Class 11 Physics Notes
Complete, exam-ready notes on scalars and vectors, vector addition and resolution, motion in a plane with constant acceleration, projectile motion and uniform circular motion — written from the NCERT chapter for CBSE boards, JEE and NEET revision.
Written byDeep Narayan· Science & Mathematics EducatorReviewed byPushpanjali
Motion in a plane is the study of an object moving in two dimensions (along two perpendicular directions at once) using vectors — here the direction of motion matters, so position, displacement, velocity and acceleration are all treated as vectors. Its two major applications are projectile motion and uniform circular motion.
A quantity that has only a magnitude (a number with a unit) and no direction. Examples: distance, speed, mass, temperature, time, volume and density. Scalars combine by the rules of ordinary algebra.
A quantity that has both a magnitude and a direction and obeys the triangle law (or equivalently the parallelogram law) of addition. Examples: displacement, velocity, acceleration and force. In handwritten work a vector is marked with an arrow over the letter, e.g. , and its magnitude is written .
The key difference
A direction is associated with a vector but not with a scalar. This is why path length (scalar, always positive) and displacement (vector, can be negative) are different quantities.
1Which of the following is a scalar quantity?
2A vector quantity is one that has:
3Ordinary algebraic addition applies to:
4Which of the following is a vector?
5The magnitude of a vector is always:
The vector that locates a particle relative to the origin of a reference frame. For a point P in a plane with coordinates (x, y), the position vector is . In three dimensions it extends to .
The change in position when the particle moves from to :
Displacement vs path length
Displacement depends only on the end points and can be zero (moving out and back to the start gives a null vector). Path length depends on the actual path and is never zero unless the object is at rest. The two are equal only when motion is along a straight line in one direction.
1The position vector of a point (3, 4) is:
2The displacement between P(x₁, y₁) and Q(x₂, y₂) is:
3Displacement is:
Multiplying a vector by a positive real number gives a vector whose magnitude changes by the factor but whose direction is unchanged. Multiplying by a negative number reverses the direction:
Physical meaning
Multiplying a velocity vector by a time interval gives a displacement vector — the product of a vector and a scalar that carries its own dimension.
1Multiplying a vector by a negative real number:
2Multiplying a vector by zero gives:
3If λ = 3 and A has magnitude 4, then |3A| is:
Vectors are added graphically. In the head-to-tail (triangle) method, place the tail of each next vector at the head of the previous one; the resultant runs from the tail of the first to the head of the last. Equivalently, the parallelogram method draws both vectors from a common origin and takes the diagonal as the sum.
Vector addition is commutative and associative:
Subtraction is defined as addition of the negative vector: . Adding and gives the null vector , which has zero magnitude and therefore no defined direction.
Law of sines
The same geometry gives the law of sines , which is used to find the direction of the resultant.
1Vector addition is:
2The magnitude of R = A + B is maximum when the angle between A and B is:
3The magnitude of R = A + B is minimum when the angle between A and B is:
4A null vector is a vector with:
5For A and B of fixed magnitude, the maximum value of |A + B| is:
A vector of magnitude one that points in a particular direction; it has no dimension or unit and specifies direction only. The unit vectors along the x-, y- and z-axes are . A general vector can be written as where is a unit vector along .
A vector in a plane can be resolved into rectangular components along the x- and y-axes. If makes an angle with the x-axis, then:
Components are scalars
Ax and Ay are scalar components; and are the actual component vectors. Magnitude comes from the Pythagorean sum, and the direction from .
1A unit vector:
2The x-component of a vector A making an angle θ with the x-axis is:
3|î| and |ĵ| are each equal to:
4The unit vector along A = 3î + 4ĵ is:
Adding vectors by components is easier and more accurate than drawing them. If and , then the resultant has components that are the sums of the corresponding components:
The same idea extends to any number of vectors. For example, has components , . Once the components of the resultant are known, its magnitude is and its direction is .
1The analytical method of vector addition uses:
2If R = A + B, then Rₓ equals:
3The magnitude of the resultant R with components Rₓ and Rᵧ is:
4The direction θ of the resultant R is given by:
Position vector: . The average velocity is the displacement over the time interval, and the (instantaneous) velocity is its limit as :
Velocity is always tangent to the path
At any point on the trajectory, the velocity vector is tangential to the path in the direction of motion. This is the property used to find velocity at any instant once the x- and y-coordinates are known as functions of time.
Acceleration is the time rate of change of velocity:
Velocity and acceleration need not be collinear
In one dimension velocity and acceleration always lie along the same line. In a plane they can have any angle between 0° and 180° — this is what makes projectile and circular motion different from straight-line motion.
1The instantaneous velocity of a particle is:
2At any instant the velocity vector is always ___ to the path:
3For motion in a plane, the position vector is written as:
4If r = t²î + 2tĵ, then the velocity at t = 1 s is:
When the acceleration is constant, the vector equations mirror the one-dimensional ones and every component evolves independently:
Independent axes
The single most useful result: motion in a plane is a superposition of two independent simultaneous one-dimensional motions along two perpendicular directions (say x and y). Solve each axis with the familiar kinematic equations and combine the results.
1For motion with constant acceleration a, the velocity obeys:
2The position for constant acceleration is:
3Under constant acceleration, the x-component of velocity is given by:
An object that is in flight after being thrown or projected (a football, cricket ball, baseball, etc.). Ignoring air resistance, its motion is the combination of a horizontal component with no acceleration and a vertical component with constant acceleration downward.
Projected with initial speed at an angle with the horizontal, the components of the initial velocity are and . Taking the initial position as origin:
vx is constant
The horizontal velocity component never changes; only vy varies, exactly like an object in free fall. At the top of the path vy = 0.
Eliminating time between x and y gives the equation of the path — a parabola:
Range is maximum at 45°
For a fixed launch speed, R is largest when , i.e. , giving . Also, angles that exceed or fall short of 45° by the same amount give equal ranges (Galileo's result).
1The time of flight of a projectile is:
2The maximum range of a projectile occurs at an angle of:
3The trajectory of a projectile is:
4The maximum height of a projectile is:
5The horizontal range of a projectile is:
Motion of an object along a circular path at constant speed. The word 'uniform' refers to the speed, which is constant — the velocity is still changing because its direction changes continuously, so the object is accelerating.
The velocity is always tangential to the circle, and the acceleration is directed towards the centre. This centre-seeking acceleration is the centripetal acceleration:
The time rate of change of angular displacement. It is linked to linear speed and to centripetal acceleration by:
The time for one revolution is the time period T, and the frequency (revolutions per second) is :
Not a constant vector
Although the magnitude of is constant, its direction always points to the centre and changes continuously. So centripetal acceleration is not a constant vector, and the constant-acceleration kinematic equations do NOT apply to uniform circular motion.
1The centripetal acceleration is:
2The linear speed is related to angular speed by:
3The direction of centripetal acceleration is:
4For uniform circular motion, the angular speed is:
5The angular speed for time period T is:
Revision
Memorise these before attempting numericals — most exam questions hinge on one of them.
Vector resolution
|A| = √(Ax² + Ay²)
Resultant magnitude
Law of cosines
Analytical addition
Add corresponding components
Position vector
Displacement Δr = r′ − r
Velocity
Components vx = dx/dt, vy = dy/dt
Constant acceleration
Axes independent
Projectile trajectory
A parabola
Projectile range / height
Maximum range at 45°: R = v₀²/g
Time of flight
Tf = 2tm
Centripetal acceleration
Towards the centre
Angular ↔ linear speed
ω = 2πν
Exam tips
Where this topic appears in CBSE, JEE Main and NEET papers.
Solved problems
JEE / NEET-style numericals, solved step by step.
Rain is falling vertically with a speed of 35 m/s. A wind starts blowing from east to west with a speed of 12 m/s. In what direction should a boy at a bus stop hold his umbrella?
Answer
The position of a particle is r = 3.0t î − 2.0t² ĵ + 4.0 k̂ (metres). Find v(t) and a(t), and the magnitude and direction of v at t = 1.0 s.
Answer
A cricket ball is thrown with a speed of 28 m/s in a direction 30° above the horizontal. Find (a) the maximum height, (b) the time to return to the same level, and (c) the range.
Answer
An insect trapped in a circular groove of radius 12 cm makes 7 revolutions in 100 s. Find (a) its angular speed and linear speed, and (b) the magnitude of its acceleration.
Answer
FAQ
A scalar has only magnitude (e.g. speed, mass, temperature) and follows ordinary algebra. A vector has both magnitude and direction (e.g. velocity, force, displacement) and follows the triangle or parallelogram law of addition.
After eliminating time between x = v0cosθ0·t and y = v0sinθ0·t − ½gt², you get y = x tanθ0 − gx²/(2v0²cos²θ0), which has the form y = ax + bx² — the equation of a parabola.
The range is R = v0² sin2θ0/g. For a fixed launch speed it is maximum when sin2θ0 = 1, i.e. θ0 = 45°, giving Rmax = v0²/g. Angles equispaced around 45° give equal ranges.
Acceleration is the rate of change of velocity, and velocity has both magnitude and direction. Even though the speed (magnitude) is constant, the direction is always changing, so the velocity is changing and hence there is a centripetal acceleration v²/R directed towards the centre.
No. In uniform circular motion the magnitude of acceleration is constant but its direction changes continuously, so the acceleration is not constant and the kinematic equations v = v0 + at and r = r0 + v0t + ½at² do not apply.
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