Chapter 11
Mechanics 1: Linear Kinematics and Calculus
Never mistake motion for action.
— Ernest Hemingway (1899–1961
“Ladies and gentlemen, may I direct your attention to the center ring. Witness before you two
ordinary textbooks, one labeled College Physics and the other Calculus. Their
combined 2,500+ pages weigh over 25 lbs. Yet in this chapter and the next, your brave
stunt-authors will attempt a most death-defying and impossible spectacle of mysticism and
subterfuge: to reduce these two massive books into a mere 150 pages!”
Just like any good circus act, this one is prefaced with a lot of build up to set your
expectations. The difference here is that the purpose of our preface is to lower your
expectations.
11.1Overview and Other Expectation-Reducing
Remarks
OK, there's no way we can really cover all of physics and calculus in two chapters. As any
politician knows, the secret to effectively communicate complicated subject matter in a short
amount of time is to use lies, both the omission and commission kind. Let's talk about each of
these kinds of lies in turn, so you will know what's really in store.
11.1.1What is Left Out?
Just about everything—let's talk about what we are leaving out of physics first. To put the
word “physics” on this chapter would be even more of an insult to people who do real physics
than this chapter already is. We are concerned only with
mechanics, and very simple mechanics of rigid bodies at that. Some topics traditionally
found in a first-year physics textbook that are not discussed in this book include:
-
energy and work
-
temperature, heat transfer, thermodynamics, entropy
-
electricity, magnetism, light
-
gases, fluids, pressure
-
oscillation and waves.
A note about energy and work is in order, because even in the limited context of mechanics, the
fundamental concept of energy plays a central role in traditional presentations. Many problems are easier
to solve by using conservation of energy than by considering the forces and applying Newton's
laws. (In fact, an alternative to the Newtonian dynamics that we study in this book exists. It
is known as
Lagrangian dynamics and focuses on energy rather than forces. When used properly, both
systems produce the same results, but Lagrangian dynamics can solve certain problems more
elegantly and is especially adept at handling friction, compared to
Newtonian dynamics.) However, at the time of this writing, basic general purpose digital
simulations are based on Newtonian dynamics, and energy does not play a direct role. That isn't
to say an understanding of energy is useless; indeed disobedience of the conservation of energy
law is at the heart of many simulation problems! Thus, energy often arises more as a way to
understand the (mis)behavior of a digital simulation, even if it doesn't appear in the simulation
code directly.
Now let's talk about the ways in which this book will irritate calculus professors. We think
that a basic understanding of calculus is really important to fully grasp many of the concepts
from physics. Conversely, physics provides some of the best examples for explaining calculus.
Calculus and physics are often taught separately, usually with calculus coming first. It is our
opinion that this makes calculus harder to learn, since it robs the student of the most intuitive
examples—the physics problems for which calculus was invented to solve! We hope interleaving
calculus with physics will make it easier for you to learn calculus.
Our calculus needs are extremely modest in this book, and we have left out even more from
calculus than we did from physics. After reading this chapter, you should know:
-
The basic idea of what a derivative measures and what it is used for.
-
The basic idea of what an integral measures and what it is used for.
-
Derivatives and integrals of trivial expressions containing polynomials and trig
functions.
Of course, we are aware that a large number of readers may already have this knowledge. Take a
moment to put yourself into one of the following categories:
-
I know absolutely nothing about derivatives or integrals.
-
I know the basic idea of derivatives and integrals, but probably couldn't solve any
freshman calculus problems with a pencil and paper.
-
I have studied some calculus.
Level 2 knowledge of calculus is sufficient for this book, and our goal is to move everybody who
is currently in category 1 into category 2. If you're in category 3, our calculus discussions
will be a (hopefully entertaining) review.We have no delusions that we can move
anyone who is not already there into category 3.
11.1.2Some Helpful Lies about Our Universe
The universe is commonly thought to be discrete in both space and time. Not only is matter broken
up into discrete chunks called atoms, but there is evidence that the very fabric of space and
time is broken up into discrete pieces also. Now, there is a difference of opinion as to whether
it's really that way or just appears that way because the only way we can interact with space is
to throw particles at it, but it's our opinion that if it looks like a
duck, walks like a duck, quacks like a duck, has webbed feet and a beak, then it's a good working
hypothesis that it tastes good when put into eggrolls with a little dark sauce.
For a long time, the mere thought that the universe might not be continuous had not even
considered the slightest possibility of crossing anybody's mind, until the ancient Greeks got a
harebrained and totally unjustified idea that things might be made up of atoms. The fact that
this later turned out to be true is regarded by many as being good luck rather then good
judgment. Honestly, who would have thought it? After all, everyday objects, such as the desk on
which one of the authors is currently resting his wrists as he types this sentence, give every
appearance of having smooth, continuous surfaces. But who cares? Thinking of the desk as having a
smooth, continuous surface is a harmless but useful delusion that lets the author rest his wrists
comfortably without worrying about atomic bond energy and quantum uncertainty theory at all.
Not only is this trick of thinking of the world as continuous a handy psychological
rationalization, it's also good mathematics. It turns out that the math of continuous things is a
lot less unwieldy than the math of discrete things. That's why the people who were thinking about
how the world works in the 15th century were happy to invent a mathematics for a continuous
universe; experimentally, it was a good approximation to reality, and theoretically the math
worked out nicely.
Sir Isaac Newton was thus able to discover a lot of fundamental results about continuous
mathematics, which we call “calculus,” and its application to the exploration of a continuous
universe, which we call “physics.”
Now, we're mostly doing this so that we can model a game world inside a computer, which is
inherently discrete. There's a certain amount of cognitive dissonance involved with programming a
discrete simulation of a continuous model of a discrete universe, but we'll try not to let it
bother us. Suffice it to say that we are in complete control of the discrete universe inside our
game, and that means that we can choose the kind of physics that applies inside that universe.
All we really need is for the physical laws to be sufficiently like the ones we're used to for
the player to experience willing suspension of disbelief, and hopefully say, “Wow! Cool!” and
want to spend more money. For almost all games that means a cozy Newtonian universe without the
nasty details of quantum mechanics or relativity. Unfortunately, that means also that there are a
pair of nasty trolls lurking under the bridge, going by the names of chaos and instability, but
we will do our best to appease them.
For the moment, we are concerned about the motion of a small object called a “particle.” At any
given moment, we know its position and velocity. The particle has mass. We do not concern ourselves with the
orientation of the particle (for now), and thus we don't think of the particle as spinning. The
particle does not have any size, either. We will defer adding those elements until later, when we
shift from particles to rigid bodies.
We are studying classical mechanics, also known as Newtonian mechanics, which has several
simplifying assumptions that are incorrect in general but true in everyday life in most ways that
really matter to us. So we can darn well make sure they are true inside our computer world, if
we please. These assumptions are:
-
Time is absolute.
-
Space is Euclidian.
-
Precise measurements are possible.
-
The universe exhibits causality and complete predictability.
The first two are shattered by relatively, and the second two by quantum mechanics.
Thankfully, these two subjects are not necessary for video games, because your authors do not
have more than a pedestrian understanding of them.
We will begin our foray into the field of mechanics by learning about kinematics, which is
the study of the equations that describe the motion of a particle in various simple but
commonplace situations. When studying kinematics, we are not concerned with the causes of
motion—that is the subject of
dynamics, which will be covered in Chapter 12. For now, “ours is not to
question why,” ours is just to do the math to get equations that predict the position, velocity,
and acceleration of the particle at any given time
, or die. Well, forget about the last part
anyway.
Because we are treating our objects as particles and tracking their position only, we will not
consider their orientation or rotational effects until Chapter 12. When rotation is
ignored, all of the ideas of linear kinematics extend into 3D in a straightforward way, and so
for now we will be limiting ourselves to 2D (and 1D). This is convenient, since the authors
do not know how to design those little origami-like things that lay flat and then pop up when you
open the book, and the publisher wouldn't let us even if we were compulsive enough to learn how
to do it. Later we'll see why treating objects as particles is perfectly justifiable.
11.2Basic Quantities and Units
Mechanics is concerned with the relationship among three fundamental quantities in nature:
length, time, and mass. Length is a quantity you are no doubt familiar
with; we measure length using units such as centimeters, inches, meters, feet, kilometers, miles,
and
astronomical units. Time is another quantity we are very comfortable with
measuring, in fact most of us probably learned how to read a clock before we learned how to
measure distances. The units used to measure time are the familiar
second, minute, day, week,
fortnight, and so on. The month and the year are often not good units to use for
time because different months and years have different durations.
The quantity mass is not quite as intuitive as length and time. The measurement of an
object's mass is often thought of as measuring the “amount of stuff” in the object. This is
not a bad (or at least, not completely terrible) definition, but its not quite right, either
[1]. A more precise definition might be that mass is a measurement of
inertia, that is, how much resistance an object has to being accelerated. The more
massive an object is, the more force is required to start it in motion, stop its motion, or
change its motion.
Mass is often confused with weight, especially since the units used to measure mass are
also used to measure weight: the gram, pound, kilogram, ton, and so forth. The mass of an object
is an intrinsic property of an object, whereas the weight is a local phenomenon that depends on
the strength of the gravitational pull exerted by a nearby massive object. Your mass will be the
same whether you are in Chicago, on the moon, near Jupiter, or light-years away from the nearest
heavenly body, but in each case your weight will be very different. In this book and in most
video games, our concerns are confined to a relatively small patch on a flat Earth, and
we approximate
gravity by a constant downward pull. It won't be too harmful to confuse mass and weight because
gravity for us will be a constant. (But we couldn't resist a few cool exercises about the
International Space Station.)
In many situations, we can discuss the relationship between the fundamental quantities without
concern for the units of measurement we are using. In such situations, we'll find it useful to
denote length, time, and mass by
,
, and
, respectively. One important such case is in
defining
derived quantities. We've said that length, time, and mass are the fundamental
quantities—but what about other quantities, such as area, volume, density, speed, frequency,
force, pressure, energy, power, or any of the numerous quantities that can be measured in
physics? We don't give any of these their own capital letter, since each of these can be defined
in terms of the fundamental quantities.
For example, we might express a measurement of area as a number of “square feet.” We have
created a unit that is in terms of another unit. In physics, we say that a measurement of area
has the unit “length squared,” or
. How about speed? We measure speed using the units such
as miles per hour or meters per second. Thus speed is the ratio of a distance per unit time, or
.
One last example is frequency. You probably know that frequency measures how many times
something happens in a given time interval (how “frequently” it happens). For example, a
healthy adult has an average heart rate of around 70 beats per minute (BPM). The motor in a car
might be rotating at a rate of 5,000 revolutions per minute (RPM). The
NTSC television standard is defined as 29.97 frames per second (FPS). Note that in each of
these, we are counting how many times something happens within a given duration of time. So we
can write frequency in generic units as
or
, which you can read as “per unit
time.” One of the most important measurements of frequency is the
Hertz, abbreviated Hz, which means “per second.” When you express a frequency in Hz, you
are describing the number of events, oscillations, heartbeats, video frames, or whatever
per second. By definition,
.
Table 11.1 summarizes several quantities that are measured in physics, their relation
to the fundamental quantities, and some common units used to measure them.
Quantity |
Notation |
SI unit |
Other units |
Length |
|
|
,
,
,
,
, light year, furlong
|
Time |
|
|
,
,
|
Mass |
|
|
, slug,
(pound-mass) |
Velocity |
|
|
,
,
|
Acceleration |
|
|
,
,
|
Force |
|
(Newton) =
|
(pound-force), poundal |
Area |
|
|
,
,
,
,
,
,acre, hectare
|
Volume |
|
|
,
, L (liter),
,
,
teaspoon,fl oz (fluid ounce), cup, pint, quart, gallon
|
Pressure |
Force/Area
=
=
|
(Pascal)
=
=
|
(
), millibar, inch of mercury,
(atmosphere)
|
Energy |
Force
Length
=
=
|
(Joule)
=
=
=
|
(kilowatt-hour), foot-pound, erg,
calorie,
(British thermal unit),
ton of TNT
|
Power |
Energy / Time
=
=
|
(Watt)
=
=
=
|
(horsepower) |
Frequency |
|
= “per second” |
,
, “per minute”, “per annum” |
Table 11.1Selected physical quantities and common units of measurements
Of course, any real measurement doesn't make sense without attaching specific units to it. One
way to make sure that your calculations always make sense is to carry around the units at all
times and treat them like algebraic variables. For example, if you are computing a pressure and
your answer comes out with the units m/s, you know you have done something wrong; pressure has
units of force per unit area, or
. On the other hand, if you are solving a problem
and you end up with an answer in pounds per square inch (psi), but you are looking for a value in
Pascals, your answer is probably correct, but just needs to be converted to the desired units.
This sort of reasoning is known as
dimensional analysis. Carrying around the units and treating them as algebraic variables
quite often highlights mistakes caused by different units of measurement, and also helps make
unit conversion a snap.
Because unit conversion is an important skill, let's briefly review it here. The basic concept is
that to convert a measurement from one set of units to another, we multiply that measurement by a
well-chosen fraction that has a value of 1. Let's take a simple example: how many feet is
14.57 meters? Looking up the conversion factor, we see that
. This means
that
. So let's take our measurement and multiply
it by a special value of “1:”
Our conversion factor tells us that the numerator and denominator of the fraction in
Equation (11.1) are equal: 3.28083 feet is equal to 1 meter. Because
the numerator and denominator are equal, the “value” of this fraction is 1. (In a physical
sense, though, certainly numerically the fraction doesn't equal 1.) And we know that multiplying
anything by 1 does not change its value. Because we are treating the units as algebraic
variables, the m on the left cancels with the m in the bottom of the fraction.
Of course, applying one simple conversion factor isn't too difficult, but consider a more
complicated example. Let's convert 188 km/hr to ft/s. This time we need to multiply by “1”
several times:
11.3Average Velocity
We begin our study of kinematics by taking a closer look at the simple concept of speed. How do
we measure speed? The most common method is to measure how much time it takes to travel a fixed
distance. For example, in a race, we say that the fastest runner is the one who finishes the
race in the shortest amount of time.
Consider the fable of the tortoise and the hare. In the story, they decide to have a race, and
the hare, after jumping to an early lead, becomes overconfident and distracted. He stops during
the race to take a nap, smell the flowers, or some other form of lollygagging. Meanwhile, the
tortoise plods along, eventually passing the hare and crossing the finish line first. Now this
is a math book and not a self-help book, so please ignore the moral lessons about focus and
perseverance that the story contains, and instead consider what it has to teach us about average
velocity. Examine Figure 11.1, which shows a plot of the position of each animal
over time.
A play-by-play of the race is as follows. The gun goes off at time
, and the hare sprints
ahead to time
. At this point his hubris causes him to slow his pace, until time
when
a cute female passes by in the opposite direction. (Her position over time is not depicted in
the diagram.) At this point a different
tragic male trait causes the hare to turn around and walk with her, and he proceeds to chat her
up. At
, he realizes that his advances are getting him nowhere, and he begins to pace back
and forth along the track dejectedly until time
. At that point, he decides to take a nap.
Meanwhile, the tortoise has been making slow and steady progress, and at time
, he catches
up with the sleeping hare. The tortoise plods along and crosses the tape at
. Quickly
thereafter, the hare, perhaps awakened by the sound of the crowd celebrating the tortoise's
victory, wakes up at time
and hurries in a frenzy to the finish. At
, the hare crosses
the finish line, where he is humiliated by all his peers, and the cute girl bunny, too.
To measure the average velocity of either animal during any time interval, we divide the
animal's displacement by the duration of the interval. We'll be focusing on the hare, and we'll
denote the position of the hare as
, or more explicitly as
, to emphasize the fact that
the hare's position varies as a function of time. It is a common convention to use the capital
Greek letter delta (“
”) as a prefix to mean “amount of change in.” For example,
would mean “the change in the hare's position,” which is a displacement of the hare.
Likewise
means “the change in the current time,” or simply, “elapsed time between
two points.” Using this notation, the average velocity of the hare from
to
is given
by the equation
Definition of average velocity
This is the definition of average velocity. No matter what specific units we use, velocity
always describes the ratio of a length divided by a time, or to use the notation discussed in
Section 11.2, velocity is a quantity with units
.
If we draw a straight line through any two points on the graph of the hare's position, then the
slope of that line measures the average velocity of the hare over the interval between the two
points. For example, consider the average velocity of the hare as he decelerates from time
to
, as shown in Figure 11.2. The slope of the line is
the ratio
. This slope is also equal to the tangent of the angle marked
, although for now the values
and
are the ones we will have at our
fingertips, so we won't need to do any trig.
Returning to Figure 11.1, notice that the hare's average velocity from
to
is negative. This is because velocity is defined as the ratio of
net displacement over time. Compare this to speed, which is the total distance
divided by time and cannot be negative. The sign of displacement and velocity are sensitive to
the direction of travel, whereas distance and speed are intrinsically nonnegative. We've already
spoken about these distinctions way back in Section 2.2. Of
course it's obvious that the average velocity is negative between
and
, since the hare
was going backwards during the entire interval. But average velocity can also be negative on an
interval even in situations where forward progress is being made for a portion of the interval,
such as the larger interval between
and
. It's a case of “one step forward, two steps
back.”
Average velocity can also be zero, as illustrated during the hare's nap from
to
. In fact, the average velocity will be zero any time an
object starts and ends at the same location, even if it was it motion during
the entire interval! (“Two steps forward, two steps back.”) Two such
intervals are illustrated in
Figure 11.3.
And, of course, the final lesson of the fable is that the average velocity of the tortoise is
greater than the average velocity of the hare, at least from
to
, when the
tortoise crosses the finish line. This is true despite the fact that the hare's average
speed was higher, since he certainly traveled a larger distance with all the female
distractions and pacing back and forth.
One last thing to point out. If we assume the hare learned his lesson and congratulated the
tortoise (after all, let's not attribute to the poor animal all the negative personality
traits!), then at
they were standing at the same place. This means their net
displacements from
to
are the same, and thus they have
the same average velocity during this interval.
11.4Instantaneous Velocity and the Derivative
We've seen how physics defines and measures the average velocity of an object over an interval,
that is, between two time values that differ by some finite amount
. Often, however,
it's useful to be able to speak of an object's instantaneous velocity, which means the
velocity of the object for one value of
, a single moment in time. You can see that this is
not a trivial question because the familiar methods for measuring velocity, such as
don't work when we are considering only a single instant in time. What are
and
, when
we are looking at only one time value? In a single instant, displacement and elapsed time are
both zero; so what is the meaning of the ratio
? This section introduces a
fundamental tool of calculus known as the
derivative. The derivative was invented by Newton to investigate precisely the kinematics
questions we are asking in this chapter. However, its applicability extends to virtually every
problem where one quantity varies as a function of some other quantity. (In the case of velocity,
we are interested in how position varies as a function of time.)
Because of the vast array of problems to which the derivative can be applied, Newton was not the
only one to investigate it. Primitive applications of integral calculus to compute volumes and
such date back to ancient Egypt. As early as the 5th century, the Greeks were exploring the
building blocks of calculus such as infinitesimals and the method of exhaustion. Newton usually
shares credit with the German mathematician
Gottfried Leibniz (1646–1716) for inventing calculus in the 17th century,
although Persian and Indian writings contain examples of calculus concepts being used. Many
other thinkers made significant contributions, includingFermat, Pascal, and Descartes. It's somewhat
interesting that many of the earlier applications of calculus were integrals, even though most calculus
courses cover the “easier” derivative before the “harder” integral.
We first follow in the steps of Newton and start with the physical example of velocity, which we
feel is the best example for obtaining intuition about how the derivative works. Afterwards, we
consider several other examples where the derivative can be used, moving from the physical to the
more abstract.
11.4.1Limit Arguments and the Definition of the Derivative
Back to the question at hand: how do we measure instantaneous velocity? First, let's observe one
particular situation for which it's easy: if an object moves with constant velocity over an
interval, then the velocity is the same at every instant in the interval. That's the very
definition of constant velocity. In this case, the average velocity over the interval must be
the same as the instantaneous velocity for any point within that interval. In a graph such as
Figure 11.1, it's easy to tell when the object is moving at constant velocity
because the graph is a straight line. In fact, almost all of Figure 11.1 is made up
of straight line segments, so determining instantaneous velocity is as easy as
picking any two points on a straight-line interval (the endpoints of the interval seem like a
good choice, but any two points will do) and determining the average velocity between those
endpoints.
But consider the interval from
to
, during which the hare's
overconfidence causes him to gradually decelerate. On this interval, the
graph of the hare's position is a curve, which means the slope of the line,
and thus the velocity of the hare, is changing continuously. In this
situation, measuring instantaneous velocity requires a bit more finesse.
For concreteness in this example, let's assign some particular numbers. To keep those numbers
round (and also to stick with the racing theme), please allow the whimsical choice to measure
time in minutes and distance in
furlongs. We will assign
and
, so the total duration is 2 minutes. Let's say that
during this interval, the hare travels
from
to
. For purposes of illustration, we will set our sights on the answer
to the question: what is the hare's instantaneous velocity at
? This is all
depicted in Figure 11.4.
It's not immediately apparent how we might measure or calculate the velocity at the exact
moment
, but observe that we can get a good approximation by computing the average
velocity of a very small interval near
. For a small enough interval, the graph is nearly
the same as a straight line segment, and the velocity is nearly constant, and so the
instantaneous velocity at any given instant within the interval will not be too far off from the
average velocity over the whole interval.
In Figure 11.5, we fix the left endpoint of a line segment at
and move the right endpoint closer and closer. As you can see, the shorter the interval, the
more the graph looks like a straight line, and the better our approximation becomes. Thinking
graphically, as the second endpoint moves closer and closer to
, the slope of the line
between the endpoints will converge to the slope of the line that is tangent to the curve
at this point. A tangent line is the graphical equivalent of instantaneous velocity, since it
measures the slope of the curve just at that one point.
Let's carry out this experiment with some real numbers and see if we cannot
approximate the instantaneous velocity of the hare. In order to do this,
we'll need to be able to know the position of the hare at any given time, so
now would be a good time to tell you that the position of the hare is given
by the function
Table 11.2 shows tabulated calculations for average
velocity over intervals with a right hand endpoint
that moves closer and closer to
.
The right-most column, which is the average velocity, appears to be converging to a velocity of
1 furlong/minute. But how certain are we that this is the correct value? Although we do not
have any calculation that will produce a resulting velocity of exactly 1 furlong/minute, for all
practical purposes, we may achieve any degree of accuracy desired by using this approximation
technique and choosing
sufficiently small. (We are ignoring issues related to the
precision of floating point representation of numbers in a computer.)
|
|
|
|
|
|
|
[6pt]
2.500
|
0.500 |
3.000 |
7.750 |
8.0000 |
0.2500 |
0.5000 |
2.500 |
0.100 |
2.600 |
7.750 |
7.8400 |
0.0900 |
0.9000 |
2.500 |
0.050 |
2.550 |
7.750 |
7.7975 |
0.0475 |
0.9500 |
2.500 |
0.010 |
2.510 |
7.750 |
7.7599 |
0.0099 |
0.9900 |
2.500 |
0.005 |
2.505 |
7.750 |
7.7549 |
0.0049 |
0.9950 |
2.500 |
0.001 |
2.501 |
7.750 |
7.7509 |
0.0009 |
0.9990 |
Table 11.2Calculating average velocity for intervals of varying durations
This is a powerful argument. We have essentially assigned a value to an expression that we
cannot evaluate directly. Although it is mathematically illegal to substitute
into the expression, we can argue that for smaller and smaller values of
, we converge
to a particular value. In the parlance of calculus, this value of 1 furlong/minute is a
limiting value, meaning that as we take smaller and smaller positive values for
, the result of our computation approaches 1, but does not cross it (or reach it exactly).
Convergence arguments such as this are defined with rigor in calculus by using a formalized tool
known as a limit. The mathematical notation for this is
The notation `
' is usually read as “approaches” or “goes to.” So
the right side of Equation (11.2) might be read
as
or
In general, an expression of the form
is
interpreted to mean “The value that [blah] converges to, as
gets closer
and closer to
.”
This is an important idea, as it defines what we mean by instantaneous
velocity.
Instantaneous velocity at a given time
may be interpreted as the
average velocity of an interval that contains
, in the limit as the
duration of the interval approaches zero.
We won't have much need to explore the full power of limits or get bogged down in the finer
points; that is the mathematical field of
analysis, and would take us a bit astray from our current, rather limited, objectives.
We are glossing over some important details
so that we can
focus on one particular case, and that is the use of limits to define the
derivative.
The derivative measures the rate of change of a function. Remember that
“function” is just a fancy word for any formula, computation, or procedure that takes an input
and produces an output. The derivative quantifies the rate at which the output of the function
will change in response to a change to the input. If
denotes the value of a function at a
specific time
, the derivative of that function at
is the ratio
. The symbol
represents the change in the output produced by a very small change in the input, represented by
. We'll speak more about these “small changes” in more detail in just a moment.
For now, we are in an imaginary racetrack where rabbits and turtles race and moral lessons are
taught through metaphor. We have a function with an input of
, the number of minutes elapsed
since the start of the race, and an output of
, the distance of the hare along the racetrack.
The rule we use to evaluate our function is the expression
. The derivative
of this function tells us the rate of change of the hare's position with respect to time and is
the definition of instantaneous velocity. Just previously, we defined instantaneous
velocity as the average velocity taken over smaller and smaller intervals, but this is
essentially the same as the definition of the derivative. We just phrased it the first time
using terminology specific to position and velocity.
When we calculate a derivative, we won't end up with a single number. Expecting the answer to
“What is the velocity of the hare?” to be a single number makes sense only if the velocity is
the same everywhere. In such a trivial case we don't need derivatives, we can just use average
velocity. The interesting situation occurs when the velocity varies over time. When we calculate
the derivative of a position function in such cases, we get a velocity function, which
allows us to calculate the instantaneous velocity at any point in time.
The previous three paragraphs express the most important concepts in this section, so please
allow us to repeat them.
A derivative measures a rate of change. Since velocity is the rate of
change of position with respect to time, the derivative of the position
function is the velocity function.
The next few sections discuss the mathematics of derivatives in a bit more detail, and we return
to kinematics in Section 11.5. This material is aimed at those who have not
had first-year calculus. If you already have a calculus background, you can safely
skip ahead to Section 11.5 unless you feel in need of a refresher.
Section 11.4.2 lists several examples of derivatives to give you a better
understanding of what it means to measure a rate of change, and also to back up our claim that
the derivative has very broad applicability. Section 11.4.3
gives the formal mathematical definition of the derivative and shows how to use this definition to solve problems. We also
finally figure out how fast that hare was moving at
. Section 11.4.4
lists various commonly used alternate notations for derivatives, and finally,
Section 11.4.5 lists just enough rules about derivatives to satisfy the very
modest differential calculus demands of this book.
11.4.2Examples of Derivatives
Velocity may be the easiest introduction to the derivative, but it is by no means the only
example. Let's look at some more examples
to give you an idea of the wide array of problems to which the derivative is applied.
The simplest types of examples are to consider other quantities that vary with time. For
example, if
is the reading of a rain meter at a given time
, then the derivative,
denoted
, describes how hard it was raining at time
. Perhaps
is the reading of
a pressure valve on a tank containing some type of gas. Assuming the pressure reading is
proportional to the mass of the gas inside the chamber, the rate of change
indicates how fast gas is flowing into or out of the chamber attime
.
There are also physical examples for which the independent variable is not time. The prototypical
case is a function
that gives the height of some surface above a reference point at the
horizontal position
. For example, perhaps
is the distance along our metaphorical
racetrack and
measures the height at that point above or below the altitude at the starting
point. The derivative
of this function is the slope of the surface at
, where positive
slopes mean the runners are running uphill, and negative values indicate a downhill portion of
the race. This example is not really a new example, because we've looked at graphs of functions
and considered how the derivative is a measure of the slope of the graph in 2D.
Now let's become a bit more abstract, but still keep a physical dimension as the independent
variable. Let's say that for a popular rock-climbing wall, we know a function
that
describes, for a given height
, what percentage of rock climbers are able to reach that height
or higher. If we assume the climbers start at
, then
. Clearly
is a
nonincreasing function that eventually goes all the way down to 0%at some maximum height
that nobody has ever reached.
Now consider the interpretation of derivative
. Of course,
, since
is
nonincreasing. A large negative value of
is an indication that the height
is an area
where climbers are likely to drop out. Perhaps the wall at that height is
a challenging area.
closer to zero is an indication that fewer climbers drop out at
height
. Perhaps there is a plateau that climbers can reach, and there they rest. We might
expect
to decrease just after this plateau, since the climbers are more rested. In fact,
might also become closer to zero just before the plateau, because as climbers
begin to get close to this milestone, they push a bit harder and are more reluctant to give
up.
One last example. Figure 11.6 shows happiness as a function of salary. In this case, the
derivative is essentially the same thing as what economists would call “marginal utility.” It's
the ratio of additional units of happiness per additional unit of income. According this figure,
the marginal utility of income decreases, which of course is the famous law of diminishing
returns. According to our research, it even becomes negative after a certain point, where the troubles
associated with high income begin to outweigh the psychological benefits. The economist-speak
phrase “negative marginal utility” is translated into everyday language as “stop doing that.”
11.4.3Calculating Derivatives from the Definition
Now we're ready for the official definition of the derivative found in most math textbooks, and
to see how we can compute derivatives using the definition. A derivative can be understood as
the limiting value of
, the ratio of the change in output divided by the
change in input, taken as we make
infinitesimally small. Let's repeat this
description using mathematical notation. It's an equation we gave earlier in the chapter, only
this time we put a big box around it, because that's what math books do to equations that are
definitions.
The Definition of a Derivative
Here the notation for the derivative
is known as
Leibniz's notation. The symbols
and
are known as
infinitesimals. Unlike
and
, which are variables representing finite
changes in value,
and
are symbols representing “an infinitesimally small change.” Why
is it so important that we use a very small change? Why can't we just take the ratio
directly? Because the rate of change is varying continuously. Even within a very
small interval of
, it is not constant. This is why a limit argument is used,
to make the interval as small as we can possibly make it—infinitesimally small.
In certain circumstances, infinitesimals may be manipulated like algebraic variables (and you can
also attach units of measurement to them and carry out dimensional analysis to check your work).
The fact that such manipulations are often correct is what gives Leibniz notation its intuitive
appeal. However, because they are infinitely small values, they require special handling, similar
to the symbol
, and so should not be tossed around willy-nilly. For the most part, we
interpret the notation
not as a ratio of two variables, but as a single symbol
that means “the derivative of
with respect to
.” This is the safest procedure and
avoids any chance of the aforementioned willy-nilliness. We have more to say later on Leibniz
and other notations, but first, let's finally calculate a derivative and answer the burning
question: how fast was the hare traveling at
?
Differentiating a simple function by using the definition Equation (11.3) is an
important rite of passage, and we are proud to help you cross this threshold. The typical
procedure is this:
-
Substitute
and
into the definition.
(In our case,
).
-
Perform algebraic manipulations until it is legal to
substitute
. (Often this boils down to getting
out of the denominator.)
-
Substitute
, which evaluates the expression
“at the limit,” removing the limit notation.
-
Simplify the result.
Applying this procedure to our case yields
Now we are at step 3. Taking the limit in
Equation (11.4) is now easy; we simply substitute
. This substitution was not legal earlier because there was a
in the
denominator:
Finally! Equation (11.5) is the velocity
function we've been looking for. It allows us to plug in any value of
and
compute the instantaneous velocity of the hare at that time. Putting in
, we arrive at the answer to our question:
So the instantaneous velocity of the hare at
was precisely 1 furlong per minute, just as
our earlier arguments predicted. But now we can say it with confidence.
Figure 11.7 shows this point and several others along the interval we've
been studying. For each point, we have calculated the instantaneous velocity at that point
according to Equation (11.5) and have drawn the tangent line
with the same slope.
It's very instructive to compare the graphs of position and velocity side by side.
Figure 11.8 compares the position and velocity of our fabled
racers.
There are several interesting observations to be made about
Figure 11.8.
-
When the position graph is a horizontal line, there is zero
velocity, and the velocity graph traces the
horizontal axis
(for example, during the hare's nap).
-
When the position is increasing, the velocity is positive,
and when the position is decreasing (the hare is moving the wrong
way) the velocity is negative.
-
When the position graph is a straight line, this constant velocity is
indicated by a horizontal line in the velocity graph.
-
When the position graph is curved, the velocity is changing continuously, and the
velocity graph will not be a horizontal line. In this case, the velocity graph
happens to be a straight line, but later we'll examine situations where the velocity
graph is curved.
-
When the position function changes slope at a “corner,” the
velocity graph exhibits a discontinuity. In fact, the derivative at
such points does not exist, and there is no way to define the instantaneous
velocity at those points of discontinuity. Fortunately, such situations
are nonphysical—in the real world, it is impossible for an object to
change its velocity instantaneously. Changes to velocity always occur
via an acceleration over a (potentially brief, but finite) amount of
time.
Later we show that such rapid accelerations over short durations
are often approximated by using
impulses.
-
There are sections on the velocity graph that look identical to each other even
though the corresponding intervals on the position graph are different from one
another. This is because the derivative measures only the rate of change of a
variable. The absolute value of the function does not matter. If we add a constant
to a function, which produces a vertical shift in the graph of that function, the
derivative will not be affected. We have more to say on this when we talk about
the relationship between the derivative and integral.
At this point, we should acknowledge a few ways in which our explanation of the derivative
differs from most calculus textbooks. Our approach has been to focus on one specific example,
that of instantaneous velocity. This has led to some cosmetic differences, such as notation. But
there were also many finer points that we are glossing over.
For example, we have not bothered defining continuous functions, or given rigorous definitions
for when the derivative is defined and when it is not defined. We have discussed the idea
behind what a limit is, but have not provided a formal definition or considered limits when
approached from the left and right, and the criteria for the existence of a well-defined limit.
We feel that leading off with the best intuitive example is always the optimum way to teach
something, even if it means
“lying” to the reader for a short while. If we were writing a calculus textbook, at this point
we would back up and correct some of our lies, reviewing the finer points and giving more precise
definitions.
However, since this is not a calculus textbook, we will only warn you that what we said
above is the big picture, but isn't sufficient to handle many edge cases when functions do weird
things like go off into infinity or exhibit “jumps” or “gaps.” Fortunately, such edge cases
just don't happen too often for functions that model physical phenomena, and so these details
won't become an issue for us in the context of physics.
We do have room, however, to mention alternate notations for the derivative that you are
likely to encounter.
11.4.4Notations for the Derivative
Several different notations for derivatives are in common use. Let's point out some ways that
other texts might look different from what we've said here. First of all, there is a trivial
issue of naming. Most calculus textbooks define the derivative in very general terms, where the
output variable is named
, the symbol
refers to the input variable rather than the output
variable, and the function is simply named
. In other words, the function being differentiated
is
. Furthermore, many will assign the shrinking “step amount” to the variable
rather than using the
notation, which has advantages when solving the equations that
result when you work out derivatives from the definition. With
these variables, they would define the derivative as
Definition of a derivative using variables in most calculus
textbooks
The differences between Equations (11.3) and
(11.6) are clearly cosmetic.
A variation on the Leibniz notation we prefer in this book is to prefix an
expression with
to mean “the derivative with respect to
of this
thing on the right.” For example
can be read as “the derivative with respect to
of
.” This is
a very descriptive and intuitive notation. If we call the expression on the
right
, and interpret the juxtaposition of symbols as multiplication, we
can pull the
back on top of the fraction to get our original notation, as
in
It's important to interpret these manipulations as notational manipulations
rather than having any real mathematical meaning. The notation is attractive
because such algebraic manipulations with the infinitesimals often work out.
But we reiterate our warning to avoid attaching much mathematical meaning to
such operations.
Another common notation is to refer to the derivative of a function
with a prime:
.
This is known as
prime notation or Lagrange's
notation. It's used when the independent variable that
we are differentiating with respect to is implied or understood by context. Using this notation
we would define velocity as the derivative of the position function by
.
One last notation, which was invented by Newton and is used mostly when the independent variable
is time (such as in the physics equations Newton invented), is dot notation. A derivative
is indicated by putting a dot over the variable; for example,
.
Here is a summary of the different notations for the derivative you will see, using velocity and
position as the example:
11.4.5A Few Differentiation Rules and Shortcuts
Now let's return to calculating derivatives. In practice, it's seldom necessary to go back to
the definition of the derivative in order to differentiate an expression. Instead, there are
simplifying rules that allow you to break down complicated functions into smaller pieces that can
then be differentiated. There are also special functions, such as
and
, for
which the hard work of applying the definition has already been done and written down in those
tables that line the insides of the front and back covers of calculus books. To differentiate
expressions containing such functions, one simply refers to the table (although we're going to do
just a bit of this “hard work” ourselves for sine and cosine).
In this book, our concerns are limited to the derivatives of a very small set of functions, which
luckily can be differentiated with just a few simple rules. Unfortunately, we don't have the
space here to develop the mathematical derivations behind these rules, so we are simply going to
accompany each rule with a brief explanation as to how it is used, and a (mathematically
nonrigorous) intuitive argument to help you convince yourself that it works.
Our first rule, known as the constant rule, states that the derivative of a constant
function is zero. A constant function is a function that always produces the same value. For
example,
is a constant function. You can plug in any value of
, and this function
outputs the value 3. Since, the derivative measures how fast the output of a function changes in
response to changes in the input
, in the case of a constant function, the output never
changes, and so the derivative is
.
The Constant Rule
The next rule, sometimes known as the sum rule, says that differentiation is a
linear operator. The meaning of “linear” is essentially identical to our definition
given in Chapter 5, but let's review it in the context of the derivative. To
say that the derivative is a linear operator means two things. First, to take the derivative of a
sum, we can just take the derivative of each piece individually, and add the results together.
This is intuitive—the rate of change of a sum is the total rate of change of all the parts
added together. For example, consider a man who moves about on a train. His position in world
space can be described as the sum of the train's position, plus the man's position in the body
space of the train. Likewise, his velocity relative
to the ground is the sum of the train's velocity relative to the ground, plus his velocity
relative to the train.
Derivative of a Sum
The second property of linearity is that if we multiply a function by some constant, the
derivative of that function gets scaled by that same constant. One easy way to see that this
must be true is to consider unit conversions. Let's return to our favorite function that yields
a hare's displacement as a function of time, measured in furlongs. Taking the derivative of this
function with respect to time yields a velocity, in furlongs per minute. If somebody comes along
who doesn't like furlongs, we can switch from furlongs to meters, by scaling the original
position function by a factor of 201.168. This must scale the derivative by the same
factor, or else the hare would suddenly change speed just because we switched to another unit.
Derivative of a Function Times a Constant
If we combine Equations (11.7) and
(11.8), we can state the linearity rule in a more
general way.
The Sum Rule
The linear property of the derivative is very important since it allows us to break down many
common functions into smaller, easier pieces.
One of the most important and common functions that needs to be differentiated also happens to be
the easiest: the polynomial. Using the linear property of the derivative, we can break down, for
example, a fourth-degree polynomial with ease:
The last derivative
is zero by the constant rule, since
does not vary.
This leaves us with four simple derivatives, each of which can be plugged into the definition of
a derivative, Equation (11.3), without too much trouble. Solving each of these
four individually is considerably easier than plugging the original polynomial into
Equation (11.3). If you do go through this exercise (like every first-year
calculus student does), you notice two things. First of all, the algebraic tedium increases as
the power of
gets higher. Second, a quite obvious pattern is revealed, known as the power
rule.
The Power Rule
This rule gives us the answers to the four derivatives needed above:
Notice in the last equation we used the identity
. However, even without that
identity, it should be very clear
that
must be unity. Remember that the derivative answers the question,
“What is the rate of change of the output, relative to the rate of change of the input?” In the
case of
, the “output” and the “input” are both the variable
, and so their
rates of change are equal. Thus the ratio that defines the derivative is equal to one.
One last comment before we plug these results into
Equation (11.9) to differentiate our
polynomial. Using the identity
, the power rule is brought into
harmony with the constant rule:
Derivative of a constant, using the power rule
Let's get back to our fourth-degree polynomial. With the sum and power rule at our disposal, we
can make quick work of it:
Below are several more examples of how the power rule can be used. Notice that the power rule
works for negative exponents as well:
11.4.6Derivatives of Some Special Functions
with Taylor Series
This section looks at some very special examples of differentiating polynomials. Given any
arbitrary function
, the Taylor series of
is a way to express
as a
polynomial. Each successive term in the polynomial is determined by taking a higher order
derivative of the function, which is perhaps the main point of Taylor series that you should
learn when you take a real calculus class, but right now we're not interested in where Taylor
series come from, just that they exist. The Taylor series is a very useful tool in video games
because it provides polynomial approximations, which are “easy” to evaluate in a computer, for
functions that are otherwise “hard” to evaluate. We don't have the space to discuss much of
anything about Taylor series in general, but we would like to look at a few important examples of
Taylor series. The Taylor series for the sine and cosine functions are
Taylor series for
and
This pattern continues forever; in other words, to compute the exact value of
would
require us to evaluate an infinite number of terms. However, notice that the denominators of the
terms are growing very rapidly, which means we can approximate
simply by stopping after
a certain number of terms, and ignore the rest.
This is exactly the process by which trigonometric functions are computed inside a computer.
First, trig identities are used to get the argument into a restricted range (since the functions
are periodic). This is done because when the Taylor series is truncated, its accuracy is highest
near a particular value of
, and in the case of the trig functions, this point is usually
chosen to be
. Then the Taylor series polynomial with, say, four terms is evaluated.
This approximation is highly accurate. Stopping at the
term is sufficient to calculate
to about five and a half decimal digits for
.
All this trivia concerning approximations is interesting, but our real reason for bringing up
Taylor series is to use them as nontrivial examples of differentiating polynomials with the power
rule, and also to learn some interesting facts about the sine, cosine, and exponential functions.
Let's use the power rule to differentiate the Taylor series expansion of
. It's not that
complicated—we just have to differentiate each term by itself. We're not even intimidated by
the fact that there are an infinite number of terms:
Differentiating Taylor series for
In the above derivation, we first used the sum rule, which says that to differentiate the whole
Taylor polynomial, we can differentiate each term individually. Then we applied the power rule
to each term, in each case multiplying by the exponent and decrementing it by one. (And also
remembering that
for the first term.) To understand the last step, remember
the definition of the factorial operator:
. Thus
the constant in the numerator of each term cancels out the highest factor in the factorial in the
denominator.
Does Equation (11.11) the last look familiar? It should, because it's
the same as Equation (11.10), the Taylor series for
. In other words, we
now know the derivative of
, and by a similar process we can also obtain the derivative
of
. Let's state these facts formally.
Derivatives of Sine and Cosine
The derivatives of the sine and cosine functions will become useful in later sections.
Now let's look at one more important special function that will play an important role later in
this book, which will be convenient to be able to differentiate, and which also happens to have a
nice, tidy Taylor series. The function we're referring to is the exponential function,
denoted
. The mathematical constant
has many well known and
interesting properties, and pops up in all sorts of problems from finance to signal processing.
Much of
's special status is related to the unique nature of the function
. One
manifestation of this unique nature is that
has such a beautiful Taylor series:
Taylor series of
Taking the derivative gives us
But this result is equivalent to the definition of
in
Equation (11.12); the only difference between them is the cosmetic issue of
when to stop listing terms explicitly and end with the “
”. In other words, the
exponential function is its own derivative:
. The exponential function is the only function that can boast this unique property. (To be more precise, any multiple of the exponential function, including zero, has this quality.)
The Exponential Function Is Its Own Derivative
It is this special property about the exponential function that makes it unique and causes it to
come up so frequently in applications. Anytime the rate of change of some value is proportionate
to the value itself, the exponential function will almost certainly arise somewhere in the math
that describes the dynamics of the system.
The example most of us are familiar with is compound interest. Let
be the amount of money
in your bank account at time
; assume the amount is accruing interest. The rate of change per
time interval—the amount of interest earned—is proportional to the amount of money in your
account. The more money you have, the more interest you are earning, and the faster it grows.
Thus, the exponential function works its way into finance with the equation
,
which describes the amount of money at any given time
, assuming an initial amount
grows
at an interest rate of
, where the interest is compounded continually.
You might have noticed that the Taylor series of
is strikingly similar to the series
representation of
and
. This similarity hints at a deep and surprising
relationship between the exponential functions and the trig functions, which we explore in
Exercise 11.
We hope this brief encounter with Taylor series, although a bit outside of our main thrust, has
sparked your interest in a mathematical tool that is highly practical, in particular for its
fundamental importance to all sorts of approximation and numerical calculations in a computer. We
also hope it was an interesting non-trivial example of differentiation of a polynomial. It also
has given us a chance to discuss the derivatives of the sine, cosine, and exponential functions;
these derivatives come up again in latersections.
11.4.7The Chain Rule
The chain rule is the last rule of differentiation we discuss here. The chain rule tells us how
to determine the rate of change of a function when the argument to that function is itself some
other function we know how to differentiate.
In the race between the tortoise and hare, we never really thought much about exactly what our
function
measured, we just said it was the “position” of the hare. Let's say that the
course was actually a winding track with hills and bridges and even a vertical loop, and that the
function that we graphed and previously named
actually measures the linear distance
along this winding path, rather than, say, a horizontal position. To avoid the horizontal
connotations associated with the symbol
, let's introduce the variable
, which gives the
distance along the track (in furlongs, of course).
Let's say that we have a function
that describes the altitude of the track at a given
distance. The derivative
tells us very basic things about the track at that location. A
value of zero means the course is flat at that location, a positive value means the runners are
running uphill, and a large positive or negative value indicates a location where the track is
very steep.
Now consider the composite function
. You should be able to convince yourself that this
tells us the hare's altitude for any given time
. The derivative
tells us how fast
the hare was moving vertically, at a given time
. This is very different from
. How
might we calculate
? You might be tempted to say that to make this determination, we
simply find out where the hare was on the track at time
, and then the answer is the slope of
the track at this location. In math symbols, you are saying that the vertical velocity is
. But that isn't right. For example, while the hare was taking a nap (
), it
doesn't matter what the slope of the track was; since he wasn't moving along it, his vertical
velocity is zero! In fact, at a certain point in the race he turned around and ran on the track
in the wrong direction (
), so his vertical velocity
would be opposite of
the track slope
. And obviously if he sprints quickly over a place in the track, his
vertical velocity will be higher than if he strolled slowly over that same spot. But likewise, where the
track is flat, it doesn't matter how fast he runs across it, his vertical velocity will be zero.
So we see that the hare's vertical velocity is the product of his speed (measured
parametrically along the track) and the slope of the track at that point.
This rule is known as the chain rule. It is particularly intuitive when written in
Leibniz notation, because the
infinitesimals appear to “cancel.”
The Chain Rule of Differentiation
Here are a few examples, using functions we now know how to differentiate:
Examples of the
chain rule
We're going to put calculus from a purely mathematical perspective on the shelf for a while and
return our focus to kinematics. (After all, our purpose in discussing calculus was, like Ike
Newton, to improve our understanding of mechanics.) However, it won't be long before we will
return to calculus with the discussion of the integral and the fundamental theorem of calculus.
11.5Acceleration
We've made quite a fuss about the distinction between instantaneous velocity and average
velocity, and this distinction is important (and the fuss is justified) when the velocity is
changing continuously. In such situations, we might be interested to know the rate at
which the velocity is changing. Luckily we have just learned about the derivative, whose
raison d'être is to investigate rates of change.
When we take the derivative of a velocity function
we get a new function describing how
quickly the velocity is increasing or decreasing at that instant. This instantaneous rate of
change is an important quantity in physics, and it goes by a familiar name: acceleration.
In ordinary conversation, the verb “accelerate” typically means “speed up.” However, in
physics, the word “acceleration” carries a more general meaning and may refer to any
change in velocity, not just an increase in speed.
In fact, a body can undergo an acceleration even when its speed is constant! How can this be?
Velocity is a vector value, which means it has both magnitude and direction. If the direction of
the velocity changes, but the magnitude (its speed) remains the same, we say that the body is
experiencing an acceleration. Such terminology is not mere nitpicking with words, the
acceleration in this case is a very real sensation that would be felt by, say, two people riding
in the back seat of a swerving car who find themselves pressed together to one side. We have
more to say about this particular situation in Section 11.8.
We can learn a lot about acceleration just by asking ourselves what sort of units we should use
to measure it. For velocity, we used the generic units of
, unit length per unit time.
Velocity is a rate of change of position (
) per unit time (
), and so this makes sense.
Acceleration is the rate of change of velocity per unit time, and so it must be expressed in
terms of “unit velocity per unit time.” In fact, the units used to measure velocity are
. If you are disturbed by the idea of “time squared,” think of it instead as
,
which makes more explicit the fact that it is a unit of velocity
per unit time.
For example, an object in free fall near Earth's surface accelerates at a rate of about
, or
. Let's say that you are dangling
a metal bearing off the side of
Willis Tower. You drop the
bearing, and it begins accelerating, adding
to its downward velocity
each second. (We are ignoring wind resistance.) After, say, 2.4 seconds, its velocity will be
More generally, the velocity at an arbitrary time
of an object under
constant acceleration is given by the simple linear formula
where
is the initial velocity at time
, and
is the constant acceleration. We
study the motion of objects in free fall in more detail in Section 11.6,
but first, let's look at a graphical representation of acceleration.
Figure 11.9 shows plots of a position function and the
corresponding velocity and acceleration functions.
You should study Figure 11.9 until it makes
sense to you. In particular, here are some noteworthy observations:
-
Where the acceleration is zero, the velocity is constant and the
position is a straight (but possibly sloped) line.
-
Where the acceleration is positive, the position graph is curved like
,
and where it is negative, the position graph is curved like
. The most
interesting example occurs on the right side of the graphs. Notice that at the time
when the acceleration graph crosses
, the velocity curve reaches its apex, and
the position curve switches from
to
.
-
A discontinuity in the velocity function causes a “kink” in the
position graph. Furthermore, it causes the acceleration
to become infinite (actually, undefined), which is why, as we said
previously, such discontinuities don't happen in the real world.
This is why the lines in the velocity graph are connected at those
discontinuities, because the graph is of a physical situation
being approximated by a mathematical model.
-
A discontinuity in the acceleration graph causes a kink in the
velocity graph, but notice that the position graph is still smooth.
In fact, acceleration can change instantaneously, and for this
reason we have chosen not to bridge the discontinuities in the
acceleration graph.
The accelerations experienced by an object can vary as a function of time, and indeed we can
continue this process of differentiation, resulting in yet another function of time, which some
people call the
“jerk” function. We stick with the position function and its first two derivatives in this
book. Furthermore, it's very instructive to consider situations in which the acceleration is
constant (or at least has constant magnitude). This is precisely what we're going to do in the
next few sections.
Section 11.6 considers objects under constant acceleration, such as objects
in free fall and projectiles. This will provide an excellent backdrop to introduce the integral,
the complement to the derivative, in Section 11.7.
Then Section 11.8 examines objects traveling in a circular path, which
experience an acceleration that has a constant magnitude but a direction that changes continually
and always points towards the center of the circle.
11.6Motion under Constant Acceleration
Let's look now at the trajectory an object takes when it accelerates at a constant rate over
time. This is a simple case, but a common one, and an important one to fully understand. In fact,
the equations of motion we present in this section are some of the most important mechanics
equations to know by heart, especially for video game programming.
Before we begin, let's consider an even simpler type of motion—motion with constant velocity.
Motion with constant velocity is a special case of motion with constant acceleration—the case
where the acceleration is constantly zero. The motion of a particle with constant velocity is an
intuitive linear equation, essentially the same as Equation (9.1),
the equation of a ray. In one dimension, the position of a particle as a function of time is
where
is the position of the particle at time
, and
is the constant velocity.
Now let's consider objects moving with constant acceleration. We've already mentioned at least
one important example: when they are in free fall, accelerating due to gravity. (We'll ignore
wind resistance and all other forces.) Motion in free fall is often called
projectile motion. We start out in one dimension here to keep things simple. Our goal is a
formula
for the position of a particle at a given time.
Take our example of illegal ball-bearing-bombing off of Willis Tower. Let's set a reference
frame where
increases in the downward direction, and
. In other words,
measures
the distance the object has fallen from its drop height at time
. We also assume for now that
initial velocity is
, meaning you merely release the ball bearing and don't
throw it.
At this point, we don't even know what form
should take, so we're a bit stuck. The
“front door” to this solution seems to be locked for us at the moment, so instead we try to
sneak around and enter through the back, using an approach similar to the one we used earlier to
define instantaneous velocity. We'll consider ways that we might approximate the answer and
then watch what happens as the approximations get better and better.
Table 11.3Values for different numbers of slices
Let's make our example a bit more specific. Earlier, we computed that after being in free fall
for 2.4 seconds, the ball bearing would have a velocity of
.
However, we didn't say anything about how far it had traveled during that time. Let's try to
compute this distance, which is
. To do this, we chop up the total 2.4 second interval
into a number of smaller “slices” of time, and approximate how far the ball bearing travels
during each slice. We can approximate the total distance traveled as the sum of the distances
traveled during each slice. To approximate how far the ball bearing travels during one single
slice, we first compute the velocity of the ball bearing at the start of the slice by using
Equation (11.13). Then we approximate the distance traveled during
the slice by plugging this velocity as the constant velocity for the slice into
Equation (11.14).
Table 11.3 shows tabulated values for 6, 12, and 24
slices. For each slice,
refers to the starting time of the slice,
is the velocity at
the start of the slice (computed according to Equation (11.13) as
),
is the duration of the slice, and
is our approximation for the displacement during the slice (computed according to
Equation (11.14) as
).
Since each slice has a different initial velocity, we are accounting for the fact that the
velocity changes over the entire interval. (In fact, the computation of the starting velocity
for the slice is not an approximation—it is exact.) However, since we ignore the change in
velocity within a slice, our answer is only an approximation. Taking more and more slices,
we get better and better approximations, although it's difficult to tell to what value these
approximations are converging. Let's look at the problem graphically to see if we can gain some
insight.
In Figure 11.10, each rectangle represents one time interval in
our approximation. Notice that the distance traveled during an interval is the same as the area
of the corresponding rectangle:
Now we come to the key observation. As we increase the number of slices, the total area of the
rectangles becomes closer and closer to the area of the triangle under the velocity curve. In the
limit, if we take an infinite number of rectangles, the two areas will be equal. Now, since
total displacement of the falling ball bearing is equal to the total area of the rectangles,
which is equal to the area under the curve, we are led to an important discovery.
The distance traveled is equal to the area under the velocity curve.
We have come to this conclusion by using a limit argument very similar to the one we made to
define instantaneous velocity—we consider how a series of approximations converges in the limit
as the approximation error goes to zero.
Notice that we have made no assumptions in this argument about
. In the example at hand,
it is a simple linear function, and the graph is a straight line; however, you should be able to
convince yourself that this
procedure will work for any arbitrary velocity
function. This limit argument is a formalized tool in
calculus known as the
Riemann integral, which we will consider in Section 11.7. That will also be the
appropriate time to consider the general case of any
. However, since there is so much we
can learn from this specific example, let's keep it simple as long as possible.
Remember the question we're trying to answer: how far does an object travel after being dropped
at an initial zero velocity and then accelerated due to gravity for 2.4 seconds at a constant
rate of
? How does this new realization about the equivalence of
distance traveled and the area under the graph of
help us? In this special case,
is a simple linear function, and the area under the curve from
to
is a triangle.
That's an easy shape for us to compute an area. The base of this triangle has length
, and the height is
, so the area is
Thus after a mere 2.4 seconds, the ball bearing had already dropped more than 92 feet!
That solves the specific problem at hand, but let's be more general. Remember that the larger
goal was a kinematic equation
that predicts an object's position given any initial
position and any initial velocity. First, let's replace the constant 2.4 with an arbitrary time
. Next, let's remove the assumption that the object initially has zero velocity, and instead
allow an arbitrary initial velocity
. This means the area under the curve
is no
longer a triangle—it is a triangle on top of a rectangle, as shown in
Figure 11.11.
The rectangle has base
and height
, and its area represents the distance that would be
traveled if there were no acceleration. The triangle on top of the rectangle also has base
,
and the height is
, the difference in
compared to the initial velocity as a result of
the acceleration at the rate
over the duration of
seconds. Summing these two parts
together yields the total displacement, which we denote as
:
We have just derived a very useful equation, so let's highlight it so that people who are
skimming will notice it.
Formula for Displacement Given Initial Velocity and Constant Acceleration
Equation (11.15) is one of only a handful of equations in
this book that are worth memorizing. It is very useful for solving practical problems that arise
in physics simulations.
It's common that we only need the displacement
, and the absolute position
doesn't matter. However, since the function
was our stated goal, we can easily express
in terms of Equation (11.15) by adding the
displacement to our initial position, which we denote as
:
Let's work through some examples to show the types of problems that can be solved by using
Equation (11.15) and its variants. One tempting scenario
is to let our ball bearing hit the ground. The observation deck on the 103rd floor of
Willis Tower is 1,353 ft above the sidewalk. If it is dropped from that height, how long will it
take to fall to the bottom?
Solving Equation (11.15) for
, we have
Solving for time
Equation (11.16) is a very useful general equation.
Plugging in the numbers specific to this problem, we have
The square root in Equation (11.16) introduces the
possibility for two solutions. We always use the root that results in a positive value for
.
Naturally, a person in the business of dropping ball bearings from great heights is interested in
how much damage he can do, so the next logical question is, “How fast is the ball bearing
traveling when it hits the sidewalk?” To answer this question, we plug the total travel time
into Equation (11.13):
If we ignore wind resistance, at the moment of impact, the ball bearing is traveling at a speed
that covers a distance of roughly a football field in one second! You can see why the things we
are doing in our imagination are illegal in real life. Let's keep doing them.
Now let's assume that instead of just dropping the ball bearing, we give it an initial velocity
(we toss it up or down). It was our free choice to decide whether up or down is positive in
these examples, and we have chosen
to be the downward direction, so that means the initial
velocity will be negative. What must the initial velocity be in order for the ball bearing to
stay in the air only a few seconds longer, say a total of 12 seconds? Once again, we'll first
manipulate Equation (11.15) to get a general solution; this
time we'll be solving for
:
Solving for initial velocity
And now plugging in the numbers for our specific problem, we have
Notice that the result is negative, indicating an upwards velocity. If we give the ball bearing
this initial velocity, we might wonder how long it takes for the bearing to come back down to its
initial position. Using Equation (11.16) and
letting
, we have
It's no surprise that
is a solution; we were solving for the time values when the ball
bearing was at its initial position.
Examine the graph in Figure 11.12, which plots the position and
velocity of an object moving under constant velocity
with an initial velocity
, where
and
have opposite signs. Let's make three key observations. Although we use terms
such as “height,” which are specific to projectile motion, similar statements are true anytime
the signs of
and
are opposite.
The first observation is that the projectile reaches its maximum height, denoted
, when the acceleration has consumed all of the velocity and
. It's
easy to solve for the time when this will occur by using
Equation (11.13),
:
Time to reach apex
Right now we are in one dimension and considering only the height. But if we are in more than
one dimension, only the velocity parallel to the acceleration must vanish. There could be
horizontal velocity, for example. We discuss projectile motion in more than one dimension in just
a moment.
The second observation is that the time it takes for the object to travel from its maximum
altitude to its initial altitude, denoted
in Figure 11.12, is
the same as the time taken to reach the maximum. In other words, the projectile reaches its apex
at
.
The third and final observation is that the velocity at
, which we have denoted
, has
the same magnitude as the initial velocity
, but the opposite sign.
Before we look at projectile motion in more than one dimension, let's summarize the formulas we
have derived in this section. The first two are the only ones worth memorizing; the others can
be derived from them.
Summary of Kinematics Equations Dealing with Constant Acceleration
Extending the ideas from the previous section into 2D or 3D is mostly just a matter of switching
to vector notation;
,
, and
become
,
, and
,
respectively.
Of course, the time
remains a scalar:
Equations for motion under constant acceleration, in
vector form
Note that we didn't make a vector version of
Equation (11.17); we'll get to that in a
moment.
This seemingly trivial change in notation is actually hiding two rather deep facts. First, in the
algebraic sense, the vector notation is really just shorthand for sets of parallel scalar
equations for
,
, and
. The important point is that the three (Cartesian) coordinates
are completely independent of one another. For example, we can make calculations
regarding
and completely ignore the other dimensions, provided that the hypothesis of
constant acceleration is met for the object's motion. If it were not for the independence of the
coordinates, we could not make this change in notation. The second fact hidden in this notation
is that, when we view the vectors in the equations above as geometric rather than algebraic
entities, the particular coordinate system used to describe those vectors is irrelevant. We
don't even need to specify one. Of course, this is a basic principle of physics: Mother Nature
doesn't know what coordinate system you are using.
We were able to leap from 1D to 3D mostly just by bolding a few letters due to the independence
of the coordinates. However, there is a bit more to say about projectile motion in multiple
dimensions because there are situations where we need to consider the effects of all the
coordinates at the same time. One situation has already been alluded to by the lack of a vector
equation corresponding to Equation (11.17).
In other words, how could we solve for time
given a displacement
,
acceleration
, and initial velocity
? In one dimension, the projectile
is “confined” and basically cannot help but hitting the target implied by
. But in
two or more dimensions, the situation is more complicated. The increase in complexity that
attends the increase in dimensions is analogous to computing the intersection of two rays (see
Section A.8). In 2D, any two rays must intersect unless they
are parallel, whereas in 3D, the possibility exists for skew rays, which are not parallel
but do not intersect.
For example, earlier we computed how long it would take for a ball bearing dropped from a great
height to hit the sidewalk below, which is a one-dimensional problem. The corresponding
three-dimensional problem would be to try to drop the ball bearing into a bucket which is free to
move around on the sidewalk. Let's say that the bucket is off to our left. Our initial velocity
had better have some leftward component then, or else the ball bearing won't land in the bucket.
Another indication that the multi-dimensional case is more complicated than 1D is that a direct
translation of Equation (11.17) into vector
form results in nonsensical operations of taking the square root of a vector and dividing one
vector by another.
The key to solving this problem is to realize that any horizontal changes (either to the bucket's
position or the initial velocity of the ball bearing) do not affect how long it takes the
ball bearing to reach the sidewalk. This is because the coordinates are independent from one
another. The horizontal velocity and acceleration do not interact with the vertical velocity and
acceleration. To be specific, let's switch to our standard 3D coordinate system, which has
pointing up and
and
in the horizontal plane. The time it takes the ball bearing to reach
the altitude of the bucket depends only on the equations having to do with
; the
-
and
-coordinates can be ignored for this purpose. In other words,
calculating the time when a projectile will reach a target is still a one-dimensional
calculation—we just need to chose which direction to use. We can apply
Equation (11.17) to solve for a time of
impact
. But this solution is just a proposal. We know that if the projectile were to
hit the target, it would do so at this time. To make sure we really did hit the target, we must
plug this time of alleged impact into
Equation (11.19) to see where the projectile will be at
that location, and verify that the position of the projectile is within appropriate tolerances.
Let's talk a bit more about exactly what it means to “chose which direction to use,” as was
stated in the previous paragraph. In cases of simple projectile motion, such as the ball-bearing
example, where gravity is the constant acceleration, the direction to choose is obvious: use the
direction of gravity. Furthermore, because coordinate systems are chosen such that “up” is one
of the cardinal axes, the process of solving a one-dimensional problem in that direction is a
trivial matter of plucking out the appropriate Cartesian coordinate and discarding the others. In
general, however, the situation can be more complicated. But before we discuss the details of
the general case, there are a few more things we can say about this very important and common
special situation.
To study projectile motion where acceleration is solely due to gravity, which is a constant and
acts along a cardinal axis, let's establish a 2D coordinate space where
is up and
is the
horizontal axis. Without loss of generality we can rotate our plane such that it contains the
initial velocity, and thus the entire trajectory of the particle. We choose
in the
horizontal direction of the initial velocity. We also simplify things by setting the origin at
the object's initial position. This notation (along with a few other items that we'll need in a
moment) are illustrated in Figure 11.13.
Reviewing the notation in Figure 11.13, we see that we can express the
position of the particle as a function of time either as
, or we can refer to an
individual coordinate with
and
. Instantaneous velocity (not shown on the diagram),
can be denoted in vector form either as
or using derivative notation as
. The scalar velocity components will be denoted using derivative notation
as
and
. The initial position and velocity will be denoted by adding a
subscript 0 (
is the initial vertical velocity). We denote the acceleration due to
gravity as either
or
.
Let's state the equations for velocity and position using the notation just described:
The distances labeled
and
in Figure 11.13 are often of interest;
they are the apex height and horizontal travel distance, respectively. As discussed earlier in a
one-dimensional context, the maximum height is reached when all of the initial velocity in the
upwards direction has been consumed by gravity, in other words when
. This occurs
at time
Time to reach apex
and at this time, the height is equal to
Altitude at apex
We stated earlier that the time for the object to come back down to its initial height (which we
denoted
) was twice the time needed to reach its apex; however, at that time we merely
appealed to a diagram. This time, let's verify it algebraically:
Time to return to
initial altitude.
As expected, the flight time
is twice the time needed to reach the apex. Now, let's
compute
, the horizontal distance traveled:
Horizontal travel distance
Of course,
and
are based on the assumption that we want to know when the projectile
returns to its initial altitude. This is important when launching a projectile from a flat
ground plane. If the projectile isn't launched from the ground, or if the ground isn't flat,
then we'll need to consider where the parabola intersects the ground plane.
We often wish to specify the initial velocity in terms of an angle and speed,
rather than velocities along each axes. In other words, we wish to use polar coordinates rather
than Cartesian. As shown in Figure 11.13, we denote the initial launch
speed as
(which is equal to the magnitude of
) and the launch angle as
. Converting the initial velocity from Cartesian to polar coordinates (see
Section 7.1.3 if you don't remember how), we get
Plugging this into our kinematics
Equations (11.20) and
(11.21), we get the equations of motion for a
projectile in terms of its launch angle and speed:
We can also express
,
, and
in terms of
and
:
Important quantities in projectile motion, expressed in terms of launch angle and speed
These equations are highly practical because they directly capture the relationship between the
“user-friendly” quantities of launch speed, launch angle, flight time, and flight distance.
At this point, let's pause to make an interesting observation about the relationship between the
initial speed
and the horizontal distance traveled
. It's a quadratic relationship,
meaning when we increase
by a factor of
, we increase
by a factor of
. It
might seem more natural for the relationship to be linear, meaning that
would increase by the
same factor
. We can understand the quadratic relationship by breaking the initial velocity
into its horizontal and vertical components, denoted earlier as
and
,
respectively. It's not difficult to see that increasing
will increase
by the
same factor. Less obvious is that the same is true for
. This is true because the
duration that the object is airborne is proportional to
. So if we increase the
vertical velocity, we give the object more time to travel. Thus any scale factor we apply to
will affect the distance twice, once as a result of the increased ground velocity due to
, and again as a result of the increased travel time due to
. This
produces a quadratic relationship between
and
.
Now let's return to a question we put on hold from earlier: how might we determine the point of
impact for any arbitrary vectors
,
, and
? We said
before that the key was to “choose a direction” and solve a one-dimensional problem in that
direction. If a cardinal direction is chosen, we just throw out the other coordinates. For an
arbitrary direction, we project the problem onto a line in that direction. Any component of
displacement, velocity, or acceleration perpendicular to that line is discarded during the
projection. We learned how to project onto a line
and measure displacement in a particular direction by using the dot product in
Section 2.11. All that is left is to select a direction.
Assuming the projectile hits the target, we will get the same value for
no matter what
direction we choose. But that doesn't mean the choice is irrelevant. For example, in the
ball-bearing example, it would be a disaster to chose the
or
directions, since there is
no acceleration in either of those directions and application of
Equation (11.17) would result in a division
by zero. This suggests the strategy of simply using
itself as the direction of
projection. To do this, we dot each vector quantity with
, making the substitutions
,
, and
. Then these scalar quantities can be plugged into
Equation (11.17).
Exercise 10 explores this in more detail.
11.7The Integral
We have just showed that the total displacement of an object in a time interval is equal to the
area under the plot of the object's velocity. We used the example of constant acceleration, which
has a simple graph, and the area was easy to solve geometrically. We did not pursue in further
generality the limit argument that led us to the surprising equivalence, because this special
case has such compelling applications. Now we are ready to discuss more general cases. The need
to compute a “continuous summation,” where the rate of growth is a known function, is a common
concept in engineering and science. The calculus tool used to compute these sums is the
integral.
If you have already studied integral calculus and have a good intuition about what the integral
is used for, then you can safely skip ahead to Section 11.8, when our
focus returns to the subject of mechanics. However, if you've never had integral calculus or if
your intuition about the integral is a bit shaky, keep reading.
There are two important ways of approaching the integral. The first way is essentially to make
the notion of “summing up many tiny elements” a bit more precise and introduce some
mathematical formalism. The other way is to compare the integral to the derivative. It's
important to understand both interpretations. The integral is a bit more difficult to grasp than
the derivative, but for reasons that become apparent later, it plays a much greater role in
physics simulations and many other areas of video game programming. Understanding what the
integral does is very important, even if the vast assortment of pen-and-paper techniques
to compute integrals analytically is not very useful in our case, being replaced instead by
techniques of numerical integration.
Let's turn our informal summation into mathematics notation, in which we compute the area under
the curve
in the interval
. We partition this interval into
slices,
each having the width
. The
th rectangle will have a left-hand
coordinate
, a height equal to
, and an area of
.
Using summation notation, we add up all these rectangles:
The error in this approximation decreases as we increase the number of slices
, and by now,
unless you're the new kid in town, you know that we need to take it to the limit one more
time.
By taking the limit as
increases without bound and the slices become infinitesimally small,
we get our definition of the definite integral.
Definite Integral
In this equation,
Equation (11.22) is read as “The integral from
to
of
.” Some people read
as “with respect to
.” The great similarity in
notation between the left- and right-hand sides of Equation (11.22) is by
design. Just like with the derivative, the finite step size
becomes the infinitesimal
. The sigma symbol
used for discrete summations is replaced with the symbol
,
which is an elongated S that
Leibniz intended to stand for “summation.”
The
and
are known as the “limits of integration” and define the starting and ending
points. The function being integrated is called the
integrand.
An integral defined as a sum of “vertical slices” like this is known as a Riemann
integral. It's the most common definition, but not the most general.
In fact, our definition is not quite as general as the typical definition of a Riemann integral.
The astute reader may notice that
is a constant, and could be pulled in front of the
summation, making it
. That works in this case because we are
using a
regular partition, and all the slices are the same width. In general, however, this
restriction is not necessary. The traditional definition of the Riemann integral takes the limit
as the width of the largest slice goes to zero. Our definition is certainly powerful enough for
well-behaved functions we deal with, but more powerful definitions are needed to integrate more
esoteric functions. Furthermore, you may wonder why we calculate the area of the rectangle by
using the function value at the left-hand side of the rectangle, instead of, say the center
point. Surely that would be more accurate. For theoretical purposes of defining the Riemann
integral, these choices become identical in the limit and so we are free to make any choice we
want.
However, when approximating integrals numerically, it is useful to consider such options.
11.7.1Examples of Integrals
At this point, we have introduced just enough notation and terminology that we can look at some
examples of integrals. We would like to do this before going any deeper into the mathematical
details. Many applications of the integral in video game programming (and many other engineering
disciplines) are more directly thought of not as an area under the curve, but as a “running
total.” Think of an electric meter. At any given time, the meter is increasing at a rate that
is determined by the amount of electricity being used at that instant. The meter is a continuous
running total, and we say that it integrates the consumption rate. When the
air-conditioner kicks in, the consumption rate increases, and the meter counts up faster; at
night, when all the lights are out and the windows are open because the weather is nice outside,
the consumption is lowest and the meter turns slowly. The consumption rate is a function that
varies with time and is the function being integrating. A definite integral of this function
between two time values
and
would give us the total amount of energy consumed during that
time interval:
Calculating electricity usage
Although it's not important for our discussion here, we might as well mention what the proper
physics terms and units are. Going back to our dimensional analysis from
Section 11.2, energy is a derived quantity; it is the product of force and
length. Chapter 12 shows that force is itself a derived quantity that has units
and is measured in the SI system using the Newton (N). Thus, energy has abstract units
, a combination of fundamental units that truly boggles the mind. In the SI system,
energy is measured in
Joules (J), and
. The proper physics term for “rate of energy transfer
per unit time” is
power, and the SI unit for power is the watt (W), which is equal to one joule per
second.
Denoting the total energy consumption as
and the instantaneous consumption rate as
, we
can rewrite Equation (11.23) as
Calculating electricity usage, this time with more dignified notation
Although the details of how to quantify energy are not core to our discussion, there is one very
important observation to make: Equation (11.24) is dimensionally
consistent. On the left, the quantity measured is energy, which in the SI system is measured in
joules. But on the right, the consumption rate is measured in watts. How can this be? Remember
that the integral represents a summation, and the infinitesimal items being summed are the
product of the integrand (in this case,
) and a infinitesimal bit of the domain of
integration (in this case,
). In terms of a Riemann integral, the former determines the
height of each slice, and the latter determines its width. Here,
represents an
infinitesimally small step in time, measured in seconds, so the units on the right are
Thus,
the left- and right-hand sides of Equation (11.24) are measured in
joules.
We can extend this example by calculating the electricity bill, rather than just the total usage.
Of course, if the price for energy is fixed, then we simply multiply the consumption by the
price. But what if the price varied on a moment-by-moment basis? (This shouldn't be too hard to
imagine nowadays.) In this case, we would be integrating the cost rather than the energy.
We determine how to calculate the cost of a single interval of duration
(a “differential”
slice of time) and then sum over all the intervals:
Calculating electricity cost
Moving on to another example of the integral, imagine a man using a sewing machine with a foot
pedal that has variable-speed response. If he depresses the pedal just a bit, the sewing machine
advances the fabric slowly, and if he “puts the pedal to the metal,” the sewing machine moves
at its fastest rate. Now, imagine his daughter sitting under the table watching her father sew.
She can only see the pedal, but not the sewing machine or the fabric. The only information
available to the girl is the amount of depression of the pedal, and we assume that, based on her
knowledge of sewing machines and foot pedals, she can infer a function
that describes the
rate that the fabric is moving at time
. The girl watches the pedal for a minute or so, and
then her father stops and asks her, “How far have I traveled along the fabric?” Let's say this
girl is particularly bright and knows some integral calculus, so she integrates the function
, to yield the total amount of fabric that has passed under the needle. As we see later,
this sort of question is actually quite close to the types of mechanics problems that are solved
with integrals in video games!
One last helpful analogy: think of a derivative as a speedometer that tells you an instantaneous
rate of change, and the integral as an odometer describing the continuous summation of this rate
of change. Notice that the reading on the speedometer does not depend on that road trip last
summer, or even what happened two seconds ago. The speedometer reading is only affected by what
is happening at that instant.
The odometer, on the other hand, is a running tally, and the entire history since the car was
first driven off the lot is included in its reading. Our girl under the sewing table must pay
attention to the pedal the entire time if she is going to make an accurate estimate of the total
amount of fabric consumed at any giventime.
Many types of engineering problems solved with integrals are couched in terms of continuous
summations such as these: What is the total displacement, when I know the velocity function
? What is the total amount of water in the bathtub, given the history of the deflection
angle of the faucet? How much fuel is remaining, given the burn rate as a function of time? To
set up the integral for problems like these, we can first imagine approximating the value we wish
to calculate by using a finite sum (
) and a finite step size (
). We then use a
limit argument to replace the
with a
, and the
with a
(review
Equation (11.22)). This is the essence of what is meant by a “continuous
summation.”
Of course, we can use the integral to calculate the area under a curve, as calculus textbooks are
so fond of pointing out. As we sweep a line from left to right, the function being integrated
determines the rate at which we are accumulating area. Where the function has a large value, our
total area is adding up more rapidly, because the
“slices” in that area are tall. However, from the viewpoint of a video game programmer,
calculus textbooks seem to focus on this particular application of the integral in great
disproportion to its application to real world problems.
11.7.2The Relationship between the Derivative
and the Integral
Let's see how we calculate integrals now that the purpose of an integral is (we hope) firmly
grounded in your mind. Looking at the definition Equation (11.22), one
wonders how in the world you can evaluate this limit. For the derivative, we were able to
manipulate the expression being taken to the limit such that we could simply substitute
, but this doesn't seem possible in Equation (11.22). As it turns
out, Equation (11.22) is mostly useful as a way to recognize when the
problem you have is an integral, and is helpful to properly turn that problem into integral
notation. It's also used when we approximate integrals numerically, where instead of taking the
slice width down to zero, we just stop at some small but finite
. But this definition
is not used to solve integrals with pen andpaper.
Let's poke around with Equation (11.15), the integral we
were able to solve through a simple geometric argument. Since this is a function that describes
position as a function of time, we should be able to take its derivative and get a function
describing the velocity function
, and then take the derivative again to get the
acceleration function
. Let's make sure this is true:
OK, that turned out as expected. No surprises here, but it's comforting to confirm that math and
physics do actually work. We knew that the derivative of the position function is the velocity
function. The question is: why didn't we use this knowledge earlier? Remember that we knew
and were trying to figure out what
was. We were able to get at the answer through
a graphical argument, but it seems like there may be another way.
Instead of looking for a function to calculate the area under the curve, we could have instead
looked for a position function whose derivative was the velocity function we already knew.
Such a function is known as an antiderivative.
Let's investigate this idea of “integration as an antiderivative” a bit further. To do so,
essentially all we need to do is apply the rules of differentiation, including the small subset
we learned in Section 11.4.5, in reverse. Assume
that we start with the velocity function
, and we are looking for an
whose derivative is
. Pretend for the moment that you don't already know the answer. To
find
, we break up
into its terms (using the sum rule in reverse), then take the
antiderivative of each term (using the power rule in reverse). Remember that the power rule of
differentiation basically says, “Multiply by the exponent, and then decrease the exponent by
one.” So the power rule for antidifferentiation is “Increase the exponent by one, and then
divide by the new exponent.” Applying these two rules to
leads us to write
But compare this result to Equation (11.25);
you'll notice that it's missing an
term. What happened? There is a certain amount of
“information loss” that occurs when we take the derivative. If we know how fast we were going,
we can always figure out how far we traveled. However, we cannot know where we ended up unless
we know where we started. This extra term
is the “starting point” that the derivative
throws out, because any constant value has a derivative of zero. For this reason, it's not
entirely accurate to refer to “the” antiderivative of
, since there is not a unique
function whose derivative is
, but infinitely many. All the different antiderivatives are
really just copies of one another, shifted on the graph vertically according to their particular
value of
.
We've stated in a general way that there is some relationship between the (definite) integral and
the antiderivative. So we know that in a certain sense the operations of integration and
differentiation are inverse operations. The theorem of calculus that summarizes these
relationships precisely goes by an important-sounding name: the fundamental theorem of
calculus. The theorem actually consists of two parts. (Sources don't always list them in the
same order.)
The first part shows how a definite integral may be computed by using an antiderivative.
Fundamental Theorem of Calculus, Part 1
Let
. (In other words,
is any antiderivative of
.) Then the definite
integral
can be computed as
Equation (11.26) can seem a bit mystifying in abstract terms, but
when we replace the generic
and
with notation specific to position and velocity,
the first part of the fundamental theorem of calculus seems to state the obvious:
This says that the cumulative effect of velocity from time
to time
(the net displacement
during that interval), is equal to the difference in the position at time
and the position at
time
.
Notice how any antiderivative will work—it doesn't matter which one. That's because the
constant offset
inside of
cancels itself out when we do the subtraction
. To see this, consider the metaphor of the electric meter. You can think of the raw
numeric readout on the meter as an antiderivative of your consumption rate. The readings on the
dial at the beginning and end of the month correspond to
and
, respectively. Note
that the raw numeric value of the reading is mostly irrelevant. It could contain data that was
influenced by somebody who lived in the house before you. The difference between the two
readings, however, is quite relevant. It corresponds to the definite integral, and will determine
how much your electric bill is for the month.
Or consider the odometer on a car. Let's say you wanted to measure the length of a particular
journey. To do so, at the start of the trip you would reach over to the dedicated trip odometer
that every car has had since about 1980 and press the reset button, and then at the end of the
trip you just read off the value of the trip odometer. Then you would rejoice in not having to
exercise your brain one iota or utilize a single principle from calculus. But what if the trip
odometer was broken and all you had was the master odometer? This cannot be easily
reset. In this case, armed with the
calculus knowledge you gleaned from this book (or maybe just common sense you could have picked
up anywhere), you would subtract the odometer reading at the end of the journey from the reading
at the start of the journey to obtain the distance of the journey. The actual readings of the
odometer are
and
, the values of the antiderivative. Just as with the electric
meter, the raw values are not useful—only their differencematters.
The first part of the fundamental theorem of calculus is very important because it's how we
actually compute integrals, at least with a pen and paper. Remember that we defined the definite
integral as a sum of a large number of slices in the limit as the number of slices approached
infinity and the slices became infinitesimally thin. This definition is not amenable to
algebraic manipulation, like the definition of the derivative was. The first part of the
fundamental theorem of calculus says that although we may formulate problems using the definition
of the integral, we compute definite integrals by finding an antiderivative of the function being
integrated (with pen-and-paper, at least).
The second part of the fundamental theorem of calculus is the flip side of the first part. The
first part said that definite integrals can be calculated by using antiderivatives; the second
part shows how to define an antiderivative in terms of a definite integral.
Fundamental Theorem of Calculus, Part 2
Let
be defined by
Then the derivative of
is given by
It can take some effort to decipher this terse elegance, so let's restate it in English. We
start with a given function
. We then form a new function
, whose value is determined by
taking the definite integral of
from any arbitrary starting point
, and an ending point
. Note that the argument to
is used to define when to stop the integration of
.
The variable
is a notational dummy variable of integration; it is not seen outside of the
integral. The second fundamental theorem of calculus says that if we take the derivative of this
new function
, the result is our original function
. In this sense, integration and
differentiation are inverseoperations.
It can be difficult to grasp the reason why
ends up in what may seem to be an odd location,
defining the upper limit of the integration, but that is the essential point. The second theorem
is saying that a function defined as an integral such as
Equation (11.27) will grow at a rate determined by the integrand.
If we adjust the upper limit of integration a tiny bit, the change in the result of the overall
sum will be proportional to the value of integrand. Thinking of an integral as calculating an
area, the upper limit of integration,
, determines the right-hand boundary. If we push this
boundary to the right a bit, the increase in the amount of area will depend on the height of the
function at
.
Let's rewrite the theorem using notation particular to displacements and velocities:
Now we see that, to define the displacement
in terms of
, there's really only one
logical place we could put
. The velocity before
is relevant to the displacement
that had occurred by time
, and the history after
is not relevant. We use
to
define the stopping point of the time range of velocities to integrate.
Where does
come from? It is an arbitrary starting point, reflecting a degree of
uncertainty (or freedom) very similar to the unknown (or irrelevant) starting position
. We
can pick
to be whatever we want our measurements to be relative to. The value of
defines the point where
. It's probably more precise to say that
describes our
relative position. Relative to where? Wherever we were at time
.
Now we're ready to clear up the sometimes confusing relationship between the definite and
indefinite integral. The adjective “definite” in “definite integral” comes from the fact
that we have specified the limits of integration. Because of this, the “answer” to a definite
integral can be a single number. When we evaluate a definite integral, such as
the
gets “integrated out” and does not appear in the result. The meaning of the above is
“the continuous summation of the velocity during the time interval
to
.” It wouldn't make sense for the result to contain
—which
would we
be talking about? Thus, if all the other variables in
are known, and the limits
and
are known, we can boil down the answer to a simple
number. If, however,
contains some other unknown quantities (perhaps some variable density
), or the limits of integration themselves are parameters, then the result will be function
in terms of those variables. In any case, in a definite integral the
will not be part
of the result. If you're a programmer, then you can think of the
as a “local variable” to
the definite integral.
An indefinite integral, on the other hand, since it is an antiderivative, will have an “answer”
that is function, not a single number. It is denoted simply by dropping the limits of
integration, such as
Again, we stress that while this may look very similar to the notation used to denote a definite
integral, its meaning is actually quite different. The result of evaluating this integral should
not be a number, but an antiderivative of
; that is, we should get a function of
. Furthermore, a proper result will have some arbitrary constant added, known as the
constant of integration, which reminds us that there is a whole family of functions whose
derivative is
. Thus, the meaning of the indefinite integral above is “some function that
expresses the continuous summation of the velocity as a function of time, from some unknown
starting point.” We have been denoting this constant offset as
, but in a more general
setting it is typically written with a capital
. For example,
Constant of integration
We do not need to write the limits of integration in an indefinite integral because they are
implicit. As we saw in the second part of the fundamental theorem of calculus, the interpretation
of an antiderivative in terms of a definite integral is to use the argument of the antiderivative
as the upper limit of the range of integration. In other words, an indefinite integral is simply
a definite integral with implied limits of integration of the form in
Equation (11.27). The degree of freedom in
Equation (11.27) connecting the set of possible antiderivatives was
captured by the unknown lower limit of integration (
). In an indefinite integral we don't
write the limits of integration, and instead the uncertainty is contained in the constant of
integration (
or
). We can summarize this (written using both naming schemes) by
The indefinite integral
11.7.3Summary of Calculus
We have completed our main presentation of calculus in this book, aside from a few small bits
that come up in later sections. Our goal has been to take a reader with absolutely no knowledge
of calculus to a point where that reader understands the big picture of what derivatives and
integrals are used for. We have whizzed right past the many, many details and techniques that
arise in practical situations—these details fill up thousands of pages in calculus textbooks.
Let's summarize the important points that you need to know about calculus to fully utilize the
remainder of this book.
-
The basic purpose of a derivative is to measure a rate of change.
-
The derivative is defined by using a limit argument. We form an approximation of the
result, and then watch what happens as we take better and better approximations in
the limit as our error approaches zero.
-
We presented just a few pen-and-paper rules for differentiation. Differentiation is
a linear operator, which allows us to differentiate sums. The power
rule tells us how to evaluate expressions of the form
. Together,
these rules allow us to take derivatives of polynomials. We also presented the
derivatives for the sine, cosine, and exponential function. The chain rule tells us
how to differentiate a function of the form
.
-
An integral is a “continuous summation,” or “running total.” These sums are
also equivalent to the area under the graph of the function being summed.
-
A Riemann integral defines an integral using a limit argument. We take the sum of
a large number of small elements, which in general is an approximation to the true sum
when the number of elements is finite. The true sum is obtained by considering what
happens as we increase the number of elements to infinity, causing the error in our
approximation to vanish.
-
Riemann integrals are usually not directly solvable in the same way that derivatives are.
They are used to recognize when the problem we are solving is an integral, and to
help set up the integral properly. It's also how we solve them numerically (we have
not yet discussed the details of how to do this).
-
The fundamental theorem of calculus says that integration and differentiation are
inverse operations. On paper, definite integrals are computed by
looking for an antiderivative, not by evaluating the Riemann integral
at the limit. A function whose argument defines the upper limit of integration will be
an antiderivative of the integrand.
-
An indefinite integral is a function that is an antiderivative of the
integrand. A definite integral produces a number representing the continuous
summation of the integrand over the interval identified by the limits of integration.
A definite integral can be calculated by evaluating any antiderivative at the starting
and ending points, and taking the difference between these two values (by subtracting
the value at the start of the interval from the value at the end of the interval).
An indefinite integral is actually a definite integral where the limits of integration
are implied.
Enough calculus—let's get back to physics. This section studies the motion of a particle
moving in a circle at a constant speed. We study the motion of a particle because many physics
calculations can be simplified by representing a rigid body as a point mass at its so-called
center of mass. Since a circular path is inherently restricted to a plane,
Section 11.8.1 begins our investigation in two dimensions. After
establishing the basic relations, Section 11.8.2 shows how to apply
these in a world where the plane of orbit is arbitrarily oriented in three dimensions.
A particle traveling in a circle with constant speed does not have constant velocity; if
it did, it would travel in a straight line. Since the object's velocity is changing over time,
it must be under some sort of acceleration. Let's see if we can determine what that is. Consider
an object moving at constant speed
in a circular path of radius
. To make our
calculations easier, and without loss of generality, we establish a two-dimensional reference
frame that lies in the plane of motion and has its origin at the center of the circle. Remember
that the instantaneous velocity
of a particle is always tangent to its
trajectory, so the velocity vector at any given point will always be tangent to the circle at
that point. Also, from the definition of speed, we know that
.
On the left side of Figure 11.14 we see a particle moving in
uniform circular motion during a finite time step
. The figure examines the state of
the particle at time
and also at a later time
.
Let's consider instantaneous velocity and acceleration, starting with a geometric tack. Examine
the triangles on the right-hand side of Figure 11.14. The
triangle on the top shows the change in position over some time interval
, as a result
of the angular change
. It is an isosceles triangle in which the legs have length
, the radius of the circle, and the base is
, which is the net change in
position during the interval. The bottom triangle depicts the change in velocity over this same
interval, and it is also an isosceles triangle. The legs of the bottom triangle have length
,
since we are hypothesizing that the velocity has constant magnitude, and the base is
. The two triangles are similar, since both triangles are isosceles with the included
angle
, so we can write
In general, the length of
measures a “shortcut” through the circle, rather
than the actual distance traveled around the perimeter of the circle, which is
. But consider what happens as
and
become very small, as
shown in Figure 11.15.
Notice that as
grows smaller and smaller, the length of
approaches the true distance, and in the limit, the two distances are equal:
Plugging this into our result from similar triangles, we have
The left-hand side of Equation (11.28) is a change in velocity
over an interval as the length of the interval approaches zero. This is the definition of
instantaneous acceleration! Thus the magnitude of the accelerationis
.
Of course, acceleration is a vector quantity, and all we have determined so far is its (constant)
magnitude. What is the direction? To see this, compare the vectors
and
in Figure 11.15. Notice that they point in
opposite directions. In fact, in the limit as
goes to zero, they point in
exactly the opposite direction. That is, the acceleration is always towards the center of
the circle, which is why it is called
centripetal (“center-seeking”) acceleration.
Velocity and Acceleration of Uniform Circular Motion
When an object moves with constant speed
in a circular path with radius
, the velocity
is tangent to the circle. The acceleration at any instant is
pointed towards the center of the circle and has magnitude
By combining some elementary geometry with some ideas of calculus, we have obtained the most
important facts about uniform circular motion. A slightly different combination of geometry and
calculus will yield the actual kinematics equations. To this end, it will be helpful to refer to
, the angle that the vector
makes with with
axis using the
traditional mathematical conventions, as shown in Figure 11.16.
Previously, we were concerned with the
, the change in this angle, but now
we consider its value as a function of time. We denote the initial angle as
.
We also define the
angular frequency as
, which
is measured in radians per
second. Thus, we can express the angle at any given time as
Angle as a function of time
We've seen the parametric equation for a circle before in
Section 9.1, so we know how to express the kinematics
equations for the particle's position in terms of the radius
and the angle
, as
Position as a function of time
Since the velocity function is the derivative of the position function, we can differentiate
these equations to obtain the velocity equations. Luckily, we learned the derivatives of the
sine and cosine functions in Section 11.4.6 and the
chain rule in Section 11.4.7. Differentiating gives us
Velocity as a function of time
Differentiating once more to get the acceleration, we have
Acceleration as a function of time
These results agree with our earlier findings. Comparing the acceleration functions to the
position, we confirm that they do indeed point in opposite directions. Furthermore, recalling
that
, we note that, as predicted, acceleration has a length of
.
Sometimes
is more immediately accessible than
. In these situations, it's useful to
be able to express the magnitude of the centripetal acceleration just in terms of
and
. Solving
for
gives us
. Plugging this in to
Equation (11.29), we have
Acceleration in terms of angular speed
and radius
Let's work through an interesting example, the results of which will be useful in later sections.
All of us are aboard a spinning centrifuge right now: Earth! Earth's rotation creates an
apparent centrifugal force, which tends to throw us away from the Earth's center. Luckily,
Earth's
gravity is strong enough to keep us here. Given that Earth's mean radius is 6,371 km, what is
the centripetal acceleration experienced at the equator?
To answer this question, we use Equation (11.30). The
radius was given as
, and the rotation rate is
.
Centripetal acceleration at the equator due to Earth's rotation
What about the magnitude of the centripetal acceleration at the poles? Is it the same? Keep
this question in mind; we return to it in Section 12.2.1.
So far, we've essentially been working in two dimensions, operating “in the plane” and not
concerning ourselves with how this plane might be oriented in three dimensions. Now let us
consider the more general case. We wish to describe the position, velocity, and acceleration of
the particle as three-dimensional vectors, where the axis of rotation (which is perpendicular to
the plane containing the circular path) is arbitrarily oriented.
Suppose a particle at position
is moving in a circular path around point
. Since there are many different circular paths that contain both
and
, we must also specify an axis of rotation perpendicular to the
plane. As we've done in earlier chapters (see
Section 5.1.3 and
Section 8.4), we describe the direction of the axis by using
a unit vector
, and, as before, the sign of
tells us which direction
is considered positive rotation using the left-hand rule. The scalar
defines the rate
of rotation, in radians per unit time. The question we want to answer is this: What is the
velocity
of the particle at that instant?
Let's review what we already know. First of all, from the relationship between speed and angular
frequency observed earlier, we know that the speed
must be
,
where
is the radius of the circle, or the distance between
and
.
Second,
must be perpendicular to
, or else the particle will stray from
the plane containing the circular path, and
must also be tangent to this path. Thus,
we know both the magnitude and direction of the velocity
, we just need a way to
express it algebraically. To do so, let's introduce the vector
, the radial vector from
to
. Note that
lies in
the plane of rotation and has a constant length, the radius of the circular path, as shown in
Figure 11.17.
Now,
is perpendicular to both
(since it's tangent to the path) and
(since it lies in the plane of orbit). You may remember that we have a tool that
can compute a vector that is perpendicular to two other given vectors: the
cross product. Perhaps
? The direction works out
correctly, but
let's consider the length. Remember from Section 2.12.2 that the
length of the cross product is equal to the product of the magnitudes of the inputs, times the
sine of the angle between the two vectors. Well
is a unit vector by assumption, and
and
are perpendicular, so the sine of the angle between them is unity.
Thus the length of the cross product
is simply
. The correct speed is
, so we are
just missing a factor of
.
Putting this all together, we have the formula for the velocity of a particle with radial vector
rotating about the axis
at an angular rate of
radians per unit time:
Calculating linear point velocity from angular velocity
As we discussed in Section 8.4, angular velocity is often
described in exponential map form by a single vector
(note the boldface
to indicate a vector quantity). In this case, the
formula is even simpler.
Calculating Linear Point Velocity from Angular Velocity
Now let's consider the opposite problem. Assume we know
and
, and we
wish the measure the angular velocity relative to
. Again, we can use the cross
product, but this time, we need a division to get the right length:
Angular velocity of a particle relative to an arbitrary point
To understand the division by
, consider two points on a rigid disk that
is rotating around its center. Assume that angular velocity is measured relative to this center.
One point has the radial vector
, and another point has a radial vector
, which is in the same direction from the center, but at a distance scaled by the
factor
. These two points (indeed, all the points on the disk) should have the same
angular velocity. Thus one division by
is necessary to compensate for the change in
as we adjust the radius. The extra division is necessary because the outer points
have a higher velocity; if we move on the disk by scaling
by
, the new point will
have a velocity that also is scaled by
.
Although thus far we have been assuming that
is actually rotating about
, it may not be. It might be rotating about some other point, or moving in a
straight line. However, we can still calculate the angular velocity of
relative to
. Essentially, what Equation (11.32) tells us is what the
angular velocity would be if
were indeed orbiting around
, in the plane
containing both
and
. The axis of rotation, which is parallel to
, is perpendicular to this plane. Actually, there is one slight
wrinkle—
and
might not be perpendicular, which, of course, they would
be if the particle were orbiting around
. The cross product in
Equation (11.32) essentially discards any velocity parallel to
; only velocity perpendicular to
contributes to the results.
If the particle
is indeed orbiting
at constant speed, then the angular
velocity computed by Equation (11.32) will be constant. In general,
however, the angular velocity measured relative to any arbitrary point is not constant. For
example, consider a particle moving with constant linear velocity. The angular velocity measured
relative to a stationary point
will grow as the particle approaches
,
reaches a maximum at the point of closest approach, and then decreases. Furthermore, even if the
particle is moving in an orbital path, the angular velocity will be a constant only when
measured relative to the center of the orbit.
One extremely important example of orbital motion in 3D is a particle attached to a rigid body
rotating about an axis. Let's choose
to be at the intersection of the axis of
rotation and the plane that contains the circular orbit of
;
This causes
to be perpendicular to the axis of rotation. Under these assumptions,
the orbital angular velocity computed by Equation (11.32) is the same for
every particle, and it's also the same as the
spin angular velocity of the rigid body. We have more to say about this in the next
chapter.
We don't often need to calculate angular velocity of a point relative to some point that isn't
the center of the orbit. (However, Equation (11.31) is used
frequently to compute a linear point velocity based on its orbital velocity.) So why do we talk
about this? Because the computation is similar to the way we measure
torque (see Section 12.5) for a force applied at an
arbitrary direction at an arbitrary location.
Exercises
-
The
Pascal is a unit of measurement for pressure, defined as one Newton
per square meter. One Pascal is equal to how many psi? (The psi is one
pound of force per square inch.)
-
The 1D position of a particle is described piecewise by
Plot a graph of the particle's motion.
-
What is the average velocity of the particle from Exercise 2,
over the following intervals?
- (a)
?
- (b)
?
- (c)
?
- (d)
?
- (e)
?
-
Write a similar piece-wise function
that describes the
velocity of the the particle from Exercise 2
at time
. In this case, the velocity is not
defined at the “junctions” between the pieces, so only worry about what
happens in the middle of each piece. (This is unfortunately one of those
finer points we had to skip over.)
-
What is the instantaneous velocity of the particle from Exercise 2
at the following times?
- (a)
- (b)
-
(c)
- (d)
- (e)
-
(f)
- (g)
- (h)
-
Write a similar piece-wise function
that describes the
acceleration of the particle from Exercise 2
at time
. Once again, don't worry about what happens at the junction points.
-
What is the particle's acceleration at the following times?
- (a)
- (b)
-
(c)
- (d)
- (e)
-
(f)
- (g)
- (h)
-
What physical situation is signified by a negative discriminant in
Equation (11.16), resulting in complex
solutions? What if the discriminant is zero and there is only one solution?
-
A projectile is launched with an initial speed of 150 ft/s, with an angle of inclination
of 40° from the initial position
.
- (a)What is the initial velocity in vector form?
- (b)At what time will the projectile reach its apex?
- (c)What are the coordinates of the projectile at the apex?
- (d)How long will it take the projectile to come back to an altitude of
?
- (e)What will the horizontal displacement be at this time?
-
At the end of our projectile discussion in Section 11.6, we posed
the problem of solving for the time of intersection when the acceleration is an arbitrary
vector
. Take Equation (11.18) and dot
both sides with
, and then solve for
. (Use the
quadratic formula, as before.)
-
Complex exponentials such as
(were
is the imaginary number
such that
) are very important in differential equations, control systems,
and signal processing. Although it seems odd to put a complex number into the
exponent, Euler's formula gives a meaningful interpretation. To find
this interpretation, you could just go to
wikipedia.com and look it up (which is why the answer is in the back
of the book, anyway). But before you do, expand the Taylor series of
and
see whether you can figure it out for yourself. (Then go online and read
about the surprising importance of this expression.)
-
The International Space Station orbits Earth at approximately 340 km above
Earth's surface. (The orbit is actually elliptical, but ignore that and assume
it moves with uniform circular motion.) Given that the average speed is about
27,740 km/hr, what is the orbital period? What is the centripetal acceleration
in
? Think carefully!
Of course the mathematicians know how to write all those numbers. You can
read someday in a mathematics book how to write them all in a high-class and
elegant form, but it is first a good idea to know in a rough way what it is
that you are trying to write about.
— Richard Feynman (1918–1988) from
The Feynman
Lectures on Physics
References
[1]
Robert Resnick and David Halliday.
Physics, Third edition.
New York: John Wiley and Sons, 1977.