Spin a stone on a string, drive a car round a bend or ride a carousel and see why a rotating body keeps accelerating toward the centre even though its speed never changes. Cut the string — and the body flies off in a straight line. Shadows on the axes, graphs and the readout help you check everything against the textbook formulas.
The body goes round the circle at the same speed, but the velocity arrow keeps turning: it always lies along the tangent to the circle.
Acceleration is any change of velocity, in size or in direction. Here the velocity only turns, and the acceleration points to the centre: a = v²/R. Tick “Where a_c comes from” and you will see it in a drawing.
For the body to turn, a force toward the centre must act on it: a string, tyre friction, a carousel seat. Remove it and the body goes straight — it does not “fly outward”.
The dot on each curve moves together with the body. Coordinates and velocity components oscillate while the magnitude v stays constant. The lower graphs show how a_c depends on v and on R.
The drawing is scaled to fit the scene, but the numbers in the panel are exact — they come straight from the formulas.
In short: in uniform circular motion the speed does not change in size but does change in direction, so there is an acceleration a_c = v²/R pointing to the centre. Example: R = 2 m, v = 3 m/s — the period is T = 2πR/v ≈ 4.19 s, the acceleration is a_c = 4.5 m/s², and for m = 1 kg the force is F_c = 4.5 N. Choose “Stone” and “set via v”, enter these numbers and check them on the readout.
Acceleration of a body in uniform circular motion: always directed toward the centre and perpendicular to the velocity
All the relations between v, R, T, f and ω in uniform circular motion
The force, by Newton’s second law, that turns the velocity of a body on a circle
Projections of uniform circular motion onto the axes — two sinusoids shifted in phase by π/2
How the angle, the distance travelled and the number of revolutions grow in uniform rotation
What uniform circular motion is. A body moves along a circle of radius R and the magnitude of its speed v stays constant. Velocity is a vector, and its direction keeps changing: it always lies along the tangent to the circle, that is, perpendicular to the radius. This is how the tip of a second hand, a stone on a string, a car on a roundabout, a carousel seat and a satellite on a circular orbit move.
Why there is an acceleration. Acceleration means any change of velocity, including a change of direction alone. The velocity turns, so there is an acceleration. It is called centripetal: it points to the centre of the circle, perpendicular to the velocity, so it does not change the speed, it only turns the velocity. Its magnitude is ac = v²/R = ω²R = 4π²R/T². Tick “Where a_c comes from (Δv)” in the simulator — the drawing shows that the difference of two velocities Δv = v₂ − v₁ points to the centre.
The force toward the centre. By Newton’s second law such an acceleration needs a force Fc = m·ac = mv²/R pointing to the centre. It is not “one more” force but the result of ordinary ones: the tension of a string for a stone, tyre friction for a car, the push of the seat and handrail for a carousel rider, the Earth’s gravity for a satellite. If this force disappears (the string snaps, the road is icy), the body does not “fly outward” — it moves in a straight line along the tangent at the same speed. That is the law of inertia. Press the red button under “Start” and see for yourself.
Period, frequency, angular velocity. The period T is the time of one revolution: T = 2πR/v. The frequency f = 1/T is the number of revolutions per second. The angular velocity ω = 2π/T = 2πf tells through what angle (in radians) the body turns each second; a full turn is 2π rad ≈ 6.28 rad. The angle grows uniformly: θ = ωt, the arc length is s = Rθ = vt, and the linear speed is v = ωR.
Projections and oscillations. The body’s shadows on the axes follow x = R cos ωt and y = R sin ωt. These are two identical sinusoids shifted by a quarter of a period: that is how uniform rotation is linked to harmonic oscillations.
What the acceleration depends on. It grows as the square of the speed (twice as fast — 4 times larger) and falls with the radius (a bend twice as sharp — twice as large). The lower graphs and the “v × 2”, “R × 2” buttons show this by experiment. Mass does not affect the acceleration, but the force Fc depends on it.
How the simulator computes. Uniform rotation has an exact formula θ = ωt, so nothing is approximated: the frame rate and the playback speed do not affect the numbers. The drawing is scaled to fit the scene, while the numbers in the panel are exact. A car skids when ac > μg, and the string snaps when Fc > Fmax; after that the body moves in a straight line at constant speed (braking while sliding is ignored).
First come simulators and problems from this very chapter, then closely related topics of the section.
Mechanics · Motion
Mechanics · Energy
Mechanics · Energy
Mechanics · Momentum
Mechanics · Hydrostatics
Mechanics · Statics