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CBSE Class 11 Physics Chapter 4 Notes: Motion in a Plane

NCERT-aligned study guide for CBSE Class 11 Physics Chapter 4 — Motion in a Plane. Covers vectors, projectile motion, uniform circular motion with equations, tables, and worked numericals.

Updated 11 June 202615 min read

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Chapter Introduction

Motion in a Plane extends one-dimensional kinematics into two dimensions using vectors. This chapter introduces vector algebra (addition, resolution, dot product, cross product), projectile motion (a guaranteed 5-mark topic), and uniform circular motion. It is one of the most important chapters for both the board exam and competitive exams — expect 8–10 marks. The key skill is resolving vectors into components and applying kinematic equations independently along each axis.

What this guide covers: scalars vs. vectors, vector addition (triangle, parallelogram, polygon), vector resolution, dot product, cross product, projectile motion (all formulas + derivation), uniform circular motion — all with worked numericals.

Key Definitions

  • Scalar: A quantity with magnitude only (mass, speed, work, energy, temperature, distance, time).
  • Vector: A quantity with magnitude and direction that obeys vector addition rules (displacement, velocity, force, momentum, acceleration).
  • Unit vector: A vector of unit magnitude in the direction of a given vector. For vector A, Â = A/|A|. Standard unit vectors: î (x-axis), ĵ (y-axis), k̂ (z-axis).
  • Null (zero) vector: A vector with zero magnitude and indeterminate direction. A − A = 0.
  • Equal vectors: Same magnitude and same direction (can be at different positions).
  • Negative vector: Same magnitude as the original but opposite direction. −A has magnitude |A|.
  • Collinear vectors: Vectors along the same or parallel lines.
  • Position vector: Vector from the origin to the particle's position. r = xî + yĵ.
  • Displacement vector: Change in position. Δr = r<sub>2</sub> − r<sub>1</sub>.
  • Resolution of vectors: Splitting a vector into components along chosen axes. A = A<sub>x</sub>î + A<sub>y</sub>ĵ, where A<sub>x</sub> = A cos θ, A<sub>y</sub> = A sin θ.
  • Projectile: An object thrown into space that moves under gravity alone. Its path is a parabola.
  • Uniform circular motion: Motion along a circular path at constant speed. Speed is constant but velocity changes (direction changes), so acceleration is non-zero and directed towards the centre.

Detailed Concepts

1. Scalars vs. Vectors

PropertyScalarVector
Has magnitude?YesYes
Has direction?NoYes
Obeys vector addition?No (ordinary addition)Yes (triangle/parallelogram law)
Can be negative?Yes (e.g., temperature −5°C)Yes (opposite direction)
ExamplesSpeed, mass, energy, work, time, distanceVelocity, displacement, force, momentum, acceleration
RepresentationBy a number + unitBy arrow (length = magnitude, arrow = direction)
Multiplication by scalarProduct is scalarProduct is vector (same direction if scalar > 0)

Note: Some quantities like electric current and time have direction but are scalars — they do not obey vector addition laws.

2. Vector Addition

Triangle law: If two vectors A and B are represented as two sides of a triangle in the same order, the resultant R = A + B is the third side taken in the reverse order.

Parallelogram law: If two vectors A and B are represented as adjacent sides of a parallelogram, the diagonal from the same origin gives the resultant R = A + B.

Magnitude of resultant:R= √(A<sup>2</sup> + B<sup>2</sup> + 2AB cos θ), where θ is the angle between A and B.

Direction of resultant: tan α = (B sin θ) / (A + B cos θ), where α is the angle of R with A.

Special cases:

θRCondition
0° (same direction)A + BMaximum resultant
180° (opposite)A − BMinimum resultant
90° (perpendicular)√(A<sup>2</sup> + B<sup>2</sup>)Pythagoras applies
Maximum and minimum resultant:R<sub>max</sub> = A + B (θ = 0°);R<sub>min</sub> =A − B(θ = 180°). The resultant of two vectors always lies betweenA − Band A + B.

Polygon law: For adding more than two vectors, place them head to tail; the closing side of the polygon gives the resultant. The resultant of several vectors forming a closed polygon is zero.

Vector addition in components: If A = A<sub>x</sub>î + A<sub>y</sub>ĵ and B = B<sub>x</sub>î + B<sub>y</sub>ĵ, then R = A + B = (A<sub>x</sub> + B<sub>x</sub>)î + (A<sub>y</sub> + B<sub>y</sub>)ĵ

3. Vector Multiplication

Scalar (Dot) Product: A · B = AB cos θ. Result is a scalar.

PropertyDot Product
ResultScalar
FormulaA · B = AB cos θ
θ = 0°AB (maximum, parallel)
θ = 90°0 (vectors perpendicular)
θ = 180°−AB (anti-parallel)
Commutative?Yes: A · B = B · A
In componentsA · B = A<sub>x</sub>B<sub>x</sub> + A<sub>y</sub>B<sub>y</sub> + A<sub>z</sub>B<sub>z</sub>
Geometric meaningProjection of one vector on another
UsesFinding angle between vectors, finding work (W = F · d)

Vector (Cross) Product: A × B = AB sin θ n̂. Result is a vector perpendicular to both A and B, given by right-hand rule.

PropertyCross Product
ResultVector (perpendicular to both A and B)
FormulaA × B = AB sin θ n̂
θ = 0°0 (vectors parallel)
θ = 90°AB n̂ (maximum, perpendicular)
θ = 180°0 (anti-parallel)
Commutative?No: A × B = −(B × A)
In componentsA × B = (A<sub>y</sub>B<sub>z</sub> − A<sub>z</sub>B<sub>y</sub>)î − (A<sub>x</sub>B<sub>z</sub> − A<sub>z</sub>B<sub>x</sub>)ĵ + (A<sub>x</sub>B<sub>y</sub> − A<sub>y</sub>B<sub>x</sub>)k̂
Geometric meaningArea of parallelogram with sides A and B
UsesFinding torque (τ = r × F), angular momentum (L = r × p)

Standard results to memorise: î × î = 0, ĵ × ĵ = 0, k̂ × k̂ = 0 î × ĵ = k̂, ĵ × k̂ = î, k̂ × î = ĵ ĵ × î = −k̂, k̂ × ĵ = −î, î × k̂ = −ĵ

4. Projectile Motion

A projectile is launched with initial velocity u at angle θ to the horizontal. Motion is analysed by resolving into horizontal and vertical components.

Initial velocity components: u<sub>x</sub> = u cos θ (constant, no horizontal acceleration); u<sub>y</sub> = u sin θ (affected by gravity).

Equations of motion at time t:

QuantityHorizontalVertical
Accelerationa<sub>x</sub> = 0a<sub>y</sub> = −g
Velocity at time tv<sub>x</sub> = u cos θv<sub>y</sub> = u sin θ − gt
Displacement at time tx = u cos θ · ty = u sin θ · t − ½gt<sup>2</sup>

Key results — these formulas must be memorised:

QuantityFormulaNotes
Time of flightT = 2u sin θ / gTime to go up and come back to same level
Time to reach max heightt<sub>max</sub> = u sin θ / gHalf of total time of flight
Maximum heightH = u<sup>2</sup> sin<sup>2</sup> θ / (2g)Highest point of trajectory
Horizontal rangeR = u<sup>2</sup> sin 2θ / gHorizontal distance covered
Range is maximumAt θ = 45°, R<sub>max</sub> = u<sup>2</sup> / gsin 90° = 1
Same range for θ and (90° − θ)sin 2θ = sin(180° − 2θ)Complementary angles give same R
Velocity at any time tv = √(v<sub>x</sub><sup>2</sup> + v<sub>y</sub><sup>2</sup>)Speed at any instant
Angle of velocity at time ttan α = v<sub>y</sub>/v<sub>x</sub>Angle with horizontal

Equation of trajectory: Eliminate t from x and y equations: y = x tan θ − (g x<sup>2</sup>) / (2u<sup>2</sup> cos<sup>2</sup> θ)

This is a parabola (y = ax − bx<sup>2</sup> form), confirming that projectile motion is parabolic.

Derivation of equation of trajectory (important for exams): From x = u cos θ · t → t = x / (u cos θ) Substituting in y: y = u sin θ · (x / u cos θ) − ½g(x / u cos θ)<sup>2</sup> y = x tan θ − gx<sup>2</sup> / (2u<sup>2</sup> cos<sup>2</sup> θ)

Horizontal projectile (θ = 0°, launched from height h):

QuantityFormula
Time of flightt = √(2h/g)
Horizontal rangeR = u × √(2h/g)
Velocity on hitting groundv = √(u<sup>2</sup> + 2gh)
Angle at impacttan α = √(2gh)/u

5. Uniform Circular Motion

A body moves in a circle of radius r with constant speed v.

  • Speed: Constant (v = 2πr / T = 2πrf)
  • Velocity: Changes direction continuously; always tangential to the circle
  • Centripetal acceleration: a<sub>c</sub> = v<sup>2</sup>/r = ω<sup>2</sup>r = 4π<sup>2</sup>r/T<sup>2</sup>, directed towards the centre
  • Angular velocity: ω = 2π/T = 2πf, where f = frequency
  • Angular acceleration: α = dω/dt (zero for uniform circular motion)
  • Centripetal force: F<sub>c</sub> = mv<sup>2</sup>/r = mω<sup>2</sup>r (towards centre)

Relations between linear and angular quantities:

Linear QuantityAngular QuantityRelation
Distance sAngle θs = rθ
Speed vAngular speed ωv = rω
Acceleration a<sub>t</sub>Angular acceleration αa<sub>t</sub> = rα
Centripetal acceleration a<sub>c</sub>—a<sub>c</sub> = ω<sup>2</sup>r = v<sup>2</sup>/r

Important: In uniform circular motion, the net force is centripetal — it does not change the speed, only the direction. There is no outward "centrifugal force" in an inertial frame.

Non-uniform circular motion: When speed changes, there is both centripetal acceleration (v<sup>2</sup>/r, towards centre) and tangential acceleration (dv/dt, along the tangent). Total acceleration = √(a<sub>c</sub><sup>2</sup> + a<sub>t</sub><sup>2</sup>).

Important Numericals

Numerical 1: Projectile — Range and Height

A ball is thrown at 30 m s<sup>-1</sup> at 45° to the horizontal. Find the maximum height and range. (g = 10 m s<sup>-2</sup>)

Solutionu = 30 m s<sup>-1</sup>, θ = 45°, sin 90° = 1 H = u<sup>2</sup> sin<sup>2</sup> θ / (2g) = (900 × 0.5) / 20 = 22.5 m R = u<sup>2</sup> sin 2θ / g = 900 × 1 / 10 = 90 m

Numerical 2: Vector Components

A vector of magnitude 10 makes 60° with the x-axis. Find its x and y components.

SolutionA<sub>x</sub> = 10 cos 60° = 10 × 0.5 = 5 A<sub>y</sub> = 10 sin 60° = 10 × (√3/2) = 5√3 ≈ 8.66

Numerical 3: Centripetal Acceleration

A body moves in a circle of radius 4 m with speed 8 m s<sup>-1</sup>. Find centripetal acceleration.

Solutiona<sub>c</sub> = v<sup>2</sup>/r = 64/4 = 16 m s<sup>-2</sup>

Numerical 4: Dot and Cross Product

Find the dot product and cross product of A = 3î + 4ĵ and B = 2î − ĵ.

SolutionA · B = 3(2) + 4(−1) = 6 − 4 = 2 A × B = (3î + 4ĵ) × (2î − ĵ) = 3(î × 2î) + 3(î × (−ĵ)) + 4(ĵ × 2î) + 4(ĵ × (−ĵ)) = 0 − 3k̂ + 8(−k̂) + 0 = −3k̂ − 8k̂ ... Let me use the determinant method:
A × B =î ĵ k̂; 3 4 0; 2 −1 0= î(0−0) − ĵ(0−0) + k̂(3(−1) − 4(2)) = k̂(−3 − 8) = −11k̂
A × B= 11

Numerical 5: Time of Flight and Angle

A projectile has a range of 100 m and maximum height of 25 m. Find the angle of projection and initial velocity. (g = 10 m s<sup>-2</sup>)

SolutionH = u<sup>2</sup> sin<sup>2</sup> θ / (2g) = 25 and R = u<sup>2</sup> sin 2θ / g = 100 Dividing: H/R = (sin<sup>2</sup> θ / 2) / (2 sin θ cos θ) = tan θ / 4 25/100 = tan θ / 4 → tan θ = 1 → θ = 45° From H: 25 = u<sup>2</sup> × 0.5 / 20 = u<sup>2</sup>/40 → u<sup>2</sup> = 1000 → u ≈ 31.6 m s<sup>-1</sup>

Numerical 6: Horizontal Projectile

A body is thrown horizontally from a tower 20 m high at 10 m s<sup>-1</sup>. Find the time of flight, range, and velocity on hitting the ground. (g = 10 m s<sup>-2</sup>)

Solutiont = √(2h/g) = √(40/10) = 2 s R = u × t = 10 × 2 = 20 m v = √(u<sup>2</sup> + 2gh) = √(100 + 400) = √500 ≈ 22.4 m s<sup>-1</sup>

NCERT Exercise Reference

NCERT ExerciseTopicMarks to Expect
4.1–4.4Scalars, vectors, vector addition1–2 marks (definitions, comparisons)
4.5–4.7Vector multiplication (dot, cross)2 marks (numerical)
4.8–4.12Projectile motion3–5 marks (derivation + numerical)
4.13–4.15Uniform circular motion2 marks (formula + numerical)

Common Mistakes

1. Treating velocity and speed as the same in 2D: Speed is the magnitude of velocity; in circular motion, speed is constant but velocity (a vector) keeps changing direction. 2. Confusing dot and cross product: Dot product gives a scalar (AB cos θ); cross product gives a vector perpendicular to both (AB sin θ n̂). Do not mix their formulas or results. 3. Forgetting that horizontal velocity is constant in projectile motion: There is no horizontal acceleration (no air resistance), so v<sub>x</sub> = u cos θ at all times. 4. Applying range formula incorrectly: R = u<sup>2</sup> sin 2θ / g applies only when launch point and landing point are at the same height. If launch and land at different heights, you must solve from first principles. 5. Centripetal vs. centrifugal: In an inertial frame, only centripetal force (inward) exists. "Centrifugal force" appears only in a rotating (non-inertial) frame — it is a pseudo force. 6. Sign of g in projectile equations: Taking upward as positive, a<sub>y</sub> = −g. Be consistent throughout the problem. 7. Cross product direction: Use the right-hand rule. If fingers curl from A to B, the thumb gives the direction of A × B.

Exam Tips

  • Projectile motion is a guaranteed 3–5 mark question. Practise deriving the equation of trajectory, time of flight, max height, and range from scratch.
  • Vector addition often appears as a 2-mark question: know the parallelogram law formula for magnitude and direction.
  • Dot product and cross product questions test whether you know the component formulas — memorise them.
  • Uniform circular motion: centripetal acceleration formula a<sub>c</sub> = v<sup>2</sup>/r is frequently asked as a 1-mark question.
  • For derivations, always start with resolving the initial velocity into components, then write horizontal and vertical equations separately.
  • In numericals, show all steps: resolve, write the two independent sets of equations, combine to eliminate time if needed.
  • Same range for complementary angles is a common MCQ — remember θ and (90° − θ) give the same range.
  • Practise drawing the trajectory parabola with labelled quantities (H, R, T, θ).

Quick Revision Notes

  • Vectors have magnitude + direction; obey triangle/parallelogram law of addition.
  • Parallelogram result: |R| = √(A<sup>2</sup> + B<sup>2</sup> + 2AB cos θ). Max = A + B (θ = 0°), Min = |A − B| (θ = 180°).
  • Resolution: A<sub>x</sub> = A cos θ, A<sub>y</sub> = A sin θ. |A| = √(A<sub>x</sub><sup>2</sup> + A<sub>y</sub><sup>2</sup>).
  • Dot product: A · B = AB cos θ = A<sub>x</sub>B<sub>x</sub> + A<sub>y</sub>B<sub>y</sub>. Scalar. Zero when perpendicular.
  • Cross product: |A × B| = AB sin θ. Vector perpendicular to both. Zero when parallel. A × B = −(B × A).
  • Projectile: T = 2u sin θ / g; H = u<sup>2</sup> sin<sup>2</sup> θ / (2g); R = u<sup>2</sup> sin 2θ / g.
  • Max range at θ = 45°; same range at θ and (90° − θ).
  • Trajectory equation: y = x tan θ − gx<sup>2</sup>/(2u<sup>2</sup> cos<sup>2</sup> θ) — parabola.
  • Horizontal projectile: t = √(2h/g); R = u√(2h/g); v = √(u<sup>2</sup> + 2gh).
  • Circular motion: a<sub>c</sub> = v<sup>2</sup>/r = ω<sup>2</sup>r (towards centre); velocity is tangential; speed is constant.

Important One-Mark Facts for Quick Recall

1. A scalar multiplied by a vector gives a vector (same direction if scalar positive, opposite if negative). 2. Two vectors are perpendicular if their dot product is zero (A · B = 0). 3. Two vectors are parallel if their cross product is zero (A × B = 0).

5. The cross product of parallel vectors is zero; the dot product of perpendicular vectors is zero. 6. In projectile motion, the horizontal component of velocity is constant (no horizontal acceleration). 7. At the highest point of a projectile, the velocity is purely horizontal (v<sub>y</sub> = 0, v<sub>x</sub> = u cos θ). 8. The range of a projectile is the same for θ and (90° − θ) (complementary angles). 9. Maximum range occurs at θ = 45° where R<sub>max</sub> = u<sup>2</sup>/g. 10. The trajectory of a projectile is a parabola (equation: y = ax − bx<sup>2</sup>). 11. In uniform circular motion, speed is constant but velocity changes (direction changes). 12. Centripetal acceleration is always directed towards the centre; there is no outward "centrifugal force" in an inertial frame. 13. A × B = −(B × A): the cross product is not commutative. 14. The dot product is commutative: A · B = B · A. 15. In components: A · B = A<sub>x</sub>B<sub>x</sub> + A<sub>y</sub>B<sub>y</sub> + A<sub>z</sub>B<sub>z</sub> (no unit vectors in the result).

4. The maximum value ofA + B= A + B (when θ = 0°); the minimum = **A − B** (when θ = 180°).

Frequently Asked Questions

Scalars have only magnitude (e.g., speed, mass, temperature). Vectors have both magnitude and direction (e.g., velocity, force, displacement). Vectors obey special addition rules (triangle/parallelogram law).