Physics Homework Problem:Kinematics

In summary, a car drove off a 51 m high cliff and the point of impact was 134 m from the base of the cliff. To find the speed of the car, we can use the equations of motion for the horizontal and vertical directions, taking into account the constant gravitational force and lack of horizontal force.
  • #1
shawonna23
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A car drives straight off the edge of a cliff that is 51 m high. The police at the scene of the accident note that the point of impact is 134 m from the base of the cliff. How fast was the car traveling when it went over the cliff?

I don't know where to begin with this problem. Can someone help me out please?
 
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  • #2
When the car rides off the cliff it will follow a parabolic path.
This is the result of two motions due to two velocity components:
A uniform velocity in the horizontal direction (no force acting horizontally).
A constant acceleration vertically (constant gravitational force acting downwards).

Set up the equations of motions for these directions and use the given data to solve for the speed of the car.
 
  • #3


Sure, let's break down the problem step by step. We know that the car was on top of a 51 m high cliff and it traveled 134 m before hitting the ground. We also know that the car was not thrown or dropped from the cliff, but rather drove off the edge. This means that we can use the equations of kinematics to solve for the initial velocity of the car.

First, let's define our variables. We know that the initial velocity of the car (V0) is what we are trying to find. The final velocity (Vf) will be 0 m/s since the car comes to a stop when it hits the ground. The acceleration (a) is due to gravity and is equal to 9.8 m/s^2. The distance (d) is 51 m since the car traveled straight down from the top of the cliff.

Now, we can use the equation Vf^2 = V0^2 + 2ad to solve for V0. Plugging in our known values, we get 0^2 = V0^2 + 2(9.8)(51). Solving for V0, we get V0 = 31.6 m/s.

Therefore, the car was traveling at a speed of 31.6 m/s when it went over the cliff. It's important to note that this answer assumes the car was traveling horizontally off the edge of the cliff. If the car had any vertical velocity, the answer would be different. I hope this helps clarify the problem for you.
 

What is Kinematics?

Kinematics is the branch of physics that deals with the motion of objects without considering the forces that cause the motion.

What are the basic equations used in kinematics?

The basic equations used in kinematics are:

  • Position (x) = Initial position (x0) + (Initial velocity (v0) x Time (t)) + (1/2)(Acceleration (a) x Time (t)^2)
  • Velocity (v) = Initial velocity (v0) + (Acceleration (a) x Time (t))
  • Acceleration (a) = Change in velocity (v) / Change in time (t)
  • Final velocity (vf) = Initial velocity (vi) + (Acceleration (a) x Time (t))
  • Distance (d) = (Initial velocity (v0) x Time (t)) + (1/2)(Acceleration (a) x Time (t)^2)

What are the different types of motion in kinematics?

The different types of motion in kinematics are:

  • Uniform motion - when an object moves at a constant speed in a straight line
  • Uniformly accelerated motion - when an object moves with a constant acceleration in a straight line
  • Non-uniform motion - when an object's motion is not constant or changes direction

How do you solve kinematics problems?

To solve kinematics problems, you need to first identify the type of motion (uniform, uniformly accelerated, or non-uniform) and then use the appropriate equation(s) to solve for the unknown variable. It is important to pay attention to the units of measurement and to use the correct equation for the given scenario.

What are some real-life applications of kinematics?

Kinematics has many real-life applications, including:

  • Calculating the trajectory of a projectile, such as a ball being thrown or a bullet being fired
  • Designing roller coasters or other amusement park rides
  • Understanding and predicting the motion of objects in sports, such as a soccer ball being kicked or a baseball being thrown
  • Calculating the motion of vehicles, such as cars, planes, or rockets

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