Motion in a Plane: Breaking Free from the Line
- Vectors as a language — why a single signed number cannot describe motion in a plane, and how an arrow (geometric) or a pair of components (algebraic) repairs that.
- Position, velocity, and acceleration as vectors — the three kinematic quantities promoted from numbers to \(\hat{\imath},\hat{\jmath}\) form, with the constant-acceleration equations written once as a single vector equation and then split into independent component equations.
- Independence of perpendicular motions — the structural backbone of the chapter: horizontal and vertical motions evolve separately, coupled only by the shared clock \(t\).
- Projectile motion — trajectory, time of flight, maximum height, and range derived rather than memorised, then extended to horizontal and oblique launches, motion on an incline, and the meeting of two projectiles.
- Relative motion in two dimensions — velocity composition and the moving-frame picture, with classics such as the tilted umbrella and the river crossing.
- Vector algebra — components, magnitude and unit vectors, and the dot product as the tool that extracts work, projections, and the angle between two directions.
Perplexing Questions
- The Lazy Walk: Is it possible to walk \(10\,\mathrm{km}\) and end up exactly where you started? If yes, what was your average velocity?
- The Impossible Sum: Can the sum of two vectors of magnitude \(3\) and \(4\) ever be equal to \(1\)? Can it be equal to \(8\)?
- The Wind Trap: An airplane flies North at \(100\,\mathrm{km/h}\). A wind blows from the West at \(100\,\mathrm{km/h}\). Does the wind make the plane reach its destination faster, slower, or at the same time? (Careful!)
- The Component Paradox: Can a vector have a magnitude of zero if one of its components is non-zero?
- Relative Rain: If rain is falling vertically, why do you have to tilt your umbrella forward when you walk? Does the rain actually change direction, or is it an illusion?
Why 1D Was Boring (And Why 2D is Real)
In Chapter 1, our world was a straight line. Everything was trapped on a railway track. You could go forward (\(+\)) or backward (\(-\)), but you could never turn.
But nature hates straight lines.
- A cricket ball curves through the air.
- A planet orbits in an ellipse.
- A car navigates a winding mountain road.
Welcome to 2D Motion. Now, we are off the rails. We are on a football field. You can run North, East, or even North-East (to meditate in Himalayas!?).
The Price of Freedom
This freedom creates a problem. In 1D, a simple “plus” or “minus” sign was enough to tell the direction.
- \(+5\,\mathrm{m/s}\) meant Right.
- \(-5\,\mathrm{m/s}\) meant Left.
In 2D, a sign is not enough. If I say “I am walking at \(-5\,\mathrm{m/s}\),” you don't know if I'm walking West, South, or somewhere in between.
To survive in this new world, we need a new mathematical tool. A tool that carries direction as a permanent part of its identity. That tool is the Vector.
Neither story alone describes the flight; both run in parallel, coupled only by the clock.
This chapter teaches you to decompose, solve, and reassemble planar motion.
Learning Objectives. After working through this chapter you will be able to:
- Write the position, velocity, and acceleration of a particle in vector form and interpret each geometrically.
- Apply the constant-acceleration kinematic equations as a single vector equation, then separate them into independent component equations.
- State and exploit the principle that perpendicular components of motion are independent.
- Derive the trajectory, time of flight, maximum height, and range of a projectile from the vector equations—not from memorised formulas.
- Analyse horizontal projection and oblique projection as special cases of the same vector framework.
Why 2D Is Not Just “1D Twice”
In one dimension, a particle can only advance or retreat along a fixed line; a sign (\(+\) or \(-\)) encodes the entire directional content. In a plane, the particle is free to curve, loop, and change heading continuously. A single signed number is no longer enough—we need a vector at every instant to specify where the particle is, how fast it is moving, and how its velocity is changing.
The essential new idea is not that there are more equations (there are), but that the equations along perpendicular axes do not talk to each other. Gravity pulls a projectile downward; it does nothing to the horizontal motion. This independence is the structural backbone of everything in this chapter. It converts every 2D problem into two simultaneous but separate 1D problems, linked only by the shared parameter \(t\).
Learning Objectives. After working through this chapter, you will be able to:
- Explain why magnitude alone is insufficient to describe physical quantities like force and displacement.
- Represent a 2D vector geometrically (as an arrow) and algebraically (in component form).
- Add and subtract vectors using both the head-to-tail rule and component arithmetic.
- Compute the magnitude and direction of any 2D vector from its components.
- Use the dot product to extract physically meaningful quantities—work, projection, and the angle between two directions.
Why Vectors Are Necessary in Physics
Consider a simple question: you push a heavy crate with a force of \(50\;\mathrm{N}\). Does the crate accelerate to the right? Upward? At \(37^\circ\) to the floor? The number \(50\) tells you how hard you push, but without a direction the physics is incomplete. Newton's second law, \(\vec{F}=m\vec{a}\), is a vector equation—both sides carry direction. If we throw direction away, we lose the ability to predict where things go.
The same issue appears with displacement. Suppose you walk \(5\;\mathrm{km}\) and then \(3\;\mathrm{km}\). How far are you from the starting point? It depends entirely on the directions of the two walks. If both are due north, the answer is \(8\;\mathrm{km}\). If the second walk reverses direction, the answer is \(2\;\mathrm{km}\). At right angles, it is \(\sqrt{34}\;\mathrm{km}\). Scalars (pure numbers with units) cannot encode this directional dependence; vectors can.
Vectors are not a mathematical luxury imported into physics for elegance. They are the minimum language required to state the laws of mechanics honestly. Every equation we write from this point onward—displacement, velocity, acceleration, force, momentum—will be a statement about vectors.
The Geometric Meaning of a Vector
Drag either glowing handle to reshape a and b; the parallelogram completes itself and the resultant glows. Flip to subtraction and watch a−b reach from head to head.
A vector is a quantity that possesses both a magnitude (a non-negative real number) and a direction in space. Geometrically, we represent it as a directed line segment—an arrow—characterised by four things: a tail (starting point), a head (ending point), a length (magnitude), and an orientation (direction).
Equality of Vectors
Two vectors \(\vec{A}\) and \(\vec{B}\) are equal if and only if they have the same magnitude and the same direction. Their physical locations in space are irrelevant. A displacement of \(3\;\mathrm{m}\) due east is the same vector whether it starts at Delhi or at Tokyo. This is the defining property of free vectors: they are characterised entirely by length and direction, not by where they sit.
You can slide a free vector anywhere in the plane without changing the physics. This is what makes the parallelogram law of addition possible: we are allowed to reposition arrows tail-to-tail or head-to-tail because position does not alter identity.
Free Vectors vs. Bound Vectors
Most vectors you encounter in introductory mechanics—displacement, velocity, acceleration—are free vectors. However, some physical situations demand that we fix the point of application. A torque about a pivot, or a force applied at a specific point on a rigid body, cannot be freely relocated without changing the physical outcome. Such vectors are called bound (or localised) vectors.
For the remainder of this chapter, all vectors are free unless stated otherwise.
Notation
Textbooks use boldface (\(\mathbf{A}\)) for vectors; in handwriting, an arrow is placed overhead (\(\vec{A}\)). The magnitude is written as \(|\vec{A}|\) or simply \(A\). The statement \(\vec{A}=5\) is meaningless—a vector cannot equal a pure number. Write \(|\vec{A}|=5\;\mathrm{m}\) or \(\vec{A}=5\;\mathrm{m}\), east.
Component Representation
Spin a vector and watch its shadows fall on the axes: aₓ = a cosθ, a_y = a sinθ. The components ARE the vector, rewritten as arithmetic.
Geometry gives us pictures; components give us numbers. The bridge between the two is a pair of basis vectors: \(\hat{i}\), a unit vector pointing along \(+x\), and \(\hat{j}\), a unit vector pointing along \(+y\). Any vector in the plane can be written as a unique linear combination of these two directions: \[ \vec{A} = A_x\,\hat{i} + A_y\,\hat{j}. \] Here \(A_x\) and \(A_y\) are the components of \(\vec{A}\)—signed real numbers that tell us how much of the vector lies along each axis. If \(\vec{A}\) makes an angle \(\theta\) with the positive \(x\)-axis, then \[ A_x = A\cos\theta, \qquad A_y = A\sin\theta, \] where \(A = |\vec{A}|\) is the magnitude.
The geometric picture and the algebraic one carry exactly the same information. The arrow is the hypotenuse of a right triangle whose legs are \(A_x\) and \(A_y\).
Vector Addition: Geometric vs. Algebraic
Geometrically, to add \(\vec{A}+\vec{B}\) we place the tail of \(\vec{B}\) at the head of \(\vec{A}\); the resultant \(\vec{R}\) runs from the tail of \(\vec{A}\) to the head of \(\vec{B}\) (the triangle law, also called head-to-tail addition).
Equivalently, if the two vectors share a common tail, the resultant is the diagonal of the parallelogram they form (parallelogram law).
Both laws are visually powerful, but calculations are far easier in component form. If \(\vec{A}=A_x\,\hat{i}+A_y\,\hat{j}\) and \(\vec{B}=B_x\,\hat{i}+B_y\,\hat{j}\), then \[ \vec{R} = \vec{A}+\vec{B} = (A_x+B_x)\,\hat{i} + (A_y+B_y)\,\hat{j}. \] Each axis is handled independently—the \(x\)-components add among themselves and the \(y\)-components add among themselves. There is no mixing. This is the computational engine that makes 2D physics tractable: a single vector equation becomes two ordinary scalar equations.
Vector subtraction follows immediately: \[ \vec{A}-\vec{B} = (A_x - B_x)\,\hat{i} + (A_y - B_y)\,\hat{j}. \] Geometrically, \(\vec{A}-\vec{B}\) is the vector from the head of \(\vec{B}\) to the head of \(\vec{A}\) when both are drawn from a common tail.
How big can a sum be? (Perplexing Question 2: the Impossible Sum.) Head-to-tail addition immediately bounds the resultant's magnitude. Stretching the two arrows into a straight line (parallel) gives the largest possible sum, \(|\vec{A}|+|\vec{B}|\); folding one back on the other (antiparallel) gives the smallest, \(\bigl||\vec{A}|-|\vec{B}|\bigr|\). Hence \[ \bigl||\vec{A}|-|\vec{B}|\bigr| \;\le\; |\vec{A}+\vec{B}| \;\le\; |\vec{A}|+|\vec{B}|. \] For magnitudes \(3\) and \(4\) the sum is therefore confined to \([1,\,7]\). A resultant of \(1\) is attainable (the vectors point opposite ways), but \(8\) is impossible—it exceeds the maximum \(3+4=7\).
- Can the magnitude of a vector ever be smaller than the magnitude of one of its components?No. Since \(|\vec{A}| = \sqrt{A_x^2 + A_y^2} \geq \sqrt{A_x^2} = |A_x|\) (and likewise \(\geq |A_y|\)), the magnitude is always at least as large as either component. Equality holds only when the other component is zero — the vector lies along an axis.
- Two vectors have magnitudes \(3\) and \(5\). Without computing anything, state the full range of possible magnitudes of their sum.From \(|5-3| = 2\) (antiparallel) up to \(5+3 = 8\) (parallel): \(2 \leq |\vec{R}| \leq 8\). The exact value depends on the angle \(\theta\) between them through \(|\vec{R}| = \sqrt{34 + 30\cos\theta}\).
- A displacement of magnitude \(10\;\mathrm{m}\) points \(37^\circ\) above the \(+x\)-axis (take \(\sin 37^\circ = 0.6\), \(\cos 37^\circ = 0.8\)). Find its components.\(A_x = 10\cos 37^\circ = 8\;\mathrm{m}\), \(A_y = 10\sin 37^\circ = 6\;\mathrm{m}\). Check: \(\sqrt{8^2+6^2} = 10\;\mathrm{m}\), and each component is smaller than the magnitude, as it must be.
- Adding two vectors head-to-tail and adding them component-by-component give the same resultant. Why must the two methods agree?Component addition is the head-to-tail rule projected onto each axis. Projection is linear, so the \(x\)-projection of the resultant equals the sum of the \(x\)-projections (likewise for \(y\)). The geometric picture and the algebra are one operation seen two ways.
Solved examples
Five fully-worked problems from this chapter, free — solution and answer shown in full. The complete set of worked examples is in the full book.
Find: the angle \(\theta\) between them.
Setup: Use \(\vec A \cdot \vec B = |\vec A||\vec B|\cos\theta\), so \(\cos\theta = (\vec A \cdot \vec B)/(|\vec A||\vec B|)\).
Solve: \[ \vec A \cdot \vec B = (3)(4) + (4)(-3) = 12 - 12 = 0 \;\Rightarrow\; \cos\theta = 0 \;\Rightarrow\; \theta = 90^\circ. \] Answer: \(\boxed{\theta = 90^\circ\ (\vec A \perp \vec B)}\)
Check: Magnitudes: \(|\vec A| = |\vec B| = 5\), both nonzero, so the zero dot product is not an artefact of a zero vector—the vectors are genuinely perpendicular ✓. Geometry: \(\vec B\) is \(\vec A\) rotated \(90^\circ\) clockwise (\(x,y \to y,-x\)), confirming the right angle ✓.
Find: \(\hat A\) and \(20\,\hat A\).
Setup: \(\hat A = \vec A/|\vec A|\); scaling a unit vector by \(20\) gives the required vector.
Solve: \[ |\vec A| = \sqrt{6^2 + 8^2} = 10, \qquad \hat A = 0.6\,\hat i + 0.8\,\hat j, \qquad 20\,\hat A = 12\,\hat i + 16\,\hat j. \] Answer: \(\boxed{\hat A = 0.6\,\hat i + 0.8\,\hat j,\quad 20\,\hat A = 12\,\hat i + 16\,\hat j}\)
Check: Unit length: \(\sqrt{0.6^2 + 0.8^2} = 1\) ✓. Magnitude: \(\sqrt{12^2 + 16^2} = \sqrt{400} = 20\) ✓.
Find: time \(t\), range \(x\), landing speed \(v\).
Setup: Vertical and horizontal motions are independent. The vertical fall (from rest) fixes the time; the horizontal motion is at constant \(u\).
Solve: \[ t = \sqrt{\frac{2h}{g}} = \sqrt{\frac{2.5}{10}} = 0.5\,\mathrm{s}, \qquad x = u t = 3(0.5) = 1.5\,\mathrm{m}. \] \[ v_y = g t = 5\,\mathrm{m/s}, \qquad v = \sqrt{u^2 + v_y^2} = \sqrt{9 + 25} = \sqrt{34} \approx 5.83\,\mathrm{m/s}. \] Answer: \(\boxed{t = 0.5\,\mathrm{s},\ x = 1.5\,\mathrm{m},\ v \approx 5.83\,\mathrm{m/s}}\)
Check: Independence: the time depends only on the height, not on \(u\)—a ball dropped and a ball rolled off land together ✓. Energy: \(v = \sqrt{u^2 + 2gh} = \sqrt{9 + 25} = \sqrt{34}\), matching part (c) ✓.
Problem bank
Five questions from this chapter’s 50-question bank, free — attempt each one before you reveal the answer. The rest of the bank, and the timed test that draws on all of it, are in the full book.
- A particle starts from the origin with velocity \(\vec{v}_0 = 6\,\hat{i} + 8\,\hat{j}\;\mathrm{m/s}\) and constant acceleration \(\vec{a} = -2\,\hat{i} + 1\,\hat{j}\;\mathrm{m/s^2}\). Find the speed at \(t = 4\;\mathrm{s}\).\(v_x = 6-8=-2\;\mathrm{m/s}\), \(v_y = 8+4=12\;\mathrm{m/s}\). Speed \(= \sqrt{4+144} = 2\sqrt{37} \approx 12.2\;\mathrm{m/s}\).
- A particle has initial position \(\vec{r}_0 = 2\,\hat{i} - 3\,\hat{j}\;\mathrm{m}\), initial velocity \(\vec{v}_0 = 5\,\hat{j}\;\mathrm{m/s}\), and constant acceleration \(\vec{a} = 4\,\hat{i}\;\mathrm{m/s^2}\). Find the distance from the origin at \(t = 3\;\mathrm{s}\).\(x = 2 + 18 = 20\;\mathrm{m}\), \(y = -3+15 = 12\;\mathrm{m}\). Distance \(= \sqrt{400+144} = 4\sqrt{34} \approx 23.3\;\mathrm{m}\).
- A particle starts from the origin with \(\vec{v}_0 = 3\,\hat{i} + 4\,\hat{j}\;\mathrm{m/s}\) under \(\vec{a} = -1\,\hat{i} - 2\,\hat{j}\;\mathrm{m/s^2}\). At what time does it move parallel to the \(x\)-axis?Parallel to \(x\)-axis when \(v_y = 0\): \(4 - 2t = 0 \Rightarrow t = 2\;\mathrm{s}\).
- A stone is thrown horizontally at \(15\;\mathrm{m/s}\) from a \(45\;\mathrm{m}\) tower. Find the horizontal distance from the base where it lands.\(t = \sqrt{2h/g} = 3\;\mathrm{s}\). Distance \(= 45\;\mathrm{m}\).
- Particle \(A\) at origin is launched with \(\vec{v}_A = 8\,\hat{i}+15\,\hat{j}\;\mathrm{m/s}\); particle \(B\) at \((32,0)\;\mathrm{m}\) is launched simultaneously. They collide at \(t = 2\;\mathrm{s}\). Find \(\vec{v}_B\).Position of \(A\) at \(t=2\): \((16,10)\;\mathrm{m}\). \(32 + 2v_{Bx} = 16 \Rightarrow v_{Bx} = -8\;\mathrm{m/s}\). \(2v_{By} - 20 = 10 \Rightarrow v_{By} = 15\;\mathrm{m/s}\). \(\vec{v}_B = -8\,\hat{i}+15\,\hat{j}\;\mathrm{m/s}\).
Chapter test
A paper drawn at random from this chapter's bank. Choose the exam you are training for — the marking scheme, pace and difficulty mix follow the real pattern. Work on paper; when you finish (or the clock runs out), the answers are revealed and you mark yourself honestly.
The chapter continues.
You’ve read the opening, the first three theory sections, the opening run of worked examples and five bank questions — all free, with no account. The rest of the chapter is behind the pass.
- Magnitude and the Unit Vector
- The Dot Product
- The Position Vector in 2D
- Optional Extension: Vectors in 3D Space
- Position, Velocity, and Acceleration as Vectors
- Kinematic Equations for Constant Acceleration
- The Principle of Independence of Perpendicular Motions
- Projectile Motion
- Special Cases of Projectile Motion
- Projectile on an Inclined Plane
- Collision of Two Projectiles
- Relative Motion in Two Dimensions
- The 2D Motion Problem-Solving Algorithm
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