Physics I: 1-5 Flashcards
base units
standard units around which the system itself is designed
derived units
created by associating base units with each other
vectors
numbers that have magnitude and direction
ex: displacement, velocity, acceleration, force
vector
examples
displacement, velocity, acceleration, force
scalars
numbers that have magnitude only
no direction
ex: distance, speed, energy, pressure, mass
scalar
examples
distance, speed, energy, pressure, mass
common notation for vector quantities
arrow or boldface
common notation for scalar quantities
italic
resultant
sum or difference of 2 or more vectors
tip to tail method of vector addition
vector addition may be accomplished two ways:
- tip to tail method
- breaking a vector into its components and using the Pythagorean theorem
COMMUTATIVE
trig
X =
X = V cos theta
trig
Y =
Y = V sin theta
using Pythagorean theorem for vector addition
vector subtraction may be accomplished by
changing the direction of the subtracted vector and then following the procedures for vector addition
A - B = A + (-B)
NOT COMMUTATIVE
finding the resultant (R) of V1 + V2 + V3
- resolve the vectors to be added into their x and y components
- add the x components to get the Rx; add the y components to get Ry
- find the magnitude of the resultant by using the Pythagorean theorem
- find the direction (theta) of the resultant using tan-1
multiplying vectors by scalars
if a vector A is multiplied by the scalar value n, a new vector B is creased such that:
B = nA
mutiplying a vector by a scalar changes the _____ and may reverse the _____
magnitude
direction
multiply vectors by other vectors to get a scalar quantity
dot product
A • B = |A| |B| cos theta
dot product
multiplying 2 vectors to get a scalar quantity
A • B = |A| |B| cos theta
multiply vectors by other vectors to get a vector quantity
cross product
A x B = |A| |B| sin theta
use right hand rule
NOT commutative - order matters
cross product
multiplying 2 vectors to get a vector quantity
A x B = |A| |B| sin theta
steps to apply right hand rule
C = A x B
- point thumb in direction of vector A
- extend fingers in direction of vector B
- the direction your palm points is the direction of the resultant C
when calculating the sum of vectors A and B (A+B), we put the tail of B at the tip of A. what would the effect of reversing this order (B+A)?
vector addtn is a commutative function
the resultant of A+B is the same as B+A
when calculating the difference between vectors A and B (A-B), we invert B and put the tail of this new vector at the tip of A. what would the effect of reversing this order (B-A)?
vector subtraction is not a commutative function
the resultant of A-B has the same magnitude as B-A but is oriented in the opposite direction
how is a scalar calculated from the product of two vectors?
dot product
A • B = |A| |B| cos theta
how is a vector calculated from the product of two vectors?
cross product
A x B = |A| |B| sin theta
displacement
x
net change in position
vector
distance
d
path traveled
scalar
velocity
v; unit: m/s
change in displacement with respect to time
vector
speed
actual distance traveled in a given unit of time
scalar
average velocity
total displacement divided by total time
vector
average speed
total distance traveled divided by the total time
scalar
instantaneous velocity
limit of the change in displacement over time as the change in time approaches zero
vector
instantaneous speed
magnitude of the instantaneous velocity vector
scalar
what is the relationship between instantaneous velocity and instantaneous speed?
instantaneous speed is the magnitude of the instantaneous velocity vector
what is the relationship between average velocity and average speed?
average speed and average velocity may be unrelated because speed does not depend on displacement, but is rather the total distance traveled divided by time
t/f
total distance traveled can never be less than the total displacement
true
when to covert to scientific notation
most of the time
especially when answers differ by powers of 10
exception: square roots
when rounding numbers to be multiplied…
round one number up and one number down
when rounding numbers to be divided…
round both numbers in the same direction
X0 =
1
XA x XB =
X(A+B)
XA / XB =
X(A-B)
(XA)B =
X(AxB)
(X/Y)A
XA / YA
X-A =
1 / XA
two ways to estimate square roots of numbers less than 400:
- approximate by determining the perfect squares it can break down into
- divide the number by known squares to reduce it
sqrt of 2
1.414
sqrt of 3
1.732
logA1 =
0
logAA =
1
log A x B =
log A + log B
log (A/B)
log A - log B
log AB =
B log A
log (1/A) =
- log A
convrt log to ln
log x = ln x / 2.303
log (n x 10m) =
m + log(n)
estimate sqrt 392
estimate log 7,426,135,420
two types of special right triangles
- 30-60-90
- 45-45-90
trig ratios
sin
sin 0 = √0 /2
sin 30 = √1 /2
sin 45 = √2 /2
sin 60 = √3 /2
sin 90 = √4 /2
trig ratios
cos
sin but reversed
cos 0 = √4 /2
prefix abbreviation: T
tera
1012
prefix abbreviation: G
giga
109
prefix abbreviation: M
mega
106
prefix abbreviation: k
kilo
103
prefix abbreviation: h
hecto
102
prefix abbreviation: d
deci
10-1
prefix abbreviation: c
centi
10-2
prefix abbreviation: m
milli
10-3
prefix abbreviation: μ
micro-
10-6
prefix abbreviation: n
nan-
10-9
prefix abbreviation: p
pico
10-12
convert C to K
K = C + 273
convert C to F
F = 9/5 C + 32
first law of thermodynamics
law of inertia
a body either at rest or in motion with constant velocity will remain that way unless a net force acts upon it
Fnet = ma
second law of thermodynamics
no acceleration will occur when the vector sum of the forces results in a cancellation of those forces
Fnet = ma
third law of thermodynamics
to every action, there is always an opposed by equal reaction
FAB = -FBA
linear motion
- motion in which the velocity and acceleration vectors are parallel or antiparallel
- includes free fall
What is the first of the Four Essential Kinematics Equations for the MCAT: Average Velocity (v̅) in terms of displacement (∆x)?
v̅ = ∆x/∆t
v̅ = Average Velocity (m/s) ∆x = Displacement (m) ∆t = Change in Time (s)
What is the second of the Four Essential Kinematics Equations for the MCAT: Average Acceleration (a̅) in terms of Change in Velocity (∆v)?
a̅ = ∆v/∆t
a̅ = Average Acceleration (m/s^2) ∆v = Change in Velocity (m/s) ∆t = Change in Time (s)
Essential Kinematics Equations: 3. What is the equation for displacement (x), in terms of Acceleration (a) and Initial Velocity (v0), without final velocity (v)?
x = v0t + (a · t^2)/2
x = Displacement (m) v0 = Initial Velocity (m/s) t = Time (s) a = Acceleration (m/s^2)
Essential Kinematics Equations: 4. What is the Equation for Final Velocity (v) in terms of acceleration (a), Initial Velocity (v0), and displacement (x), without Time (t)?
v^2 = v0^2 + 2ax
x = Displacement (m) v0 = Initial Velocity (m/s) v = Final Velocity (m/s) a = Acceleration (m/s^2)
acceleration due to gravity
g = 9.8 m/s2
projectile motion
- follows a path along 2 dimensions
- contains both an x and y component
- assuming negligible air resistance, the only force acting on the object is gravity
inclined planes
- 2D movement
- dimensions are parallel and perpendicular to the surface of the plane
uniform circular motion
only force is centripetal force, pointing radially inward
instantaneous velocity always points tangentially
free fall
max height
v =
0
circular motion
when forces cause an object to move in a circular pathway
centripetal force
Fc =
Fc = mv2 / r
how do the forces acting in free fall and projectile motion differ?
the only force acting in both free fall and projectile motion is gravity
at what angle of launch is a projectile going to have the greatest horizontal displacement?
- product of sin and cos is maximized when the angle is 45
- bc horizontal displacement relies on both measurements, the max horizontal displacement will also be achieved at this angle
at what angle of launch is a projectile going to have the greatest vertical displacement?
vertical displacement will always be zero as the object returns to the starting point
objects launched vertically will experience the greatest vertical distance
dynamics
study of force and torques
translational equilibrium
occurs in the absence of any net forces acting on an object
an object in translational equilibrium has a constant velocity, and may or may not be in rotational equilibrium
an object in translational equilibrium has…
a constant velocity, and may or may not be in rotational equilibrium
rotational equilibrium
occurs in the absence of any net torques acting 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
an object in rotational equilibrium has…
a constant angular velocity
Fg =
mg