Uniformly Accelerated Projectile Motion

In summary, the conversation discusses a problem involving a baseball being thrown with an initial velocity of 100 m/s at an angle of 30° above the horizontal and how far it will travel before returning to its original level. The solution involves using equations for velocity, distance, and time, as well as the quadratic formula to find the time it takes for the ball to reach its original level.
  • #1
roam
1,271
12
Hi

Here's my probelm:



A baseball is thrown with an initial velocity of 100 m/s at an angle of 30° above the horizontal. How far from the throwing point will the baseball attain its original level?




The attempt at a solution:
vix = 100 cos 30° => 86.6 m/s
viy = 100 cos 30° => 50 m/s

To find the distance we need to use [tex]v = \frac{d}{t} [/tex] = d = vt
Now in order to find the time we can use;
[tex]y = v_{iy}t + \frac{1}{2}a_{y}t^2[/tex]

[tex]y = 0[/tex] since the ball is coming back to its original height.
= [tex]0 = (50 m/s) . t + \frac{1}{2} (-9.8 m/s^2 ) t^2[/tex]

Am I right...? I can't exactly see how to obtain the time out of this…

Thanks

 
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  • #2
That's right -- from there, you can tell that there are two values for t when y = 0 -- t = 0 means the moment the ball was launched, and the other t will signify when the ball hits the ground again. Of course, this is given the fact that the ground is the point of reference and not some elevated height. Solve via algebra for the other t and you're done.
 
  • #3
Thank you,

But I didn't quite understand the last part, you mean we take the first t = 0 ?
ie.
[tex]0 = (50 m/s) . 0 + \frac{1}{2} (-9.8 m/s^2 ) t^2[/tex]

And then we sove for t² ?


...and once we find time, we can use [tex]x = v_{x}t[/tex] to find the distance the ball traveled until it attained its original level.
 
  • #4
roam said:
Thank you,

But I didn't quite understand the last part, you mean we take the first t = 0 ?

No, he means that one of the answers to that equation will be t = 0 (because at t=0, the ball was in fact at the original level). You need to solve for the other solution to that equation, just put one of the terms on the other side of the "=" and cancel out one of the [tex]t[/tex]s
 
  • #5
cryptoguy said:
You need to solve for the other solution to that equation, just put one of the terms on the other side of the "=" and cancel out one of the [tex]t[/tex]s

Hi!

Which one of the terms t ot t^2? It's kind of confusing, that's where I'm stuck...

[tex](50 m/s) t + \frac{1}{2} (-9.8 m/s^2 ) t^2 = 0[/tex]

If we take t to the other side we get;

[tex](50 m/s) + \frac{1}{2} (-9.8 m/s^2 ) t^2 = \frac{1}{t}[/tex]

:confused:
 
  • #6
ok, if you want to find the distance the object will obtain when it reaches the horizon once more, you do this:

A) use a=(vf-vi)/t
this equation is changed to t=(vf-vi)/a
t=(0-50)/-9.81
t=5.09s **** that is the time from the horizon to the apex****
total time = 5.09s*2 = 10.18s

B) now you can use d=v*t
d=86.6m/s * 10.18s
d=881.58m
 
  • #7
But I am rather curious as how to obtain time from: [tex](50 m/s) t + \frac{1}{2} (-9.8 m/s^2 ) t^2 = 0[/tex]

Thanks.

roam said:
The attempt at a solution:
vix = 100 cos 30° => 86.6 m/s
viy = 100 cos 30° => 50 m/s

To find the distance we need to use [tex]v = \frac{d}{t} [/tex] = d = vt
Now in order to find the time we can use;
[tex]y = v_{iy}t + \frac{1}{2}a_{y}t^2[/tex]

[tex]y = 0[/tex] since the ball is coming back to its original height.
= [tex]0 = (50 m/s) . t + \frac{1}{2} (-9.8 m/s^2 ) t^2[/tex]


 
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  • #8
well, if you really want to do math other than physics to solve this problem using d=vi*t+0.5*a*t^2 all you have to do is plugin for the equation. you do not need to solve for d. Because you want to know the time when the ball hits the floor, all you have to do is find when the distance is going to be 0. that really happens 2 times: before the ball leaves and when it lands *****bouncing doesn't count*****
therefore, you use the quadratic formula on this d=50*t+9.81/2*t^2. d is like y-axis do that has to be 0 for the answer and t is the x-axis.
the answers are x=[0 and 10.1937] when y =0
you get it?
 
  • #9
Oh, that makes perfect sense now. Thanks. :smile::smile:
 

1. What is uniformly accelerated projectile motion?

Uniformly accelerated projectile motion is the motion of an object that is projected or thrown into the air at an angle, and experiences a constant acceleration due to gravity throughout its trajectory.

2. What is the formula for calculating the distance traveled in uniformly accelerated projectile motion?

The formula for calculating distance in uniformly accelerated projectile motion is d = v0t + (1/2)at2, where d is the distance traveled, v0 is the initial velocity, t is the time, and a is the acceleration due to gravity.

3. How is the angle of projection related to the range in uniformly accelerated projectile motion?

The angle of projection is related to the range in uniformly accelerated projectile motion through the formula R = (v02sin2θ)/g, where R is the range, v0 is the initial velocity, θ is the angle of projection, and g is the acceleration due to gravity.

4. What is the difference between initial velocity and average velocity in uniformly accelerated projectile motion?

Initial velocity refers to the velocity of an object at the moment it is projected or thrown, while average velocity refers to the overall average velocity of the object during its entire trajectory. In uniformly accelerated projectile motion, the initial velocity and the average velocity are equal in magnitude, but differ in direction.

5. How does air resistance affect uniformly accelerated projectile motion?

In the absence of air resistance, the acceleration due to gravity is constant and the path of the projectile is a perfect parabola. However, air resistance can affect the motion of the projectile by decreasing its velocity and altering its trajectory. This effect is more significant for objects with larger surface areas and lower densities.

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