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Translated into symbols, this becomes "What is<br />
the value of x when v x = 25 m/s?"<br />
Make a list of quantities such as x, x 0 ,v x ,v 0x ,a x and<br />
t. In general, some of the them will be known<br />
quantities, and decide which of the unknowns are<br />
the target variables. Be on the lookout for implicit<br />
information. For example. "A are sits at a<br />
stoplight" Usually means v 0x = 0.<br />
Step 3 : Execute the solution :<br />
Choose an equation from Equation v x = v 0x + a x t<br />
x = x 0 + v 0x t + 2<br />
1<br />
ax t 2<br />
2<br />
v x =<br />
(constant acceleration only)<br />
2<br />
v 0x<br />
+ 2a x (x – x 0 ) (constant accelerations only)<br />
⎛ v0x<br />
+ vx<br />
⎞<br />
x – x 0 = ⎜ ⎟ t (constant acceleration only)<br />
⎝ 2 ⎠<br />
that contains only one of the target variables. Solve<br />
this equation for the equation for the target variable,<br />
using symbols only. then substitute the known values<br />
and compute the value of the target variable.<br />
sometimes you will have to solve two simultaneous<br />
equations for two unknown quantities.<br />
Step 4 : Evaluate your answer : Take a herd look at<br />
your results to see whether they make sense. Are<br />
they within the general range of values you<br />
expected?<br />
Problem solving strategy :<br />
Projectile Motion :<br />
Step 1 : Identify the relevant concepts : The key<br />
concept to remember is the throughout projectile<br />
motion, the acceleration is downward and has a<br />
constant magnitude g. Be on the lookout for aspects<br />
of the problem that do not involve projectile motion.<br />
For example, the projectile-motion equations don't<br />
apply to throwing a ball, because during the throw<br />
the ball is acted on by both the thrower's hand and<br />
gravity. These equations come into play only after<br />
the ball leaves the thrower's hand.<br />
Step 2 : Set up the problem using the following steps<br />
Define your coordinate system and make a sketch<br />
showing axes. Usually it's easiest to place the<br />
origin to place the origin at the initial (t = 0)<br />
position of the projectile. (If the projectile is a<br />
thrown ball or a dart shot from a gun, the<br />
thrower's hand or exits the muzzle of the gun.)<br />
Also, it's usually best to take the x-axis as being<br />
horizontal and the y-axis as being upward. Then<br />
the initial position is x 0 = 0 and y 0 = 0, and the<br />
components of the (constant) acceleration are a x = 0,<br />
a y = – g.<br />
List the unknown and known quantities, and<br />
decide which unknowns are your target variables.<br />
In some problems you'll be given the initial<br />
velocity (either in terms of components or in<br />
terms of magnitude and direction) and asked to<br />
find the coordinates and velocity components as<br />
some later time. In other problems you might be<br />
given two points on the trajectory and asked to<br />
find the initial velocity. In any case, you'll be<br />
using equations<br />
x = (v 0 cosα 0 )t (projectile motion) through ...(1)<br />
v y = v 0 sin α 0 – gt (projectile motion) ...(2)<br />
make sure that you have as many equations as<br />
there are target variables to be found.<br />
It often helps to state the problem in words and<br />
then translate those words into symbols. For<br />
example, when does the particle arrive at a certain<br />
point ? (That is at what value of t?) Where is the<br />
particle when its velocity has a certain value?<br />
(That is, what are the values of x and y when v x or<br />
v y has the specified value ?) At the highest point<br />
in a trajectory, v y = 0. so the question "When does<br />
the particle reach its highest points ?" translates<br />
into "When does the projectile return to its initial<br />
elevation?" translates into "What is the value of t<br />
when y = y 0 ?"<br />
Step 3 : Execute the solution use equation (1) & (2)<br />
to find the target variables. As you do so, resist the<br />
temptation to break the trajectory into segments and<br />
analyze each segment separately. You don't have to<br />
start all over, with a new axis and a new time scale,<br />
when the projectile reaches its highest point ! It's<br />
almost always easier to set up equation (1) & (2)<br />
at the starts and continue to use the same axes and<br />
time scale throughout the problem.<br />
Step 4 : Evaluate your answer : As always, look at<br />
your results to see whether they make sense and<br />
whether the numerical values seem reasonable.<br />
Relative Velocity :<br />
Step 1 : Identify the relevant concepts : Whenever<br />
you see the phrase "velocity relative to" or "velocity<br />
with respect to", it's likely that the concepts of<br />
relative will be helpful.<br />
Step 2 : Set up the problem : Label each frame of<br />
reference in the problem. Each moving object has its<br />
own frame of reference; in addition, you'll almost<br />
always have to include the frame of reference of the<br />
earth's surface. (Statements such as "The car is<br />
traveling north at 90 km/h" implicitly refer to the<br />
car's velocity relative to the surface of the earth.) Use<br />
the labels to help identify the target variable. For<br />
example, if you want to find the velocity of a car (C)<br />
with respect to a bus (B), your target variable is v C/B .<br />
Step 3 : Execute the solution : Solve for the target<br />
variable using equation<br />
v P/A = v P/B + v B/A (relative velocity along a line) ...(1)<br />
XtraEdge for <strong>IIT</strong>-<strong>JEE</strong> 30 MAY 2010