v2 = v1 + at Projectile Motion
d = v1t + ½at2
v22 = v12 + 2ad With no air resistance, the path followed by a
projectile will be parabolic
d = displacement
v = velocity
a = acceleration
t = time
subscript 1 = initial time
subscript 2 = final time
You may also use the equations below (derivations of
the aforementioned equations). In many instances,
they can save you time, but are not absolutely
necessary.
vertical
velocity = 0
time position velocity acceleration -30 m time position velocity acceleration -30 m
1
Another example Another example
How high was the cliff? What was dy? How high was the cliff (what was dy)?
t = ~ 2 s, and using
dy = V1yt + ½ayt2, we
learned that:
dy = ½ · -9.81m/s2 · 2s2
dy = -19.6 m
Perhaps, more importantly, what was V2y?
Speed of Release
Angle of Release
tUP tDOWN
Which of these factors is most
important?
2
What is most important? What is most important?
Does increasing height of release always lead to dX is most sensitive to speed of release…
greater dx?
dx = vx × t
Yes, why? dx = vx × t
Does increasing speed of release always lead to Of height, speed, and angle of release, speed is the
greater dx? only factor that can simultaneously and positively
Yes, but again, why? dx = vx × t affect vX and t
30°°
Long jumpers sacrifice optimal angle to maximize 0m
horizontal velocity.
3
Some Practice: The Shot Put Some Practice: The Shot Put
Use dx = vxt need to know vx and t Find appropriate equation for constant acceleration
vx = v cos θ = 12 m/s ⋅ cos 30°° = 10.4 m/s v2y = v1y + ayt
What is total time in the air (tTOT)? Plug in v1y, v2y, and ay, then solve for t:
If height of release = 0, then tUP = tDOWN 0 m/s = 6 m/s + (−9.81m/s2)(tUP)
and tTOT = tUP + tDOWN
tUP = 0.61 s
What else do we know?
tTOT will be 2 × tUP: tTOT = 2 × 0.61 s = 1.22 s (Why ?)
For upward part of flight:
v1 = vy = v · sin θ = 12 m/s ⋅ sin 30°° = 6 m/s dx = vx tTOT = 10.4 m/s × 1.22 s = 12.7 m
v2y = 0 m/s ay = −9.81 m/s2 So, the shot traveled 12.7 m horizontally
Some Practice: The Shot Put Some Practice: The Shot Put
We still use dx = vxt , but now tUP ≠ tDOWN
Lets use a more realistic height of release
vx is found the same way as before:
Case II
vx = v cos θ = 12 m/s ⋅ cos 30°° = 10.4 m/s
speed of release = 12 m/s
and tUP is also the same (using v2 = v1 + at):
height of release = 2.1 m
angle of release = 30°° 0 m/s = 6 m/s + (−9.81m/s2)(tUP)
Some Practice: The Shot Put Some Practice: The Shot Put
Find another appropriate equation Now calcuate tTOT
d = v1t + ½at2 tTOT = tUP + tDOWN = 0.61 s + 0.90 s = 1.51 s
Calculate the upwards displacement: and finally, calculate the horizontal displacement:
dUP = (6 m/s)(0.61 s) + ½ (−9.81 m/s2)(0.61 s)2 = 1.83 m dx = vx tTOT = 10.4 m/s × 1.51 s = 15.7 m
dDOWN = dUP + ht of release = 1.83 m + 2.1 m = 3.93 m
So, now the shot travels 15.7 m horizontally
but this is in the negative direction, so it is −3.93 m