Physics -     Two dimensions motion ..



1. Projectile Motion:

1. Definitions:


A projectile is defined as an object thrown from a certain surface (Earth) moving against a gravity. A golf ball is a projectile. The effect (how it behaves) of the motion of a projectile is caused, set and dictated by the presence of gravity. The gravitational acceleration "g" (deceleration) is a vertical acceleration, and directed downward. The projectile motion is not decelerated because there is a change in the velocity, it is accelerated because it is present in the gravity. That implies the change in the velocity Δv. ( "g" exists → Δv exists). Since g is directed vertically downward, so does Δv. Thus there is no horizontal component for the acceleration. If a is the acceleration of the object, a = ax + ay = 0 + ay = ay = ay j = - g = - g j = - 9.81 j.



2. Projectile motion: ballistic trajectory


If ax = 0, that is dvx/dt = 0, then: vx = constant = vxo. Hence: x = vxo t + xo.
At t = 0, we have x = o, thus xo = 0, Hence:

The component of the projectile motion, along the "x" axis is:

x = vxo t = vxot i

Similarly, If ay = - g = constant, that is dvy/dt = constant, then: vy = - g t + constant = - g t + vyo. Hence: y = - (1/2) g t2 + (vyo) t + constant2 = = - (1/2) g t2 + (vyo) t + yo.
At t = 0, we have y = o, thus yo = 0, Hence:

The component of the projectile motion, along the "y" axis is:

y = - (1/2) gt2 + (vyo) t = - (1/2) g t2 j + (vyo t) j

Eliminating the parameter time "t" in the two above equations can be as follows: From the first equation, we have t = x/ vxo. Substituted in the second equation, gives:
y = - (1/2) g (x/ vxo)2 + vyo (x/ vxo) = - [(1/2) g / vxo2] x2 + [vyo/ vxo] x.

y = - [(1/2) g / vxo2] x2 + [vyo/ vxo] x
Which is an equation of a parabola.

The range of the path (parabola) corresponds to: - [(1/2) g / vxo2] x2 + [vyo/ vxo] x = 0; that gives: xr = 2[vyo vxo]/g

The range is: xr = 2vyo vxo/g

The maximum corresponds to:
dy/dx = 0, that is - [ g / vxo2] x + [vyo/ vxo] = 0. Hence:
x = vyo vxo / g , and y = y = - [(1/2) g / vxo2] (vyo vxo / g)2 + [vyo/ vxo] (vyo vxo / g) =
- (1/2) (vyo 2/g) + vyo2/g = (1/2) vyo 2 / g

Coordinates of the maximum point (height of the trajectory):
xm = vyo vxo/g         ym = vyo 2/2g



3. Projectile motion: polar coordinates

In polar coordinates, we have:

x = vxot = (vo cosθ t) i
y = - (1/2) g t2 j + (vo sinθ t) j
y = - [(1/2) g / vo2 cos2θ] x2 + [vo tgθ] x
xm = vo2 cosθ sinθ / g = (vo2/2g) sin 2θ
ym = (vo 2/2g) sin2 θ



  

At θ = 45o:

x = (21/2/2)vo t i
y = - (g/2) t2 j + (21/2/2)vo t j
y = - [(g/4) / vo2] x2 + (1/2)vo x
xm = vo2/2g
ym = vo 2/4g




3. Projectile Motion: Particular cases:


3.1. One dimension motion: elevation θ = 0

For a horizontal launch: x = vxot = vot i. The velocity v = dx/dt = voi is constant.; and the acceleration dv/dt is null.

3.2. One dimension motion: elevation θ = π/2

For a vertical launch:
x = 0
y = [- (1/2) g t2 + vot] j
xm = 0
ym = vo 2/2g


y = - (1/2) g t2 + vot
ym = vo 2/2g


The time of flight tf for this vertical launch can be found as follows:
y = ym = h = - (1/2) g t2 + vot
This quadratic equation can be written:
(1/2) g t2 - vot + h = 0
Which has the following two roots:
tf1 = [vo + (vo2 - 2gh)1/2]/2
tf2 = [vo - (vo2 - 2gh)1/2]/2

Limit case:
(vo2 - 2gh)1/2 = 0. That is vo = (2gh)1/2
Then: t = vo/g, that corresponds to the height of the trajectory.



3.3. Two dimensions motion: Freefall with initial velocity:


At the height "h", if an an object is launched with a veleocity vo directed at an angle θ with respect to the horizontal line, this object undergoes a freefall effect.
If we decompose le vector velocity vo into two perpendicular components voxt = vo cos θ and voy = vo sin θ, we can write:
- Along the "x" axis:
x(0) = 0, the initial velocity is v0x = v0x i = v0cos θ i, and there is no acceleration ax = 0. Hence:
x(t) = voxt
x(t) = voxt = vo cos θ t
- Along the "y" axis:
y(0) = h, the initial velocity is v0y = v0y j = v0sin θ j, and the acceleration is imposed by gravity: ay = - gj. Hence:
y(t) = [h + voy t - (1/2) g t2]j
y(t) = h + voy t - (1/2) g t2 = h + vo sinθ t - (1/2) g t2
y(t) = h + vo sinθ t - (1/2) g t2

The period of time lasted by the mortion can be found as follows:
y(0) = 0, that is:
h + vo sinθ tl - (1/2) g tl2] = 0
(1/2) g tl2 - vo sinθ tl - h = 0
This quadratic equation has the following root:
tl = ( vo + [vo2 sin2θ + 2gh]1/2)/g;

The range is then equal to: xr = tl vo cosθ

Particular cases:


1. The initial velocity is null:

vo = 0 we have a freefall motion.
The equation of the motion is: y(t) = h - (1/2) g t2 = h + vo sinθ t - (1/2) g t2.
The period of time lasted by the motion is determined as follows:
y(t) = h - (1/2) g t2 = 0.Then: tl = (2h/g)1/2

The range is then equal to: xr = 0


2. The initial velocity is horizontal:

voy = 0 , then vox = vo. We have also a freefall motion.
The equation of the motion is: y(t) = h - (1/2) g t2 Equating to zero: y(t) = h - (1/2) g t2 = 0 gives the period of time lasted by the motion:
tl = (2h/g)1/2

The range is then equal to: xr = tlvo = (2h/g)1/2vo



3. The initial velocity is vertical:

vox = 0 , then voy = vo. We have also a freefall motion.
The equation of the motion is:
y(t) = h + vo - (1/2) g t2
Equating to zero: y(t) = h + vo - (1/2) g t2, that is (1/2) g t2 - vo - h = 0 gives the period of time lasted by the motion:
tl = ( vo + [vo2 + 2gh]1/2)/g
The range is then equal to: xr = tlvo

Remark:
The period of time lasted by the motion is the same watever the initial velocity is null or horizontal.


3.4. One dimension motion: Mixed: Freefall and vertical initial velocity:


The object A moves upwards with a velocity VAo. The Kinematic equations give for the its position :
yA (t) = 0 + VAo t - (1/2) g t2. For the object B, we have : yB (t) = h + 0 - (1/2) g t2.
At a certain time tm, the two objects will have the same position from the ground (axis x). We can then write:
yA (tm) = yB (tm); that gives:
VAo tm - (1/2) g tm2 = h + 0 - (1/2) g tm2, that yield:
VAo tm = h , then:

tm = h /VAo

The same position has the value:
yA = yB = h - (1/2) g [h /VAo]2

It could happen that the object A turns back before meeting the object B. A turns back at the time given by zeroing the derivative of the expression of its position: yA (t) = VAo t - (1/2) g t2; that is:
d[yA (t)]/dt = VAo - g tb = 0 , that yields:
tb = VAo / g In fact, they will meet atleast if tb is equal or greater than tm that is : tb >= tm, then:
VAo / g >= h /VAo, or VAo2 >= gh . That is:
VAo >= [gh ]1/2

Example:
If h = 80 m, we have: VAo >= [9.81 x 80 ]1/2 = 28 m/s.
An initial speed less than this value is not sufficient for the object A to meet the object B. The latter will turn back without meeting the former and fall on the ground before it does.




© The Scientific Sentence. 2007.


projectile gravity freefall range deceleration