- •Preface
- •Contents
- •1 Introduction
- •1.1 Physics
- •1.2 Mechanics
- •1.3 Integrating Numerical Methods
- •1.4 Problems and Exercises
- •1.5 How to Learn Physics
- •1.5.1 Advice for How to Succeed
- •1.6 How to Use This Book
- •2 Getting Started with Programming
- •2.1 A Python Calculator
- •2.2 Scripts and Functions
- •2.3 Plotting Data-Sets
- •2.4 Plotting a Function
- •2.5 Random Numbers
- •2.6 Conditions
- •2.7 Reading Real Data
- •2.7.1 Example: Plot of Function and Derivative
- •3 Units and Measurement
- •3.1 Standardized Units
- •3.2 Changing Units
- •3.4 Numerical Representation
- •4 Motion in One Dimension
- •4.1 Description of Motion
- •4.1.1 Example: Motion of a Falling Tennis Ball
- •4.2 Calculation of Motion
- •4.2.1 Example: Modeling the Motion of a Falling Tennis Ball
- •5 Forces in One Dimension
- •5.1 What Is a Force?
- •5.2 Identifying Forces
- •5.3.1 Example: Acceleration and Forces on a Lunar Lander
- •5.4 Force Models
- •5.5 Force Model: Gravitational Force
- •5.6 Force Model: Viscous Force
- •5.6.1 Example: Falling Raindrops
- •5.7 Force Model: Spring Force
- •5.7.1 Example: Motion of a Hanging Block
- •5.9.1 Example: Weight in an Elevator
- •6 Motion in Two and Three Dimensions
- •6.1 Vectors
- •6.2 Description of Motion
- •6.2.1 Example: Mars Express
- •6.3 Calculation of Motion
- •6.3.1 Example: Feather in the Wind
- •6.4 Frames of Reference
- •6.4.1 Example: Motion of a Boat on a Flowing River
- •7 Forces in Two and Three Dimensions
- •7.1 Identifying Forces
- •7.3.1 Example: Motion of a Ball with Gravity
- •7.4.1 Example: Path Through a Tornado
- •7.5.1 Example: Motion of a Bouncing Ball with Air Resistance
- •7.6.1 Example: Comet Trajectory
- •8 Constrained Motion
- •8.1 Linear Motion
- •8.2 Curved Motion
- •8.2.1 Example: Acceleration of a Matchbox Car
- •8.2.2 Example: Acceleration of a Rotating Rod
- •8.2.3 Example: Normal Acceleration in Circular Motion
- •9 Forces and Constrained Motion
- •9.1 Linear Constraints
- •9.1.1 Example: A Bead in the Wind
- •9.2.1 Example: Static Friction Forces
- •9.2.2 Example: Dynamic Friction of a Block Sliding up a Hill
- •9.2.3 Example: Oscillations During an Earthquake
- •9.3 Circular Motion
- •9.3.1 Example: A Car Driving Through a Curve
- •9.3.2 Example: Pendulum with Air Resistance
- •10 Work
- •10.1 Integration Methods
- •10.2 Work-Energy Theorem
- •10.3 Work Done by One-Dimensional Force Models
- •10.3.1 Example: Jumping from the Roof
- •10.3.2 Example: Stopping in a Cushion
- •10.4.1 Example: Work of Gravity
- •10.4.2 Example: Roller-Coaster Motion
- •10.4.3 Example: Work on a Block Sliding Down a Plane
- •10.5 Power
- •10.5.1 Example: Power Exerted When Climbing the Stairs
- •10.5.2 Example: Power of Small Bacterium
- •11 Energy
- •11.1 Motivating Examples
- •11.2 Potential Energy in One Dimension
- •11.2.1 Example: Falling Faster
- •11.2.2 Example: Roller-Coaster Motion
- •11.2.3 Example: Pendulum
- •11.2.4 Example: Spring Cannon
- •11.3 Energy Diagrams
- •11.3.1 Example: Energy Diagram for the Vertical Bow-Shot
- •11.3.2 Example: Atomic Motion Along a Surface
- •11.4 The Energy Principle
- •11.4.1 Example: Lift and Release
- •11.4.2 Example: Sliding Block
- •11.5 Potential Energy in Three Dimensions
- •11.5.1 Example: Constant Gravity in Three Dimensions
- •11.5.2 Example: Gravity in Three Dimensions
- •11.5.3 Example: Non-conservative Force Field
- •11.6 Energy Conservation as a Test of Numerical Solutions
- •12 Momentum, Impulse, and Collisions
- •12.2 Translational Momentum
- •12.3 Impulse and Change in Momentum
- •12.3.1 Example: Ball Colliding with Wall
- •12.3.2 Example: Hitting a Tennis Ball
- •12.4 Isolated Systems and Conservation of Momentum
- •12.5 Collisions
- •12.5.1 Example: Ballistic Pendulum
- •12.5.2 Example: Super-Ball
- •12.6 Modeling and Visualization of Collisions
- •12.7 Rocket Equation
- •12.7.1 Example: Adding Mass to a Railway Car
- •12.7.2 Example: Rocket with Diminishing Mass
- •13 Multiparticle Systems
- •13.1 Motion of a Multiparticle System
- •13.2 The Center of Mass
- •13.2.1 Example: Points on a Line
- •13.2.2 Example: Center of Mass of Object with Hole
- •13.2.3 Example: Center of Mass by Integration
- •13.2.4 Example: Center of Mass from Image Analysis
- •13.3.1 Example: Ballistic Motion with an Explosion
- •13.4 Motion in the Center of Mass System
- •13.5 Energy Partitioning
- •13.5.1 Example: Bouncing Dumbbell
- •13.6 Energy Principle for Multi-particle Systems
- •14 Rotational Motion
- •14.2 Angular Velocity
- •14.3 Angular Acceleration
- •14.3.1 Example: Oscillating Antenna
- •14.4 Comparing Linear and Rotational Motion
- •14.5 Solving for the Rotational Motion
- •14.5.1 Example: Revolutions of an Accelerating Disc
- •14.5.2 Example: Angular Velocities of Two Objects in Contact
- •14.6 Rotational Motion in Three Dimensions
- •14.6.1 Example: Velocity and Acceleration of a Conical Pendulum
- •15 Rotation of Rigid Bodies
- •15.1 Rigid Bodies
- •15.2 Kinetic Energy of a Rotating Rigid Body
- •15.3 Calculating the Moment of Inertia
- •15.3.1 Example: Moment of Inertia of Two-Particle System
- •15.3.2 Example: Moment of Inertia of a Plate
- •15.4 Conservation of Energy for Rigid Bodies
- •15.4.1 Example: Rotating Rod
- •15.5 Relating Rotational and Translational Motion
- •15.5.1 Example: Weight and Spinning Wheel
- •15.5.2 Example: Rolling Down a Hill
- •16 Dynamics of Rigid Bodies
- •16.2.1 Example: Torque and Vector Decomposition
- •16.2.2 Example: Pulling at a Wheel
- •16.2.3 Example: Blowing at a Pendulum
- •16.3 Rotational Motion Around a Moving Center of Mass
- •16.3.1 Example: Kicking a Ball
- •16.3.2 Example: Rolling down an Inclined Plane
- •16.3.3 Example: Bouncing Rod
- •16.4 Collisions and Conservation Laws
- •16.4.1 Example: Block on a Frictionless Table
- •16.4.2 Example: Changing Your Angular Velocity
- •16.4.3 Example: Conservation of Rotational Momentum
- •16.4.4 Example: Ballistic Pendulum
- •16.4.5 Example: Rotating Rod
- •16.5 General Rotational Motion
- •Index
Chapter 6
Motion in Two and Three Dimensions
You have now learned to use Newton’s second law. This is the main tool you need to solve problems in mechanics. However, so far, we have only addressed motion and forces in one dimension. Fortunately, the description of motion and Newton’s laws do not change when we go to higher dimensions. We can continue to apply the structured problem-solving approach in exactly the same way as we did before. But in order to address motion in twoand three dimensions, we need to extend our mathematical and numerical methods to address twoand three-dimensional motion. This will be done in two parts: In this chapter we introduce general twoand three-dimensional motion. Later we will introduce constrained motion—motion constrained to occur along a specific path in the same way a rollercoaster cart is constrained to follow the rollercoaster track, or in the way a part of a rotating body is following the rotation of the body.
6.1 Vectors
The use of vectors to describe positions in twoand three-dimensional systems is essential in order to describe general motion. If you are familiar with the use of vectors you can safely jump to the next section.
Scalars and Vectors
A scalar is a single number (with notation), such as a length, a mass, or a temperature. In order to describe physical quantities such as a displacement or a force, we need to describe both a magnitude and a direction: A displacement is described by a distance and a direction; A force is described by the magnitude of the force and the direction it acts in.
© Springer International Publishing Switzerland 2015 |
139 |
A. Malthe-Sørenssen, Elementary Mechanics Using Python,
Undergraduate Lecture Notes in Physics, DOI 10.1007/978-3-319-19596-4_6
140 |
|
|
|
|
|
|
6 Motion in Two and Three Dimensions |
|
(A) |
|
|
(B) |
|
|
(C) |
|
(D) |
y |
|
|
y |
|
|
y |
|
y |
a |
|
|
|
|
|
|
|
|
C |
b |
|
|
B |
b |
|
|
a |
|
|
a |
|
|
|
|||
|
D |
c |
|
C |
j |
A |
|
|
|
|
|
|
|||||
a |
|
|
A |
|
c |
Ay |
|
α |
|
|
|
|
|
b |
|||
a |
E |
|
|
|
|
ϕ i |
||
|
|
|
|
|
|
|||
A |
|
|
x |
|
x |
|
x |
x |
B |
|
|
|
|
|
|
Ax |
|
|
|
|
|
|
|
|
|
Fig. 6.1 a Illustration of vectors, b vector addition, c units vectors, decomposition and angle, d dot product
A vector is a quantity with both direction and length. A vector can have physical
units.
We indicate that a quantity is a vector by drawing a small arrow above it: a.1 It will be important for you to use a notation that clearly separates vector and scalar quantities. Because one of the most common mistakes made by students is to mix up vectors and scalars in their calculations, with dire results, we strongly urge you to use the arrow notation for vectors and to stick with it.
Vector Addition
Vector addition is intuitive for the addition of displacements (see Fig. 6.1b): If you first move along the vector a from A to B, and then along the vector b from B to C , the net displacement is the vector:
c = a + b , |
(6.1) |
from point A to C .
This geometric definition of vector addition is general, and we use it also for vectors that are not displacements: We find the sum of two vectors a and b geometrically by placing the tail of vector b at the tip of vector a. The sum is called the resultant vector.
1Our definition of a vector is rather limited compared to the more general definition of vector spaces you may be used to in mathematics. It means we usually limit ourselves to vectors in one, two, and three Cartesian dimensions. Usually, we illustrate a vector by an arrow, as shown in Fig. 6.1a. The length of the arrow indicates the magnitude, and the direction shows the direction of the vector. Notice that it does not matter where we start drawing a vector. The vector a in Fig. 6.1 is the same even if it is drawn in position A, B, or C , but the vector b in position D is different, because it has a different direction than a, and the vector c in position E is different from both a and b since it has a different magnitude. Remember: The only thing that matters for a vector is its magnitude and direction—not where it starts.
6.1 Vectors |
141 |
From this definition, we realize that vector addition is commutative, the order of addition is arbitrary, and associative:
a + b = b + a , (commutative law) |
(6.2) |
a + (b + c) = (a + b) + c , (associative law) |
(6.3) |
|
|
Scalar Multiplication
We can rescale the length of a vector by multiplying it with a scalar:
b = 2a . |
(6.4) |
Vector b is twice as long as vector a, but still pointing in the same direction. By multiplying a vector with a scalar we change the magnitude, but not the direction of the vector.
If we multiply a vector by 0, we get a vector of zero length, called the zero vector:
0a = 0 . |
(6.5) |
If we multiply a vector by a negative number, we change the direction of the vector to point in the opposite direction. For example, if we multiply with a vector with −1, we get the negative vector—a vector of the same length, but which points in the opposite direction.
Vector Components
A coordinate system is a grid you choose to describe the world in numbers. You are free to choose any coordinate system you like: You may choose where to place the origin and how to orient the axis. When you have decided on this, we use the coordinate system to describe a vector by decomposing the vector in the given coordinate system.
Here, we use Cartesian coordinate systems, where the axes are orthogonal to each other. We describe the coordinate system by the position of the origin, O , and by unit vectors pointing along each axis: the x -, y-, and z-axis. The unit vectors are of unit length, of length 1, and do not have any unit. The unit vectors are orthogonal, they form 90◦ angles with each other, as illustrated in Fig. 6.1c. It is common to use the symbol i, j, and k for the unit vectors along the x , y, and z-axis respectively.
142 |
6 Motion in Two and Three Dimensions |
Any vector can be uniquely decomposed into a set of component vectors along each of the axes:
A = Ax + Ay , |
(6.6) |
as illustrated in Fig. 6.1c, where each of the component vectors can be written in terms of the unit vector along the axis:
Ax = Ax i , Ay = Ay j . |
(6.7) |
Here, the units of the vectors are in the scalar numbers Ax and Ay .
If you know the magnitude and direction of a vector, you can find the component of the vector from trigonometrical considerations. For example, the vector A shown
in Fig. 6.1c, may be decomposed into its x - and y-components by: |
|
A = Ax i + Ay j = |A| cos φ i + |A| sin φ j . |
(6.8) |
We may write a vector by using the unit vectors or by writing the vector directly in coordinate form:
A = Ax i + Ay j + Az k = Ax , Ay , Az . |
(6.9) |
The Magnitude of a Vector Using Components
If the coordinate system is orthogonal, then all the axis are orthogonal to each other, and we can use Pythagoras’ theorem to relate the magnitude to the vector to the components:
|A| = A2x + A2y + A2z . (6.10)
Addition, Subtraction and Scalar Multiplication Using Components
A particular advantage of the component form is that addition, subtraction, and scalar multiplications can be done for each component independently.
Ax i + Ay j |
+ Bx i + By j = ( Ax + Bx ) i + Ay + By |
j . |
(6.11) |
||||||||||||
|
|
|
|
|
|
|
|
|
|
|
= |
|
|
|
|
|
|
A |
|
|
|
|
B |
A+B |
|
|
|||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|||
|
|
|
|
|
cA = c Ax i + Ay j = c Ax i + c Ay j . |
|
(6.12) |
6.1 Vectors |
143 |
The Dot Product |
|
The dot product between two vectors A and B is defined as: |
|
A · B = |A||B| cos α , |
(6.13) |
where α is the angle between the two vectors, as illustrated in Fig. 6.1d. |
|
The dot product is linear: |
|
(A + B) · C = A · C + B · C , |
(6.14) |
and commutative: |
|
A · B = B · A . |
(6.15) |
The dot product depends on the angle α, as illustrated in Fig. 6.1d. When two vectors are parallel and point in the same direction, the dot product is equal to the product of the magnitudes. A particular useful property of the dot product is that the dot product of two orthogonal vectors is zero. As a result the dot product is simple on component form
A · B = Ax i + Ay j · Bx i + By j
=Ax Bx i · i + Ax By i · j + Ay Bx
=1 |
0 |
|
= |
= Ax Bx + Ay By .
j · i + Ay By |
j · j |
(6.16) |
|
|
|
=0 |
=1 |
|
The value of the dot product is independent of the unit vectors used to decompose the vectors. We say that the dot product is invariant under a change of coordinate system.
What makes the dot product so useful, is that it can be used to decompose a vector onto a given set of unit vector—it can be used to find the components of a vector in any given coordinate system. A vector A can be written in component form as:
A = Ax i + Ay j + Az k . |
(6.17) |
How can we determine the components Ax , Ay , and Az ? We find them by using to dot product, and remembering that the unit vectors are orthogonal. We find component Ax from:
A · i = Ax i · i |
+ Ay j · i + Az k · i = Ax , |
(6.18) |
||
|
= |
|
|
|
=1 |
|
=0 |
|
|
|
0 |
|
and similarly for the other components:
144 |
6 Motion in Two and Three Dimensions |
The component of a vector A can be found by dot-multiplication with the unit vectors i, j, and k:
Ax = A · i , Ay = A · j , Az = A · k , |
(6.19) |
so that |
|
A = (A · i) i + (A · j) j + (A · k) k . |
(6.20) |
Numerical Representation of Vectors
In Python a vector is represented by its component form. The vector a:
a = 1 i + 2 j = (1, 2, 0) , |
(6.21) |
is generated by the following command:
a = array([1,2,0]);
Addition and Subtraction
All the ordinary mathematical operations can be applied to vectors just as you would apply them to scalars. For example, vector addition is achieved by:
b = array([2,-4,0]) c = a + b
print(c)
[ 3 -2 0]
You can decide if you want to use a vector in twoor three dimensions. For example, you could instead have defined the vector a as:
a = array([1,2]);
But notice that you cannot add two vectors that do not have the same number of components.
Scalar Multiplication
Scalar multiplication is similarly naturally implemented:
d = 3*a print(d)
[3 6 0]
6.1 Vectors |
145 |
Componentwise Operations
Notice that there is room for error because of the way commands are interpreted. For example, if you add a scalar to a vector, this is interpreted as a componentwise addition: The scalar is added to each of the components:
e = a + 3 print(e)
[4 5 3]
Dot Product
The dot product is found by applying the function dot, which returns a scalar:
f = dot(a,b) print(f)
-6
A common application of the dot product is to find the component of a vector a along the direction given by a vector b. In general, b, is not a unit vector. We therefore first need to find a unit vector in the direction of b:
ub = |
|
b |
|
, |
|
|
|
|
|
(6.22) |
|
|
|
|
|
|
|
|
|||
|
b |
| |
|
|
|
|||||
| |
|
|
|
|
|
|
|
|||
and the component of a in this direction is given by the dot product: |
|
|||||||||
ab = a · ub = a · |
|
b |
|
. |
(6.23) |
|||||
|
|
|
||||||||
|
b |
|
||||||||
|
|
|
| |
|
| |
|
||||
Numerically, this is done in exactly the same way: |
|
|
|
|||||||
ab = dot(a,b)/sqrt(dot(b,b)); |
|
|
|
|
|
|
|
|
|
|
print(ab) |
|
|
|
|
|
|
|
|
|
|
Notice that we use the relation: |
|
|
|
|
|
|
|
|
|
|
√ |
|
|
|
|
|
|
|
|
|
|
b · b , |
|
|
|
|
||||||
|b| = |
|
|
|
(6.24) |
for the magnitude of b.
Time Sequences of Vectors
We will often work with a sequence of vectors, corresponding to the time evolution of a vector. For example, we may be interested in the position, r, or the force, F, as a function of time, t :