⚛️ Physics — Class XI

Motion in a Plane

From vectors to projectile motion and circular motion — the mathematics of two-dimensional motion

📖 Chapter 3 ⏱ ~60 min read 🏷️ Vectors & Kinematics

Table of Contents

  1. Introduction
  2. Scalars and Vectors
  3. Multiplication of Vectors by Real Numbers
  4. Addition and Subtraction of Vectors — Graphical Method
  5. Resolution of Vectors
  6. Vector Addition — Analytical Method
  7. Motion in a Plane
  8. Motion in a Plane with Constant Acceleration
  9. Projectile Motion
  10. Uniform Circular Motion

3.1 Introduction

In the last chapter we developed the concepts of position, displacement, velocity and acceleration for motion along a straight line. But to describe motion in two dimensions (a plane) or three dimensions (space), we need to use vectors. Therefore, it is first necessary to learn the language of vectors.

3.2 Scalars and Vectors

A scalar quantity has magnitude only — specified completely by a single number with proper unit. Examples: distance, mass, temperature, time. Scalars combine using ordinary algebra.

A vector quantity has both magnitude and direction, and obeys the triangle law of addition. Examples: displacement, velocity, acceleration, force. Vectors are represented by bold face (A) or an arrow over a letter (A⃗).

📏

Scalars

Magnitude only. Combine with ordinary algebra: +, −, ×, ÷

➡️

Vectors

Magnitude + direction. Combine with triangle/parallelogram laws

3.2.1 Position and Displacement Vectors

The position vector r⃗ points from the origin to the object's location. The displacement vector Δr⃗ = r⃗′ − r⃗ joins the initial and final positions, regardless of the actual path taken.

💡 Key Insight

The magnitude of displacement is always less than or equal to the path length. Displacement depends only on initial and final positions, not on the path taken.

3.2.2 Equality of Vectors

Two vectors are equal if and only if they have the same magnitude and the same direction. Shifting a vector parallel to itself does not change it (free vectors).

3.3 Multiplication of Vectors by Real Numbers

Multiplying a vector A by a positive number λ gives a vector with magnitude λ|A| and the same direction. Multiplying by a negative number reverses the direction.

|λA| = λ|A| if λ > 0
Positive scalar: magnitude changes, direction stays the same
|−λA| = λ|A|, direction reversed
Negative scalar: magnitude changes, direction reverses

3.4 Addition and Subtraction of Vectors — Graphical Method

Vectors obey the triangle law or equivalently the parallelogram law of addition.

Triangle and parallelogram methods of vector addition
Figure 3.4 — Triangle law (head-to-tail) and parallelogram law of vector addition
📋 Properties of Vector Addition
  • Commutative: A⃗ + B⃗ = B⃗ + A⃗
  • Associative: (A⃗ + B⃗) + C⃗ = A⃗ + (B⃗ + C⃗)
  • Null vector: A⃗ + (−A⃗) = 0⃗, where |0⃗| = 0
  • Subtraction: A⃗ − B⃗ = A⃗ + (−B⃗)

3.5 Resolution of Vectors

A vector A in the x-y plane can be resolved into components along the x- and y-axes using unit vectors î and ĵ.

Resolution of vectors into components
Figure 3.9 — Resolving vector A into components Ax = A cos θ, Ay = A sin θ
A⃗ = Ax î + Ay ĵ = A cos θ î + A sin θ ĵ
Vector in terms of components
📐

From A, θ → Components

Ax = A cos θ
Ay = A sin θ

🔢

From Components → A, θ

A = √(Ax² + Ay²)
θ = tan⁻¹(Ay/Ax)

3.6 Vector Addition — Analytical Method

For two vectors A⃗ and B⃗ with components (Ax, Ay) and (Bx, By):

R⃗ = A⃗ + B⃗ = (Ax + Bx) î + (Ay + By) ĵ
Each component of the resultant is the sum of corresponding components
R = √(A² + B² + 2AB cos θ)
Magnitude of resultant — Law of Cosines
tan α = B sin θ / (A + B cos θ)
Direction of resultant — Law of Sines

3.7 Motion in a Plane

For motion in x-y plane, position vector r⃗ = xî + yĵ. The velocity and acceleration can be expressed in component form:

📍

Position

r⃗ = xî + yĵ
Δr⃗ = Δx î + Δy ĵ

🏃

Velocity

v⃗ = vx î + vy ĵ
v = √(vx² + vy²)

🚀

Acceleration

a⃗ = ax î + ay ĵ
a = √(ax² + ay²)

💡

Key Point

Motions in x and y can be treated independently — perpendicular directions don't affect each other

3.8 Motion in a Plane with Constant Acceleration

For constant acceleration a⃗, the kinematic equations extend naturally to two dimensions:

v⃗ = v⃗₀ + a⃗t
Velocity-time relation (vector form)
r⃗ = r⃗₀ + v⃗₀t + ½a⃗t²
Position-time relation (vector form)
⚠️ Important

These are vector equations — they work component by component. Treat x and y motions independently with their own initial velocities and accelerations.

3.9 Projectile Motion

An object in flight after being projected is called a projectile. Its motion can be decomposed into horizontal (constant velocity) and vertical (constant acceleration g) components.

Projectile motion parabolic path
Figure 3.16 — Projectile motion: parabolic path with key parameters H, R, T
📋 Key Equations
  • x-component: vx = v₀ cos θ₀ (constant), x = (v₀ cos θ₀)t
  • y-component: vy = v₀ sin θ₀ − gt, y = (v₀ sin θ₀)t − ½gt²
  • Path equation: y = x tan θ₀ − gx²/(2v₀²cos²θ₀) — a parabola

Key Parameters

⏱️

Time of Flight

T = 2v₀ sin θ₀ / g

⬆️

Maximum Height

H = v₀² sin²θ₀ / (2g)

📏

Horizontal Range

R = v₀² sin 2θ₀ / g

🎯

Maximum Range

R_max = v₀² / g at θ₀ = 45°

🧬 Galileo's Result

For elevations that exceed or fall short of 45° by equal amounts α, the ranges are equal. That is, angles (45° + α) and (45° − α) give the same range.

3.10 Uniform Circular Motion

When an object follows a circular path at constant speed, the motion is called uniform circular motion. Although the speed is constant, the velocity direction changes continuously, so there is always an acceleration directed toward the center of the circle.

Uniform circular motion with centripetal acceleration
Figure 3.18 — Uniform circular motion: velocity is tangent to path, acceleration points toward center
a_c = v²/R = ω²R
Centripetal acceleration — always directed toward the center of the circle
🔄

Angular Speed

ω = Δθ/Δt = v/R
Unit: rad/s

Linear Speed

v = ωR = 2πR/T = 2πRν
T = time period

🎯

Centripetal Acceleration

a_c = v²/R = ω²R = 4π²ν²R
Always toward center

⚠️

Important Note

Acceleration is NOT constant — its magnitude is constant but direction changes continuously. It's not a constant vector!

Ch 2 — Motion in Straight Line Ch 4 — Laws of Motion