Observing the
Ball's Motion
- Press the Play button to
start the motion. Display the ball's path by pressing the Trace
toggle button .
When the ball has disappeared from the applet window, press the
Replay button . Press the
Components toggle button to
display the horizontal and vertical components of the velocity
vector. Then press Play once more and pause the motion on the way
up by clicking the Pause button .
(Once the Play button is pressed, it changes into the Paus button,
and vice versa.) You should see a display similar to that in
Figure 2 below.
Figure 2
- Click Replay once more. This time, step through the motion
again by clicking the Step button
repeatedly. Observe that the horizontal component of the velocity
vector remains constant and, correspondingly, that the value of
vx in the data panel stays constant at 10.0 m/s.
The vertical component of the velocity is continually decreasing
in magnitude on the way up, changes direction at the top, and then
is continually increasing in magnitude on the way down.
Correspondingly, the values of vy in the data
panel are continually decreasing. (Even when they are negative
they are decreasing. E.g., -10 is less than -5.)
- Click Replay once more and then Play. Watch the continuous
motion again. Observe how the shadow ball on the x-axis
moves to the right with constant velocity. Observe how the shadow
ball on the y-axis performs an up-and-down motion like a
ball thrown straight up.
- Click Replay once more. This time, change the
x-component of the ball's velocity to 20 m/s without
changing the y-component. Then press Play. Observe
that the ball is now moving more quickly in the horizontal
direction, but that its vertical motion is unaffected.
E.g., at t = 0.87 s, the vertical position of the ball
is y = 21.3 m and the y-component of velocity is 8.8
m/s in both cases, as you can check by comparing Figure 2 above
and Figure 3 below. Also, comparing the two trajectories shows
that the ball reaches exactly the same height in both situations.
Figure 3
- As a final element in the motion, you can observe the
ball's acceleration by pressing the Acceleration toggle button
. The acceleration vector is
shown in green.
Replay the motion along both of the previous trajectories by
setting the initial velocity component in the x-direction
equal to 10.0 m/s or 20.0 m/s, without changing the initial
y-component. Display the components of the velocity
vector. Observe the acceleration vector, and observe the behaviour
of the y component of the velocity vector during the
motion. In particular, observe the acceleration vector at the
moment the ball reaches the top of its trajectory.
In this simulation where there is no air resistance, the ball's
acceleration is equal to the acceleration due to gravity. You can
vary the magnitude g of the acceleration due to gravity,
and therefore the magnitude of the ball's acceleration, between 0
and 20 m/s by means of the g-slider .
Click Replay and set g to 5 m/s2. Then play
the motion again, with either one of the previous two initial
velocities. You should observe higher trajectories this time.
Click Replay and set vx to 20 m/s, but don't
change the y-component of the initial velocity. Step
through the motion by clicking the Step button repeatedly until you reach the same elapsed time as
in Figure 3, namely, t = 0.87 s. You can do that by
adjusting the Step slider .
The size of the time step used by the Step can be adjusted
between 0.01 s and 1.00 s by moving the slider tab. Fine
adjustments by 0.01 s can be made by clicking in the "groove" of
the slider, either to the left or to the right of the tab.
First adjust the slider to a step size of 0.2 s, and take four
steps until you are at t = 0.80 s. Then adjust the slider
to a step size of 0.01 s, and take seven more steps until you are
at t = 0.87 s. Compare the position and velocity values
displayed by your applet to those shown in Figure 3 above.
Fine-tuned stepping through a motion is useful in determining
the time required for the ball to reach a certain position, e.g.,
its maximum height, the time required to drop back down to the
x-axis, or the time required to reach a target. (About
targets, see the next section.)
Select the Target button . Then click anywhere in the applet window. A bull's
eye target will be placed at the point clicked. The
(x,y)-coordinates of the target's location will be
displayed as long as the mouse button is depressed. Dragging with
the mouse will let you drag the target to a desired location.
Click on the target a second time, and the target will removed,
but only if the Target button is still selected.
The Draw-Point button
functions like the target button. Select it, and click anywhere in
the applet window. A dot will be placed at the point clicked, and
the (x,y)-coordinates of the dot will be displayed.
This way you can measure the coordinates of a point. The dot can be
dragged to a new location as long as the mouse button is depressed.
Click on the dot a second time, and the dot will be removed, but
only if the Draw-Point button is still selected.
Exercise. Set a target and find an initial velocity so
that the ball will hit the target.