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the metric system may be given in 2 ways:
MKS: meters, kilograms, seconds
CGS: centimeters, grams, seconds
SI unit for length
meter (m)
SI unit for mass (not weight)
kilogram (kg)
SI unit for time
second (s)
SI unit for current
ampere (coulomb/second): (A)
SI unit for amount of substance
mole (mol)
SI unit for temperature
kelvin (K)
SI unit for luminous intensity
candela (cd)
base units
standard units around which the measurement system itself is designed
derived units
created by associating base units with each other
SI unit of force
newton (N)
units: (kg*m)/(s2)
SI unit of work and energy
joule (J)
units: (kg*m2)(s2)
J=N*M
SI unit of power
watt(W)
units: (kg*m2)/(s2)
W=J/s
ångströms
1 Å = 10-10 m
nanometers
1 nm = 10-9 m
electron-volts
1 eV = 1.6×10-19J
represents amount of energy gained by an e- accelerating through a potential difference of 1 volt
vectors
numbers that have magnitude and direction
includes: displacement, velocity, acceleration, and force
may be represented by arrows: direction of arrow = direction of vector
length of arrow is proportional to magnitude of vector quantity
scalars
numbers that have magnitude only and no direction
includes: distance, speed, energy, pressure, mass
common notations for vector quantity
either arrow or boldface
(A or 𝐴⃗)
common notation for magnitude of displacement between two positions (vectors)
|𝐴⃗|, |A|, or A
common notation for scalar quantities
italics: the distance between two points could be represented by d
resultant
the sum or difference of two or more vectors
can be found by tip-to-tail method or components
tip to tail method
place the tail of B at the tip of A without changing either the length or direction of either arrow
lengths of the arrows must be proportional to the magnitudes of the vectors
components
breaking each vector into perpendicular components
usually components are horizontal and vertical (x- and y- components)
sometimes it makes more sense to do components parallel and perpendicular to some other surface
component equations
if θ is the angle between V and the x-component, then cosθ=X/V and sinθ=Y/V
X=Vcosθ
Y=Vsinθ
if you know X and Y, you can find the magnitude of V with pythagorean theorem
X2+Y2=V2
angle of resultant vector
θ=tan-1(Y/X)
steps of finding the resultant vector using components
resolve the vectors to be added into their x and y components
add the x components to get the x component of the resultant (Rx). add the y components to get the y component of the resultant (Ry)
find the magnitude of the resultant using the pythagorean theorem. if Rx and Ry are the components of the resultant, then R=√(Rx2+Ry2)
find the direction (θ) of the resultant by using the relationship θ=tan-1(Ry/Rx)
vector subtraction
subtracting one vector from another: add a vector with equal magnitude but opposite direction to the first vector
multiplying vectors by scalars
when a vector is multiplied by a scalar, its magnitude will change
its direction will be either parallel or antiparallel to its original direction
if vector A is multiplied by the scalar value n, a new vector, B is created such that B=nA
to find the magnitude of the new vector B, multiply the magnitude of A by |n|
to find the direction of B, look at the sign on n
→ if n is positive, they are the same direction
→ if n is negative, they are opposite direction
dot product (A⋅B)
A⋅B = |A| |B| cosθ
to generate a scalar quantity like work, multiply the magnitudes of the two vectors of interest (force and displacement) and the cosine of the angle between the two vectors
cross product (AxB)
AxB = |A| |B| sinθ
when generating a third vector like torque, need to determine its magnitude and direction
multiply the magnitudes of the two vectors of interest (force and lever arm) and the sin of the angle between the two vectors
once we have the magnitude, use the right hand rule to determine its direction
the resultant of a cross product will always be:
perpendicular to the plane created by the two vectors
on the MCAT the vector of interest will usually be going into or out of the page
right hand rule where C=AxB
thumb points in direction of vector A
pointer finger in direction of vector B
palm is the plane between the two vectors. the direction your palm points (or middle finger) is the direction of resultant C
for cross products and the right hand rule, does order of operations matter?
YES
unlike scalar multiplication, which is commutative, vector multiplication is not cumulative (AxB ≠ BxA)
ORDER MATTERS
displacement (x or d)
an object in motion may experience a change in its position in space
this is a vector quantity (has direction and magnitude)
the displacement vector connects the initial and final positions in a straight line
does not account for pathway taken, only the net change in position
distance (d)
considers the pathway taken
scalar quantity
velocity (v)
vector
magnitude is rate of change of displacement in a given unit of time
SI units: m/s
direction of velocity vector is necessarily the same as direction of displacement vector
speed (v)
the rate of actual distance traveled in a given unit of time
instantaneous speed
will always be equal to the magnitude of the object’s instantaneous velocity
scalar number
instantaneous velocity
measure of the average velocity as the change in time (Δt) approaches 0:
v= limΔt→0 (Δx/Δt)
average velocity
ratio of the displacement vector over the change in time
is a vector
does not account for actual distance traveled
measure of the displacement of an object over a given period of time
v̄=Δx/Δt
average speed
measure of distance traveled in a given period of time
every change in velocity is motivated by what?
a push or a pull - a force
force (F)
a vector quantity that is experienced as a pushing or pulling on objects
SI units: Newton
F=ma
newton (N)
N=(kg*m)/s2
F=ma
acceleration due to gravity (g)
decreases with height above the earth
increases the closer you get to earth’s center of mass
near the earth’s surface, use g = 10 m/s2
gravity
attractive force that is felt by all forms of matter
all objects exert gravitational forces on each other
magnitude of the gravitational force between two objects
Fg = (Gm1m2) / r2
G: universal gravitational constant (6.67×10-11 N*m2/kg2)
m1 and m2: masses of the two objects
r: distance between the two objects centers of mass
how is the magnitude of the gravitational force related to the square of the distance?
the magnitude of the gravitational force is inversely related to the square of the distance
if r is halved, then Fg will quadruple
how is the magnitude of the gravitational force related to the masses of the objects?
the magnitude of the gravitational force is directly related to the masses of the objects
if m1 is tripled, then Fg will triple
friction
type of force that opposes the movement of object
friction forces always oppose an object’s motion and cause it to slow down or become stationary
types of friction
static and kinetic
static friction (fs)
static friction (fs) exists between a stationary object and the surface upon which it rests
magnitude of static friction: 0 ≤ fs ≤ μsN
μs: coefficient of static friction
N: magnitude of the normal force
min is 0
max is μsN
μs: coefficient of static friction
unitless quantity that is dependent on the two materials in contact
normal force
component of the force between two objects in contact that is perpendicular to the plane of contact between the object and the surface upon which it rests
contact points
places where friction occurs between two rough surfaces sliding past each other
if the normal load rises, the total area of contact increases
that increase, more than the surface’s roughness, governs the degree of friction
normal load
the force that squeezes two rough surfaces sliding past each other together
kinetic friction (fk)
kinetic friction (fk) exists between a sliding object and the surface over which the object slides
any time two surfaces slide against each other (like ice), kinetic friction will be present
fk=μkN
μk = coefficient of kinetic friction
kinetic friction will have a constant value for any given combination of a coefficient of kinetic friction and normal force (doesnt matter how much contact or velocity of the object)
μk vs μs
the value of μs is always larger than the value of μk
max value for static friction will always be > the constant value for kinetic friction
objects will “stick” until they start moving, and then will slide more easily over one another
it always requires more force to get an object to start sliding more than it takes to keep an object sliding
mass (m)
measure of a body’s inertia - the amount of matter in the object
scalar quantity (magnitude only)
SI units: kg
independent of gravity
weight (Fg)
measure of gravitational force (usually that of the earth) on an object’s mass
weight is a force, so it is a vector quantity
units: Newtons
equation that relates weight and mass
Fg=mg
Fg: weight of the object
m: mass
g: acceleration due to gravity (10 m/s2)
center of mass or gravity
the weight of an object can be thought of as being applied at a single point in that object called center of mass or gravity
center of mass of a uniform, homogeneous body (symmetrical shape and uniform density) is at the geometric center of the object
acceleration (a)
rate of change of velocity that an object experiences as a result of some applied force
vector quantity
SI units: m/s2
deceleration
acceleration in the direction opposite the initial velocity
average acceleration (ā)
ā=Δv/Δt
instantaneous acceleration
the average acceleration as Δt approaches zero
a=lim Δt→0 Δv/Δt
on a graph of velocity vs time, the tangent to the graph at any time t which corresponds to the slope of the graph at that time, indicates instantaneous acceleration
on a graph of velocity vs time, the tangent to the graph at any time t which corresponds to the slope of the graph at that time, indicates instantaneous acceleration.
if slope is positive, what does it mean?
the acceleration is positive and in the direction of the velocity
on a graph of velocity vs time, the tangent to the graph at any time t which corresponds to the slope of the graph at that time, indicates instantaneous acceleration.
if slope is negative, what does it mean?
the acceleration is negative (deceleration) and is in the direction opposite of the velocity
Newton’s first law
Fnet = ma = 0
a body either at rest or in motion with constant velocity will remain that way unless a net force acts upon it
aka law of inertia
special case of Newton’s second law
Newton’s second law
Fnet = ma
an object of mass m will accelerate when the vector sum of the forces results in some nonzero resultant force vector
no acceleration will occur when the vector sum of the forces results in a cancellation of those forces
net force and acceleration vectors necessarily point in the same direction
Newton’s third law
FAB = -FBA
law of action and reaction: to every action, there is always an opposed but equal reaction
for every force exerted by object A on object B, there is an equal but opposite force exerted by object B on object A
objects can only undergo two types of motion
that which is constant (no acceleration)
that which is changing (with acceleration)
if an object’s motion is changing (as indicated by a change in velocity)…
then the object is experiencing acceleration
the acceleration may be constant or changing
linear motion
the object’s velocity and acceleration are along the line of motion, so the pathway of the moving object continues along a straight line
does not need to be limited to vertical or horizontal paths (could be a ramp)
on the MCAT this will usually be an object being dropped to the ground from some starting height
falling objects exhibit linear motion with constant acceleration (one dimensional motion). what equations describe this?
v = v0 + at
x = v0t + at2/2
v2 = v02 + 2ax
x= v̄t
free fall with negligible air resistance
air resistance is negligible, so the only force acting on the object would be the gravitational force causing it to fall
constant acceleration (the acceleration due to gravity, g=9.8 m/s2
would not reach terminal velocity
air resistance
opposes the motion of an object
its value increases as the speed of the object increases
drag force
an object in free fall will experience a growing drag force as the magnitude of its velocity increases
free fall with air resistance that is not negligible
air resistance increases as speed of object increases
as magnitude of velocity increases, drag force increases
eventually the drag force will be equal in magnitude to the weight of the object, and the object will fall with constant velocity according to Newton’s first law
terminal velocity
for an object in freefall with non-negligible air resistance, the drag force will eventually become equal in magnitude to the weight of the object
then the object will fall with constant velocity according to Newton’s first law
the amount of time that an object takes to get to its maximum height is the same as:
same time it takes for the object to fall back down to the starting height (assuming air resistance is negligible)
how can you solve for the time to reach maximum height?
setting final velocity to zero
how can you get the total time in flight?
set final velocity to zero
multiply answer by 2 to get total time in flight
this works as long as the object ends at the same height at which it started
velocity in the x direction will remain constant
how can you find the horizontal distance traveled?
by multiplying the time by the velocity in the x direction
projectile motion
motion that follows a path along two dimensions
velocities and accelerations in the two directions (usually horizontal and vertical) are independent of each other and must be analyzed separately
objects in projectile motion on earth experience force and acceleration of gravity only in the vertical direction (y-axis)
vy will change at the rate of g, vx will remain constant
inclined planes
motion in two dimensions
best to divide force vectors into components that are parallel and perpendicular to the plane
Fg∥=mgsinθ
Fg⊥=mgcosθ
circular motion
occurs when forces cause an object to move in a circular pathway
upon completion of one cycle, the displacement of the object is 0
uniform and nonuniform circular motion
uniform circular motion
the instantaneous velocity vector is always tangent to the circular path
the object moving in the circular path has a tendency (inertia) to break out of its circular pathway and move in a linear direction along the tangent - but it is kept from doing so by centripetal force
the tangential force is 0 bc there is no change in the speed of the object
centripetal force
in uniform circular motion, the object moving in the circular path has a tendency (inertia) to break out of its circular pathway and move in a linear direction along the tangent - but it is kept from doing so by centripetal force
centripetal force always points radially inward
centripetal force generates centripetal acceleration
can be caused by tension, gravity, electrostatic forces, or other forces
when the centripetal force is no longer acting on the object, it will simply exit the circular pathway and assume a path tangential to the circle at that point
Fc = mv2/r
centripetal acceleration
acceleration generated by the centripetal force that keeps an object in its circular pathway
dynamics
the study of forces and torques
translational motion
occurs when forces cause an object to move without any rotation
translational equilibrium
exists only when the vector sum of all of the forces acting on an object is 0
this is the first condition of equilibrium
an object experiencing translational equilibrium will have a constant velocity: constant speed (zero or nonzero) and constant direction
when the resultant force upon an object is 0, what does this mean?
the object will not accelerate
may mean the object is stationary
or it could mean the object is moving with a constant nonzero velocity
rotational motion
occurs when forces are applied against an object in such a way as to cause the object to rotate around the fulcrum
fulcrum
a fixed pivot point
torque (𝜏) or moment of force
application of force at some distance from the fulcrum generates torque
it is the torque that generates rotational motion, not the mere application of the force itself
torque depends on magnitude of force, length of the lever arm, and angle at which force is applied
𝜏 = rxF = rFsinθ
lever arm
the distance between the applied force and the fulcrum
sin 90° =
1
torque is greatest when?
when the force applied is 90° (perpendicular) to the lever arm