Study sheet: Projectile Motion Fundamentals

Course Outline

  1. Two-Dimensional Motion Framework
  2. Projectile Components and Assumptions
  3. Projectile Motion Calculations
  4. Trajectory and Standard Quantities
  5. Velocity, Momentum, and Torque
  6. Angular Momentum and Torque Methods
  7. Trajectory Equation Applications
  8. Projectile Motion Strategies and Formulas
  9. Projectile Motion Core Relations
  10. Projectile Comparisons and Motion Types
  11. Projectile Range with Changed Gravity
  12. Projectile Motion on an Inclined Plane
  13. Tower Drops and Relative Motion
  14. Relative Velocity Fundamentals
  15. Relative Motion Applications
  16. Projectile and Catch-Up Problems
  17. Relative Motion Along a Line
  18. Relative Motion of Projectiles

1. Two-Dimensional Motion Framework

β˜… Must-know

πŸ“Œ Projectile motion is two-dimensional motion in which the particle moves simultaneously along independent horizontal and vertical axes.

πŸ“Œ When analyzing horizontal motion, the vertical motion can be ignored, and when analyzing vertical motion, the horizontal motion can be ignored.

Further detail

πŸ“Œ The position vector of a particle with coordinates x and y relative to the origin is rβƒ—=xi^+yj^\vec r=x\hat i+y\hat j.

  • The course treats projectile motion as a part of kinematics involving motion along two independent axes.

Memory Hook

x moves independently, whereas y responds to gravity

2. Projectile Components and Assumptions

Essential Points

  • In the standard projectile model, air resistance is neglected unless the problem explicitly includes it.

  • The acceleration due to gravity is taken as constant, with g=9.8 m sβˆ’2g=9.8\,\mathrm{m\,s^{-2}} or approximately 10 m sβˆ’210\,\mathrm{m\,s^{-2}} unless another value is specified.

  • For a particle in flight under gravity alone, the acceleration is vertically downward with magnitude g, regardless of whether the particle is rising, falling, or moving at an angle.

πŸ“ Formula β€” With upward and rightward directions chosen as positive, the projectile acceleration is aβƒ—=βˆ’gj^\vec a=-g\hat j, so the horizontal acceleration is zero.

πŸ“Œ Because the horizontal acceleration is zero, the horizontal velocity remains constant throughout the flight before impact.

Memory Hook

No horizontal force β†’ zero horizontal acceleration β†’ constant horizontal velocity

3. Projectile Motion Calculations

β˜… Must-know

  • A particle projected at 100 m/s at 53Β° to the vertical has an angle of 37Β° to the horizontal and initial components ux=100cos⁑37∘=80 m sβˆ’1u_x=100\cos37^\circ=80\,\mathrm{m\,s^{-1}} and uy=100sin⁑37∘=60 m sβˆ’1u_y=100\sin37^\circ=60\,\mathrm{m\,s^{-1}}.

πŸ“ Formula β€” For this example, the velocity at time t is vβƒ—(t)=80i^+(60βˆ’10t)j^ m sβˆ’1\vec v(t)=80\hat i+(60-10t)\hat j\,\mathrm{m\,s^{-1}} when g=10 m sβˆ’2g=10\,\mathrm{m\,s^{-2}}.

πŸ“ Formula β€” For the same example, the position vector at time t is rβƒ—(t)=80ti^+(60tβˆ’5t2)j^ m\vec r(t)=80t\hat i+(60t-5t^2)\hat j\,\mathrm{m} when the particle is projected from the origin.

πŸ“ Formula β€” The time to reach the highest point is found by setting the vertical velocity to zero, giving tmax=uyg=6010=6 st_{\mathrm{max}}=\frac{u_y}{g}=\frac{60}{10}=6\,\mathrm{s}.

πŸ“ Formula β€” For the example returning to the same level, the time of flight is T=2tmax=12 sT=2t_{\mathrm{max}}=12\,\mathrm{s} and the range is R=uxT=80Γ—12=960 mR=u_xT=80\times12=960\,\mathrm{m}.

πŸ“ Formula β€” The maximum height in the example is obtained from vertical motion and equals Hmax=uy22g=6022Γ—10=180 mH_{\mathrm{max}}=\frac{u_y^2}{2g}=\frac{60^2}{2\times10}=180\,\mathrm{m}.

πŸ“ Formula β€” Eliminating time from x=80tx=80t and y=60tβˆ’5t2y=60t-5t^2 gives the trajectory equation y=βˆ’x21280+3x4y=-\frac{x^2}{1280}+\frac{3x}{4}, which is a downward-opening parabola.

Further detail

πŸ“ Formula β€” At time t, the angle ΞΈ made by the velocity with the horizontal satisfies tan⁑θ=vyvx=60βˆ’10t80\tan\theta=\frac{v_y}{v_x}=\frac{60-10t}{80}.

πŸ“ Formula β€” At t=2 s, the particle has velocity vβƒ—=80i^+40j^ m sβˆ’1\vec v=80\hat i+40\hat j\,\mathrm{m\,s^{-1}} and position vector rβƒ—=160i^+100j^ m\vec r=160\hat i+100\hat j\,\mathrm{m}.

πŸ“ Formula β€” The angular momentum of the particle about the projection point is calculated using Lβƒ—=rβƒ—Γ—mvβƒ—\vec L=\vec r\times m\vec v, and the torque of gravity about that point is calculated using Ο„βƒ—=rβƒ—Γ—Fβƒ—\vec\tau=\vec r\times\vec F with Fβƒ—=mgβƒ—\vec F=m\vec g.

Memory Hook

Resolve β†’ evolve in time β†’ find position β†’ eliminate time

4. Trajectory and Standard Quantities

Essential Points

πŸ“ Formula β€” For a projectile launched with speed u at angle ΞΈ, the initial velocity is uβƒ—=ucos⁑θ i^+usin⁑θ j^\vec{u}=u\cos\theta\,\hat{i}+u\sin\theta\,\hat{j} and the acceleration is aβƒ—=βˆ’gj^\vec{a}=-g\hat{j}.

πŸ“ Formula β€” At time t, the projectile velocity is vβƒ—=ucos⁑θ i^+(usinβ‘ΞΈβˆ’gt) j^\vec{v}=u\cos\theta\,\hat{i}+(u\sin\theta-gt)\,\hat{j}.

πŸ“ Formula β€” The coordinates of the projectile at time t are x=ucos⁑θ tx=u\cos\theta\,t and y=usin⁑θ tβˆ’12gt2y=u\sin\theta\,t-\frac{1}{2}gt^2.

πŸ“ Formula β€” Eliminating time between the coordinate equations gives the trajectory equation y=xtanβ‘ΞΈβˆ’gx22u2cos⁑2ΞΈy=x\tan\theta-\frac{gx^2}{2u^2\cos^2\theta}.

πŸ“ Formula β€” For a projectile returning to its launch level, the time to reach maximum height is tup=usin⁑θgt_{\mathrm{up}}=\frac{u\sin\theta}{g} and the total time of flight is T=2usin⁑θgT=\frac{2u\sin\theta}{g}.

πŸ“ Formula β€” For a projectile returning to its launch level, the maximum height is H=u2sin⁑2ΞΈ2gH=\frac{u^2\sin^2\theta}{2g} and the range is R=u2sin⁑2ΞΈgR=\frac{u^2\sin 2\theta}{g}.

Memory Hook

Resolve velocity β†’ eliminate time β†’ obtain trajectory

5. Velocity, Momentum, and Torque

β˜… Must-know

πŸ“Œ Velocity is perpendicular to acceleration when their dot product is zero, so vβƒ—β‹…aβƒ—=0\vec v\cdot\vec a=0; for the given acceleration βˆ’10j^-10\hat j and velocity 80i^+(60βˆ’10t)j^80\hat i+(60-10t)\hat j, this occurs at t=6Β st=6\text{ s}, the highest point.

πŸ“Œ Velocity is perpendicular to the initial velocity when vβƒ—β‹…uβƒ—=0\vec v\cdot\vec u=0; for uβƒ—=80i^+60j^\vec u=80\hat i+60\hat j and vβƒ—=80i^+(60βˆ’10t)j^\vec v=80\hat i+(60-10t)\hat j, the mathematical time is t=503Β st=\frac{50}{3}\text{ s}, which is not physically possible if the flight ends at 12 s.

πŸ“ Formula β€” When the projectile lands at its original height, its final velocity is vβƒ—f=ucos⁑θ i^βˆ’usin⁑θ j^\vec v_f=u\cos\theta\,\hat i-u\sin\theta\,\hat j, obtained by reversing the vertical component while preserving the horizontal component.

Further detail

πŸ“ Formula β€” The change in velocity between launch and landing at the same height is Ξ”vβƒ—=vβƒ—fβˆ’vβƒ—i=βˆ’2usin⁑θ j^\Delta\vec v=\vec v_f-\vec v_i=-2u\sin\theta\,\hat j, and the change in momentum is Ξ”pβƒ—=mΞ”vβƒ—\Delta\vec p=m\Delta\vec v.

πŸ“ Formula β€” The torque of gravitational force about the origin at position rβƒ—=xi^+yj^\vec r=x\hat i+y\hat j is Ο„βƒ—=rβƒ—Γ—(βˆ’mgj^)=mgxk^\vec\tau=\vec r\times(-mg\hat j)=mgx\hat k.

πŸ“ Formula β€” At the highest point, the angular momentum magnitude about the launch point is L=mH ucos⁑θL=mH\,u\cos\theta, because the position has horizontal coordinate R/2R/2 and vertical coordinate H while the velocity is horizontal.

Memory Hook

Horizontal motion stays constant in the basic case, whereas vertical motion changes under gravity

6. Angular Momentum and Torque Methods

β˜… Must-know

πŸ“ Formula β€” The torque about a point is Ο„βƒ—=rβƒ—Γ—Fβƒ—\vec\tau=\vec r\times\vec F.

  • For a position vector, differentiating once gives velocity, differentiating twice gives acceleration, and multiplying acceleration by mass gives force.

Further detail

  • If force is given and the particle starts from rest at the origin, integrating force divided by mass gives velocity and integrating velocity gives the position vector.

  • For rβƒ—=103t3i^+5t2j^\vec r=\frac{10}{3}t^3\hat i+5t^2\hat j, differentiating gives velocity, and at t=1Β st=1\ \mathrm{s} the velocity is obtained by substituting that time into the derivative.

Memory Hook

Position β†’ velocity β†’ acceleration β†’ force β†’ torque

7. Trajectory Equation Applications

β˜… Must-know

πŸ“ Formula β€” For a projectile launched from ground level, the trajectory equation is y=xtanβ‘ΞΈβˆ’gx22u2cos⁑2ΞΈy=x\tan\theta-\frac{gx^2}{2u^2\cos^2\theta}.

  • To find the horizontal range from a trajectory equation, set y=0y=0 and take the nonzero value of x.

  • For y=xβˆ’x280y=x-\frac{x^2}{80}, setting y=0y=0 gives a horizontal range of 80Β m80\ \mathrm{m}.

  • To find the maximum height from a trajectory equation, set dydx=0\frac{dy}{dx}=0 to locate the highest point and then substitute that x-coordinate into the trajectory equation.

Further detail

  • For y=xβˆ’x280y=x-\frac{x^2}{80}, the maximum occurs at x=40Β mx=40\ \mathrm{m} and the maximum height is 20Β m20\ \mathrm{m}.

  • Comparing a given trajectory equation with the standard form identifies tan⁑θ\tan\theta from the coefficient of x and identifies uu from the coefficient of x2x^2.

Memory Hook

Range: y = 0; highest point: dy/dx = 0

8. Projectile Motion Strategies and Formulas

β˜… Must-know

πŸ“Œ For fixed initial speed in ground-to-ground motion, the range is maximum at ΞΈ=45∘\theta=45^\circ and has maximum value u2g\frac{u^2}{g}.

πŸ“Œ For a fixed speed and equal launch and landing levels, launch angles ΞΈ\theta and 90βˆ˜βˆ’ΞΈ90^\circ-\theta produce the same range.

  • Projectile motion is solved by resolving the initial velocity into horizontal and vertical components, treating horizontal motion separately from vertical motion, and recombining the resulting coordinates or velocities.

Further detail

πŸ“Œ When a horizontal force acts in addition to gravity, horizontal velocity is not constant, but if no additional vertical force acts, the initial and final vertical speeds can still be related through vertical motion.

  • For a projectile launched at 50Β m sβˆ’150\ \mathrm{m\,s^{-1}} at 37Β° using the 3–4–5 component values, the horizontal and vertical components are respectively 40Β m sβˆ’140\ \mathrm{m\,s^{-1}} and 30Β m sβˆ’130\ \mathrm{m\,s^{-1}}.

Memory Hook

Resolve components β†’ use independent horizontal and vertical motion β†’ reconstruct the result

9. Projectile Motion Core Relations

β˜… Must-know

πŸ“ Formula β€” For a projectile launched with speed uu at angle ΞΈ\theta to the horizontal, the time of flight is T=2usin⁑θgT=\frac{2u\sin\theta}{g}, the maximum height is H=u2sin⁑2ΞΈ2gH=\frac{u^2\sin^2\theta}{2g}, and the horizontal range is R=u2sin⁑2ΞΈgR=\frac{u^2\sin 2\theta}{g} for ground-to-ground motion.

πŸ“ Formula β€” If the initial velocity components are ux=ucos⁑θu_x=u\cos\theta and uy=usin⁑θu_y=u\sin\theta, then T=2uygT=\frac{2u_y}{g}, H=uy22gH=\frac{u_y^2}{2g}, and R=2uxuygR=\frac{2u_xu_y}{g} when horizontal acceleration is zero.

πŸ“Œ For fixed launch speed in ground-to-ground motion, the range is maximum at ΞΈ=45∘\theta=45^\circ because sin⁑2ΞΈ\sin 2\theta is maximum when it equals 1.

πŸ“Œ For fixed launch speed, complementary projection angles ΞΈ\theta and 90βˆ˜βˆ’ΞΈ90^\circ-\theta produce the same ground-to-ground range because sin⁑(180βˆ˜βˆ’2ΞΈ)=sin⁑2ΞΈ\sin(180^\circ-2\theta)=\sin 2\theta.

Further detail

  • At the highest point of a projectile, the vertical velocity is zero and the remaining speed is the horizontal component ucos⁑θu\cos\theta.

Memory Hook

Ground-to-ground formulas work for level ground, whereas tower launches require a different treatment.

10. Projectile Comparisons and Motion Types

β˜… Must-know

πŸ“Œ Two projectiles with equal maximum heights have equal vertical components u1sin⁑θ1=u2sin⁑θ2u_1\sin\theta_1=u_2\sin\theta_2 and therefore equal flight times, while their ranges depend on the products uxuyu_xu_y.

πŸ“ Formula β€” If a projectile has the same horizontal range and maximum height, then its launch angle satisfies tan⁑θ=4\tan\theta=4.

  • To determine whether motion is one-dimensional or two-dimensional, find the velocity components, calculate tan⁑α=vy/vx\tan\alpha=v_y/v_x, and check whether the direction angle remains constant.

Further detail

πŸ“ Formula β€” For a projectile, the range is greater for the motion with the greater product uxuyu_xu_y because R=2uxuygR=\frac{2u_xu_y}{g} when horizontal acceleration is zero.

πŸ“Œ Motion with zero initial velocity and constant acceleration, or with initial velocity and acceleration along the same line, is one-dimensional straight-line motion; non-collinear initial velocity and acceleration produce two-dimensional motion such as projectile motion.

πŸ“ Formula β€” For a particle with position vector rβƒ—(t)\vec r(t), differentiate once to obtain velocity, differentiate twice to obtain acceleration, and use tan⁑α=vy/vx\tan\alpha=v_y/v_x to determine the velocity direction relative to the x-axis.

Memory Hook

Equal vertical component β†’ equal maximum height and flight time; equal complementary angles β†’ equal range.

11. Projectile Range with Changed Gravity

β˜… Must-know

πŸ“ Formula β€” When a projectile lands on a lower level after its gravity changes, its new range is the old range plus the additional horizontal distance traveled after the original landing point: Rβ€²=R2+xR' = \frac{R}{2}+x.

πŸ“ Formula β€” The additional horizontal distance is x=ucos⁑θ 2hmax⁑gβ€²x=u\cos\theta\,\frac{2h_{\max}}{g'}, where gβ€²g' is the new gravitational acceleration.

πŸ“ Formula β€” The original projectile range is R=u2sin⁑2ΞΈgR=\frac{u^2\sin 2\theta}{g}.

Further detail

  • For the example where gravity is changed to gβ€²=g/81g'=g/81, the calculated new-to-old range ratio is 95.

Memory Hook

Increased gravity β†’ shorter flight time and a modified range.

12. Projectile Motion on an Inclined Plane

β˜… Must-know

  • For projectile motion on an inclined plane, choose axes parallel and perpendicular to the plane, then resolve both the initial velocity and gravitational acceleration along these axes.

πŸ“ Formula β€” For an incline at angle ΞΈ, the gravitational acceleration components are gβŠ₯=gcos⁑θg_{\perp}=g\cos\theta perpendicular to the plane and gβˆ₯=gsin⁑θg_{\parallel}=g\sin\theta along the plane.

  • For an initial speed u at angle ΞΈ, the velocity must be resolved into components along the chosen axes before applying one-dimensional kinematics.

Further detail

  • After the components are resolved, the inclined-plane problem is treated as two independent one-dimensional motions: the perpendicular motion determines the flight time, while the along-plane motion determines the distance.

Memory Hook

Along the plane changes horizontal motion; perpendicular to the plane changes vertical motion.

13. Tower Drops and Relative Motion

β˜… Must-know

πŸ“ Formula β€” For a particle dropped from rest from height h, the time to reach the ground is t=2hgt=\sqrt{\frac{2h}{g}} and the final speed is v=2ghv=\sqrt{2gh}.

πŸ“Œ A particle thrown horizontally from a tower has the same vertical motion as a particle dropped from the same height, because its initial vertical velocity is zero and horizontal acceleration is zero.

πŸ“ Formula β€” For horizontal projection with horizontal speed u and flight time t, the range is R=utR=ut, while the vertical velocity at time t is vy=gtv_y=gt downward when the initial vertical velocity is zero.

πŸ“Œ If a particle is released from a moving balloon, train, vehicle, lift, or aircraft, it initially retains the velocity of that moving frame at the instant of release.

Further detail

πŸ“ Formula β€” The release condition from a moving frame is vβƒ—particleβˆ’vβƒ—frame=0\vec v_{\text{particle}}-\vec v_{\text{frame}}=0, so vβƒ—particle=vβƒ—frame\vec v_{\text{particle}}=\vec v_{\text{frame}} at release.

Memory Hook

Resolve components β†’ solve vertical motion β†’ calculate horizontal range.

14. Relative Velocity Fundamentals

Key Concepts & Definitions

  • Relative motion : Motion described with respect to a specified observer or reference frame, so an object can appear moving to one observer and at rest to another.

β˜… Must-know

πŸ“ Formula β€” The velocity of A with respect to B is vβƒ—A/B=vβƒ—Aβˆ’vβƒ—B\vec v_{A/B}=\vec v_A-\vec v_B, where the velocities are measured in the same reference frame.

  • If B moves at 10i^10\hat i m/s and A moves at 2i^2\hat i m/s, then B's velocity relative to A is 8i^8\hat i m/s.

Further detail

πŸ“ Formula β€” The acceleration of A with respect to B is aβƒ—A/B=aβƒ—Aβˆ’aβƒ—B\vec a_{A/B}=\vec a_A-\vec a_B, obtained by differentiating the relative-velocity relation.

πŸ“ Formula β€” The position vector of B with respect to A is rβƒ—B/A=rβƒ—Bβˆ’rβƒ—A\vec r_{B/A}=\vec r_B-\vec r_A; differentiating it gives vβƒ—B/A=vβƒ—Bβˆ’vβƒ—A\vec v_{B/A}=\vec v_B-\vec v_A.

Memory Hook

Ground view versus observer view: the same object may be moving for one observer and at rest for another.

15. Relative Motion Applications

β˜… Must-know

  • πŸ”„ A relative-motion problem is solved by these steps:

    1. Identify the observed object and the observer
    2. Write the relative-velocity equation
    3. Substitute the vector components
    4. Determine the magnitude and direction if required
  • For a bird moving at βˆ’103j^-10\sqrt3\hat j m/s and a man moving at 10i^10\hat i m/s, the bird's velocity relative to the man is βˆ’10i^βˆ’103j^-10\hat i-10\sqrt3\hat j m/s, with magnitude 2020 m/s and direction 60∘60^\circ south of west.

πŸ“Œ A flag carried by a moving man points in the direction of the wind's velocity relative to the man, namely vβƒ—wind/man=vβƒ—windβˆ’vβƒ—man\vec v_{wind/man}=\vec v_{wind}-\vec v_{man}.

πŸ“Œ To determine the direction in which a moving man should hold an umbrella, use the rain's velocity relative to the man, vβƒ—rain/man=vβƒ—rainβˆ’vβƒ—man\vec v_{rain/man}=\vec v_{rain}-\vec v_{man}, and orient the umbrella against the apparent incoming rain.

Further detail

  • If rain moves at 10310\sqrt3 m/s south and a man moves at 1010 m/s east, the rain moves relative to him at βˆ’10i^βˆ’103j^-10\hat i-10\sqrt3\hat j m/s, so its speed is 2020 m/s and its direction is 60∘60^\circ south of west.

Memory Hook

Identify the observer β†’ subtract velocities β†’ draw the relative vector β†’ determine speed and direction.

16. Projectile and Catch-Up Problems

β˜… Must-know

πŸ“Œ If rain has horizontal component 8i^8\hat i m/s and a man runs at 8i^8\hat i m/s, the rain appears to fall vertically downward to the man because the relative horizontal component is zero.

πŸ“ Formula β€” For an object dropped horizontally from height hh with horizontal speed uu, the time to reach the ground is t=2hgt=\sqrt{\frac{2h}{g}} and the horizontal range is R=u2hgR=u\sqrt{\frac{2h}{g}}.

  • A particle dropped from an aeroplane at height 320320 m moving horizontally at 4040 m/s reaches the ground after 88 s and travels a horizontal range of 320320 m when g=10g=10 m/sΒ².

πŸ“Œ A dropped particle has a parabolic path relative to the ground but a straight vertical path relative to the aeroplane because the particle and aeroplane have the same horizontal velocity.

Further detail

πŸ“ Formula β€” For a pursuer moving at 4040 m/s behind an object moving at 1010 m/s with an initial separation of 9090 m, the catch-up time is t=9040βˆ’10=3t=\frac{90}{40-10}=3 s.

Memory Hook

Equal horizontal velocities cause zero relative horizontal motion; relative displacement then determines the observed path or meeting time.

17. Relative Motion Along a Line

β˜… Must-know

πŸ“ Formula β€” For two objects moving in the same direction with constant velocities, the relative velocity of A with respect to B is vA/B=vAβˆ’vBv_{A/B}=v_A-v_B, so the catch-up time equals the initial gap divided by the relative velocity.

  • If A moves at 40 m/s, B moves at 10 m/s, and the initial gap is 90 m, A catches B after t=90/(40βˆ’10)=3Β st=90/(40-10)=3\ \text{s}.

πŸ“ Formula β€” For accelerated objects that meet after time t, their displacements satisfy xA=xB+dx_A=x_B+d, where d is the initial separation; using x=ut+12at2x=ut+\frac{1}{2}at^2 gives the meeting equation.

πŸ“ Formula β€” Relative quantities obey uA/B=uAβˆ’uBu_{A/B}=u_A-u_B, aA/B=aAβˆ’aBa_{A/B}=a_A-a_B, and sA/B=uA/Bt+12aA/Bt2s_{A/B}=u_{A/B}t+\frac{1}{2}a_{A/B}t^2.

πŸ“ Formula β€” For two projectiles launched simultaneously from the same vertical level and moving under the same downward gravitational acceleration, the relative acceleration is zero: aA/B=aAβˆ’aB=0a_{A/B}=a_A-a_B=0.

Further detail

πŸ“Œ The displacement method is generally safer for accelerated catch-up problems, whereas the relative-motion method is quicker when the relative acceleration is zero or the relative quantities are easy to determine.

Memory Hook

Ground-frame displacement versus observer-frame relative motion

18. Relative Motion of Projectiles

Key Concepts & Definitions

  • River velocity relative to ground : the velocity observed by a stationary observer standing on the ground
  • Man velocity relative to river : the swimmer's or boat's velocity measured with respect to the water, and it satisfies vβƒ—m/r=vβƒ—m/gβˆ’vβƒ—r/g\vec v_{m/r}=\vec v_{m/g}-\vec v_{r/g}

Essential Points

πŸ“Œ When two projectiles are launched simultaneously from the same vertical level, they can collide in the air only if their initial vertical velocity components are equal: u1sin⁑θ1=u2sin⁑θ2u_1\sin\theta_1=u_2\sin\theta_2.

  • Because the relative acceleration of two airborne projectiles is zero, one projectile has constant velocity relative to the other and therefore appears to move along a straight-line path.

πŸ“ Formula β€” For two projectiles launched simultaneously from the same level in opposite horizontal directions, the horizontal separation must satisfy x≀R1+R2x\le R_1+R_2 for an air collision, with equality corresponding to collision at ground level.

  • For two projectiles launched simultaneously from the same horizontal level to collide, their vertical velocity components must be equal: u1sin⁑θ1=u2sin⁑θ2u_1\sin\theta_1=u_2\sin\theta_2.

  • If two projectiles have equal vertical components, collision occurs when the horizontal separation is less than the sum of their horizontal ranges, x<r1+r2x<r_1+r_2; equality means collision at ground level.

  • Downstream motion is along the river, so the ground speed is the sum of the swimmer's speed relative to the river and the river speed, whereas upstream motion is against the river, so the ground speed is their difference.

πŸ“ Formula β€” For a river of speed uu and a swimmer speed vv relative to the river crossing a width dd, the times for downstream and upstream travel over the same distance are respectively tdown=dv+ut_{down}=\frac{d}{v+u} and tup=dvβˆ’ut_{up}=\frac{d}{v-u}.

  • To solve an angled river-crossing problem, resolve the swimmer's velocity into components, use the transverse component to determine crossing time, and combine the parallel component with the river velocity to determine drift.

πŸ“ Formula β€” If a swimmer moves at speed vv at angle ΞΈ\theta to the river direction, crosses a river of width dd, and has transverse component vcos⁑θv\cos\theta, the crossing time is t=dvcos⁑θt=\frac{d}{v\cos\theta}.

  • For a swimmer whose velocity component along the river is in the same direction as the current, the downstream drift speed is the sum of that component and the river speed; for the opposite direction, the speeds are subtracted.

πŸ“ Formula β€” To cross the river by the minimum-distance path and reach the point directly opposite the starting point, the swimmer must cancel the river's parallel velocity, so vsin⁑θ=uv\sin\theta=u and therefore sin⁑θ=uv\sin\theta=\frac{u}{v}.

πŸ“ Formula β€” For minimum-time crossing, the swimmer moves perpendicular to the river with the full speed across the river, so ΞΈ=0\theta=0, tmin=dvt_{min}=\frac{d}{v}, and the drift is utmin=udvut_{min}=\frac{ud}{v}.

  • For a swimmer moving at speed b at angle ΞΈ to the river direction, the cross-river component is bsin⁑θb\sin\theta and the along-river component is bcos⁑θb\cos\theta.

πŸ“ Formula β€” The river speed is obtained from its drift during minimum-time crossing as u=drifttimeu=\frac{\text{drift}}{\text{time}}; a drift of 120 metres in 10 minutes gives u=12Β m/minu=12\ \text{m/min}.

Memory Hook

Equal vertical components β†’ equal vertical motion β†’ possible collision

Synthesis Tables

Trajectory equation shortcuts

QuestionConditionMethod
Rangey = 0Use the nonzero x-root
Maximum heightdy/dx = 0Find x, then substitute into y
Launch angle and speedCompare coefficientsMatch the equation with the standard trajectory form

Key Projectile Quantities

QuantityFormulaDepends on
Time of flightT=2uygT=\frac{2u_y}{g}Vertical component
Maximum heightH=uy22gH=\frac{u_y^2}{2g}Square of vertical component
RangeR=2uxuygR=\frac{2u_xu_y}{g}Horizontal–vertical component product

Test your knowledge

Test your knowledge on Projectile Motion Fundamentals with 62 multiple-choice questions with detailed corrections.

1. What makes projectile motion a two-dimensional type of motion?

2. A projectile is being analyzed to determine its horizontal displacement; which motion can be treated independently for that calculation?

Take the quiz β†’

Review with flashcards

Memorize the key concepts of Projectile Motion Fundamentals with 79 interactive flashcards.

What type of motion is projectile motion?

Two-dimensional motion along independent horizontal and vertical axes.

What can be ignored when analyzing horizontal motion in projectile motion?

Vertical motion can be ignored.

What can be ignored when analyzing vertical motion in projectile motion?

Horizontal motion can be ignored.

See flashcards β†’

Similar courses

Create your own study sheets

Import your course and AI generates sheets, quizzes and flashcards in 30 seconds.

Sheet generator