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MIT 8.01 HW Solutions: Vectors & Motion

This document contains solutions to problems involving vectors and two-dimensional motion. It includes: 1) Calculating the net displacement of a journey using vector components. 2) Using vector equations to solve for the displacement of a sailor's journey. 3) Calculating the work done by forces using their magnitudes and angles. The document also contains solutions involving projectile motion, braking distances, cross products of vectors, and calculating range in a indoor cannon problem accounting for a ceiling. Diagrams and equations are referenced in working through each problem.
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0% found this document useful (0 votes)
16 views6 pages

MIT 8.01 HW Solutions: Vectors & Motion

This document contains solutions to problems involving vectors and two-dimensional motion. It includes: 1) Calculating the net displacement of a journey using vector components. 2) Using vector equations to solve for the displacement of a sailor's journey. 3) Calculating the work done by forces using their magnitudes and angles. The document also contains solutions involving projectile motion, braking distances, cross products of vectors, and calculating range in a indoor cannon problem accounting for a ceiling. Diagrams and equations are referenced in working through each problem.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

HW Solutions 2 - 8.01 MIT - Prof.

Kowalski

Topics: Vectors and Two dimensional motion

1) 1.38
Please refer to figure 1.26 p.35.

To add the several vector displacements, we use components, refer-


ring to east and north instead of x and y. The net northward dis-
placement is 2.6 + (3.1) (sin 45) =+ 4.8 km, and the net eastward
displacement is (4.0)+ (3.1)
 (cos 45) = + 6.2 km. The magnitude of
the net displacement is (4.8)2 + (6.2)2 = 7.8 km, using Pythago-
ras theroem. To nd the direction, note that the ratio of northward
to eastward displacement is the tangent of the angle with the east
axis: arctan( 4.8
6.2
) = 38 noth of east.

* The total displacement is a vector starting from the starting point


towards the end. By sketching the vectors to scale youll see the
agreement with the method of components.

2) 1.70
Please refer to figure 1.32 p.37.

The displacement vectors of the three legs must sum up to give the
total observed displacement. This vector equality provides TWO
equations, one for each component - the net x displacement should
be 5.80 km and the net y displacement should be 0:

The third leg must take the sailor east the distance: (5.80) - (3.50)
cos 45 - (2.00) = 1.33 km and a distance north (3.5) sin 45 = 2.47 km.

magnitude of the displacement is (1.33)2 + (2.47)2 = 2.81 km
and the direction arctan( 2.47
1.33
) = 62north of east.

1
3) 1.50
Please refer to figure 1.28 p.35.

Method : (Product of magnitudes cos )


The angles must be found from the gure.
A.B = AB cos AB = (12 15) cos 93 = 9.4m2
B.C = BC cos BC = (15 6) cos 80 = +15.6m2
C.A = CA cos CA = (12 6) cos 173 = 71.5m2

4) 1.52
The problem as initially posed was ambiguous as to which gure
was referred to. Either of these solutions will be graded as correct.

Method: The vectors in problem 1.52 are in the x-y plane, so the
cross product will result in a vector in the z-direction. The general
formula is just the z-component of Eq. 1.26: (Ax By Ay Bx )k.
a) A B = (Ax By Ay Bx )k = (2 3 2 6)k = 6k

b) A B = (Ax By Ay Bx )k) = (3 6 10 5)k = 32k
c) A B = (Ax By Ay Bx )k = (4 14 7 2)k = 70k

Alternate Solution - Please refer to figure 1.28 p.35.

Method : (Magnitude: Product of magnitudes sin


Direction: right-hand rule)

= (12 15 sin 93)(k)


A B = AB sin AB (k) m2
= 179.8k
= (15 6 sin 80)(k)
B C = BC sin BC (k) m2
= 88.6k
= (6 12 sin 173)(k)
C A = AC sin CA (+k) m2
= 8.77k

2
5) 2.27
The natural time and length scales in the speeding up and braking
process is s and ft respectively.

Useful conversions:
1mi= 5280 ft
5280 1
1mph= 6060 ft/s = 1.46 ft/s 1 ft/s = 1.46
=0.68 mph

Eq.1: x(t) = x(t0 ) + v(t0 )(t t0 ) + 12 a(t t0 )2


Eq.2: v(t) = v(t0 ) + a(t t0 )
Eq.3: v 2 (t) v 2 (t0 ) = +2a[x(t) x(t0 )]

Take the direction of motion as the positive x-direction.

a)
Speeding up:
Eq.1 .250 5280 = 0 + 0 (19.9) + 12 a+ (19.9)2 a+ = +6.67
ft/s2

Braking:
Eq.3 02 (60.0 1.46)2 = 2 a 146 a = 26.28 ft/s2

b) Eq.3 v 2 02 = 2 a+ x v = 2 6.67 .250 5280 = 133
ft/s = 90 mph The discrepancy with actual nal speed shows that
the motion is not with constant acceleration. The acceleration be-
comes less and as the car speeds up. Therefore, the car quickly
comes up to 45 or 50 mph, hence it travels further than if it in-
creased its speed more slosly at rst.

c) Eq.2 0 60 1.46 = 2(26.28)t t = 1.7s

* Its good to pay attention to the fact that our results make sense.

3
6) 2.98
Let the height be h and denote the 1.30 s interval as t and the time
it takes the boulder to fall from the top of the cli to the ground as
t. For sign convenience I consider the downward direction as posi-
tive.

a)
...it takes t for the boulder to fall the last 1/3 of the way to the
ground. ... it takes (t t) for the boulder to fall 1 13 = 23 of
its way to the ground...
We should solve the simultaneous equations that are derived from
two conditions of the problem:

1
h = gt2 (1)
2
2 1
h = g (t t)2 (2)
3 2

t
Dividing the two sides we get tt = 32 .
Picking the positive one we get t = t 2 > t and substituting
1 3
1 2
into h = 2
gt gives h=246 m.

b) 
Picking the negative one t
( tt = 3
2
) we get t =
t
< t! and
1+ 23
h=2.5 m, clearly not a cli! The fact that (t t) < 0 suggests
that the boulder was already at 2/3 h! This would correspond to an
object initially at 1/3 of the height of the cli being thrown upward
and taking 1.30s to rise to the top and fall to the bottom. Clearly
the problem is not interested in this case.

4
7) Indoor Cannon

Lets rst summarize the standard projectile problem ignoring the


ceiling.
The change in vy comes from the gravity. It takes the y-component
of velocity from v0y to -v0y by symmetry. So the total time that the
ball is in the air - before hitting the ground - is
ttotal = (v0y )(+v
g
0y )
= 2vg0y During this time the ball has a motion
with a constant velocity , i.e. v0x , in x direction so the range is
R = v0x ttotal = 2v0xgv0y

v0x = v0 cos
v0y = v0 sin
2 sin cos = sin 2

v02 sin2
R= g
v02
So the maximum range is obtained for max = 45 which is g
.

In the presence of the ceiling, the maximum height the ball reaches
- dened as h - should be less than H. Otherwise the ball would hit
the ceiling.

The next step is to nd h for max = 45:


Pay attention again that the top point corresponds to vy = 0 .
Consider Eq. 3 of the problem 5 in the y direction. (hmax : the h
corresponding to max )
2 v 2 (sin45)2 v2
0 v0y = 2(g)h hmax = 0 2g = 4g0

5
a) Clearly for H hmax Maximum R is independent of H and ob-
tained at = 45.
H hmax v0 4gH vcrit = 4gH

b) For v > vcrit we should set the angle in such a way to have
vy = 0 at y=H. Otherwise the ball will hit the ceiling which we
want to avoid. I represent this vy as vy . Again using Eq. 3 of the
problem
5 along y direction we get:
vy = 2gH
This gives the y-component of the initial velocity. We need the
x-component, and it can be obtained  from Pythagoras theorem:
v02 = vy2 + vx2 , which implies vx = v02 vy2 The range can now be

2v0x v0y 2 2gH(v02 2gH)
determined from the equation above: R(H) = g = g
It is more elegant
to write this in terms of vcrit .
2
vcrit
v
2( v 0 )2 1 
v0 2
R(H) = g
crit
= R(H) = 4H 2( vcrit ) 1
This obviously gives the correct range when v0 = vcrit and moreover
shows that the range increases only linearly with v0 for large values
of v0 (rather than quadratically
as it does without the ceiling).
c) vcrit = 4gH = 10 2 m/s.
v2
R0 = g0 = 40 m.

R(5) = 4 5 2( 10202 )2 1 = 20 3  35 m.

Rlost  5 m.

Common questions

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Equations of motion under uniform acceleration can predict how an object's speed and displacement change over time. The three core equations are: (1) x(t) = x0 + v0(t-t0) + ½a(t-t0)^2, (2) v(t) = v0 + a(t-t0), and (3) v^2(t) - v^2(t0) = 2a[x(t) - x0]. These equations collectively allow calculation of final velocity, total displacement, and time duration for acceleration. In practical scenarios, such as calculating braking distance or analyzing vehicular acceleration, these formulas provide critical insights into motion dynamics .

The dot product of two vectors can be used to determine the projection of one vector onto another. This is done by multiplying the magnitudes of the two vectors and the cosine of the angle between them. The formula is A · B = |A||B|cos(θ). In practical terms, given vectors A and B, if you want to project A onto B, the component of A in the direction of B is given by (A · B / |B|^2)B. This calculation helps understand how much of vector A lies along the direction of vector B .

Traditional projectile motion assumes no vertical constraints, allowing optimization of range at a 45-degree launch angle. Calculations include factors like the maximum range R = v0^2 sin(2α)/g. However, introducing a ceiling restricts the vertical component of motion, altering the optimal launch angle to avoid impact. Consequently, the range becomes a factor of both the initial velocity and launch angle while ensuring the projectile doesn't exceed a specific height. As such, determining the maximum height of the trajectory, hmax = v0^2(sinθ)^2/(2g), becomes crucial to ensure it remains below the ceiling height .

Non-constant acceleration in motion affects calculations by rendering standard motion equations, which assume constant acceleration, inaccurate. When acceleration varies, as in reality where elements like air resistance and changing engine outputs affect a vehicle, discrepancies in speed and displacement predictions occur. Unlike linear motion, non-constant acceleration requires integration techniques to model accurately. These calculations influence design considerations in transportation and experimental accuracy in physics, emphasizing the necessity of using differential equations or piecewise constant approximations to account for variable forces and analyze real-world scenarios accurately .

Critical velocity in projectile motion with constraints refers to the maximum velocity at which the projectile follows the ideal parabolic trajectory without hitting any constraints, such as a ceiling. When the velocity exceeds this critical value, the angle of projection must be adjusted to avoid ceiling collision. The critical velocity can be calculated as v_crit = √(4gH), where g is the acceleration due to gravity and H is the ceiling height. For velocities above the critical velocity, ensuring the y-component of velocity is zero at y=H avoids hitting the ceiling, and this adjustment affects the horizontal distance achieved .

To determine the net displacement from multiple linear bisecting paths, calculate the total distance traveled along each axis (x and y) separately by adding all respective components from each path. In a situation where a sailor navigates three legs of a journey, calculate the x (eastward) and y (northward) displacements individually for each leg, sum them up, and use the Pythagorean theorem to determine the overall magnitude of the resultant vector. For the directional angle, take the arctangent of the ratio of the total y-displacement to x-displacement .

The cross product of two vectors results in another vector that is perpendicular to the plane formed by the original vectors. The formula A × B = (AxBy - AyBx)k, gives the magnitude of the resulting vector in the z-direction in a 3D space, indicating it's perpendicular. The direction is determined by the right-hand rule, a thumb pointing along the vector product aligning with curled fingers following A onto B. This outcome is fundamental in determining surface normals in 3D graphics and physics problems involving torque .

When launching a projectile indoors, range determination involves calculating optimal trajectory to avoid hitting the ceiling while maximizing distance. The critical velocity, v_crit = √(4gH), defines the maximum permissible initial velocity for which full projectile motion is possible without collision. For velocities surpassing v_crit, adjust the launch angle to ensure the projectile peaks precisely at or below the ceiling height. The range is calculated by integrating both horizontal and vertical velocity components and the flight time, adhering to the ceiling constraint. This ensures practical use of space and safe projectile paths .

To calculate the net displacement in a two-dimensional plane, you use the component method. For each vector displacement, break it down into its northward (y) and eastward (x) components. Sum all northward components to get the net northward displacement, and sum all eastward components to get the net eastward displacement. Then, calculate the magnitude of the net displacement using the Pythagorean theorem: √((northward)^2 + (eastward)^2). For direction, calculate the angle using the tangent of the ratio of the northward to eastward displacement (e.g., arctan(northward/eastward)). This method agrees with vector addition done graphically by sketching vectors to scale .

In two-dimensional vector analysis, trigonometric functions are used to determine the components of a vector along the x and y axes. For a vector with a known magnitude and angle θ from a reference axis, the cosine function is used to find the horizontal (x) component, calculated as magnitude × cos(θ), while the sine function is used to find the vertical (y) component, calculated as magnitude × sin(θ). These components are essential for vector addition, and further calculations like the magnitude of the resultant vector or determining directions .

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