Motion in a Plane — Revision Notes
⚡ 30-Second Revision
- Position Vector —
- Displacement —
- Velocity —
- Acceleration —
- Equations of Motion (constant $\vec{a}$)
- -
- Projectile Motion (from ground, $u$ at $\theta$)
- , - , - Time of Flight: - Max Height: - Horizontal Range: - Trajectory:
- Uniform Circular Motion (UCM)
- Linear-Angular relation: - Centripetal Acceleration:
- Relative Velocity —
2-Minute Revision
Motion in a plane extends 1D kinematics to two dimensions, requiring vectors for position, displacement, velocity, and acceleration. The core principle is the independence of perpendicular motions: horizontal and vertical components are analyzed separately, linked only by time.
For constant acceleration, 1D kinematic equations apply to each component. Projectile motion, a key example, involves constant horizontal velocity () and vertical motion under gravity ().
Key formulas for time of flight (), max height (), and range () are essential. Uniform Circular Motion (UCM) features constant speed but changing velocity, leading to centripetal acceleration () directed towards the center.
Relative velocity in 2D uses vector subtraction () for scenarios like river crossings or rain falling on a moving person. Always resolve vectors into components and draw diagrams.
5-Minute Revision
Motion in a plane is the study of objects moving in two dimensions, typically described using x and y coordinates. All kinematic quantities (position , displacement , velocity , acceleration ) are vectors. The position vector is . Velocity is , and acceleration is .
The most important concept is the independence of perpendicular motions. This means motion along the x-axis does not affect motion along the y-axis, allowing us to apply 1D kinematic equations separately to each component. Time is the common parameter.
Projectile Motion: An object launched into the air, moving under gravity. Neglecting air resistance, horizontal acceleration , so is constant. Vertical acceleration . Key formulas:
- Time of Flight ():
- Maximum Height ():
- Horizontal Range (): . Max range at .
- Equation of Trajectory:
Uniform Circular Motion (UCM): Object moves in a circle at constant speed . Velocity direction continuously changes, so there is acceleration. This is centripetal acceleration (), directed towards the center. Its magnitude is , where is angular velocity. The force causing this is centripetal force ().
Relative Velocity: The velocity of an object A as observed from a moving object B is . This is crucial for:
- River-Boat Problems — . For shortest time, boat heads perpendicular to river. For shortest path, boat heads upstream such that resultant velocity is perpendicular to river.
- Rain-Man Problems — .
Example: A ball is thrown horizontally from a high cliff with a speed of . Find the time to hit the ground ().
- Vertical motion: , , . Using : .
- Horizontal distance: .
Always draw vector diagrams, resolve components, and apply the correct kinematic equations. Be careful with signs for direction.
Prelims Revision Notes
- Vector Basics — Vectors have magnitude and direction. Scalars only magnitude. Position . Displacement . Velocity . Acceleration . Vector addition/subtraction is component-wise. Magnitude of is . Direction .
- Independence of Perpendicular Motions — The key concept. Horizontal and vertical motions are independent. Time is the link. Apply 1D equations separately to x and y components.
- Equations of Motion (Constant Acceleration)
* , * , * ,
- Projectile Motion (Ground to Ground)
* Initial velocity at angle with horizontal. * Horizontal component: , , (constant). * Vertical component: , . * Time of Flight (): .
* Maximum Height (): . (At max height, ). * Horizontal Range (): . Max range at (). Ranges are equal for complementary angles ( and ).
* Velocity at any time : .
- Uniform Circular Motion (UCM)
* Speed is constant, but velocity changes direction, hence acceleration exists. * Angular velocity . Relation: . * Centripetal Acceleration (): Always directed towards the center. . It is perpendicular to . * Centripetal Force (): . This is the net force causing the circular motion.
- Relative Velocity in 2D
* General formula: . * River-Boat Problems: . * Shortest Time: Boat heads perpendicular to river flow.
Time . Drift . * Shortest Path: Resultant velocity is perpendicular to river flow. Boat heads upstream at angle such that .
Time . * Rain-Man Problems: . Draw vector diagrams to find magnitude and direction of apparent rain velocity.
Vyyuha Quick Recall
For Projectile Motion formulas, remember 'T-H-R': Time of flight: Two Up Side Gravity () Height: Half Up Side Square Gravity () Range: Up Side Twice Gravity ()
For Relative Velocity, think 'A relative to B is A minus B': . Always remember the 'minus' for relative velocity, and then use vector addition for resultant velocities like .