Motion in a Plane
'Motion in two dimensions is the bridge between one-dimensional kinematics and the real world.' — Physics Essentials
1. Chapter Overview
While Chapter 2 dealt with motion along a STRAIGHT LINE, real-world motion is usually in TWO or THREE dimensions. This chapter introduces VECTORS as the mathematical tool for handling multi-dimensional motion, then applies them to two IMPORTANT cases: PROJECTILE motion and UNIFORM CIRCULAR motion.
2. Scalars and Vectors
| Property | Scalar | Vector |
|---|---|---|
| Definition | Only magnitude | Magnitude + Direction |
| Examples | Mass, speed, energy, time | Displacement, velocity, force |
| Addition | Simple algebra | Parallelogram/Triangle law |
| Multiplication | Ordinary multiplication | Dot product, Cross product |
Vector Operations
- Addition: Triangle law (head-to-tail), Parallelogram law
- Subtraction: A — B = A + (-B)
- Resolution: Breaking a vector into perpendicular components
- For a vector A at angle θ with x-axis: Aₓ = Acosθ, Aᵧ = Asinθ, |A| = √(Aₓ² + Aᵧ²), θ = tan⁻¹(Aᵧ/Aₓ)
Dot and Cross Products
- Dot Product: A·B = |A||B|cosθ (scalar result)
- Cross Product: A × B = |A||B|sinθ n̂ (vector result, perpendicular to both A and B)
3. Motion in 2D — Position, Velocity, Acceleration
- Position Vector: r = xî + yĵ
- Displacement: Δr = r₂ — r₁
- Average Velocity: v̄ = Δr/Δt
- Instantaneous Velocity: v = dr/dt = (dx/dt)î + (dy/dt)ĵ = vₓî + vᵧĵ
- Acceleration: a = dv/dt = (dvₓ/dt)î + (dvᵧ/dt)ĵ
Independence of Motion
- Motion along x and y axes are INDEPENDENT of each other
- This principle is the KEY to solving projectile problems
4. Projectile Motion
Key Assumptions
- Only force acting is GRAVITY (air resistance ignored)
- Acceleration: aₓ = 0, aᵧ = -g
Analysis
- Horizontal: x = ucosθ × t (constant velocity)
- Vertical: y = usinθ × t — ½gt² (constant acceleration)
Key Results
| Quantity | Formula |
|---|---|
| Time of Flight (T) | 2usinθ/g |
| Maximum Height (H) | u²sin²θ/2g |
| Horizontal Range (R) | u²sin2θ/g |
| Range is maximum at | θ = 45° |
| Equal ranges at | θ and (90° — θ) |
Worked Problem
Q: A projectile is fired at 50 m/s at 30° to horizontal. Find T, H, R (g = 10 m/s²). Solution:
- uₓ = 50cos30° = 43.3 m/s, uᵧ = 50sin30° = 25 m/s
- T = 2usinθ/g = 2×25/10 = 5 s
- H = u²sin²θ/2g = 625/20 = 31.25 m
- R = u²sin2θ/g = 2500×sin60°/10 = 2500×0.866/10 = 216.5 m
5. Uniform Circular Motion
- Angular Displacement Δθ (in radians)
- Angular Velocity ω = dθ/dt (constant in UCM)
- Linear Speed v = ωR
- Centripetal Acceleration a_c = v²/R = ω²R (directed TOWARDS centre)
- Centripetal Force F_c = mv²/R
Key Point
In UCM, speed is CONSTANT but velocity changes (direction keeps changing). Hence it is ACCELERATED motion — the acceleration is directed toward the centre.
Worked Problem
Q: A mass tied to a string rotates in a horizontal circle of radius 0.5 m with speed 4 m/s. Find centripetal acceleration. A: a_c = v²/R = 16/0.5 = 32 m/s² (more than 3g!)
6. Common Mistakes
- Forgetting that velocity changes direction in projectile motion: Only the vertical component changes; horizontal is constant
- Confusing range maximum at 45°: sin2θ = 1 when 2θ = 90°, so θ = 45°
- Adding vectors as scalars: A + B = √(A² + B² + 2ABcosθ), NOT A + B
- Believing UCM has no acceleration: Direction changes, so acceleration exists
7. CBSE Exam Focus
- Resolution of vectors into components (1-mark)
- Projectile — derivation of T, H, R (5-mark)
- Numerical on projectile motion
- Centripetal acceleration derivation
- Dot and cross product properties
8. Key Formulas
- Aₓ = Acosθ, Aᵧ = Asinθ
- A·B = ABcosθ
- |A × B| = ABsinθ
- T = 2usinθ/g, H = u²sin²θ/2g, R = u²sin2θ/g
- a_c = v²/r = ω²r
9. Self-Test (5+ Q&A)
Q1: A vector has components Aₓ = 3, Aᵧ = 4. Find its magnitude and direction. A: |A| = 5, θ = tan⁻¹(4/3) = 53.13°.
Q2: What is the dot product and cross product of î and ĵ? A: î·ĵ = 0 (perpendicular), î × ĵ = k̂.
Q3: For what angle of projection is the horizontal range maximum? A: 45° (sin2θ = 1 when 2θ = 90°).
Q4: A stone is thrown horizontally at 20 m/s from a height of 80 m. Find the range (g = 10 m/s²). A: Time to fall: 80 = ½×10×t² → t = 4 s. Range = 20×4 = 80 m.
Q5: A particle moves in a circle of radius 20 cm with constant speed completing 5 revolutions per second. Find speed and centripetal acceleration. A: ω = 2πf = 10π rad/s. v = ωR = 10π×0.2 = 2π m/s. a_c = ω²R = (100π²)×0.2 = 20π² m/s².
10. Conclusion
Motion in a plane introduces VECTORS — the mathematical language of physics. Projectile motion is the CLASSIC application of 2D kinematics, and uniform circular motion introduces you to the concept of centripetal force that will be essential in gravitation and electromagnetism. Master vectors NOW; they appear in every physics topic that follows.
