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Difference Between Scalars And Vectors

  • Scalar: Quantity with magnitude only (no direction)
  • Examples: distance, speed, mass, time, energy
  • Added/subtracted using ordinary arithmetic
  • Vector: Quantity with both magnitude and direction
  • Examples: displacement, velocity, acceleration, force, momentum
  • Must consider direction in addition/subtraction
  • Vectors are denoted with arrow above symbol (v\vec{v}) or boldface (v\textbf{v})

Vector Addition And Subtraction

  • Graphical method: Tip-to-tail method
  • Addition: Place tail of second vector at tip of first
  • Resultant: From tail of first to tip of last
  • Subtraction: Add the negative of the second vector
  • Component method: Break vectors into x and y components
  • Add/subtract corresponding components
  • Reconstruct resultant from components

Resolving Vectors Into Components

  • vx=vcosθv_x = v\cos\theta (horizontal component)
  • vy=vsinθv_y = v\sin\theta (vertical component)
  • v=vx2+vy2v = \sqrt{v_x^2 + v_y^2}
  • θ=tan1(vy/vx)\theta = \tan^{-1}(v_y/v_x)
  • Essential for 2D motion problems

Unit Vectors

  • Vectors with magnitude of 1
  • i^\hat{i}: unit vector in x-direction
  • j^\hat{j}: unit vector in y-direction
  • v=vxi^+vyj^\vec{v} = v_x\hat{i} + v_y\hat{j}
  • Used to specify direction of vectors

Displacement Vs Distance

  • Distance (scalar): Total path length traveled
  • Always positive
  • Path-dependent
  • Displacement (vector): Change in position
  • Can be positive, negative, or zero
  • Straight line from initial to final position
  • Δx=xfxi\Delta x = x_f - x_i

Average Velocity

  • vˉ=ΔxΔt=xfxitfti\bar{v} = \frac{\Delta x}{\Delta t} = \frac{x_f - x_i}{t_f - t_i}
  • Vector quantity (direction matters)
  • Can be zero even if average speed is not
  • Different from instantaneous velocity

Instantaneous Velocity

  • v=limΔt0ΔxΔt=dxdtv = \lim_{\Delta t \to 0}\frac{\Delta x}{\Delta t} = \frac{dx}{dt}
  • Velocity at a specific instant
  • Slope of position-time graph at that point
  • Tangent to the curve at that point

Definition Of Acceleration

  • a=ΔvΔt=dvdta = \frac{\Delta v}{\Delta t} = \frac{dv}{dt}
  • Rate of change of velocity
  • Vector quantity (can have direction different from velocity)
  • Units: m/s2
  • Can occur while speeding up, slowing down, or turning

Position-time Graphs: Slope Is Velocity

  • Slope = instantaneous velocity
  • Steeper slope = higher velocity
  • Horizontal line = zero velocity (at rest)
  • Curved line = changing velocity (acceleration present)
  • Positive slope = positive velocity (moving forward)

Velocity-time Graphs: Area Is Displacement

  • Area under v-t graph = displacement
  • Area above time axis = positive displacement
  • Area below time axis = negative displacement
  • Useful for calculating displacement with changing velocity

Motion Maps

  • Series of dots showing object's position at equal time intervals
  • Closer dots = slower speed
  • Farther apart dots = faster speed
  • Equal spacing = constant velocity
  • Direction indicated by arrows

Relative Velocity Calculation

  • vA/C=vA/B+vB/C\vec{v}_{A/C} = \vec{v}_{A/B} + \vec{v}_{B/C}
  • Example: Boat crossing river with current
  • Essential for relative motion problems
  • Vector addition required

Inertial Reference Frames

  • Reference frame moving at constant velocity (or at rest)
  • Newton's laws hold in inertial frames
  • No fictitious forces needed
  • Non-inertial frames: accelerating frames require fictitious forces

Constant Acceleration Equations / Uagrm

Constant Acceleration Equations / UAM:

  • v=v0+atv = v_0 + at
  • x=x0+v0t+12at2x = x_0 + v_0t + \frac{1}{2}at^2
  • v2=v02+2aΔxv^2 = v_0^2 + 2a\Delta x
  • vˉ=v+v02\bar{v} = \frac{v + v_0}{2} (valid only for constant acceleration)
  • Apply separately to x and y components for 2D motion

Free Fall Motion

  • Special case of constant acceleration with a=g=9.8a = g = 9.8 m/s2 downward
  • Objects dropped: v0=0v_0 = 0
  • Objects thrown upward: a=ga = -g (deceleration until peak)
  • Time to reach peak: tup=v0/gt_{up} = v_0/g
  • Maximum height: hmax=v02/(2g)h_{max} = v_0^2/(2g)
  • Round trip time: ttotal=2v0/gt_{total} = 2v_0/g

Acceleration Due To Gravity

  • g=9.8g = 9.8 m/s2 near Earth's surface
  • Varies with altitude and planet
  • Independent of mass (Galileo's principle)
  • All objects fall with same acceleration in vacuum

Independence Of Perpendicular Motions

  • Horizontal and vertical motions are independent
  • Horizontal: constant velocity (assuming no air resistance)
  • Vertical: constant acceleration (ay=ga_y = -g)
  • Same time applies to both motions
  • Problems solved by treating components separately

Projectile Motion: Horizontal Launch

  • Horizontal: x=v0tx = v_0 t (constant velocity)
  • Vertical: y=h12gt2y = h - \frac{1}{2}gt^2 (free fall from height h)
  • Path: parabolic
  • Time to hit ground: t=2h/gt = \sqrt{2h/g}
  • Range: R=v02h/gR = v_0\sqrt{2h/g}

Projectile Motion: Angled Launch

  • Initial velocity components:
  • v0x=v0cosθv_{0x} = v_0\cos\theta
  • v0y=v0sinθv_{0y} = v_0\sin\theta
  • Position:
  • x=v0cosθtx = v_0\cos\theta \cdot t
  • y=v0sinθt12gt2y = v_0\sin\theta \cdot t - \frac{1}{2}gt^2
  • Velocity:
  • vx=v0cosθv_x = v_0\cos\theta (constant)
  • vy=v0sinθgtv_y = v_0\sin\theta - gt
  • Maximum Height: hmax=(v0sinθ)22gh_{max} = \frac{(v_0\sin\theta)^2}{2g}
  • Time to max height: tup=v0sinθgt_{up} = \frac{v_0\sin\theta}{g}
  • Total time: ttotal=2v0sinθgt_{total} = \frac{2v_0\sin\theta}{g}
  • Range: R=v02sin(2θ)gR = \frac{v_0^2\sin(2\theta)}{g}
  • Maximum range at θ=45\theta = 45^\circ (for symmetric launch and landing)

Maximum Height And Range

Key projectile formulas for angled launch.

  • Maximum Height: hmax=(v0sinθ)22gh_{max} = \frac{(v_0\sin\theta)^2}{2g}
  • Time to max height: tup=v0sinθgt_{up} = \frac{v_0\sin\theta}{g}
  • Total time: ttotal=2v0sinθgt_{total} = \frac{2v_0\sin\theta}{g}
  • Range: R=v02sin(2θ)gR = \frac{v_0^2\sin(2\theta)}{g}
  • Maximum range at θ=45\theta = 45^\circ (for symmetric launch and landing)

Independence Of Horizontal And Vertical Motions.

Independence of Perpendicular Motions:

  • Horizontal and vertical motions are independent
  • Horizontal: constant velocity (assuming no air resistance)
  • Vertical: constant acceleration (ay=ga_y = -g)
  • Same time applies to both motions
  • Problems solved by treating components separately