02_Vectors & Higher Dimension Motion
1. Kinematics in Higher Dimensions
This section contrasts 2D motion equations in standard versus rotated coordinate systems, followed by the generalized vector forms.
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Standard Coordinate System (Vertical \(y\)-axis):
For a projectile launched horizontally with initial velocity \(v_0\) from \((x_0, y_0)\):
\[ x = x_0 + v_0t \]\[ y = y_0 - \frac{1}{2}gt^2 \] -
Rotated Coordinate System:
For axes tilted by an angle \(\theta\) relative to the standard horizontal/vertical:
\[ x = x_0' + v_0 \cos\theta t - \frac{1}{2}\sin\theta g t^2 \]\[ y = y_0' - v_0 \sin\theta t - \frac{1}{2}g \cos\theta t^2 \] -
General Vector Form:
Kinematic equations can be written completely independent of the coordinate system:
\[ \vec{v} = \vec{v}_0 + \vec{a}t \]\[ \vec{r} = \vec{r}_0 + \vec{v}_0t + \frac{1}{2}\vec{a}t^2 \]
2. Vector Fundamentals
This section outlines the basic definitions, notations, and algebraic rules for vectors.
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Definition of Vector vs. Scalar:
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Vector: Has direction, magnitude, and follows specific rules of addition.
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Scalar: Has magnitude only (no direction).
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Vector Representation & Position (\(\vec{r}\)):
Using basis vectors \(\vec{e}_i\):
\[ \vec{r} = \{\vec{e}_1, \vec{e}_2\} \binom{x}{y} = x\vec{e}_1 + y\vec{e}_2 \]For general vectors in \(n\)-dimensions:
\[ \vec{a} = \{\vec{e}_1, \dots, \vec{e}_n\} \begin{pmatrix} a_1 \\ \vdots \\ a_n \end{pmatrix}, \quad \vec{b} = \{\vec{e}_1, \dots, \vec{e}_n\} \begin{pmatrix} b_1 \\ \vdots \\ b_n \end{pmatrix} \] -
Basic Operations:
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Vector Addition: \(\vec{a} + \vec{b} = \sum_i a_i\vec{e}_i + \sum_i b_i\vec{e}_i = \sum_i (a_i + b_i)\vec{e}_i\)
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Commutative Law: \(\vec{a} + \vec{b} = \vec{b} + \vec{a}\)
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Associative Law: \((\vec{a} + \vec{b}) + \vec{c} = \vec{a} + (\vec{b} + \vec{c})\)
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Negative: \(\vec{a} + (-\vec{a}) = 0\)
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Subtraction: \(\vec{a} - \vec{b} = \vec{a} + (-\vec{b})\)
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Multiply by a Scalar (\(\alpha\)): \(\alpha\vec{a} = \alpha \left(\sum_i a_i\vec{e}_i\right) = \sum_i (\alpha a_i)\vec{e}_i\)
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3. Scalar (Dot) Product
This section defines the dot product and how it behaves in Cartesian versus non-Cartesian spaces.
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General Definition:
\[ \vec{a} \cdot \vec{b} = \left(\sum_i a_i\vec{e}_i\right) \cdot \left(\sum_j b_j\vec{e}_j\right) = \sum_i \sum_j a_i b_j (\vec{e}_i \cdot \vec{e}_j) \] -
Cartesian Coordinates:
Basis vectors are orthogonal: \(\vec{e}_i \cdot \vec{e}_j = \delta_{ij}\) (Kronecker delta).
This simplifies the scalar product to:
\[ \Rightarrow \vec{a} \cdot \vec{b} = \sum_i a_i b_i = (a_1, \dots, a_n) \begin{pmatrix} b_1 \\ \vdots \\ b_n \end{pmatrix} \] -
Properties & Definitions:
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Commutative Law: \(\vec{a} \cdot \vec{b} = \vec{b} \cdot \vec{a}\)
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Note: For non-Cartesian coordinates, \(\vec{a} \cdot \vec{b} \neq (a_1, \dots, a_n) \begin{pmatrix} b_1 \\ \vdots \\ b_n \end{pmatrix}\)
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Length (Magnitude): \(r \equiv |\vec{r}| = \sqrt{\vec{r} \cdot \vec{r}}\)
- In Cartesian coordinates: \(a = |\vec{a}| = \sqrt{\sum_i a_i^2}\)
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Unit Vectors: Vectors with a length of 1. Common notations include: \(\hat{i}, \hat{j}, \hat{k}\) or \(\hat{x}, \hat{y}, \hat{z}\) or \(\hat{e}_x, \hat{e}_y, \hat{e}_z\).
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4. Alternative Coordinate Systems

5. Vector Kinematic Definitions
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Position: \(\vec{r}\)
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Displacement: \(\Delta\vec{r} = \vec{r}_2 - \vec{r}_1\)
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Average Velocity:
\[ \vec{v}_{avg} = \frac{\Delta\vec{r}}{\Delta t} = \frac{1}{\Delta t}\Delta\vec{r} \] -
Instantaneous Velocity:
\[ \vec{v} = \lim_{\Delta t \to 0} \frac{\Delta\vec{r}}{\Delta t} = \frac{d\vec{r}}{dt} \] -
Average Acceleration:
\[ \vec{a}_{avg} = \frac{\vec{v}_2 - \vec{v}_1}{t_2 - t_1} \] -
Instantaneous Acceleration:
\[ \vec{a} = \lim_{\Delta t \to 0} \frac{\Delta\vec{v}}{\Delta t} = \frac{d\vec{v}}{dt} = \frac{d^2\vec{r}}{dt^2} \]
6. Kinematics by Component
This section breaks down the vector derivatives into their Cartesian components (\(\hat{i}, \hat{j}, \hat{k}\)).
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Position Vector:
\[ \vec{r} = x\hat{i} + y\hat{j} + z\hat{k} \] -
Velocity Vector: Taking the derivative of the position vector with respect to time:
\[ \Rightarrow \vec{v} = \frac{d\vec{r}}{dt} = \frac{dx}{dt}\hat{i} + \frac{dy}{dt}\hat{j} + \frac{dz}{dt}\hat{k} \]\[ = v_x\hat{i} + v_y\hat{j} + v_z\hat{k} \] -
Acceleration Vector: Taking the derivative of the velocity vector with respect to time:
\[ \vec{a} = \frac{d\vec{v}}{dt} = a_x\hat{i} + a_y\hat{j} + a_z\hat{k} \]
7. Projectile Motion
This section applies the vector equations to standard 2D projectile motion.
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General Equations:
\[ \vec{r} = \vec{r}_0 + \vec{v}_0t + \frac{1}{2}\vec{a}t^2 \]\[ \vec{a} = -g\hat{j} \] -
Solving for Range (\(s\)) and Time (\(t\)):
Assuming the projectile starts at the origin and lands at a final position \(\vec{r}_f\) on the same horizontal level:
\[ \vec{r}_f = s\hat{i} + 0\hat{j} \]Expressing this as column vectors:
\[ \Rightarrow \binom{s}{0} = \binom{v_0\cos\phi_0 t}{v_0\sin\phi_0 t} + \frac{1}{2}\binom{0}{-gt^2} \] -
Results: Solving the \(y\)-component for \(t\) and substituting into the \(x\)-component yields:
\[ t = \frac{2v_0\sin\phi_0}{g} \]\[ s = \frac{v_0^2\sin2\phi_0}{g} \]
8. Example: The Falling Target
This section analyzes a classic physics problem: aiming a projectile at a target that begins to fall from rest at the exact moment the projectile is fired.
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Problem Setup:
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\(T\): Target position vector \(\vec{r}_{0T}\)
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\(\phi_0\): Angle of the target relative to the origin.
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\(\phi\): Aiming angle of the projectile.
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\(Q_1\): Where to aim?
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\(Q_2\): What is the minimal speed?
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Method 1: Reference Frame Change
(Solving the problem by shifting to an accelerating frame of reference moving downward with gravity \(g\)).
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Method 2: Kinematic Equations Using the general equation \(\vec{r} = \vec{r}_0 + \vec{v}_0t + \frac{1}{2}\vec{a}t^2\):
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Projectile Position (\(\vec{r}_{op}\)):
\[ \vec{r}_{op} = \vec{v}_0t - \frac{1}{2}gt^2\hat{j} \] -
Target Position (\(\vec{r}_{oT}\)):
\[ \vec{r}_{oT} = (r_{0T}\cos\phi_0\hat{i} + r_{0T}\sin\phi_0\hat{j}) - \frac{1}{2}gt^2\hat{j} \] -
Collision Condition (\(\vec{r}_{op} = \vec{r}_{oT}\)):
Equating the two positions causes the gravity terms (\(-\frac{1}{2}gt^2\hat{j}\)) to cancel out:
\[ \Rightarrow \vec{v}_0t = r_{0T}(\cos\phi_0\hat{i}) + r_{0T}\sin\phi_0\hat{j} \] -
Conclusion:
Expressing the velocity vector \(\vec{v}_0\) in terms of its angle \(\phi\):
\[ t\binom{v_{0}\cos\phi}{v_{0}\sin\phi} = r_{0T}\binom{\cos\phi_0}{\sin\phi_0} \]\[ \Rightarrow \begin{cases} \phi = \phi_0 \\ t = r_{0T}/v_{0} \end{cases} \](This proves that to hit the falling target, you must aim exactly at its initial position, \(\phi = \phi_0\).)
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9. Uniform Circular Motion (Geometric Approach)
This section derives centripetal acceleration using the geometric properties of a circular path and limits.
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Definitions:
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Acceleration definition: \(\vec{a} = \lim_{\Delta t \to 0} \frac{\Delta\vec{v}}{\Delta t}\)
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Angle swept over time \(\Delta t\): \(\theta = \frac{v\Delta t}{r}\)
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Change in Velocity (\(|\Delta\vec{v}|\)): By looking at the vector triangle formed by initial and final velocities, the magnitude of the change in velocity is:
\[ |\Delta\vec{v}| = 2v \sin\frac{\theta}{2} \] -
Magnitude of Acceleration (\(|\vec{a}|\)):
Taking the limit as \(\Delta t \to 0\) (applying the small-angle approximation where \(\sin x \approx x\)):
\[ |\vec{a}| = \lim_{\Delta t \to 0} \frac{2v \sin\frac{\theta}{2}}{\Delta t} = \lim_{\Delta t \to 0} \frac{2v \sin(\frac{v\Delta t}{2r})}{\Delta t} = \frac{v^2}{r} \] -
Vector Form: Because the acceleration points towards the center of the circle, it is expressed with the negative radial unit vector:
\[ \vec{a} = -\frac{v^2}{r}\hat{r} \]
10. Formal Derivation Using Polar Coordinates
This section sets up the mathematical foundation for analyzing circular motion using polar basis vectors (\(\hat{r}\) and \(\hat{\phi}\)) instead of standard Cartesian ones (\(\hat{i}\) and \(\hat{j}\)).
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Basis Transformation Matrix:
\[ \{\hat{r}, \hat{\phi}\} = \{\hat{i}, \hat{j}\} \begin{pmatrix} \cos\phi & -\sin\phi \\ \sin\phi & \cos\phi \end{pmatrix} \] -
Time Derivative of the Radial Vector (\(\hat{r}\)):
Taking the derivative with respect to time \(t\) yields:
\[ \frac{d\hat{r}}{dt} = \frac{d\cos\phi}{dt}\hat{i} + \frac{d\sin\phi}{dt}\hat{j} \]\[ = -\sin\phi \frac{d\phi}{dt}\hat{i} + \cos\phi \frac{d\phi}{dt}\hat{j} \]Substituting \(\hat{i}\) and \(\hat{j}\) back into their polar representations:
\[ = -\sin\phi \frac{d\phi}{dt} (\cos\phi\hat{r} - \sin\phi\hat{\phi}) + \cos\phi \frac{d\phi}{dt} (\sin\phi\hat{r} + \cos\phi\hat{\phi}) \]Simplifying this gives the crucial result:
\[ \frac{d\hat{r}}{dt} = \frac{d\phi}{dt}\hat{\phi} \] -
Time Derivative of the Angular Vector (\(\hat{\phi}\)):
Similarly, taking the derivative of \(\hat{\phi}\) yields:
\[ \frac{d\hat{\phi}}{dt} = -\frac{d\phi}{dt}\hat{r} \]
11. Uniform Circular Motion (Calculus Method)
Applying the polar coordinate derivatives to confirm the kinematics of uniform circular motion.
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Angular Velocity (\(\omega\)):
\[ \frac{d\phi}{dt} = \omega = \frac{v}{r} \] -
Position Vector:
\[ \vec{r} = r\hat{r} \] -
Velocity Vector: Taking the time derivative of position:
\[ \Rightarrow \vec{v} = \frac{d\vec{r}}{dt} = r\frac{d\hat{r}}{dt} = r\frac{d\phi}{dt}\hat{\phi} = \omega r\hat{\phi} \] -
Acceleration Vector: Taking the time derivative of velocity:
\[ \vec{a} = \frac{d\vec{v}}{dt} = \omega r\frac{d\hat{\phi}}{dt} = \omega r\left(-\frac{d\phi}{dt}\hat{r}\right) \]\[ = -\omega^2 r\hat{r} = -\frac{v^2}{r}\hat{r} \]
12. Non-Uniform Circular Motion
When the speed of the particle in the circular path is changing, the angular velocity \(\omega\) becomes time-dependent.
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Time-Dependent Angular Velocity:
\[ \omega = \frac{d\phi}{dt} \quad \text{(Time dependent)} \] -
Velocity:
\[ \vec{v} = \frac{d\vec{r}}{dt} = \omega r\hat{\phi} \] -
Acceleration (Applying the Product Rule):
Because \(\omega\) is no longer constant, differentiating the velocity vector produces two terms:
\[ \vec{a} = \frac{d\vec{v}}{dt} = \frac{d\omega}{dt}r\hat{\phi} + \omega r\frac{d\hat{\phi}}{dt} \]-
\(\frac{d\omega}{dt}r\hat{\phi}\): This is the Tangential acceleration component (changes the speed).
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\(\omega r\frac{d\hat{\phi}}{dt}\): This evaluates to \(-\omega^2r\hat{r}\), which is the Centripetal acceleration component (changes the direction).
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