Lecture Atlas

//week-03

EGD102

//concept

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Week 3 Cheatsheet — Motion in 2D and Relative Motion

medium exam quiz

How this week breaks down

Six concepts, all built on the same idea: in 2D, motion in and motion in are independent except they share the same clock.

TopicWhat you do
Kinematics reviewPick a SUVAT equation, identify three knowns, solve for the unknown. Only valid for constant .
Vectors (polar ↔ Cartesian), . Reverse with and . Add for quadrants 2 and 3.
2D kinematicsMake two tables (one per plane). Solve each plane independently. Link with .
Projectile motionA special case: , . The horizontal velocity never changes.
Relative velocity, applied per plane.

1 — Constant-acceleration kinematics (the four SUVATs)

Valid only when is constant. Knowing any three of gives you the other two.

EquationMissing variableUse when…
You don’t care about displacement
You don’t care about time
You don’t care about final velocity
You don’t care about acceleration

Symbols = initial velocity (m/s), = final velocity (m/s), = acceleration (m/s), = displacement (m), = time (s). All except are vectors — sign matters.

Calculus relationships (in case is not constant):


2 — Vectors: polar ↔ Cartesian

ConversionFormula
Polar → Cartesian,
Cartesian → polar (magnitude)
Cartesian → polar (direction, Q1/Q4)
Cartesian → polar (direction, Q2/Q3)

Angle measured from each axis (slide 12):

Measured from…-component-component
-axis (angle )
-axis (angle )

Unit vectors and point along and . A vector can be written .


3 — 2D kinematics (the per-plane recipe)

The four SUVATs hold independently in each plane:

-plane-plane

Notice: has no subscript. It is the same in both columns. This is the only link between the two planes.

Five-step workflow (slide 14)

  1. Define axes with explicit positive directions.
  2. Draw the motion as vectors (the “Visualise” step).
  3. Split into components, list known per plane in a table.
  4. Solve in each plane with the appropriate SUVAT.
  5. Assess — sanity-check magnitudes, signs, units.

4 — Projectile motion (special case of 2D kinematics)

QuantityValue
(no air resistance)
m/s if up; m/s if down
at any time (unchanged)
At the peak (when up), but still

Useful shortcuts (axes up):

  • Time to reach peak: .
  • Maximum height above launch: .
  • Range on flat ground: .

5 — Relative velocity in 2D

with subscripts O (object), M (medium / intermediate frame), G (ground / observer). Inner subscripts cancel: .

Applied per plane:

Or, in vector form: and similarly for .

Scenario
Swimmer in rivervelocity through waterwater currentactual ground velocity
Plane in windvelocity through air (heading)windground track
Person on a moving trainvelocity in train frametrain velocityvelocity to platform

Common mistakes

  1. Sign of . vs depends on whether you chose up or down. Pick one convention at the start and stick to it.
  2. quadrants. Calculators return angles in . For quadrants 2 and 3, add .
  3. Mixing planes too early. -equations and -equations are independent; only links them. Don’t substitute into an -equation.
  4. Speed vs velocity. “Speed” is just . “Velocity” needs both magnitude and direction.
  5. Forgetting unit conversions. km/h ÷ 3.6 = m/s. Minutes × 60 = seconds.
  6. Using SUVAT when is not constant. SUVAT only holds for constant acceleration; otherwise integrate.
  7. Ignoring air resistance assumption. Every example here drops it; real problems may not.
  8. Skipping the Assess step. Sanity-check magnitudes, signs, and units at the end.

Key formulas

For the why and a full exam-style worked example, see the in-depth note.

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