Lecture PowerPoints
Chapter 3
Physics for Scientists &
Engineers, with Modern
Physics, 4th edition
Giancoli
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Chapter 3
Kinematics in Two or Three
Dimensions; Vectors
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Units of Chapter 3
• Vectors and Scalars
• Addition of Vectors—Graphical Methods
• Subtraction of Vectors, and Multiplication of a
Vector by a Scalar
• Adding Vectors by Components
• Unit Vectors
• Vector Kinematics
• Projectile Motion
• Solving Problems Involving Projectile Motion
• Relative Velocity
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3-1 Vectors and Scalars
A vector has magnitude as
well as direction.
Some vector quantities:
displacement, velocity,
force, momentum
A scalar has only a
magnitude.
Some scalar quantities:
mass, time, temperature
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3-2 Addition of Vectors—Graphical
Methods (1 of 5)
For vectors in one
dimension, simple
addition and
subtraction are all that
is needed.
You do need to be
careful about the signs,
as the figure indicates.
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3-2 Addition of Vectors—Graphical
Methods (2 of 5)
If the motion is in two dimensions, the situation is
somewhat more complicated.
Here, the actual travel paths are at right angles to
one another; we can find the displacement by using
the Pythagorean Theorem.
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3-2 Addition of Vectors—Graphical
Methods (3 of 5)
Adding the vectors in the opposite order gives the
same result:
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3-2 Addition of Vectors—Graphical
Methods (4 of 5)
Even if the vectors are not at right
angles, they can be added graphically by
using the tail-to-tip method.
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3-2 Addition of Vectors—Graphical
Methods (5 of 5)
The parallelogram method may also be used;
here again the vectors must be tail-to-tip.
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3-3 Subtraction of Vectors, and
Multiplication of a Vector by a Scalar (1 of 2)
In order to subtract vectors, we
define the negative of a vector,
which has the same magnitude but
points in the opposite direction.
Then we add the negative vector.
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3-3 Subtraction of Vectors, and
Multiplication of a Vector by a Scalar (2 of 2)
A vector Vcan be multiplied by a scalar
c; the result is a vector cVthat has the
same direction but a magnitude cV. If c is
negative, the resultant vector points in
the opposite direction.
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3-4 Adding Vectors by Components (1 of 6)
Any vector can be expressed as the sum of
two other vectors, which are called its
components. Usually the other vectors are
chosen so that they are perpendicular to each
other.
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3-4 Adding Vectors by Components (2 of 6)
If the components are
perpendicular, they can be
found using trigonometric
functions.
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3-4 Adding Vectors by Components (3 of 6)
The components are effectively one-dimensional,
so they can be added arithmetically.
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3-4 Adding Vectors by Components (4 of 6)
Adding vectors:
1. Draw a diagram; add the vectors graphically.
2. Choose x and y axes.
3. Resolve each vector into x and y components.
4. Calculate each component using sines and cosines.
5. Add the components in each direction.
6. To find the length and direction of the vector, use:
and .
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3-4 Adding Vectors by
Components (5 of 6)
Example 3-2: Mail carrier’s
displacement.
A rural mail carrier leaves the
post office and drives 22.0 km
in a northerly direction. She
then drives in a direction 60
south of east for 47.0 km. What
is her displacement from the
post office?
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3-4 Adding Vectors by
Components (6 of 6)
Example 3-3: Three short trips.
An airplane trip involves three
legs, with two stopovers. The
first leg is due east for 620 km;
the second leg is southeast (
45 ) for 440 km; and the third
leg is at 53 south of west, for
550 km, as shown. What is the
plane’s total displacement?
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3-5 Unit Vectors
Unit vectors have
magnitude 1.
Using unit vectors, any V
Vector can be written in
terms of its components:
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3-6 Vector Kinematics (1 of 5)
In two or three
dimensions, the
displacement is a
vector:
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3-6 Vector Kinematics (2 of 5)
As t and r become
smaller and smaller, the
average velocity
approaches the
instantaneous velocity.
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3-6 Vector Kinematics (3 of 5)
The instantaneous
acceleration is in the
direction of V=V2 −V1
and is given by:
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3-6 Vector Kinematics (4 of 5)
Using unit vectors,
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3-6 Vector Kinematics (5 of 5)
Generalizing the one-dimensional equations
for constant acceleration:
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3-7 Projectile Motion (1 of 4)
A projectile is an
object moving in two
dimensions under the
influence of Earth's
gravity; its path is a
parabola.
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3-7 Projectile Motion (2 of 4)
It can be understood
by analyzing the
horizontal and vertical
motions separately.
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3-7 Projectile Motion (3 of 4)
The speed in the x-direction
is constant; in the y-
direction the object moves
with constant acceleration g.
This photograph shows two balls
that start to fall at the same time.
The one on the right has an initial
speed in the x-direction. It can be
seen that vertical positions of the
two balls are identical at identical
times, while the horizontal
position of the yellow ball
increases linearly.
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3-7 Projectile Motion (4 of 4)
If an object is launched at an initial angle of θ0
with the horizontal, the analysis is similar except
that the initial velocity has a vertical component.
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3-8 Solving Problems Involving Projectile
Motion (1 of 12)
Projectile motion is motion with constant
acceleration in two dimensions, where the
acceleration is g and is down.
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3-8 Solving Problems Involving
Projectile Motion (2 of 12)
1. Read the problem carefully, and choose the
object(s) you are going to analyze.
2. Draw a diagram.
3. Choose an origin and a coordinate system.
4. Decide on the time interval; this is the same in
both directions, and includes only the time the
object is moving with constant acceleration g.
5. Examine the x and y motions separately.
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3-8 Solving Problems Involving
Projectile Motion (3 of 12)
6. List known and unknown quantities.
Remember that Vx never changes, and that
Vy at the highest point.
7. Plan how you will proceed. Use the
appropriate equations; you may have to
combine some of them.
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3-8 Solving Problems Involving
Projectile Motion (4 of 12)
Example 3-6: Driving off a cliff.
A movie stunt driver on a
motorcycle speeds
horizontally off a 50.0-m-high
cliff. How fast must the
motorcycle leave the cliff top
to land on level ground below,
90.0 m from the base of the
cliff where the cameras are?
Ignore air resistance.
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3-8 Solving Problems Involving
Projectile Motion (5 of 12)
Example 3-7: A kicked football.
A football is kicked at an angle θ0 = 37.0 with a velocity
of 20.0 m/s, as shown. Calculate (a) the maximum
height, (b) the time of travel before the football hits the
ground, (c) how far away it hits the ground, (d) the
velocity vector at the maximum height, and (e) the
acceleration vector at maximum height. Assume the
ball leaves the foot at ground level, and ignore air
resistance and rotation of the ball.
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3-8 Solving Problems Involving
Projectile Motion (6 of 12)
Conceptual Example 3-8: Where does the
apple land?
A child sits upright in a wagon
which is moving to the right at
constant speed as shown. The
child extends her hand and throws
an apple straight upward (from her
own point of view), while the
wagon continues to travel forward
at constant speed. If air resistance
is neglected, will the apple land (a)
behind the wagon, (b) in the
wagon, or (c) in front of the
wagon?
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3-8 Solving Problems Involving
Projectile Motion (7 of 12)
Conceptual Example 3-9: The wrong strategy.
A boy on a small hill aims his water-balloon slingshot
horizontally, straight at a second boy hanging from a
tree branch a distance d away. At the instant the water
balloon is released, the second boy lets go and falls
from the tree, hoping to avoid being hit. Show that he
made the wrong move. (He hadn’t studied physics yet.)
Ignore air resistance.
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3-8 Solving Problems Involving
Projectile Motion (8 of 12)
Example 3-10: Level horizontal range.
(a) Derive a formula for the
horizontal range R of a projectile in
terms of its initial speed 0 and angle v
0. The horizontal range is defined as
the horizontal distance the projectile
travels before returning to its
original height (which is typically the
ground); that is, y( final) = y0. (b)
Suppose one of Napoleon’s cannons
had a muzzle speed, 0 , of 60.0 m/s. v
At what angle should it have been
aimed (ignore air resistance) to
strike a target 320 m away?
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3-8 Solving Problems Involving
Projectile Motion (9 of 12)
Example 3-11: A punt.
Suppose the football in Example 3–7 was
punted and left the punter’s foot at a height of
1.00 m above the ground. How far did the
football travel before hitting the ground? Set
x0 =0 , y0=0.
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3-8 Solving Problems Involving
Projectile Motion (10 of 12)
Example 3-12: Rescue helicopter drops supplies.
A rescue helicopter wants to drop a package of supplies to isolated
mountain climbers on a rocky ridge 200 m below. If the helicopter is
traveling horizontally with a speed of 70 m/s (250 km/h), (a) how far in
advance of the recipients (horizontal distance) must the package be
dropped? (b) Suppose, instead, that the helicopter releases the package
a horizontal distance of 400 m in advance of the mountain climbers.
What vertical velocity should the package be given (up or down) so that
it arrives precisely at the climbers’ position? (c) With what speed does
the package land in the latter case?
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3-8 Solving Problems Involving
Projectile Motion (11 of 12)
Projectile motion is parabolic:
Taking the equations for x and y as a function
of time, and combining them to eliminate t, we
find y as a function of x:
This is the equation for a parabola.
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3-8 Solving Problems Involving
Projectile Motion (12 of 12)
Examples of projectile
motion. Notice the
effects of air resistance.
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3-9 Relative Velocity (1 of 5)
We have already considered relative speed in
one dimension; it is similar in two dimensions
except that we must add and subtract
velocities as vectors.
Each velocity is labeled first with the object,
and second with the reference frame in which it
has this velocity.
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3-9 Relative Velocity (2 of 5)
Here, VWSis the velocity
of the water in the shore
frame VBS is the velocity
of the boat in the shore
frame, and VBW is the
velocity of the boat in the
water frame.
The relationship between
the three velocities is:
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3-9 Relative Velocity (3 of 5)
Example 3-14: Heading upstream.
A boat’s speed in still
water is VBW =1.85m/s.
If the boat is to travel
directly across a river
whose current has
speed VBW =1.20m/s, at
what upstream angle
must the boat head?
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3-9 Relative Velocity (4 of 5)
Example 3-15: Heading across the river.
The same boat ( VBW =1.85m/s )
now heads directly across the
river whose current is still
1.20 m/s. (a) What is the
velocity (magnitude and
direction) of the boat relative
to the shore? (b) If the river is
110 m wide, how long will it
take to cross and how far
downstream will the boat be
then?
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3-9 Relative Velocity (5 of 5)
Example 3-16: Car velocities at 60 .
Two automobiles approach a street corner at
right angles to each other with the same speed
of 40.0 km/h (= 11.1 m/s), as shown. What is the
relative velocity of one car with respect to the
other? That is, determine the velocity of car 1
as seen by car 2.
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Summary of Chapter 3
• A quantity with magnitude and direction is a
vector.
• A quantity with magnitude but no direction is
a scalar.
• Vector addition can be done either graphically
or by using components.
• The sum is called the resultant vector.
• Projectile motion is the motion of an object
near the Earth’s surface under the influence of
gravity.
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