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[parent] projectile motion (Definition)

Consider the motion of a particle which is projected in a direction making an angle α with the horizon. When we neglect drag, the only force which acts upon the particle is its weight, mg (Fig. 66).

PIC

Taking the plane of motion to be the xy-plane, and applying Newton’s laws of motion gives us the equations

x-axis

m dx¨ = 0
   dt
dx¨
--- = 0
 dt
(1)

y-axis

  d-¨y
m  dt = − mg
d-¨y = − g
 dt
(2)

where dd¨xt and dd¨yt are the components of the acceleration along the x and y axes. Integrating equations (1) and (2) we get

˙x = c1

y˙=  − gt + c2

Therefore the component of the velocity along the x-axis remains constant, while the component along the y-axis changes uniformly. Let v0 be the initial velocity of the projection, then when t = 0, 0 = v0 cos α and 0 = v0 sin α. Making these substitutions in the last two equations we obtain

c1 = v0 cosα

c2 = v0sin α

Therefore

˙x = v0 cosα
(3)

˙y = v0sinα −  gt
(4)

Then the total velocity at any instant is

      --------
v = ∘ x˙2 + y˙2

      ----------------------
    ∘  2                 2 2
v =   v0 − 2v0gtsin α + g t

and makes an angle 𝜃 with the horizon defined by

        y˙   --v0-cosα---
tan 𝜃 = x˙=  v0sinα −  gt

Integrating equations (3) and (4) we obtain

x = v t cosα + c
      0         3

               1- 2
y = v0tsinα −  2gt +  c4

But when t = 0, x = y = 0, therefore c3 = c4 = 0, and consequently

x =  v tcosα
      0
(5)

               1
y = v0tsin α − -gt2
               2
(6)

It is interesting to note that the motions in the two directions are independent. The gravitational acceleration does not affect the constant velocity along the x-axis, while the motion along the y-axis is the same as if the body were dropped vertcally with an initial velocity v0 sin α.

bf The Path - The equation of the path may be obtained by eliminating t between equations (7) and (8). This gives

y = x tanα −  ----g----x2
              2v20 cos2 α
(7)

which is the equation of a parabola.

bf The Time of Flight - When the projectile strikes the ground its y-coordinate is zero. Therefore substituting zero for y in equation (8) we get for the time of flight

     2v0sin-α-
T =     g
(8)

The Range - The range, or the total horizontal distance covered by the projectile, is found by replacing t in equation (7) by the value of T in equation (10), or by letting y = 0 in equation (9). By either method we obtain

     2v20 sinα-cosα-  v20-sin-2α-
R =        g       =     g
(9)

Note that a basic trigonometric identity was used to simpilfy the above equation.

Since v0 and g are constants the value of R depends upon α. It is evident from equation (11) that R is maximum when sin 2α = 1, or when α = π
4. The maximum range is, therefore,

         v2
Rmax  =  -0-
         g
(10)

In actual practice the angle of elevation which gives the maximum range is smaller on account of the resistance of the air.

The Highest Point - At the highest point = 0. Therefore substituting this value of in equation (4) we obtain v0sinα-
   g or 1
2T for the time taken to reach the highest point. Subsituting this value of the time in equation (8) we get for the maximum elevation

      2   2
H  = v0-sin--α
        2g
(11)

The Range for a Sloping Ground - Let β be the angle which the ground makes with the horizon. Then the range is the distance OP, Fig. 67, where P is the point where the projectile strikes the sloping ground. The equation of the line OP is

y = x tan β
(12)

PIC

Eliminating y between equations (14) and (9) we obtain the x-coordinate of the point,

     2v20 cos2α (tan α − tan β)
xp = -------------------------
                 g

But xp = R cos β, where R= OP.

Therefore

      2v2cos α
R ′ = --0------sin (α − β)
      g cos2β
  ′   v20sin(2α-−-β-) −-sin-β
R  =  g        cos2β
(13)

Thus for a given value of β, Ris maximum when sin (2α − β ) = 1, that is, when α = π
4 + β
2.

         2                  2
R′max =  v01 −-sin-β-=  -----v0-----
         g cos2β      g(1 + sinβ )
(14)

When β = 0 equations (15) and (16) reduce to equations (12) and (13), as they should.


"projectile motion" is owned by bloftin.
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See Also: ballistics (2D)

Other names:  balistic motion

This object's parent.

Cross-references: resistance, identity, velocity, acceleration, Newton's laws of motion, force, drag, horizon, motion
There is 1 reference to this object.

This is version 3 of projectile motion, born on 2006-08-06, modified 2008-02-01.
Object id is 217, canonical name is ProjectileMotion.
Accessed 7621 times total.

Classification:
Physics Classification40. (ELECTROMAGNETISM, OPTICS, ACOUSTICS, HEAT TRANSFER, CLASSICAL MECHANICS, AND FLUID MECHANICS)
 45. (Classical mechanics of discrete systems)
 45.50.Dd (General motion)
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