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AP Physics 1 review of 2D motion and vectors | Physics | Khan Academy

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    - [Instructor] What do
    vector components mean?
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    Vector components are a
    way of breaking any vector
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    into two perpendicular pieces.
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    For convenience we typically
    choose these pieces
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    to lie along the X and Y directions.
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    In other words to find
    the vertical component
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    of this total vector knowing this angle,
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    since this vertical component
    is opposite to this angle,
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    we could write the vertical
    component as the magnitude
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    of the total vector
    times sine of that angle.
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    And since this horizontal component
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    is adjacent to that angle,
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    we could write the horizontal component
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    as the magnitude of the total vector
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    times cosine of that angle.
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    And if instead we were given this angle
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    and we wanted to determine
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    the vertical component
    of the total vector,
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    since this vertical component
    is now adjacent to this angle
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    we'd write the vertical
    component as the magnitude
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    of the total vector times
    cosine of this angle.
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    And since the horizontal component
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    is now opposite to this angle
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    we'd write the horizontal component
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    as the magnitude of the total vector
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    times sine of this angle.
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    So remember, to find the
    opposite side you use sine,
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    and to find the adjacent
    side, you use cosine.
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    So what would an example problem
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    involving vector components look like?
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    Say you had this question
    and you wanted to determine
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    the X and Y components
    of this velocity vector.
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    Since the horizontal component is adjacent
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    to the angle that we're given,
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    we're gonna write the horizontal component
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    as the magnitude of the total
    vector 20 meters per second
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    times cosine of the angle,
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    which gives us 10 meters per second.
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    And since the vertical component
    is opposite to this angle,
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    we can write the magnitude
    of the vertical component
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    as 20 meters per second
    times sine of the angle
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    which gives us 17.3 meters per second.
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    But since this vertical
    component is directed downward,
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    technically this vertical component
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    would be negative 17.3 meters per second.
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    So using sine and cosine
    will give you the magnitude
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    of the components, but you have to add
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    the negative signs accordingly.
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    So if the vector points right,
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    the horizontal component will be positive.
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    If the vector points left,
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    the horizontal component will be negative.
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    If the vector points up,
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    the vertical component will be positive.
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    And if the vector points down,
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    the vertical component will be negative.
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    What does tail to tip or head
    to tail vector addition mean?
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    This is a graphical way to add
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    or subtract vectors from each other.
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    And the way it works is by taking the tail
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    of the next vector and
    placing it at the tip
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    or the head of the previous vector.
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    And once you're done doing
    this for all your vectors,
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    you draw the total vector
    from the first tail
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    to the last head.
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    In other words, if you were
    adding up vectors A, B, and C,
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    I would place the tail of vector
    B to the head of vector A,
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    and then I'd place the tail of vector C
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    to the head of vector B.
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    And once I'm done I would
    draw the total vector
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    going from the first
    tail to the last head.
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    And that total vector would
    represent the vector sum
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    of all three vectors.
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    And if you had to subtract the vector,
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    you could still use vector addition.
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    Simply add the negative of that vector.
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    In other words, if you had some vector B
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    and you wanted to subtract vector A,
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    instead of thinking of it
    as subtracting vector A,
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    think of it as adding negative vector A.
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    And the way you find vector negative A
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    is by taking vector A and
    simply placing the arrow head
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    on the other end of the vector.
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    So what would an example
    involving tail to tip
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    vector addition look like?
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    Imagine we have this question,
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    and we have these four vectors,
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    and we were asked to
    determine what direction
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    is the sum off all of those vectors?
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    So we'll use tail to tip vector addition.
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    I'll take vector A
    preserving its direction.
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    I'm not allowed to rotate
    it or change its size.
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    And I'll add to that vector B.
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    The way I do that is
    putting the tail of vector B
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    to the tip of vector
    A, and we add vector C.
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    And the way we do that is
    put the tail of vector C
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    to the tip of vector B.
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    And finally we'll add the vector D
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    by putting the tail of vector
    D to the tip of vector C.
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    And now that we've drawn
    all of our vectors,
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    our total vector will go from
    the tail of the first vector,
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    to the tip or head of the last vector,
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    which means this is the
    direction and magnitude
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    of the total vector, A
    plus B plus C plus D.
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    Another more mathematical
    way of adding vectors
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    is by simply adding up
    their individual components.
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    So to find the total vector A plus B,
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    instead of graphing them tail to tip,
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    you can find the horizontal
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    and vertical components separately
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    by adding up the individual components.
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    In other words, to get the
    total horizontal component
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    of the total vector A plus B,
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    I could just add up the
    horizontal component of A,
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    which is negative 20, and
    the horizontal component of B
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    which is negative five to get negative 25.
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    And to find the total vertical component
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    of the total vector A plus B,
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    I can simply add up the
    vertical component of A
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    which is negative 15 to
    the vertical component of B
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    which is 10, to get negative five.
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    This technique lets you quickly determine
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    what the individual components
    are of that total vector.
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    And again, if you need
    to subtract a vector
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    you can still add the components,
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    except the components of a negative vector
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    all get multiplied by negative one.
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    In other words, if vector A
    has components negative 20
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    and negative 15, then vector negative A
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    would have components
    positive 20 and positive 15.
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    So what would an example
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    of vector component addition look like?
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    Let's say you had this question.
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    You had vectors A and B
    with these components,
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    and you wanted to know the components
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    of the total vector A plus B.
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    So to find the horizontal component
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    of the total vector A plus B,
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    I can add up the individual
    components of A and B.
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    So the horizontal component of A is four,
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    plus the horizontal component
    of B is negative one,
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    gives me a total horizontal
    component of positive three.
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    And I could do the same thing
    for the vertical component.
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    I could add up the component
    of A plus the component of B,
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    which would be five plus negative four,
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    gives me positive one.
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    So since my horizontal component
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    of the total vector is positive,
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    I know it points to the right three units.
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    And since the vertical
    component of the total vector
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    is positive, I know it points up one unit.
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    That means my total vector A plus B
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    points up and to the right.
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    One unit up, and three units to the right.
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    How do you deal with
    2D kinematics problems?
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    2D kinemtatics are projectile problems
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    describe objects flying
    through the air at angles.
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    For these objects, if there's
    nothing acting on them
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    besides gravity, their
    vertical acceleration
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    is gonna be negative 9.8.
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    And they will have no
    horizontal acceleration
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    since gravity doesn't pull sideways.
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    Also, the X and Y components
    behave independently.
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    That means you'll use different equations
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    to solve for vertical components
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    than you will for horizontal components.
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    Since the vertical
    acceleration is constant
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    you can use the kinematic formulas
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    to solve for quantities
    in the vertical direction.
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    But you can only plug
    in vertical quantities
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    into these equations.
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    Similarly, since the acceleration
    is zero in the X direction
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    you can simply use distance
    as a rate times time
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    to relate the quantities
    in the X direction,
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    but you should only plug
    in horizontal components
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    into this equation.
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    In other words, as a projectile
    is flying through the air,
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    since there's no horizontal acceleration,
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    the horizontal component of the velocity
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    is gonna remain the same
    for the entire trip.
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    Which means the rate at
    which this projectile
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    is moving the X direction never changes.
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    But since there is acceleration
    in the vertical direction,
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    the vertical component of the velocity
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    will get smaller and smaller
    until it reaches the top,
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    and that means the total
    speed of the projectile
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    is gonna decrease as well
    as you approach the top.
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    And then at the top there is zero
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    vertical component of velocity
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    since the projectile's not
    moving up or down at that moment.
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    And then on the way down
    the vertical component
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    of the velocity gets
    more and more negative,
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    which increases the
    speed of the projectile.
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    Keep in mind during this entire trip
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    the vertical acceleration
    is the same, negative 9.8
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    on the way up, at the
    top, and on the way down.
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    The vertical acceleration never changes.
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    So what would an example problem
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    involving 2D kinematics look like?
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    Let's say a meatball rolls horizontally
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    off of a dinner table of
    height H, with a speed V.
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    And we want to know how far
    horizontally does the meatball
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    travel before striking the floor.
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    So the first thing we
    should do is draw a diagram.
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    So the height of the table is H.
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    The initial speed of the meatball is V,
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    and we want to determine how
    far horizontally it makes it
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    from the edge of the table.
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    But note this problem's symbolic.
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    We're not given any numbers
    so we're gonna have to give
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    our answer in terms of given quantities
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    and fundamental constants.
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    The given quantities
    are things like H and V,
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    and fundamental constants
    are things like little G.
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    So this quantity we want to find
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    is the displacement in the X direction,
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    which is gonna be the
    speed in the X direction
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    times the time of flight.
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    We know the speed in the X direction,
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    it's gonna remain constant.
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    So this V is gonna be the horizontal speed
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    for the entire trip.
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    So we can plug in V for
    the speed, but I don't know
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    what the time of flight is gonna be.
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    To get the time of flight
    we'll do another equation
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    for the vertical direction.
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    The vertical displacement
    is not gonna be H,
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    it's gonna be negative H since
    this meatball fell downward.
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    And the initial velocity
    in the Y direction
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    is not gonna be V, it's gonna be zero,
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    since this meatball had
    no vertical velocity
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    right when it left the table.
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    It only had horizontal velocity.
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    The acceleration is negative 9.8,
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    but we're gonna write that in
    terms of fundamental constant,
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    so we'll write that as a negative G.
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    This lets us solve for T.
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    We get the square root of two H over G
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    which we can now bring over to here
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    to get the horizontal
    displacement of this meatball
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    before it hits the ground.
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    Something else you'll
    definitely have to know
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    for the AP exam is how to
    graph data to a linear fit.
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    And what I mean by that is
    that when you graph data
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    it doesn't always come out linear.
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    And when you don't get a linear graph
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    it's hard to find the
    slope of that curved graph.
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    However you can force
    your data to be linear
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    if you write down the expression
    that gives the relationship
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    between your data in the
    form of a straight line.
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    So the form of a straight
    line is Y equals M X plus B.
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    Y would be the vertical axis.
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    X would be the horizontal axis.
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    M is the slope, and B
    would be the Y-intercept.
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    In other words, if you had the expression
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    P equals 1/2 D squared,
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    if you just plot P versus D
    you're gonna get a parabola,
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    and that means you got problems
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    'cause finding the slope
    of a parabola is hard.
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    But if you instead choose
    to plot P versus D squared,
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    you will get a straight line
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    because now you've required
    P to be your vertical axis,
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    you've required D squared
    to be your horizontal axis,
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    and the slope that's
    multiplying what you called X
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    is just a constant, and that means
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    your slope's gonna be constant.
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    So this lets us predict
    what the slope would be
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    if I plot P versus D
    squared since the slope
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    is always what's multiplying
    my horizontal axis,
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    the slope in this case should just be 1/2.
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    So in other words, if
    you force your expression
  • 10:09 - 10:11
    to take the form of a straight line,
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    now only will you get a linear fit,
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    but you can predict what the slope is
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    by looking at everything
    that's multiplying
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    what you called X.
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    But a lot of people find
    this confusing and strange,
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    so what would an example problem
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    where you have to graph data
    to a linear fit look like?
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    Say you were given this question.
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    You repeatedly roll a sphere off a table
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    with varying speeds V,
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    and then you measure how
    far they travel delta X
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    before they strike the floor.
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    If the table has a
    fixed and known height H
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    what could we plot to
    determine an experimental value
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    for the magnitude of the
    acceleration due to gravity?
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    So we repeatedly change the speed
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    and measured how far the ball went.
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    That lets us know these are the
    quantities that are varying,
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    so these are gonna be
    involved in the X and Y axes.
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    But to figure out what
    to plot we need to find
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    some sort of relationship
    between these two variables
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    so that we could put that relationship
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    in the form of a straight line.
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    Now in the 2D kinematics
    section right before this,
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    we derived a formula
    for how far a ball goes
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    rolling off a table in terms
    of the height of the table
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    and the acceleration due to gravity.
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    So this is the expression that relates
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    how fast it was going to how far it went.
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    And we need to put this in
    the form of a straight line
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    so it's easiest to just
    make this left-hand side
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    since it's already solved for Y.
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    So our Y quantity on our vertical
    axis would just be delta X
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    and that's okay 'cause
    that's one of the quantities
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    that we're varying over here.
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    Similarly, the other
    quantity that's varying is V,
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    so I'll just call V X.
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    That means the horizontal
    axis is gonna be V.
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    I was able to do that
    since this was just V.
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    If this had been V squared, I
    would've had to have plotted
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    V squared on the horizontal axis.
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    And if this was square root of V,
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    I would have to plot square
    root of V on the X axis.
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    But since it was just V, I can
    get away with just plotting V
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    on my horizontal axis
    and now we can figure out
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    what our slope would represent.
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    We've got Y equals M times X.
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    Everything that multiplies
    what we called X
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    is gonna be our slope.
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    The way it's written here
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    the M is multiplied on
    the right-hand side,
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    but it doesn't matter 'cause M times X
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    is the same as X times M.
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    That means this entire
    term, root two H over G
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    is the slope of this graph.
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    In other words, we're
    gonna get a linear fit,
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    and the number we find for the slope
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    is gonna equal the square
    root of two H over G.
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    And since there's no added B term,
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    there's no Y-intercept
    to worry about over here.
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    So how do we actually determine
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    the experimental value for G?
  • 12:34 - 12:36
    We take our data, we plot them,
  • 12:36 - 12:38
    we draw a best fit line through the data.
  • 12:38 - 12:40
    We would use points on our line
  • 12:40 - 12:42
    to determine the slope of this line
  • 12:42 - 12:44
    by taking the rise over the run.
  • 12:44 - 12:47
    That rise over run would
    be equal to the slope,
  • 12:47 - 12:49
    and we know that that number's gonna equal
  • 12:49 - 12:52
    the square root of two H over G.
  • 12:52 - 12:54
    So if we know this number for the slope,
  • 12:54 - 12:57
    and the table has a
    known and fixed value H,
  • 12:57 - 13:01
    the only unknown is G
    which we can now solve for.
Title:
AP Physics 1 review of 2D motion and vectors | Physics | Khan Academy
Description:

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Video Language:
English
Duration:
13:01

English subtitles

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