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Honors Physics Unit 5 Review: Motion in Two Dimensions

Unit 5 takes the one-dimensional motion you already know and stretches it into two dimensions by treating quantities as vectors and splitting them into components. By the end, you should be able to add vectors on paper and with trig, predict where a projectile lands, find the acceleration of a block on a ramp, and calculate the period of a spring or pendulum.

Read the big ideas first, then work through each topic's notes and checkpoint question before trying problems on your own.

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What is Honors Physics unit 5?

This unit is where physics starts needing trigonometry every day. Sine, cosine, and the Pythagorean theorem become your main tools for turning angled arrows into numbers you can add and plug into equations.

Honors Physics Unit 5 covers motion in two dimensions. You start with vectors, adding and subtracting them graphically with head-to-tail diagrams and then analytically with x and y components. You use those components to analyze projectile motion, where horizontal velocity stays constant and vertical motion accelerates downward at g=9.8g = 9.8 m/s². You then resolve gravity on inclined planes into mgsin⁡θmg\sin\theta along the ramp and mgcos⁡θmg\cos\theta into it, including friction. The unit ends with simple harmonic motion, using Hooke's law, energy conservation, and the period formulas for springs and pendulums.

A vector problem in two dimensions becomes two one-dimensional problems once you use components.

A vector of magnitude AA at angle θ\theta measured from the positive x-axis has an x-component Acos⁡θA\cos\theta and a y-component Asin⁡θA\sin\theta. X-components only combine with x-components, and y with y. That lets you reuse all the 1D tools from earlier units, one axis at a time.

Horizontal and vertical motion of a projectile are independent but share the same clock.

With no air resistance, nothing pushes a projectile sideways, so its horizontal velocity never changes. Gravity only changes the vertical velocity. Time is the link, so you usually solve for time in one direction and use it in the other.

Choosing your axes well can make a hard problem easy.

On a ramp, tilting your axes to match the slope means only gravity needs to be split, while the normal force and friction already line up with an axis. The same habit helps with pendulums, where the restoring force is the part of gravity along the arc.

Break it into components along axes that fit the situation

For vectors, projectiles, and ramps, pick axes that fit the situation and resolve vectors into components when needed. Then apply the appropriate equations along each axis. Oscillator problems can also use Newton's second law, along with energy or period formulas. When you finish, recombine the components with the Pythagorean theorem and inverse tangent if the question asks for a magnitude and direction.

Honors Physics unit 5 topics

5.5

Simple Harmonic Motion

Simple harmonic motion (SHM) happens when the restoring force is proportional to displacement and points back toward equilibrium.

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Unit 5 review notes

5.1

Vector Addition and Subtraction: Graphical Methods

A vector has magnitude and direction, so you can't add vectors like plain numbers. Walking 4 m east and then 3 m north doesn't put you 7 m from where you started.

The head-to-tail method fixes this. Draw the first vector to scale, put the tail of the next vector at the head of the first, and keep chaining. The resultant runs from the tail of the first vector to the head of the last one. For the walk above, the resultant is 5 m long, pointing about 36.9° north of east.

The parallelogram method gives the same answer. Place two vectors tail to tail, complete the parallelogram, and draw the diagonal from the shared tail. It's handy when two forces pull on the same point.

To subtract, add the opposite. A⃗−B⃗\vec{A} - \vec{B} means flip B⃗\vec{B} so it points the other way, then add it head to tail. Order doesn't matter for addition (A⃗+B⃗=B⃗+A⃗\vec{A} + \vec{B} = \vec{B} + \vec{A}), but it does for subtraction.

Graphical answers depend on your scale (for example, 1 cm = 5 N) and how carefully you use the ruler and protractor. They're great for checking reasonableness, but the analytical method in 5.2 gives exact results.

  • Scalar: A quantity with magnitude only, such as speed, distance, mass, or time.
  • Resultant: The single vector that has the same effect as all the added vectors combined.
  • Head-to-tail method: A drawing method where each vector starts at the tip of the previous one and the resultant connects the first tail to the last head.
  • Negative of a vector: A vector with the same magnitude but the opposite direction, used to turn subtraction into addition.

Check yourself: A plane flies 300 km north, then 300 km south. What is its displacement, and what distance did it travel? (Answer: The displacement is 0 km because the vectors cancel head to tail, but the distance traveled is 600 km.)

5.2

Vector Addition and Subtraction: Analytical Methods

The analytical method uses trig instead of a ruler. For a vector of magnitude AA at angle θ\theta from the positive x-axis, the components are Ax=Acos⁡θA_x = A\cos\theta and Ay=Asin⁡θA_y = A\sin\theta. You can also write the vector with unit vectors, A⃗=Axi^+Ayj^\vec{A} = A_x\hat{i} + A_y\hat{j}, where i^\hat{i} and j^\hat{j} each have length 1.

To add or subtract, combine matching components. Then rebuild the resultant with R=Rx2+Ry2R = \sqrt{R_x^2 + R_y^2} and θ=tan⁡−1(Ry/Rx)\theta = \tan^{-1}(R_y/R_x).

Worked example. Add A⃗\vec{A} = 10 m at 30° and B⃗\vec{B} = 6 m at 120°.

  1. Ax=10cos⁡30°=8.66A_x = 10\cos 30° = 8.66 m and Ay=10sin⁡30°=5.00A_y = 10\sin 30° = 5.00 m.
  2. Bx=6cos⁡120°=−3.00B_x = 6\cos 120° = -3.00 m and By=6sin⁡120°=5.20B_y = 6\sin 120° = 5.20 m.
  3. Rx=8.66+(−3.00)=5.66R_x = 8.66 + (-3.00) = 5.66 m and Ry=5.00+5.20=10.20R_y = 5.00 + 5.20 = 10.20 m.
  4. R=5.662+10.202=136.1≈11.7R = \sqrt{5.66^2 + 10.20^2} = \sqrt{136.1} \approx 11.7 m.
  5. θ=tan⁡−1(10.20/5.66)≈61.0°\theta = \tan^{-1}(10.20/5.66) \approx 61.0°.

The calculator's tan⁡−1\tan^{-1} returns angles between −90°-90° and 90°90°. If RxR_x is negative, add 180° to get the direction in the second or third quadrant. If Rx=0R_x = 0, the direction is 90° for positive RyR_y or 270° for negative RyR_y. A zero vector has no direction.

  • Component: The part of a vector that lies along one axis, found with sine or cosine of the vector's angle.
  • Unit vector: A vector of length 1 that marks a direction, with i^\hat{i} for x and j^\hat{j} for y.
  • Scalar multiplication: Multiplying a vector by a number, which scales its length and reverses its direction if the number is negative.

Check yourself: A vector has components Rx=−4R_x = -4 and Ry=3R_y = 3. What are its magnitude and direction from the positive x-axis? (Answer: The magnitude is 5. The calculator gives tan⁡−1(3/−4)=−36.9°\tan^{-1}(3/-4) = -36.9°, but the vector is in the second quadrant, so the angle is −36.9°+180°=143.1°-36.9° + 180° = 143.1°.)

5.3

Projectile Motion

A projectile moves under gravity alone after launch. Ignoring air resistance and using a constant downward gravitational acceleration, its path is a parabola if it has horizontal velocity. A vertically launched projectile follows a vertical line. You can analyze the motion along two axes linked by time.

Set the origin at the launch point and take upward as positive. Horizontally, ax=0a_x = 0, so x=v0xtx = v_{0x}t. Vertically, ay=−ga_y = -g, so y=v0yt−12gt2y = v_{0y}t - \tfrac{1}{2}gt^2 and vy=v0y−gtv_y = v_{0y} - gt. For a launch at speed v0v_0 and angle θ\theta, start with v0x=v0cos⁡θv_{0x} = v_0\cos\theta and v0y=v0sin⁡θv_{0y} = v_0\sin\theta.

Worked example. A ball rolls off a 1.25 m high table at 3.0 m/s. Where does it land?

  1. It leaves horizontally, so v0y=0v_{0y} = 0 and v0x=3.0v_{0x} = 3.0 m/s.
  2. Use the vertical drop to find time: 1.25=12(9.8)t21.25 = \tfrac{1}{2}(9.8)t^2, so t=2(1.25)/9.8≈0.51t = \sqrt{2(1.25)/9.8} \approx 0.51 s.
  3. Use that time horizontally: x=(3.0)(0.51)≈1.5x = (3.0)(0.51) \approx 1.5 m from the table's edge.

At the top of a path, vy=0v_y = 0 but the acceleration is still gg downward, and vxv_x is unchanged. For launch and landing at the same height, use R=v02sin⁡2θgR = \dfrac{v_0^2\sin 2\theta}{g}. For an upward launch, the maximum height above the launch point is hmax=v02sin⁡2θ2gh_{max} = \dfrac{v_0^2\sin^2\theta}{2g}, even if the landing height differs. With the same launch speed and equal launch and landing heights, range peaks at 45°, and complementary angles like 30° and 60° give equal ranges.

  • Trajectory: The path a projectile follows. With constant gravity and no air resistance, it is a parabola if the projectile has horizontal velocity and a vertical line if it does not.
  • Range: The horizontal distance a projectile covers before landing.
  • Time of flight: The total time the projectile is in the air, which is set by the vertical motion.

Check yourself: One ball is dropped and another is fired horizontally from the same height at the same instant. Which hits the ground first? (Answer: They land at the same time, because both start with zero vertical velocity and have the same vertical acceleration.)

QuantityHorizontal (x)Vertical (y)
Acceleration0$-g$ (9.8 m/s² downward)
Initial velocity$v_0\cos\theta$$v_0\sin\theta$
Velocity during flightConstantChanges by 9.8 m/s every second
Position equation, with origin at launch$x = v_{0x}t$$y = v_{0y}t - \tfrac{1}{2}gt^2$
5.4

Inclined Planes

On a ramp, tilt your axes so x runs along the slope and y runs perpendicular to it. Then only gravity needs splitting. The component down the slope is mgsin⁡θmg\sin\theta, and the component into the surface is mgcos⁡θmg\cos\theta. If no other force acts on the block, the normal force balances the perpendicular component of gravity, so N=mgcos⁡θN = mg\cos\theta, not mgmg. A quick check is that at θ=0°\theta = 0°, the slope component is zero and N=mgN = mg, as on flat ground.

Friction depends on NN. Kinetic friction is fk=μkNf_k = \mu_k N. Static friction adjusts to whatever is needed, up to fs,max=μsNf_{s,max} = \mu_s N. A block stays at rest if tan⁡θ≤μs\tan\theta \le \mu_s.

Worked example. A box slides down a 30° ramp with μk=0.20\mu_k = 0.20. Find its acceleration.

  1. Newton's second law along the slope gives ma=mgsin⁡θ−μkmgcos⁡θma = mg\sin\theta - \mu_k mg\cos\theta.
  2. Mass cancels, so a=g(sin⁡θ−μkcos⁡θ)a = g(\sin\theta - \mu_k\cos\theta).
  3. a=9.8(0.500−0.20×0.866)=9.8(0.327)≈3.2a = 9.8(0.500 - 0.20 \times 0.866) = 9.8(0.327) \approx 3.2 m/s².

Mass doesn't change the acceleration, though a heavier box does feel larger normal and friction forces. Steeper angles increase acceleration twice over, because the slope component grows while the normal force, and with it friction, shrinks.

  • Normal force: The surface's push perpendicular to itself, equal to mgcos⁡θmg\cos\theta on a ramp with no other perpendicular forces.
  • Static friction: Friction between surfaces that aren't sliding. Its magnitude adjusts up to a maximum of μsN\mu_s N.
  • Kinetic friction: Friction between sliding surfaces, equal to μkN\mu_k N, and usually smaller than the maximum static friction.

Check yourself: A block rests on a ramp where μs=0.50\mu_s = 0.50. What is the steepest angle before it starts to slide? (Answer: tan⁡θ=0.50\tan\theta = 0.50, so θ=tan⁡−1(0.50)≈26.6°\theta = \tan^{-1}(0.50) \approx 26.6°, no matter the block's mass.)

5.5

Simple Harmonic Motion

Simple harmonic motion (SHM) happens when the restoring force is proportional to displacement and points back toward equilibrium. For a spring, that's Hooke's law, F=−kxF = -kx. The minus sign means the force always opposes the stretch or compression, which is why the object oscillates.

For an ideal horizontal spring with no friction, energy trades between kinetic and elastic potential energy. At the turning points, the mass stops and the energy is elastic potential, 12kx2\tfrac{1}{2}kx^2. At equilibrium, speed is greatest and the energy is kinetic. The total stays 12kA2\tfrac{1}{2}kA^2, where AA is the amplitude.

Period TT is the time for one full cycle, and frequency is f=1/Tf = 1/T. For a mass on an ideal spring with no damping, T=2πm/kT = 2\pi\sqrt{m/k}. For a simple pendulum at small angles (under about 15°), T≈2πL/gT \approx 2\pi\sqrt{L/g}. A pendulum's restoring force is mgsin⁡θmg\sin\theta, the same slope-direction component of gravity you used on ramps.

Worked example. Find the approximate period of a 0.80 m simple pendulum on Earth for a small-angle swing.

  1. T=2π0.80/9.8=2π0.0816T = 2\pi\sqrt{0.80/9.8} = 2\pi\sqrt{0.0816}.
  2. T=2π(0.286)≈1.8T = 2\pi(0.286) \approx 1.8 s, so f≈0.56f \approx 0.56 Hz.

The ideal spring period does not depend on amplitude. The small-angle pendulum formula does not include amplitude, but a pendulum's actual period increases as its swing gets larger. A simple pendulum's period does not depend on its mass, but the spring period depends on the attached mass.

  • Amplitude: The maximum displacement from equilibrium during an oscillation.
  • Spring constant: The stiffness of a spring, kk, measured in N/m.
  • Frequency: The number of complete cycles per second, measured in hertz, with f=1/Tf = 1/T.

Check yourself: A 0.50 kg mass on a spring with k=200k = 200 N/m has what period, and what happens to the period if you double the amplitude? (Answer: T=2π0.50/200≈0.31T = 2\pi\sqrt{0.50/200} \approx 0.31 s, and doubling the amplitude leaves the period unchanged.)

FeatureMass on a springSimple pendulum
Restoring force$-kx$ from the spring$mg\sin\theta$ along the arc
Period$2\pi\sqrt{m/k}$$\approx 2\pi\sqrt{L/g}$ for small angles
Depends on mass?YesNo
Depends on amplitude?NoApproximately no, for small angles

Key terms

TermDefinition
VectorA quantity with both magnitude and direction, such as displacement, velocity, acceleration, or force.
ResultantThe vector sum of two or more vectors.
ComponentThe projection of a vector onto one axis, such as $A\cos\theta$ along x.
ProjectileAn object that moves only under the influence of gravity after it is launched.
Normal forceThe perpendicular push a surface exerts on an object resting on or sliding along it.
Coefficient of frictionA unitless number, $\mu_s$ or $\mu_k$, that sets how strongly two surfaces resist sliding.
Hooke's lawThe rule $F = -kx$, stating that a spring's restoring force is proportional to its stretch or compression.
Simple harmonic motionBack-and-forth motion driven by a restoring force proportional to displacement from equilibrium.
PeriodThe time it takes to complete one full cycle of a repeating motion.

Mistakes to avoid in Motion in Two Dimensions

Thinking acceleration is zero at the top of a projectile's path

At the peak, the vertical velocity is zero, so it's tempting to say nothing is happening. Gravity never turns off, though, and acceleration stays 9.8 m/s² downward the whole flight. The horizontal velocity stays at v0xv_{0x}, so the speed at the top is ∣v0x∣|v_{0x}|. For a vertical launch, it is zero.

Using the range formula when launch and landing heights differ

R=v02sin⁡2θ/gR = v_0^2\sin 2\theta / g only works when the projectile lands at the same height it started. For a ball thrown off a cliff or rolled off a table, solve the vertical equation for time first, then use x=v0xtx = v_{0x}t.

Setting the normal force equal to mg on a ramp

On flat ground, N=mgN = mg, so the habit sticks. On an incline with no other forces on the block, the surface balances the perpendicular component of gravity, so N=mgcos⁡θN = mg\cos\theta. Using mgmg makes your friction force too large and your acceleration too small.

Trusting the calculator's inverse tangent without checking the quadrant

tan⁡−1\tan^{-1} only returns angles between −90°-90° and 90°90°, so a vector with a negative x-component gets the wrong angle. Sketch the components first, and add 180° when RxR_x is negative. If Rx=0R_x = 0, use 90° for positive RyR_y or 270° for negative RyR_y. A zero vector has no direction.

Study unit 5 other ways

Ready to review Unit 5?Start with the notes, check the topic cards, and use the practice or resource links when they are available for this course.