SciMaiQ

Call Now! :+254 726 126 859Ā |Ā  +254 739 289 008 Ā 

IAL M2-Kinematics & Dynamics

šŸŽÆ Projectile Motion - Complete Student Notes

Key Idea: When you throw something, its motion can be split into two separate parts: sideways and up-and-down. We treat these separately to make the math easy!

🧭 The Two Components of Motion

1. Horizontal Motion (Sideways)

No acceleration (if we ignore air resistance). Velocity is constant.

General Case (Launched at Angle Īø)

Property Equation
Velocity \( v_x = u \cos \theta \)
Displacement \( x = (u \cos \theta) \times t \)
Acceleration \( a_x = 0 \)

Horizontal Launch (θ = 0°)

Property Equation
Velocity \( v_x = u \)
Displacement \( x = u \times t \)
Acceleration \( a_x = 0 \)

2. Vertical Motion (Up-and-Down)

Acceleration is due to gravity (`g`). `g` is approximately 9.8 m/s² downward. In equations, we use `-g` because we take "up" as positive.

General Case (Launched at Angle Īø)

Property Equation
Velocity \( v_y = u \sin \theta - gt \)
Displacement \( y = (u \sin \theta)t - \frac{1}{2}gt^2 \)
Acceleration \( a_y = -g \)

Horizontal Launch (θ = 0°)

Property Equation
Velocity \( v_y = -gt \)
Displacement \( y = -\frac{1}{2}gt^2 \)
Acceleration \( a_y = -g \)

šŸ’” Remember: `u cos Īø` is the initial horizontal velocity. `u sin Īø` is the initial vertical velocity.

šŸš€ Key Results & Formulas

ā±ļø

Time of Flight (T)

What it is: Total time the object is in the air.

\( T = \frac{2u \sin \theta}{g} \)
šŸ“ˆ

Maximum Height (H)

What it is: The highest point it reaches.

\( H = \frac{u^2 \sin^2 \theta}{2g} \)
šŸŽÆ

Range (R)

What it is: Total horizontal distance traveled.

\( R = \frac{u^2 \sin 2\theta}{g} \)
Fun Fact: The maximum range is at θ = 45°

šŸ“ Equation of Trajectory (The Path)

What we want: An equation that directly relates the vertical position (`y`) to the horizontal position (`x`) without time (`t`). This will show us the shape of the path.

1

Start with the two displacement equations

Horizontal: \( \quad x = (u \cos \theta) t \) ...(1)

Vertical: \( \quad y = (u \sin \theta) t - \frac{1}{2} g t^2 \) ...(2)

2

Make `t` the subject from equation (1)

From (1): \( \quad t = \frac{x}{u \cos \theta} \)

3

Substitute this `t` into equation (2)

\[ y = (u \sin \theta) \left( \frac{x}{u \cos \theta} \right) - \frac{1}{2} g \left( \frac{x}{u \cos \theta} \right)^2 \]

4

Simplify the equation

The `u` cancels in the first term:

\[ y = (\tan \theta) x - \frac{1}{2} g \left( \frac{x^2}{u^2 \cos^2 \theta} \right) \]

5

Final form

\[ y = x \tan \theta - \frac{g x^2}{2 u^2 \cos^2 \theta} \]
āœ… This is the Equation of Trajectory! It has the form \( y = ax - bx^2 \), which is the equation of a parabola.

šŸŽÆ Problem-Solving Steps

Follow these steps to solve any projectile motion problem!

1

Resolve the Velocity

Split the initial velocity (`u`) into its components:

\( u_x = u \cos \theta \)

\( u_y = u \sin \theta \)

2

List Your Knowns

Write down what you know for the horizontal and vertical directions separately.

3

Find the Link

Time (`t`) is the same for both directions. Use it to connect the horizontal and vertical motions.

4

Pick Your Equation

Choose the right kinematic equation based on what you need to find.

🧠 Pro-Tip: The 4 Universal Kinematic Equations

These work for any motion with constant acceleration (like the vertical part of projectile motion!).

\( v = u + at \)

\( s = ut + \frac{1}{2}at^2 \)

\( s = \frac{1}{2}(u+v)t \)

\( v^2 = u^2 + 2as \)

(s = displacement, u = initial velocity, v = final velocity, a = acceleration, t = time)

šŸ“ The Big Takeaways

āž”ļø

Horizontal motion is constant speed.

ā¬†ļøā¬‡ļø

Vertical motion is constant acceleration (just like an object dropped or thrown straight up).

ā¤“ļø

The path of a projectile is a parabola.

āš–ļø

The motion is symmetric if it lands at the same height it was launched from.

šŸŽ‰ Happy Studying! You've got this! šŸ’ŖAbel.Masitsa.com Works!

⚔ Dynamics Fundamentals

The study of forces and motion - Why objects move the way they do

šŸŽÆ Newton's Laws of Motion

1st

Law of Inertia

"An object at rest stays at rest, and an object in motion stays in motion with the same speed and in the same direction unless acted upon by an unbalanced force."
āš–ļø No net force → constant velocity
šŸ›‘ At rest → stays at rest
šŸŽÆ Inertia: resistance to change in motion
2nd

F = ma

"The acceleration of an object is directly proportional to the net force acting on it and inversely proportional to its mass."
\[ \vec{F}_{net} = m\vec{a} \]
šŸ“ˆ Force causes acceleration
āš–ļø More mass → less acceleration
šŸŽÆ Direction matters (vectors!)
3rd

Action-Reaction

"For every action, there is an equal and opposite reaction."
\[ \vec{F}_{A→B} = -\vec{F}_{B→A} \]
šŸ”„ Forces always come in pairs
āš–ļø Equal magnitude, opposite direction
šŸŽÆ Act on different objects

šŸ“Š Common Forces in Mechanics

ā¬‡ļø

Weight (Gravity)

\[ W = mg \]

Direction: Always vertically downward

Value: \( g = 9.8 \, m/s^2 \)

Acts on: All objects with mass

Note: Mass ≠ Weight! Mass is scalar, weight is force

ā¬†ļø

Normal Force

\[ N = \text{Perpendicular to surface} \]

Direction: Perpendicular to contact surface

Value: Whatever prevents sinking

Acts on: Objects touching surfaces

Note: Not always equal to weight!

šŸ”„

Friction

Static Friction

\[ f_s \leq \mu_s N \]

Prevents starting motion

Kinetic Friction

\[ f_k = \mu_k N \]

Opposes sliding motion

Direction: Parallel to surface, opposes motion

Depends on: Surface materials (μ) and normal force

Note: \( \mu_s > \mu_k \) (harder to start than keep moving)

šŸŽÆ

Tension

\[ T = \text{Pull through rope/string} \]

Direction: Along the rope, away from object

Value: Same throughout massless rope

Acts on: Objects connected by ropes

Note: Ropes can only pull, not push

šŸ”„ Free-Body Diagrams: Your #1 Tool

1

Isolate the Object

Draw the object as a dot or simple shape. Forget everything else!

2

Identify All Forces

List every force acting ON the object (not by the object!)

3

Draw Force Vectors

Draw arrows showing direction and relative magnitude

↓ Weight (always down)
↑ Normal (⊄ to surface)
← Friction (opposes motion)
4

Choose Coordinate System

Align axes with motion when possible

Example: Box on Horizontal Surface

W
N
F
f

Vertical: \( N - W = 0 \) → \( N = mg \)

Horizontal: \( F - f = ma \)

šŸ“ˆ Applying F=ma: Step-by-Step

1

Draw Free-Body Diagram

Identify all forces with proper directions

2

Choose Coordinate System

Typically: x-horizontal, y-vertical (align with acceleration if known)

3

Resolve Forces into Components

Break forces into x and y components

\[ F_x = F\cos\theta \quad F_y = F\sin\theta \]
4

Write F=ma for Each Direction

\( \sum F_x = ma_x \)

\( \sum F_y = ma_y \)

5

Solve the Equations

Find unknown forces, accelerations, or other quantities

šŸŽÆ Special Cases & Common Scenarios

Object on Horizontal Surface

\[ \begin{cases} \sum F_y = N - mg = 0 \\ \sum F_x = F_{applied} - f = ma \end{cases} \]

Key: Normal force equals weight only if no vertical acceleration

Object on Incline

\[ \begin{cases} \sum F_\parallel = mg\sin\theta - f = ma \\ \sum F_\perp = N - mg\cos\theta = 0 \end{cases} \]

Key: Use tilted coordinates! Weight components: \( mg\sin\theta \) (down incline), \( mg\cos\theta \) (into incline)

Vertical Motion

\[ \sum F_y = T - mg = ma \]

Key: Acceleration up: T > mg, Acceleration down: T < mg, Constant velocity: T = mg

šŸ’” Dynamics Problem-Solving Tips

šŸŽÆ

Forces are Vectors

Always consider direction. Use + and - signs consistently in your coordinate system.

āš–ļø

Net Force = ma

Not just F = ma! It's the vector sum of ALL forces that equals mass times acceleration.

šŸ”„

Action-Reaction Pairs

Remember: equal and opposite forces act on DIFFERENT objects. Don't add them in FBD!

šŸ“

Check Your Units

Force in Newtons (N), mass in kilograms (kg), acceleration in m/s². 1 N = 1 kg·m/s²

šŸ”— Dynamics & Kinematics Integration Guide

How to connect forces to motion in Mechanics problems

šŸŽÆ The Core Connection: F=ma Links Dynamics and Kinematics

1

Dynamics (Forces)

Analyze all forces acting on object

→
2

F=ma

Calculate acceleration

→
3

Kinematics Equations

Describe the resulting motion

šŸ“ Essential Dynamics Formulas for Kinematics Problems

Newton's Second Law

\[ \vec{F}_{net} = m\vec{a} \]

• This is your gateway from forces to kinematics

• Component Form: \( F_{net,x} = ma_x \) and \( F_{net,y} = ma_y \)

Common Force Models You MUST Know

Gravity (Weight)

\[ W = mg \]

• Always acts downward

• \( g = 9.8 \, \text{m/s}^2 \)

Normal Force

\[ N = \text{Perpendicular to surface} \]

• Balances other perpendicular forces

• Magnitude depends on situation

Friction

\[ f_k = \mu_k N \]

• Kinetic: \( \mu_k N \) (sliding)

• Static: \( \leq \mu_s N \) (not moving)

• Always opposes motion

šŸ”„ Problem-Solving Strategy

šŸ”

Step 1: Analyze the Problem

  • Identify all phases of motion
  • Draw diagrams for each phase
  • List knowns and unknowns for each phase
⚔

Step 2: Apply Dynamics (F=ma)

For each motion phase:

1. Draw free-body diagram

2. Write F_net = ma for each direction

3. Solve for acceleration

šŸ“ˆ

Step 3: Apply Kinematics

Use the acceleration from Step 2 in:

• v = u + at

• s = ut + ½at²

• v² = u² + 2as

šŸ”—

Step 4: Connect the Phases

  • Final conditions of one phase become initial conditions of next
  • Time is often the connecting variable
  • Velocity at end of one phase = velocity at start of next

🧩 Multi-Stage Problem Example

Phase 1: On Rough Surface

Dynamics: \( f_k = \mu_k N \), \( F_{net} = -\mu_k mg = ma \)

Acceleration: \( a = -\mu_k g \)

Kinematics: Use \( v^2 = u^2 + 2as \) to find exit velocity

Phase 2: Projectile Motion

Initial velocity: Same as final velocity from Phase 1

Horizontal: \( a_x = 0 \), \( v_x = \text{constant} \)

Vertical: \( a_y = -g \), use \( s_y = u_yt + \frac{1}{2}a_yt^2 \)

šŸ“Š Quick Reference Table

Situation Forces Involved Acceleration Key Equations
Sliding with Friction Weight, Normal, Friction \( a = -\mu g \) \( v^2 = u^2 - 2\mu g s \)
Free Fall Weight only \( a_y = -g \) \( s_y = ut - \frac{1}{2}gt^2 \)
Projectile from Height Weight only \( a_x = 0, a_y = -g \) \( x = u_xt, y = u_yt - \frac{1}{2}gt^2 \)

šŸ’” Pro Tips

šŸŽÆ

Start with the phase you know most about - often the projectile motion part has more known values

ā±ļø

Time is your best connector - total time = sum of individual phase times

šŸ”

Work backwards if needed - sometimes solving the last phase first gives you information for earlier phases

šŸ“Š Calculus in Kinematics & Dynamics

Connecting displacement, velocity, acceleration, and forces through calculus

šŸ”— The Calculus Relationships

Displacement → Velocity

Differentiate
\[ v = \frac{ds}{dt} \]

Velocity is the rate of change of displacement with respect to time

↓

Velocity → Acceleration

Differentiate
\[ a = \frac{dv}{dt} = \frac{d^2s}{dt^2} \]

Acceleration is the rate of change of velocity with respect to time

↓

Acceleration → Force

F = ma
\[ F = m \cdot \frac{d^2s}{dt^2} \]

Force is mass times the second derivative of displacement

Acceleration → Velocity

Integrate
\[ v = \int a \, dt \]

Velocity is the integral of acceleration with respect to time

↓

Velocity → Displacement

Integrate
\[ s = \int v \, dt \]

Displacement is the integral of velocity with respect to time

🧮 Solving Kinematics Equations

Type 1: Given displacement s(t), find velocity and acceleration

Example:

Given \( s = 2t^3 - 4t^2 + 3t - 1 \)

Velocity: \( v = \frac{ds}{dt} = 6t^2 - 8t + 3 \)

Acceleration: \( a = \frac{dv}{dt} = 12t - 8 \)

Type 2: Given acceleration a(t), find velocity and displacement

Example:

Given \( a = 4t + 2 \), with initial conditions \( v(0) = 1 \), \( s(0) = 0 \)

Velocity: \( v = \int a \, dt = \int (4t + 2) \, dt = 2t^2 + 2t + C \)

Using \( v(0) = 1 \): \( 1 = 0 + 0 + C \) → \( C = 1 \)

∓ \( v = 2t^2 + 2t + 1 \)

Displacement: \( s = \int v \, dt = \int (2t^2 + 2t + 1) \, dt = \frac{2}{3}t^3 + t^2 + t + D \)

Using \( s(0) = 0 \): \( 0 = 0 + 0 + 0 + D \) → \( D = 0 \)

∓ \( s = \frac{2}{3}t^3 + t^2 + t \)

šŸŽÆ Vector Calculus in Kinematics

Position Vector

\[ \vec{r}(t) = x(t)\hat{i} + y(t)\hat{j} + z(t)\hat{k} \]

Describes position as a function of time in 2D or 3D space

Velocity Vector

\[ \vec{v} = \frac{d\vec{r}}{dt} = \frac{dx}{dt}\hat{i} + \frac{dy}{dt}\hat{j} + \frac{dz}{dt}\hat{k} \]

Differentiate each component separately

Acceleration Vector

\[ \vec{a} = \frac{d\vec{v}}{dt} = \frac{d^2x}{dt^2}\hat{i} + \frac{d^2y}{dt^2}\hat{j} + \frac{d^2z}{dt^2}\hat{k} \]

Second derivative of position vector

Worked Example

Given: \( \vec{r} = t^2\hat{i} + t^{\frac{3}{2}}\hat{j} \)

Velocity:

\( \vec{v} = \frac{d\vec{r}}{dt} = \frac{d}{dt}(t^2)\hat{i} + \frac{d}{dt}(t^{\frac{3}{2}})\hat{j} = 2t\hat{i} + \frac{3}{2}t^{\frac{1}{2}}\hat{j} \)

Acceleration:

\( \vec{a} = \frac{d\vec{v}}{dt} = \frac{d}{dt}(2t)\hat{i} + \frac{d}{dt}(\frac{3}{2}t^{\frac{1}{2}})\hat{j} = 2\hat{i} + \frac{3}{4}t^{-\frac{1}{2}}\hat{j} \)

At t = 4 seconds:

\( \vec{v} = 2(4)\hat{i} + \frac{3}{2}(4^{\frac{1}{2}})\hat{j} = 8\hat{i} + 3\hat{j} \)

\( \vec{a} = 2\hat{i} + \frac{3}{4}(4^{-\frac{1}{2}})\hat{j} = 2\hat{i} + \frac{3}{8}\hat{j} \)

⚔ Dynamics with Calculus

Force as a Function of Time

\[ \vec{F}(t) = m\vec{a}(t) = m\frac{d^2\vec{r}}{dt^2} \]

If you know the position function, you can find the force required

Example 1: Variable Force

Given position: \( \vec{r} = (t^3 + 2t)\hat{i} + (4t^2)\hat{j} \)

Mass: m = 2 kg

\( \vec{v} = \frac{d\vec{r}}{dt} = (3t^2 + 2)\hat{i} + (8t)\hat{j} \)

\( \vec{a} = \frac{d\vec{v}}{dt} = (6t)\hat{i} + (8)\hat{j} \)

\( \vec{F} = m\vec{a} = 2[(6t)\hat{i} + (8)\hat{j}] = (12t)\hat{i} + (16)\hat{j} \) N

Example 2: Finding Motion from Force

Given: \( \vec{F} = (6t)\hat{i} + (4)\hat{j} \) N, m = 2 kg, \( \vec{r}(0) = \vec{0} \), \( \vec{v}(0) = \vec{0} \)

\( \vec{a} = \frac{\vec{F}}{m} = (3t)\hat{i} + (2)\hat{j} \) m/s²

\( \vec{v} = \int \vec{a} \, dt = \int (3t)\,dt\,\hat{i} + \int (2)\,dt\,\hat{j} = (\frac{3}{2}t^2 + C_1)\hat{i} + (2t + C_2)\hat{j} \)

Using \( \vec{v}(0) = \vec{0} \): \( C_1 = 0, C_2 = 0 \)

∓ \( \vec{v} = (\frac{3}{2}t^2)\hat{i} + (2t)\hat{j} \)

\( \vec{r} = \int \vec{v} \, dt = (\frac{1}{2}t^3 + D_1)\hat{i} + (t^2 + D_2)\hat{j} \)

Using \( \vec{r}(0) = \vec{0} \): \( D_1 = 0, D_2 = 0 \)

∓ \( \vec{r} = (\frac{1}{2}t^3)\hat{i} + (t^2)\hat{j} \)

šŸ“‹ Problem-Solving Framework

1

Identify What's Given

  • Position function r(t)?
  • Velocity function v(t)?
  • Acceleration function a(t)?
  • Force function F(t)?
  • Initial conditions?
2

Choose the Right Operation

Given s(t)

→ Differentiate → v(t)

→ Differentiate → a(t)

Given a(t)

→ Integrate → v(t)

→ Integrate → s(t)

Given F(t)

→ Divide by m → a(t)

3

Apply Initial/Boundary Conditions

Use given values to find constants of integration:

  • Initial position: s(0) = sā‚€
  • Initial velocity: v(0) = vā‚€
  • Known values at specific times
4

Solve for Required Quantities

Substitute specific time values or solve equations as needed

šŸ’” Key Insights

šŸŽÆ

Constants of Integration

Every integration introduces a constant. You need initial/boundary conditions to determine these constants.

⚔

Vector Independence

i, j, k components are independent. You can differentiate/integrate each component separately.

šŸ”—

Physical Meaning

Derivatives = rates of change, Integrals = accumulation. Connect the math to physical motion.

Scroll to Top