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Category > Physics Posted 23 May 2017 My Price 10.00

Gravity and 2-D Ballistic Motion

Gravity and 2-D Ballistic Motion 1 Introduction This lab focuses on ballistic motion, or the path of a body moving only under the

influence of gravity. In particular, we will measure the value of gravitational

acceleration and analyze the trajectories of launched projectiles. Newton’s laws are

important here, since they provide the theoretical foundation for describing such motion

mathematically. This experiment is intended to take two class periods, and you will

write a full laboratory report for it. For guidance, refer to the file on eLearning called

Writing Lab Reports, which has a description of all the information you will need to

include. Remember that this lab report is 25% of your final grade. 2 Key Concepts •

• Projectile motion • Newton’s laws • 3 Gravitational acceleration Full laboratory write-up Theory 31 Newton’s Laws 1. Law of Inertia: Every object in uniform motion—that is, moving with

constant velocity—will stay in uniform motion unless a net external

force acts on it.

~

2. Fnet = m ~a. The net force acting on an object equals the mass of the

object times its acceleration. Remember that force and acceleration are

vector quantities, while mass is a scalar. 3. When one object exerts a force on a second object, the second object

also exerts a force on the first object that is equal in magnitude and

opposite in direction. This is often phrased as “for every action, there

is an equal and opposite reaction.” The second law is most useful to us in this lab, because we know that the force of

gravity is, to very good approximation, constant and pointing downward near the

surface of the earth. The second law says that a constant force acting on an object

translates into constant acceleration of the object, and under the assumption of constant

acceleration, the following kinematic equations can be derived. See your text or the

appendix of Lab 3 for more details. 1 ~x = ~v0t ~a

+

1t2 , (1) 2

~v = ~v0 + ~a t , (2) ~v2 = ~v02 + 2~a ·

~x . (3) Time t is the independent variable, ~x is the change in position, ~v 0 is the initial

velocity, ~v is the final velocity (at time t), and ~a is the acceleration. Note that in the

third equation, there is a dot product between ~a and ~x, and the notation ~v 2 means ~v

· ~v, the square of the magnitude of ~v.

The equations above are vector equations, which we can think of as describing

relationships be-tween geometrical arrows associated with our object moving in threedimensional space. However, it is often more useful to use the equations in component

form relative to a Cartesian coordinate

ˆˆ ˆ system (the usual ı, , and k), although other coordinate systems are possible. This means

that Equations (1) and (2) each really stand for three equations—one for each coordinate

of the motion. For example, from Equation (2), we have v x = v0x +axt, and likewise for y

and z. We can therefore treat the motion along different coordinate directions separately

in our analysis when the motion occurs in more than one dimension. Making a table of

the components of each variable is a helpful tool in keeping track of things. Consider

Figure 1 and Table 1 for a 2-D example of this process. Figure 1: Diagram of general projectile motion. 32 Projectile Motion We will be using the kinematic equations above to analyze the trajectory of a launched

projectile. Projectile motion occurs when an object is subject to an initial force that

propels it into the air, after which it follows an arcing path to the ground. In reality,

projectile motion is complicated by the presence of air resistance and other external

forces besides gravity. However, in this lab, we will neglect these other influences, and

our equations will only reflect the effect of gravity on the motion. It is important to

remember that we are applying the kinematic equations to the object only when it is

actually in flight; the launcher just serves to give the projectile an initial velocity, and

what happens inside the launcher is irrelevant to the object’s trajectory. 2 ~x (m) ~v0 (m/s) ~v (m/s) Motion description up v max − hi v down v x x 0x ~a

(m/s2) t (s) 0x 0 t 0 −9.80 t fx = v0x 0 t down fy −9.80 t down v up Motion from hi to hmax

y h x x 0y 0x v up Motion from hmax to hf

y f − hmax h 0 v Table 1: Table for organizing components of constant acceleration motion problems.

Have a set of x and y rows for each part of the motion, keeping in mind where the

beginning and ending points of the motion are. This table is set up for a projectile where

you want to know the maximum height (hmax) and range (xup + xdown). Calculations in trajectory problems can be lengthy, as there are many quantities of

interest. The maximum height, the total flight time, the total horizontal range, and the

initial and final velocities and angles are all variables in this type of problem that you

might be asked to solve for. When solving these equations, keep in mind the following

key points. 1. The projectile attains its maximum height when the vertical component of its

velocity is zero.

2. The acceleration due to gravity points vertically downward and has magnitude

9.80 m/s2.

3. All objects free fall at the same rate in the absence of air resistance.

4. Since time is a scalar, the time in the x direction is the same as the time in the y direction.

5. Be careful to take into account the difference in height between your initial

and final positions. For more information on Newton’s laws and projectile motion, see the appropriate

sections in your text. For more information on analyzing graphs, see Lab 3 and the file

called Graphing Skills on eLearning. 33 Full Laboratory Report A full laboratory report is a professional way to present all of the data

Answers

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Status NEW Posted 23 May 2017 02:05 AM My Price 10.00

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