A particle or object is defined by by its position, velocity, and acceleration.
Velocity is the derivative of the position with respect to time: v = ds/dt
Acceleration is the derivative of the velocity with respect to time: a = dv/dt
Also, relating displacement, velocity and acceleration: a ds = v dv
For constant acceleration:
- position as a function of time: S = S0 + V0t + .5a t^2
- velocity as a function of time: V = V0 + a t
- Velocity as a function of position: V^2 = Vo^2 + 2a(S-S0)
Rectangular Components in Curvilinear Motion
- Position: r = x + y + z
- Velocity: V = Vx + Vy + Vz
- Acceleration: A = ax +ay + az
Magnitude = sqrt( ^2 + ^2 + ^2)
Normal & Tangential Components for Curvilinear Motion
Normal (en): unit vector perpendicular to the path and points toward the center of curvature.
Tangential (et): unit vector tangent to the particles path.
Velocity: V = V et
Acceleration: A = At et + An en
where At is the derivative of the velocity, and An is v^2 / ρ
An is also know as centripetal acceleration.
If the radius of curvature(ρ) is not given, using the equation of the particles path...
ρ = [1 + (dy/dx)^2]^(3/2) / (d^2 y / dx^2)
Cylindrical Components for Curvilinear Motion
Also known as polar coordinates. er is a unit vector in the radial direction(points from the origin to a point). eθ is a unit vector that is perpendicular to the radial direction and points in the positive θ direction.
Position: r = r er
Velocity: v = r(dot) er + r θ(dot) eθ
Acceleration: a = r(double dot) - r θ^2(dot) er + r θ (double dot) + 2 r(dot) θ(dot) eθ
The (dot) and (double dot) refers to a dot over the character before it, and represents the derivative or second derivative with respect to time.
- θ(dot) is the angular velocity
- θ(double dot) is the angular acceleration
Projectile Motion
After a particle has been launched, its weight is the only force acting on it, neglecting air resistance. This weight(due to gravity) will cause a constant acceleration downward.
Horizontal motion:
- Position: X = X0 + V0 X t
- Velocity: V = V0 cos(θ) this will be constant when drag is not considered
- Position: Y = Y0 + V0 t - .5gt^2
- Velocity: V = V0 sin(θ) - gt
Y = (Tan(θ))X [g/2V0^2 (cos(θ)^2)] X^2
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