Physics Chapter 3 - Vectors
Projectile motion
2 dimensional motion- things moving in more than a straight line. I.e., vectors move in those 2 dimensions (long jumpers velocities=vertical AND long dimensions
Properties of vectors (3)
Added to each other in any order
Resolving components
Components get combined for resultant vector (use sin & cos rules for geometry--magnitude of resultant vector & angle)
Properties of vectors (2)
End up being parallel ( like city blocks- shaker & woodland)
Relative motion
Projectiles are objects thrown or launched into air, subject to gravity (balls-baseball, football, etc)
Parabolas
Projectiles that follow parabolic curves (like throwing a football) {not factoring air resistance for this class)
Scalar
Quantity that has a magnitude BUT NO direction
Vector
Quantity that has magnitude AND a direction (v)
SOH CAH TOA
Sin 0=opposite/hypotenuse Cos 0=adjacent hypotenuse Tan 0=opposite/adjacent
Resultant vectors
Sum of 2 or more vectors (green-resultant vector; black regular vectors)
Finding angle using 2 sides
Take the arch of the function (sin-1 , cos-1, tan-1) {exponents}
Vector operations (1)
Use coordinate system for 2-dimensional motion
Calculator mode
Use degrees not radians
Properties of vectors (1)
Use of angles created by ruler/protractor
Solving relative motion problems
Use subscripts of objects; if passing use vector opposite of vector you are heading in; if being passed take your vector apply as opposite from that vector passing you
Properties of vectors (5)
When multiplying/dividing vectors by a scalar quantity, results are in vectors
Properties of vectors (4)
When subtracting, want to add opposite
Vector operations (2)
Instead of graphing, Pythagorean theory (A squared +B squared= C squared
Frame of reference (relative motion)
How somebody views the situation