British/Imperial/Foot-Pound-Second (FPS) system
standardized system of measurement typically only used in the US
foot (ft)
Imperial unit of length
pound (lb)
Imperial unit of weight
second (s)
Imperial/SI unit for time
slug
Imperial unit for mass
Metric/Meter-Kilogram-Seconds (MKS)/Centimeters-Grams-Seconds (CGS) system
most common system of units
System International (SI) units
units system used in science worldwide
meter (m)
SI unit for length
kilogram (kg)
SI unit for mass
ampere (A)
SI unit for current, equal to coulomb/second
mole (mol)
SI unit for amount of subtance
kelvin (K)
SI unit for temperature
candela (cd)
SI unit for luminous intensity
base units
standard units around which the system is designed
derived units
units created by associating base units
newton (N)
SI unit of force; equal to 1 kg*m/s2
joule (J)
Unit of work and energy; equal to 1 kg*m2/s2
watt (W)
Unit of power; equal to 1 kg*m2/s3
ångström (Å)
unit of length on atomic scale; equal to 10-10 m
electron-volt (eV)
unit of energy on atomic scale; equal to 1.6 × 10-19 J
vector
number with magnitude and direction; represented by arrow or bold; magnitude uses absolute value lines or italics
scalar
number with magnitude only
vector quantities
displacement, velocity, acceleration, force
scalar quantities
distance, speed, energy, pressure, mass
resultant
the sum or difference of two vectors
tip-to-tail method
method of illustrating vector addition
components
properties of vectors described by dividing vectors by unit perpendicular lines
vector subtraction
A - B = A + -B; adding a vector with same magnitude but opposite direction
Multiplying vector by scalar
multiply magnitude of vector by absolute value of n, then adjust direction based on sign
dot product
A · B = |A| |B| cos θ; generates scalar quantity
cross product
A × B = |A| |B| sin θ; generates vector (equation produces magnitude, right-hand rule produces direction)
right-hand rule
hand towards A, curl towards B, thumb is C/resultant
displacement (x/d)
change in position in space; vector that connects initial and final position; doesn’t consider path; m
distance (d)
considers path taken, scalar, m
velocity (v)
rate of change of displacement in a given time; same direction as displacement; m/s
speed (v)
rate of actual distance in a given time, m/s
instantaneous velocity/speed
average velocity as change in time approaches 0; scalar
delta (Δ)
change in
Force (F)
vector quantity experienced as attraction or repulsion; N
Gravity
attractive force felt by matter
gravitational force equation
Fg= Gm1m2/r2
universal gravitational constant (G)
6.67 × 10-11 N*m2/kg2
gravitational acceleration (g)
near Earth’s surface; 9.81 m/s2
Friction
type of force that opposes the movement of objects
Static friction (fs)
friction between a stationary object and the surface upon which it rests; 0 ≤ fs ≤ μsN
coefficient of friction (μ)
unitless quantity that is dependent on the two materials in contact, μs > μk
normal force
component of the force between two objects in contact that is perpendicular to the plane of contact
Kinetic friction (fk)
friction between a sliding object and the surface over which the object slides; fk = μkN
Mass (m)
measure of a body’s inertia, the amount of matter in the object; kg
weight (Fg)
measure of gravitational force on an object’s mass; Fg = mg
center of mass/gravity
a single point to which weight is applied in an object; in each coordinate, equal to the sum of mass times position divided by the sum of mass; the center of mass of a uniform object 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; m/s2
deceleration
acceleration in the direction opposite the initial velocity
Newton’s FIrst Law of Motion/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 = 0
Newton’s Second Law of Motion
An object of mass m will accelerate when the vector sum of the forces results in some nonzero resultant force vector; Fnet = ma
Newton’s Third Law of Motion/Law of Action and Reaction
To every action, there is always an opposed but equal reaction; FAB = -FBA
Linear motion
the pathway of the moving object continues along a straight line
Linear kinetics equation - no x
v = v0 + at
Linear kinetics equation - no v0
x = vt - ½ at2
Linear kinetics equation - no v
x = v0t + ½ at2
Linear kinetics equation - no a
x = ½(v0 + v)t
Linear kinetics equation - no t
v2 = v02 + 2ax
vertical motion
use y in place of x
terminal velocity
maximum velocity due to drag force equally weight of falling object
free fall
vertical motion without regard to air resistance
Air resistance
friction-like force that opposes a falling object; increases with speed
drag force
force of air resistance; eventually equals weight of object to result in terminal velocity
projectile motion
motion that follows a path along two dimensions; to solve, divide motion into components
inclined planes
ramps; to solve problems, divide forces into components
circular motion
forces cause an object to move in a circular pathway; Upon completion of one cycle, the displacement of the object is zero
uniform circular motion
instantaneous velocity vector is always tangent to circular path
centripetal force
keeps object moving circularly; points radially inwards; Fc = mv2/r
dynamics
study of forces and torques
free body diagrams
a graphical illustration used to visualize the applied forces, moments, and resulting reactions on a body in a given condition
transitional equilibrium
motion without rotation
first condition of equilibrium
when the vector sum of all of the forces acting on an object is zero, a reiteration of Newton’s first law
rotational equilibrium
occurs when forces are applied against an object in such a way as to cause the object to rotate around a fixed pivot point
fulcrum
a fixed pivot point
torque/moment of force (τ)
generated by application of force at some distance from the fulcrum; τ = r × F = rF sin θ
lever arm
the distance between the applied force and the fulcrum
second condition of equilibrium
when the vector sum of all the torques acting on an object is zero