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Flashcards covering vector notations, operations, calculus derivatives, kinematics equations, and projectile motion based on Unit 1 lecture notes.
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Ordered Pair Notation
A=(Ax,Ay)
Column Vector Notation
A=(AxAy)
Unit Vector Notation
A=Axi^+Ayj^
Polar Notation
A=A@θA
Vector Components (Relative to x-axis)
Ay=∣A∣sin(θA) and Ax=∣A∣cos(θA)
Vector Magnitude
∣A∣=Ax2+Ay2+Az2
Vector Direction (θA)
tan−1(AxAy). Note: If Ax<0, add 180∘ to direction.
Vector Addition and Subtraction Rule
Simply add or subtract like components.
Scalar Multiplication Rule (Magnitude)
If a vector A is multiplied by a scalar k, the magnitude ∣A∣ is multiplied by the absolute value of the scalar k. (∣B∣=∣kA∣)
Scalar Multiplication Rule (Direction)
If vector A is multiplied by scalar k, the direction is unchanged if k>0, or has 180∘ added/subtracted if k<0. (θB=θA for k>0; θB=θA±180∘ for k<0)
Differentiation
A mathematical operation that acts on a function y=f(x). The result is the "derivative" f′(x), which represents the slope of the function and the instantaneous rate of change at a particular value x.
Constant Rule
If f(x)=c (a constant), then f′(x)=0.
Power Rule
If f(x)=cxn (where c and n are constants and n=0), then f′(x)=cnxn−1.
Derivative of sin(x)
dxd[sin(x)]=cos(x)
Derivative of cos(x)
dxd[cos(x)]=−sin(x)
Derivative of ln(x)
dxd[ln(x)]=x1
Derivative of ex
dxd[ex]=ex
Second Derivative
The derivative of the derivative of a function f(x), noted as f′′(x) or dx2d2f.
Critical Point
The value of x where f′(x)=0. Can represent a local maximum, local minimum, or inflection point.
Local Maximum Condition
Point where the derivative y′=0 and the second derivative y′′<0 (concave down).
Local Minimum Condition
Point where the derivative y′=0 and the second derivative y′′>0 (concave up).
Inflection Point Condition
Point where the function "stops" then "goes" again in the same direction, and where y′=0 and y′′=0.
Instantaneous Velocity (v)
v=dtdx
Instantaneous Acceleration (a)
a=dtdv
Average Velocity (vˉ)
vˉ=ΔtΔx
Average Acceleration (aˉ)
aˉ=ΔtΔv
Constant Acceleration Equation (No time)
v2=v02+2aΔx
Slope of a Position-Time (x vs. t) Graph
Velocity
Slope of a Velocity-Time (v vs. t) Graph
Acceleration
Area under a Velocity-Time (v vs. t) Graph
Change in position (displacement)
Area under an Acceleration-Time (a vs. t) Graph
Change in velocity
Projectile Motion
Occurs when a particle is in free fall (only gravity acts). Motion in the x-direction is constant velocity, while the y-direction has constant acceleration (g≈−10m/s2).
Time of Flight (T) for Projectile over Level Ground
T=g−2v0sin(θ)
Maximum Height (H) for Projectile over Level Ground
H=2gv02sin2(θ)
Horizontal Range (R) for Projectile over Level Ground
R=g−v02sin(2θ)
Reference Frame
A coordinate system that allows an observer to measure and describe the position of an object relative to the observer's own location.
Inertial Reference Frame
A reference frame in which an object either remains at rest or moves at a constant velocity if no net force acts on it.
Non-Inertial Reference Frame
A reference frame that is accelerating, which can lead to the appearance of fictitious forces, such as centrifugal force.
Relative Motion
The calculation of the motion of an object as observed from a particular reference frame.
Velocity of Object in Different Reference Frames
If two reference frames move relative to one another, the velocity of an object in one frame can be found by adding or subtracting the velocity of the frame itself.
Galileo's Principle of Relativity
The laws of physics are the same in all inertial frames of reference.
Transformation of Velocities
The process of converting the velocity of an object in one reference frame to the velocity in another frame by using the relative motion formulas.