01 · NCERT §3.2
Scalars and vectors
- A scalar is fully given by a number with its unit: distance, mass, temperature, time, volume. Scalars combine by ordinary algebra.
- A vector has a magnitude and a direction and combines by the triangle law (equivalently the parallelogram law): displacement, velocity, acceleration and force are vectors. In print a vector is bold (v); by hand it is written with an arrow over it.
- The position vector r of a point is the arrow from a chosen origin O to that point. If an object moves from P to P′, its displacement is the vector PP′ = r′ − r, which depends only on the start and end points.
- The path length between two points is never less than the magnitude of the displacement between them: walking 40 m east and then 30 m north covers 70 m, but the displacement is only 50 m.
- A and B are equal vectors when both their sizes and their directions agree. A vector may be shifted parallel to itself without changing it (a free vector); some applications, like a force acting at a point, care about the line of action as well (a localised vector).
- The magnitude of a vector is written |A| or simply A; it is never negative.
02 · NCERT §3.3
Multiplying a vector by a number
- Multiplying a vector A by a positive number λ gives λA: same direction, magnitude λ|A|. A 5 m/s velocity east doubled is 10 m/s east.
- Multiplying by a negative number reverses the direction: −1 × (5 m/s east) is 5 m/s west, and −1.5A points opposite to A with 1.5 times its length.
- If λ carries a dimension, the product has a new dimension: a constant velocity (m/s) times a time (s) gives a displacement (m).
- −A has the same magnitude as A and the opposite direction; this is what makes subtraction possible.
03 · NCERT §3.4
Adding and subtracting vectors graphically
- Triangle (head-to-tail) method: place the tail of B at the head of A; the arrow from the tail of A to the head of B is R = A + B.
- Vector addition is commutative, A + B = B + A, and associative, (A + B) + C = A + (B + C).
- Adding A and −A gives the null (zero) vector 0, of zero magnitude and no fixed direction. A + 0 = A, λ0 = 0 and 0A = 0. A displacement that returns to its start is the null vector.
- Subtraction is addition of the reversed vector: A − B = A + (−B).
- Parallelogram method: draw A and B from a common tail and complete the parallelogram; the diagonal from that tail is A + B. It gives the same result as the triangle method.
- Rain falling vertically at 8 m/s in a wind blowing from east to west at 6 m/s moves at 10 m/s, at an angle whose tangent is 6/8 (about 37°) from the vertical, drifting west. To meet it, the umbrella is tilted about 37° from the vertical towards the east.
04 · NCERT §3.5
Resolving vectors into components
- Any vector A in a plane can be written as λa + μb along two chosen non-parallel vectors a and b; λa and μb are its components along them.
- Unit vectors î, ĵ, k̂ have magnitude 1, point along +x, +y and +z, and have no dimension or unit. Any vector A equals |A| n̂, where n̂ is the unit vector along A.
- A vector of magnitude A at angle θ to the x-axis has components Ax = A cos θ and Ay = A sin θ, so A = Ax î + Ay ĵ. A component can be positive, negative or zero.
- From the components back to the vector: A = √(Ax² + Ay²) and tan θ = Ay/Ax. A ball thrown at 20 m/s at 30° has components 17.3 m/s and 10.0 m/s.
- In three dimensions, Ax = A cos α, Ay = A cos β, Az = A cos γ, where α, β, γ are the angles with the axes, and A = √(Ax² + Ay² + Az²).
- The position vector of a point (x, y, z) is r = x î + y ĵ + z k̂.
05 · NCERT §3.6
Adding vectors analytically
- To add vectors, add their components: if R = A + B, then Rx = Ax + Bx, Ry = Ay + By (and Rz = Az + Bz). The same works for any number of vectors and for subtraction.
- For two vectors of magnitudes A and B with angle θ between them, R² = A² + B² + 2AB cos θ (the law of cosines).
- The direction of R from A is given by tan α = B sin θ / (A + B cos θ); the law of sines, R/sin θ = A/sin β = B/sin α, relates the sides and angles of the triangle.
- The resultant lies between |A − B| (θ = 180°) and A + B (θ = 0°); at θ = 90° it is √(A² + B²).
- 40 m and 30 m displacements at 60° to each other give R = √(1600 + 900 + 1200) ≈ 60.8 m, at about 25° to the 40 m leg.
- Worked with components, a boat heading north across a current adds its velocity through the water to the water's velocity; the ground velocity is the vector sum.
06 · NCERT §3.7
Velocity and acceleration in a plane
- The position vector is r = x î + y ĵ; as the object moves from r to r′ in Δt, the displacement is Δr = r′ − r.
- Average velocity is Δr/Δt, a vector along Δr. Instantaneous velocity is the limit v = dr/dt, with components vx = dx/dt and vy = dy/dt.
- The instantaneous velocity is always along the tangent to the path, in the direction of motion. Its magnitude is v = √(vx² + vy²) and its angle to x is given by tan θ = vy/vx.
- Average acceleration is Δv/Δt; instantaneous acceleration is a = dv/dt, with ax = dvx/dt = d²x/dt² and ay = dvy/dt.
- In one dimension velocity and acceleration lie on the same line; in a plane the angle between v and a can be anything from 0° to 180°.
- Example: r = 4.0t î + 1.5t² ĵ (metres, t in s) gives v = 4.0 î + 3.0t ĵ and a = 3.0 ĵ m/s²; at t = 1 s the speed is 5.0 m/s at about 37° to the x-axis.
07 · NCERT §3.8
Constant acceleration in a plane
- If a is constant, v = v₀ + a t and r = r₀ + v₀ t + ½ a t², as vectors.
- In components: x = x₀ + v₀ₓ t + ½ aₓ t² and y = y₀ + v₀ᵧ t + ½ aᵧ t², with vₓ = v₀ₓ + aₓ t and vᵧ = v₀ᵧ + aᵧ t.
- Motion in a plane with constant acceleration is two independent one-dimensional motions, along x and along y, sharing the same clock t.
- Example: starting at the origin with v₀ = 4.0 î m/s and a = 3.0 ĵ m/s², after 2 s the object is at 8.0 î + 6.0 ĵ m, 10 m from the start, moving at 4.0 î + 6.0 ĵ m/s (about 7.2 m/s).
- The velocity turns steadily towards the direction of a, while the component perpendicular to a never changes.
08 · NCERT §3.9
Projectile motion
- A projectile is an object that, once thrown, moves under gravity alone; air resistance is neglected. Its motion is a uniform horizontal motion and a uniformly accelerated vertical motion, independent of each other.
- Launched at speed v₀ at angle θ₀ above the horizontal: aₓ = 0, aᵧ = −g; x = (v₀ cos θ₀) t and y = (v₀ sin θ₀) t − ½ g t².
- The horizontal velocity v₀ cos θ₀ never changes; the vertical velocity vᵧ = v₀ sin θ₀ − g t falls by g every second and is zero at the top.
- The path is y = (tan θ₀) x − g x² / [2 (v₀ cos θ₀)²], a parabola.
- Time to the top tₘ = v₀ sin θ₀ / g; time of flight T_f = 2 v₀ sin θ₀ / g; maximum height hₘ = (v₀ sin θ₀)² / 2g; horizontal range R = v₀² sin 2θ₀ / g.
- The range is largest at θ₀ = 45°, Rₘ = v₀²/g. Angles 45° + α and 45° − α (complementary angles such as 30° and 60°) give the same range but different heights and times.
- A ball thrown at 20 m/s at 30° (g = 9.8 m/s²) rises 5.1 m, stays up 2.04 s and lands 35.3 m away.
- Thrown horizontally from a height h, a body falls for t = √(2h/g) whatever its horizontal speed: from 4.9 m it takes 1.0 s, and at 10 m/s it lands 10 m away moving at 14 m/s.
09 · NCERT §3.10
Uniform circular motion
- Uniform circular motion is motion on a circle at constant speed. The velocity is along the tangent and keeps changing direction, so the body is accelerated.
- The acceleration points towards the centre (centripetal acceleration) and has magnitude a_c = v²/R.
- a_c has constant magnitude but its direction keeps turning, always towards the centre, so it is not a constant vector; the constant-acceleration equations do not apply.
- Angular speed ω = Δθ/Δt (rad/s); v = R ω and a_c = ω² R.
- The time period T is the time for one revolution and the frequency ν = 1/T is revolutions per second; v = 2πRν, ω = 2πν and a_c = 4π²ν²R.
- Jogging at 5.0 m/s on a circle of radius 20 m: ω = 0.25 rad/s, one lap takes 2π/0.25 ≈ 25 s, and a_c = 25/20 = 1.25 m/s² towards the centre.
- If the speed is changing as well, the acceleration also has a component along the tangent and no longer points at the centre.
Revise
Must-know facts
- 01Displacement magnitude ≤ path length; equal only for straight-line motion in one direction.
- 02Unit vectors î, ĵ, k̂ have magnitude 1 and no unit or dimension.
- 03Ax = A cos θ, Ay = A sin θ, where θ is measured from the x-axis.
- 04R² = A² + B² + 2AB cos θ; tan α = B sin θ / (A + B cos θ).
- 05|A − B| ≤ |A + B| ≤ A + B.
- 06A − B = A + (−B); A + (−A) = 0, the null vector.
- 07Instantaneous velocity is tangent to the path.
- 08In a plane the angle between v and a can be anything from 0° to 180°.
- 09Constant a: v = v₀ + at, r = r₀ + v₀t + ½at², component by component.
- 10Projectile: horizontal velocity v₀ cos θ₀ constant; vertical acceleration −g.
- 11T_f = 2v₀ sin θ₀/g; hₘ = v₀² sin² θ₀/2g; R = v₀² sin 2θ₀/g.
- 12Maximum range v₀²/g at 45°; θ and 90° − θ give equal ranges.
- 13The trajectory of a projectile is a parabola: y = x tan θ₀ − gx²/(2v₀² cos² θ₀).
- 14Uniform circular motion: a_c = v²/R = ω²R = 4π²ν²R, towards the centre.
- 15v = Rω; ω = 2πν = 2π/T.
- 16Average speed ≥ magnitude of average velocity.
Where marks go
Common traps
Reference
Formulas
- Components
Ax = A cos θ, Ay = A sin θ
θ measured from the x-axis.
- Magnitude and direction
A = √(Ax² + Ay²), tan θ = Ay/Ax
In 3D add Az² under the root.
- Resultant of two vectors
R² = A² + B² + 2AB cos θ
Law of cosines; θ is the angle between A and B.
- Direction of the resultant
tan α = B sin θ / (A + B cos θ)
α measured from A.
- Law of sines
R/sin θ = A/sin β = B/sin α
Angles of the vector triangle.
- Constant acceleration
v = v₀ + at, r = r₀ + v₀t + ½at²
Applies to each component separately.
- Projectile position
x = v₀ cos θ₀ t, y = v₀ sin θ₀ t − ½gt²
Launch from the origin; g = 9.8 m/s².
- Projectile path
y = x tan θ₀ − gx² / (2v₀² cos² θ₀)
A parabola.
- Time of flight
T_f = 2v₀ sin θ₀ / g
Time to the top is half of it.
- Maximum height
hₘ = v₀² sin² θ₀ / 2g
Reached when vᵧ = 0.
- Horizontal range
R = v₀² sin 2θ₀ / g
Maximum v₀²/g at 45°.
- Centripetal acceleration
a_c = v²/R = ω²R = 4π²ν²R
Directed towards the centre.
- Angular speed
v = Rω, ω = 2πν = 2π/T
ω in rad/s, ν in s⁻¹ (Hz).
Glossary
Key terms
- Scalar
- A quantity fully given by a number and a unit.
- Vector
- A quantity with magnitude and direction that adds by the triangle law.
- Position vector
- The arrow from the chosen origin to the point.
- Displacement
- The change in position vector, from the starting point to the end point.
- Null vector
- The vector of zero magnitude, the sum of a vector and its reverse.
- Unit vector
- A dimensionless vector of magnitude 1 that only marks a direction.
- Resolution
- Splitting a vector into components along chosen directions.
- Projectile
- A body moving under gravity alone after being launched.
- Trajectory
- The path a body follows; for a projectile, a parabola.
- Horizontal range
- The horizontal distance from launch to return to the launch level.
- Centripetal acceleration
- The acceleration towards the centre of a circle, v²/R in size.
- Angular speed
- The rate at which the angle swept about the centre changes, in rad/s.
- Frequency
- Number of revolutions per second, the reciprocal of the time period.