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2D Projectile Motion Simulation Guide

The document outlines an experiment to simulate projectile motion using Mathematica, focusing on calculating various parameters such as displacement, velocity components, maximum height, and range. It provides the theoretical equations governing the motion and includes a Mathematica code for interactive visualization. Additionally, it suggests exercises for verification and modification of the model to include air resistance.

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Hatem Gaith
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0% found this document useful (0 votes)
7 views2 pages

2D Projectile Motion Simulation Guide

The document outlines an experiment to simulate projectile motion using Mathematica, focusing on calculating various parameters such as displacement, velocity components, maximum height, and range. It provides the theoretical equations governing the motion and includes a Mathematica code for interactive visualization. Additionally, it suggests exercises for verification and modification of the model to include air resistance.

Uploaded by

Hatem Gaith
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

Computational Physics Lab

Projectile Motion

Objective
The aim of this experiment is to simulate projectile motion from an initial height using Mathematica.
We have to find:

• The horizontal and vertical displacement at any time


• The horizontal and vertical velocity components
• The resultant velocity and its direction
• The maximum height reached
• The range (total horizontal distance)
• Use manipulation to explore the effect of changing parameters

Theoretical Background
The motion follows these equations:
Horizontal motion (no acceleration)
𝑥(𝑡) = 𝑣0𝑥 𝑡 = 𝑣0 cos θ ⋅ 𝑡

𝑣(𝑡) = 𝑣0 − 𝑔𝑡

Vertical motion (constant acceleration):


1 1
𝑦(𝑡) = 𝑦0 + 𝑣0𝑦 𝑡 − 𝑔𝑡 2 = 𝑦0 + 𝑣0 sin θ ⋅ 𝑡 − 𝑔𝑡 2
2 2
𝑣𝑦 (𝑡) = 𝑣0 sin θ − 𝑔𝑡

Resultant velocity: 𝑣(𝑡) = √𝑣𝑥 (𝑡)2 + 𝑣𝑦 (𝑡)2


𝑣0 sin θ
Time to maximum height: 𝑡max = 𝑔

Maximum height: 𝑦max = 𝑦(𝑡max )


𝑣0 sin θ+√(𝑣0 sin θ)2 +2𝑔𝑦0
Total flight time (𝑠𝑜𝑙𝑣𝑒 𝑦(𝑡) = 0): 𝑡total = 𝑔

Range: 𝑅 = 𝑣0 cos θ ⋅ 𝑡total


Mathematica Procedure
(Copy / write) and run the following Mathematica code:

(*Define constants*)

g = 9.81;

(*Define the motion functions*)

x[t_, v0_, _c] := v0*Cos[c*Degree]*t;


y[t_, y0_, v0_, _c] := y0 + v0*Sin[c*Degree]*t - 0.5*g*t^2;
vx[t_, v0_, _c] := v0*Cos[c*Degree];
vy[t_, v0_, _c] := v0*Sin[c*Degree] - g*t;
v[t_, v0_, _c] := Sqrt[vx[t, v0, c]^2 + vy[t, v0, c]^2];

(* Interactive visualization *)

Manipulate[
Column[{"Displacement:", " x = " <> ToString[x[t, v0, c]] <> " m",
" y = " <> ToString[y[t, y0, v0, c]] <> " m", "Velocity:",
" vx = " <> ToString[vx[t, v0, c]] <> " m/s",
" vy = " <> ToString[vy[t, v0, c]] <> " m/s",
"Maximum height = " <>
ToString[(y0 + (v0*Sin[c*Degree])^2/(2*g))] <> " m",
"Range = " <> ToString[
x[(v0*Sin[c*Degree] + Sqrt[(v0*Sin[c*Degree])^2 + 2*g*y0])/g, v0,
c]] <> " m"}], {{y0, 10, "Initial Height (m)"}, 0, 100,
1}, {{v0, 15, "Initial Velocity (m/s)"}, 0, 50, 1}, {{c, 45, "Launch Angle
(degrees)"}, 0, 90, 1}, {{t, 0, "Time (s)"}, 0, 20, 0.1}]

Exercises

1. Calculate and verify these cases:


• y0 = 20 m, v0 = 15 m/s, θ = 30◦
• y0 = 50 m, v0 = 25 m/s, θ = 60◦
2. Modify the code by adding air resistance to the model and compare results.

Common questions

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Resultant velocity is crucial for understanding the overall speed and direction of the projectile at any point in its trajectory. It is computed using the Pythagorean theorem, combining horizontal and vertical velocity components: v(t) = √(vx(t)^2 + vy(t)^2). This resultant gives insights into the projectile's actual velocity vector in the plane, which varies in magnitude and direction throughout the motion due to gravitational effects on the vertical component .

Manipulating initial velocity and angle settings allows students to observe variations in the projectile's trajectory and outcomes like range and maximum height. By adjusting these parameters in a simulation, such as those provided by Mathematica, students see real-time feedback on how different choices interplay with gravitational effects, offering insights into the optimal configurations for desired trajectories and the principles governing projectile motion. Such manipulations enhance comprehension by linking theory with observable outcomes, facilitating deeper engagement with the physical concepts .

Simulating projectile motion in a computational lab provides precise control and calculation of the various parameters affecting projectile motion, such as initial velocity, launch angle, and initial height. Mathematica allows for interactive manipulation and visualization, enhancing understanding by illustrating how changes in these parameters influence the motion, such as displacement, velocity, and range. This simulation is crucial for conducting experiments that are difficult to replicate physically and aids in developing computational skills essential in physics .

Using different initial heights in simulations primarily affects the complexity by requiring additional considerations for descent calculations, as projects from higher altitudes have longer airtime, affecting results like total distance traveled and final velocity. Interpreting results demands understanding of how increased initial height impacts flight characteristics beyond simple increases in maximum heights and ranges, adding depth to result analysis and offering insights into more complex real-world scenarios, such as projectiles launched from elevated positions .

Gravity solely affects the vertical motion in projectile equations. It imparts a constant acceleration downward (g), modifying the vertical position and velocity over time as represented by the equations y(t) = y0 + v0 sin θ ⋅ t - 1/2 gt^2 and vy(t) = v0 sin θ - gt. In contrast, gravity does not influence horizontal motion, which travels at constant velocity because there's no horizontal acceleration term, reflected in x(t) = v0 cos θ ⋅ t .

Including air resistance decreases both the maximum height and the range of a projectile. Air resistance acts against the motion, reducing the vertical component of velocity more quickly and shortening the time to peak height, thus lowering the maximum height. Similarly, it reduces the horizontal component of velocity, leading to a shorter range because the projectile spends less time under propulsion before it descends .

The range of a projectile is influenced by its launch angle due to the equation R = v0 cos θ ⋅ ttotal. Changing the angle affects both the horizontal component of velocity (v0 cos θ) and the overall flight time (ttotal). Maximum range occurs at a 45-degree angle because it optimally balances horizontal velocity and flight time when air resistance is not a factor. Angles greater or less than 45 degrees result in shorter ranges due to increased vertical motion influencing time aloft or reduced horizontal speed, respectively .

During projectile motion without air resistance, the horizontal velocity component (vx = v0 cos θ) remains constant because there is no horizontal acceleration. The vertical velocity component (vy = v0 sin θ - gt) decreases linearly over time due to the constant acceleration of gravity acting downward. Initially, the vertical velocity contributes to upward movement, but as time progresses, this component decreases, eventually reaching zero at maximum height, and becomes negative as the projectile descends .

The initial height influences the total flight time as it adds to the descent time after reaching the maximum height. This is captured in the equation for total flight time: ttotal = (v0 sin θ + √(v0 sin θ)^2 + 2gy0) / g. A greater initial height (y0) increases the radical term, indicating a longer descent phase, thus increasing the total flight time. Conversely, a lower initial height or launch from ground level reduces this time .

The time to reach maximum height is calculated using the derivative of the vertical position function, setting it to zero to find when the upward velocity component becomes zero due to gravity overcoming the initial vertical velocity. The expression tmax = v0 sin θ / g arises from setting vy = v0 sin θ - gt = 0 and solving for t, reflecting the time when upward motion ceases and the projectile begins moving downward .

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