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Class 11 · Physics · Part 1

Chapter 3: Motion in a Plane

Revision notes, practice numericals, a question bank, assertion and reason questions and answers to the NCERT questions. Tap a group to open it; opening one closes the others.

3.1–3.2Scalars and vectorsScalars, vectors, position, displacement and equality of vectors

Why vectors?

  • In a straight line the direction of position, velocity and acceleration can be shown by a + or − sign, because only two directions are possible.
  • In two or three dimensions we need vectors to describe these quantities. The ideas of this chapter extend easily to three dimensions.

Scalars

  • A scalar has magnitude only. It is specified by a number and a unit. Examples: distance, mass, temperature, time, volume, density, speed.
  • Scalars combine by the rules of ordinary algebra. Adding or subtracting scalars makes sense only if they have the same units; scalars of different units may be multiplied or divided (for example, mass/volume = density).

Vectors

  • A vector has magnitude and direction and obeys the triangle law (equivalently the parallelogram law) of addition. Examples: displacement, velocity, acceleration, force.
  • In print a vector is written in bold (A); by hand it is written with an arrow over the letter. Its magnitude, written |A| or A, is a scalar and is never negative.

Position and displacement vectors

  • The position vector r = OP joins the chosen origin O to the object at P.
  • If the object moves from P to P′, the displacement vector is Δr = r′ − r, the straight line from P to P′.
  • The displacement depends only on the end points, not on the actual path. The magnitude of displacement is therefore less than or equal to the path length.

Equality of vectors

  • Two vectors are equal only if they have the same magnitude and the same direction. Two vectors with the same magnitude but different directions are not equal.
  • In this chapter vectors are free vectors: shifting a vector parallel to itself leaves it unchanged.
3.3–3.4Multiplication by numbers and graphical additionλA, null vector, triangle and parallelogram methods, subtraction

Multiplying a vector by a real number

  • For λ > 0, λA has magnitude λ|A| and the same direction as A. For a negative number −λ, the direction is reversed.
  • If λ has a dimension, λA has the product of the dimensions. For example, velocity × time = displacement.

Adding vectors graphically

  • Head-to-tail (triangle) method: place the tail of B at the head of A. The resultant R = A + B is drawn from the tail of A to the head of B.
  • Parallelogram method: bring the tails of A and B together and complete the parallelogram. The diagonal from the common tail is R. The two methods give the same result.
  • Vector addition is commutative, A + B = B + A, and associative, (A + B) + C = A + (B + C).
ABR = A + BTriangle (head-to-tail) methodAB−BR₂ = A − BSubtraction: A − B = A + (−B)
Adding two vectors by the head-to-tail (triangle) method, and subtracting by adding the reversed vector.

Null vector and subtraction

  • A vector plus its negative is the null (zero) vector: A − A = 0, with |0| = 0. Its direction cannot be specified. Its properties: A + 0 = A, λ0 = 0, 0A = 0.
  • A body that goes from P to P′ and back to P has a null displacement.
  • Subtraction is defined by A − B = A + (−B): add the reversed vector. Note that A − B = −(B − A).
3.5Resolution of vectors and unit vectorsComponents along x and y, 3-D extension

Unit vectors

  • A unit vector has magnitude 1, no unit and no dimension. It only specifies a direction. A vector along A is n̂ = A/|A|, so A = |A| n̂.
  • Along the x-, y- and z-axes the unit vectors are î, ĵ, k̂. They are mutually perpendicular, and |î| = |ĵ| = |k̂| = 1.

Components in a plane

  • Any vector in the x–y plane can be written A = Aₓ î + Ay ĵ. The numbers Aₓ and Ay are the components; they are scalars (they can be positive, negative or zero), while Aₓ î and Ay ĵ are the component vectors.
  • Aₓ = A cos θ, Ay = A sin θ, where θ is the angle with the x-axis. Conversely A = √(Aₓ² + Ay²) and tan θ = Ay / Aₓ.
  • So a vector can be given either by (magnitude, direction) or by its components.
xyθAAₓ = A cos θAy = A sin θA = Aₓ î + Ay ĵA = √(Aₓ² + Ay²)tan θ = Ay / Aₓ
Resolving a vector A into components along the x- and y-axes.

Three dimensions

  • A = Aₓ î + Ay ĵ + Az k̂, with A = √(Aₓ² + Ay² + Az²). If α, β, γ are the angles with the three axes, Aₓ = A cos α, Ay = A cos β, Az = A cos γ.
  • A position vector is r = x î + y ĵ + z k̂.
3.6Vector addition by componentsAnalytical method, law of cosines and law of sines

Adding by components

  • If A = Aₓ î + Ay ĵ and B = Bₓ î + By ĵ, then R = A + B = (Aₓ + Bₓ) î + (Ay + By) ĵ. Each component of the resultant is the sum of the corresponding components.
  • The same holds for three dimensions and for any number of vectors. For example, T = a + b − c has Tₓ = aₓ + bₓ − cₓ, and so on.

Magnitude and direction of the resultant

  • For two vectors of magnitudes A and B with angle θ between them (law of cosines): R = √(A² + B² + 2AB cos θ).
  • The direction of R relative to A is given by tan α = B sin θ / (A + B cos θ). Also R/sin(180° − θ) = A/sin β = B/sin α (law of sines).
  • Limits: maximum R = A + B at θ = 0°; minimum R = |A − B| at θ = 180°; for θ = 90°, R = √(A² + B²).
  • Example 3.1: rain falls vertically at 35 m s⁻¹ and the wind blows at 12 m s⁻¹ horizontally. The resultant is √(35² + 12²) ≈ 37 m s⁻¹ at tan⁻¹(12/35) ≈ 19° to the vertical, so the umbrella must be held tilted by about 19° from the vertical, towards the side from which the wind comes.
3.7–3.8Motion in a planePosition, velocity, acceleration, constant acceleration

Position, displacement and velocity

  • Position vector r = x î + y ĵ. Displacement Δr = r′ − r = Δx î + Δy ĵ.
  • Average velocity v̄ = Δr/Δt = (Δx/Δt) î + (Δy/Δt) ĵ; its direction is that of Δr.
  • Velocity v = lim(Δt→0) Δr/Δt = dr/dt = vₓ î + vy ĵ, where vₓ = dx/dt and vy = dy/dt. Its magnitude is v = √(vₓ² + vy²) and its direction is tan θ = vy/vₓ.
  • As Δt → 0 the displacement becomes tangent to the path: the velocity at any point is tangential to the path, in the direction of motion.

Acceleration

  • Average acceleration ā = Δv/Δt. Acceleration a = dv/dt = aₓ î + ay ĵ, with aₓ = dvₓ/dt and ay = dvy/dt.
  • In one dimension velocity and acceleration lie on the same line. In two or three dimensions they can make any angle between 0° and 180°.
  • Example 3.4: for r = 3.0t î + 2.0t² ĵ + 5.0 k̂, v = 3.0 î + 4.0t ĵ and a = 4.0 ĵ m s⁻². At t = 1 s, v = 5.0 m s⁻¹ at tan⁻¹(4/3) ≈ 53° to the x-axis.

Constant acceleration in a plane

  • v = v₀ + at and r = r₀ + v₀t + ½at². These vector equations do not depend on the choice of axes.
  • In components: x = x₀ + v₀ₓt + ½aₓt², y = y₀ + v₀_yt + ½a_yt², vₓ = v₀ₓ + aₓt, vy = v₀_y + a_yt.
  • Key idea: motion in a plane is the superposition of two independent one-dimensional motions along perpendicular directions. The choice of axes is a matter of convenience (for a projectile, horizontal and vertical).
  • Example 3.5: a particle starts at the origin with velocity 5.0 î m s⁻¹ and constant acceleration (3.0 î + 2.0 ĵ) m s⁻². Then x = 5t + 1.5t² and y = t². For x = 84 m, t = 6 s, y = 36 m and v = 23 î + 12 ĵ, speed ≈ 26 m s⁻¹.
3.9Projectile motionPath, time of flight, maximum height, range

Projectile and its two motions

  • A projectile is an object in flight after being thrown or projected. Neglecting air resistance, its acceleration is a = −g ĵ: aₓ = 0, ay = −g.
  • Galileo's idea: the horizontal and vertical motions are independent. Horizontally the motion is uniform; vertically it is uniformly accelerated (like free fall).
  • With launch speed v₀ at angle θ₀, the starting components are v₀ₓ = v₀ cos θ₀ and v₀_y = v₀ sin θ₀.

Equations of motion

  • Taking the origin at the launch point: x = (v₀ cos θ₀) t and y = (v₀ sin θ₀) t − ½ g t².
  • Velocity: vₓ = v₀ cos θ₀ (constant) and vy = v₀ sin θ₀ − g t.
  • Path: eliminating t gives y = (tan θ₀) x − g x² / [2 (v₀ cos θ₀)²], which is of the form y = ax + bx²: a parabola.
  • At the highest point vy = 0, so the velocity there is horizontal, v = v₀ cos θ₀ (the minimum speed), and the acceleration is still g downward.
v₀θ₀v = v₀ cos θ₀ (vy = 0)hₘvvₓvyR (range)x = (v₀ cos θ₀) t, y = (v₀ sin θ₀) t − ½ g t²
Path of a projectile. The horizontal component of velocity stays constant; the vertical component changes at the rate g.

Time of flight, maximum height and range

  • Time to maximum height: tₘ = v₀ sin θ₀ / g. Time of flight Tf = 2 v₀ sin θ₀ / g = 2tₘ (symmetry of the parabola).
  • Maximum height: hₘ = (v₀ sin θ₀)² / 2g.
  • Horizontal range: R = (v₀ cos θ₀) Tf = v₀² sin 2θ₀ / g.
  • For a given speed the range is greatest when sin 2θ₀ = 1, i.e. θ₀ = 45°, and then Rₘ = v₀²/g. At 45°, R = 4hₘ. In general R/hₘ = 4/tan θ₀.

Equal ranges (Galileo's statement)

  • Angles 45° + α and 45° − α give the same range, because sin(90° + 2α) = sin(90° − 2α) = cos 2α. Complementary angles (adding up to 90°) give equal ranges.
  • The times of flight and the maximum heights are different: for θ and 90° − θ, T₁/T₂ = tan θ and h₁/h₂ = tan²θ.
15°75°30°60°45°R(15°) = R(75°)R(30°) = R(60°)R max (45°)
For the same speed, angles of projection that exceed or fall short of 45° by equal amounts give equal ranges.

Projectile from a height

  • A stone thrown horizontally at 15 m s⁻¹ from a cliff 490 m high (Example 3.7): from −490 = −½ (9.8) t², t = 10 s; then vₓ = 15, vy = −98 and the speed is √(15² + 98²) ≈ 99 m s⁻¹.
  • Example 3.8: a ball thrown at 28 m s⁻¹ at 30° rises to 10 m, returns to its level in 2.9 s and lands 69 m away.
3.10Uniform circular motionCentripetal acceleration, angular speed, period, frequency

Acceleration in uniform circular motion

  • When an object moves along a circle at constant speed the motion is uniform circular motion. The direction of the velocity keeps changing, so the object is accelerated.
  • The velocity is along the tangent; the change in velocity Δv points towards the centre. The acceleration is the centripetal acceleration ac = v²/R, always directed towards the centre.
  • Its magnitude is constant but its direction changes, so it is not a constant vector.
RvaOvav along the tangent, a towards the centrevv′ΔvΔv = v′ − v points towards the centre(as Δt → 0, a = Δv/Δt)
In uniform circular motion the acceleration is directed towards the centre; the change in velocity Δv points inward.

Angular speed, period and frequency

  • Angular speed ω = Δθ/Δt (rad s⁻¹); linear speed v = ωR; centripetal acceleration ac = ω²R = v²/R.
  • Period T = time for one revolution; frequency ν = 1/T. Then ω = 2π/T = 2πν, v = 2πR/T = 2πRν and ac = 4π²ν²R.
  • Example 3.9: an insect in a groove of radius 12 cm completes 7 revolutions in 100 s: ω = 2π × 7/100 = 0.44 rad s⁻¹, v = 5.3 cm s⁻¹, ac = 2.3 cm s⁻².

Over a full revolution

  • The velocity returns to its initial value after one revolution, so the average acceleration over a complete revolution is zero, while the instantaneous acceleration is never zero.
  • The kinematic equations for constant acceleration do not apply, because the direction of the acceleration is changing.
PonderPoints to ponderCommon confusions

Remember

  • Path length ≥ |displacement|; the average speed ≥ |average velocity|. They are equal only when the object does not change direction.
  • A vector equation does not depend on the choice of axes; you can resolve it along any two independent axes.
  • Resultant velocity v = v₁ + v₂ is different from the velocity of 1 relative to 2, v₁₂ = v₁ − v₂.
  • In circular motion the net acceleration points to the centre only if the speed is constant.
  • The shape of a trajectory depends on the initial position and velocity as well as on the acceleration. Under the same g the path can be a straight line (thrown vertically) or a parabola.
Quick referenceFormulas at a glanceRevise before the exam

Key results

  • R = √(A² + B² + 2AB cos θ); tan α = B sin θ/(A + B cos θ); Aₓ = A cos θ, Ay = A sin θ; n̂ = A/|A|
  • v = dr/dt; a = dv/dt; v = v₀ + at; r = r₀ + v₀t + ½at²
  • Projectile: Tf = 2v₀ sin θ₀/g; hₘ = v₀² sin²θ₀/2g; R = v₀² sin 2θ₀/g; Rₘ = v₀²/g (45°)
  • Circular: ac = v²/R = ω²R = 4π²ν²R; v = ωR; ω = 2πν

Common mistakes

  • Adding magnitudes of vectors instead of adding the vectors.
  • Taking the velocity of a projectile to be zero at the highest point (only vy = 0).
  • Using the equations for constant acceleration in uniform circular motion.
  • Forgetting that equal ranges occur for complementary angles, but with different times of flight and heights.
  • Working with the calculator in the wrong angle mode (degrees or radians) when finding ω or sin 2θ₀.