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Comprehensive vocabulary flashcards covering 1D kinematics, free fall, projectile motion, Newton's laws, forces, proportionality, significant figures, and unit conversions based on the provided physics notes.
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Total Distance
Sum of all paths traveled (scalar), given by dT=A+B+⋯+n.
Vector Displacement Sum
Directional vector addition, given by dR=dA+dB.
Resultant Displacement
Straight-line distance between start and end (vector), calculated as dR=a2+b2.
Direction Angle
Angle of resultant vector, calculated as θ=tan−1(adjopp).
Average Speed
Total distance divided by total time (vave=tdT).
Average Velocity
Displacement divided by total time dr divided by t
Acceleration
Change in velocity over time interval, calculated as a=ΔtΔv=Δtvf−vi.
Final Velocity Equation (no d)
Velocity after time t under constant acceleration, given by vf=vi+aΔt.
Initial Velocity Shortcut
Solves directly for vi, given by vi=vf−aΔt.
Time Shortcut
Solves directly for time interval, given by t=avf−vi.
Displacement Equation (no a)
Use when acceleration is omitted, given by d=(2vf+vi)Δt.
Displacement Equation (no vf)
Distance traveled given vi, a, and t, calculated as d=viΔt+21a(Δt)2.
Final Velocity Squared Equation (no t)
Relates initial/final speeds, acceleration, and distance, given by vf2=vi2+2ad.
Final Velocity Root Shortcut
Direct extraction of vf when t is missing, given by vf=vi2+2ad.
Vertical Final Velocity
Speed under gravitational force (g=−9.8m/s2), given by vf=vi+gΔt.
Vertical Average Displacement
Distance given initial and final vertical speeds, calculated as dy=(2vf+vi)Δt.
Vertical Displacement
Distance given initial upward/downward velocity, calculated as dy=viΔt+21g(Δt)2.
Vertical Motion without Time
Connects vertical drop distance to speed change, given by vf2=vi2+2gdy.
Dropped Object Distance
Fall distance from rest (vi=0), calculated as dy=21g(Δt)2.
Dropped Object Velocity
Speed after dropping for time t from rest (vi=0), calculated as vf=gΔt.
Fall Time
Time needed to fall a vertical distance dy, calculated as t=g2dy.
Thrown Downward Final Speed
Downward impact speed (vf<0), calculated as vf=−vi2+2gdy.
Time to Peak (tup)
Time needed to reach top apex (vpeak=0), given by tup=gvf−vi=−9.80−vi.
Total Flight Time (tT)
Airborne duration for symmetric launches, given by tT=2×tup.
Apex Peak Height
Calculates peak height given launch velocity and flight time using dy=viΔt+21gt2.
Horizontal Distance (X-axis)
Motion at constant horizontal speed, calculated as dx=vx⋅t.
Vertical Distance Drop (Y-axis)
Free fall drop calculation given by dy=21gt2.
Vertical Velocity Component (vy)
Instantaneous vertical speed at time t, calculated as vy=gt.
Horizontal Launch Time
Airborne time based on release height, given by t=g2dy.
Peak Height (Angled Launch)
Maximum vertical elevation for an angled launch, given by dy=2g−(vi⋅sin(θ))2.
Total Airborne Time (Angled Launch)
Total duration in air for an angled launch, given by tT=(2)⋅g−vi⋅sin(θ).
Horizontal Range (Angled Launch)
Overall horizontal landing distance for an angled launch, given by dx=vi⋅cos(θ)⋅tT.
Maximum Range Angle
Direct launch angle for furthest travel, given by θ=45∘.
Net Force Summation
Vector sum of all forces acting on an object, written as Fnet=F1+F2+F3+⋯+Fn.
Net Force Equation
Total mass multiplied by acceleration, written as Fnet=ma.
Acceleration (Dynamics)
Net force divided by mass, given by a=mFnet.
Mass (Dynamics)
Net force divided by acceleration, given by m=aFnet.
Weight Force (W)
Mass times gravitational acceleration (W=mg), where g=−9.8m/s2 or −1.63m/s2.
Mass from Weight
Weight divided by gravity, calculated as m=gW.
X-Axis Force Summation
Net horizontal force components, given by Fnet,x=FN+Fg.
Y-Axis Force Summation
Net vertical force components, given by Fnet,y=ma.
Applied vs. Friction
Applied force minus frictional resistance, given by Fnet,x=Fapp−Ffric.
Newton's 3rd Law
Action-reaction forces are equal in magnitude and opposite in direction (Fcar on bug=Fbug on car). Lighter objects accelerate faster due to lower mass.
Proportionality Rules
Direct (↑↑ or ↓↓): Doubling force doubles acceleration (2a). Inverse (↑↓ or ↓↑): Doubling mass halves acceleration (21a).
Sig Figs Rules
Front zeros = NO (0.005→1). End zeros without dot = NO (500→1). End zeros with dot = YES (500.0→4). In-between zeros = YES.
Unit Conversions (Time)
Minutes to seconds →×60 | Seconds to minutes →÷60.