MOTION IN A PLANE-Notes

Motion in a plane marks a decisive step forward in the study of mechanics, as it extends the ideas of motion from a straight line to two dimensions. In this chapter, students move beyond simple one-dimensional descriptions and begin to understand how real motion occurs in space, where both magnitude and direction play equally important roles. The concepts introduced here—such as vectors, their resolution, and vector addition—form the mathematical and conceptual backbone of two-dimensional kinematics. These notes are designed to develop a clear and intuitive understanding of motion in a plane by blending geometry, algebra, and physical reasoning. Topics like projectile motion and uniform circular motion reveal how complex-looking paths can be explained by combining simple motions along perpendicular directions. Emphasis is placed on logical derivations, physical interpretation of equations, and visual understanding rather than rote memorisation. This chapter is not only essential for mastering Class XI Physics but also serves as a foundation for higher studies, including rotational mechanics, gravitation, electromagnetism, and engineering entrance examinations. The notes aim to build strong conceptual clarity, analytical thinking, and problem-solving confidence, enabling learners to connect theory with real-world motion.

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TRIGONOMETRIC FUNCTIONS-Exercise 3.2

Exercise • Jan 2026

Trigonometric Functions form a crucial foundation of higher mathematics and play a vital role in physics, engineering, astronomy, and real-life proble...

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TRIGONOMETRIC FUNCTIONS-Exercise 3.1

Exercise • Jan 2026

Trigonometric Functions form a crucial foundation of higher mathematics and play a vital role in physics, engineering, astronomy, and real-life proble...

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December 24, 2025  |  By Academia Aeternum

MOTION IN A PLANE-Notes

Physics - Notes

SCALARS AND VECTORS

SCALARS QUANTITIES

A scalar quantity is a quantity with magnitude only. It is specified completely by a single number, along with the proper unit.
Examples are : the distance between two points, mass of an object, the temperature of a body and the time at which a certain event happened. The rules for combining scalars are the rules of ordinary algebra. Scalars can be added, subtracted, multiplied and divided just as the ordinary numbers

VECTOR QUANTITIES

A vector quantity is a quantity that has both a magnitude and a direction and obeys the triangle law of addition or equivalently the parallelogram law of addition.

Represntation of vector

To represent a vector, it is written bold faced. Thus, a velocity vector can be represented by a symbol \(\textbf{v}\). Since bold face is difficult to produce, when written by hand, a vector is often represented by an arrow placed over a letter, say \(\vec{\mathrm{v}}\).

Thus, both \(\textbf{v}\) and \(\vec{\mathrm{v}}\) represent the velocity vector.

The magnitude of a vector is often called its absolute value, indicated by \(\boldsymbol{\mid \mathrm{v}\mid} = \mathrm{v}\).

Position and Displacement Vectors

position-vector

Position Vector

To describe the location of a particle in a plane, we first choose a reference point, usually the origin (O) of a coordinate system.
  • The position vector of a particle is a vector drawn from the origin to the point where the particle is located.
  • It tells us the exact position of the object relative to the origin.
Definition

The position vector \(\vec{r}\) is the vector joining the origin to the position of the particle

Mathematical Form
If a particle is at point P(x, y), then its position vector is: \[\boxed{\;\boldsymbol{\vec{r}=x\,\hat{i} + y\,\hat{j}}\;}\] Where,
\(x\) = x-coordinate of the particle
\(y\) = y-coordinate of the particle
\(\hat{i}\) and \(\hat{j}\) are unit vectors along x- and y-axes respectively

Displacement Vector

When a particle moves from one position to another, the change in its position is described by the displacement vector.

Definition

The displacement vector is the vector drawn from the initial position of the particle to its final position.

Mathematical form

If:
Initial position vector = \(\vec{r}\)
Final position vector = \(\vec{r'}\)
then displacement vector \(\vec{s}\) is: \[\boxed{\;\boldsymbol{\vec{s}=\vec{r'}-\vec{r}}\;}\]

Position Vector vs Displacement Vector

Position Vector Displacement Vector
Describes location of a particle Describes change in position
Drawn from origin to particle Drawn from initial to final point
Depends on choice of origin Does not depend on origin
Changes if origin changes Remains the same for same motion

Equality of Vectors

equality-of-vectors
(Blue colored) Two equal vectors A and B. (Magenta colored) Two vectors A′ and B′ are unequal though they are of the same length.

Two vectors are said to be equal if both their magnitude and direction are exactly the same, even if they are located at different positions in space.

The actual starting point of a vector does not matter for equality — only its length and direction matter.

Conditions for Equality of Vectors

Two vectors \(\vec{A}\) and \(\vec{B}\) are equal if:

  • Their magnitudes are equal
    \[\mid \vec{A} \mid = \mid\vec{B}\mid\]
  • They have the same direction
    (That is, they are parallel and point in the same sense.)
    If both conditions are satisfied, we write: \[\vec{A}=\vec{B}\]

MULTIPLICATION OF VECTORS BY REAL NUMBERS

Multiplying a vector A with a positive number λ gives a vector whose magnitude is changed by the factor λ but the direction is the same as that of A :

\[\begin{aligned}\mid\lambda A\mid&=\lambda\mid A \mid\\ \text{if }&\lambda\gt0\end{aligned}\]

The factor λ by which a vector \(\vec{A}\) is multiplied could be a scalar having its own physical dimension. Then, the dimension of \(\lambda \vec{A}\) is the product of the dimensions of λ and \(\vec{A}\).

ADDITION AND SUBTRACTION OF VECTORS — GRAPHICAL METHOD

Vector Addition (Graphical Method)

vectors-addition-graphically
Vectors A and B and Vectors A and B added graphically

Vector addition means finding a single vector that has the same effect as two or more vectors acting together. This single vector is called the resultant vector.

Triangle Law of Vector Addition

If two vectors are represented (in magnitude and direction) by two sides of a triangle taken in order, then the third side of the triangle taken in the opposite order represents their resultant.

This graphical method is called the head-to-tail method.

Method
  • Draw the first vector \(\vec{A}\)
  • From the head of \(\vec{A}\) , draw the second vector \(\vec{B}\).
  • Join the tail of \(\vec{A}\) to the head of \(\vec{B}\).
  • The joining vector represents the resultant \(\vec{R}\).
\[\vec{R}=\vec{A}+\vec{B}\]

vectors-addition-graphically
The sum A + B obtained using the parallelogram method.
Parallelogram Law of Vector Addition

If two vectors acting at a point are represented by the two adjacent sides of a parallelogram, then the diagonal of the parallelogram passing through that point represents their resultant.

Method
  • Draw vectors \(\vec{A}\) and \(\vec{B}\) from the same point.
  • Complete the parallelogram using \(\vec{A}\) and \(\vec{B}\).
  • Draw the diagonal from the common point.
  • This diagonal gives the resultant vector.
\[\vec{R}=\vec{A}+\vec{B}\]

Vector Subtraction (Graphical Method)

Vector subtraction means finding the vector which, when added to one vector, gives another vector.

Basic Idea
\[\vec{A}-\vec{B}=\vec{A}+(-\vec{B})\]

So, subtraction is done by adding the negative of a vector.

RESOLUTION OF VECTORS

resolution of vector in xy-plane
Resolution of Vector in xy-plane

Resolution of a vector is the process of splitting one vector into two or more simpler vectors, called components, such that their combined effect is exactly the same as the original vector. These components are usually chosen along convenient directions—most commonly along the horizontal (x-axis) and vertical (y-axis).

Think of it like this: instead of dealing with one slanted push or motion, we break it into one part acting sideways and another acting upward or downward. Together, these parts fully describe the original effect.

Why do we resolve vectors?

Resolving vectors makes calculations and understanding much easier because:

  • Motion in two dimensions can be treated as two independent one-dimensional motions.
  • Forces acting at angles can be analyzed using simple algebra.
  • It helps in applying equations of motion separately along each direction.

In short, resolution turns a complicated problem into smaller, manageable pieces.

Resolution of a vector in a plane

Consider a vector \(\vec{A}\) making an angle \(\theta\) with the positive x-axis.

  • The component of \(\vec{A}\) along the x-axis is called the horizontal component
  • The component along the y-axis is called the vertical component

These two components are perpendicular to each other and together recreate the original vector.

Mathematical expression of components

    If the magnitude of the vector is A, then:

  • Horizontal component:
    \[A_x=A\cos \theta\]
  • Vertical component:
    \[A_y=A\sin \theta\]
  • Here:
    \(\theta\) is the angle the vector makes with the x-axis
    \(\cos \theta\) and \(\sin \theta\) decide how much of the vector lies along each direction

Unit Vectors

A unit vector is a vector that has magnitude 1 and points along a specific direction.

In the rectangular coordinate system:

  • \(\hat i\) points along the positive x-axis
  • \(\hat j\) points along the positive y-axis
  • \(\hat k\) points along the positive z-axis

These three unit vectors are mutually perpendicular and form the basic directional framework of space.

Resolving a vector using unit vectors

Consider a vector \(\vec{A}\)acting in space. When we resolve it, we break it into components along the \(x,\ y,\ \text{and }z\) directions. If:

\({A}_{x}\) is the component along x-axis
\({A}_{y}\) is the component along y-axis
\({A}_{z}\) is the component along z-axis
then the vector can be written as:

\[\vec{A}=A_{x}\hat{i}+A_{y}\hat{j}+A_{z}\hat{k}\]

This expression tells us how much of the vector acts in each direction.

Resolution in two dimensions (x–y plane)

For motion confined to a plane, the z-component is zero.
If a vector \(\vec{A}\) makes an angle \(\theta\) with the x-axis and has magnitude \({A}\), then:

\[A_x=A\cos \theta,\ A_y=A\sin \theta\]

So the vector becomes:

\[\vec{A}=A\cos \theta\ \hat{i}+A\sin \theta\ \hat{j}\] This form is extremely useful in projectile motion and planar kinematics.

The magnitude of the vector is then given by:

\[\mid\vec{A}\mid=\sqrt{A_x^2+A_y^2}\]

Resolution in three dimensions

If a vector acts in three-dimensional space, all three components may be present.

\[\vec{A}=A_x\hat{i}+A_y\hat{j}+A_z\hat{k}\]

Here:
Each coefficient represents the projection of the vector along that axis
The unit vectors simply provide direction, not magnitude

The magnitude of the vector is then given by:

\[\mid\vec{A}\mid=\sqrt{A_x^2 + A_y^2 + A_z^2}\]

VECTOR ADDITION – ANALYTICAL METHOD

Let us consider two vectors \(\vec{A}\) and \(\vec{B}\) in xy-plane with components \(A_x,\ A_y\) and \(B_x,\ B_y\)
We may write vector \(\vec{A}\) and \(\vec{B}\)

\[\vec{A}=A-x\hat{i} + a_y\hat{j}\] \[\vec{B}=B_x\hat{i} + B_y\hat{j}\]

Let R be their sum. therfore,

\[\begin{aligned} \vec{R}&=\vec{A}+\vec{B}\\ &=(A_x\hat{i} + A_y\hat{j}) + (B_x\hat{i} + B_y\hat{j}) \end{aligned} \]

Since vectors obey the commutative and associative laws, we can arrange and regroup the vectors

\[\vec{R}=(A_x+B_x)\hat{i} + (A_y+B_y)\hat{j}\] Since \[\vec{R}=R_x\hat{i}+R_y\hat{j}\] \[ \Rightarrow\quad\left\{ \begin{aligned} R_x &= A_x + B_x\\ R_y &= A_y + B_y \end{aligned} \right. \]

Similarly in three dimension

\[\begin{aligned}\vec{A}&=A_x\hat{i}+A_y\hat{j}+A_z\hat{k}\\ \vec{B}&=B_x\hat{i}+B_y\hat{j}+B_z\hat{k} \end{aligned}\] \[\begin{aligned} \vec{R}&=\vec{A}+\vec{B}\\ &=(A_x\hat{i} + A_y\hat{j} + A_z\hat{k}) + (B_x\hat{i} + B_y\hat{j} + B_z\hat{k}) \end{aligned}\] \[\vec{R}=R_x\hat{i}+R_y\hat{j} + R_z\hat{k}\] \[ \Rightarrow\quad\left\{ \begin{aligned} R_x &= A_x + B_x\\ R_y &= A_y + B_y\\ R_z &= A_z + B_z \end{aligned} \right. \]

Resultant of two vectors \(\vec{A}\) and \(\vec{B}\) angle \(\theta\) between them

resultants of two vectors at angle θ-xi
resultants of two vectors at angle θ
Let \(\textbf{OP}\) and \(\textbf{OQ}\) represent the two vectors \(\vec{A}\) and \(\vec{B}\) making an angle \(\theta\) . Then, using the parallelogram method of vector addition, \(\textbf{OS}\) represents the resultant vector \(\vec{R}\) : \[\vec{R} = \vec{A} + \vec{B}\]

SN is normal to OP and PM is normal to OS

From Pythagoras Theorem

\[OS^2 = ON^2 + SN^2\tag{1}\] but \[\begin{aligned}ON &= OP + PN = A + B \cos \theta\\\\ SN &= B \sin \theta\end{aligned}\]

Substututing these values in Equation (1)

\[\small\begin{aligned} OS^2 &= (A + B \cos \theta)^2 + (B \sin \theta)^2\\\\ &=A^2+B^2\cos^2 \theta+2AB\cos \theta + B^2\sin^2 \theta\\\\ &=A^2+B^2\cos^2 \theta+B^2\sin^2 \theta+2AB\cos \theta\\\\ &=A^2+B^2(\cos^2 \theta+\sin^2 \theta)+2AB\cos \theta\\ &\scriptsize\qquad\qquad\qquad(\cos^2 \theta +\sin^2=1)\\\\ &=A^2+B^2 \theta+2AB\cos \\ \end{aligned}\] but OS=R, therfore, \[\small\begin{aligned} R^2 &= A^2 + B^2 + 2AB \cos \theta\\\\ \Rightarrow R&=\sqrt{A^2 + B^2 + 2AB \cos \theta} \end{aligned}\]

In \(\mathrm{\triangle OSN, SN = OS \sin \alpha = R \sin \alpha}\), and
in \(\mathrm{\triangle PSN, SN = PS \sin \theta = B \sin \theta}\)

Therfore \[\begin{align}R \sin \alpha &= B \sin \theta\\\\ \dfrac{R}{\sin \theta}&=\dfrac{B}{\sin \alpha}\tag{1} \end{align}\]

Similarly,
\(PM = A \sin \alpha = B \sin \beta\)

\[\Rightarrow \dfrac{A}{\sin \beta}=\dfrac{B}{\sin \alpha}\tag{2}\]

Combining Eqs. (1) and (2), we get

\[\dfrac{R}{\sin \theta}=\dfrac{A}{\sin \beta}=\dfrac{B}{\sin \alpha}\] Hence, \[\sin \alpha=\dfrac{B}{R}\sin \theta\] or, \[\begin{aligned}\tan \alpha &= \dfrac{\text{SN}}{\text{OP + PN}}\\\\ \tan \alpha&=\dfrac{B \sin \theta}{A + B \cos \theta} \end{aligned}\]

MOTION IN A PLANE

Displacement and Average Velocity Curve
Displacement \(\Delta \vec{r}\) and average velocity \(\vec{v}\) of a particle.

The position vector r of a particle P located in a plane with reference to the origin of an x-y reference frame is given by

\[r=x\ \hat{i} + y\ \hat{j}\]

where x and y are components of r along x-axis, and y-axis or simply they are the coordinates of the object.

Suppose a particle moves along the curve shown by the thick line and is at P at time t and P′ at time t′ . Then, the displacement is :

\[\Delta \vec{r} = \vec{r′} – \vec{r}\] Writing this equation in component form \[\begin{aligned} \Delta \vec{r} &= \vec{r′} – \vec{r}\\ \Delta \vec{r} &=(x'\hat{i} + y'\hat{j}) - (x\hat{i} + y\hat{j})\\ \Delta \vec{r} &=(x'-x)\hat{i} + (y'-y)\hat{j}\\ \Delta \vec{r} &=\hat{i}\Delta x + \hat{j}\Delta y\\ \end{aligned}\]

Velocity

The average velocity \(\vec{v}\) of an object is the ratio of the displacement and the corresponding time interval :

\[\begin{aligned}\vec{v}&=\frac{\Delta \vec{r}}{\Delta t}\\\\ &=\dfrac{\Delta x\ \hat{i} + \Delta y\ \hat{j}}{\Delta t}\\\\ &=\hat{i}\dfrac{\Delta x}{\Delta t} + \hat{j} \dfrac{\Delta y}{\Delta t} \end{aligned}\] or, \[\vec{v}=v_x\ \hat{i} + v_y\ \hat{j}\]

Since \(\vec{v}=\frac{\Delta \vec{r}}{\Delta t}\) the direction of the average velocity is the same as that of \(\Delta r\)>br> The velocity (instantaneous velocity) is given by the limiting value of the average velocity as the time interval approaches zero

\[\begin{aligned}\vec{v}&=\lim_{\Delta t \to 0}\dfrac{\Delta \vec{r}}{\Delta t}\\ &=\dfrac{d\vec{r}}{dt}\end{aligned}\] \[\boxed{\;\vec{v}=\dfrac{d\vec{r}}{dt}\;}\]

We can express \(\vec{v}\) in a component form

\[\begin{aligned} v&=\dfrac{d\vec{r}}{dt}\\\\ &=\lim_{\Delta t \to 0}\left(\dfrac{\Delta x}{\Delta t}\ \hat{i} + \dfrac{\Delta y}{\Delta t}\ \hat{j}\right)\\\\ &=\dfrac{dx}{dt}\ \hat{i} + \dfrac{dy}{dt}\ \hat{j}\\\\ \end{aligned}\]

Where,

\[\begin{aligned} v_x=\dfrac{dx}{dt}\\\\ v_y=\dfrac{dy}{dt}\end{aligned}\]

The magnitude of \(\vec{v}\) is then

\[v\sqrt{v_x^2+v_y^2}\]

and the direction of v is given by the angle \(\theta\)

\[\begin{aligned} \tan \theta&=\dfrac{v_y}{v_x}\\\\ \theta &= \tan^{-1}\left(\frac{v_y}{v_x}\right)\end{aligned}\]

Acceleration

The average acceleration \(\overline{a}\) of an object for a time interval ∆t moving in x-y plane is the change in velocity divided by the time interval :

\[\begin{aligned} \overline{a}&=\dfrac{\Delta v}{\Delta t}\\\\ &=\dfrac{v_x\ \hat{i} + v_y\ \hat{j}}{\Delta t}\\\\ &=\dfrac{v_x\ \hat{i}}{\Delta t} + \dfrac{v_y\ \hat{j}}{\Delta t}\\\\ &=a_x\ \hat{i} + a_y\ \hat{j} \end{aligned}\] \[\overline{a}=a_x\ \hat{i} + a_y\ \hat{j}\]

The acceleration (instantaneous acceleration) is the limiting value of the average acceleration as the time interval approaches zero :

\[\vec{a}=\lim_{\Delta t \to 0}\dfrac{\Delta v}{\Delta t}\]

Since \(\vec{v}=\Delta v_x\ \hat{i} + \Delta v_y\ \hat{j}\) we have

\[\begin{aligned}\vec{a}&=\lim_{\Delta t \to 0}\dfrac{\Delta v_x\ \hat{i} + \Delta v_y\ \hat{j}}{\Delta t}\\\\ &=\lim_{\Delta t \to 0}\left(\dfrac{\Delta v_x}{\Delta t}\right)\ \hat{i} + \lim_{\Delta t \to 0}\left(\dfrac{\Delta v_y}{\Delta t}\right)\ \hat{j}\\\\ &=\left(\dfrac{dv_x}{dt}\right)\ \hat{i} + \left(\dfrac{dv_y}{dt}\right)\ \hat{j}\\\\ \vec{a}&=a_x\ \hat{i} + a_y\ \hat{j} \end{aligned}\]

MOTION IN A PLANE WITH CONSTANT ACCELERATION

Suppose that an object is moving in x-y plane and its acceleration \(\vec{a}\) is constant. Over an interval of time, the average acceleration will equal this constant value. Now, let the velocity of the object be \(\vec{v_o}\) at time \(t = 0\) and \(\vec{v}\) at time \(t\). Then, by definition

\[\begin{aligned}\vec{a}&=\dfrac{\vec{v}-\vec{v_o}}{t-0}\\\\ &=\dfrac{\vec{v}-\vec{v_o}}{t}\end{aligned}\] or, \[\vec{v}=\vec{v_o}+\vec{a}t\]

In terms of components :

\[\begin{aligned} v_x=v_{ox} +a_xt\\\\ v_y=v_{oy} +a_yt \end{aligned}\]

Let \(\vec{r_o}\) and r be the position vectors of the particle at time 0 and \(t\) and let the velocities at these instants be \(\vec{v_o}\) and \(\vec{v}\). Then, over this time interval \(t\), the average velocity is \[(\vec{v_o}+ \vec{v})/2\] The displacement is the average velocity multiplied by the time interval :

\[\begin{aligned}\vec{r}-\vec{r_o}&=\left(\dfrac{\vec{v_o}+ \vec{v}}{2}\right)\ t\\\\ &=\left(\dfrac{(\vec{v_o}+\vec{a}t) + \vec{v_o}}{2}\right)\ t\\ &\scriptsize\qquad\qquad\quad(\vec{v}=\vec{v_o}+\vec{a}t)\\\\ &=\vec{v_o}t + \dfrac{1}{2}\vec{a}t^2 \end{aligned}\]

writing in component form as

\[\begin{aligned} x=x_o+v_{ox}t+\dfrac{1}{2}a_xt^2\\\\ y=y_o+v_{oy}t+\dfrac{1}{2}a_yt^2 \end{aligned}\]

PROJECTILE MOTION

A projectile is any object that, after being given an initial push or throw, moves only under the effect of gravity. Air resistance is neglected in ideal projectile motion. Examples include a stone thrown into the air, a football kicked at an angle, or a ball released from a moving vehicle.

Basic idea behind projectile motion

Projectile motion can be understood by resolving the motion into two independent parts:

  • Horizontal motion: uniform motion with constant velocity
  • Vertical motion: uniformly accelerated motion under gravity
projected motion
Motion of an object projected with velocity \(v_o\) at angle \(\theta_o\)

These two motions occur simultaneously but do not interfere with each other.

Suppose that the projectile is launched with velocity \(\vec{v}_o\) that makes an angle \(\theta_o\) with the x-axis

After the object has been projected, the acceleration acting on it is that due to gravity which is directed vertically downward:

\[\vec{a}=-g\ \hat{j}\] or, \[a_x=0,\; a_y=-g\]

The components of initial velocity \(\vec{v}_o\) are :

\[\begin{aligned} v_{ox}=v_o \cos\ \theta_o\\ v_{oy}=v_o \sin\ \theta_o \end{aligned}\]

If we take the initial position to be the origin of the reference frame, we have :

\[x_o=0,\; y_o=0\] substituting these values in Equations \[\begin{align} x&=x_o+v_{ox}t\\\\&=(v_o \cos \theta_o)\ t\tag{1}\\\\ y&=y_o+v_{oy}t-\dfrac{1}{2}gt^2\\\\ y&=(v_o \sin\ \theta_o)\ t-\dfrac{1}{2}gt^2\tag{2} \end{align}\] The components of velocity, \[\begin{aligned} v_x=v_{ox}=v_o \cos \theta_o\\\\ v_y=v_o \sin \theta_o -gt \end{aligned}\]

Equation of path of a projectile

Eliminating thetime between the expressions for x and y as given in Equations (1) and (2) We obtain:

\[\begin{aligned}x&=v_o\ \cos \theta_o\ t\\ \Rightarrow t&=\dfrac{x}{v_o\ \cos \theta_o}\end{aligned}\]

Substituting value of \(t\) in equation-(2)

\[\begin{aligned}y&=v_o \sin \theta_o \left(\dfrac{x}{\cos \theta_o}\right)-\dfrac{1}{2}g \left(\dfrac{x}{\cos \theta_o}\right)^2\\\\ &=x\ \tan \theta_o - \dfrac{g}{2(v_o \cos_o \theta_o)^2}\ x^2\end{aligned}\] \[\boxed{\;y=x\ \tan \theta_o - \dfrac{g}{2(v_o \cos_o \theta_o)^2}\ x^2 \;}\]

Time of maximum height

Let it take time \(t_m\) to reach at the highest point, At this point \(v_y=0\), therfore,

\[\begin{aligned}v_y&=v_o \sin \theta_o -gt_m\\ \Rightarrow gt+m&=v_o \sin \theta_o\\ t_m&=\dfrac{v_o \sin \theta_o}{g}\end{aligned}\]

Let Total time of flight be \(T_f\), then

\[T_f=2T_m\] Therfore, \[\boxed{\;T_f=\dfrac{2\ (v_o \sin \theta_o)}{g}\;}\]

Maximum height of a projectile

The maximum height \(h_m\) reached by theprojectile can be calculated by substituting \(t = t_m\) in Eq. (2)

\[\begin{aligned} y&=(v_o \sin\ \theta_o)\ t-\dfrac{1}{2}gt^2\\ h_m&=(v_o \sin\ \theta_o)\times\dfrac{v_o \sin \theta_o}{g}-\dfrac{1}{2}g\times\left(\dfrac{v_o \sin \theta_o}{g}\right)^2\\\\ &=\dfrac{(v_o \sin\ \theta_o)^2}{2g} \end{aligned}\] \[\boxed{\;h_m=\dfrac{(v_o \sin\ \theta_o)^2}{2g}\;}\]

Horizontal range of a projectile

The horizontal distance travelled by a projectile from its initial position \((x = y = 0)\) to the position where it passes \(y = 0\) during its fall is called the horizontal range, R. It is the distance travelled during the time of flight \(T_f\). Therefore, the range R is

\[\begin{aligned} R&=(v_o\ \cos \theta)\times T_m\\\\ &=(v_o\ \cos \theta)\times\left(\dfrac{2\ (v_o \sin \theta_o)}{g}\right)\\\\ &=\dfrac{2v^2\sin 2\theta_o}{g} \end{aligned}\] \[\boxed{\;R=\dfrac{2v^2\sin 2\theta_o}{g}\;}\]

\(R\) is maximum when \(\sin\ 2\theta_o\) is maximum, i.e., when \(\theta_o=45^\circ\)
The maximum horizontal range is, therefore,

\[\boxed{\;R_m=\dfrac{v^2_o}{g}\;}\]

UNIFORM CIRCULAR MOTION

When an object moves along a circular path with constant speed, its motion is known as uniform circular motion. Although the speed remains unchanged, the motion is far from simple because the direction of motion keeps changing at every point on the circle.

Velocity in uniform circular motion

At any point on the circular path:

  • The velocity of the particle acts along the tangent to the circle.
  • The direction of velocity changes continuously as the particle moves.
  • The magnitude of velocity remains constant.

This continuous change in direction is the key reason behind acceleration in circular motion.

Centripetal acceleration

To keep an object moving in a circular path, an acceleration is required that always acts towards the centre of the circle. This acceleration is called centripetal acceleration.

Its magnitude is given by:

\[a_c=\dfrac{v^2}{r}\]

where:

  • \(v\) is the uniform speed
  • \(r\) is the radius of the circular path

The direction of centripetal acceleration is radially inward, perpendicular to the instantaneous velocity.

Centripetal force

According to Newton’s laws, acceleration must be produced by a force. The force responsible for centripetal acceleration is called the centripetal force.

\[F_c=m\dfrac{v^2}{r}\]

This force does not create motion, but only changes the direction of motion. Examples include:

  • Tension in a string for a stone tied and rotated
  • Gravitational force in planetary motion
  • Friction for a vehicle turning on a curved road

Angular variables in circular motion

Uniform circular motion is often described using angular quantities:

  • Angular displacement \((\theta)\): angle traced at the centre
  • Angular velocity \((\omega)\): \[\omega=\dfrac{v}{r}\]
  • Time period (T): \[T=\dfrac{2\pi r}{v}\]
  • Rate of change of angular displacement \[\omega=\dfrac{\Delta \theta}{\Delta t}\]
  • Centripetal acceleration \(a_c\) in terms of angular speed: \[a_c=\omega^2 R\]

Frequently Asked Questions

Motion in a plane is motion of a particle in two dimensions, where its position, velocity, and acceleration are represented by vectors in an \(x\text{-}y\) plane.

A scalar quantity is one that has only magnitude and no direction, such as mass, distance, speed, time, or temperature.

A vector quantity has both magnitude and direction, such as displacement, velocity, acceleration, and force.

Position vector \(\vec{r}\) of a particle at \((x,y)\) is given by \(\vec{r}=x\hat{i}+y\hat{j}\) with respect to the origin \(O(0,0)\).

Displacement vector is the change in position: \(\Delta\vec{r}=\vec{r}_2-\vec{r}_1\), independent of the actual path followed.

Average velocity is \(\vec{v}_{\text{avg}}=\frac{\Delta\vec{r}}{\Delta t}\), where \(\Delta\vec{r}\) is displacement in time interval \(\Delta t\).

Instantaneous velocity is \(\vec{v}=\frac{d\vec{r}}{dt}\) and is always tangent to the path at that instant.

Average acceleration is \(\vec{a}_{\text{avg}}=\frac{\Delta\vec{v}}{\Delta t}\), where \(\Delta\vec{v}\) is change in velocity in time \(\Delta t\).

Instantaneous acceleration is \(\vec{a}=\frac{d\vec{v}}{dt}\) and measures the rate of change of velocity vector at a given instant.

If two vectors are represented by two sides of a triangle taken in order, the third side taken in the same order represents their resultant.

If two vectors from the same point form adjacent sides of a parallelogram, the diagonal through that point gives the resultant vector.

For vectors \(\vec{A}\) and \(\vec{B}\) with angle \(\theta\) between them, resultant magnitude is \(R=\sqrt{A^2+B^2+2AB\cos\theta}\).

Vector subtraction \(\vec{A}-\vec{B}\) is defined as \(\vec{A}+(-\vec{B})\), where \(-\vec{B}\) has same magnitude as \(\vec{B}\) but opposite direction.

A unit vector has magnitude 1 and gives only direction; unit vector along \(\vec{A}\) is \(\hat{A}=\frac{\vec{A}}{|\vec{A}|}\)

If \(\vec{A}\) makes angle \(\theta\) with positive \(x\)-axis, then \(A_x=A\cos\theta\), \(A_y=A\sin\theta\), and \(\vec{A}=A_x\hat{i}+A_y\hat{j}\).

Resolution is the process of splitting a vector into mutually perpendicular component vectors whose vector sum equals the original vector.

Two vectors are equal if they have same magnitude and same direction, irrespective of their initial points.

A null vector has zero magnitude and an arbitrary direction, represented by \(\vec{0}\).

With constant acceleration \(\vec{a}\), position is \(\vec{r}=\vec{r}_0+\vec{v}_0 t+\frac{1}{2}\vec{a}t^2\) in vector form.

Velocity is \(\vec{v}=\vec{v}_0+\vec{a}t\) when acceleration \(\vec{a}\) is constant.

By resolving vectors along \(x\) and \(y\) axes so that motion along each axis is treated as independent one-dimensional motion.

Projectile motion is the motion of a body projected into the air, moving under the influence of gravity alone, neglecting air resistance.

Angle of projection \(\theta_0\) is the angle between initial velocity vector \(\vec{v}_0\) and the horizontal direction.

For projection with speed \(v_0\) at angle \(\theta_0\), total time of flight is \(T=\frac{2v_0\sin\theta_0}{g}\).

Maximum height reached is \(H=\frac{v_0^2\sin^2\theta_0}{2g}\).

Horizontal range on level ground is \(R=\frac{v_0^2\sin(2\theta_0)}{g}\).

For a given \(v_0\), range \(R\) is maximum when \(\theta_0=45^\circ\).

The trajectory equation is \(y=x\tan\theta_0-\frac{g x^2}{2v_0^2\cos^2\theta_0}\), representing a parabola.

Two angles \(\theta_1\) and \(\theta_2\) such that \(\theta_1+\theta_2=90^\circ\); for same speed, they give same range.

Air resistance reduces range and maximum height, and makes the descending path steeper than the ascending path.

Uniform circular motion (UCM) is motion in a circular path with constant speed; direction of velocity continuously changes.

Centripetal acceleration is the acceleration directed towards the center of the circular path, with magnitude \(a_c=\frac{v^2}{R}=\omega^2 R\).

For circular motion, linear speed \(v\) and angular speed \(\omega\) are related by \(v=\omega R\).

Velocity at any instant is tangential to the circular path, perpendicular to the radius vector.

Centripetal acceleration always points towards the center of the circular path.

Examples include motion of a satellite in a circular orbit and a stone tied to a string whirled in a horizontal circle.

In uniform circular motion speed is constant and only centripetal acceleration exists; in non-uniform circular motion, speed changes and tangential acceleration also acts.

Relative velocity of B with respect to A is \(\vec{v}_{BA}=\vec{v}_B-\vec{v}_A\).

Boat velocity relative to water and river flow velocity are treated as vectors; resultant gives boat velocity relative to ground.

The swimmer must head upstream such that the component of swimming velocity opposite to river flow cancels the river’s velocity.

Rain velocity and person’s velocity are treated as vectors; resultant rain velocity relative to person gives the direction to hold the umbrella.

Gravity acts vertically; horizontal acceleration is zero, so horizontal velocity remains constant in ideal projectile motion.

Vertical component changes due to constant acceleration \(g\) downward; \(v_y=v_{0y}-gt\).

The trajectory is a parabola because \(y\) depends on \(x^2\) in the equation of motion.

Typical questions include finding optimum angle, range, height, or time of flight for balls, bullets, or stones thrown at an angle.

Numericals often ask for centripetal acceleration, speed, or tension in the string for a mass moving in a horizontal or vertical circle.

Standard problems involve boats crossing rivers with flow or people walking in rain, asking for resultant speed and direction.

Analytical method uses components along coordinate axes: resolve vectors into components, add components algebraically, then recombine to get resultant.

Graphical methods like head-to-tail triangle or parallelogram represent vectors as directed line segments and construct the resultant geometrically.

In two dimensions, both magnitude and direction of physical quantities are important; vectors conveniently handle both and allow component-wise analysis.

Multiplying vector \(\vec{A}\) by scalar \(\lambda\) gives \(\lambda\vec{A}\) with magnitude \(|\lambda|A\); direction is same as \(\vec{A}\) if \(\lambda>0\), opposite if \(\lambda<0\).

Average speed is total path length divided by time; average velocity is displacement divided by time and is a vector.

Centrifuges use high-speed circular motion to create large centripetal acceleration for separating components based on density.

If \(\vec{r}_0=\vec{0}\) and \(\vec{v}_0=v_{0x}\hat{i}+v_{0y}\hat{j}\), then \(\vec{r}(t)=v_{0x}t\,\hat{i}+\left(v_{0y}t-\frac{1}{2}gt^2\right)\hat{j}\).

Principle of independence of motions along perpendicular directions: motion along \(x\) does not affect motion along \(y\) when forces act separately.

The chapter uses vector addition, subtraction, scalar multiplication, and resolution into components; dot and cross products are introduced only qualitatively or in later chapters.

Students often use total velocity instead of components, or forget that \(v_x\) remains constant while \(v_y\) changes with time.

Frequently tested topics are projectile formulas (T, H, R), derivation of centripetal acceleration, vector addition and resolution, and basic relative velocity problems.

Concepts of vectors, projectile motion, and circular motion are foundational for later mechanics, making this chapter crucial for solving advanced kinematics and dynamics problems in JEE/NEET.

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