3.1 Introduction

Chapter 3 — Motion in a Plane

On the evening of 7 August 2021, at the Tokyo Olympic Stadium, Neeraj Chopra ran down a narrow strip, planted his left foot, and hurled a spear-shaped javelin into the humid air. It rose, curved, and buried its metal tip in the grass at a distance of 87.58 metres — winning India its first-ever Olympic gold medal in athletics.

What decides how far a javelin flies? Not just how hard it is thrown. The direction of the throw matters just as much as the speed. A javelin launched straight up would rise high and land at the thrower’s own feet. One launched flat along the ground would skim into the turf almost at once. Somewhere between these two extremes lies the angle that carries it the farthest — and every javelin thrower spends years training their body to find it.

The physics of a javelin in flight is the physics of this chapter. To describe such motion, we can no longer use plus and minus signs on a single line, the way we did for motion along a straight road. We need a language that handles both magnitude and direction together. That language is the language of vectors. Once we learn to speak it, we can describe not only javelins but also raindrops slanting in the wind, cricket balls arcing to the boundary, satellites circling the Earth, and cars turning at a bend in the highway.

Figure to come

Fig. 3.0 – A silhouette of a javelin thrower at the moment of release, with the javelin’s parabolic path traced in the air toward a landing point on the ground; the launch angle from the horizontal is marked as θ₀ and the initial velocity as a vector arrow labelled v₀.

NoteCuriosity Corner

Q1. What is the difference between a quantity like speed and a quantity like velocity, and why does physics need two different kinds of quantity at all?

Q2. If rain is falling straight down and a wind begins to blow sideways, in which direction should a person waiting at a bus stop tilt their umbrella?

Q3. When a ball is thrown into the air, why does it travel the farthest when launched at an angle of 45° — and not at 30° or 60°?

Q4. As a javelin flies through the air, its horizontal motion and its vertical motion behave very differently. Why do the two directions of a single flight follow separate rules?

Q5. A car moving around a circular track at a perfectly steady speed — is it accelerating? And if it is, in which direction does the acceleration point?

This chapter builds the tools to answer each of these questions.

In the previous chapter, we studied motion along a straight line. There we introduced four important quantities: position, displacement, velocity, and acceleration. Each of these has a direction, but because a straight line offers only two possible directions — forward or backward — we could handle the direction simply by placing a plus or a minus sign in front of the number.

That trick works only in one dimension. The moment an object begins to move in a plane, such as a football curving across a field or a boat crossing a river, “forward” and “backward” are no longer enough. The object could move north, south, east, west, or in any direction between them. A single sign cannot capture that.

To describe motion in two dimensions (a plane) or three dimensions (space), we therefore need a richer language — the language of vectors. A vector, unlike an ordinary number, carries both a size and a direction with it, and there are special rules for adding, subtracting, and multiplying vectors that do not look quite like ordinary arithmetic.

NoteQuick Question

Why can’t we just use plus and minus signs to describe motion in a plane?

A plus or minus sign can only distinguish between two opposite directions. In a plane there are infinitely many directions — motion at 37° north of east, for instance, cannot be captured by a single sign. We need a mathematical object that carries both magnitude (the “how much”) and direction (the “which way”) at once. That object is a vector.

Our plan for this chapter is as follows. First, we learn what a vector is and how to combine vectors — how to add them, subtract them, and multiply them by ordinary numbers. What happens, for example, when you multiply a velocity vector by a duration of time? We shall see that the result is a displacement vector, and this kind of insight is exactly what makes vectors so useful.

Once we are comfortable with vectors, we return to the physics. We use vectors to define velocity and acceleration for an object moving in a plane. As the simplest interesting case, we study motion with a constant acceleration, and then apply this to projectile motion — the flight of any object thrown or launched into the air and moving under gravity alone.

Finally, we look at uniform circular motion — the motion of an object travelling at constant speed along a circle. Circular motion appears everywhere in daily life: the hands of a clock, the wheels of a car, a stone whirling on a string, satellites moving around the Earth. It has one surprising feature we will need to explain: an object can be moving at a perfectly steady speed and yet still be accelerating.

Everything we develop for motion in a plane extends naturally to motion in three-dimensional space. The vector language handles two and three dimensions equally well; only the number of components changes.

3.2 Scalars and Vectors

In physics, every measurable quantity falls into one of two families. Some quantities are fully described by a single number (with a unit) — they are called scalars. Others need a number and a direction to be fully described — they are called vectors. This one difference — the presence or absence of a direction — decides how we combine such quantities with each other, and it is the reason a plus/minus sign was enough in the last chapter but is not enough in this one.

A scalar quantity is a quantity with magnitude only. It is specified completely by a single number together with the proper unit. The distance between two points, the mass of an object, the temperature of a body, the time at which some event happens — all of these are scalars.

NoteDefinition

A scalar is a physical quantity that has magnitude only, and is completely specified by a single number with a proper unit.

Because scalars have no direction, they combine using the ordinary rules of arithmetic. They can be added, subtracted, multiplied, and divided just like plain numbers — provided the units allow it.* For example, if the length and breadth of a rectangle are 1.0 m and 0.5 m, its perimeter is

\[1.0 \text{ m} + 0.5 \text{ m} + 1.0 \text{ m} + 0.5 \text{ m} = 3.0 \text{ m}\]

Each side is a scalar; the perimeter is a scalar too. Similarly, if the maximum and minimum temperatures on a certain day are 35.6 °C and 24.2 °C, the difference between them is 11.4 °C. And a uniform aluminium cube of side 10 cm with a mass of 2.7 kg has a volume of \(10^{-3}\text{ m}^3\) (a scalar) and a density of \(2.7 \times 10^3 \text{ kg m}^{-3}\) (a scalar).

Footnote: Addition and subtraction of scalars only make sense for quantities with the same unit. Multiplication and division, however, can be carried out across different units — that is how a distance divided by a time gives a speed.

Now consider quantities like displacement, velocity, acceleration, and force. Saying “the wind is blowing at 40 km/h” tells you only part of the story — from which direction? Saying “the plane is 300 km away” is incomplete — in which direction from where you are? These quantities carry a magnitude and a direction, and both pieces are needed to describe them.

NoteDefinition

A vector is a physical quantity that has both a magnitude and a direction, and obeys the triangle law of addition (or equivalently the parallelogram law of addition).

The last part — “obeys the triangle law of addition” — is important. Not every quantity that seems to have a size and a direction qualifies as a vector; it must also combine in the special vector way we will study in the next few sections. This is why physicists distinguish carefully between quantities that only look like vectors and quantities that truly behave as vectors.

NoteCuriosity Corner

Q. What is the difference between a quantity like speed and a quantity like velocity, and why does physics need two different kinds of quantity at all? A. Speed is a scalar: it has magnitude only and is completely specified by a single number with a proper unit. Velocity is a vector: it carries both a magnitude and a direction, and it obeys the triangle (or parallelogram) law of addition. Physics needs both kinds because a straight line offers only two directions, which a plus or minus sign can cover, but in a plane there are infinitely many directions and a single sign cannot capture them. For a quantity such as velocity the direction is not decoration on the number — it is half the information, which is why a pilot flying into a crosswind must aim off the direct line to Mumbai rather than simply pointing the aircraft at it.

NoteReal-World Application

When a pilot plans a flight from Delhi to Mumbai, they cannot simply point the aircraft towards Mumbai and take off. If a strong wind is blowing eastward while the plane needs to travel southward, the wind will keep pushing the aircraft off course. The pilot must aim slightly west of south so that the wind’s push brings the plane back onto its intended track. Ship navigators, weather forecasters, and the guidance computers of rockets all treat velocity as a vector — direction is not decoration on the number, it is half the information.

Notation. In this book, a vector is printed in bold face — for example, \(\mathbf{v}\) for a velocity vector. When writing by hand, bold face is hard to produce, so a small arrow is placed over the letter instead: \(\vec{v}\). Both \(\mathbf{v}\) and \(\vec{v}\) stand for the same quantity. The magnitude of a vector, sometimes called its absolute value, is written with vertical bars: \(|\mathbf{v}| = v\). So in the same passage you may see vectors written as \(\mathbf{A}, \mathbf{a}, \mathbf{p}, \mathbf{q}, \mathbf{r}, ..., \mathbf{x}, \mathbf{y}\), with their magnitudes as ordinary italic letters \(A, a, p, q, r, ..., x, y\).

NoteQuick Question

Is a negative sign in front of a scalar the same thing as a direction?

No. A minus sign on a scalar such as temperature (say, −5 °C) simply indicates that the value lies below a chosen reference (here, 0 °C) — it is still just a magnitude on a scale. A minus sign on a vector, on the other hand, reverses the entire direction of the vector. The two signs look identical but do different jobs.

3.2.1 Position and Displacement Vectors

To describe where an object is as it moves in a plane, we first fix a convenient reference point called the origin and label it O. Let P and P′ be the positions of the object at two instants, times \(t\) and \(t'\) respectively, as shown in Fig. 3.1(a). We draw a straight line from O to P and mark an arrow at its head. This directed line segment — from the origin O to the current position P — is called the position vector of the object at time \(t\). It is denoted by \(\mathbf{r}\), so that \(\mathbf{OP} = \mathbf{r}\). In the same way, the position vector of P′ at time \(t'\) is \(\mathbf{OP'} = \mathbf{r'}\).

Figure to come

Fig. 3.1(a) – A point O marked as origin with x and y axes drawn; a point P joined to O by an arrow labelled r; a nearby point P’ joined to O by an arrow labelled r’; a smooth curved arrow from P to P’ representing the object’s motion, with a straight arrow drawn from P to P’ labelled as the displacement.

The length of the position vector \(\mathbf{r}\) tells us how far the object is from the origin. The direction of \(\mathbf{r}\) tells us where P lies as seen from O.

NoteDefinition

The position vector of a point P, with respect to a chosen origin O, is the vector drawn from O to P. Its magnitude gives the distance of P from O; its direction gives the direction of P as seen from O.

Suppose the object now moves from P to P′. Draw an arrow with its tail at P and its tip at P′. This arrow is the displacement vector for the motion from P (at time \(t\)) to P′ (at time \(t'\)). It is written as \(\mathbf{PP'}\).

NoteDefinition

The displacement vector for the motion of an object from position P to position P′ is the straight vector drawn from P to P′, regardless of the actual path taken between them.

Notice the phrase “regardless of the actual path taken”. The displacement vector depends only on where the motion begins and where it ends — it does not care how the object got from one to the other. In Fig. 3.1(b), whether the object travels from P to Q along the winding path PABCQ, or the shorter PDQ, or the twisting PBEFQ, the displacement vector is the same straight arrow \(\mathbf{PQ}\) in every case.

Figure to come

Fig. 3.1(b) – Points P and Q joined by a straight arrow labelled PQ; three different curved paths from P to Q also shown lightly — one passing through points A, B, C, another through D, and another through B, E, F.

This has a useful consequence. Since a straight line is the shortest distance between two points, the magnitude of the displacement vector can never exceed the length of the path actually travelled. If the object moves in a straight line without turning back, the two are equal; in every other case, the path length is longer.

NotePrinciple / Law

The magnitude of the displacement of an object between two points is less than or equal to the path length between those points. Equality holds only when the object moves in a straight line without reversing its direction.

This same fact was noted in the previous chapter for motion in one dimension — it now holds for motion in a plane too, and for the same reason.

3.2.2 Equality of Vectors

Two vectors are equal only when both their magnitude and their direction match. Same length is not enough; same direction is not enough; both must agree.

NoteDefinition

Two vectors \(\mathbf{A}\) and \(\mathbf{B}\) are said to be equal if and only if they have the same magnitude and the same direction.

Figure 3.2(a) shows two such vectors, \(\mathbf{A}\) and \(\mathbf{B}\). Their tails start at different points (O and Q), but their arrows are the same length and point the same way. To check the equality visually, slide \(\mathbf{B}\) parallel to itself — without rotating it — until its tail Q sits on top of O. If the tip of \(\mathbf{B}\) now sits exactly on the tip of \(\mathbf{A}\), the two vectors are indeed equal, and we write \(\mathbf{A} = \mathbf{B}\).

Figure to come

Fig. 3.2(a) – Two arrows of equal length pointing in the same direction; one with its tail at O and tip at P (labelled A), the other with its tail at Q and tip at S (labelled B).

The situation in Fig. 3.2(b) is different. Vectors \(\mathbf{A'}\) and \(\mathbf{B'}\) have equal lengths but point in noticeably different directions. Even if we slide \(\mathbf{B'}\) parallel to itself so that its tail Q′ meets O′, the tip S′ of \(\mathbf{B'}\) will not land on the tip P′ of \(\mathbf{A'}\). So \(\mathbf{A'} \neq \mathbf{B'}\), even though \(|\mathbf{A'}| = |\mathbf{B'}|\).

Figure to come

Fig. 3.2(b) – Two arrows of equal length but pointing in clearly different directions; one with tail O’ and tip P’ (labelled A’), the other with tail Q’ and tip S’ (labelled B’).

The sliding trick works only because, in our study, a vector is not tied to any particular location in space. You are free to translate it (that is, move it without rotating it) and the vector itself is unchanged. Vectors of this kind are called free vectors. In some advanced applications — such as analysing forces that act along specific lines on a rigid body — the exact line along which a vector acts also matters, and such vectors are called localised vectors. Unless stated otherwise, every vector in this chapter is a free vector.

NoteQuick Question

If I reverse the arrow of a vector so that it points the opposite way, is it still the “same vector” because the length hasn’t changed?

No — reversing the direction gives a different vector, even if the length is unchanged. Reversing the direction of a vector \(\mathbf{A}\) actually produces a new vector called \(-\mathbf{A}\), which we will meet properly in Section 3.3. Direction is as much a part of a vector’s identity as magnitude is.

3.3 Multiplication of Vectors by Real Numbers

Once we have vectors, a natural question arises: what happens when we multiply a vector by an ordinary number? Does the result stay a vector, and if so, how do its magnitude and direction change?

Multiplication of a vector by a real number turns out to stretch, shrink, or flip the vector — but never otherwise rotates it. The direction is either preserved or reversed; the magnitude simply scales.

Consider a vector \(\mathbf{A}\) and a positive real number \(\lambda\). Multiplying \(\mathbf{A}\) by \(\lambda\) gives a new vector \(\lambda\mathbf{A}\) whose magnitude is \(\lambda\) times that of \(\mathbf{A}\), and whose direction is exactly the same as \(\mathbf{A}\):

\[|\lambda \mathbf{A}| = \lambda\, |\mathbf{A}| \quad \text{if } \lambda > 0.\]

For example, multiplying \(\mathbf{A}\) by 2 gives \(2\mathbf{A}\), which points the same way as \(\mathbf{A}\) and is twice as long, as shown in Fig. 3.3(a).

Figure to come

Fig. 3.3(a) – A horizontal arrow labelled A pointing to the right, and below it a second arrow of twice its length labelled 2A, pointing the same way.

If the multiplier is negative, the direction reverses. Multiplying \(\mathbf{A}\) by \(-\lambda\) (with \(\lambda > 0\)) gives a vector of magnitude \(\lambda\,|\mathbf{A}|\) but pointing opposite to \(\mathbf{A}\). In particular, \(-\mathbf{A}\) has the same length as \(\mathbf{A}\) but points the opposite way, and \(-1.5\,\mathbf{A}\) is 1.5 times as long, again reversed. Both are shown in Fig. 3.3(b).

Figure to come

Fig. 3.3(b) – Vector A pointing to the right, and below it vectors −A (same length as A, pointing left) and −1.5A (1.5 times the length of A, also pointing left).

NoteQuick Question

Why does a negative multiplier reverse the direction of a vector?

Multiplying by \(-1\) is the same as reversing the sign of every component of the vector, which is exactly what happens when its arrow is turned around by 180°. The vector \(-\mathbf{A}\) is defined so that \(\mathbf{A} + (-\mathbf{A}) = 0\), and this forces it to point opposite to \(\mathbf{A}\).

The multiplier \(\lambda\) need not be a pure number — it can itself be a physical quantity with its own dimensions. In that case, the dimensions of the resulting vector \(\lambda\mathbf{A}\) are the product of the dimensions of \(\lambda\) and the dimensions of \(\mathbf{A}\).

For instance, suppose a car moves at a constant velocity \(\mathbf{v}\) (dimensions of length/time). If the motion continues for a duration \(t\) (dimensions of time), then \(\mathbf{v}\,t\) has dimensions of length — the dimension of displacement. And indeed, \(\mathbf{v}\,t\) is the displacement of the car during that time. The direction of \(\mathbf{v}\) is preserved, but the physical meaning of the resulting vector has changed from a velocity into a displacement.

NotePrinciple / Law

Multiplying a vector \(\mathbf{A}\) by a real number \(\lambda\) gives a vector \(\lambda\mathbf{A}\) whose magnitude is \(|\lambda|\,|\mathbf{A}|\), and whose direction is the same as \(\mathbf{A}\) if \(\lambda > 0\) and opposite to \(\mathbf{A}\) if \(\lambda < 0\). If \(\lambda\) carries its own physical dimensions, the dimensions of \(\lambda\mathbf{A}\) are the product of the dimensions of \(\lambda\) and \(\mathbf{A}\).

NoteReal-World Application

This rule quietly underlies many physics formulas. Momentum, \(\mathbf{p} = m\mathbf{v}\), is a positive scalar (mass) times a vector (velocity), so momentum always points along the velocity. Newton’s second law, \(\mathbf{F} = m\mathbf{a}\), ties the direction of force to the direction of acceleration in the same way. Even the everyday statement “walk twice as long at the same speed and you cover twice the distance” is nothing but multiplication of a velocity vector by a longer time interval.

3.4 Addition and Subtraction of Vectors — Graphical Method

We already know from Section 3.2 that vectors, by definition, obey the triangle law of addition (or equivalently, the parallelogram law). It is now time to see what these laws actually say geometrically and how to use them in practice.

Suppose we have two vectors \(\mathbf{A}\) and \(\mathbf{B}\) lying in a plane, as shown in Fig. 3.4(a). The lengths of the arrows are drawn proportional to the magnitudes of the two vectors.

Figure to come

Fig. 3.4(a) – Two arrows A and B drawn separately in a plane, not touching each other, with their tails at different points.

The head-to-tail (triangle) method

To find the sum \(\mathbf{A} + \mathbf{B}\), do the following: without rotating \(\mathbf{B}\), slide it so that its tail sits at the head of \(\mathbf{A}\), as in Fig. 3.4(b). Now draw a new arrow starting from the tail of \(\mathbf{A}\) and ending at the head of the just-placed \(\mathbf{B}\). This closing arrow is the vector sum:

\[\mathbf{R} = \mathbf{A} + \mathbf{B}\]

Because the vectors are arranged head to tail, this construction is called the head-to-tail method. And because the two original vectors and the resultant form the three sides of a triangle, it is also called the triangle method of vector addition.

Figure to come

Fig. 3.4(b) – Vector A drawn from O to P; vector B drawn starting at P and ending at Q. A diagonal arrow from O to Q, labelled R = A + B, closes the triangle.

Now what if we add the vectors in the reverse order, \(\mathbf{B} + \mathbf{A}\)? Place \(\mathbf{B}\) first and then attach \(\mathbf{A}\) to its head, as shown in Fig. 3.4(c). The closing arrow — again from the tail of the first to the head of the second — has the same length and direction as before. So the answer is the same:

\[\mathbf{A} + \mathbf{B} = \mathbf{B} + \mathbf{A} \quad (3.1)\]

Vector addition is thus commutative — the order in which you add does not change the result.

Figure to come

Fig. 3.4(c) – Vector B drawn from S to Q, then vector A from Q to P. Diagonal arrow from S to P shown, equal to the earlier resultant R.

Vector addition also obeys the associative law. Given three vectors \(\mathbf{A}\), \(\mathbf{B}\), and \(\mathbf{C}\), adding \(\mathbf{A}\) and \(\mathbf{B}\) first and then adding \(\mathbf{C}\) gives the same result as adding \(\mathbf{B}\) and \(\mathbf{C}\) first and then adding \(\mathbf{A}\):

\[(\mathbf{A} + \mathbf{B}) + \mathbf{C} = \mathbf{A} + (\mathbf{B} + \mathbf{C}) \quad (3.2)\]

This is illustrated in Fig. 3.4(d).

Figure to come

Fig. 3.4(d) – Three vectors A, B, C connected head-to-tail as a broken path, with the intermediate sums (A+B) and (B+C) drawn as diagonals, and the total resultant A+B+C drawn once, showing that both bracketings give the same arrow.

The null (zero) vector

What happens when we add two vectors of equal magnitude but opposite direction? Take a vector \(\mathbf{A}\) and its opposite \(-\mathbf{A}\), shown earlier in Fig. 3.3(b). Their sum is \(\mathbf{A} + (-\mathbf{A})\). Since the two arrows have the same length but point in opposite directions, placing them head to tail brings you right back to where you started. The resultant has zero magnitude.

This zero-magnitude vector is called the null vector or zero vector, and is written as \(\mathbf{0}\):

\[\mathbf{A} - \mathbf{A} = \mathbf{0}, \qquad |\mathbf{0}| = 0 \quad (3.3)\]

NoteDefinition

A null vector (or zero vector) is a vector whose magnitude is zero. Since its magnitude is zero, its direction cannot be specified.

A null vector also appears whenever we multiply any vector \(\mathbf{A}\) by the scalar 0. The main properties of \(\mathbf{0}\) are:

\[\mathbf{A} + \mathbf{0} = \mathbf{A}\] \[\lambda\, \mathbf{0} = \mathbf{0}\] \[0\, \mathbf{A} = \mathbf{0} \quad (3.4)\]

What does a null vector mean physically? Look again at Fig. 3.1(a). Suppose an object at P at time \(t\) moves to P′ and then comes all the way back to P. What is its total displacement? Since the initial and final positions coincide, the displacement vector has zero magnitude — that is, it is a null vector. The object may have covered a large path length, but its net displacement is zero.

NoteReal-World Application

A tug-of-war between two evenly matched teams is a familiar example of a null vector at work. Each team pulls the rope with a large force, but the two forces are equal in magnitude and opposite in direction, so their vector sum is a null vector. The rope, as a result, does not accelerate in either direction — it stays exactly where it is. If one team even slightly outpulls the other, the null vector is broken and the rope begins to move.

Subtraction of vectors

Subtracting one vector from another is defined simply as adding the negative of the second vector:

\[\mathbf{A} - \mathbf{B} = \mathbf{A} + (-\mathbf{B}) \quad (3.5)\]

To do this graphically, first construct \(-\mathbf{B}\) by reversing the direction of \(\mathbf{B}\). Then add it to \(\mathbf{A}\) using the head-to-tail rule. Fig. 3.5 shows both the difference \(\mathbf{R_2} = \mathbf{A} - \mathbf{B}\) and, for comparison, the sum \(\mathbf{R_1} = \mathbf{A} + \mathbf{B}\) drawn in the same figure.

Figure to come

Fig. 3.5 – Vector A pointing to the upper right, vector B pointing downward, and vector −B (opposite of B) also shown. Two resultants are drawn: R₁ = A + B (from tail of A to head of B) and R₂ = A − B (from tail of A to head of −B).

The parallelogram method

There is a second, equally common way to add two vectors, called the parallelogram method. Instead of placing one vector at the tail of the other, we bring the tails of both vectors to a common origin O, as shown in Fig. 3.6(a).

Figure to come

Fig. 3.6(a) – Vector A along OP and vector B along OQ, both drawn with their tails at the common origin O.

Now, from the head of \(\mathbf{A}\), draw a line parallel to \(\mathbf{B}\); from the head of \(\mathbf{B}\), draw a line parallel to \(\mathbf{A}\). These two lines meet at some point S, completing a parallelogram OQSP. Join the origin O to the far corner S. The arrow \(\mathbf{OS}\) is the resultant \(\mathbf{R}\), as shown in Fig. 3.6(b):

\[\mathbf{R} = \mathbf{A} + \mathbf{B}\]

Figure to come

Fig. 3.6(b) – Same setup with the parallelogram OQSP completed by two dashed lines; the diagonal from O to S, labelled R, is drawn as a bold arrow.

To see that this gives the same answer as the triangle method, look at the triangle OQS in Fig. 3.6(c). The side QS of the parallelogram is parallel to OP and of the same length, so QS is a copy of the vector \(\mathbf{A}\). In the triangle OQS, then, we have \(\mathbf{B}\) from O to Q, followed by \(\mathbf{A}\) from Q to S, arranged head-to-tail. Their sum by the triangle method is exactly \(\mathbf{OS}\) — which is the same diagonal we obtained from the parallelogram. So the two methods are equivalent.

Figure to come

Fig. 3.6(c) – Same parallelogram OQSP with vectors B (from O to Q) and A (from Q to S) now emphasized as a triangle OQS, showing that OS is the resultant, matching the parallelogram diagonal.

NoteQuick Question

When should I use the triangle method and when the parallelogram method?

They always give the same answer, so you can use whichever is more convenient. The triangle method is quick when only two or three vectors are involved and you can add them one after another. The parallelogram method is preferred when both vectors naturally start from the same point — for example, two forces acting on the same particle, or two velocities describing the same object in different frames — because there is no need to shift either vector’s tail.

NoteSolved Example 3.1

Rain is falling vertically at a speed of 35 m s⁻¹. After some time, wind begins blowing at 12 m s⁻¹ from east to west. In which direction should a boy waiting at a bus stop hold his umbrella?

Answer

Let \(\mathbf{v_r}\) be the velocity of the rain (pointing straight down) and \(\mathbf{v_w}\) the velocity of the wind (pointing from east to west). Relative to the ground, the actual velocity of the falling rain is the vector sum of these two, \(\mathbf{R} = \mathbf{v_r} + \mathbf{v_w}\), as shown in Fig. 3.7.

[Diagram: Fig. 3.7 – Vector v_r pointing straight down, vector v_w pointing to the west, and the resultant R shown as a slanted arrow going down and to the west, with the angle θ marked between R and the vertical. A small compass rose showing N, S, E, W is drawn alongside.]

Since \(\mathbf{v_r}\) and \(\mathbf{v_w}\) are perpendicular to each other, the magnitude of their resultant is

\[R = \sqrt{v_r^2 + v_w^2} = \sqrt{35^2 + 12^2}\ \text{m s}^{-1} = 37\ \text{m s}^{-1}\]

The direction \(\theta\) that \(\mathbf{R}\) makes with the vertical is given by

\[\tan\theta = \frac{v_w}{v_r} = \frac{12}{35} = 0.343\]

so that

\[\theta = \tan^{-1}(0.343) \approx 19°\]

The umbrella must be held along the direction from which the rain is actually approaching. Since the wind blows westward, the rain slants down and towards the west — meaning it comes from the east side of the vertical. Therefore, the boy should hold his umbrella in the vertical plane, tilted about 19° from the vertical, towards the east.

NoteCuriosity Corner

Q. If rain is falling straight down and a wind begins to blow sideways, in which direction should a person waiting at a bus stop tilt their umbrella? A. The umbrella must be tilted into the direction from which the rain is actually arriving, which is found by adding the rain’s velocity and the wind’s velocity as vectors. For rain falling at 35 m s⁻¹ with a wind of 12 m s⁻¹ from east to west, the resultant has magnitude \(\sqrt{35^2 + 12^2} = 37\) m s⁻¹ and makes an angle \(\tan^{-1}(12/35) \approx 19°\) with the vertical. Because the wind blows westward the rain slants down towards the west, so it comes from the east side of the vertical: the umbrella should be held in the vertical plane, tilted about 19° from the vertical towards the east.

3.5 Resolution of Vectors

The last few sections showed how two vectors can be added to give a single resultant. Now consider the opposite question. Given a single vector, can we always break it down into two (or more) pieces along directions of our choice? The answer is yes, and the process is called resolution — literally, resolving one vector into components.

Resolution is not just a mathematical trick. In physics, we constantly need to analyse a single physical vector — a force, a velocity, the weight of an object on a slope — along directions that are convenient for the problem. Resolving a vector into components makes the algebra of physics dramatically simpler.

Resolution along two arbitrary directions

Let \(\mathbf{a}\) and \(\mathbf{b}\) be any two non-zero vectors in a plane, pointing in different directions. Let \(\mathbf{A}\) be any other vector in the same plane, as shown in Fig. 3.8(a). We shall show that \(\mathbf{A}\) can always be written as a sum of two vectors — one parallel to \(\mathbf{a}\) and one parallel to \(\mathbf{b}\).

Figure to come

Fig. 3.8(a) – Two non-collinear vectors a and b drawn from a common origin, pointing in different directions.

Let O and P be the tail and the head of \(\mathbf{A}\). Through O, draw a straight line parallel to \(\mathbf{a}\); through P, draw a straight line parallel to \(\mathbf{b}\). These two lines meet at some point Q, as shown in Fig. 3.8(b). By the triangle law of vector addition,

\[\mathbf{A} = \mathbf{OP} = \mathbf{OQ} + \mathbf{QP} \quad (3.6)\]

Figure to come

Fig. 3.8(b) – Vector A drawn from O to P. Through O, a line parallel to a extended to Q; through P, a line parallel to b meeting the first line at Q. The segments OQ and QP are highlighted as λa and μb.

Now, \(\mathbf{OQ}\) is parallel to \(\mathbf{a}\), so it must be some scalar multiple of \(\mathbf{a}\). Similarly, \(\mathbf{QP}\) is parallel to \(\mathbf{b}\), so it must be some scalar multiple of \(\mathbf{b}\). Writing these multiples as \(\lambda\) and \(\mu\),

\[\mathbf{OQ} = \lambda \mathbf{a}, \qquad \mathbf{QP} = \mu \mathbf{b} \quad (3.7)\]

Substituting into Eq. (3.6),

\[\mathbf{A} = \lambda \mathbf{a} + \mu \mathbf{b} \quad (3.8)\]

We say that \(\mathbf{A}\) has been resolved into two component vectors \(\lambda \mathbf{a}\) and \(\mu \mathbf{b}\) along the directions of \(\mathbf{a}\) and \(\mathbf{b}\) respectively. The three vectors \(\mathbf{A}\), \(\mathbf{a}\), and \(\mathbf{b}\) all lie in the same plane; the values of \(\lambda\) and \(\mu\) are uniquely determined once the directions of \(\mathbf{a}\) and \(\mathbf{b}\) are fixed.

Unit vectors

While Eq. (3.8) works for any pair of non-collinear directions, in practice it is far more convenient to resolve a vector along the axes of a rectangular coordinate system. For that, we need special vectors that carry only direction information, with no magnitude of their own to worry about. These are called unit vectors.

NoteDefinition

A unit vector is a vector of magnitude 1, used to specify a particular direction. It is dimensionless and has no unit.

The unit vectors along the x-, y-, and z-axes of a rectangular coordinate system are denoted by \(\hat{\mathbf{i}}\), \(\hat{\mathbf{j}}\), and \(\hat{\mathbf{k}}\) respectively, as shown in Fig. 3.9(a). Since each has magnitude 1,

\[|\hat{\mathbf{i}}| = |\hat{\mathbf{j}}| = |\hat{\mathbf{k}}| = 1 \quad (3.9)\]

Figure to come

Fig. 3.9(a) – A right-handed rectangular coordinate system with the three unit vectors î along +x, ĵ along +y, and along +z.

These three unit vectors are mutually perpendicular. In print, they are shown in bold face with a cap (^) to distinguish them from ordinary vectors. Since this chapter deals with motion in two dimensions, we shall mostly need only two of them — \(\hat{\mathbf{i}}\) and \(\hat{\mathbf{j}}\).

Multiplying any unit vector \(\hat{\mathbf{n}}\) by a scalar \(\lambda\) produces a vector of magnitude \(\lambda\) pointing along \(\hat{\mathbf{n}}\). In particular, any vector \(\mathbf{A}\) can be written as

\[\mathbf{A} = |\mathbf{A}|\,\hat{\mathbf{n}} \quad (3.10)\]

where \(\hat{\mathbf{n}}\) is the unit vector in the direction of \(\mathbf{A}\). Every vector, in other words, is a magnitude times a direction — with the unit vector carrying the direction and \(|\mathbf{A}|\) carrying the magnitude.

Resolution along the x- and y-axes

Consider a vector \(\mathbf{A}\) lying in the x-y plane, as shown in Fig. 3.9(b). From the head of \(\mathbf{A}\), drop perpendiculars onto the x-axis and the y-axis. This produces two vectors \(\mathbf{A_1}\) and \(\mathbf{A_2}\) — one along the x-axis, the other along the y-axis — such that

\[\mathbf{A_1} + \mathbf{A_2} = \mathbf{A}\]

Figure to come

Fig. 3.9(b) – Vector A starting at origin O in the x-y plane, with perpendiculars dropped from its tip to the x- and y-axes forming a rectangle. The projections along the axes are shown as A₁ (of length A₁ along x) and A₂ (of length A₂ along y).

Since \(\mathbf{A_1}\) is parallel to \(\hat{\mathbf{i}}\) and \(\mathbf{A_2}\) is parallel to \(\hat{\mathbf{j}}\), we can write

\[\mathbf{A_1} = A_x \hat{\mathbf{i}}, \qquad \mathbf{A_2} = A_y \hat{\mathbf{j}} \quad (3.11)\]

where \(A_x\) and \(A_y\) are real numbers. Therefore,

\[\mathbf{A} = A_x \hat{\mathbf{i}} + A_y \hat{\mathbf{j}} \quad (3.12)\]

This is shown in Fig. 3.9(c). The quantities \(A_x\) and \(A_y\) are called the x-component and y-component of the vector \(\mathbf{A}\).

Figure to come

Fig. 3.9(c) – Same as Fig. 3.9(b) but with vectors labelled A_x î along the x-axis and A_y ĵ along the y-axis. The angle θ between A and the positive x-axis is marked.

A subtle point: \(A_x\) by itself is a number (positive, negative, or zero) — it is not a vector. But \(A_x \hat{\mathbf{i}}\) is a vector, because it carries a direction through \(\hat{\mathbf{i}}\). Similarly for \(A_y \hat{\mathbf{j}}\).

Using simple trigonometry on the right-angled triangle formed by \(\mathbf{A}\), \(\mathbf{A_1}\), and \(\mathbf{A_2}\), we can express \(A_x\) and \(A_y\) in terms of the magnitude \(A\) and the angle \(\theta\) that \(\mathbf{A}\) makes with the positive x-axis:

\[A_x = A\cos\theta, \qquad A_y = A\sin\theta \quad (3.13)\]

Because \(\sin\theta\) and \(\cos\theta\) can each be positive, negative, or zero depending on \(\theta\), so can the components \(A_x\) and \(A_y\). For example, a vector pointing into the third quadrant (angle between 180° and 270°) has both components negative.

NoteQuick Question

If a component of a vector can be negative, doesn’t that mean it isn’t really a magnitude?

Correct — the component \(A_x\) is a signed number, not a magnitude. It tells you how much of the vector lies along the +x direction, and if it comes out negative it means the vector actually leans towards the −x direction instead. The magnitude \(|\mathbf{A}|\) itself is always non-negative, but the components can carry sign, and that sign is important.

NoteReal-World Application

Resolving a vector is exactly what happens when a physicist analyses the motion of a block sliding down an inclined ramp. The weight of the block is a single vector pointing straight down. But to work out how the block slides, this weight is resolved into two components — one along the ramp (which pulls the block down the slope) and one perpendicular to the ramp (which presses the block into the surface). The single vertical weight, in effect, does two jobs at once, and resolution separates those jobs cleanly. Almost every problem in mechanics involving slopes, wedges, or pulleys is set up in exactly this way.

Two ways to specify a vector in a plane

Equations (3.12) and (3.13) reveal an important fact: a vector in a plane can be described completely in either of two equivalent ways.

  • By its magnitude and direction: give \(A\) and the angle \(\theta\) it makes with the x-axis.
  • By its components: give \(A_x\) and \(A_y\).

Each description determines the other. If \(A\) and \(\theta\) are known, Eq. (3.13) gives \(A_x\) and \(A_y\) directly. Going the other way, from components to magnitude and direction, we use Pythagoras’ theorem and inverse tangent. Squaring and adding the two equations in Eq. (3.13),

\[A_x^2 + A_y^2 = A^2\cos^2\theta + A^2\sin^2\theta = A^2\]

so that

\[A = \sqrt{A_x^2 + A_y^2} \quad (3.14)\]

And

\[\tan\theta = \frac{A_y}{A_x}, \qquad \theta = \tan^{-1}\!\left(\frac{A_y}{A_x}\right) \quad (3.15)\]

Together, Eqs. (3.14) and (3.15) let us recover magnitude and direction from the components. In this chapter, we shall move freely between the two descriptions, choosing whichever is more convenient for the problem at hand.

NoteNumerical 3.1

A vector of magnitude 20 units lies in the x-y plane and makes an angle of 210° with the positive x-axis (measured anticlockwise). Find its x-component and its y-component, and state the sign of each. What does the sign tell you about the direction the vector actually points?

Resolution in three dimensions

So far we have considered vectors lying in a plane. The same procedure carries over to three dimensions, with just one more axis. If \(\alpha\), \(\beta\), and \(\gamma\) are the angles* that a vector \(\mathbf{A}\) makes with the x-, y-, and z-axes respectively, as shown in Fig. 3.9(d), then its three components are

\[A_x = A\cos\alpha, \qquad A_y = A\cos\beta, \qquad A_z = A\cos\gamma \quad (3.16a)\]

Figure to come

Fig. 3.9(d) – Vector A drawn from the origin inside a 3D coordinate box, with dashed lines dropped from its tip to the three axes. Angles α, β, γ between A and the x-, y-, and z-axes are marked, and the projections A_x, A_y, A_z are shown.

The vector itself is written as

\[\mathbf{A} = A_x \hat{\mathbf{i}} + A_y \hat{\mathbf{j}} + A_z \hat{\mathbf{k}} \quad (3.16b)\]

and its magnitude is given by the three-dimensional form of Pythagoras’ theorem,

\[A = \sqrt{A_x^2 + A_y^2 + A_z^2} \quad (3.16c)\]

Footnote: The angles \(\alpha\), \(\beta\), and \(\gamma\) are three-dimensional angles — that is, angles between the vector and each of the axes taken as pairs of lines in space, which are not coplanar.

A particularly useful application of Eq. (3.16b) is the position vector of a point in space. If a point has coordinates \((x, y, z)\) measured from the origin, then its position vector is

\[\mathbf{r} = x\hat{\mathbf{i}} + y\hat{\mathbf{j}} + z\hat{\mathbf{k}} \quad (3.17)\]

where \(x\), \(y\), and \(z\) are the components of \(\mathbf{r}\) along the three coordinate axes. Every point in space, then, corresponds to a unique triple of numbers, and vice versa.

3.6 Vector Addition – Analytical Method

The graphical methods of Section 3.4 — head-to-tail and parallelogram — are excellent for building intuition. But they have two practical drawbacks. First, they depend on drawing arrows to scale, so the accuracy of the result is limited by the ruler and the protractor. Second, when three, four, or more vectors need to be added, the graphical construction quickly becomes tedious.

There is a far more efficient way that uses the resolution of vectors into rectangular components (Section 3.5). We simply add the components of the vectors, axis by axis. This is called the analytical method of vector addition.

Adding two vectors in a plane

Consider two vectors \(\mathbf{A}\) and \(\mathbf{B}\) in the x-y plane, with components \((A_x, A_y)\) and \((B_x, B_y)\):

\[\mathbf{A} = A_x \hat{\mathbf{i}} + A_y \hat{\mathbf{j}} \quad (3.18)\] \[\mathbf{B} = B_x \hat{\mathbf{i}} + B_y \hat{\mathbf{j}}\]

Let \(\mathbf{R}\) be their sum. Then

\[\mathbf{R} = \mathbf{A} + \mathbf{B} = (A_x \hat{\mathbf{i}} + A_y \hat{\mathbf{j}}) + (B_x \hat{\mathbf{i}} + B_y \hat{\mathbf{j}}) \quad (3.19a)\]

Because vector addition is both commutative and associative (Section 3.4), we can regroup the terms freely — gathering all the \(\hat{\mathbf{i}}\) pieces together and all the \(\hat{\mathbf{j}}\) pieces together:

\[\mathbf{R} = (A_x + B_x)\hat{\mathbf{i}} + (A_y + B_y)\hat{\mathbf{j}} \quad (3.19b)\]

But we already know that \(\mathbf{R}\) itself can be written as

\[\mathbf{R} = R_x \hat{\mathbf{i}} + R_y \hat{\mathbf{j}} \quad (3.20)\]

Comparing Eqs. (3.19b) and (3.20), we get the simple result

\[R_x = A_x + B_x, \qquad R_y = A_y + B_y \quad (3.21)\]

In words: each component of the resultant vector is just the sum of the corresponding components of the vectors being added. No geometry, no scale drawing — just ordinary addition, done separately along each axis.

Extension to three dimensions

The same idea works in three dimensions. If

\[\mathbf{A} = A_x \hat{\mathbf{i}} + A_y \hat{\mathbf{j}} + A_z \hat{\mathbf{k}}\] \[\mathbf{B} = B_x \hat{\mathbf{i}} + B_y \hat{\mathbf{j}} + B_z \hat{\mathbf{k}}\]

then

\[\mathbf{R} = \mathbf{A} + \mathbf{B} = R_x \hat{\mathbf{i}} + R_y \hat{\mathbf{j}} + R_z \hat{\mathbf{k}}\]

with

\[R_x = A_x + B_x, \qquad R_y = A_y + B_y, \qquad R_z = A_z + B_z \quad (3.22)\]

Once again, componentwise addition — just three additions instead of two.

More than two vectors, and subtraction

Nothing about the argument depended on there being only two vectors. Any number of vectors can be added this way, and subtraction is handled by simply putting a minus sign on the components of the vector to be subtracted.

For instance, if three vectors are given as

\[\mathbf{a} = a_x \hat{\mathbf{i}} + a_y \hat{\mathbf{j}} + a_z \hat{\mathbf{k}}\] \[\mathbf{b} = b_x \hat{\mathbf{i}} + b_y \hat{\mathbf{j}} + b_z \hat{\mathbf{k}}\] \[\mathbf{c} = c_x \hat{\mathbf{i}} + c_y \hat{\mathbf{j}} + c_z \hat{\mathbf{k}} \quad (3.23a)\]

then the vector \(\mathbf{T} = \mathbf{a} + \mathbf{b} - \mathbf{c}\) has components

\[T_x = a_x + b_x - c_x\] \[T_y = a_y + b_y - c_y \quad (3.23b)\] \[T_z = a_z + b_z - c_z\]

Every component is handled independently. This is why the analytical method is the workhorse of every serious physics computation involving vectors.

NoteQuick Question

Why is the analytical method so much more powerful than the graphical method?

Because it turns a geometry problem into an algebra problem. Adding ten vectors graphically means drawing ten arrows head-to-tail and carefully measuring the closing arrow — with cumulative error at every step. The analytical method reduces the whole thing to adding ten numbers along each axis. Modern physics, engineering, and computer graphics rely entirely on this — no one draws arrows to compute a resultant.

NoteReal-World Application

Modern video games and animated films update the physics of every moving object dozens of times per second. Every ball, character, and vehicle has forces, velocities, and gravity acting on it — all vectors. A graphical construction for even one object at one instant would be impossibly slow. Instead, the game engine stores each vector as its three components and adds them axis by axis, exactly by Eq. (3.22). The realistic motion you see on the screen is nothing but that equation being applied millions of times a second.

NoteSolved Example 3.2

Find the magnitude and direction of the resultant of two vectors \(\mathbf{A}\) and \(\mathbf{B}\) in terms of their magnitudes and the angle \(\theta\) between them.

Answer

Let \(\mathbf{OP}\) and \(\mathbf{OQ}\) represent the two vectors \(\mathbf{A}\) and \(\mathbf{B}\), making an angle \(\theta\) (Fig. 3.10). Using the parallelogram method, the resultant \(\mathbf{R} = \mathbf{A} + \mathbf{B}\) is represented by the diagonal \(\mathbf{OS}\).

[Diagram: Fig. 3.10 – A parallelogram OPSQ with vector A along OP, vector B along OQ (with angle θ between them at O), and the diagonal R along OS. SN is drawn perpendicular from S onto the extension of OP, meeting at N; PM is drawn perpendicular from P onto OS. Angles α (at O, between R and A) and β (at S, between R and B) are marked.]

Drop SN perpendicular to the extension of OP, and draw PM perpendicular to OS. From the geometry of the figure,

\[OS^2 = ON^2 + SN^2\]

But

\[ON = OP + PN = A + B\cos\theta\] \[SN = B\sin\theta\]

So

\[OS^2 = (A + B\cos\theta)^2 + (B\sin\theta)^2\]

Expanding and simplifying,

\[R^2 = A^2 + B^2 + 2AB\cos\theta\]

\[R = \sqrt{A^2 + B^2 + 2AB\cos\theta} \quad (3.24a)\]

This is the magnitude of the resultant. It is known as the Law of cosines for vector addition.

To find the direction, consider triangle OSN. Here \(SN = OS\sin\alpha = R\sin\alpha\), and in triangle PSN, \(SN = PS\sin\theta = B\sin\theta\). Therefore

\[R\sin\alpha = B\sin\theta\]

\[\frac{R}{\sin\theta} = \frac{B}{\sin\alpha} \quad (3.24b)\]

Similarly, from \(PM = A\sin\alpha = B\sin\beta\),

\[\frac{A}{\sin\beta} = \frac{B}{\sin\alpha} \quad (3.24c)\]

Combining Eqs. (3.24b) and (3.24c),

\[\frac{R}{\sin\theta} = \frac{A}{\sin\beta} = \frac{B}{\sin\alpha} \quad (3.24d)\]

This is the Law of sines for vector addition. From Eq. (3.24d),

\[\sin\alpha = \frac{B}{R}\sin\theta \quad (3.24e)\]

where \(R\) is given by Eq. (3.24a). Equivalently, one can express the direction of \(\mathbf{R}\) (measured from \(\mathbf{A}\)) as

\[\tan\alpha = \frac{SN}{OP + PN} = \frac{B\sin\theta}{A + B\cos\theta} \quad (3.24f)\]

Equation (3.24a) gives the magnitude of the resultant, and Eqs. (3.24e) and (3.24f) give its direction. Together, the Law of cosines (3.24a) and the Law of sines (3.24d) are used throughout physics whenever two vectors of known magnitude and known angle between them must be combined.

NoteSolved Example 3.3

A motorboat is racing towards north at 25 km/h, and the water current in that region flows at 10 km/h in the direction 60° east of south. Find the resultant velocity of the boat.

Answer

Let \(\mathbf{v_b}\) be the boat’s velocity through still water (northward, 25 km/h) and \(\mathbf{v_c}\) the water current’s velocity (60° east of south, 10 km/h). These two vectors are drawn in Fig. 3.11 in the directions given. Using the parallelogram method of addition, the resultant \(\mathbf{R}\) is the diagonal shown in the figure.

[Diagram: Fig. 3.11 – A compass frame with N (up), S (down), E (right), W (left). Vector v_b drawn northward from origin; vector v_c drawn from origin in a direction 60° east of south (i.e. into the lower-right quadrant, at 60° from the south direction towards the east). The parallelogram is completed by dashed lines, and the diagonal R is drawn, with the angle φ between R and v_b marked.]

The angle between \(\mathbf{v_b}\) (pointing north) and \(\mathbf{v_c}\) (pointing 60° east of south) is \(180° - 60° = 120°\). The magnitude of \(\mathbf{R}\) then follows from the Law of cosines:

\[R = \sqrt{v_b^2 + v_c^2 + 2\,v_b\, v_c \cos 120°}\]

\[= \sqrt{25^2 + 10^2 + 2 \times 25 \times 10 \times (-1/2)}\ \text{km/h} \cong 22\ \text{km/h}\]

To obtain the direction, apply the Law of sines. If \(\phi\) is the angle that \(\mathbf{R}\) makes with \(\mathbf{v_b}\),

\[\frac{R}{\sin\theta} = \frac{v_c}{\sin\phi}, \qquad \text{i.e. } \sin\phi = \frac{v_c}{R}\sin\theta\]

where \(\theta = 120°\) is the angle between \(\mathbf{v_b}\) and \(\mathbf{v_c}\). Substituting the values,

\[\sin\phi = \frac{10 \times \sin 120°}{21.8} = \frac{10\sqrt{3}}{2 \times 21.8} \cong 0.397\]

giving

\[\phi \cong 23.4°\]

The resultant velocity of the boat is therefore about 22 km/h, directed 23.4° east of north.

3.7 Motion in a Plane

We now have all the vector tools we need. In this section, we use those tools to describe motion in a plane — that is, motion of an object whose position can change in two dimensions at once.

3.7.1 Position Vector and Displacement

To describe where a particle is at any moment, we place an origin, set up an x-y reference frame, and draw the position vector from the origin to the particle.

For a particle P located in the x-y plane, the position vector \(\mathbf{r}\) is (Fig. 3.12(a))

\[\mathbf{r} = x\hat{\mathbf{i}} + y\hat{\mathbf{j}}\]

where \(x\) and \(y\) are the components of \(\mathbf{r}\) along the x- and y-axes. They are the same as the coordinates of the particle.

Figure to come

Fig. 3.12(a) – Origin O with x and y axes; a point P shown in the first quadrant; the position vector r drawn from O to P; horizontal projection xî and vertical projection yĵ shown.

Now suppose the particle moves along a curved path in the plane, as shown by the thick line in Fig. 3.12(b). Let it be at P at time \(t\) and at P′ at a later time \(t'\). The displacement of the particle during this interval is the straight vector from P to P′, denoted \(\Delta \mathbf{r}\):

\[\Delta \mathbf{r} = \mathbf{r'} - \mathbf{r} \quad (3.25)\]

The arrow points from P towards P′.

Figure to come

Fig. 3.12(b) – Origin O with axes; a curved path in the plane; position vectors r and r’ drawn from O to points P and P′ on the path; the straight vector Δr drawn from P to P′; components Δx and Δy shown; an arrow at the tail of Δr labelled “direction of v̄”.

In component form, using \(\mathbf{r} = x\hat{\mathbf{i}} + y\hat{\mathbf{j}}\) and \(\mathbf{r'} = x'\hat{\mathbf{i}} + y'\hat{\mathbf{j}}\),

\[\Delta \mathbf{r} = (x'\hat{\mathbf{i}} + y'\hat{\mathbf{j}}) - (x\hat{\mathbf{i}} + y\hat{\mathbf{j}}) = \hat{\mathbf{i}}\,\Delta x + \hat{\mathbf{j}}\,\Delta y\]

where

\[\Delta x = x' - x, \qquad \Delta y = y' - y \quad (3.26)\]

Notice that the displacement depends only on the initial and final positions, not on the actual curved path taken between them — a fact we already saw in Section 3.2.1.

Velocity

Average velocity. The average velocity \(\overline{\mathbf{v}}\) of an object is the ratio of the displacement to the corresponding time interval:

\[\overline{\mathbf{v}} = \frac{\Delta \mathbf{r}}{\Delta t} = \frac{\Delta x\,\hat{\mathbf{i}} + \Delta y\,\hat{\mathbf{j}}}{\Delta t} = \hat{\mathbf{i}}\,\frac{\Delta x}{\Delta t} + \hat{\mathbf{j}}\,\frac{\Delta y}{\Delta t} \quad (3.27)\]

Or, writing it in components,

\[\overline{\mathbf{v}} = \overline{v}_x\hat{\mathbf{i}} + \overline{v}_y\hat{\mathbf{j}}\]

Since \(\Delta t\) is a positive scalar, dividing \(\Delta \mathbf{r}\) by \(\Delta t\) does not change its direction — only its magnitude. So the average velocity vector points in the same direction as the displacement vector \(\Delta \mathbf{r}\) (Fig. 3.12(b)).

Instantaneous velocity. The average velocity is not always what we want. If the particle’s speed or direction is changing during \(\Delta t\), then \(\overline{\mathbf{v}}\) is only an average over the whole interval — it does not tell us how fast, or in what direction, the particle is moving at a particular instant.

To get the velocity at an instant, we shrink \(\Delta t\) to zero:

\[\mathbf{v} = \lim_{\Delta t \to 0}\frac{\Delta \mathbf{r}}{\Delta t} = \frac{d\mathbf{r}}{dt} \quad (3.28)\]

This is called the (instantaneous) velocity.

NoteDefinition

The instantaneous velocity of a particle is the time derivative of its position vector, \(\mathbf{v} = d\mathbf{r}/dt\). Its magnitude gives the speed at that instant, and its direction is the direction of motion at that instant.

Direction of the velocity is along the tangent. The limiting process behind Eq. (3.28) is worth pausing over. Look at Figs. 3.13(a) to (d). In each panel, the thick line is the actual path of the particle. Positions P, P₁, P₂, P₃ correspond to times \(t\), \(t + \Delta t_1\), \(t + \Delta t_2\), \(t + \Delta t_3\), where \(\Delta t_1 > \Delta t_2 > \Delta t_3\). The average velocity \(\overline{\mathbf{v}}\) over each interval points along the corresponding chord PP₁, PP₂, PP₃ — always along the straight arrow from the starting point to the finishing point.

Figure to come

Fig. 3.13(a), (b), (c) – Same curved path shown three times, with points P and P_i on the curve; the chord from P to each P_i drawn as Δr, with the direction of average velocity along it; the chord comes closer to being a tangent as ∆t decreases. Panel (d) shows the limit: v drawn as a tangent to the path at P.

As \(\Delta t\) becomes smaller and smaller, the second point P′ slides towards P along the curve, and the chord — which was the straight line joining them — becomes closer and closer to the tangent line at P. In the limit, it is the tangent. Therefore:

NotePrinciple / Law

The direction of the (instantaneous) velocity at any point on the path of an object is tangential to the path at that point, and it points in the direction of motion.

NoteReal-World Application

This tangent property has a striking practical consequence. When you whirl a stone tied to a string in a horizontal circle and then let the string go, the stone does not fly outward along the string as one might expect — it flies off along the tangent to the circle at the instant of release. This is exactly why a slingshot works: the projectile leaves in the direction the pouch was moving at the moment of release, not in the direction the elastic was pulling. The same tangent rule governs why a swinging bat lets a cricket ball fly off at whatever angle the bat was facing at contact.

Component form. Expanding Eq. (3.28) in components,

\[\mathbf{v} = \frac{d\mathbf{r}}{dt} = \lim_{\Delta t \to 0}\!\left(\frac{\Delta x}{\Delta t}\hat{\mathbf{i}} + \frac{\Delta y}{\Delta t}\hat{\mathbf{j}}\right) \quad (3.29)\]

\[= \hat{\mathbf{i}}\lim_{\Delta t \to 0}\frac{\Delta x}{\Delta t} + \hat{\mathbf{j}}\lim_{\Delta t \to 0}\frac{\Delta y}{\Delta t}\]

Or,

\[\mathbf{v} = \hat{\mathbf{i}}\frac{dx}{dt} + \hat{\mathbf{j}}\frac{dy}{dt} = v_x\hat{\mathbf{i}} + v_y\hat{\mathbf{j}}\]

where

\[v_x = \frac{dx}{dt}, \qquad v_y = \frac{dy}{dt} \quad (3.30a)\]

So if the position of the particle is given as a function of time — that is, if we know \(x(t)\) and \(y(t)\) — then differentiating gives the two components of the velocity directly.

The magnitude of \(\mathbf{v}\) is

\[v = \sqrt{v_x^2 + v_y^2} \quad (3.30b)\]

and the direction of \(\mathbf{v}\) makes an angle \(\theta\) with the x-axis given by

\[\tan\theta = \frac{v_y}{v_x}, \qquad \theta = \tan^{-1}\!\left(\frac{v_y}{v_x}\right) \quad (3.30c)\]

\(v_x\), \(v_y\), and \(\theta\) are shown in Fig. 3.14 for a velocity vector \(\mathbf{v}\) at a point \(\mathbf{p}\). These satisfy \(v_x = v\cos\theta\) and \(v_y = v\sin\theta\), just like the components of any vector.

Figure to come

Fig. 3.14 – A curved path with a point P on it. A tangent arrow v drawn at P, with its components v_x î (horizontal) and v_y ĵ (vertical) shown; the angle θ between v and the x-axis marked.

NoteQuick Question

Why is average velocity along the chord but instantaneous velocity along the tangent?

Because average velocity is defined over a stretch of the path: it “sees” only where the object started and ended, and joins those two points with a straight arrow (the chord). Instantaneous velocity looks at a single instant, when the stretch shrinks to a point — and the chord shrinks to the tangent line at that point. Both are correct definitions; they answer different questions.

Acceleration

Average acceleration. When the velocity of a particle in a plane changes — either in magnitude or in direction — the particle is said to be accelerating. The average acceleration \(\overline{\mathbf{a}}\) for a time interval \(\Delta t\) is

\[\overline{\mathbf{a}} = \frac{\Delta \mathbf{v}}{\Delta t} = \frac{\Delta(v_x\hat{\mathbf{i}} + v_y\hat{\mathbf{j}})}{\Delta t} = \frac{\Delta v_x}{\Delta t}\hat{\mathbf{i}} + \frac{\Delta v_y}{\Delta t}\hat{\mathbf{j}} \quad (3.31a)\]

Or,

\[\overline{\mathbf{a}} = \overline{a}_x\hat{\mathbf{i}} + \overline{a}_y\hat{\mathbf{j}} \quad (3.31b)\]

Instantaneous acceleration. As with velocity, the instantaneous acceleration is obtained by taking the limit \(\Delta t \to 0\):

\[\mathbf{a} = \lim_{\Delta t \to 0}\frac{\Delta \mathbf{v}}{\Delta t} \quad (3.32a)\]

Since \(\Delta \mathbf{v} = \Delta v_x\,\hat{\mathbf{i}} + \Delta v_y\,\hat{\mathbf{j}}\),

\[\mathbf{a} = \hat{\mathbf{i}}\lim_{\Delta t \to 0}\frac{\Delta v_x}{\Delta t} + \hat{\mathbf{j}}\lim_{\Delta t \to 0}\frac{\Delta v_y}{\Delta t}\]

Or,

\[\mathbf{a} = a_x\hat{\mathbf{i}} + a_y\hat{\mathbf{j}} \quad (3.32b)\]

where

\[a_x = \frac{dv_x}{dt}, \qquad a_y = \frac{dv_y}{dt} \quad (3.32c)\]

Footnote: In terms of the coordinates \(x\) and \(y\), the components of acceleration can also be written as second derivatives of position:

\[a_x = \frac{d}{dt}\!\left(\frac{dx}{dt}\right) = \frac{d^2x}{dt^2}, \qquad a_y = \frac{d}{dt}\!\left(\frac{dy}{dt}\right) = \frac{d^2y}{dt^2}\]

Direction of the acceleration. Just as with velocity, we can understand the limiting process for acceleration graphically. In Figs. 3.15(a) to (d), P is the position at time \(t\) and P₁, P₂, P₃ are positions after \(\Delta t_1\), \(\Delta t_2\), \(\Delta t_3\) (with \(\Delta t_1 > \Delta t_2 > \Delta t_3\)). The velocity vectors at P, P₁, P₂, P₃ are drawn. For each interval, the change in velocity \(\Delta \mathbf{v}\) is found by the triangle law of vector subtraction (Section 3.4), and the direction of the average acceleration is along that \(\Delta \mathbf{v}\).

Figure to come

Fig. 3.15(a), (b), (c) – The curved path with velocity vectors v and v’ drawn at P and each P_i; the change Δv obtained by triangle-law subtraction; as ∆t decreases, the direction of Δv rotates. Panel (d) shows the limit: instantaneous acceleration a drawn as a vector at P.

As \(\Delta t\) shrinks, the direction of \(\Delta \mathbf{v}\) typically rotates, and in the limit \(\Delta t \to 0\) [Fig. 3.15(d)] the average acceleration becomes the instantaneous acceleration \(\mathbf{a}\) at the point P. Its direction depends entirely on how the velocity is changing at that instant — and, unlike the velocity itself, the acceleration is not in general along the tangent to the path.

This is a big difference from one-dimensional motion. In 1D, the velocity and the acceleration lie along the same straight line — they are either parallel (same direction) or anti-parallel (opposite direction). But for motion in two or three dimensions, \(\mathbf{v}\) and \(\mathbf{a}\) can point in any two directions, making any angle between \(0°\) and \(180°\) with each other. We shall see this vividly in projectile motion (Section 3.9), where the velocity constantly changes direction while the acceleration points straight down throughout the flight.

NoteSolved Example 3.4

The position of a particle is given by

\[\mathbf{r} = 3.0\, t\,\hat{\mathbf{i}} + 2.0\, t^2\,\hat{\mathbf{j}} + 5.0\,\hat{\mathbf{k}}\]

where \(t\) is in seconds and the coefficients have the proper units for \(\mathbf{r}\) to be in metres. (a) Find \(\mathbf{v}(t)\) and \(\mathbf{a}(t)\) of the particle. (b) Find the magnitude and direction of \(\mathbf{v}(t)\) at \(t = 1.0\) s.

Answer

(a) The velocity is the time derivative of the position:

\[\mathbf{v}(t) = \frac{d\mathbf{r}}{dt} = \frac{d}{dt}\!\left(3.0\, t\,\hat{\mathbf{i}} + 2.0\, t^2\,\hat{\mathbf{j}} + 5.0\,\hat{\mathbf{k}}\right)\]

\[= 3.0\,\hat{\mathbf{i}} + 4.0\, t\,\hat{\mathbf{j}}\]

The z-component of \(\mathbf{r}\) is a constant, so its time derivative is zero and drops out. Similarly, the acceleration is the time derivative of the velocity:

\[\mathbf{a}(t) = \frac{d\mathbf{v}}{dt} = +4.0\,\hat{\mathbf{j}}\]

So the acceleration is a constant vector of magnitude \(a = 4.0\ \text{m s}^{-2}\), directed along the y-axis.

(b) At \(t = 1.0\) s,

\[\mathbf{v} = 3.0\,\hat{\mathbf{i}} + 4.0\,\hat{\mathbf{j}}\]

Its magnitude is

\[v = \sqrt{3^2 + 4^2} = 5.0\ \text{m s}^{-1}\]

and its direction, measured from the x-axis, is

\[\theta = \tan^{-1}\!\left(\frac{v_y}{v_x}\right) = \tan^{-1}\!\left(\frac{4}{3}\right) \cong 53°\]

with the x-axis.

3.8 Motion in a Plane with Constant Acceleration

In Section 3.7 we defined velocity and acceleration in a plane in full generality. We now specialize to a particularly important case: motion in which the acceleration is constant — same magnitude, same direction, throughout the motion. This is the two-dimensional analogue of the uniformly accelerated motion studied in the previous chapter.

Velocity as a function of time

Suppose an object moves in the x-y plane and its acceleration \(\mathbf{a}\) is constant. Over any time interval, the average acceleration equals this constant value. Let the velocity be \(\mathbf{v_0}\) at time \(t = 0\) and \(\mathbf{v}\) at time \(t\). Then, by the definition of acceleration,

\[\mathbf{a} = \frac{\mathbf{v} - \mathbf{v_0}}{t - 0} = \frac{\mathbf{v} - \mathbf{v_0}}{t}\]

Rearranging,

\[\mathbf{v} = \mathbf{v_0} + \mathbf{a}\, t \quad (3.33a)\]

This is the vector form of the first kinematic equation. In terms of components,

\[v_x = v_{0x} + a_x\, t\] \[v_y = v_{0y} + a_y\, t \quad (3.33b)\]

Position as a function of time

Next, we find how the position vector \(\mathbf{r}\) changes with time. The idea is the same as in one dimension. Let \(\mathbf{r_0}\) and \(\mathbf{r}\) be the position vectors at times 0 and \(t\), and let the velocities at these instants be \(\mathbf{v_0}\) and \(\mathbf{v}\). When the acceleration is constant, the average velocity over the interval equals the arithmetic mean of the initial and final velocities:

\[\overline{\mathbf{v}} = \frac{\mathbf{v_0} + \mathbf{v}}{2}\]

The displacement is this average velocity multiplied by the time interval:

\[\mathbf{r} - \mathbf{r_0} = \frac{\mathbf{v_0} + \mathbf{v}}{2}\, t = \frac{\mathbf{v_0} + (\mathbf{v_0} + \mathbf{a}\, t)}{2}\, t = \mathbf{v_0}\, t + \frac{1}{2}\,\mathbf{a}\, t^2\]

Therefore,

\[\mathbf{r} = \mathbf{r_0} + \mathbf{v_0}\, t + \frac{1}{2}\,\mathbf{a}\, t^2 \quad (3.34a)\]

This is the vector form of the second kinematic equation. It can be easily verified: differentiating Eq. (3.34a) with respect to \(t\) gives \(d\mathbf{r}/dt = \mathbf{v_0} + \mathbf{a}\, t = \mathbf{v}\), which is Eq. (3.33a). Also, at \(t = 0\) the equation gives \(\mathbf{r} = \mathbf{r_0}\), as expected.

In component form,

\[x = x_0 + v_{0x}\, t + \frac{1}{2}\, a_x\, t^2\] \[y = y_0 + v_{0y}\, t + \frac{1}{2}\, a_y\, t^2 \quad (3.34b)\]

The key insight: independence of the x- and y-motions

Look at Eq. (3.34b) carefully. The equation for \(x\) contains only \(x\)-coordinates, \(x\)-velocities, and \(x\)-accelerations — no \(y\) appears anywhere. Similarly, the equation for \(y\) contains only \(y\)-quantities — no \(x\) shows up. The two equations are completely independent of each other.

This is a powerful and important fact.

NotePrinciple / Law

Motion in a plane with constant acceleration can be treated as two independent, simultaneous one-dimensional motions with constant acceleration along two perpendicular directions — the x-direction and the y-direction. The equations for one direction do not involve any quantities from the other. The same result extends to three dimensions.

The immediate benefit is practical: a difficult-looking 2D problem becomes two easier 1D problems, each of which we already know how to solve from the previous chapter on straight-line motion.

NoteQuick Question

Why exactly does the independence of the x- and y-motions happen?

Because the acceleration vector can be resolved into two components — one along x and one along y — and each component changes only the corresponding velocity component. A constant acceleration acting along the y-direction does not push the object sideways at all, so the x-motion is untouched, and vice versa. This is not a physical coincidence; it is a direct consequence of vectors having independent components.

We shall put this principle to use immediately in the next section (Section 3.9), where a projectile experiences a constant downward acceleration due to gravity. The independence of directions lets us split its motion into a horizontal motion (constant velocity) and a vertical motion (uniform downward acceleration), and analyse the two separately.

NoteReal-World Application

Cathode-ray tubes — the technology behind older television sets and oscilloscopes — exploit exactly this independence. A stream of electrons is fired horizontally into the tube at a fixed speed. A pair of parallel plates then applies a uniform electric field that pushes the electrons sideways with a constant acceleration. During the brief time the electron is between the plates, its forward motion (a constant horizontal velocity) is completely untouched by the sideways push, while its sideways position grows quadratically with time. The electron traces out a small parabolic arc and lands on the screen at a spot whose position is controlled entirely by the sideways field — the same principle steers the beam in a modern electron microscope.

NoteSolved Example 3.5

A particle starts from the origin at \(t = 0\) with a velocity \(5.0\,\hat{\mathbf{i}}\) m/s and moves in the x-y plane under a force that produces a constant acceleration \((3.0\,\hat{\mathbf{i}} + 2.0\,\hat{\mathbf{j}})\) m/s². (a) What is the y-coordinate of the particle at the instant when its x-coordinate is 84 m? (b) What is the speed of the particle at that instant?

Answer

Since \(\mathbf{r_0} = 0\), Eq. (3.34a) gives the position of the particle as

\[\mathbf{r}(t) = \mathbf{v_0}\, t + \frac{1}{2}\,\mathbf{a}\, t^2\]

\[= 5.0\,\hat{\mathbf{i}}\, t + \frac{1}{2}(3.0\,\hat{\mathbf{i}} + 2.0\,\hat{\mathbf{j}})\, t^2\]

\[= (5.0\, t + 1.5\, t^2)\,\hat{\mathbf{i}} + 1.0\, t^2\,\hat{\mathbf{j}}\]

Reading off the components,

\[x(t) = 5.0\, t + 1.5\, t^2\]

\[y(t) = 1.0\, t^2\]

(a) We are given \(x(t) = 84\) m. Setting

\[5.0\, t + 1.5\, t^2 = 84\]

and solving the quadratic, \(t = 6\) s.

At \(t = 6\) s,

\[y = 1.0 \times (6)^2 = 36.0\ \text{m}\]

(b) The velocity at any time is

\[\mathbf{v}(t) = \frac{d\mathbf{r}}{dt} = (5.0 + 3.0\, t)\,\hat{\mathbf{i}} + 2.0\, t\,\hat{\mathbf{j}}\]

At \(t = 6\) s,

\[\mathbf{v} = 23.0\,\hat{\mathbf{i}} + 12.0\,\hat{\mathbf{j}}\]

so the speed is

\[|\mathbf{v}| = \sqrt{23^2 + 12^2} \cong 26\ \text{m s}^{-1}\]

Notice how the x-motion (with acceleration \(3.0\ \text{m s}^{-2}\)) and the y-motion (with acceleration \(2.0\ \text{m s}^{-2}\)) evolved completely independently — exactly as Eq. (3.34b) predicts.

3.9 Projectile Motion

As a first, concrete application of the ideas developed in Section 3.8, we consider the motion of a projectile.

NoteDefinition

A projectile is any object that is in flight after being thrown, kicked, launched, or otherwise projected, and that moves thereafter only under the influence of gravity (with air resistance neglected).

A cricket ball hit for a six, a football sent into a corner kick, a javelin arcing across an athletic field, a stone flung from a slingshot — all become projectiles once they leave contact with whatever set them in motion.

The key observation that makes projectile motion tractable is this: after the projectile has left the launcher, the only force acting on it is gravity, which points vertically downward and has the same magnitude everywhere near Earth’s surface. That means the projectile is a body moving in a plane with a constant acceleration — exactly the situation of Section 3.8. So we can use all the results we derived there.

NoteReal Incident / Discovery

The idea that a projectile’s horizontal and vertical motions are independent of each other was first put forward by Galileo Galilei in the early seventeenth century. Before Galileo, most philosophers followed the Aristotelian view that a cannonball flew forward in a straight line and then, once its “impetus” was spent, dropped straight down. Galileo argued that the horizontal motion continues unchanged all through the flight, while the vertical motion is simply free fall — and that combining the two gives a parabolic path. This insight was a turning point: it broke motion into independent components and set the stage for Newton’s later mechanics.

Setting up the problem

We shall assume, throughout this discussion, that air resistance has negligible effect on the motion of the projectile. Suppose the projectile is launched with initial velocity \(\mathbf{v_o}\) making an angle \(\theta_o\) with the horizontal x-axis, as shown in Fig. 3.16.

Figure to come

Fig. 3.16 – A projectile launched from origin O at an angle θ_o above the horizontal x-axis. The initial velocity v_o is shown as an arrow, with its horizontal component (v_o cos θ_o) along x and vertical component (v_o sin θ_o) along y indicated. Gravity is marked as a = −g ĵ pointing downward. The full parabolic trajectory is sketched leading up and back down.

After the object has been projected, the only acceleration acting on it is gravity, pointing vertically downward:

\[\mathbf{a} = -g\,\hat{\mathbf{j}}\]

so that

\[a_x = 0, \qquad a_y = -g \quad (3.35)\]

The components of the initial velocity \(\mathbf{v_o}\) are

\[v_{ox} = v_o \cos\theta_o\] \[v_{oy} = v_o \sin\theta_o \quad (3.36)\]

If we take the initial position (the launch point) to be the origin of our reference frame, then \(x_o = 0\) and \(y_o = 0\). With these substitutions, Eq. (3.34b) — the position equation for constant acceleration — becomes

\[x = (v_o \cos\theta_o)\, t\] \[y = (v_o \sin\theta_o)\, t - \tfrac{1}{2}\,g\, t^2 \quad (3.37)\]

And the velocity components at time \(t\), from Eq. (3.33b), are

\[v_x = v_{ox} = v_o \cos\theta_o\] \[v_y = v_o \sin\theta_o - g\, t \quad (3.38)\]

Horizontal and vertical motions are independent

Look carefully at Eqs. (3.37) and (3.38). The x-motion involves only a constant velocity \(v_o \cos\theta_o\) — no acceleration, no changing speed in that direction. The y-motion, on the other hand, is exactly that of an object thrown vertically upward at speed \(v_o \sin\theta_o\) and pulled back down by gravity. The two coexist without interfering with each other.

The choice of mutually perpendicular axes has thus cleanly separated projectile motion into two independent problems: - Horizontal: constant velocity, no acceleration. - Vertical: initial upward velocity, constant downward acceleration \(g\) — just like free fall.

This is shown graphically in Fig. 3.17. At every point along the arc, the horizontal component of velocity has the same value, while the vertical component changes — decreasing on the way up, becoming zero at the topmost point, then reversing sign and growing on the way down.

Figure to come

Fig. 3.17 – A parabolic trajectory drawn from origin O. Velocity vectors v shown at four points along the path (launch, rising, peak, descending, and landing). At each point, the horizontal component v_x î (always the same length) and vertical component v_y ĵ (varying in length and sign) are drawn as decomposition arrows. At the peak, v_y = 0 is marked, so v at the peak is purely horizontal.

At the point of maximum height, \(v_y = 0\), so the angle that the instantaneous velocity makes with the horizontal is \(\theta = \tan^{-1}(v_y/v_x) = 0\) — the velocity there is purely horizontal.

NoteCuriosity Corner

Q. As a javelin flies through the air, its horizontal motion and its vertical motion behave very differently. Why do the two directions of a single flight follow separate rules? A. Because a constant acceleration can be resolved into components, and each component changes only the corresponding component of the velocity. Gravity acts purely in the vertical direction, so it changes \(v_y\) and leaves \(v_x\) completely untouched — the horizontal motion stays uniform while the vertical motion is uniformly accelerated. Motion in a plane with constant acceleration is therefore just two independent, simultaneous one-dimensional motions along perpendicular directions, and combining a uniform horizontal motion with a uniformly accelerated vertical one is exactly what makes the path a parabola.

NoteQuick Question

If the projectile is being pulled downward by gravity, why doesn’t gravity also slow down its horizontal motion?

Because gravity acts purely in the vertical direction. A vertical force can change only the vertical velocity, not the horizontal one. This is the direct consequence of the independence of components (Section 3.8): a constant acceleration along y changes only \(v_y\) and leaves \(v_x\) completely untouched.

Equation of the path — a parabola

What shape does the projectile’s path actually trace out? To find out, we eliminate the time \(t\) between the two expressions for \(x\) and \(y\) in Eq. (3.37).

From the first equation, \(t = x / (v_o \cos\theta_o)\). Substituting into the second,

\[y = (\tan\theta_o)\, x - \frac{g}{2(v_o \cos\theta_o)^2}\, x^2 \quad (3.39)\]

Since \(g\), \(\theta_o\), and \(v_o\) are all constants, Eq. (3.39) has the form \(y = ax + bx^2\) — the equation of a parabola. So the trajectory of a projectile, in the absence of air resistance, is exactly a parabola (Fig. 3.17).

NotePrinciple / Law

In the absence of air resistance, the path of a projectile launched near Earth’s surface is a parabola. This is a direct consequence of its horizontal motion being uniform and its vertical motion being uniformly accelerated by gravity.

Time of maximum height

How long does the projectile take to reach the highest point of its arc? Call this time \(t_m\). At the peak, the vertical velocity momentarily vanishes: \(v_y = 0\). Setting Eq. (3.38) to zero,

\[v_o \sin\theta_o - g\, t_m = 0\]

\[t_m = \frac{v_o \sin\theta_o}{g} \quad (3.40a)\]

Time of flight

The total time the projectile spends in the air is called the time of flight, \(T_f\). It is the total time from launch (at \(y = 0\)) until the projectile returns to the same level (\(y = 0\)).

Setting \(y = 0\) in Eq. (3.37) and discarding the trivial \(t = 0\) solution,

\[T_f = \frac{2\, v_o \sin\theta_o}{g} \quad (3.40b)\]

Notice that \(T_f = 2\, t_m\), which is exactly what the symmetry of the parabola tells us — the ascent and the descent take equal times.

Maximum height

The maximum height \(h_m\) reached by the projectile is the value of \(y\) at \(t = t_m\). Substituting into Eq. (3.37),

\[h_m = (v_o \sin\theta_o)\!\left(\frac{v_o \sin\theta_o}{g}\right) - \frac{g}{2}\!\left(\frac{v_o \sin\theta_o}{g}\right)^{\!2}\]

\[h_m = \frac{(v_o \sin\theta_o)^2}{2g} \quad (3.41)\]

Only the vertical component of the launch velocity matters for how high the projectile goes.

Horizontal range

The horizontal range, \(R\), is the horizontal distance travelled from the launch point (\(x = y = 0\)) to the landing point where the projectile returns to \(y = 0\). Since the horizontal motion has constant velocity \(v_o \cos\theta_o\), the range is that velocity multiplied by the time of flight:

\[R = (v_o \cos\theta_o)\, T_f = (v_o \cos\theta_o) \cdot \frac{2\, v_o \sin\theta_o}{g}\]

Using the identity \(2\sin\theta \cos\theta = \sin 2\theta\),

\[R = \frac{v_o^2\, \sin 2\theta_o}{g} \quad (3.42a)\]

For a given launch speed \(v_o\), the range depends only on \(\sin 2\theta_o\), which is maximum when \(2\theta_o = 90°\) — that is, when

\[\theta_o = 45°\]

At that angle, the range takes its largest possible value:

\[R_m = \frac{v_o^2}{g} \quad (3.42b)\]

So a projectile launched with a given speed will fly the farthest when its launch angle is \(45°\) above the horizontal. This is why competitive shot-putters, discus throwers, and long jumpers train to keep their release angles close to (but slightly less than) \(45°\) — the small adjustment comes from air resistance and from the fact that the release height and the landing height are not exactly the same.

NoteCuriosity Corner

Q. When a ball is thrown into the air, why does it travel the farthest when launched at an angle of 45° — and not at 30° or 60°? A. Because the range is \(R = v_o^2 \sin 2\theta_o / g\), and this is largest when \(\sin 2\theta_o\) reaches its greatest value of 1, which happens at \(2\theta_o = 90°\), that is at \(\theta_o = 45°\); the maximum range is then \(R_m = v_o^2/g\). Angles of 30° and 60° fall short of this — and, as Galileo noted, they fall short by the same amount, since elevations exceeding or falling short of 45° by equal amounts give equal ranges. In practice throwers release slightly below 45°, because of air resistance and because the release and landing heights are not the same.

NoteReal-World Application

Farmers and gardeners choose sprinkler angles by exactly this principle. A rotating garden sprinkler that sprays water at some fixed speed can wet the largest possible circle of ground when its jets leave the nozzle at \(45°\) above the horizontal. Set the nozzle nearly vertical and the water shoots high but lands close by; set it nearly flat and the water skims out but soon crashes into the ground. Big irrigation systems for fields are engineered to hold their nozzles at close to \(45°\) for exactly this reason. The range formula, Eq. (3.42a), quietly shapes how sprinkler nozzles, artillery sights, and even some fireworks are designed.

NoteNumerical 3.2

A ball is thrown with an initial speed of 20 m s⁻¹ at an angle of 30° above the horizontal. Taking \(g = 10\ \text{m s}^{-2}\), find (a) the time of flight, (b) the maximum height reached, and (c) the horizontal range. Then compute the range if the same ball were thrown at 60° with the same speed, and comment on why the two ranges turn out equal.

NoteSolved Example 3.6

Galileo, in his book Two New Sciences, stated that “for elevations which exceed or fall short of \(45°\) by equal amounts, the ranges are equal.” Prove this statement.

Answer

For a projectile launched with speed \(v_o\) at an angle \(\theta_o\), the range is (from Eq. 3.42a)

\[R = \frac{v_o^2\, \sin 2\theta_o}{g}\]

Now consider two launch angles: \((45° + \alpha)\) and \((45° - \alpha)\), where \(\alpha\) is some positive angle less than \(45°\). The corresponding values of \(2\theta_o\) are \((90° + 2\alpha)\) and \((90° - 2\alpha)\) respectively. Using the identity \(\sin(90° \pm 2\alpha) = \cos 2\alpha\), both give the same sine value:

\[\sin(90° + 2\alpha) = \sin(90° - 2\alpha) = \cos 2\alpha\]

So the ranges at these two angles are equal. This proves Galileo’s claim: elevations exceeding \(45°\) or falling short of \(45°\) by equal amounts \(\alpha\) give equal horizontal ranges.

NoteSolved Example 3.7

A hiker stands on the edge of a cliff 490 m above the ground and throws a stone horizontally with an initial speed of 15 m s⁻¹. Neglecting air resistance, find the time taken by the stone to reach the ground and the speed with which it hits the ground. (Take \(g = 9.8\ \text{m s}^{-2}\).)

Answer

Choose the origin of the x- and y-axes at the edge of the cliff, with the positive x-axis along the initial velocity and the positive y-axis pointing upward. Set \(t = 0\) at the moment the stone is thrown. Then the x- and y-motions can be treated independently (Section 3.8):

\[x(t) = x_o + v_{ox}\, t\] \[y(t) = y_o + v_{oy}\, t + \tfrac{1}{2}\, a_y\, t^2\]

Here \(x_o = y_o = 0\); the stone is thrown horizontally so \(v_{oy} = 0\); \(a_y = -g = -9.8\ \text{m s}^{-2}\); and \(v_{ox} = 15\ \text{m s}^{-1}\).

The stone hits the ground when \(y(t) = -490\ \text{m}\):

\[-490 = -\tfrac{1}{2}(9.8)\, t^2\]

which gives \(t = 10\ \text{s}\).

The velocity components at the moment of impact are \(v_x = v_{ox}\) and \(v_y = v_{oy} - g\, t\):

\[v_{ox} = 15\ \text{m s}^{-1}\] \[v_{oy} = 0 - 9.8 \times 10 = -98\ \text{m s}^{-1}\]

So the speed of the stone as it hits the ground is

\[\sqrt{v_x^2 + v_y^2} = \sqrt{15^2 + 98^2} = 99\ \text{m s}^{-1}\]

NoteSolved Example 3.8

A cricket ball is thrown at a speed of 28 m s⁻¹ in a direction 30° above the horizontal. Calculate (a) the maximum height, (b) the time taken by the ball to return to the same level, and (c) the horizontal distance from the thrower to the point where the ball returns to the same level.

Answer

(a) The maximum height is given by Eq. (3.41):

\[h_m = \frac{(v_o \sin\theta_o)^2}{2g} = \frac{(28 \sin 30°)^2}{2 \times 9.8}\ \text{m} = \frac{14 \times 14}{2 \times 9.8} = 10.0\ \text{m}\]

(b) The time to return to the same level is the time of flight, Eq. (3.40b):

\[T_f = \frac{2\, v_o \sin\theta_o}{g} = \frac{2 \times 28 \times \sin 30°}{9.8} = \frac{28}{9.8}\ \text{s} = 2.9\ \text{s}\]

(c) The horizontal distance is the range, Eq. (3.42a):

\[R = \frac{v_o^2\, \sin 2\theta_o}{g} = \frac{28 \times 28 \times \sin 60°}{9.8} = 69\ \text{m}\]

3.10 Uniform Circular Motion

When an object moves along a circular path at a constant speed, the motion is called uniform circular motion. The word “uniform” refers to the speed, which stays the same throughout — not to the velocity, which as we shall see is constantly changing.

Consider an object moving at uniform speed \(v\) in a circle of radius \(R\), as shown in Fig. 3.18. Even though its speed is unchanging, its direction of motion is turning at every instant. And any change in direction is a change in velocity — so the object is accelerating, even though it is not speeding up or slowing down.

This is a striking idea worth pausing over. In one-dimensional motion, “no change in speed” and “no acceleration” mean the same thing. In two-dimensional motion, they do not. A body can move at a perfectly constant speed and still have a non-zero acceleration, provided its direction is changing.

NoteCuriosity Corner

Q. A car moving around a circular track at a perfectly steady speed — is it accelerating? And if it is, in which direction does the acceleration point? A. Yes, it is accelerating. Its speed is unchanging, but its direction of motion turns at every instant, and any change of direction is a change of velocity. In one-dimensional motion “no change in speed” and “no acceleration” mean the same thing; in two dimensions they do not. The acceleration is directed at every instant towards the centre of the circle, along the radius and perpendicular to the velocity — which is why it is called centripetal, or centre-seeking.

Our job in this section is to find the magnitude and direction of this acceleration.

Direction of the acceleration

Let \(\mathbf{r}\) and \(\mathbf{r'}\) be the position vectors of the object when it is at points P and P′ on the circle, and let \(\mathbf{v}\) and \(\mathbf{v'}\) be the corresponding velocities. Since velocity is always tangent to the path (Section 3.7), \(\mathbf{v}\) is perpendicular to \(\mathbf{r}\), and \(\mathbf{v'}\) is perpendicular to \(\mathbf{r'}\).

Figure to come

Fig. 3.18(a) – A circle centred at C; two positions P and P’ on the circle joined to C by position vectors r and r’ with angle Δθ at C; the chord Δr from P to P’ drawn. Adjacent small panels: (a1) shows tangent velocity vectors v and v’ at P and P’ pointing along the direction of motion; (a2) shows a triangle GHI where v and v’ are drawn from a common point with Δv = v’ − v as the closing side, angled inward toward the centre.

Draw the two velocity vectors from a common point [Fig. 3.18(a2)] and complete a triangle with the vector \(\Delta \mathbf{v} = \mathbf{v'} - \mathbf{v}\) as the closing side. Because \(\mathbf{v} \perp \mathbf{r}\) and \(\mathbf{v'} \perp \mathbf{r'}\), the change \(\Delta \mathbf{v}\) turns out to be perpendicular to the chord \(\Delta \mathbf{r}\) joining P to P′.

Since the average acceleration is \(\bar{\mathbf{a}} = \Delta \mathbf{v} / \Delta t\), and \(\Delta t\) is a positive scalar, \(\bar{\mathbf{a}}\) points in the same direction as \(\Delta \mathbf{v}\) — which is perpendicular to \(\Delta \mathbf{r}\). If we place \(\Delta \mathbf{v}\) on the line bisecting the angle between \(\mathbf{r}\) and \(\mathbf{r'}\), we see it points inward — towards the centre C of the circle.

Figure to come

Fig. 3.18(b) – Same construction as Fig. 3.18(a) but with a smaller angle Δθ (P and P’ closer together); again Δv is perpendicular to the chord Δr and points inward toward the centre.

Now shrink \(\Delta t\) towards zero. The point P′ slides towards P, and the average acceleration becomes the instantaneous acceleration at P. At every stage of this shrinking process, \(\Delta \mathbf{v}\) has been pointing inward. In the limit, it points exactly along the radius, from P towards the centre C [Fig. 3.18(c)].

Figure to come

Fig. 3.18(c) – The circle with a single point P on it; the instantaneous acceleration a drawn at P as an arrow pointing from P to the centre C along the radius; velocity v at P shown as a tangent to the circle.

NotePrinciple / Law

The acceleration of an object in uniform circular motion is always directed towards the centre of the circle, along the radius — perpendicular to the velocity vector at every instant.

This acceleration is called centripetal acceleration, from Latin roots meaning “centre-seeking.” The term was introduced by Newton in the seventeenth century.

Magnitude of the centripetal acceleration

By definition,

\[|\mathbf{a}| = \lim_{\Delta t \to 0}\frac{|\Delta \mathbf{v}|}{\Delta t}\]

To evaluate this limit, we use an elegant geometric observation. Let \(\Delta\theta\) be the angle between the position vectors \(\mathbf{r}\) and \(\mathbf{r'}\) at C. Since the velocity vectors \(\mathbf{v}\) and \(\mathbf{v'}\) are always perpendicular to the corresponding position vectors, the angle between \(\mathbf{v}\) and \(\mathbf{v'}\) is also \(\Delta\theta\). So the isosceles triangle CPP′ formed by \(\mathbf{r}\), \(\mathbf{r'}\), and \(\Delta \mathbf{r}\) is similar to the isosceles triangle GHI formed by \(\mathbf{v}\), \(\mathbf{v'}\), and \(\Delta \mathbf{v}\).

Similar triangles have equal ratios of base to side:

\[\frac{|\Delta \mathbf{v}|}{v} = \frac{|\Delta \mathbf{r}|}{R}\]

So

\[|\Delta \mathbf{v}| = \frac{v\, |\Delta \mathbf{r}|}{R}\]

Substituting into the acceleration limit,

\[|\mathbf{a}| = \lim_{\Delta t \to 0}\frac{|\Delta \mathbf{v}|}{\Delta t} = \lim_{\Delta t \to 0}\frac{v\, |\Delta \mathbf{r}|}{R\, \Delta t} = \frac{v}{R}\lim_{\Delta t \to 0}\frac{|\Delta \mathbf{r}|}{\Delta t}\]

For very small \(\Delta t\), the chord PP′ (of length \(|\Delta \mathbf{r}|\)) is almost equal to the arc PP′ (of length \(v\, \Delta t\)). So

\[|\Delta \mathbf{r}| \cong v\, \Delta t, \qquad \frac{|\Delta \mathbf{r}|}{\Delta t} \cong v\]

Taking the limit,

\[\lim_{\Delta t \to 0}\frac{|\Delta \mathbf{r}|}{\Delta t} = v\]

Substituting back,

\[a_c = \frac{v}{R} \cdot v = \frac{v^2}{R} \quad (3.43)\]

So the centripetal acceleration of an object moving at speed \(v\) in a circle of radius \(R\) has magnitude \(v^2/R\), and is always directed towards the centre.

Because \(v\) and \(R\) are both constant, the magnitude of the centripetal acceleration is constant. But its direction rotates as the object moves round the circle. So although its magnitude is fixed, centripetal acceleration is not a constant vector — it turns as the object turns.

NoteReal Incident / Discovery

A careful mathematical analysis of the \(v^2/R\) formula for centripetal acceleration was first published in 1673 by the Dutch scientist Christiaan Huygens (1629–1695), in his treatise on pendulum clocks. Newton is believed to have worked out the same result independently a few years earlier, though he did not publish it until later. Newton also coined the word “centripetal”, from the Latin roots meaning “centre-seeking.” The result was crucial for Newton’s subsequent argument that gravity is the very same force which holds the Moon in its orbit around the Earth — an early piece of what would grow into the theory of universal gravitation.

NoteQuick Question

If the object is accelerating towards the centre, why doesn’t it actually move towards the centre?

Because acceleration only changes velocity — and here the object’s velocity is tangential, not radial. The centripetal acceleration keeps turning the velocity vector inward but never gives it a radial component. The result is a velocity vector that constantly rotates while staying tangent to the circle, which is exactly what circular motion looks like.

Angular description

There is another, often more convenient, way to describe uniform circular motion — using angles instead of distances. As the object moves from P to P′ in time \(\Delta t\), the radius CP sweeps through an angle \(\Delta\theta\), called the angular distance (or angular displacement).

NoteDefinition

The angular speed \(\omega\) (Greek letter omega) is the rate of change of angular displacement with time:

\[\omega = \frac{\Delta\theta}{\Delta t} \quad (3.44)\]

Its SI unit is the radian per second (rad s\(^{-1}\)).

The distance travelled along the arc during the same time interval is \(\Delta s = R\,\Delta\theta\) — the basic relation between arc length, radius, and angle (in radians). So the linear speed is

\[v = \frac{\Delta s}{\Delta t} = R\,\frac{\Delta\theta}{\Delta t} = R\,\omega\]

\[v = R\,\omega \quad (3.45)\]

Substituting into Eq. (3.43), the centripetal acceleration can also be written purely in terms of \(\omega\):

\[a_c = \frac{v^2}{R} = \frac{(R\omega)^2}{R} = \omega^2 R\]

\[a_c = \omega^2 R \quad (3.46)\]

Time period and frequency

The time period \(T\) is the time taken for one complete revolution. The frequency \(\nu = 1/T\) is the number of revolutions per second, measured in hertz (Hz).

In one revolution, the distance travelled is the circumference \(2\pi R\). So

\[v = \frac{2\pi R}{T} = 2\pi R\,\nu \quad (3.47)\]

And in terms of frequency,

\[\omega = 2\pi\nu, \qquad v = 2\pi R\nu, \qquad a_c = 4\pi^2 \nu^2 R \quad (3.48)\]

These are the same physical facts as before, rewritten in the form most useful when the motion is specified by how often the object goes round (say, in “revolutions per minute”).

NoteReal-World Application

A centrifuge is a laboratory device that spins samples at very high angular speeds — often tens of thousands of revolutions per minute — to separate substances of different densities. The centripetal acceleration \(\omega^2 R\) inside such a machine can reach hundreds of thousands of times \(g\), in effect multiplying gravity by that factor and forcing heavier components of a fluid to sink far more rapidly than they would settle by gravity alone. Medical laboratories use centrifuges to separate blood plasma from red cells; research labs use ultracentrifuges to separate biological molecules by size. All of this is Eq. (3.46) put to industrial use.

NoteNumerical 3.3

A car travels around a circular track of radius 200 m at a steady speed of 20 m s⁻¹. Find (a) its centripetal acceleration, (b) its angular speed, and (c) the time it takes to complete one full lap of the track.

NoteSolved Example 3.9

An insect trapped in a circular groove of radius 12 cm moves along the groove steadily and completes 7 revolutions in 100 s. (a) What is its angular speed, and its linear speed? (b) Is the acceleration vector a constant vector? What is its magnitude?

Answer

This is an example of uniform circular motion, with \(R = 12\ \text{cm}\).

(a) The insect completes 7 revolutions in 100 s, so the time period is \(T = 100/7\ \text{s}\). From Eq. (3.47),

\[\omega = \frac{2\pi}{T} = 2\pi \times \frac{7}{100} = 0.44\ \text{rad s}^{-1}\]

The linear speed is

\[v = \omega R = 0.44\ \text{s}^{-1} \times 12\ \text{cm} = 5.3\ \text{cm s}^{-1}\]

(b) The velocity vector at every point is tangent to the circle, and the acceleration vector is directed from the insect towards the centre of the groove. Since this direction changes continuously as the insect moves around, the acceleration is not a constant vector.

However, its magnitude is constant:

\[a = \omega^2 R = (0.44\ \text{s}^{-1})^2 \times (12\ \text{cm}) = 2.3\ \text{cm s}^{-2}\]

3.11 Summary

  1. Scalar quantities are quantities with magnitude only. Examples: distance, speed, mass, temperature. They obey the rules of ordinary algebra.

  2. Vector quantities are quantities with both magnitude and direction. Examples: displacement, velocity, acceleration, force. They obey the special rules of vector algebra — the triangle law or, equivalently, the parallelogram law of addition.

  3. A vector \(\mathbf{A}\) multiplied by a real number \(\lambda\) gives a vector \(\lambda\mathbf{A}\) of magnitude \(|\lambda|\,|\mathbf{A}|\), whose direction is the same as \(\mathbf{A}\) if \(\lambda > 0\) and opposite to \(\mathbf{A}\) if \(\lambda < 0\).

  4. Two vectors \(\mathbf{A}\) and \(\mathbf{B}\) may be added graphically using the head-to-tail (triangle) method or the parallelogram method. Both give the same resultant.

  5. Vector addition is commutative:

\[\mathbf{A} + \mathbf{B} = \mathbf{B} + \mathbf{A}\]

and associative:

\[(\mathbf{A} + \mathbf{B}) + \mathbf{C} = \mathbf{A} + (\mathbf{B} + \mathbf{C})\]

  1. A null vector (or zero vector) \(\mathbf{0}\) has zero magnitude. Since its magnitude is zero, its direction is not specified. Its properties are:

\[\mathbf{A} + \mathbf{0} = \mathbf{A}, \qquad \lambda\,\mathbf{0} = \mathbf{0}, \qquad 0\,\mathbf{A} = \mathbf{0}\]

  1. Subtraction of one vector from another is defined as the addition of its negative:

\[\mathbf{A} - \mathbf{B} = \mathbf{A} + (-\mathbf{B})\]

  1. A vector \(\mathbf{A}\) can be resolved into two component vectors along any two chosen non-collinear vectors \(\mathbf{a}\) and \(\mathbf{b}\) in the same plane:

\[\mathbf{A} = \lambda\mathbf{a} + \mu\mathbf{b}\]

where \(\lambda\) and \(\mu\) are real numbers.

  1. A unit vector has magnitude 1 and specifies a direction only. Along any vector \(\mathbf{A}\), the unit vector is

\[\hat{\mathbf{n}} = \frac{\mathbf{A}}{|\mathbf{A}|}\]

The unit vectors \(\hat{\mathbf{i}}\), \(\hat{\mathbf{j}}\), \(\hat{\mathbf{k}}\) point along the x-, y-, and z-axes of a right-handed rectangular coordinate system.

  1. In two dimensions, any vector \(\mathbf{A}\) can be written as

\[\mathbf{A} = A_x\hat{\mathbf{i}} + A_y\hat{\mathbf{j}}\]

where \(A_x\) and \(A_y\) are its components along the x- and y-axes. If \(\mathbf{A}\) makes an angle \(\theta\) with the x-axis, then \(A_x = A\cos\theta\), \(A_y = A\sin\theta\), and

\[A = |\mathbf{A}| = \sqrt{A_x^2 + A_y^2}, \qquad \tan\theta = \frac{A_y}{A_x}\]

  1. Two vectors can be conveniently added by the analytical method. If \(\mathbf{R} = \mathbf{A} + \mathbf{B}\) in the x-y plane, then

\[\mathbf{R} = R_x\hat{\mathbf{i}} + R_y\hat{\mathbf{j}}\]

where \(R_x = A_x + B_x\) and \(R_y = A_y + B_y\). In three dimensions, a third component along \(\hat{\mathbf{k}}\) is added in the same way.

  1. The position vector of an object in the x-y plane is \(\mathbf{r} = x\hat{\mathbf{i}} + y\hat{\mathbf{j}}\), and the displacement from position \(\mathbf{r}\) to position \(\mathbf{r'}\) is

\[\Delta\mathbf{r} = \mathbf{r'} - \mathbf{r} = (x' - x)\hat{\mathbf{i}} + (y' - y)\hat{\mathbf{j}} = \Delta x\,\hat{\mathbf{i}} + \Delta y\,\hat{\mathbf{j}}\]

  1. If an object undergoes a displacement \(\Delta\mathbf{r}\) in time \(\Delta t\), its average velocity is \(\overline{\mathbf{v}} = \Delta\mathbf{r}/\Delta t\). The (instantaneous) velocity at time \(t\) is the limiting value of the average velocity as \(\Delta t \to 0\):

\[\mathbf{v} = \lim_{\Delta t \to 0}\frac{\Delta\mathbf{r}}{\Delta t} = \frac{d\mathbf{r}}{dt}\]

In component form,

\[\mathbf{v} = v_x\hat{\mathbf{i}} + v_y\hat{\mathbf{j}} + v_z\hat{\mathbf{k}}, \qquad v_x = \frac{dx}{dt},\quad v_y = \frac{dy}{dt},\quad v_z = \frac{dz}{dt}\]

The velocity at any instant is always tangent to the path at that point.

  1. If the velocity of an object changes from \(\mathbf{v}\) to \(\mathbf{v'}\) in time \(\Delta t\), its average acceleration is \(\overline{\mathbf{a}} = \Delta\mathbf{v}/\Delta t\). The (instantaneous) acceleration is the limit as \(\Delta t \to 0\):

\[\mathbf{a} = \lim_{\Delta t \to 0}\frac{\Delta\mathbf{v}}{\Delta t} = \frac{d\mathbf{v}}{dt}\]

In component form,

\[\mathbf{a} = a_x\hat{\mathbf{i}} + a_y\hat{\mathbf{j}} + a_z\hat{\mathbf{k}}, \qquad a_x = \frac{dv_x}{dt},\quad a_y = \frac{dv_y}{dt},\quad a_z = \frac{dv_z}{dt}\]

  1. For an object moving in a plane with constant acceleration \(\mathbf{a}\) (magnitude \(a = \sqrt{a_x^2 + a_y^2}\)), starting at position \(\mathbf{r_o}\) with initial velocity \(\mathbf{v_o}\) at \(t = 0\), the position and velocity at any later time \(t\) are:

\[\mathbf{r} = \mathbf{r_o} + \mathbf{v_o}\,t + \tfrac{1}{2}\,\mathbf{a}\,t^2\]

\[\mathbf{v} = \mathbf{v_o} + \mathbf{a}\,t\]

In component form,

\[x = x_o + v_{ox}t + \tfrac{1}{2}a_x t^2, \qquad v_x = v_{ox} + a_x t\]

\[y = y_o + v_{oy}t + \tfrac{1}{2}a_y t^2, \qquad v_y = v_{oy} + a_y t\]

Motion in a plane can therefore be treated as the superposition of two simultaneous one-dimensional motions along two perpendicular directions.

  1. A projectile is any object in flight under the sole action of gravity. If launched from the origin with initial velocity \(\mathbf{v_o}\) at an angle \(\theta_o\) above the horizontal, then at time \(t\):

\[x = (v_o\cos\theta_o)\,t\]

\[y = (v_o\sin\theta_o)\,t - \tfrac{1}{2}g\,t^2\]

\[v_x = v_o\cos\theta_o, \qquad v_y = v_o\sin\theta_o - g\,t\]

The path is a parabola, given by

\[y = (\tan\theta_o)\,x - \frac{g\,x^2}{2(v_o\cos\theta_o)^2}\]

The maximum height, time to reach that height, and horizontal range are:

\[h_m = \frac{(v_o\sin\theta_o)^2}{2g}, \qquad t_m = \frac{v_o\sin\theta_o}{g}, \qquad R = \frac{v_o^2\,\sin 2\theta_o}{g}\]

The range \(R\) is maximum at a launch angle of \(\theta_o = 45°\).

  1. When an object moves along a circular path at constant speed, its motion is called uniform circular motion. The magnitude of its (centripetal) acceleration is

\[a_c = \frac{v^2}{R}\]

and its direction is always towards the centre of the circle. The angular speed \(\omega\) is related to the linear speed by \(v = \omega R\), and the acceleration can also be written as

\[a_c = \omega^2 R\]

If \(T\) is the time period of revolution and \(\nu\) is the frequency, then \(\omega = 2\pi\nu\), \(v = 2\pi R\nu\), and

\[a_c = 4\pi^2 \nu^2 R\]

Table of key physical quantities
Physical Quantity Symbol Dimensions Unit Remark
Position vector \(\mathbf{r}\) \([\text{L}]\) m Vector; may be denoted by any other symbol
Displacement \(\Delta\mathbf{r}\) \([\text{L}]\) m — do —
Average velocity \(\overline{\mathbf{v}}\) \([\text{LT}^{-1}]\) m s\(^{-1}\) \(= \Delta\mathbf{r}/\Delta t\), vector
Instantaneous velocity \(\mathbf{v}\) \([\text{LT}^{-1}]\) m s\(^{-1}\) \(= d\mathbf{r}/dt\), vector
Average acceleration \(\overline{\mathbf{a}}\) \([\text{LT}^{-2}]\) m s\(^{-2}\) \(= \Delta\mathbf{v}/\Delta t\), vector
Instantaneous acceleration \(\mathbf{a}\) \([\text{LT}^{-2}]\) m s\(^{-2}\) \(= d\mathbf{v}/dt\), vector
Time of maximum height (projectile) \(t_m\) \([\text{T}]\) s \(= v_o\sin\theta_o / g\)
Maximum height (projectile) \(h_m\) \([\text{L}]\) m \(= (v_o\sin\theta_o)^2 / 2g\)
Horizontal range (projectile) \(R\) \([\text{L}]\) m \(= v_o^2\,\sin 2\theta_o / g\)
Angular speed (circular motion) \(\omega\) \([\text{T}^{-1}]\) rad s\(^{-1}\) \(= \Delta\theta/\Delta t = v/R\)
Centripetal acceleration (circular motion) \(a_c\) \([\text{LT}^{-2}]\) m s\(^{-2}\) \(= v^2/R = \omega^2 R\)

3.12 Points to Ponder

  1. Path length vs displacement. The path length that an object actually traverses between two points is, in general, not the same as the magnitude of its displacement. Displacement depends only on the two endpoints — where the object started and where it ended. Path length depends on the entire route taken. The two are equal only when the object moves in a straight line without ever reversing its direction. In every other case (including all curved motion), the path length is greater than the magnitude of the displacement.

  2. Average speed vs magnitude of average velocity. Following from Point 1, the average speed of an object is always greater than or equal to the magnitude of its average velocity over the same time interval. The two are equal only when the path length equals the magnitude of the displacement — that is, only for straight-line motion with no direction reversal. A car that drives around a large loop and returns to its starting point has a positive average speed but zero average velocity.

  3. The vector equations \(\mathbf{v} = \mathbf{v_0} + \mathbf{a}\,t\) and \(\mathbf{r} = \mathbf{r_0} + \mathbf{v_0}\,t + \tfrac{1}{2}\mathbf{a}\,t^2\) do not involve any choice of axes. Equations (3.33a) and (3.34a) hold as vector equations, independent of any coordinate system. This is a real advantage: you can pick whatever pair (or triple) of independent axes is most convenient for your problem and resolve both sides of the vector equation along those axes. In projectile problems the horizontal-and-vertical choice is natural; in other problems, a rotated pair of axes may be far easier.

  4. The uniform-acceleration equations do not apply to uniform circular motion. In uniform circular motion, the magnitude of the acceleration is constant, but its direction changes at every instant — the acceleration vector rotates. Because Eqs. (3.33a) and (3.34a) assume \(\mathbf{a}\) is a constant vector (same magnitude and same direction throughout), they cannot be applied to uniform circular motion. Trying to use them here is one of the most common exam mistakes.

  5. Resultant velocity vs relative velocity — do not confuse them. If an object is subjected simultaneously to two velocities \(\mathbf{v_1}\) and \(\mathbf{v_2}\) (for example, a swimmer with velocity \(\mathbf{v_1}\) in a river with current \(\mathbf{v_2}\)), its resultant velocity as seen from the ground is \(\mathbf{v} = \mathbf{v_1} + \mathbf{v_2}\). This is a sum. But the velocity of object 1 as seen from object 2 — the velocity of 1 relative to 2 — is \(\mathbf{v_{12}} = \mathbf{v_1} - \mathbf{v_2}\). This is a difference. In both formulas, \(\mathbf{v_1}\) and \(\mathbf{v_2}\) must be measured in the same common reference frame. Mixing up resultant with relative is one of the most frequent errors in problem-solving.

  6. Centripetal acceleration points to the centre only when the speed is constant. The result that the acceleration in circular motion is directed towards the centre applies specifically to uniform circular motion. If the speed itself is changing as the object goes round the circle (non-uniform circular motion), the acceleration also has a tangential component along the direction of motion, and the total acceleration no longer points purely towards the centre.

  7. The trajectory of an object depends on both the acceleration and the initial conditions. Acceleration alone does not determine the path an object will trace out. The initial position and the initial velocity are equally important. Under the very same acceleration due to gravity, an object dropped from rest falls in a straight vertical line, an object thrown horizontally traces a parabola, and an object launched vertically upward goes straight up and straight back down. Same acceleration, three different trajectories — the difference is entirely in the initial conditions.

3.13 NCERT Questions

  1. State, for each of the following physical quantities, if it is a scalar or a vector: volume, mass, speed, acceleration, density, number of moles, velocity, angular frequency, displacement, angular velocity.

  2. Pick out the two scalar quantities in the following list: force, angular momentum, work, current, linear momentum, electric field, average velocity, magnetic moment, relative velocity.

  3. Pick out the only vector quantity in the following list: temperature, pressure, impulse, time, power, total path length, energy, gravitational potential, coefficient of friction, charge.

  4. State with reasons, whether the following algebraic operations with scalar and vector physical quantities are meaningful: (a) adding any two scalars, (b) adding a scalar to a vector of the same dimensions, (c) multiplying any vector by any scalar, (d) multiplying any two scalars, (e) adding any two vectors, (f) adding a component of a vector to the same vector.

  5. Read each statement below carefully and state with reasons, if it is true or false: (a) The magnitude of a vector is always a scalar. (b) Each component of a vector is always a scalar. (c) The total path length is always equal to the magnitude of the displacement vector of a particle. (d) The average speed of a particle (defined as total path length divided by the time taken to cover the path) is either greater than or equal to the magnitude of the average velocity of the particle over the same interval of time. (e) Three vectors not lying in a plane can never add up to give a null vector.

  6. Establish the following vector inequalities geometrically or otherwise:

    1. \(|\mathbf{a}+\mathbf{b}| \leq |\mathbf{a}| + |\mathbf{b}|\)
    2. \(|\mathbf{a}+\mathbf{b}| \geq ||\mathbf{a}| - |\mathbf{b}||\)
    3. \(|\mathbf{a}-\mathbf{b}| \leq |\mathbf{a}| + |\mathbf{b}|\)
    4. \(|\mathbf{a}-\mathbf{b}| \geq ||\mathbf{a}| - |\mathbf{b}||\) When does the equality sign above apply?
  7. Given \(\mathbf{a} + \mathbf{b} + \mathbf{c} + \mathbf{d} = 0\), which of the following statements are correct: (a) \(\mathbf{a}, \mathbf{b}, \mathbf{c}, \mathbf{d}\) must each be a null vector. (b) The magnitude of \((\mathbf{a} + \mathbf{c})\) equals the magnitude of \((\mathbf{b} + \mathbf{d})\). (c) The magnitude of \(\mathbf{a}\) can never be greater than the sum of the magnitudes of \(\mathbf{b}, \mathbf{c}, \mathbf{d}\). (d) \(\mathbf{b} + \mathbf{c}\) must lie in the plane of \(\mathbf{a}\) and \(\mathbf{d}\) if \(\mathbf{a}\) and \(\mathbf{d}\) are not collinear, and in the line of \(\mathbf{a}\) and \(\mathbf{d}\) if they are collinear.

  8. Three girls skating on a circular ice ground of radius 200 m start from a point P on the edge of the ground and reach a point Q diametrically opposite to P following different paths as shown in Fig. 3.19. What is the magnitude of the displacement vector for each? For which girl is this equal to the actual length of the path skated?

  9. A cyclist starts from the centre O of a circular park of radius 1 km, reaches the edge P of the park, then cycles along the circumference, and returns to the centre along QO as shown in Fig. 3.20. If the round trip takes 10 min, what is the (a) net displacement, (b) average velocity, and (c) average speed of the cyclist?

  10. On an open ground, a motorist follows a track that turns to his left by an angle of \(60°\) after every 500 m. Starting from a given turn, specify the displacement of the motorist at the third, sixth, and eighth turn. Compare the magnitude of the displacement with the total path length covered by the motorist in each case.

  11. A passenger arriving in a new town wishes to go from the station to a hotel located 10 km away on a straight road from the station. A dishonest cabman takes him along a circuitous path 23 km long and reaches the hotel in 28 min. What is (a) the average speed of the taxi, (b) the magnitude of the average velocity? Are the two equal?

  12. The ceiling of a long hall is 25 m high. What is the maximum horizontal distance that a ball thrown with a speed of \(40\ \text{m s}^{-1}\) can cover without hitting the ceiling of the hall?

  13. A cricketer can throw a ball to a maximum horizontal distance of 100 m. How high above the ground can the cricketer throw the same ball?

  14. A stone tied to the end of a string 80 cm long is whirled in a horizontal circle with a constant speed. If the stone makes 14 revolutions in 25 s, what is the magnitude and direction of the acceleration of the stone?

  15. An aircraft executes a horizontal loop of radius 1.00 km with a steady speed of 900 km/h. Compare its centripetal acceleration with the acceleration due to gravity.

  16. Read each statement below carefully and state, with reasons, if it is true or false: (a) The net acceleration of a particle in circular motion is always along the radius of the circle towards the centre. (b) The velocity vector of a particle at a point is always along the tangent to the path of the particle at that point. (c) The acceleration vector of a particle in uniform circular motion averaged over one cycle is a null vector.

  17. The position of a particle is given by \[\mathbf{r} = 3.0\,t\,\hat{\mathbf{i}} - 2.0\,t^2\,\hat{\mathbf{j}} + 4.0\,\hat{\mathbf{k}}\ \text{m}\] where \(t\) is in seconds and the coefficients have the proper units for \(\mathbf{r}\) to be in metres. (a) Find the \(\mathbf{v}\) and \(\mathbf{a}\) of the particle. (b) What is the magnitude and direction of the velocity of the particle at \(t = 2.0\) s?

  18. A particle starts from the origin at \(t = 0\) s with a velocity of \(10.0\,\hat{\mathbf{j}}\) m/s and moves in the x-y plane with a constant acceleration of \((8.0\,\hat{\mathbf{i}} + 2.0\,\hat{\mathbf{j}})\ \text{m s}^{-2}\). (a) At what time is the x-coordinate of the particle 16 m? What is the y-coordinate of the particle at that time? (b) What is the speed of the particle at that time?

  19. \(\hat{\mathbf{i}}\) and \(\hat{\mathbf{j}}\) are unit vectors along the x- and y-axis respectively. What is the magnitude and direction of the vectors \(\hat{\mathbf{i}} + \hat{\mathbf{j}}\), and \(\hat{\mathbf{i}} - \hat{\mathbf{j}}\)? What are the components of a vector \(\mathbf{A} = 2\,\hat{\mathbf{i}} + 3\,\hat{\mathbf{j}}\) along the directions of \(\hat{\mathbf{i}} + \hat{\mathbf{j}}\) and \(\hat{\mathbf{i}} - \hat{\mathbf{j}}\)? [You may use the graphical method.]

  20. For any arbitrary motion in space, which of the following relations are true: (a) \(\mathbf{v}_\text{average} = (1/2)\,[\mathbf{v}(t_1) + \mathbf{v}(t_2)]\); (b) \(\mathbf{v}_\text{average} = [\mathbf{r}(t_2) - \mathbf{r}(t_1)] / (t_2 - t_1)\); (c) \(\mathbf{v}(t) = \mathbf{v}(0) + \mathbf{a}\,t\); (d) \(\mathbf{r}(t) = \mathbf{r}(0) + \mathbf{v}(0)\,t + (1/2)\mathbf{a}\,t^2\); (e) \(\mathbf{a}_\text{average} = [\mathbf{v}(t_2) - \mathbf{v}(t_1)] / (t_2 - t_1)\). (The ‘average’ stands for the average of the quantity over the time interval \(t_1\) to \(t_2\).)

  21. Read each statement below carefully and state, with reasons and examples, if it is true or false. A scalar quantity is one that (a) is conserved in a process, (b) can never take negative values, (c) must be dimensionless, (d) does not vary from one point to another in space, (e) has the same value for observers with different orientations of axes.

  22. An aircraft is flying at a height of 3400 m above the ground. If the angle subtended at a ground observation point by the aircraft positions 10.0 s apart is \(30°\), what is the speed of the aircraft?

3.14 Check Your Concepts

  1. In one-dimensional motion, the velocity and acceleration of an object are always either parallel or anti-parallel to each other. Explain why this restriction does not apply to motion in two or three dimensions, and give one everyday example of motion where the velocity and acceleration are perpendicular.

  2. A student writes: “Since the horizontal velocity of a projectile does not change during its flight, no horizontal force acts on it.” Is this reasoning fully correct? In your answer, state what force actually acts on the projectile during its flight and explain why the horizontal component of velocity nevertheless stays constant in the idealized case studied in this chapter.

  3. An object moves along a circular track with steadily increasing speed. Is its acceleration still directed purely towards the centre of the track? If not, describe the two components of the acceleration and the physical meaning of each.

  4. A student computes the components of a vector making an angle of \(240°\) with the positive x-axis (measured anticlockwise) and finds both \(A_x\) and \(A_y\) to be negative. Explain, without doing any calculation, why this outcome is physically expected.

  5. A ball is thrown from the ground at \(30°\) above the horizontal and travels a certain horizontal range \(R\) on Earth. If the same ball were thrown at the same angle and speed on the surface of the Moon (where the acceleration due to gravity is roughly \(g/6\)), would the range be smaller, the same, or larger? What about at \(60°\)? Explain briefly.

  6. Centripetal acceleration is often described in words as “acceleration directed towards the centre.” Why, then, does an object in uniform circular motion not actually spiral inward and reach the centre? Explain in terms of the direction of the velocity at each instant.

  7. Two students are asked whether a null vector has a direction. Student A says: “Yes, because every vector has a direction.” Student B says: “No, because a vector of zero magnitude has no direction that can be defined.” Which student is correct according to the definition used in this chapter, and why?

3.15 Practice with Numericals

  1. Vector \(\mathbf{A}\) has magnitude 5 units at \(37°\) above the positive x-axis, and vector \(\mathbf{B}\) has magnitude 8 units at \(143°\) above the positive x-axis (both measured anticlockwise). Using the analytical method, find the magnitude and direction of \(\mathbf{A} + \mathbf{B}\).

  2. A ball is thrown from ground level at an angle of \(60°\) above the horizontal with a speed of \(20\ \text{m s}^{-1}\). Taking \(g = 10\ \text{m s}^{-2}\), find (a) the maximum height, (b) the time of flight, (c) the horizontal range, and (d) the velocity (magnitude and direction) of the ball at the moment it lands back at the same height.

  3. A boat can travel at \(5\ \text{km h}^{-1}\) in still water. A river flows east to west at \(3\ \text{km h}^{-1}\). The boat is pointed directly across the river (perpendicular to the current). Find (a) the boat’s actual velocity as seen from the shore (magnitude and direction), (b) the angle its actual path makes with the intended straight-across direction, and (c) if the river is 400 m wide, how far downstream the boat drifts by the time it reaches the opposite bank.

  4. A particle moves in the x-y plane with its coordinates given by \(x(t) = 2t + t^2\) and \(y(t) = 3t - t^2\), both in metres and \(t\) in seconds. Find (a) the velocity vector at \(t = 2\) s, (b) the acceleration vector at any time \(t\), and (c) the speed of the particle at \(t = 2\) s.

  5. A stone is tied to a string of length \(1.0\) m and whirled in a horizontal circle. The string can safely withstand a maximum centripetal acceleration of \(40\ \text{m s}^{-2}\). What is the maximum linear speed the stone can have before the string breaks? What is the corresponding angular speed in revolutions per minute?

  6. A missile is launched from level ground at an angle of \(30°\) above the horizontal with an initial speed of \(500\ \text{m s}^{-1}\). Taking \(g = 9.8\ \text{m s}^{-2}\) and neglecting air resistance, calculate (a) the time of flight, (b) the horizontal range, and (c) the maximum height reached.

  7. A car moving at \(20\ \text{m s}^{-1}\) enters a horizontal circular curve of radius 100 m. (a) What is the magnitude of its centripetal acceleration? (b) If the driver doubles the speed to \(40\ \text{m s}^{-1}\) on the same curve, by what factor does the centripetal acceleration change?

  8. A helicopter is hovering at rest at a height of 200 m above the ground. From this hovering helicopter, one package is dropped from rest and, at the same instant, a second package is thrown horizontally with a speed of \(30\ \text{m s}^{-1}\). Taking \(g = 10\ \text{m s}^{-2}\) and neglecting air resistance, find (a) which package hits the ground first, and by how much time (if any), (b) the horizontal distance from the hover point at which the second package lands, and (c) the velocity (magnitude and direction) with which the second package hits the ground.