in fig. β€’ We can divide a parallelogram into two equal triangles as shown in the Fig. the area of a triangle with 𝑨 & 𝑩 as sides is 1 2 𝑨 Γ— 𝑩 PROPERTIES OF VECTOR (CROSS) PRODUCT
  • 23. PROPERTIES OF THE COMPONENTS OF VECTORS β€’ If two vectors 𝑨 & 𝑩 are equal, then their individual components are also equal. 𝑨 = 𝑩 β€’ The two vectors 𝑨 & 𝑩 in a Cartesian coordinate system. β€’ 𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛 ΰ·‘π’Œ β€’ 𝑩 = 𝑩 𝒙 ΖΈπ’Š + 𝑩 π’š Ƹ𝒋 + 𝑩 𝒛 ΰ·‘π’Œ β€’ 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛 ΰ·‘π’Œ = 𝑩 𝒙 ΖΈπ’Š + 𝑩 π’š Ƹ𝒋 + 𝑩 𝒛 ΰ·‘π’Œ β€’ 𝑨 𝒙 = 𝑩 𝒙, 𝑨 π’š = 𝑩 π’š, 𝑨 𝒛 = 𝑩 𝒛
  • 24. POSITION VECTOR β€’ It is a vector which denotes the position of a particle at any instant of time, with respect to some reference frame or coordinate system. β€’ The position vector Τ¦π‘Ÿ of the particle at a point P is given by, 𝒓 = 𝒙 ΖΈπ’Š + π’š Ƹ𝒋 + 𝒛 ΰ·‘π’Œ β€’ Where X, Y and Z are components of 𝒓, Fig. shows the position vector 𝒓 β€’ The position vector for the point P is 𝒓 𝒑 = 3 ΖΈπ’Š β€’ The position vector for the point Q is 𝒓 𝑸 = 5 ΖΈπ’Š + 4 Ƹ𝒋 β€’ The position vector for the point R is 𝒓 𝑹 = -2 ΖΈπ’Š β€’ The position vector for the point S is 𝒓 𝑺 = 3 ΖΈπ’Š - 6 Ƹ𝒋
  • 25. TYPES OF VECTORS EQUAL VECTORS β€’ Two vectors 𝑨 and 𝑩 are said to be equal when they have equal magnitude and same direction and represent the same physical quantity. COLLINEAR VECTORS β€’ Collinear vectors are those which act along the same line. β€’ The angle between them can be 0Β° or 180Β°. Parallel Vectors β€’ If two vectors 𝑨 and 𝑩 act in the same direction along the same line or on parallel lines, then the angle between them is 0Β°. ANTI–PARALLEL VECTORS β€’ Two Vectors 𝑨 and 𝑩 are said to be anti–parallel when they are in opposite directions along the same line or on parallel lines. Then the angle between them is 180Β°.
  • 26. UNIT VECTOR β€’ A vector divided by its magnitude is a unit vector. β€’ The unit vector for 𝑨 is denoted by ෑ𝑨 (read as A cap or A hat). β€’ It has a magnitude equal to unity or one. β€’ ෑ𝑨 = 𝑨 𝑨 , we can write 𝑨 = A ෑ𝑨 β€’ The unit vector specifies only the direction of the vector quantity. ORTHOGONAL UNIT VECTORS β€’ Let ΖΈπ’Š, Ƹ𝒋, & ΰ·‘π’Œ be three unit vectors which specify the directions along positive x–axis, positive y–axis and positive z–axis respectively. β€’ These three unit vectors are directed perpendicular to each other, the angle between any two of them is 90Β°. β€’ ΖΈπ’Š, Ƹ𝒋, & ΰ·‘π’Œ are examples of orthogonal vectors. β€’ Two vectors which are perpendicular to each other are called orthogonal vectors as is shown in the Fig TYPES OF VECTORS
  • 27. ADDITION OF VECTORSβ€’ Vectors have both magnitude and direction they cannot be added by the method of ordinary algebra. β€’ Vectors can be added geometrically or analytically using certain rules called β€œVector algebra”. β€’ Triangular law of addition method β€’ Parallelogram law of vectors TRIANGULAR LAW OF ADDITION METHOD β€’ Represent the vectors 𝑨 and 𝑩 by the two adjacent sides of a triangle taken in the same order. β€’ Then the resultant is given by the third side of the triangle taken in the reverse order as shown in Fig. β€’ To explain further, the head of the first vector 𝑨 is connected to the tail of the second vector 𝑩. β€’ Let ΞΈ be the angle Between 𝑨 and 𝑩. R is the resultant vector connecting the tail of the first vector 𝑨 to the head of the second vector 𝑩. β€’ Magnitude of 𝑹 (resultant) is given geometrically by the length of 𝑹 (OQ) and the direction of the resultant vector is the angle between 𝑹 and 𝑨. β€’ 𝑹 = 𝑨 + 𝑩, 𝑢𝑸 = 𝑢𝑷 + 𝑷𝑸
  • 28. MAGNITUDE OF RESULTANT VECTOR β€’ The magnitude and angle of the resultant vector are determined as follows. β€’ From Fig, consider the triangle ABN, which is obtained by extending the side OA to ON. β€’ ABN is a right angled triangle. β€’ Cos Ο΄ = 𝐴𝑁 𝐡 , AN = B cos Ο΄ Sin Ο΄ = 𝐡𝑁 𝐡 , BN = B Sin Ο΄ β€’ For Ξ”OBN, OB2 = ON2 + BN2 β€’ R2 = (A + B Cos Ο΄)2 + (B Sin Ο΄)2 β€’ R2 = A2 + B2 Cos2 Ο΄ + 2AB Cos Ο΄ + B2 Sin2 Ο΄ β€’ R2 = A2 + B2 ( Cos2 Ο΄ + Sin2 Ο΄ ) + 2AB Cos Ο΄ β€’ R = A2 + B2 + 2AB Cos Ο΄ ( Cos2 Ο΄ + Sin2 Ο΄ ) = 1 DIRECTION OF RESULTANT VECTORS β€’ If is the angle between 𝑨 and 𝑩 , then 𝑨 + 𝑩 = A2 + B2 + 2AB Cos Ο΄ β€’ If 𝑹 makes an angle Ξ± with 𝑨 , then in Ξ”OBN β€’ tan Ξ± = 𝑩𝑡 𝑢𝑡 = 𝑩𝑡 𝑢𝑨+𝑨𝑡 = 𝑩 π‘Ίπ’Šπ’Ο΄ 𝑨 +𝑩 π‘ͺ𝒐𝒔 Ο΄ , Ξ± = tan-1 𝑩 π‘Ίπ’Šπ’Ο΄ 𝑨 +𝑩 π‘ͺ𝒐𝒔 Ο΄
  • 29. SUBTRACTION OF VECTORS β€’ Vectors have both magnitude and direction two vectors cannot be subtracted from each other by the method of ordinary algebra. β€’ This subtraction can be done either geometrically or analytically. β€’ For two non-zero vectors 𝑨 and 𝑩 which are inclined to each other at an angle ΞΈ, the difference 𝑨 βˆ’ 𝑩 is obtained as follows. β€’ First obtain βˆ’π‘© as in Fig. The angle between 𝑨 and 𝑩 is 180 – ΞΈ. β€’ 𝑨 βˆ’ 𝑩 = 𝑨 + (βˆ’ 𝑩 ) β€’ 𝑨 βˆ’ 𝑩 = A2 + B2 + 2AB Cos (180 βˆ’ Ο΄) β€’ Cos (180 βˆ’ Ο΄) = - Cos ΞΈ β€’ 𝑨 βˆ’ 𝑩 = A2 + B2 βˆ’ 2AB Cos Ο΄ β€’ tan Ξ±2 = 𝑩 π‘Ίπ’Šπ’ (πŸπŸ–πŸŽ βˆ’ΞΈ) 𝑨 +𝑩 π‘ͺ𝒐𝒔(πŸπŸ–πŸŽ βˆ’ΞΈ) β€’ π‘Ίπ’Šπ’ (πŸπŸ–πŸŽ βˆ’ ΞΈ) = Sin ΞΈ β€’ tan Ξ±2 = 𝑩 π‘Ίπ’Šπ’ ΞΈ 𝑨 βˆ’π‘© π‘ͺ𝒐𝒔 ΞΈ
  • 30. COMPONENTS OF A VECTOR β€’ Consider a 3–dimensional coordinate system. β€’ With respect to this a vector can be written in component form as 𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛 ΰ·‘π’Œ β€’ 𝑨 𝒙 = X - Component β€’ 𝑨 π’š = Y - Component β€’ 𝑨 𝒛 = Z – Component In a 2–dimensional Cartesian coordinate system the vector 𝑨 is given by 𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 β€’ In the Cartesian coordinate system any vector 𝑨 can be resolved into three components along X, Y & Z directions. If 𝑨 makes an angle ΞΈ with X axis, and 𝑨 𝒙 and 𝑨 π’š are the components of 𝑨 along X–axis and Y–axis respectively, then as shown in Fig, 𝑨 𝒙 = A Cos ΞΈ , 𝑨 π’š = A Sin ΞΈ β€˜A’ is the magnitude (length) of the vector 𝑨, A = 𝑨 𝒙 2 +𝑨 π’š 2
  • 31. VECTOR ADDITION & SUBTRACTION USING COMPONENTS β€’ Already, we learnt about addition and subtraction of two vectors using geometric methods. β€’ Now, we choose a coordinate system, the addition and subtraction of vectors becomes much easier to perform. β€’ The two vectors 𝑨 & 𝑩 in a Cartesian coordinate system. β€’ 𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛 ΰ·‘π’Œ β€’ 𝑩 = 𝑩 𝒙 ΖΈπ’Š + 𝑩 π’š Ƹ𝒋 + 𝑩 𝒛 ΰ·‘π’Œ β€’ The addition of two vectors is equivalent to adding their corresponding X, Y and Z components. β€’ 𝑨 + 𝑩 = (𝑨 𝒙+𝑩 𝒙) ΖΈπ’Š + (𝑨 π’š+𝑩 π’š) Ƹ𝒋 + (𝑨 𝒛+𝑩 𝒛)ΰ·‘π’Œ β€’ The subtraction of two vectorsis equivalent to adding their corresponding X, Y and Z components. β€’ 𝑨 - 𝑩 = (𝑨 π’™βˆ’ 𝑩 𝒙) ΖΈπ’Š + (𝑨 π’š βˆ’ 𝑩 π’š) Ƹ𝒋 + (𝑨 𝒛 βˆ’ 𝑩 𝒛)ΰ·‘π’Œ
  • 32. MULTIPLICATION OF VECTOR BY A SCALAR β€’ A vector 𝑨 multiplied by a scalar Ξ» results in another vector, Ξ».𝑨 . β€’ If Ξ» is a positive number then (Ξ». 𝑨) is also in the direction of 𝑨. β€’ If Ξ» is a negative number, (Ξ». 𝑨) is in the opposite direction to the vector 𝑨.
  • 33. SCALAR PRODUCT OF TWO VECTORS β€’ The scalar product (or dot product) of two vectors is defined as the product of the magnitudes of both the vectors and the cosine of the angle between them β€’ Two vectors 𝑨 & 𝑩 having an angle ΞΈ between them, then their scalar product is defined as 𝑨 . 𝑩 = AB Cos ΞΈ β€’ A & B and are magnitudes of 𝑨 & 𝑩. PROPERTIES β€’ Dot product of two vectors is commutative i.e. 𝑨 . 𝑩 = 𝑩 . 𝑨 = AB cos ΞΈ. β€’ If 𝑨 . 𝑩 = 0 then it can be clearly seen that either b or a is zero or Cos ΞΈ = 0Β° to ΞΈ = 90Β°. It suggests that either of the vectors is zero or they are perpendicular to each other. β€’ The dot product of a vector to itself is the magnitude squared of the vector i.e. 𝑨 . 𝑨 = A.A cos 0 = A2 β€’ The dot product follows the distributive law also i.e. 𝑨 .(𝑩 + π‘ͺ) = 𝑨 . 𝑩 + 𝑨 . π‘ͺ β€’ The scalar product of two vectors will be maximum when cos ΞΈ = 1, i.e. ΞΈ =0Β°, i.e., when the vectors are parallel. (𝑨 . 𝑩) π’Žπ’‚π’™ = A.B β€’ The scalar product of two vectors will be minimum, when cos ΞΈ = –1, i.e. ΞΈ = 180Β°, (𝑨 . 𝑩) π’Žπ’Šπ’ = - A.B β€’ In the case of a unit vector ෝ𝒏 , ෝ𝒏. ෝ𝒏 = 1 Γ— 1 Γ— cos 0 = 1. For example ΖΈπ’Š. ΖΈπ’Š = Ƹ𝒋. Ƹ𝒋 = ΰ·‘π’Œ. ΰ·‘π’Œ = 1 β€’ In the case of orthogonal unit vector ΖΈπ’Š , Ƹ𝒋 & ΰ·‘π’Œ : ΖΈπ’Š. Ƹ𝒋 = Ƹ𝒋. ΰ·‘π’Œ = ΰ·‘π’Œ. ΖΈπ’Š = 1 Γ— 1 Γ— cos 90Β° = 0
  • 34. THE VECTOR PRODUCT OF TWO VECTORS β€’ The vector product or cross product of two vectors is defined as another vector having a magnitude equal to the product of the magnitudes of two vectors and the sine of the angle between them. β€’ The direction of the product vector is perpendicular to the plane containing the two vectors, in accordance with the right hand screw rule or right hand thumb rule. β€’ If 𝑨 & 𝑩 are two vectors, then their vector product is written as 𝑨 Γ— 𝑩 which is a vector π‘ͺ defined by β€’ π‘ͺ = 𝑨 Γ— 𝑩 = (AB sin ΞΈ) ෝ𝒏
  • 35. PROPERTIES OF VECTOR (CROSS) PRODUCT β€’ The vector product of any two vectors is always another vector whose direction is perpendicular to the plane containing these two vectors, i.e., orthogonal to both the vectors 𝑨 & 𝑩, even though the vectors 𝑨 & 𝑩 may or may not be mutually orthogonal. β€’ The vector product of two vectors is not commutative, 𝑨 . 𝑩 β‰  𝑩 . 𝑨 β€’ The vector product of two vectors will have maximum magnitude when sin ΞΈ = 1, i.e., ΞΈ = 90Β°, when the vectors 𝑨 & 𝑩 are orthogonal to each other. (𝑨 . 𝑩) π’Žπ’‚π’™ = A.B ෝ𝒏 β€’ The vector product of two non–zero vectors will be minimum when, β€’ (𝑨 . 𝑩) π’Žπ’Šπ’ = 0., π’”π’Šπ’ ΞΈ = 0. i.e., ΞΈ = 0Β° or ΞΈ = 180Β° β€’ The self–cross product, i.e., product of a vector with itself is the null vector, 𝑨 . 𝑨 = A.A sin 0Β° ෝ𝒏 = 𝟎 β€’ The self–vector products of unit vectors are thus zero. ΖΈπ’Š. ΖΈπ’Š = Ƹ𝒋. Ƹ𝒋 = ΰ·‘π’Œ. ΰ·‘π’Œ = 𝟎 β€’ In the case of orthogonal unit vectors, ΖΈπ’Š , Ƹ𝒋 & ΰ·‘π’Œ in accordance with the right hand screw rule: β€’ ΖΈπ’Š. Ƹ𝒋 = ΰ·‘π’Œ , Ƹ𝒋. ΰ·‘π’Œ = ΖΈπ’Š , ΰ·‘π’Œ . ΖΈπ’Š = Ƹ𝒋 β€’ Also, since the cross product is not commutative, Ƹ𝒋. ΖΈπ’Š = - ΰ·‘π’Œ , ΰ·‘π’Œ . Ƹ𝒋 = - ΖΈπ’Š , ΖΈπ’Š. ΰ·‘π’Œ = - Ƹ𝒋
  • 36. β€’ In terms of components, the vector product of two vectors 𝑨 & 𝑩 is β€’ 𝑨 Γ— 𝑩 = ΖΈπ’Š Ƹ𝒋 ΰ·‘π’Œ 𝑨 𝒙 𝑨 π’š 𝑨 𝒛 𝑩 𝒙 𝑩 π’š 𝑩 𝒛 β€’ = ΖΈπ’Š (𝑨 π’š 𝑩 𝒛 - 𝑨 𝒛 𝑩 π’š) + Ƹ𝒋(𝑨 𝒛 𝑩 𝒙 - 𝑨 𝒙 𝑩 𝒛) + ΰ·‘π’Œ (𝑨 𝒙 𝑩 π’š - 𝑨 π’š 𝑩 𝒙) β€’ If two vectors 𝑨 & 𝑩 form adjacent sides in a parallelogram, then the magnitude of 𝑨 & 𝑩 will give the area of the parallelogram as represented graphically in fig. β€’ We can divide a parallelogram into two equal triangles as shown in the Fig. the area of a triangle with 𝑨 & 𝑩 as sides is 1 2 𝑨 Γ— 𝑩 PROPERTIES OF VECTOR (CROSS) PRODUCT
  • 37. PROPERTIES OF THE COMPONENTS OF VECTORS β€’ If two vectors 𝑨 & 𝑩 are equal, then their individual components are also equal. 𝑨 = 𝑩 β€’ The two vectors 𝑨 & 𝑩 in a Cartesian coordinate system. β€’ 𝑨 = 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛 ΰ·‘π’Œ β€’ 𝑩 = 𝑩 𝒙 ΖΈπ’Š + 𝑩 π’š Ƹ𝒋 + 𝑩 𝒛 ΰ·‘π’Œ β€’ 𝑨 𝒙 ΖΈπ’Š + 𝑨 π’š Ƹ𝒋 + 𝑨 𝒛 ΰ·‘π’Œ = 𝑩 𝒙 ΖΈπ’Š + 𝑩 π’š Ƹ𝒋 + 𝑩 𝒛 ΰ·‘π’Œ β€’ 𝑨 𝒙 = 𝑩 𝒙, 𝑨 π’š = 𝑩 π’š, 𝑨 𝒛 = 𝑩 𝒛
  • 38. POSITION VECTOR β€’ It is a vector which denotes the position of a particle at any instant of time, with respect to some reference frame or coordinate system. β€’ The position vector Τ¦π‘Ÿ of the particle at a point P is given by, 𝒓 = 𝒙 ΖΈπ’Š + π’š Ƹ𝒋 + 𝒛 ΰ·‘π’Œ β€’ Where X, Y and Z are components of 𝒓, Fig. shows the position vector 𝒓 β€’ The position vector for the point P is 𝒓 𝒑 = 3 ΖΈπ’Š β€’ The position vector for the point Q is 𝒓 𝑸 = 5 ΖΈπ’Š + 4 Ƹ𝒋 β€’ The position vector for the point R is 𝒓 𝑹 = -2 ΖΈπ’Š β€’ The position vector for the point S is 𝒓 𝑺 = 3 ΖΈπ’Š - 6 Ƹ𝒋
  • 39. DISTANCE & DISPLACEMENT DISTANCE β€’ It is the actual path length travelled by an object in the given interval of time during the motion. β€’ It is a positive scalar quantity. DISPLACEMENT β€’ It is the difference between the final and initial positions of the object in a given interval of time. β€’ It is a vector quantity. β€’ Its direction is from the initial to final position of the object, during the given interval of time.
  • 40. DIFFERENTIAL CALCULUS β€’ Any physical quantity is represented by a β€œfunction” in mathematics. EXAMPLE β€’ TASK – To fine the temperature T. β€’ We know that the temperature of the surroundings is changing throughout the day. β€’ It increases till noon and decreases in the evening. β€’ At anytime β€œt” the temperature T has a unique value. β€’ Mathematically this variation can be represented by the notation β€˜T (t)’ and it should be called β€œtemperature as a function of time”. β€’ It implies that if the value of β€˜t’ is given, then the function β€œT (t)” will give the value of the temperature at that time β€˜t’. β€’ FUNCTION : Y = X2 β€’ Y - Dependent variable, X - Independent variable β€’ It means as X changes, Y also changes. β€’ Once a physical quantity is represented by a function, one can study the variation of the function over time or over the independent variable on which the quantity depends. A particle moves along the Y direction. The function Y(t) gives the particles position at any time t β‰₯ 0: β€’ Function Y(t) = 4t2 + 3t – 2 β€’ If t = 1, Y(1) = 4(1)2 + 3(1) – 2 β€’ Y(1) = 5 After 1 seconds, the particle will travel in 5m in Y axis. β€’ Function Y(t) = 4t2 + 3t – 2 β€’ If t = 2, Y(2) = 4(2)2 + 3(2) – 2 β€’ Y(2) = 18 After 2 seconds, the particle will travel in 18 m in Y axis. β€’ With the help of this function, we can predict the desired position of the particle.
  • 41. DIFFERENTIAL CALCULUS A particle moves along the Y direction. The function Y(t) Y(t) = 4t2 + 3t – 2 gives the particles position at any time t β‰₯ 0: Find the position at 2 S time. Find the velocity. β€’ Function Y(t) = 4t2 + 3t – 2 β€’ If t = 1, Y(1) = 4(1)2 + 3(1) – 2 β€’ Y(1) = 5 m After 1 seconds, the particle will travel in 5m in Y axis. β€’ Function Y(t) = 4t2 + 3t – 2 β€’ If t = 2, Y(2) = 4(2)2 + 3(2) – 2 β€’ Y(2) = 18 m VELOCITY - Rate of change of its position β€’ V = π’…π’š 𝒅𝒕 = 8 t + 3 , Velocity Equation β€’ If t = 2 S, V = 8 (2) + 3 = 19 m/s β€’ By using this differential calculus, we can the velocity of the particle using the position equation. β€’ After 2 seconds, the particle will travel in 18 m in Y axis. β€’ With the help of this function, we can predict the desired position of the particle.
  • 42. INTEGRAL CALCULUS β€’ Integration is an area finding process. β€’ For certain geometric shapes we can directly find the area. But for irregular shapes the process of integration is used. β€’ The area of the rectangle is simply given by β€’ A = length Γ— breadth = (b–a) c β€’ To find the area of the irregular shaped curve given by f(x), we divide the area into rectangular strips as shown in the Fig. β€’ The area under the curve is approximately equal to sum of areas of each rectangular strip. β€’ A = f (a) βˆ†π’™ + f (𝒙 𝟏) βˆ†π’™ + f (𝒙 𝟐) βˆ†π’™ + f (𝒙 πŸ‘) βˆ†π’™ β€’ If we increase the number of strips, the area evaluated becomes more accurate.
  • 43. β€’ If the area under the curve is divided into N strips, the area under the curve is given by β€’ A = Οƒ 𝒏=𝟏 𝑡 𝒇 (𝒙 𝒏) βˆ†π’™ β€’ As the number of strips goes to infinity, N β†’ ∞ , the sum becomes an integral β€’ A = ‫׬‬𝒂 𝒃 𝒇 𝒙 𝒅𝒙 , a – Lower limit, b – Upper Limit β€’ The integration will give the total area under the curve f (x). INTEGRAL CALCULUS
  • 44. β€’ In physics the work done by a force F(x) on an object to move it from point β€œa” to point β€œb” in one dimension is given by β€’ W = ‫׬‬𝒂 𝒃 𝒇 𝒙 𝒅𝒙 β€’ The work done is the area under the force displacement graph as shown in Fig. β€’ Motion – One dimension INTEGRAL CALCULUS - EXAMPLE β€’ The impulse given by the force in an interval of time is calculated between the interval from time t = 0 to time t = t1 as β€’ Impulse I = β€«Χ¬β€¬πŸŽ π’•πŸ 𝑭 𝒅𝒕 β€’ The impulse is the area under the force function F (t) - t graph as shown in Fig.
  • 45. AVERAGE VELOCITY β€’ A particle located initially at point P having position vector 𝒓 𝟏. β€’ In a time interval βˆ†π’• the particle is moved to the point Q having position vector 𝒓 𝟐. β€’ The displacement vector is βˆ†π’“= 𝒓 𝟐 - 𝒓 𝟏. This is shown in Fig. β€’ The average velocity is defined as ratio of the displacement vector to the corresponding time interval. β€’ 𝑽 π’‚π’—π’ˆ = βˆ†π’“ βˆ†π’• β€’ It is a vector quantity. β€’ The direction of average velocity is in the direction of the displacement vector (βˆ†π’“). AVERAGE SPEED β€’ The average speed is defined as the ratio of total path length travelled by the particle in a time interval. β€’ Average speed = Total path length Total time
  • 46. VELOCITY - PROBLEM Consider an object travelling in a semicircular path from point O to point P in 5 second, as shown in the Figure given below. β€’ Calculate the average velocity and average speed.
  • 47. INSTANTANEOUS VELOCITY OR VELOCITY β€’ The instantaneous velocity at an instant t or simply β€˜velocity’ at an instant t is defined as limiting value of the average velocity as βˆ†t β†’ 0, evaluated at time t. β€’ Velocity is equal to rate of change of position vector with respect to time. β€’ Velocity is a vector quantity. β€’ 𝑽 = lim βˆ†π’•β†’πŸŽ βˆ†π’“ βˆ†π’• β€’ The position vector Τ¦π‘Ÿ of the particle at a point P is given by, 𝒓 = 𝒙 ΖΈπ’Š + π’š Ƹ𝒋 + 𝒛 ΰ·‘π’Œ β€’ In component form, this velocity is β€’ 𝑽 = 𝒅𝒓 𝒅𝒕 = 𝒅 𝒅𝒕 (𝒙 ΖΈπ’Š + π’š Ƹ𝒋 + 𝒛 ΰ·‘π’Œ) = 𝒅𝒙 𝒅𝒕 ΖΈπ’Š + π’…π’š 𝒅𝒕 ෑ𝒋 + 𝒅𝒙 𝒅𝒕 ΰ·‘π’Œ β€’ 𝑽 = 𝑽 𝒙 ΖΈπ’Š + 𝑽 π’š ෑ𝒋 + 𝑽 𝒛 ΰ·‘π’Œ β€’ The magnitude of velocity (V) is called speed & is given by β€’ V = 𝑽 𝒙 𝟐 + 𝑽 π’š 𝟐 + 𝑽 𝒛 𝟐 β€’ Speed is always a positive scalar. The unit of speed is also meter per second (m/s). β€’ 𝒅𝒙 𝒅𝒕 = 𝑽 𝒙 = X – Component of velocity β€’ π’…π’š 𝒅𝒕 = 𝑽 π’š = Y – Component of velocity β€’ 𝒅𝒛 𝒅𝒕 = 𝑽 𝒛 = Z – Component of velocity
  • 48.
  • 49. MOMENTUM β€’ The linear momentum or simply momentum of a particle is defined as product of mass with velocity. β€’ It is denoted as 𝑷. Momentum is also a vector quantity. 𝑷 = m𝑽 β€’ The direction of momentum is also in the direction of velocity, & the magnitude of momentum is equal to product of mass & speed of the particle. β€’ P = mV β€’ 𝑷 𝒙 ΖΈπ’Š + 𝑷 π’š ෑ𝒋 + 𝑷 𝒛 ΰ·‘π’Œ= m 𝑽 𝒙 ΖΈπ’Š + m 𝑽 π’š ෑ𝒋 + m 𝑽 𝒛 ΰ·‘π’Œ β€’ 𝑷 𝒙 = X component of momentum and is equal to m.Vx β€’ 𝑷 π’š = Y component of momentum and is equal to m.Vy β€’ 𝑷 𝒛 = Z component of momentum and is equal to m.Vz β€’ Unit of the momentum is kg m s-1
  • 50. MOTION ALONG ONE DIMENSION AVERAGE VELOCITY β€’ If a particle moves in one dimension, say for example along the x direction, β€’ The average velocity = βˆ†π’™ βˆ†π’• = 𝒙 𝟐 βˆ’ 𝒙 𝟏 𝒕 𝟐 βˆ’ 𝒕 𝟏 β€’ The instantaneous velocity or velocity is 𝑽 = π₯𝐒𝐦 βˆ†π’•β†’πŸŽ βˆ†π’™ βˆ†π’• = 𝒅𝒙 𝒅𝒕 β€’ The average velocity is also a vector quantity. β€’ In one dimension we have only two directions (positive and negative β€˜X’ direction), hence we use positive and negative signs to denote the direction. β€’ If velocity time graph is given, the distance and displacement are determined by calculating the area under the curve. β€’ Velocity is given by 𝒅𝒙 𝒅𝒕 = V, dx = V.dt β€’ By integrating both sides, we get ‫׬‬𝒙 𝟏 𝒙 𝟐 𝒅𝒙 = ‫׬‬𝒕 𝟏 𝒕 𝟐 𝑽. 𝒅𝒕 β€’ As already seen, integration is equivalent to area under the given curve. So the term ‫׬‬𝒕 𝟏 𝒕 𝟐 𝑽. 𝒅𝒕 represents the area under the curve β€œV” as a function of time.
  • 52. RELATIVE VELOCITY IN ONE & TWO DIMENSIONAL MOTION β€’ When two objects A and B are moving with different velocities, then the velocity of one object A with respect to another object B is called relative velocity of object A with respect to B. β€’ Consider two objects A and B moving with uniform velocities VA and VB, as shown, along straight tracks in the same direction 𝑽 𝑨 , 𝑽 𝑩 with respect to ground. β€’ The relative velocity of object A with respect to object B is 𝑽 𝑨𝑩 = 𝑽 𝑨 βˆ’ 𝑽 𝑩. β€’ The relative velocity of object B with respect to object A is 𝑽 𝑩𝑨 = 𝑽 𝑩 βˆ’ 𝑽 𝑨 β€’ If two objects are moving in the same direction, the magnitude of relative velocity of one object with respect to another is equal to the difference in magnitude of two velocities.
  • 53. ACCELERATED MOTION β€’ During non-uniform motion of an object, the velocity of the object changes from instant to instant. β€’ The velocity of the object is no more constant but changes with time. This motion is said to be an accelerated motion. β€’ In accelerated motion, if the change in velocity of an object per unit time is same (constant) then the object is said to be moving with uniformly accelerated motion. β€’ On the other hand, if the change in velocity per unit time is different at different times, then the object is said to be moving with non-uniform accelerated motion.
  • 54. AVERAGE ACCELERATION β€’ If an object changes its velocity from to in a time interval βˆ†t = 𝒕 𝟐 βˆ’ 𝒕 𝟏, then the average acceleration is defined as the ratio of change in velocity over the time interval βˆ†t = 𝒕 𝟐 βˆ’ 𝒕 𝟏. β€’ 𝒂 π’‚π’—π’ˆ = 𝒗 𝟐 βˆ’π’— 𝟏 𝒕 𝟐 βˆ’ 𝒕 𝟏 = βˆ†π’— βˆ†π’• β€’ Average acceleration is a vector quantity in the same direction as the vector βˆ†π’—. β€’ The average acceleration will give the change in velocity only over the entire time interval. β€’ It will not give value of the acceleration at any instant time t. INSTANTANEOUS ACCELERATION β€’ Instantaneous acceleration or acceleration of a particle at time β€˜t’ is given by the ratio of change in velocity over Ξ”t, as Ξ”t approaches zero. β€’ The acceleration of the particle at an instant t is equal to rate of change of velocity. β€’ Acceleration is positive if its velocity is increasing, and is negative if the velocity is decreasing. β€’ The negative acceleration is called retardation or deceleration. β€’ Acceleration is a vector quantity. Its SI unit is ms-2 & its dimensional formula is M0L1T-2 β€’ Acceleration 𝒂 = π₯𝐒𝐦 π’β†’πŸŽ βˆ†π’— βˆ†π’• = 𝒅𝒗 𝒅𝒕
  • 55. INSTANTANEOUS ACCELERATION β€’ In terms of components, we can write 𝒂 = 𝒅𝒗 𝒙 𝒅𝒕 ΖΈπ’Š + 𝒅𝒗 π’š 𝒅𝒕 ෑ𝒋 + 𝒅𝒗 𝒛 𝒅𝒕 ΰ·‘π’Œ β€’ 𝒂 𝒙 = 𝒅𝒗 𝒙 𝒅𝒕 , 𝒂 π’š = 𝒅𝒗 π’š 𝒅𝒕 , 𝒂 𝒛 = 𝒅𝒗 𝒛 𝒅𝒕 - components of instantaneous acceleration. β€’ Each component of velocity is the derivative of the corresponding coordinate, we can express the components 𝒂 𝒙 , 𝒂 π’š & 𝒂 𝒛 as β€’ 𝒂 = 𝒅 𝟐 𝒙 𝒅𝒕 𝟐 ΖΈπ’Š + 𝒅 𝟐 π’š 𝒅𝒕 𝟐 ෑ𝒋 + 𝒅 𝟐 𝒛 𝒅𝒕 𝟐 ΰ·‘π’Œ β€’ Thus acceleration is the second derivative of position vector with respect to time. β€’ Graphically the acceleration is the slope in the velocity-time graph. β€’ At the same time, if the acceleration-time graph is given, then the velocity can be found from the area under the acceleration-time graph. β€’ 𝒅𝒗 𝒅𝒕 = a, dv = a.dt V = ‫׬‬𝒕 𝟏 𝒕 𝟐 𝒂. 𝒅𝒕 For an initial time t1 and final time t2
  • 56. EQUATIONS OF UNIFORMLY ACCELERATED MOTION BY CALCULUS METHOD β€’ An object moving in a straight line with uniform acceleration (or) constant acceleration β€˜a’. β€’ Velocity of object at time (t = 0) – u β€’ Velocity of object at time (t = t ) – V VELOCITY – TIME RELATON β€’ The acceleration of the body at any instant is given by the first derivative of the velocity with respect to time. β€’ 𝒅𝒗 𝒅𝒕 = a (or) dv = a dt β€’ Integrating both sides with the condition that as time changes from 0 to t , the velocity changes from u to v. β€’ ‫׬‬𝒖 𝒗 𝒅𝒗 = β€«Χ¬β€¬πŸŽ 𝒕 𝒂 𝒅𝒕 = a β€«Χ¬β€¬πŸŽ 𝒕 𝒅𝒕 β€’ 𝒗 𝒖 𝒗 = a 𝒕 𝟎 𝒕 β€’ v – u = a (t – 0) = a.t (or) v = u + a.t
  • 57. DISPLACEMENT – TIME RELATION β€’ The velocity of the body is given by the first derivative of the displacement with respect to time. β€’ V = 𝒅𝒔 𝒅𝒕 (or) ds = v dt We know that, v = u + a.t β€’ ds = ( u+ at ) dt β€’ At time, t = 0, then the particle started from the origin. β€’ At time, t = t, then the particle displacement is β€˜s’. β€’ Assume that acceleration is time – independent, β€’ β€«Χ¬β€¬πŸŽ 𝒔 𝒅𝒔 = β€«Χ¬β€¬πŸŽ 𝒕 𝒖 𝒅𝒕 + β€«Χ¬β€¬πŸŽ 𝒕 𝒂. 𝒕 𝒅𝒕 β€’ S = u 𝒕 𝟎 𝒕 + a 𝒕 𝟐 β€’ S = u.t + 𝟏 𝟐 a𝒕 𝟐 EQUATIONS OF UNIFORMLY ACCELERATED MOTION BY CALCULUS METHOD
  • 58. VELOCITY – DISPLACEMENT RELATION β€’ The acceleration is given by the first derivative of velocity with respect to time. β€’ a = 𝒅𝒗 𝒅𝒕 = 𝒅𝒗 𝒅𝒔 𝒅𝒔 𝒅𝒕 = 𝒅𝒗 𝒅𝒔 v 𝒅𝒔 𝒅𝒕 = v β€’ This can be rewritten as β€’ a = 𝟏 𝟐 𝒅 𝒅𝒔 (𝒗 𝟐) β€’ ds = 𝟏 πŸπ’‚ d(𝒗 𝟐) β€’ Integrating the equation, velocity changes from u to v, displacement changes from 0 to s. β€’ β€«Χ¬β€¬πŸŽ 𝒔 𝒅𝒔 = ‫׬‬𝒖 𝒗 𝟏 πŸπ’‚ d(𝒗 𝟐) β€’ S = 𝟏 πŸπ’‚ 𝒗 𝟐 βˆ’ 𝒖 𝟐 β€’ 𝒗 𝟐 = 𝒖 𝟐 + 2 a.s EQUATIONS OF UNIFORMLY ACCELERATED MOTION BY CALCULUS METHOD
  • 59. DISPLACEMENT β€˜S’ IN TERMS OF INITIAL VELOCITY β€˜u’ AND FINAL VELOCITY β€˜v’ β€’ Velocity – Time relation, v = u + a.t β€’ a.t = v – u ……① β€’ Displacement – Time Relation β€’ S = u.t + 𝟏 𝟐 a𝒕 𝟐 = u.t + 𝟏 𝟐 a.t (t) …..β‘‘ β€’ Substitute β‘  in equ. β‘‘ β€’ S = u.t + 𝟏 𝟐 (a.t) (t) = u.t + 𝟏 𝟐 (v – u ) (t) = u.t + 𝟏 𝟐 v.t – 𝟏 𝟐 u.t = 𝟏 𝟐 v.t + 𝟏 𝟐 u.t = 𝒖+𝒗 𝒕 𝟐 β€’ v = u + a.t β€’ S = u.t + 𝟏 𝟐 a𝒕 𝟐 β€’ 𝒗 𝟐 = 𝒖 𝟐 + 2 a.s β€’ S = 𝒖+𝒗 𝒕 𝟐 β€’ It is to be noted that all these kinematic equations are valid only if the motion is in a straight line with constant acceleration. β€’ For circular motion and oscillatory motion these equations are not applicable.
  • 60. EQUATION OF MOTION UNDER GRAVITY CASE (I): A BODY FALLING FROM A HEIGHT H β€’ Consider an object of mass m falling from a height h. β€’ Assume there is no air resistance. β€’ For convenience, let us choose the downward direction as positive y-axis as shown in the fig. β€’ The object experiences acceleration β€˜g’ due to gravity which is constant near the surface of the Earth. β€’ The acceleration 𝒂 = gෑ𝒋 β€’ By comparing the components, 𝒂 𝒙 = 0, 𝒂 π’š = g , 𝒂 𝒛 = 𝟎 β€’ For simplicity, 𝒂 π’š = a = g β€’ If the particle is thrown with initial velocity β€˜u’ downward which is in negative β€˜y’ axis, then velocity & position of the particle any time β€˜t’ is given by, β€’ v = u + a.t , V = u + g.t β€’ S = u.t + 𝟏 𝟐 a𝒕 𝟐 , Y = u.t + 𝟏 𝟐 g𝒕 𝟐 β€’ 𝒗 𝟐 = 𝒖 𝟐 + 2 a.s , 𝒗 𝟐 = 𝒖 𝟐 + 2 g.y
  • 61. β€’ v = u + a.t , V = u + g.t ….β‘  β€’ S = u.t + 𝟏 𝟐 a𝒕 𝟐 , Y = u.t + 𝟏 𝟐 g𝒕 𝟐 ….. β‘‘ β€’ 𝒗 𝟐 = 𝒖 𝟐 + 2 a.s , 𝒗 𝟐 = 𝒖 𝟐 + 2 g.y ……⑒ β€’ The particle starts from rest, u = 0. β€’ Equ. β‘  v = g.t β€’ Equ. β‘‘ y = 𝟏 𝟐 g𝒕 𝟐 β€’ Equ. β‘’ 𝒗 𝟐 = 2 g.y β€’ The time (t = T) taken by the particle to reach the ground (y= h) is given by the equation β€’ Equ. β‘‘ y = 𝟏 𝟐 g𝒕 𝟐 , h = 𝟏 𝟐 g𝑻 𝟐, 𝑻 𝟐 = 𝟐.𝒉 π’ˆ β€’ T = πŸπ’‰ π’ˆ β€’ This equation implies that greater the height(h), particle takes more time(T) to reach the ground. β€’ For lesser height(h), it takes lesser time to reach the ground. β€’ The speed of the particle when it reaches the ground (y =h) , 𝒗 𝟐 = 2 g.y , 𝒗 𝟐 = 2 g.h , 𝒗 π’ˆπ’“π’π’–π’π’… = πŸπ’ˆπ’‰ EQUATION OF MOTION UNDER GRAVITY
  • 62. An iron ball and a feather are both falling from a height of 10 m. a) What are the time taken by the iron ball and feather to reach the ground? b) What are the velocities of iron ball and feather when they reach the ground? (Ignore air resistance and take g = 10 m s-2) SOLUTION β€’ kinematic equations are independent of mass of the object, the time taken by both iron ball and feather to reach the ground are the same. β€’ T = πŸπ’‰ π’ˆ = 𝟐(𝟏𝟎) 𝟏𝟎 = 𝟐 S = 1414 S β€’ Both feather and iron ball reach ground at the same time. β€’ Both iron ball and feather reach the Earth with the same speed. It is given by V = πŸπ’ˆπ’‰ = 𝟐 𝟏𝟎 (𝟏𝟎) = 𝟐𝟎𝟎 m s-1 = 14.14 m.s-1 EQUATION OF MOTION UNDER GRAVITY
  • 63. PROJECTILE MOTION β€’ When an object is thrown in the air with some initial velocity (NOT just upwards), and then allowed to move under the action of gravity alone, the object is known as a projectile. β€’ The path followed by the particle is called its trajectory. EXAMPLES β€’ An object dropped from window of a moving train. β€’ A bullet fired from a rifle. β€’ A ball thrown in any direction. β€’ A javelin or shot put thrown by an athlete. β€’ A jet of water issuing from a hole near the bottom of a water tank. ASSUMPTIONS IN PROJECTILE MOTION β€’ Air resistance is neglected. β€’ The effect due to rotation of Earth and curvature of Earth is negligible. β€’ The acceleration due to gravity is constant in magnitude and direction at all points of the motion of the projectile.
  • 64. It is found that a projectile moves under the combined effect of two velocities. 1. A uniform velocity in the horizontal direction, which will not change provided there is no air resistance. 2. A uniformly changing velocity (i.e., increasing or decreasing) in the vertical direction. PROJECTILE MOTION TYPES OF PROJECTILE MOTION β€’ Projectile given an initial velocity in the horizontal direction (horizontal projection) β€’ Projectile given an initial velocity at an angle to the horizontal (angular projection).
  • 65. PROJECTILE IN HORIZONTAL PROJECTION β€’ A projectile, say a ball, thrown horizontally with an initial velocity from the top of a tower of height β€˜h’. β€’ As the ball moves, it covers a horizontal distance due to its uniform horizontal velocity β€˜u’, and a vertical downward distance because of constant acceleration due to gravity β€˜g’. β€’ Under the combined effect the ball moves along the path OPA. β€’ The motion is in a 2-dimensional plane. The ball take time β€˜t’ to reach the ground at point A. β€’ The horizontal distance travelled by the ball is X (t) = X & the vertical distance travelled is Y (t) = Y. β€’ Apply the kinematic equations along the β€˜X’ direction & β€˜Y’ directions separately. Horizontal Component 𝒖 𝒙 & Vertical Component 𝒖 π’š MOTION ALONG HORIZONTAL DIRECTION β€’ The distance travelled by the projectile at a time β€˜t’ is given by the equation, X = 𝒖 𝒙 .t + 𝟏 𝟐 𝐚. 𝒕 𝟐 β€’ The particle has zero acceleration along direction. a = 0 β€’ The initial velocity 𝒖 𝒙 remain constant throughout the motion. , X = 𝒖 𝒙 .t
  • 66. β€’ v = u + a.t , V = u + g.t ….β‘  β€’ S = u.t + 𝟏 𝟐 a𝒕 𝟐 , Y = u.t + 𝟏 𝟐 g𝒕 𝟐 ….. β‘‘ β€’ 𝒗 𝟐 = 𝒖 𝟐 + 2 a.s , 𝒗 𝟐 = 𝒖 𝟐 + 2 g.y ……⑒ β€’ The particle starts from rest, u = 0. β€’ Equ. β‘  v = g.t β€’ Equ. β‘‘ y = 𝟏 𝟐 g𝒕 𝟐 β€’ Equ. β‘’ 𝒗 𝟐 = 2 g.y β€’ The time (t = T) taken by the particle to reach the ground (y= h) is given by the equation β€’ Equ. β‘‘ y = 𝟏 𝟐 g𝒕 𝟐 , h = 𝟏 𝟐 g𝑻 𝟐, 𝑻 𝟐 = 𝟐.𝒉 π’ˆ β€’ T = πŸπ’‰ π’ˆ β€’ This equation implies that greater the height(h), particle takes more time(T) to reach the ground. β€’ For lesser height(h), it takes lesser time to reach the ground. β€’ The speed of the particle when it reaches the ground (y =h) , 𝒗 𝟐 = 2 g.y , 𝒗 𝟐 = 2 g.h , 𝒗 π’ˆπ’“π’π’–π’π’… = πŸπ’ˆπ’‰ EQUATION OF MOTION UNDER GRAVITY
  • 67. An iron ball and a feather are both falling from a height of 10 m. a) What are the time taken by the iron ball and feather to reach the ground? b) What are the velocities of iron ball and feather when they reach the ground? (Ignore air resistance and take g = 10 m s-2) SOLUTION β€’ kinematic equations are independent of mass of the object, the time taken by both iron ball and feather to reach the ground are the same. β€’ T = πŸπ’‰ π’ˆ = 𝟐(𝟏𝟎) 𝟏𝟎 = 𝟐 S = 1414 S β€’ Both feather and iron ball reach ground at the same time. β€’ Both iron ball and feather reach the Earth with the same speed. It is given by V = πŸπ’ˆπ’‰ = 𝟐 𝟏𝟎 (𝟏𝟎) = 𝟐𝟎𝟎 m s-1 = 14.14 m.s-1 EQUATION OF MOTION UNDER GRAVITY
  • 68. PROJECTILE MOTION β€’ When an object is thrown in the air with some initial velocity (NOT just upwards), and then allowed to move under the action of gravity alone, the object is known as a projectile. β€’ The path followed by the particle is called its trajectory. EXAMPLES β€’ An object dropped from window of a moving train. β€’ A bullet fired from a rifle. β€’ A ball thrown in any direction. β€’ A javelin or shot put thrown by an athlete. β€’ A jet of water issuing from a hole near the bottom of a water tank. ASSUMPTIONS IN PROJECTILE MOTION β€’ Air resistance is neglected. β€’ The effect due to rotation of Earth and curvature of Earth is negligible. β€’ The acceleration due to gravity is constant in magnitude and direction at all points of the motion of the projectile.
  • 69. It is found that a projectile moves under the combined effect of two velocities. 1. A uniform velocity in the horizontal direction, which will not change provided there is no air resistance. 2. A uniformly changing velocity (i.e., increasing or decreasing) in the vertical direction. PROJECTILE MOTION TYPES OF PROJECTILE MOTION β€’ Projectile given an initial velocity in the horizontal direction (horizontal projection) β€’ Projectile given an initial velocity at an angle to the horizontal (angular projection).
  • 70. PROJECTILE IN HORIZONTAL PROJECTION β€’ A projectile, say a ball, thrown horizontally with an initial velocity from the top of a tower of height β€˜h’. β€’ As the ball moves, it covers a horizontal distance due to its uniform horizontal velocity β€˜u’, and a vertical downward distance because of constant acceleration due to gravity β€˜g’. β€’ Under the combined effect the ball moves along the path OPA. β€’ The motion is in a 2-dimensional plane. The ball take time β€˜t’ to reach the ground at point A. β€’ The horizontal distance travelled by the ball is X (t) = X & the vertical distance travelled is Y (t) = Y. β€’ Apply the kinematic equations along the β€˜X’ direction & β€˜Y’ directions separately. Horizontal Component 𝒖 𝒙 & Vertical Component 𝒖 π’š MOTION ALONG HORIZONTAL DIRECTION β€’ The distance travelled by the projectile at a time β€˜t’ is given by the equation, X = 𝒖 𝒙 .t + 𝟏 𝟐 𝐚. 𝒕 𝟐 β€’ The particle has zero acceleration along direction. a = 0 β€’ The initial velocity 𝒖 𝒙 remain constant throughout the motion. , X =𝒖 𝒙 .t
  • 71. β€’ 𝒖 π’š = 0, Initial velocity has no downward component. β€’ a = g , ( + Y – Axis in downward direction) β€’ Distance β€˜Y’ at time β€˜t’ , Y = u.t + 𝟏 𝟐 a.𝒕 𝟐 β€’ Substitute the values in the equ. Y = 𝟏 𝟐 g.𝒕 𝟐 β€’ Substitute the value of β€˜t’ ( X = 𝒖 𝒙 .t, t = 𝒙 𝒖 𝒙 ), β€’ Y = 𝟏 𝟐 g. 𝒙 𝟐 𝒖 𝒙 𝟐 = π’ˆ πŸπ’– 𝒙 𝟐 𝒙 𝟐 = 𝐊. 𝒙 𝟐 β€’ Y = 𝐊. 𝒙 𝟐 , the equation of a parabola. The path followed by the projectile is a parabola. β€’ K = π’ˆ πŸπ’– 𝒙 𝟐 is a constant. TIME OF FLIGHT β€’ The time taken for the projectile to complete its trajectory or time taken by the projectile to hit the ground is called time of flight. β€’ 𝑺 𝒀 = 𝒖 π’š + 𝟏 𝟐 a.𝒕 𝟐 (Vertical Motion), 𝑺 𝒀 = h, t = T, 𝒖 π’š = 0 (Initial Velocity = 0.) , h = 𝟏 𝟐 g.𝒕 𝟐 (or) T = πŸπ’‰ π’ˆ PROJECTILE IN DOWNWARD DIRECTION
  • 72. HORIZONTAL RANGE β€’ The horizontal distance by the projectile from the foot of the tower to the point where the projectile hits the ground is called horizontal range. β€’ Horizontal range, 𝑺 𝑿 = 𝒖 𝑿.t + 𝟏 𝟐 a.𝒕 𝟐 β€’ 𝑺 𝑿 = R (Range) , 𝒖 𝑿 = u , a = 0 (No horizontal acceleration) β€’ T – Time of flight. β€’ Horizontal Range 𝑺 𝑿 = u.T β€’ Time of flight T = πŸπ’‰ π’ˆ β€’ Horizontal Range 𝑺 𝑿 = u . T = u. πŸπ’‰ π’ˆ β€’ The above equation implies that the range R is directly proportional to the initial velocity u and inversely proportional to acceleration due to gravity g. PROJECTILE MOTION
  • 73. RESULTANT VELOCITY (VELOCITY OF PROJECTILE AT ANY TIME) β€’ At any instant t, the projectile has velocity components along both x-axis and y-axis. β€’ The resultant of these two components gives the velocity of the projectile at that instant t, as shown in fig. β€’ The velocity component at any β€˜t’ along horizontal (X-Axis) is 𝑽 𝒙 = 𝒖 𝒙 + 𝒂 𝒙.t β€’ 𝒖 𝒙 = u , 𝒂 𝒙 = 0 β€’ 𝑽 𝒙 = u β€’ The component of velocity along vertical direction (y-axis) is β€’ 𝑽 π’š = 𝒖 π’š + 𝒂 π’š.t β€’ 𝒖 π’š = u , 𝒂 π’š = g β€’ 𝑽 π’š = g.t β€’ The velocity of the particle at any instant is, 𝒗 = u. ΖΈπ’Š + g.t. Ƹ𝒋 PROJECTILE MOTION β€’ The speed of the particle at any instant β€˜t’ is given by , V = 𝑽 𝒙 𝟐 + 𝑽 π’š 𝟐 = 𝒖 𝟐 + π’ˆ 𝟐 𝒕 𝟐
  • 74. SPEED OF THE PROJECTILE WHEN IT HITS THE GROUND β€’ When the projectile hits the ground after initially thrown horizontally from the top of tower of height β€˜h’, the time of flight is T = πŸπ’‰ π’ˆ β€’ The horizontal component velocity of the projectile remains the same, 𝑽 𝒙 = u β€’ The vertical component velocity of the projectile at time β€˜T’ is 𝑽 π’š = g.t β€’ 𝑽 π’š = g.t = g. πŸπ’‰ π’ˆ = 𝟐. π’ˆ. 𝒉 β€’ The speed of the particle when it reaches the ground is 𝒖 𝟐 + 𝟐. π’ˆ. 𝒉 PROJECTILE MOTION
  • 75. PROJECTILE UNDER AN ANGULAR PROJECTION β€’ This projectile motion takes place when the initial velocity is not horizontal, but at some angle with the vertical, as shown in Fig. β€’ Oblique projectile β€’ Water ejected out of a hose pipe held obliquely. β€’ Cannon fired in a battle ground. β€’ An object thrown with initial velocity 𝒖 at an angle ΞΈ with horizontal.(Fig.) β€’ 𝒖 = 𝒖 𝒙. ΖΈπ’Š + 𝒖 π’š. Ƹ𝒋 β€’ Horizontal Component 𝒖 𝒙 = u.cos ΞΈ β€’ Vertical Component 𝒖 π’š = u.sin ΞΈ β€’ After the time β€˜t’, the velocity along horizontal motion β€’ 𝑽 𝒙 = 𝒖 𝒙 + 𝒂 𝒙. 𝒕 = 𝒖 𝒙. =u.cos ΞΈ β€’ The horizontal distance travelled by projectile in time β€˜t’ is β€’ 𝑺 𝑿 = 𝒖 𝑿.t + 𝟏 𝟐 𝒂 𝒙.𝒕 𝟐
  • 76. β€’ The horizontal distance travelled by projectile in time β€˜t’ is β€’ 𝑺 𝑿 = 𝒖 𝑿.t + 𝟏 𝟐 𝒂 𝒙.𝒕 𝟐 Here, 𝑺 𝑿 = x , 𝒖 𝒙 = u.cos ΞΈ , 𝒂 𝒙 = 0. β€’ 𝑺 𝑿 = 𝒖 𝑿.t + 𝟏 𝟐 𝒂 𝒙.𝒕 𝟐 = u.cos ΞΈ. t (or) t = 𝒙 𝒖.π’„π’π’”πœ½ β€’ Vertical motion , 𝑽 π’š = 𝒖 π’š + 𝒂 π’š.t Here, 𝒖 π’š = u.sin ΞΈ, 𝒂 π’š = - g β€’ 𝑽 π’š = 𝒖 π’š + 𝒂 π’š.t = u.sin ΞΈ – g.t β€’ The vertical distance travelled by the projectile in the same time β€˜t’ is 𝑺 𝒀 = 𝒖 𝒀.t + 𝟏 𝟐 𝒂 π’š.𝒕 𝟐 β€’ Here, 𝑺 𝒀 = y , 𝒖 π’š = u.sin ΞΈ , 𝒂 π’š = - g. PROJECTILE UNDER AN ANGULAR PROJECTION β€’ 𝑺 𝒀 = 𝒖 𝒀.t + 𝟏 𝟐 𝒂 π’š.𝒕 𝟐 , Y = u.sin ΞΈ.t - 𝟏 𝟐 g.𝒕 𝟐 β€’ Substitute the value of β€˜t’ in this equation (t = 𝒙 𝒖.π’„π’π’”πœ½ ) β€’ Y = u.sin ΞΈ. 𝒙 𝒖.π’„π’π’”πœ½ - 𝟏 𝟐 g. 𝒙 𝟐 𝒖 𝟐 𝒄𝒐𝒔 𝟐 𝜽 = X.tan ΞΈ - 𝟏 𝟐 g. 𝒙 𝟐 𝒖 𝟐 𝒄𝒐𝒔 𝟐 𝜽 β€’ The path followed by the projectile is an inverted parabola.
  • 77. PROJECTILE UNDER AN ANGULAR PROJECTION β€’ This projectile motion takes place when the initial velocity is not horizontal, but at some angle with the vertical, as shown in Fig. β€’ Oblique projectile β€’ Water ejected out of a hose pipe held obliquely. β€’ Cannon fired in a battle ground. β€’ An object thrown with initial velocity 𝒖 at an angle ΞΈ with horizontal.(Fig.) β€’ 𝒖 = 𝒖 𝒙. ΖΈπ’Š + 𝒖 π’š. Ƹ𝒋 β€’ Horizontal Component 𝒖 𝒙 = u.cos ΞΈ β€’ Vertical Component 𝒖 π’š = u.sin ΞΈ β€’ After the time β€˜t’, the velocity along horizontal motion β€’ 𝑽 𝒙 = 𝒖 𝒙 + 𝒂 𝒙. 𝒕 = 𝒖 𝒙. =u.cos ΞΈ β€’ The horizontal distance travelled by projectile in time β€˜t’ is β€’ 𝑺 𝑿 = 𝒖 𝑿.t + 𝟏 𝟐 𝒂 𝒙.𝒕 𝟐
  • 78. β€’ The horizontal distance travelled by projectile in time β€˜t’ is β€’ 𝑺 𝑿 = 𝒖 𝑿.t + 𝟏 𝟐 𝒂 𝒙.𝒕 𝟐 Here, 𝑺 𝑿 = x , 𝒖 𝒙 = u.cos ΞΈ , 𝒂 𝒙 = 0. β€’ 𝑺 𝑿 = 𝒖 𝑿.t + 𝟏 𝟐 𝒂 𝒙.𝒕 𝟐 = u.cos ΞΈ. t (or) t = 𝒙 𝒖.π’„π’π’”πœ½ β€’ Vertical motion , 𝑽 π’š = 𝒖 π’š + 𝒂 π’š.t Here, 𝒖 π’š = u.sin ΞΈ, 𝒂 π’š = - g β€’ 𝑽 π’š = 𝒖 π’š + 𝒂 π’š.t = u.sin ΞΈ – g.t β€’ The vertical distance travelled by the projectile in the same time β€˜t’ is 𝑺 𝒀 = 𝒖 𝒀.t + 𝟏 𝟐 𝒂 π’š.𝒕 𝟐 β€’ Here, 𝑺 𝒀 = y , 𝒖 π’š = u.sin ΞΈ , 𝒂 π’š = - g. PROJECTILE UNDER AN ANGULAR PROJECTION β€’ 𝑺 𝒀 = 𝒖 𝒀.t + 𝟏 𝟐 𝒂 π’š.𝒕 𝟐 , Y = u.sin ΞΈ.t - 𝟏 𝟐 g.𝒕 𝟐 β€’ Substitute the value of β€˜t’ in this equation (t = 𝒙 𝒖.π’„π’π’”πœ½ ) β€’ Y = u.sin ΞΈ. 𝒙 𝒖.π’„π’π’”πœ½ - 𝟏 𝟐 g. 𝒙 𝟐 𝒖 𝟐 𝒄𝒐𝒔 𝟐 𝜽 = X.tan ΞΈ - 𝟏 𝟐 g. 𝒙 𝟐 𝒖 𝟐 𝒄𝒐𝒔 𝟐 𝜽 β€’ The path followed by the projectile is an inverted parabola.
  • 79. MAXIMUM HEIGHT(hmax) β€’ The maximum vertical distance travelled by the projectile during its journey is called maximum height. β€’ For the vertical part of the motion, 𝒗 π’š 𝟐 = 𝒖 π’š 𝟐 + 2.𝒂 π’š.s β€’ Here 𝒖 π’š = u.sin𝜽 , 𝒂 π’š = - g , s = hmax & at the maximum height 𝒗 π’š =0. β€’ 0 = 𝒖 𝟐.π’”π’Šπ’ 𝟐 𝜽 – 2.g.hmax β€’ hmax = 𝒖 𝟐 π’”π’Šπ’ 𝟐 𝜽 𝟐.π’ˆ TIME OF FLIGHT β€’ The total time taken by the projectile from the point of projection till it hits the horizontal plane is called time of flight. β€’ 𝑺 𝒀 = 𝒖 𝒀.t + 𝟏 𝟐 𝒂 𝒀.𝒕 𝟐 Here 𝑺 π’š = Y = 0 Net displacement is zero, 𝒖 π’š = u.sin 𝜽, 𝒂 π’š = - g , t = Tf. β€’ 0 = u.sin 𝜽 Tf - 𝟏 𝟐 𝒂 𝒀.Tf 𝟐 β€’ Tf = 2 u π’”π’Šπ’ 𝜽 π’ˆ PROJECTILE UNDER AN ANGULAR PROJECTION
  • 80. HORIZONTAL RANGE (R) β€’ The maximum horizontal distance between the point of projection and the point on the horizontal plane where the projectile hits the ground is called horizontal range (R). β€’ Range (R) = Horizontal component of velocity Γ— Time of flight = u cos 𝜽 Γ— Tf β€’ R = u cos 𝜽 Γ— πŸπ’– π’”π’Šπ’πœ½ π’ˆ = πŸπ’– 𝟐 π’”π’Šπ’ 𝜽 . 𝒄𝒐𝒔 𝜽 π’ˆ = 𝒖 𝟐 π’”π’Šπ’ 𝟐𝜽 π’ˆ β€’ For a given initial speed u, β€’ the maximum possible range is reached when sin2𝜽 is maximum, sin2𝜽 = 1. This implies 2ΞΈ = 𝝅 𝟐 or ΞΈ = 𝝅 πŸ’ β€’ This means that if the particle is projected at 45 degrees with respect to horizontal. It attains maximum range. 𝑹 π’Žπ’‚π’™ = 𝒖 𝟐 π’ˆ PROJECTILE UNDER AN ANGULAR PROJECTION
  • 81.
  • 82. INTRODUCTION TO DEGREES & RADIANS β€’ In measuring angles, there are several possible units used, but the most common units are degrees and radians. β€’ Radians are used in measuring area, volume, and circumference of circles and surface area of spheres. β€’ Radian is defined as the length of the arc divided by the radius of the arc. β€’ One radian is the angle subtended at the centre of a circle by an arc that is equal in length to the radius of the circle. β€’ Degree is the unit of measurement which is used to determine the size of an angle. β€’ When an angle goes all the way around in a circle, the total angle covered is equivalent to 360Β°. β€’ A circle has 360Β°. β€’ In terms of radians, the full circle has 2.Ο€ radian. β€’ 360Β°= 2.Ο€ radians β€’ 1 radians = πŸπŸ–πŸŽ 𝝅 degrees β€’ 1 rad β‰… 57.27Β°
  • 84. ANGULAR DISPLACEMENT β€’ Consider a particle revolving around a point O in a circle of radius r (Fig.) β€’ Let the position of the particle at time t = 0 be A and after time t, its position is B. β€’ The angle described by the particle about the axis of rotation (or centre O) in a given time is called angular displacement. β€’ Angular displacement = ∠AOB = 𝜽. β€’ The unit of angular displacement is radian. β€’ 𝜽 = 𝑺 𝒓 (or) S = r.𝜽 S – Arc length, r – radius
  • 85. ANGULAR VELOCITY β€’ The rate of change of angular displacement is called angular velocity. β€’ If ΞΈ is the angular displacement in time t, then the angular velocity Ο‰ is β€’ Ο‰ = lim βˆ†π’•β†’πŸŽ βˆ†πœ½ βˆ†π’• = π’…πœ½ 𝒅𝒕 β€’ The unit of angular velocity is radian per second (rad s-1). ANGULAR ACCELERATION (Ξ±) β€’ The rate of change of angular velocity is called angular acceleration. β€’ 𝜢 = 𝒅ω 𝒅𝒕 β€’ The angular acceleration is also a vector quantity which need not be in the same direction as angular velocity.
  • 86. TANGENTIAL ACCELERATION β€’ Consider an object moving along a circle of radius r. In a time βˆ†t, the object travels an arc distance βˆ†s as shown in Fig. β€’ The corresponding angle subtended is Δθ. Ξ”S = r. Δθ. β€’ βˆ†π‘Ί βˆ†π’• = r . βˆ†πœ½ βˆ†π’• , In the limit βˆ†π’• β†’ 𝟎, the equation becomes, 𝒅𝒔 𝒅𝒕 = r.Ο‰ β€’ 𝒅𝒔 𝒅𝒕 is linear speed (v) which is tangential to the circle & Ο‰ is angular speed 𝒅𝒔 𝒅𝒕 = v = r.Ο‰ β€’ Angular velocity 𝒗 = Ο‰ Γ— 𝒓 β€’ 𝒅𝒗 𝒅𝒕 = 𝒓.𝒅ω 𝒅𝒕 = r . 𝜢 β€’ 𝒂 𝒕 = r . 𝜢 β€’ The tangential acceleration at experienced by an object in circular motion is shown in fig. β€’ The tangential acceleration is in the direction of linear velocity. β€’ 𝒅𝒗 𝒅𝒕 = the tangential acceleration (𝒂 𝒕) β€’ 𝒅ω 𝒅𝒕 = Angular acceleration 𝜢
  • 87. CIRCULAR MOTION β€’ When a point object is moving on a circular path with a constant speed, it covers equal distances on the circumference of the circle in equal intervals of time. β€’ In uniform circular motion, the velocity is always changing but speed remains the same. β€’ If the velocity changes in both speed and direction during the circular motion, we get non uniform circular motion. CENTRIPETAL ACCELERATION β€’ In uniform circular motion the velocity vector turns continuously without changing its magnitude (speed), as shown in fig. β€’ The length of the velocity vector (blue) is not changed during the motion, implying that the speed remains constant. β€’ Even though the velocity is tangential at every point in the circle, the acceleration is acting towards the centre of the circle. β€’ This is called centripetal acceleration. It always points towards the centre of the circle.
  • 88. CENTRIPETAL ACCELERATION β€’ The centripetal acceleration is derived from a simple geometrical relationship between position and velocity vectors. β€’ Let the directions of position & velocity vectors shift through the same angle 𝜽 in a small interval of time βˆ†π’• , as shown in fig. β€’ For uniform circular motion, r = 𝒓 𝟏 = 𝒓 𝟐 β€’ v = 𝒗 𝟏 = 𝒗 𝟐 . β€’ If the particle moves from position vector 𝒓 𝟏 to 𝒓 𝟐. β€’ The displacement, βˆ†π’“ = 𝒓 𝟐 - 𝒓 𝟏 β€’ Change in velocity, βˆ†π’— = 𝒗 𝟐 - 𝒗 𝟏 β€’ The magnitudes of the displacement Ξ”r and of Ξ”v satisfy the following relation, βˆ†π’“ 𝒓 = - βˆ†π’— 𝒗 = 𝜽 β€’ βˆ†π’— = - v βˆ†π’“ 𝒓 , a = βˆ†π’— βˆ†π’• = - 𝒗 𝒓 βˆ†π’“ βˆ†π’• = - 𝒗 𝟐 𝒓 β€’ For uniform circular motion ( v = r.Ο‰ ). The centripetal acceleration a = - Ο‰ 𝟐r
  • 89. NON UNIFORM CIRCULAR MOTION β€’ If the speed of the object in circular motion is not constant, then we have non-uniform circular motion. β€’ For example, when the bob attached to a string moves in vertical circle, the speed of the bob is not the same at all time. β€’ Whenever the speed is not same in circular motion, the particle will have both centripetal and tangential acceleration as shown in the Fig. β€’ The resultant acceleration is obtained by vector sum of centripetal and tangential acceleration. β€’ Centripetal acceleration = 𝒂 𝒄 = 𝒗 𝟐 𝒓 β€’ Resultant acceleration 𝒂 𝑹 = 𝒂 𝒕 𝟐 + 𝒗 𝟐 𝒓 𝟐 β€’ This resultant acceleration makes an angle 𝜽 with the radius vector as shown in Fig. CENTRIPETAL ACCELERATION Angle , tan 𝜽 = 𝒂 𝒕 𝒗 𝟐 𝒓
  • 90. KINEMATIC EQUATIONS OF CIRCULAR MOTION β€’ If an object is in circular motion with constant angular acceleration Ξ±, we can derive kinematic equations for this motion, analogous to those for linear motion. β€’ Let us consider a particle executing circular motion with initial angular velocity Ο‰0. β€’ After a time interval (t) it attains a final angular velocity Ο‰. β€’ During this time, it covers an angular displacement 𝜽 . Because of the change in angular velocity there is an angular acceleration Ξ±.