Motion in a Plane: Class 11 Physics · Chapter 3
Physics Part 1 · Companion notes, simulations and practice · Official NCERT chapter PDF ↗
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What you will learn in Motion in a Plane
- Distinguish scalars from vectors and represent position and displacement as vectors
- Add, subtract and scale vectors graphically and by components, and resolve a vector along given directions
- Use the laws of cosines and sines to find the magnitude and direction of a resultant
- Define average and instantaneous velocity and acceleration in a plane and find them by differentiating r(t)
- Apply the constant-acceleration equations in vector and component form, treating perpendicular motions independently
- Derive the path, time of flight, maximum height and range of a projectile and solve projectile problems
- Derive the centripetal acceleration of uniform circular motion and relate v, ω, T, ν and a_c
Original companion text aligned to NCERT Physics Class 11, Chapter 3, pp. 27–48. Not affiliated with or endorsed by NCERT.
3.1 Introduction
An auto-rickshaw weaving across a crossing, a kite drifting over the rooftops on Makar Sankranti, a carrom striker sliding diagonally across the board: none of these keeps to one line. In Chapter 2 a plus or minus sign was enough to show direction, because a line has only two. A plane has infinitely many, and a sign can no longer say which.
So we first learn the language of vectors, quantities that carry a direction along with their size: how to add, subtract and scale them, and how to split them along axes. Then we describe velocity and acceleration in a plane, solve motion with constant acceleration, and apply it to a ball in flight and to steady motion round a circle. All of it extends to three dimensions with one more coordinate.
3.2 Scalars and vectors
Some quantities are completely described by one number and its unit. The mass of your school bag, the time the last bell rings, the temperature of a cup of tea and the volume of milk in a packet point nowhere. Such quantities are scalars (अदिश). They combine by ordinary arithmetic: a 4.5 kg bag plus a 1.2 kg lunchbox makes 5.7 kg, and a 40-minute class followed by a 45-minute class takes 85 minutes. Multiplying or dividing two scalars always makes sense, whatever their units: 120 km divided by 2.0 h is a speed of 60 km/h, a new scalar. Adding or subtracting them does not, unless the units match.
Other quantities make no sense without a direction. “Walk 300 m” could leave you anywhere on a circle of radius 300 m; “walk 300 m towards the temple gate” fixes one spot. A vector (सदिश) has a magnitude and a direction, and it combines with others of its kind by the triangle (or parallelogram) rule of Section 3.4. The last condition matters. An electric current in a wire has a sense along the wire, but two currents meeting at a junction simply add as numbers, so current is a scalar. Displacement, velocity, acceleration and force do obey the triangle rule; they are vectors.
In print we write a vector in bold, , and its magnitude in ordinary italic type, , or as . By hand, draw a small arrow over the letter. A magnitude is never negative: it is the length of the arrow on some chosen scale.
Scalars and vectors
Scalars
- Magnitude only: a number with a unit
- Combine by ordinary algebra
- Mass, time, temperature, speed, energy, current
Vectors
- Magnitude and direction
- Combine by the triangle law
- Displacement, velocity, acceleration, force
3.2.1 Position and displacement vectors
To say where something is in a plane, first pick a reference point, the origin O. Any point P is then reached by an arrow drawn from O to P. That arrow is the position vector of P. It points from O towards P, and its length is the straight-line distance OP. Move the origin and every position vector changes, so always say where O is.
Now let the object move from P at time to P′ at a later time . The arrow from P to P′ is its displacement (विस्थापन). It records only the change of position, where the object started and where it finished, and says nothing about the route in between. Fig. 3.1 follows three routes through a housing colony from a home H to a school S. The routes have different lengths, yet all three share one displacement: the straight arrow from H to S.
4/4Every route has the same displacement, 500 m from H to S. Its magnitude is never more than the path length.
A street grid of square blocks seen from above, with home H at the bottom left and school S four blocks east and three blocks north of it. A scale bar marks 100 m per block and an arrow marks north. Step 1: a solid blue route runs east along the bottom street and then north to S, labelled 700 m. Step 2: a dashed orange route overshoots one block east, goes north and then comes back west to S, labelled 900 m. Step 3: a dotted green route curves through the blocks, labelled about 590 m. Step 4: all three routes are faint and a thick vermillion arrow runs straight from H to S, labelled all: 500 m.
This gives a useful inequality. The magnitude of the displacement can never exceed the path length, and the two are equal only for motion along a straight line without turning back. In the same way, over any trip the average speed (path length ÷ time) is at least as large as the magnitude of the average velocity (displacement ÷ time). A delivery rider who finishes the day back at the shop may have ridden 60 km, but her displacement for the day is zero.
3.2.2 Equality of vectors
Two vectors are equal when their magnitudes match and their directions match; where they are drawn on the page does not matter. A quick test: slide one arrow, without turning it, until its tail sits on the tail of the other. If the heads also coincide, the vectors are equal (Fig. 3.2). Two arrows of the same length that point different ways fail the test, so they are different vectors even though their magnitudes match.
3/3 has the same magnitude but a different direction, so its head misses: .
Three arrows of equal length. A blue arrow A rises to the upper right on the left of the picture, a dashed blue arrow B points the same way further right, and an orange arrow C points horizontally to the right at the bottom. Step 1: the three arrows sit in their own places. Step 2: B slides, without turning, until its tail is on the tail of A; its head lands exactly on the head of A and a note says heads coincide: equal. Step 3: B is back in place and C slides to the tail of A instead; the heads end up in different places and the note says heads miss: not equal.
Push a heavy door close to its hinges, then push it just as hard near the handle. The force vector is identical, yet the door barely moves the first time. For a force like this the point of application matters, and a vector tied to a point or a line of action is called a localised vector; you will need the idea for torque in Chapter 6. The vectors in this chapter are free vectors: only magnitude and direction count, which is why sliding them around is allowed.
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Answer (C) The velocity of a falling raindrop
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Answer (A) 0 m and 400 m
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Answer 10 km/h
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Answer False
3.3 Multiplication of vectors by real numbers
Multiplying a vector by an ordinary number λ stretches or shrinks it. If λ is positive, points the same way as and is λ times as long. If λ is negative, the arrow also turns round to point the opposite way. In both cases the new magnitude is
Multiplying by −1 simply reverses a vector: has the same magnitude as and the opposite direction. Fig. 3.3 lines up , , and from a common tail so that you can compare their lengths on the grid.
4/4: reversed and 1.5 times as long.
Four arrows in rows, all starting from one vertical dashed line, over faint vertical grid lines spaced one length of A apart. Step 1: only the blue arrow A, two grid squares long, pointing right. Step 2: a green arrow 2A appears below it, pointing right and twice as long. Step 3: an orange arrow minus A appears, pointing left with the same length as A. Step 4: a purple arrow minus 1.5A appears, pointing left and one and a half times as long as A.
Multipliers can carry units of their own. Multiply a steady velocity of 15 m/s due north by a time of 4.0 s and you get 60 m due north: a displacement, because . In Chapter 4, multiplying an acceleration by a mass will give a force in the same way.
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Answer (B) 10 units, pointing west
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Answer True
3.4 Addition and subtraction of vectors — graphical method
Walk 4 m east and then 3 m north, and you finish 5 m from your starting point, in a direction between east and north. One straight walk from start to finish would have done the same job as the two walks together. That is what adding vectors means. To add to on paper, draw to scale, then draw starting where ends. Join the starting point of to the end point of : this arrow is the sum, or resultant (परिणामी), (Fig. 3.4). Drawing the arrows nose to tail closes a triangle, which gives the method both its names: the head-to-tail or triangle method.
4/4Adding first and then reaches the same point: addition is commutative, and the two routes make a parallelogram.
Step 1: a blue arrow A starts at point O and points to the right and slightly up; an orange arrow B, pointing up and to the right, sits apart from it lower down. Step 2: B slides, without turning, until its tail sits on the head of A. Step 3: a thick vermillion arrow R joins O to the far end of B, closing the triangle, with the label R = A + B. Step 4: dashed copies show B drawn first from O and A drawn after it; they reach the same head, so the two routes form a parallelogram with R as its diagonal, labelled A + B = B + A.
Draw first and then , and you arrive at the same final point: the two orders trace the two halves of a parallelogram whose diagonal is . So vector addition is commutative. With three or more vectors, the grouping does not matter either; this is the associative law.
Add a vector to its own reverse and you return to where you began. The result is the null vector (zero vector) , an arrow of zero length. With no length, it has no definite direction.
The null vector behaves among vectors the way zero behaves among numbers:
Physically, a null vector is the displacement of any round trip. A school bus that leaves its depot, runs its route and parks in the same bay may have covered 40 km, yet its displacement for the day is .
Subtraction is defined through addition: to subtract , add its reverse.
Fig. 3.5 builds in this way and sets it beside . If both vectors are drawn from one point and the parallelogram is completed, one diagonal is the sum, and the other, running from the head of to the head of , is the difference.
4/4Completing the parallelogram: one diagonal is , and the other, from the head of to the head of , equals .
Two arrows start from a common point O: a blue arrow A pointing right and a little up, and an orange arrow B pointing steeply up and to the right. Step 1: only A and B are shown. Step 2: a dashed orange arrow minus B, the same length as B but reversed, is drawn from the head of A, pointing down and to the left. Step 3: a purple arrow A minus B runs from O to the head of minus B. Step 4: the parallelogram on A and B is completed with dashed sides; a vermillion arrow A plus B runs from O to the far corner, and a dashed purple diagonal joins the head of B to the head of A, parallel and equal to A minus B.
The same picture gives a second graphical recipe, the parallelogram method. Put the tails of and together at a point O, draw a line through the head of each arrow parallel to the other arrow, and the diagonal from O to the far corner of the parallelogram is . Half of the parallelogram is exactly the head-to-tail triangle, so the two methods always agree. You can try both in the vector lab (Fig. 3.8).
Swimming across a river
Meera swims across a river 60 m wide. She swims at 1.20 m/s relative to the water, always facing straight across (due north), while the current carries the water due east at 0.50 m/s. (a) What is her velocity relative to the bank? (b) How long does she take to cross, and how far downstream does she land?
Try it yourself first. Then reveal the solution one step at a time.
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Answer (D) 13 N
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Answer (B) 9 units
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Answer True
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Answer null
3.5 Resolution of vectors
Addition turns two vectors into one. The reverse job, splitting one vector into pieces along chosen directions, is called resolution, and it lets us do vector sums with arithmetic instead of a ruler. Pick two directions in the plane, given by vectors and that are not parallel, and draw the vector from O to P. Now rule two guide lines: one through the tail O running parallel to , and one through the head P running parallel to . Where they meet, mark Q (Fig. 3.6). Now is the sum of the arrows OQ and QP. The first lies along , so it is some multiple λ of ; the second is a multiple μ of :
3/3OQ and QP , so (here λ ≈ 2.0, μ ≈ 2.4).
At the top left are two short reference arrows: a in blue, pointing right and slightly up, and b in orange, pointing steeply up. A long vermillion arrow A runs from point O at the bottom up to point P at the upper right. Step 1: just a, b and A. Step 2: a dashed line through O parallel to a and a dashed line through P parallel to b are drawn; they cross at a marked point Q. Step 3: A fades a little and two thick arrows replace it, a blue one from O to Q labelled lambda a and an orange one from Q to P labelled mu b, with the equation A = lambda a + mu b.
The vectors and are called the components of along and . For any pair of non-parallel directions in the plane, the split exists and is unique.
Unit vectors
Directions are easiest to handle with unit vectors (एकांक सदिश): vectors of magnitude exactly 1, with no unit and no dimension, whose only job is to point. In a right-handed set of axes, the three that point along , and are written , and . They are mutually perpendicular, and
Every vector is its magnitude times the unit vector along it, so . A velocity of 20 m/s towards the north-east, for example, is times the unit vector pointing north-east.
Rectangular components
Now resolve along the axes themselves. Let lie in the – plane at an angle θ to the positive -axis, and drop perpendiculars from its head onto the two axes (Fig. 3.7). The piece along the -axis is a multiple of , and the piece along the -axis is a multiple of :
The numbers and are the - and -components (घटक) of . Keep the distinction clear: is a number with a unit, while is a vector. Right-angled trigonometry gives the components from the magnitude and the angle:
3/4 and ; together, .
Coordinate axes with origin O. Step 1: a vermillion arrow A of fixed length leaves O at an angle theta of about 35 degrees above the positive x-axis, with the angle marked by an arc. Step 2: dashed perpendiculars drop from the head of A to both axes. Step 3: a blue arrow along the x-axis, labelled A_x = A cos theta, and a green arrow up the y-axis, labelled A_y = A sin theta, show the two components. Step 4: A is redrawn at 140 degrees, in the second quadrant; its x-component now points left along the negative x-axis, labelled A_x less than 0, while its y-component still points up.
A component may be positive, negative or zero; which one depends on θ. A vector at 150° to the -axis has , so its -component is negative: the vector leans towards . A vector in a plane can therefore be given in two equivalent ways: by its magnitude and angle , or by its components . Going from components back to magnitude and angle uses Pythagoras and the tangent:
Vectors in three dimensions
In space a vector has three components. If makes angles α, β and γ with the -, - and -axes, then
Each of these angles is measured in the plane that contains and that axis, so the three angles do not lie in one flat drawing. The position vector of a point with coordinates is
A delivery drone hovering 30 m above a spot that lies 40 m east and 20 m north of its launch pad has , taking east, north and up. Its distance from the pad is .
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Answer 30 N
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Answer (C) 5 and 143.1°
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Answer False
3.6 Vector addition — analytical method
With a ruler and a protractor you can add any two vectors, but every sum takes time and carries the errors of your drawing. Working with components is quicker, and as exact as your arithmetic.
Write the two vectors in terms of their components:
Add them, and use the commutative and associative laws to collect the terms together and the terms together:
Comparing this with gives
So vectors add component by component: with , with . The rule extends at once. In three dimensions, add the -components too (). For any number of vectors, with subtraction allowed, combine the components with the same signs as the vectors. For ,
The vector lab lets you check this rule, and the graphical methods of Section 3.4, on any two vectors you like. Drag the arrow heads and compare the table of components with the drawing.
Three legs of a delivery run
A delivery rider goes 4.0 km east, then 3.0 km in a direction 60° north of east, then 2.0 km towards the north-west. Find her overall displacement.
Try it yourself first. Then reveal the solution one step at a time.
Magnitude and direction of a resultant
Two vectors and have magnitudes and , and the angle between them is θ. Find the magnitude of and the angle α that makes with . Check your answer for , and .
A blue arrow A runs from O to P along a horizontal line. From P an orange arrow B rises to S at an angle theta above the extension of OP. A vermillion arrow R joins O to S, making an angle alpha with OP. A dashed line extends OP to N, directly below S, and a dashed vertical drops from S to N with a right-angle mark. Labels give PN = B cos theta and SN = B sin theta.
Try it yourself first. Then reveal the solution one step at a time.
These two results have names. With the angles of the triangle in Fig. 3.9 (β is the angle between and ), they are the law of cosines and the law of sines:
If you know the cosine rule from trigonometry as , the plus sign here is no contradiction: the interior angle of the triangle at P is , and . Check the extremes: θ = 0 gives , θ = 180° gives , and θ = 90° gives Pythagoras.
An aircraft in a crosswind
A light aircraft heads due east with an airspeed of 240 km/h. A steady wind of 60 km/h blows from the south-east, that is, towards the north-west. Find the aircraft's velocity relative to the ground.
Try it yourself first. Then reveal the solution one step at a time.
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Answer 4.47 units
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Answer (A)
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Answer (B) 0°
3.7 Motion in a plane
With vectors in hand we can describe motion that is not confined to a line: a carrom striker gliding across the board, a pigeon circling a temple dome, a scooter taking a bend. The three ideas of Chapter 2, displacement, velocity and acceleration, carry over, with vectors in place of signed numbers.
3.7.1 Position vector and displacement
Set up – axes with the origin at any convenient point. A particle at P with coordinates has position vector ; the coordinates of a point are simply the components of its position vector. If the particle is at P at time and at P′ at a later time , its displacement is
Subtracting component by component,
- , the change in the -coordinate
- , the change in the -coordinate
In the simulation, O is fixed while P and Q can be dragged. The segments OP and OQ have the lengths of the two position vectors, PQ has the length of the displacement from P to Q, and the right-triangle legs on each segment show its - and -components.
A square coordinate grid from −10 to 10 on both axes with a fixed origin O and two draggable points, P at (−4, 2) and Q at (4, 8). Segments join O to P, O to Q and P to Q, each labelled with its length, and right-triangle legs show the x- and y-components of each segment. Dragging a point updates its coordinates and every length.
- Drag Q until the displacement PQ is 5 units long with Δx = 3. How many grid points work?
- Move P and Q by the same amount in the same direction. Which lengths change, and which one stays fixed?
- Make OQ shorter than OP while PQ stays 10 units long.
Velocity
The average velocity over the interval is the displacement divided by the time taken:
Dividing by a positive scalar does not change a direction, so points along , the chord from P to P′. The velocity (instantaneous velocity) is the limit of the average as the interval shrinks to zero:
What does the limit do to the direction? Fig. 3.11 keeps P fixed and lets the later point slide back along the path towards it. The chord swings round, and in the limit it lies along the tangent to the path at P. So at every point of a path the velocity is tangent to the path and points the way the object is moving. Sparks flying off a grinding wheel leave along tangents for exactly this reason.
4/4In the limit the direction is the tangent at P: this is the direction of .
A curved path rises from the lower left, arches over and comes down on the right, with a fixed point P near its lower left end. Step 1: a blue arrow, the displacement, runs from P to a point P1 far along the path, on the far side of the arch. Step 2: the first chord fades and a second chord runs to a nearer point P2 near the top; it is tilted more steeply. Step 3: a third chord runs to a point closer still. Step 4: the chords are faint and a thick vermillion arrow v leaves P along the tangent to the path, the direction the chords were approaching.
In components, take the limit of each term separately:
So if you know and , differentiating gives the velocity. Its magnitude, the speed, and its angle θ with the -axis follow as for any vector:
Acceleration
Acceleration is built from velocity exactly as velocity was built from position. Over an interval the average acceleration is
and the acceleration (instantaneous acceleration) is its limit:
The average acceleration points along , which you find with the triangle rule (Fig. 3.12). This need not be the direction of motion, and that is new. Along a line, and can only point the same way (speeding up) or opposite ways (slowing down). In a plane they can make any angle at all between 0° and 180°. When it is exactly 90°, the speed holds steady while the direction turns, as in Section 3.10.
4/4 points along , here up and to the left of the path.
A curved path bends upwards from the lower left. Step 1: at point P a blue arrow v points along the path. Step 2: at a later point P-prime a longer green arrow v-prime points along the path in a new, steeper direction. Step 3: on the right the two velocities are redrawn from one common tail, and a vermillion arrow delta v joins the head of v to the head of v-prime. Step 4: a purple arrow, the average acceleration, is drawn on the path between P and P-prime, pointing the same way as delta v, up and to the left, not along the path.
Velocity and acceleration from a position vector
A particle moves so that , with in seconds and each coefficient carrying the unit needed. (a) Find and . (b) Find the speed and the direction of motion at . (c) What is the angle between and at that instant?
Try it yourself first. Then reveal the solution one step at a time.
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Answer (D) along the tangent to the curve, in the direction of motion
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Answer 10 m/s
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Answer False
3.8 Motion in a plane with constant acceleration
Often the acceleration stays fixed in size and direction for a while: a ball in flight accelerates at , a puck on a tilted air table feels a steady push down the slope. Suppose is constant and the particle has velocity and position at .
With a constant acceleration, the average acceleration over any interval equals . Between and , , so
The velocity changes linearly with time, so its average over the interval is the mean of its end values, . The displacement is this average multiplied by :
Check: differentiating gives , which is (3.33a), and at it gives .
Written in components, the two vector equations become four ordinary ones:
Notice what is missing. The -equations contain only -quantities and the -equations only -quantities. Motion in a plane with constant acceleration is two independent straight-line motions, along perpendicular axes, happening at the same time, each obeying the equations of Chapter 2. Fig. 3.13 shows this with “shadows”: the projection of the particle on each axis moves like a separate one-dimensional object. In three dimensions a third axis adds a third independent motion.
4/4Seen on its own, each shadow obeys a one-dimensional equation; together they trace the curve.
Axes with origin at the lower left and a dotted curve showing the path of a particle that starts at the origin moving along x and curves upwards. A vermillion dot marks the particle at t = 0, 1, 2 and 3 s, one per step, with earlier positions left faint. Dashed lines drop from the particle to each axis, where a blue dot marks its x-shadow and a green dot its y-shadow. Step by step the x-shadow moves along the x-axis by larger and larger equal-time steps, and the y-shadow climbs the y-axis by growing steps, each like a separate straight-line motion with constant acceleration.
The vector forms (3.33a) and (3.34a) make no reference to any axes at all. You choose axes only when you want numbers, and you are free to pick whichever pair makes the algebra simplest. For a projectile that will be horizontal and vertical.
A model boat with a steady push
A model boat on a pond starts from the origin at with velocity . Its motor and a steady breeze together give it a constant acceleration . (a) Where is the boat when its -coordinate is 18 m? (b) What is its velocity then?
Try it yourself first. Then reveal the solution one step at a time.
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Answer (B) stays constant while grows
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Answer 17.9 m
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Answer False
3.9 Projectile motion
Throw a ball, kick a football, or watch water arc from a garden hose: once released, each is a projectile (प्रक्षेप्य), an object in flight acted on only by gravity. We neglect air resistance throughout, which is reasonable for compact, fairly slow objects over short distances. The acceleration is then the constant , straight down, so Section 3.8 applies directly. Take horizontal and vertically up. The horizontal motion has no acceleration at all, while the vertical motion is ordinary free fall, and the two run side by side without affecting each other.
Launch the projectile from the origin with speed at an angle above the horizontal. Its acceleration and the components of its initial velocity are
Putting these into the constant-acceleration equations with gives the position and velocity at any time :
The horizontal velocity never changes. Only the vertical velocity does, dropping by every second: it shrinks to zero at the top and then grows again pointing down (Fig. 3.14). At the highest point the velocity is horizontal, not zero, because the ball is still moving forward at .
3/5At the top and the velocity is horizontal; the height here is .
A dashed parabola rises from the launch point at the left of a level ground line and lands at the right. Each step shows a yellow ball at one point of the path with a blue arrow for the horizontal velocity, always the same length, a green arrow for the vertical velocity and a dashed vermillion arrow for the total velocity. Step 1, launch: a long green arrow points up and the total velocity v0 slants up at the launch angle. Step 2, rising: the green arrow is half as long. Step 3, top: there is no green arrow, only the blue one, and a dashed line drops to the ground marked h_m. Step 4, falling: the green arrow points down, half length. Step 5, landing: the green arrow points down with the same length as at launch, and a double-headed arrow along the ground marks the range R.
Equation of path of a projectile
Eliminate the time. From the first of (3.37), . Substitute this into the second:
For a given launch, , and are constants, so this has the form with : a parabola through the origin that opens downwards.
So the path, or trajectory, of every projectile is a parabola, as long as air resistance is negligible.
Time of maximum height and time of flight
This time of flight is exactly : over level ground the descent mirrors the climb.
Maximum height
Put into , or use with at the top. Either way the greatest height reached is
Horizontal range
The horizontal range is the horizontal distance covered by the time the projectile comes back to its launch height. Multiply the steady horizontal velocity by the time of flight, and use :
For a fixed launch speed, is largest when , that is when :
Angles equally far above and below 45° give the same range, as Fig. 3.15 shows and Example 3.6 proves. The steeper launch climbs higher and stays up longer. You can test all of this in the projectile lab.
3/3At 45° the range is the largest possible, .
Parabolic paths launched from one point at the left of a level ground line, all at the same speed. Step 1: a solid blue path at 30 degrees and a dashed blue path at 60 degrees; the 60 degree path climbs three times as high, yet both land on the same marked point, labelled same range. Step 2: those paths fade and an orange pair at 15 and 75 degrees lands on a nearer common point. Step 3: a thick vermillion path at 45 degrees lands furthest of all, labelled maximum range, with the other pairs faint for comparison.
Complementary angles, equal ranges
(a) Show that launch angles of and give the same horizontal range for the same launch speed. (b) A ball is thrown at 25 m/s, once at 30° and once at 60°. Compare the ranges, greatest heights and flight times. Take .
Try it yourself first. Then reveal the solution one step at a time.
A parcel thrown from a bridge
From a bridge 44.1 m above a river, a boy throws a parcel horizontally at 12 m/s to a friend in a boat. Neglect air resistance and take . (a) How long is the parcel in the air? (b) How far from the foot of the bridge, horizontally, does it land? (c) With what velocity does it hit the water?
Try it yourself first. Then reveal the solution one step at a time.
A football kicked at an angle
A footballer kicks a ball from the ground at 22 m/s, 37° above the horizontal. Find (a) the greatest height the ball reaches, (b) the time until it lands on level ground, and (c) how far away it lands. Take and ignore air resistance.
Try it yourself first. Then reveal the solution one step at a time.
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Answer (A) a horizontal velocity, and acceleration g downwards
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Answer 2.04 s
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Answer (C) They land at the same distance
3.10 Uniform circular motion
A stone whirled on a string, the tip of a ceiling-fan blade, a satellite in a circular orbit, a car circling a roundabout with a steady speedometer reading: each moves on a circle at constant speed. This is uniform circular motion. Only the speed is steady: the direction of motion changes from instant to instant, so the velocity changes, and the object must be accelerating even though its speed never does. Which way does this acceleration point, and how large is it?
Let the object move with speed on a circle of radius about the centre C, and let it be at P at time and at P′ a short time later. Its velocities and are tangents, so each is perpendicular to the radius drawn to its point. Both have length , so is the base of an isosceles triangle. Fig. 3.17 draws this triangle next to the circle. When P and P′ are placed symmetrically, points straight inwards, along the line that bisects the angle PCP′, so the average acceleration also points inwards. As shrinks, P′ closes in on P, and in the limit the acceleration at P points exactly at the centre.
3/3In the limit the acceleration at P points at C, with magnitude .
A circle with centre C on the left. Step 1: points P and P-prime lie 60 degrees apart on the right of the circle, joined to C by radii with the angle delta theta marked; a blue velocity arrow v at P and a green arrow v-prime at P-prime are drawn along the tangents. On the right the two arrows are redrawn from one common tail, and a vermillion arrow delta v joins their heads, pointing left, the direction from the arc towards C. Step 2: the same construction with the points only 30 degrees apart; delta v is shorter and still points towards the centre. Step 3: in the limit there is a single point P with a blue tangent velocity v and a thick vermillion acceleration arrow a pointing straight at C, labelled a_c = v squared over R.
The radii CP and CP′, each of length , meet at an angle . Each velocity is turned 90° from its radius, so the angle between and is also . The triangle of position vectors (sides , , ) and the triangle of velocities (sides , , ) are therefore similar isosceles triangles, and
Divide by and take the limit. For a very short interval the chord equals the arc , so :
This centripetal acceleration (अभिकेंद्र त्वरण) keeps the same size, , all the way round, but it always aims at the centre: downwards when the object is at the top of the circle, upwards when it is at the bottom. So is not a constant vector, and the constant-acceleration equations of Section 3.8 can never be used for circular motion.
Angular speed
Circular motion is often easier to describe by angle than by distance. As the object goes from P to P′, the radius sweeps through the angle , its angular displacement. The angular speed ω is the rate at which this angle changes:
It is measured in radians per second. The arc covered in is (with θ in radians), so the speed and the centripetal acceleration are
One full revolution takes the period and covers a distance . The frequency is the number of revolutions per second. Hence
A toy train on a circular track
A toy train runs steadily round a circular track of radius 0.75 m and completes 12 laps in 60 s. (a) Find its angular speed and its speed. (b) Is its acceleration a constant vector? Find its magnitude.
Try it yourself first. Then reveal the solution one step at a time.
Show answer
Answer (D) Speed
Show answer
Answer 592 m/s²
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Answer (C) becomes four times as large
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Answer False
Motion in a Plane: key points and summary
- Scalars have magnitude only and follow ordinary algebra; vectors have magnitude and direction and add by the triangle law (Section 3.2).
- Displacement depends only on the end points; its magnitude never exceeds the path length (Section 3.2.1).
- Equal vectors have the same magnitude and direction; has magnitude and is reversed when λ < 0 (Section 3.2.2, Section 3.3).
- Vectors add head to tail or by the parallelogram rule; addition is commutative and associative, and (Section 3.4).
- The null vector has zero magnitude and no direction: the displacement of a round trip ((3.3)).
- Any vector in a plane splits uniquely along two non-parallel directions: (Section 3.5).
- with , , and (Rectangular components).
- Components of a sum are sums of components; the magnitude of is (Section 3.6).
- is tangent to the path; points along and can make any angle with (Section 3.7).
- With constant : and , two independent 1D motions (Section 3.8).
- A projectile moves uniformly sideways while it falls freely; its path is a parabola (Section 3.9).
- , , , , largest at 45° (Horizontal range).
- In uniform circular motion , always towards the centre, so it is not a constant vector (Section 3.10).
- , and (Angular speed).
Formula revision
Practice questions with answers (NCERT “Exercises”)
Pick all the vector quantities in this list.
Select all that applyShow answer
Answer- (A) weight
- (C) linear momentum
- (E) impulse
Weight (a force), linear momentum and impulse all have directions and add by the triangle law. Kinetic energy, temperature and average speed have no direction: they are scalars.Pick the two scalars in this list.
Select all that applyShow answer
Answer- (B) electric potential
- (E) energy
Electric potential and energy are scalars. Torque, gravitational field, angular velocity and magnetic field are all vectors.Which is the only vector quantity in this list?
Show answer
Answer (E) momentum
Momentum, mass times velocity, is a vector. Current has a sense along the wire, but currents meeting at a junction add as plain numbers, so current is a scalar, like the rest of the list.Decide, with a reason, whether each operation is physically meaningful.
Adding a mass of 3 kg to a time of 4 s is meaningful.
Show answer
Answer False
Scalars can be added only when they have the same unit; kilograms and seconds cannot be combined by addition.Multiplying a velocity by a mass is meaningful.
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Answer True
A vector may be multiplied by any scalar. Mass × velocity is the momentum, a vector along the velocity.Adding a speed of 5 m/s to a velocity of 5 m/s due east is meaningful.
Show answer
Answer False
A scalar cannot be added to a vector, even with the same unit: the sum would have no definite direction.Subtracting one force from another force is meaningful.
Show answer
Answer True
Vectors of the same kind can be subtracted: .
True or false? Give a reason for each.
The magnitude of a vector can be negative.
Show answer
Answer False
A magnitude is a length on some scale, so it is zero or positive. A minus sign in front of a vector reverses its direction instead.Each component of a vector, such as , is a scalar that may be negative.
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Answer True
is a number with a unit; it is negative when the vector leans towards . The vector piece is .For some trip, a taxi can have a path length smaller than the magnitude of its displacement.
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Answer False
The straight line between start and finish is the shortest possible route, so the path length is always at least the magnitude of the displacement.Three vectors that do not lie in one plane can add up to the null vector.
Show answer
Answer False
If a + b + c = 0 then c = −(a + b), which lies in the plane of a and b. So three vectors with a zero sum must be coplanar.
For any two vectors and with angle θ between them, prove the following, and say when the equality holds.
Show solution
Since :
Equality holds only when θ = 0°: the vectors point the same way. Geometrically, a side of a triangle is never longer than the other two sides together.
Show solution
Since :
Equality holds only when θ = 180°: the vectors are antiparallel and the triangle flattens into a line.
Show solution
Apply (a) and (b) to and , which has the same magnitude . The upper bound is reached when and are antiparallel, and the lower bound when they are parallel.
Four forces act on a ring and keep it at rest: . Which statements must be true?
Select all that applyShow answer
Answer- (B)
- (D) If and are not parallel, lies in their plane
, so the two sums have equal magnitudes (B), and lies in the plane of and (D). A is false: 3, 4, 5 and 6 N forces can balance. C is false: the sum of their magnitudes.A round lake has a radius of 150 m. Three friends go from a jetty J on the shore to the point K diametrically opposite: Asha rows straight across, Bilal walks half-way round the shore, and Chitra rows along a chord to a point a quarter of the way round and then along a second chord to K.
What is the magnitude of the displacement of each friend, in metres?
mShow answer
Answer 300 m
Every route starts at J and ends at K, so each displacement is the diameter, 300 m from J to K.For whom does the path length equal the magnitude of the displacement?
Show solution
AnswerOnly for Asha.
Asha's straight row is 300 m. Bilal walks . Each of Chitra's chords is , so she covers . Only the straight line has path length equal to the displacement.
A robotic lawn mower starts from the middle O of a round lawn of radius 20 m, drives straight to a point P on the edge, follows the edge for one-sixth of the way round to Q, and drives straight back to O. The trip takes 2.0 min.
What is the net displacement?
Show solution
AnswerZero
The mower finishes where it started, at O, so the net displacement is the null vector.
What is the average velocity?
Show solution
AnswerZero
Average velocity is displacement ÷ time = 0 ÷ 2.0 min = 0.
What is the average speed, in m/s?
m/sShow answer
Answer 0.508 m/s
Path length ; time ; average speed .
A robot moves 1.0 m in a straight line, turns 45° to its left, moves another 1.0 m, turns 45° left again, and so on. Find the magnitude of its displacement from the starting point after it has travelled:
2.0 m
mShow answer
Answer 1.85 m
, so , at 22.5° to the first leg; the path length is 2.0 m.4.0 m
mShow answer
Answer 2.61 m
After four legs the components are and , so at 67.5° to the first leg: the widest part of the octagon. Path length 4.0 m.8.0 m
mShow answer
Answer 0 m
Eight 45° turns make a full 360°: the robot has gone round a regular octagon and is back at the start. Displacement 0, path length 8.0 m.
Two jetties on a lake are 6.0 km apart in a straight line. A sightseeing boat leaves one, follows a 15 km tour route and ties up at the other 25 min later.
What is the average speed of the boat, in km/h?
km/hShow answer
Answer 36 km/h
.What is the magnitude of its average velocity, in km/h? Are the two equal?
km/hShow answer
Answer 14.4 km/h
. They differ because the path length (15 km) is longer than the displacement (6.0 km).
In a covered stadium the roof is 20 m above the pitch. A goalkeeper kicks the ball from the ground at 30 m/s. How far down the pitch can the ball land, at most, without touching the roof? ()
mShow solution
At 45° the ball would rise to : it would hit the roof. So use the steepest angle whose greatest height is exactly 20 m:
so θ = 41.3°. Then .
A fire-hose nozzle sends out water at a fixed speed. On level ground the farthest the jet reaches is 32 m. Pointed straight up, how high does the water rise?
mShow answer
Answer 16 m
, and straight up (air drag ignored).A child flies a tethered toy aeroplane on a 1.2 m string in a horizontal circle at constant speed, making 20 revolutions in 30 s. Find the magnitude and direction of the aeroplane's acceleration.
m/s²Show answer
Answer 21.1 m/s²
, so , always directed along the string towards the centre.A racing car takes a circular bend of radius 200 m at a steady 216 km/h. Express its centripetal acceleration as a multiple of ().
× gShow answer
Answer 1.84 × g
; ; .True or false? Give a reason for each.
For a particle moving on a circle with increasing speed, the acceleration points along the radius towards the centre.
Show answer
Answer False
When the speed changes there is also a tangential part, , so the total acceleration points inside the circle but not at the centre.The velocity of a particle at any point is along the tangent to its path at that point.
Show answer
Answer True
Velocity is the limit of Δr/Δt, and in that limit the chord becomes the tangent.In uniform circular motion, the average acceleration over half a revolution is zero.
Show answer
Answer False
After half a turn the velocity has reversed, so in a time : the average acceleration is , pointing across the diameter. Over a full turn it would be zero.
The position of a particle is , with in seconds.
Find and .
Show solution
Answer,
Differentiate each component: , ; then , .
Find the speed at , in m/s.
m/sShow answer
Answer 12.6 m/s
, so , at to the -axis.Is the acceleration constant?
Show answer
Answer False
grows with time, so the constant-acceleration equations do not apply to this particle.
A particle leaves the origin at with velocity and moves with constant acceleration .
At what time is its x-coordinate 18 m?
sShow answer
Answer 3 s
.What is its y-coordinate then, in metres?
mShow answer
Answer 22.5 m
.What is its speed then, in m/s?
m/sShow answer
Answer 12.4 m/s
, , so .
Here and are unit vectors along the - and -axes.
Find the magnitude of and the angle it makes with the -axis.
Show solution
Answer5, at 53.1° below the +x-axis
Magnitude . The vector points right and down, so the angle is .
Write the unit vector along .
Show solution
Answer
Divide by the magnitude: . Check: .
Resolve along the directions of and .
Show solution
Answer, of magnitudes 4.24 and 1.41
Write . Matching components: and , so λ = 3 and μ = 1.
The components are , of magnitude , and , of magnitude .
A car drives along a winding road, speeding up and slowing down. Between times and , which relations are always true?
Select all that applyShow answer
Answer- (A)
- (B)
A and B are the definitions of average velocity and average acceleration, true for any motion. C and D hold only when the acceleration is constant, which it is not on a winding road.True or false? Back each answer with an example.
A scalar can never be negative.
Show answer
Answer False
Temperature in °C (−5 °C on a Ladakh night) and electric charge can be negative.A scalar has the same value in coordinate systems with differently oriented axes.
Show answer
Answer True
A scalar has no direction, so rotating the axes cannot change it; the components of a vector do change.A scalar must have the same value at every point in space.
Show answer
Answer False
The temperature in a room is a scalar, yet it is higher near a heater than near a window.A scalar must be conserved in every process.
Show answer
Answer False
Kinetic energy is a scalar but is not conserved in a collision in which the bodies stick together.
A survey drone flies level, 120 m above a field. A student standing in the field watches it pass between two positions, symmetric about the vertical through her, that subtend an angle of 20° at her eye; this takes 2.0 s. What is the speed of the drone?
m/sShow solution
Each half of the path subtends 10°, so the distance covered is
and the speed is (about 76 km/h).
Two forces of 6 N and 8 N act on a body. Which value can not be the magnitude of their resultant?
Show answer
Answer (D) 15 N
The resultant lies between 8 − 6 = 2 N and 8 + 6 = 14 N; 10 N occurs when the forces are perpendicular. 15 N is impossible.A projectile is launched at 20 m/s, 60° above the horizontal. What is its speed at the highest point, in m/s?
m/sShow answer
Answer 10 m/s
At the top only remains.Assertion (A): In uniform circular motion the acceleration is constant. Reason (R): The magnitude of the centripetal acceleration, , does not change.
Show answer
Answer (D) A is false, but R is true
R is true: and are fixed. A is false: the acceleration always points at the centre, so its direction turns with the object, and a vector whose direction changes is not constant.Two stones are thrown from level ground at the same speed, at 30° and at 60° above the horizontal. What is the ratio of their greatest heights, h(30°) : h(60°)?
Show answer
Answer (A) 1 : 3
. The ratio is that of their flight times.At what launch angle, in degrees, is the horizontal range of a projectile equal to its greatest height?
°Show answer
Answer 76 °
. Setting this equal to 1 gives , so .Match each quantity with its formula.
Tap an item on the left, then its match on the right.
Show answer
Answer- time of flight :
- greatest height :
- horizontal range :
- centripetal acceleration :
The range needs the product , hence ; the height uses only the vertical component, hence .
Find your NCERT exercise question
Our practice questions are written for ncert.ai and follow the NCERT exercises. Find the one that matches the question in your textbook; its answer is with it.
| In your NCERT textbook | Practice question here |
|---|---|
| NCERT Exercise 3.1 | Practice Q1 |
| NCERT Exercise 3.2 | Practice Q2 |
| NCERT Exercise 3.3 | Practice Q3 |
| NCERT Exercise 3.4 | Practice Q4 |
| NCERT Exercise 3.5 | Practice Q5 |
| NCERT Exercise 3.6 | Practice Q6 |
| NCERT Exercise 3.7 | Practice Q7 |
| NCERT Exercise 3.8 | Practice Q8 |
| NCERT Exercise 3.9 | Practice Q9 |
| NCERT Exercise 3.10 | Practice Q10 |
| NCERT Exercise 3.11 | Practice Q11 |
| NCERT Exercise 3.12 | Practice Q12 |
| NCERT Exercise 3.13 | Practice Q13 |
| NCERT Exercise 3.14 | Practice Q14 |
| NCERT Exercise 3.15 | Practice Q15 |
| NCERT Exercise 3.16 | Practice Q16 |
| NCERT Exercise 3.17 | Practice Q17 |
| NCERT Exercise 3.18 | Practice Q18 |
| NCERT Exercise 3.19 | Practice Q19 |
| NCERT Exercise 3.20 | Practice Q20 |
| NCERT Exercise 3.21 | Practice Q21 |
| NCERT Exercise 3.22 | Practice Q22 |
Quick check: MCQs on Motion in a Plane
- 3.2.2 Equality of vectors4 questions
- 3.3 Multiplication of vectors by real numbers2 questions
- 3.4 Addition and subtraction of vectors — graphical method4 questions
- Vectors in three dimensions3 questions
- 3.6 Vector addition — analytical method3 questions
- Acceleration3 questions
- 3.8 Motion in a plane with constant acceleration3 questions
- Horizontal range3 questions
- Angular speed4 questions
Key terms (English–Hindi)
- angular speedकोणीय चालkoniya chaal
- The rate of change of the angle swept by the radius, , in rad/s.First seen in the chapter →
- centripetal accelerationअभिकेंद्र त्वरणabhikendra tvaran
- The acceleration of uniform circular motion, always pointing towards the centre.First seen in the chapter →
- componentघटकghatak
- The part of a vector along a chosen axis; can be positive, negative or zero.First seen in the chapter →
- displacementविस्थापनvisthapan
- The change in position, , from the initial to the final point, whatever the route.First seen in the chapter →
- horizontal rangeक्षैतिज परासkshaitij paras
- The horizontal distance a projectile covers before returning to its launch height, .First seen in the chapter →
- null vectorशून्य सदिशshunya sadish
- The vector of zero magnitude, , with no definite direction.First seen in the chapter →
- position vectorस्थिति सदिशsthiti sadish
- The arrow from a chosen origin to the point where an object is: .First seen in the chapter →
- projectileप्रक्षेप्यprakshepya
- An object in flight after being thrown or launched, moving under gravity alone.First seen in the chapter →
- resultantपरिणामीparinami
- The single vector equal to the sum of two or more vectors.First seen in the chapter →
- scalarअदिशadish
- A quantity fully described by a number and a unit, such as mass, time or temperature.First seen in the chapter →
- time of flightउड्डयन कालuddayan kaal
- The time a projectile spends in the air before returning to its launch height, .First seen in the chapter →
- trajectoryप्रक्षेप पथprakshep path
- The path followed by a moving object; for a projectile without air drag, a parabola.First seen in the chapter →
- uniform circular motionएकसमान वृत्तीय गतिeksaman vrittiya gati
- Motion along a circle at constant speed; the velocity keeps changing direction.First seen in the chapter →
- unit vectorएकांक सदिशekank sadish
- A dimensionless vector of magnitude 1 that only shows a direction, such as , , .First seen in the chapter →
- vectorसदिशsadish
- A quantity with magnitude and direction that adds by the triangle law, such as displacement or force.First seen in the chapter →