Kinematics and Dynamics Flashcards

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1
Q

Vectors

A

physical quantitates that have both magnitude and direction. this includes displacement, velocity acceleration, and force, among others.

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2
Q

Scalars

A

quantities that are without direction. This may be the magnitude of vectors like speed, or may be dimensionless, like coefficients of friction.

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3
Q

How is vector addition accomplished?

A

Using tip to tail method or by breaking a vector into its components and using the pythagorean theorem.
V = sqr (X^2 +Y^2 )

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4
Q

How is vector subtraction accomplished?

A

Changing the direction of the subtracted vector and then following the procedure for vector addition.

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5
Q

What happens when you multiply a vector by scalar changes?

A

the magnitude may change and may reverse the direction.

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6
Q

What is the dot product?

A

The dot product is the product of the vectors’ magnitudes and the cosine of the angle between them. Multiplying the two vectors using this process results in scalar quantities.
A x B = [A]{B]cos θ

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7
Q

what is cross product?

A

The product of the vectors’ magnitudes and the sine of the angle between them. The right-hand rule is used to determine the resultant vectors’ direction. This produces a vector quantity.
A x B = [A][B] sin θ

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8
Q

What is displacement?

A

the vector representation of a change in position. It is path independent and is equivalent to the straight line distance between the start and end locations.

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9
Q

Distance

A

a scalar quantity that reflects the path traveled.

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10
Q

velocity

A

vector representation of the change in displacement with respect to time.

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11
Q

Average velocity

A

the total displacement divided by the total time.

V= Δx/Δt . V has a line above it

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12
Q

average speed

A

the total distance traveled divided by the total time.

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13
Q

instantaneous velocity

A

is limit of the change in displacement over time as the change in time approaches zero.
V= limit Δt –>0 Δx/Δt

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14
Q

instantaneous speed

A

the magnitude of the instantaneous velocity vector

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15
Q

force

A

any push or pull that has the potential to result in an acceleration

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16
Q

gravity

A

attractive force between two objects as a result of their masses.

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17
Q

friction

A

is a force that opposes motion as a function of electrostatic interactions at the surface between two objects

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18
Q

static friction

A

exists between two objects that are not in motion relative to each other. Can take on many values.

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19
Q

kinetic friction

A

between two objects that are in motion relative to each other. It is a constant value.

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20
Q

coefficient of friction

A

depends on the two materials in contact.

21
Q

Mass

A

measure of the inertia of an object, the amount of material.

22
Q

Weight

A

the force experienced by a given mass due to the gravitational attraction to the earth

23
Q

acceleration

A

the vector representation of the change in velocity over tie. Average or instantaneous acceleration may both be considered, similar to velocity.

24
Q

Newton’s first law, or law of inertia

A

an object will remain at rest or move with a constant velocity if there is no net force on the object.
Fnet = ma = 0

25
Q

Newton’s second law

A

any acceleration is the result of the sum of the forces actin on the object and its mass.
Fnet = ma

26
Q

Newton’s third law

A

any two objects interacting with one another experience equal and opposite forces as a result of their interaction
F AB = – F AB .

27
Q

linear motion

A

free fall and motion in which the velocity and acceleration vectors are parallel or antiparallel.

28
Q

projectile motion

A

contains both and x and y component. assuming negligible air resistance, the only force actin on the object is gravity.

29
Q

inclined planes

A

two dimensional movement. It is often the easiest to consider the dimensions as being parallel and perpendicular to the surface of the plane.

30
Q

circular motion

A

the best thought of as having radial and tangential dimensions. In uniform circular motion, the only force is the centripetal force, pointing radially inward. Instantaneous velocity vector always points tangentially

31
Q

free body diagrams

A

representations of forces acting on an object. they are useful for equilibrium and dynamics problems.

32
Q

translational equilibrium

A

occurs int eh absence of any net forces actin on an object. An object in translational equilibrium has a constant velocity, and may or may not also be in rotational equilibrium

33
Q

Rotational equilibrium

A

occurs in the absence of any net torques actin on an object. rotational motion may consider any pivot point, but the center of mass is most common. An object in rotational equilibrium has a constant angular velocity; on the MCAT, the angular velocity is usually zero.

34
Q

component vector equation

A

X = V cos θ Y= V sin θ

35
Q

Determination of direction from component vectors?

A

θ =tan^-1 Y/X

36
Q

Universal gravitation equation

A

Fg = Gm1m2/r^2

37
Q

Static friction

A

0≤ fs ≤ μsN

38
Q

Kinetic Friction

A

fk = μkN

39
Q

Force of gravity (weight on earth)

A

Fg = mg

40
Q

Center of mass

A

x = m1x1 +m2x2 + m3x3/ m1 + m2 + m3 . same for y or z

41
Q

average acceleration

A

a =Δv/Δt

42
Q

Kinematics, no displacement

A

V=Vo + at

43
Q

kinematics (no final velocity)

A

x = Vot + at^2/2 .

44
Q

kinematics no time

A

V^2 = Vo^2 + 2ax

45
Q

kinematics no acceleration

A

x = vt . v is average velcoity .

46
Q

components of gravity

A

Fpara = mg sin θ

F perp = mg cos θ

47
Q

Centripetal force

A

Fc = mv^2/r

48
Q

torque .

A

τ = r x F = rF sinθ