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Revision: Kinematics >> Motion in a Plane Physics Science (English Medium) Class 11 CBSE

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Definitions [17]

Definition: Component Vectors

The splitting vectors obtained when a single vector is resolved into two or more vectors in different directions are called component vectors.

Definition: Direction Cosines

The values of cos⁡αcos⁡β, and cosγ which are the cosines of the angles subtended by the rectangular components with the given vector are called direction cosines of a vector.

Definition: Resolution of the Vector

A vector \[\vec V\] can be expressed as the sum of two or more vectors along fixed directions. This process is known as vector resolution.

OR

The process of splitting a single vector into two or more vectors in different directions which together produce same effect as produced by the single vector alone is called resolution of vector.

Definition: Rectangular Components

When a vector is resolved into components along mutually perpendicular directions (like x and y axes in 2D, or x, y, and z axes in 3D), these components are called rectangular or Cartesian components.

Definition: Angular Acceleration (α)

The rate of change of angular velocity of a body is called angular acceleration.

Definition: Radial (Centripetal) Acceleration

The component of acceleration directed towards the centre of the circular path is called centripetal acceleration (or radial acceleration).

Definition: Centripetal Force

The force directed towards the centre along the radius, required to keep a body moving along a circular path at constant speed, is called centripetal force.

Definition: Uniform Circular Motion

When a particle moves with a constant speed in a circular path, its motion is said to be uniform circular motion.

OR

The motion of a body moving with constant speed along a circular path is called uniform circular motion.

OR

The motion of a body moving with constant speed along a circular path, where the velocity is always tangential to the circular path and remains constant in magnitude, is called uniform circular motion.

Define Uniform circular motion.

When a particle moves with a constant speed in a circular path, its motion is said to be the uniform circular motion.

Define angular velocity.

Angular velocity of a particle is the rate of change of angular displacement.

Definition: Angular Displacement

The angle traced out by the radius vector at the centre of the circular path in a given time, expressed as Δθ = θ2 − θ1, is called angular displacement.

Definition: Angular Velocity (ω)

The rate of change of angular displacement of a body undergoing circular motion is called angular velocity.

Definition: Vector

A vector is any quantity that needs both magnitude (size) and direction to be completely described.

Definition: Instantaneous Velocity

Instantaneous velocity of an object is its velocity at a given instant of time. It is defined as the limiting value of the average velocity of the object over a small time interval (Δt) around t when the value of the time interval (Δt) goes to zero.

OR

The limiting value of the average velocity of an object over a small time interval 'ΔtΔt' around time tt when the value of the time interval goes to zero is called instantaneous velocity.

Definition: Acceleration

Acceleration is defined as the rate of change of velocity with time.

Definition: Average Acceleration

The change in velocity of an object divided by the total time required for that change in velocity is called average acceleration.

Definition: Instantaneous Acceleration

The limiting value of the average acceleration of an object over a small time interval 'Δt' around time tt when the value of the time interval goes to zero is called instantaneous acceleration.

Formulae [9]

Formula: Identity of Direction Cosines

The sum of squares of all direction cosines is always equal to 1:

cos2α + cos2β + cos2γ = 1

Formula: Three-Dimensional Resolution of a Vector

When a vector \[\vec A\] is resolved into three-dimensional rectangular components, it is given by:

\[\vec A\] = Ax\[\hat i\] + Ay\[\hat j\] + Az\[\hat k\]
Formula: Magnitude of a 3D Vector

The magnitude of vector \[\vec A\] resolved into three-dimensional components is:

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

Formula: Direction Cosines

If αβ, and γ are the angles subtended by the rectangular components with the given vector, then:

cos α = \[\frac {A_x}{A}\], cos β = \[\frac {A_y}{A}\], cos γ = \[\frac {A_z}{A}\]

Formula: Instantaneous velocity

\[\vec{\mathrm{v}}=\lim_{\Delta t\to0}\left(\frac{\Delta\vec{x}}{\Delta t}\right)=\frac{d\vec{x}}{dt}\]

Formula: Velocity of B relative to A

\[\vec{v}_{BA}=\vec{v}_B-\vec{v}_A\]

where:

  • \[\vec v_A\] = Velocity of object A
  • \[\vec v_B\] = Velocity of object B
  • \[\vec v_{AB}\] = Velocity of A relative to B
  • The subscripts indicate the order: for \[\vec v_{BA}\], B is the observer, A is referenced.
Formula: Velocity of A relative to B

\[\vec{v}_{AB}=\vec{v}_A-\vec{v}_B\]

where:

  • \[\vec v_A\] = Velocity of object A
  • \[\vec v_B\] = Velocity of object B
  • \[\vec v_{AB}\] = Velocity of A relative to B
  • The subscripts indicate the order: for \[\vec v_{AB}\], A is the observer, B is referenced.
Formula: Average Acceleration

Average acceleration is calculated when an object has velocities \[\vec v_1\] and \[\vec v_2\] at times t1 and t2:

\[\vec{a}=\frac{\vec{v_2}-\vec{v_1}}{t_2-t_1}\]

where:

  • \[\vec a\] = average acceleration
  • \[\vec v_1\] = velocity at time t1
  • \[\vec v_2\] = velocity at time t2

OR

Average acceleration: \[\vec a_{av}=\frac {\vec v_2-\vec v_1}{t_{2}-t_{1}}=\frac {\Delta\vec v}{\Delta t}\]

Formula: Instantaneous Acceleration

Instantaneous acceleration is the limiting value of average acceleration when the time interval approaches zero:

\[\vec{a}=\lim_{\Delta t\to0}\frac{\Delta\vec{v}}{\Delta t}=\frac{d\vec{v}}{dt}\]

where:

  • \[\vec a\] = instantaneous acceleration
  • \[d\vec{v}\] = infinitesimal change in velocity
  • dt = infinitesimal change in time

The instantaneous acceleration at a given time equals the slope of the tangent to the velocity versus time curve at that time.

Key Points

Key Points: Addition and Subtraction of Vectors
  1. Component Method: Resultant R = A + B is found as Rx = Ax + BxRy = Ay + ByRz = Az + Bz, giving R = Rx\[\hat i\] + Ry\[\hat j\] + Rz\[\hat k\].

  2. Laws of Addition: Triangle law (head-to-tail), Parallelogram law (tail-to-tail, diagonal = resultant), and Polygon law (for multiple vectors, closing side = resultant).

  3. Magnitude (Addition): When A and B are at angle θR = \[\sqrt{A^2+B^2+2AB\cos\theta}\].

  4. Magnitude (Subtraction): Change the sign to minus — ∣R∣ = .

  5. Direction of Resultant: tan⁡α = \[\frac{B\sin\theta}{A+B\cos\theta}\] for addition; tan⁡β = \[\frac{B\sin\theta}{A-B\cos\theta}\] for subtraction.

Key Points: Uniform Circular Motion
  • In UCM, speed is constant, but velocity continuously changes direction, always remaining tangential to the path.
  • Angular displacement is the angle swept by the radius vector; angular velocity is its rate of change.
  • Even at constant speed, centripetal acceleration is never zero — it always acts towards the centre of the circular path.
  • Centripetal force is always directed towards the centre and is essential to maintain circular motion — it does no work on the body.
  • If speed is constant in circular motion, tangential acceleration = 0, but radial acceleration ≠ 0.
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