In 1D, position was a single number x. In 2D or 3D, we need a position vector that runs from the origin to where the object is.
Position vector \vec r
\[ \vec r = x\hat i + y\hat j + z\hat k \]
Interpretation: tail at origin, tip at the object's location.
Example: a particle at (3, 4, 5) m. Its position vector:
\[ \vec r = 3\hat i + 4\hat j + 5\hat k\ \mathrm{m} \]
Magnitude: r = \sqrt{9 + 16 + 25} = \sqrt{50} \approx 7.07 m.
Displacement vector \Delta \vec r
If an object moves from \vec r_1 to \vec r_2:
\[ \Delta \vec r = \vec r_2 - \vec r_1 = (x_2 - x_1)\hat i + (y_2 - y_1)\hat j + (z_2 - z_1)\hat k \]
Interpretation: the straight-line vector from start to end — path taken doesn't matter.
Example: a particle moves from (1, 2, 3) to (4, 6, 2). Displacement:
\[ \Delta \vec r = 3\hat i + 4\hat j - \hat k\ \mathrm{m} \]
Magnitude: |\Delta \vec r| = \sqrt{9 + 16 + 1} = \sqrt{26} \approx 5.1 m.
Distance vs displacement
As in 1D (§2.1), distance is the actual path length, displacement is straight-line from start to end.
Example: a particle goes from (0,0) to (3,0), then to (3,4).
- Distance:
3 + 4 = 7 m - Displacement:
\Delta \vec r = 3\hat i + 4\hat j, magnitude\sqrt{9+16} = 5 m
For very winding paths, distance can be much greater than displacement magnitude.
Trajectory — a time-parameterized vector
A moving object's position is time-dependent:
\[ \vec r(t) = x(t)\hat i + y(t)\hat j + z(t)\hat k \]
Each component is an independent function of time. The big key: 2D/3D motion decomposes into three independent 1D motions.
Example: a projectile in gravity:
x(t) = v_{0x} t(uniform horizontal motion)y(t) = v_{0y} t - \frac{1}{2} g t^2(vertical motion at constant acceleration)
Both look like Chapter 2 — just combined for the same particle.
Graphical view — the trajectory
Plotting \vec r(t) over time gives the trajectory — a curve in space.
Examples:
- Uniform straight-line motion: a straight line
- Projectile (no air drag): a parabola
- Circular motion: a circle
- Electron in a magnetic field: a helix
A few notes and common mistakes
1. Position vector depends on the origin.
Shifting the origin changes \vec r but not \Delta \vec r.
2. Components can be negative.
An object in the third quadrant (-5, -3) has \vec r = -5\hat i - 3\hat j. Signs matter.
3. Displacement can be zero but distance nonzero.
An object that leaves and returns to the same point has \Delta \vec r = 0 but distance > 0.
What you should be able to do
- Write a position vector in component form
- Compute displacement by subtracting two positions
- Distinguish distance vs displacement
- Visualize the trajectory as the set of
\vec r(t)points - Recognize the decomposition of motion into independent components
Preview of §4.2
The derivative of \vec r(t) is the velocity vector. The second derivative is the acceleration vector. §4.2 is next.
📚 See also: Halliday Vol 1, Ch 4, §4.1 — Position and Displacement.
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