Seven worked problems tagged with the relevant §4.x section.


Problem 1 (§4.3) — throwing a ball to the ceiling

Ball launched at v_0 = 25 m/s, \theta = 55°. Peak height and range?

Solution:


Problem 2 (§4.3) — launched from a cliff

From a 50 m cliff, throw a stone horizontally at v_0 = 20 m/s. Where does it land? Impact speed?

Solution:


Problem 3 (§4.4) — spinning disc

A pod on a sphere of radius 10 m moving at 50 m/s. Centripetal acceleration and period?

Solution:


Problem 4 (§4.4) — satellite in orbit

A satellite in a circular orbit at r = 7000 km. Orbital speed? (Assume g = 8.14 m/s^2 at that radius.)

Solution: Centripetal acceleration = gravity:

Period: T \approx 5827\ s \approx 97\ min


Problem 5 (§4.5) — river crossing

River of width 100 m, flowing 2 m/s. Boat does 4 m/s in water.

a) If boat aims straight across, where does it land and how long does it take? b) To land directly across (no drift), what angle?

Solution:

a) Crossing time: t = 100/4 = 25\ s. Drift: x = 2 \cdot 25 = 50\ m downstream.

b) Must head \sin\theta = 2/4 = 0.5 \Rightarrow \theta = 30° upstream. Ground speed: 4\cos 30° \approx 3.46\ m/s. Time: ~28.9\ s (longer than a).


Problem 6 (§4.3 + §4.4) — projectile with spin (curveball)

Baseball at v_0 = 40 m/s, \theta = 30°. Plus a lateral acceleration of 1.5 m/s^2 perpendicular to velocity (Magnus effect from spin, to the right). Compare with standard projectile — approximate lateral deflection?

Simplified solution:

The ball drifts ~12 m to the right. That's the basis of the curveball.


Problem 7 (§4.2 + §4.3) — particle with time-varying acceleration

At t=0, particle is at origin with \vec v_0 = 3\hat i\ m/s. Acceleration \vec a(t) = 2t\hat j\ m/s^2. Position \vec r(t)?

Solution:

\[ \vec v(t) = 3\hat i + t^2\hat j \]

\[ \vec r(t) = 3t\hat i + \frac{t^3}{3}\hat j \]

At t = 3: \vec r = 9\hat i + 9\hat j, \vec v = 3\hat i + 9\hat j.

Insight: even for time-dependent acceleration, the §2.6 integral tools work — just vector-valued.


Final strategy

  1. Choose a frame and axes that simplify the problem
  2. Decompose vectors into components
  3. Solve independent x, y components — this is 90% of 2D problems
  4. Recombine the answer as magnitude/angle or vector
  5. Sanity check — signs, units, magnitude

Preview of §4.7

Twenty practice problems (no step-by-step solutions) with final answers.

📚 See also: Halliday Vol 1, Ch 4 — Worked Examples.

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