
Learn the basics of dynamics by contrasting kinematics and kinetics, and define mass, weight, force, particle, rigid body, scalars, vectors, as well as dot and cross products.
Newton's laws describe motion: net zero force yields constant velocity. Sum of forces equals mass times acceleration, and action–reaction forces are equal and opposite; weight equals mass times gravity.
This lecture defines planar versus rectilinear motion, introduces displacement s(t) in one plane, and derives velocity v = ds/dt and acceleration a = dv/dt = d^2s/dt^2, with sign interpretation.
Learn constant acceleration kinematics by deriving equations relating velocity, displacement, and time, including v = v0 + a t and s = s0 + v0 t + 1/2 a t^2.
Analyze a vertically fired projectile with an initial velocity of 200 m/s to determine the maximum altitude H and the time T to return to the ground, neglecting drag.
Compute the cop's pursuit: from rest to 150 km/h at 6 m/s², convert speeds, and use kinematics to find when and where he overtakes a 120 km/h speeder.
The lecture analyzes a train from station A to B, breaking motion into phases: acceleration 0.5 m/s^2 for 60 s, then 900 s at constant velocity, then deceleration to rest.
Explore nonconstant acceleration as a function of time and derive velocity from v = v0 + ∫_0^t f(t) dt, then find displacement via s = s0 + ∫_0^t v dt.
Compute acceleration from a velocity function in a straight-line dynamics problem, using ds/dt = v, integrate to find displacement, then differentiate to evaluate a at t=3 s.
Explore acceleration as a function of velocity and derive time and displacement from integrals: time equals ∫ dv / a(v); s equals s0 + ∫ v dv / a(v).
Analyze a velocity-dependent deceleration of a landing airplane using a = -k v^2, converting mph to ft/s, solving for k and stopping time over 1500 ft.
Explore non-constant acceleration as a function of displacement, derive v^2 = u^2 + 2 ∫ a ds, and relate time using ds/dt = v with integration techniques.
An example demonstrates nonconstant acceleration expressed as a function of displacement, and shows how to integrate a ds to find velocity from displacement with given initial conditions.
Explore 2D curvilinear motion in rectangular coordinates by decomposing velocity and acceleration into x and y components. Apply kinematic equations to projectile motion under constant gravity with no drag.
Explore a horizontally thrusting rocket at 800 m altitude to compute the line-of-sight angle theta to a target using two-dimensional projectile motion, time, and a horizontal acceleration of 0.5 g.
Determine the horizontal velocity vA for a tennis ball to just clear the net using y and x motion under gravity.
Analyzes two 30-degree projectile throws to hit pool edges B and C at the same instant, giving speeds 4.32 m/s and 5.85 m/s with a 0.122 s interval.
Apply normal and tangential coordinates to curvilinear motion along a path, with velocity along the tangent and acceleration split into tangential and normal components relative to the center of curvature.
analyzes a car accelerating from 50 to 100 km/h in 10 s to determine radius of curvature at point b using tangential and normal acceleration, giving r_b ≈ 163.4 m.
Analyze a car on a curved road to compute tangential and normal acceleration from a given tangential acceleration function, determine velocity, and evaluate curvature effects on overall acceleration.
Explore a baseball launched at 100 ft/s at 30 degrees, using tangential and normal components, apex timing, and radius of curvature in the projectile trajectory.
Explore polar coordinates for dynamic analysis, defining r and theta axes, deriving velocity and acceleration in polar form, including radial and theta components for curvilinear motion.
Analyze plane motion in polar coordinates by decomposing velocity and acceleration into radial and theta components, using r, r dot, and theta dot; note constant speed implies zero acceleration.
Apply polar coordinates to the moving train, and use velocity and acceleration to determine radial and theta components, i.e., r dot, r double dot, theta dot, and theta double dot.
Analyzes a slider on a rotating arm using polar coordinates, and computes velocity, acceleration, and the direction angle at t = 4 s from r(t) and theta(t).
Explore relative motion by describing a moving reference frame within an inertial coordinate system, using vectors to relate position, velocity, and acceleration.
Compute the velocity and acceleration of the train relative to the car. Convert speeds, decompose into components at 15 and 60 degrees, and apply the relative motion equations.
Analyzes a plane towing a 16 m cable at 200 km/h, using relative motion and polar coordinates to determine velocity and acceleration of the towed object at theta 15 degrees.
Compute the velocity and acceleration of car b relative to car a on a curve with radius of curvature, using tangential and normal components.
This lecture introduces kinetics and free body diagrams, linking forces to acceleration. It applies Newton's second law and friction concepts to rectilinear motion on inclines, using a crate-on-wedge example.
Analyze a box sliding down a 15-degree ramp, using a free-body diagram and kinematic equations to determine the kinetic friction coefficient from speeds 20 to 10 over 30 feet.
Study curvilinear motion using normal and tangential coordinates, draw free-body diagrams, and apply Newton's second law to calculate the pilot's normal force during loop motion.
Explore the dynamics of a block on a spinning conical surface, deriving the range of angular velocity that prevents slipping using friction, normal acceleration, and Newton's laws.
Analyze a motorized vehicle on a curved track with thrust, weight, and normal force; use a free-body diagram and arc-length integration to find speed at B and normal force there.
Analyze a tether-ball style system where a 10 kg ball swings around a pole. Compute tensions T1 and T2 in the two cables using a free-body diagram and centripetal acceleration.
Learn work energy methods for dynamics, analyzing curved paths and force work with F·dr, tangential components, sign conventions, and the kinetic energy relation to velocity change.
Draw a free-body diagram of the slider on a 60-degree track with friction, then use work-energy to find its velocity at spring contact and the spring’s maximum compression.
Apply the work-energy principle to a slider on a curved path, using tension and weight to find velocity, and assess friction work and potential energy changes.
Learn how potential energy from gravity and springs lets you compute work from start to end points and derive gravitational and elastic potential energies.
Apply the work-energy balance to a slider-spring system to find the speed at point B by equating kinetic, gravitational, and elastic potential energies for a spring with 15-inch unstretched length.
apply the potential energy equation to find the ball’s speed after a 10-inch drop, accounting for spring extension, geometry, and a fixed reference line using energy balance.
Use an energy-based method to determine the maximum compression of the upper spring in a two-spring slider system, accounting for potential energy and gravity with the mass released from rest.
Explore linear momentum, impulse, and the impulse–momentum equation, deriving that the net impulse equals the change in momentum and highlighting conservation of linear momentum when external forces vanish.
Apply conservation of linear momentum to a two-car collision where cars entangle and move together as one object, computing the final velocity and direction using vector momentum.
Apply impulse-momentum to a cart on an incline with a time-varying external force p(t)=2t^2 for t≤5 and 50 N after; compute speed at 8 s and time to stop.
Derive angular momentum as r cross p about a point, define angular impulse as the time integral of moments, and state conservation when net moment about the point is zero.
Compute angular momentum about a reference point using r cross p and its time rate of change as the moment about that point. Use energy methods to find velocity.
Apply conservation of angular momentum to a pinned system after a 0.05 kg bullet embeds in a 3.2 kg mass, then use energy methods to find the maximum angular deflection.
What is Dynamics?
Dynamics is the study of bodies in motion. In this course we will cover all the derivations you need for particle motion. In addition, we will work through many examples over each topic.
Feel like you are teaching yourself in class?
If you are currently taking Dynamics and you have no idea what your professor is talking about, sign up for this course! I teach in a simple, straightforward method with plenty of examples to help you learn. I show all the steps needed to solve the problems and I don't assume you know more than you do.
We will cover these topics:
Chapter 1 – Kinematics of a Particle
Rectilinear Motion
Curvilinear Motion – Rectangular Coordinates
Projectile Motion
Curvilinear Motion – Normal & Tangential Coordinates
Curvilinear Motion – Polar Coordinates
Relative Motion
Constrained Motion of Particles
Chapter 2 – Kinetics of Particles: Force & Acceleration
Newton’s 2nd Law
Equations of Motion
Rectangular Coordinates
Normal & Tangential Coordinates
Chapter 3 – Kinetics of Particles: Work & Energy
Work of a Force
Work & Energy
Potential Energy
Chapter 4 – Kinetics of Particles: Impulse & Momentum
Linear Impulse & Momentum
Angular Momentum
Angular Impulse & Momentum