What is sign of y if ball is thrown up?

  • Thread starter Thread starter freshyy
  • Start date Start date
  • Tags Tags
    Ball Sign
AI Thread Summary
When a ball is thrown upwards, the height at its peak is defined as y, while the initial height from which it is thrown is y-initial. The coordinate system can be set with the origin at ground level, making y=0 at that point. The maximum height reached depends on the initial velocity and the time taken to stop ascending, calculated using the equation y(t) = y(0) + Vy(0)*t + 1/2*ay*t^2, where ay is the acceleration due to gravity. The time taken for the ball to descend is not equal to the time taken to reach its maximum height if released from a height above ground level.
freshyy
Messages
5
Reaction score
1
This is a general question that i am confused about. If I throw a ball up, then is the distance that it reaches at the very top the y or y-initial? Also, is this y or y-initial positive or negative?
 
Physics news on Phys.org
freshyy said:
This is a general question that i am confused about. If I throw a ball up, then is the distance that it reaches at the very top the y or y-initial? Also, is this y or y-initial positive or negative?

You can define your coordinates however is the most convenient for solving any particular problem. The simplest 2-d coordinate system for projectile motion problems would be to put the origin on the ground, with the x-axis horizontal and the y-axis vertical. That means y=0 is at ground level, so if you are 6 feet tall and throw a ball up, then y(t=0)=6', and Vy(0)= whatever velocity you release the ball at time t=0. The height at the top of the ball's travel will depend on Vy(0) at the release point y(0)=6' plus however long it takes for the ball to stop moving up. Use an equation like this...

y(t) = y(0) + Vy(0)*t + 1/2*ay*t^2

Where a = the acceleration due to gravity, which in this case is -9.8m/s^2.

Does that help?
 
berkeman said:
You can define your coordinates however is the most convenient for solving any particular problem. The simplest 2-d coordinate system for projectile motion problems would be to put the origin on the ground, with the x-axis horizontal and the y-axis vertical. That means y=0 is at ground level, so if you are 6 feet tall and throw a ball up, then y(t=0)=6', and Vy(0)= whatever velocity you release the ball at time t=0. The height at the top of the ball's travel will depend on Vy(0) at the release point y(0)=6' plus however long it takes for the ball to stop moving up. Use an equation like this...

y(t) = y(0) + Vy(0)*t + 1/2*ay*t^2

Where a = the acceleration due to gravity, which in this case is -9.8m/s^2.

Does that help?

Yes, thank you
 
berkeman said:
You can define your coordinates however is the most convenient for solving any particular problem. The simplest 2-d coordinate system for projectile motion problems would be to put the origin on the ground, with the x-axis horizontal and the y-axis vertical. That means y=0 is at ground level, so if you are 6 feet tall and throw a ball up, then y(t=0)=6', and Vy(0)= whatever velocity you release the ball at time t=0. The height at the top of the ball's travel will depend on Vy(0) at the release point y(0)=6' plus however long it takes for the ball to stop moving up. Use an equation like this...

y(t) = y(0) + Vy(0)*t + 1/2*ay*t^2

Where a = the acceleration due to gravity, which in this case is -9.8m/s^2.

Does that help?

Also, the time that the ball takes to come down is twice the time the ball takes to reach its maximum height, right?
 
freshyy said:
Also, the time that the ball takes to come down is twice the time the ball takes to reach its maximum height, right?

Not if you release it from your 6' height. Right? :smile:
 
Well, I mean the two times from release to apex, and from apex to hitting the ground. Those are not equal.
 
berkeman said:
Well, I mean the two times from release to apex, and from apex to hitting the ground. Those are not equal.
Yea, in understand it now thank you.
 
  • Like
Likes berkeman
Back
Top