Relative Motion Analysis: Acceleration

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SUMMARY

This discussion focuses on the application of vector analysis in rigid body relative motion problems, specifically regarding the use of sine and cosine functions to resolve velocity components. Participants emphasize that sine and cosine are essential for calculating vector components against a coordinate system or other vectors. An example is provided where the angular velocity of a rigid body (4.1) and angular rotation (5.5) are used to determine the velocity components of a slider block. The discussion concludes that understanding the context of the problem is crucial for deciding when to use trigonometric functions versus direct numerical values.

PREREQUISITES
  • Understanding of vector analysis in physics
  • Familiarity with rigid body motion concepts
  • Knowledge of trigonometric functions and their applications
  • Basic principles of angular velocity and rotation
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  • Study the application of vector components in rigid body dynamics
  • Learn how to resolve vectors using trigonometric functions
  • Explore the relationship between angular velocity and linear velocity
  • Practice solving problems involving relative motion and velocity components
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This discussion is beneficial for physics students, educators, and anyone involved in mechanical engineering or kinematics, particularly those working on problems related to rigid body motion and vector analysis.

Smoker
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Mentor note: moved to homework forum later, therefore no template.[/size]

When doing a rigid body relative motion (accel) problem using vector analysis, how do I know when it's appropriate to substitute sin/cos values vs when to use just the numbers given as the velocity?
 
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It sounds like you are trying to use formulas without understanding them.
vis: sine and cosine are usually used to compute components of vectors resolved against a coordinate system, or against other vectors ... so that is when you use them. You should use whichever trig functions you need to in order to work the problem, not just sine and cosine.

The trouble with this sort of question is that the people who can answer you find this stuff intuitively obvious - this means there is a bit more information needed to get us (me) to understand where the trouble lies.

Please provide an example of where you get in trouble deciding what to use.
 
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Post moved from the technical forums, so no HH Template is shown
I am to determine the velocity of slider block C. Given angular velocity of AB (4.1) and angular rotation of AB (5.5).
Screen Shot 2016-03-03 at 5.01.46 PM.png
 
Okay, and which velocity value where do you want to calculate how, where you ran into the problem of post 1?
 
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mfb said:
Okay, and which velocity value where do you want to calculate how, where you ran into the problem of post 1?
Basically I want to know the x and y components of the velocity of B, A is zero because it's fixed and C is (Vc)i because it's restricted to the x axis, but what is Vb? and why?
 
Okay. Can you find the speed of B, and the direction of motion?
That allows to find the velocity components.

I think this thread fits better to the homework section.
 
Just a note re initial question about when to use sine and cosine:
If the speed of C is ##v_c## then the x-component is ##v_{cx}=v_c\cos\theta## but, here, ##\theta = 180^\circ## (it is the angle ##\vec v_c## makes to the +x-axis). So you get ##\vec v_c = -v_c\hat\imath## ... which is to say, the sine and cosine values are still used, it's just that they are easy.
 

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