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2D Motion & Vectors Overview

Jul 21, 2025

Overview

This lecture covers essential concepts, skills, and tips for solving two-dimensional (2D) motion and vector problems, providing step-by-step solutions to various example problems.

Key Concepts for 2D Motion & Vectors

  • Geometry knowledge is needed, especially right triangles using Pythagorean theorem and trigonometric functions (sine, cosine, tangent).
  • Familiarity with Cartesian coordinate systems (x and y axes, positive/negative directions) is required; sometimes problems use rotated or flipped axes.
  • Vectors can be described by magnitude and angle; know how to draw, find components, magnitude, and angle, and how to add them graphically and mathematically.
  • Use 1D kinematic equations (for linear motion), applied separately to x and y components in 2D problems.

Tips for Solving 2D Motion & Vector Problems

  • Always draw a clear picture of the scenario and vectors, but rely on calculations rather than estimates from your drawing.
  • Pay close attention to how angles are described; use conventional angles measured counterclockwise from the positive x-axis when applicable.
  • Convert 2D problems into separate 1D problems for the x and y directions using components.
  • Double-check calculator settings (degrees vs. radians) for trigonometric calculations.

Example Problem Solutions

Adding Two Vectors (A + B)

  • Write down given magnitudes and angles, identify if angles are relative to the x-axis.
  • Find x and y components using: ax = a·cos(θ), ay = a·sin(θ); same for b.
  • Add components: cx = ax + bx, cy = ay + by.
  • Find magnitude: √(cx² + cy²); angle: arctan(cy/cx), adjust reference angle as needed.

Displacement Below the Horizontal (Zipline)

  • Draw initial and final points, label horizontal and vertical distances.
  • Form a right triangle with legs (horizontal, vertical); angle below horizontal = arctan(vertical/horizontal).
  • Solution: angle = 6.2° below horizontal.

Relative Motion (Plane in Wind)

  • Draw plane's velocity south and wind's velocity west as perpendicular vectors.
  • Use Pythagorean theorem for resultant (ground) speed: √(800² + 120²) = 809 km/h.
  • Angle off original direction: arctan(120/800) = 8.5° west of south.

Coordinates and Vector Motion (Hockey Puck)

  • Initial position: (6, 4) m; velocity: 16 m/s at 72° to x-axis; time: 2 s.
  • Displacement magnitude: velocity × time = 32 m.
  • Find x, y components: Δx = 32·cos(72°), Δy = 32·sin(72°).
  • Final coordinates: (6 + Δx, 4 + Δy) = (15.9, 34.4) m.

Key Terms & Definitions

  • Vector — a quantity with both magnitude and direction.
  • Component — the projection of a vector along an axis (e.g., x or y).
  • Magnitude — the length or size of a vector.
  • Reference Angle — the smallest angle between a vector and a given axis.
  • Displacement — the change in position of an object, expressed as a vector.

Action Items / Next Steps

  • Review right triangle trigonometry and Pythagorean theorem.
  • Practice breaking vectors into components and adding them.
  • Complete any assigned homework on 2D kinematic problems.
  • Double check calculator mode before doing trig calculations.