Complete Solutions and Summary of Motion in a Plane – NCERT Class 11, Physics, Chapter 3 – Summary, Questions, Answers, Extra Questions

Summary of vector algebra, kinematics in 2D, projectile and circular motion, and solved NCERT questions.

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Categories: NCERT, Class XI, Physics, Summary, Motion, Vectors, Projectile Motion, Circular Motion, Chapter 3
Tags: Vectors, Scalar, Vector Addition, Resolution, Projectile Motion, Uniform Circular Motion, Kinematics, NCERT, Class 11, Physics, Chapter 3, Answers, Extra Questions
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Motion in a Plane Class 11 NCERT Chapter 3 - Ultimate Study Guide, Notes, Questions, Quiz 2025

Motion in a Plane

Chapter 3: Physics - Ultimate Study Guide | NCERT Class 11 Notes, Questions, Examples & Quiz 2025

Full Chapter Summary & Detailed Notes - Motion in a Plane Class 11 NCERT

Overview & Key Concepts

  • Chapter Goal: Extend 1D motion to 2D using vectors for position, velocity, acceleration. Exam Focus: Vector addition (graphical/analytical), resolution, projectile motion equations, uniform circular motion (centripetal acceleration). 2025 Updates: Reprint stresses vector notation, projectile range formulas. Fun Fact: Vectors from Hamilton (quaternions); projectiles trace parabolas (Galileo). Core Idea: 2D motion decomposes into independent x-y components. Real-World: Cannon fire (projectiles), car turns (circular). Ties: Builds on Ch.2 (1D), leads to forces (Ch.5).
  • Wider Scope: Foundation for 3D (Ch.4?); applications in ballistics, orbital mechanics, robotics path planning.

3.1 Introduction

Extends Ch.2's 1D concepts (+/- signs) to 2D/3D via vectors (magnitude + direction). Vectors handle displacement, velocity, acceleration in plane. Learn: Vector algebra (add/subtract/multiply), then apply to plane motion: Constant acceleration (projectiles), uniform circular. Equations extend to 3D easily. Depth: 1D limited to two directions; 2D infinite (plane). Historical: Vectors formalized by Gibbs/Heaviside (1880s). Real-Life: GPS uses vector velocity. Exam Tip: Distinguish scalar (mass) vs vector (force). Extended: Universe 3D, but plane approx for Earth-bound (e.g., flight paths). Links: Calculus for non-uniform (Ch.14 integration).

  • Examples: Bird flight (2D path), satellite orbit (circular approx).
  • Point Object: Valid if size << distance (e.g., bullet over 1km).

Extended Discussion: Motion hierarchy (molecular to cosmic); chapter focuses kinematics (description), dynamics later. Vector language: Bold/underline/arrow notation.

3.2 Scalars and Vectors

Scalars: Magnitude only (distance, mass, time; algebra rules). Vectors: Magnitude + direction (displacement, velocity, force; triangle/parallelogram addition). Notation: Bold \(\vec{A}\), magnitude \(A = |\vec{A}|\). Depth: Scalars combine ordinary; vectors obey laws (not commutative in cross product, but here dot/add). Real-Life: Speed scalar, velocity vector (wind direction). Exam Tip: Examples: Temperature scalar, force vector.

  • Perimeter calc: Scalar sum (1m + 0.5m +1m +0.5m=3m).
  • Density: Mass/volume, both scalar.

Extended: Dimensional analysis: Vectors [L] displacement, scalars [M]. Pitfalls: Directionless scalars can't cancel (e.g., +dist -dist=0 vector).

3.2.1 Position and Displacement Vectors

Position: \(\vec{r}\) from origin O to P (magnitude distance, direction OP). Displacement: \(\vec{PP'}\) (straight line, independent of path; ≤ path length). Fig.3.1: OP=\(\vec{r}\), PP'=\(\vec{r}' - \vec{r}\). Depth: Null vector if P=P' (back to start). Real-Life: GPS displacement vs odometer path. Exam Tip: Path length scalar, displacement vector. Extended: In 3D, \(\vec{r} = x\hat{i} + y\hat{j} + z\hat{k}\). Ties: Ch.2 straight-line special case.

  • Example: Object loops PABCQ, displacement PQ same as PDQ.

Extended: Relative displacement: Frame-dependent. Graphs: Vector diagram head-tail.

3.2.2 Equality of Vectors

\(\vec{A} = \vec{B}\) if same magnitude + direction (shift parallel, tips coincide). Fig.3.2: Equal if Q to O, S to P. Depth: Free vectors (position irrelevant); localized (line of action matters, e.g., torque). Real-Life: Two winds same speed/direction equal. Exam Tip: Same length ≠ equal (direction differs). Extended: In components, \(A_x = B_x\), \(A_y = B_y\).

  • Unequal: A' B' same mag, diff dir (tips don't coincide after shift).

Extended: Equality transitive; basis for vector spaces (linear algebra preview).

3.3 Multiplication of Vectors by Real Numbers

\(\lambda \vec{A}\): Mag \(\lambda A\) (\(\lambda >0\)), same dir; \(\lambda <0\) opposite dir. Fig.3.3: 2\(\vec{A}\) twice long same dir; -1\(\vec{A}\) reverse. Depth: \(\lambda\) scalar with dimension (e.g., velocity × time = displacement [L]). Real-Life: Double force vector doubles effect. Exam Tip: Null: \(\lambda=0\). Extended: Unit vector \(\hat{n} = \vec{A}/A\), \(\vec{A} = A \hat{n}\).

  • Example: -1.5\(\vec{A}\): 1.5x mag, opposite.

Extended: Scalar multiplication distributive; used in resolution (components).

3.4 Addition and Subtraction of Vectors — Graphical Method

Triangle Law: Head-tail, resultant from tail A to head B (R=\(\vec{A}+\vec{B}\)). Parallelogram: Tails common, diagonal R. Fig.3.4: Commutative \(\vec{A}+\vec{B}=\vec{B}+\vec{A}\); associative \((\vec{A}+\vec{B})+\vec{C} = \vec{A}+(\vec{B}+\vec{C})\). Null: \(\vec{A} + (-\vec{A}) = \vec{0}\). Subtraction: \(\vec{A} - \vec{B} = \vec{A} + (-\vec{B})\) (Fig.3.5). Depth: Laws from geometry; zero mag null dir undefined. Real-Life: Wind + current = boat velocity. Exam Tip: Equivalent methods. Extended: Polygon law for n vectors.

  • Example 3.1: Rain 35 m/s vertical + wind 12 m/s E-W; R=37 m/s, θ=19° E.

Extended: Vector addition non-commutative for cross (Ch.10), but here yes. Applications: Force parallelogram.

3.5 Resolution of Vectors

Express \(\vec{A} = \lambda \vec{a} + \mu \vec{b}\) (components along non-collinear \(\vec{a},\vec{b}\); Fig.3.8). Unit vectors: \(\hat{i},\hat{j},\hat{k}\) (mag 1, perpendicular). \(\vec{A} = A_x \hat{i} + A_y \hat{j}\) (x-y plane). \(A_x = A \cos\theta\), \(A_y = A \sin\theta\); mag \(A = \sqrt{A_x^2 + A_y^2}\), \(\tan\theta = A_y / A_x\). 3D: + \(A_z \hat{k}\), angles α,β,γ. Depth: Orthogonal basis convenient. Real-Life: Force components on incline. Exam Tip: Components real (pos/neg/zero). Extended: Oblique resolution general, but rectangular standard.

  • Fig.3.9: Resolve into Ax \(\hat{i}\), Ay \(\hat{j}\).

Extended: Dot product basis (A · \(\hat{i}\)=Ax); ties to projections.

3.6 Vector Addition – Analytical Method

Components: \(\vec{R}_x = A_x + B_x\), \(\vec{R}_y = A_y + B_y\); R = \(\sqrt{R_x^2 + R_y^2}\), \(\tan\phi = R_y / R_x\). 3D: +z. General n vectors. Depth: Accurate vs graphical. Real-Life: GPS vector sum. Exam Tip: Independent components. Extended: Matrix form for computation.

  • Example 3.2: R = \(\sqrt{A^2 + B^2 + 2AB \cos\theta}\), \(\sin\phi = (B \sin\theta)/R\).

Extended: Subtract: Rx=Ax-Bx. Applications: Navigation (course + wind).

3.7 Motion in a Plane

Position \(\vec{r}(t) = x(t) \hat{i} + y(t) \hat{j}\). Velocity \(\vec{v} = \frac{d\vec{r}}{dt} = v_x \hat{i} + v_y \hat{j}\). Acceleration \(\vec{a} = \frac{d\vec{v}}{dt}\). Depth: 2D independent x/y (if no cross forces). Real-Life: Plane flight vx constant, vy varies. Exam Tip: Average \(\vec{v}_{avg} = \Delta \vec{r} / \Delta t\). Extended: Path \(\vec{r}(t)\), speed \(v = \sqrt{v_x^2 + v_y^2}\).

  • Relative velocity: \(\vec{v}_{AB} = \vec{v}_A - \vec{v}_B\).

Extended: Ch.2 1D special (y=0). Graphs: Parametric x(t),y(t).

3.8 Motion in a Plane with Constant Acceleration

Uniform \(\vec{a}\): \(\vec{v} = \vec{v_0} + \vec{a} t\), \(\vec{r} = \vec{r_0} + \vec{v_0} t + \frac{1}{2} \vec{a} t^2\), \(v^2 = v_0^2 + 2 \vec{a} \cdot \Delta \vec{r}\). Components separate. Depth: General 2D constant a. Real-Life: Parabolic trajectory (gravity). Exam Tip: Signs per axis. Extended: Non-uniform needs integration.

  • Avg \(\vec{v} = (\vec{v_0} + \vec{v})/2\).

Extended: Vector form unifies 1D/2D. Applications: Missile guidance.

3.9 Projectile Motion

Initial \(\vec{v_0}\) at angle θ; gravity \(\vec{a} = -g \hat{j}\). Horizontal: vx= v0 cosθ constant, x= (v0 cosθ) t. Vertical: vy= v0 sinθ - g t, y= (v0 sinθ) t - ½ g t². Time flight T= 2 (v0 sinθ)/g. Range R= (v0² sin2θ)/g max 45°. Height H= (v0² sin²θ)/(2g). Depth: Parabolic path y= x tanθ - (g x²)/(2 v0² cos²θ). Real-Life: Sports throw, artillery. Exam Tip: Independent axes. Extended: Air resistance modifies; oblique projection.

  • Example 3.3: v0=10 m/s θ=30°, R=8.66m, H=1.275m.

Extended: Vector: \(\vec{R} = (v0 cosθ) T \hat{i}\). Ties: Ch.2 vertical special.

3.10 Uniform Circular Motion

Constant speed v, radius r; centripetal \(\vec{a_c} = - (v^2 / r) \hat{r}\) (towards center). Angular ω= v/r = 2π/T. Depth: Uniform speed ≠ uniform velocity (dir changes). Real-Life: Ferris wheel, planetary orbits. Exam Tip: a_c perpendicular v, mag constant. Extended: Non-uniform (Ch.7 tangential a).

  • Position \(\vec{r} = r \cos\omega t \hat{i} + r \sin\omega t \hat{j}\).

Extended: Banked roads (frictionless tanθ=v²/rg). Applications: Cyclotron.

Summary

  • Vectors: Add triangle, resolve components. Motion: \(\vec{v}=\frac{d\vec{r}}{dt}\), constant a eqs vector. Projectile: R=(v0² sin2θ)/g. Circular: a_c=v²/r inward.

Why This Guide Stands Out

Complete: Subtopics detailed (10+), examples solved (3+), Q&A exam-style, 30 numericals. Physics-focused with vectors/graphs/eqs. Free for 2025.

Key Themes & Tips

  • Vectors: Graphical intuitive, analytical precise.
  • Projectile: Max range 45°, symmetric time.
  • Tip: Resolve always; practice θ=0/90 limits.

Exam Case Studies

Rain umbrella angle (Ex3.1); projectile on incline.

Project & Group Ideas

  • Projectile launcher: Measure range vs θ, verify formula.
  • Vector app: Simulate addition with GeoGebra.