Chapter 3: Motion in a Plane
1. Scalars and Vectors
- Scalar Quantity: Has magnitude only (e.g., speed, mass)
- Vector Quantity: Has magnitude and direction (e.g., velocity, force)
2. Vector Basics
- Position Vector: Represents location of a point
- Displacement Vector: Change in position
- Equal vectors → same magnitude & direction
- Multiplication by scalar changes magnitude
3. Addition and Subtraction of Vectors
- Triangle Law of Addition
- Parallelogram Law of Addition
- Subtraction → adding negative vector
4. Unit Vector
A vector with magnitude 1.
i → x-direction
j → y-direction
k → z-direction
j → y-direction
k → z-direction
5. Resolution of Vectors
Breaking a vector into components.
A = Ax i + Ay j
Ax = A cosθ
Ay = A sinθ
Ax = A cosθ
Ay = A sinθ
6. Scalar (Dot) Product
A · B = AB cosθ
- Result is scalar
- Used in work done
7. Vector (Cross) Product
A × B = AB sinθ
- Result is vector
- Direction → right-hand rule
8. Motion in a Plane
Motion having two dimensions (x and y).
- Velocity has two components
- Analyzed independently in x and y directions
9. Projectile Motion
- Motion under gravity in 2D
- Horizontal velocity → constant
- Vertical motion → uniformly accelerated
Range = (u² sin2θ)/g
Time = (2u sinθ)/g
Max Height = (u² sin²θ)/2g
Time = (2u sinθ)/g
Max Height = (u² sin²θ)/2g
10. Uniform Circular Motion
- Speed constant but direction changes
- Acceleration toward center (centripetal)
a = v²/r
11. MCQ One-Liners
- Scalar has only magnitude.
- Vector has magnitude and direction.
- Unit vector magnitude is 1.
- i, j, k represent unit vectors.
- Dot product gives scalar.
- Cross product gives vector.
- Angle between perpendicular vectors = 90°.
- Dot product of perpendicular vectors = 0.
- Cross product of parallel vectors = 0.
- Projectile motion is 2D motion.
- Acceleration in projectile is g downward.
- Range is maximum at 45°.
- Circular motion has centripetal acceleration.
- Velocity direction changes in circular motion
- Horizontal velocity in projectile is constant.
- Vertical velocity changes due to gravity.
- Vector addition follows triangle law.
- Resolution splits vector into components.
- Magnitude of resultant depends on angle.
- Uniform circular motion has constant speed.
12. Numerical Problems with Solutions
1. Resolve Vector
A = 10 at 30°
Ax = 10 cos30° = 8.66
Ay = 10 sin30° = 5
Ay = 10 sin30° = 5
2. Dot Product
A = 5, B = 4, θ = 60°
A·B = 5×4×cos60° = 20×0.5 = 10
3. Cross Product
A = 5, B = 4, θ = 90°
A×B = 5×4×sin90° = 20
4. Projectile Range
u = 20 m/s, θ = 30°, g = 10
Range = (u² sin2θ)/g
= (400 × sin60)/10
= (400 × 0.866)/10 = 34.64 m
= (400 × sin60)/10
= (400 × 0.866)/10 = 34.64 m
5. Time of Flight
u = 20 m/s, θ = 30°
T = (2u sinθ)/g
= (40 × 0.5)/10 = 2 sec
= (40 × 0.5)/10 = 2 sec
6. Maximum Height
u = 20 m/s, θ = 30°
H = (u² sin²θ)/2g
= (400 × 0.25)/20 = 5 m
= (400 × 0.25)/20 = 5 m
7. Centripetal Acceleration
v = 10 m/s, r = 5 m
a = v²/r = 100/5 = 20 m/s²
8. Resultant Vector
Two perpendicular vectors 3 and 4
R = √(3² + 4²) = √25 = 5