parametric equations
vectors
displacement
displacement
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Answers may vary, though most direct solution is
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Answers may vary; three solutions are
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Answers may vary, though most direct solution is
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Answers may vary, though most direct solutions are
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and
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Answers may vary, though most direct solutions are
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Answers may vary, though most direct solutions are
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and
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Answers may vary, though most direct solution is
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Answers may vary, though most direct solution is
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Answers may vary, though most direct solution is .
Answers may vary, though most direct solution is .
component
displacement
It is difficult to identify the points on the graphs of and that correspond to each other.
A scalar-vector product, a dot product and a cross product.
, where is an integer;
so
is not smooth at , where is an integer
Both derivatives return .
Both derivatives return .
Both derivatives return
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Both derivatives return
12
As has constant length, for some constant . Thus
Velocity is a vector, indicating an objects direction of travel and its rate of distance change (i.e., its speed). Speed is a scalar.
Displacement is a vector, indicating the difference between the starting and ending positions of an object. Distance traveled is a scalar, indicating the arc length of the path followed.
The average velocity is found by dividing the displacement by the time traveled — it is a vector. The average speed is found by dividing the distance traveled by the time traveled — it is a scalar.
arc length
One example is traveling at a constant speed in a circle, ending at the starting position. Since the displacement is , the average velocity is , hence . But traveling at constant speed means the average speed is also .
Distance traveled is always greater than or equal to the magnitude of displacement, therefore average speed will always be at least as large as the magnitude of the average velocity.
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Min at ; Max at .
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min: ; max:
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Speed is constant, so there is no difference between min/max
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min: ; max:
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min: ; max:
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min: ; max:
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speed is constant, so there is no difference between min/max
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min: ; max:
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min: ; max: there is no max; speed approaches as
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min: ; max: ,
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Displacement: ; distance traveled: ft; average velocity: ; average speed: ft/s
Displacement: ; distance traveled: ft; average velocity: ; average speed: ft/s
Displacement: ; distance traveled: ft; average velocity: ; average speed: ft/s
Displacement: ; distance traveled: ft; average velocity: ; average speed: ft/s
At -values of seconds, where is an integer.
The stone, while whirling, can be modeled by .
For -values , where is an integer.
ft/s
At , the stone is approximately ft from Goliath. Using the formula for projectile motion, we want the angle of elevation that lets a projectile starting at with a initial velocity of ft/s arrive at . The desired angle is radians, or .
Holding the crossbow at an angle of radians, will hit the target s later. (Another solution exists, with an angle of , landing s later, but this is impractical.)
In the .4 seconds the arrow travels, a deer, traveling at 20mph or 29.33ft/s, can travel 11.7ft. So she needs to lead the deer by 11.7ft.
The position function of the ball is
,
where is the angle of elevation.
With , the ball reaches 310ft from home plate in 2.25 seconds; at this time, the height of the ball is 34.9ft, not enough to clear the Green Monster.
With , the ball reaches 310ft from home plate in 2.26s, with a height of 40ft, clearing the wall.
The position function is . The -component is 0 when ; , meaning the box will travel about 1740ft horizontally before it lands.
The position function of the ball is
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where is the angle of elevation and is the initial ball speed.
With ft/s, there are two angles of elevation possible. An angle of delivers the ball in 0.83s, while an angle of delivers the ball in s.
With , the initial speed must be 53.8mphft/s.
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the speed
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Be sure to show work
Be sure to show work
Be sure to show work
Be sure to show work
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and
At , and ;
At , and .
At , all acceleration comes in the form of changing the direction of velocity and not the speed; at , more acceleration comes in changing the speed than in changing direction.
and
At , and ;
At , and .
At , acceleration comes from changing speed and changing direction in “equal measure;” at , acceleration is nearly as it is; the low value of shows that the speed is nearly constant and the low value of shows the direction is not changing quickly.
and
At , and ;
At , and .
The object moves at constant speed, so all acceleration comes from changing direction, hence . is always parallel to , but twice as long, hence .
and
At , and ;
At , and .
The object moves at increasing speed (increasing at a constant rate of acceleration), hence . Since the object is increasing speed yet always traveling in a circle of radius 1, the direction must change more quickly; the amount of acceleration that changes direction increases over time.
and
At , and ;
At , and .
The object moves at constant speed, meaning that is always 0. The object “rises” along the -axis at a constant rate, so all acceleration comes in the form of changing direction circling the -axis. The greater the radius of this circle the greater the acceleration, hence .
and
At , and ;
At , and .
The object moves at constant speed, meaning that is always 0. Acceleration is thus always perpendicular to the direction of travel; in this particular case, it is always 5 times the unit vector pointing orthogonal to the direction of travel.
time and/or distance
curvature
Answers may include lines, circles, helixes
Answers will vary; they should mention the circle is tangent to the curve and has the same curvature as the curve at that point.
is not affected by curvature; the greater the curvature, the larger becomes.
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maximized at
maximized at
maximized at
maximized at
radius of curvature is .
radius of curvature is .
radius of curvature is .
radius of curvature is .
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Let and apply the second formula of part 3.
Let and apply part 2 or the second formula of part 3.
Using Theorem 12.5.2 part 2, we have
