Uniform Circular MotionRectangular viewpoint
vx = -w r sin(q) This v is same as for
vy = w r cos(q) uniform circular motion
Now we use: ax = dvx/dt and ay = dvy/dt. Since w is not constant, we need to use the product rule.
ax = - a r sin(q) + -w2 r cos(q)
ay = +a r cos(q) + -w2 r sin(q) .