MCAT Physics - Kinematics and Dynamics

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British/Imperial/Foot-Pound-Second (FPS) system

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83 Terms

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British/Imperial/Foot-Pound-Second (FPS) system

standardized system of measurement typically only used in the US

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foot (ft)

Imperial unit of length

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pound (lb)

Imperial unit of weight

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second (s)

Imperial/SI unit for time

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slug

Imperial unit for mass

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Metric/Meter-Kilogram-Seconds (MKS)/Centimeters-Grams-Seconds (CGS) system

most common system of units

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System International (SI) units

units system used in science worldwide

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meter (m)

SI unit for length

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kilogram (kg)

SI unit for mass

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ampere (A)

SI unit for current, equal to coulomb/second

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mole (mol)

SI unit for amount of subtance

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kelvin (K)

SI unit for temperature

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candela (cd)

SI unit for luminous intensity

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base units

standard units around which the system is designed

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derived units

units created by associating base units

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newton (N)

SI unit of force; equal to 1 kg*m/s2

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joule (J)

Unit of work and energy; equal to 1 kg*m2/s2

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watt (W)

Unit of power; equal to 1 kg*m2/s3

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ångström (Å)

unit of length on atomic scale; equal to 10-10 m

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electron-volt (eV)

unit of energy on atomic scale; equal to 1.6 × 10-19 J

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vector

number with magnitude and direction; represented by arrow or bold; magnitude uses absolute value lines or italics

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scalar

number with magnitude only

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vector quantities

displacement, velocity, acceleration, force

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scalar quantities

distance, speed, energy, pressure, mass

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resultant

the sum or difference of two vectors

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tip-to-tail method

method of illustrating vector addition

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components

properties of vectors described by dividing vectors by unit perpendicular lines

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vector subtraction

A - B = A + -B; adding a vector with same magnitude but opposite direction

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Multiplying vector by scalar

multiply magnitude of vector by absolute value of n, then adjust direction based on sign

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dot product

A · B = |A| |B| cos θ; generates scalar quantity

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cross product

A × B = |A| |B| sin θ; generates vector (equation produces magnitude, right-hand rule produces direction)

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right-hand rule

hand towards A, curl towards B, thumb is C/resultant

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displacement (x/d)

change in position in space; vector that connects initial and final position; doesn’t consider path; m

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distance (d)

considers path taken, scalar, m

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velocity (v)

rate of change of displacement in a given time; same direction as displacement; m/s

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speed (v)

rate of actual distance in a given time, m/s

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instantaneous velocity/speed

average velocity as change in time approaches 0; scalar

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delta (Δ)

change in

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Force (F)

vector quantity experienced as attraction or repulsion; N

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Gravity

attractive force felt by matter

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gravitational force equation

Fg= Gm1m2/r2

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universal gravitational constant (G)

6.67 × 10-11 N*m2/kg2

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gravitational acceleration (g)

near Earth’s surface; 9.81 m/s2

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Friction

type of force that opposes the movement of objects

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Static friction (fs)

friction between a stationary object and the surface upon which it rests; 0 ≤ fs ≤ μsN

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coefficient of friction (μ)

unitless quantity that is dependent on the two materials in contact, μs > μk

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normal force

component of the force between two objects in contact that is perpendicular to the plane of contact

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Kinetic friction (fk)

friction between a sliding object and the surface over which the object slides; fk = μkN

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Mass (m)

measure of a body’s inertia, the amount of matter in the object; kg

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weight (Fg)

measure of gravitational force on an object’s mass; Fg = mg

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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

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acceleration (a)

rate of change of velocity that an object experiences as a result of some applied force; m/s2

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deceleration

acceleration in the direction opposite the initial velocity

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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

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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

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Newton’s Third Law of Motion/Law of Action and Reaction

To every action, there is always an opposed but equal reaction; FAB = -FBA

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Linear motion

the pathway of the moving object continues along a straight line

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Linear kinetics equation - no x

v = v0 + at

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Linear kinetics equation - no v0

x = vt - ½ at2

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Linear kinetics equation - no v

x = v0t + ½ at2

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Linear kinetics equation - no a

x = ½(v0 + v)t

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Linear kinetics equation - no t

v2 = v02 + 2ax

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vertical motion

use y in place of x

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terminal velocity

maximum velocity due to drag force equally weight of falling object

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free fall

vertical motion without regard to air resistance

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Air resistance

friction-like force that opposes a falling object; increases with speed

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drag force

force of air resistance; eventually equals weight of object to result in terminal velocity

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projectile motion

motion that follows a path along two dimensions; to solve, divide motion into components

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inclined planes

ramps; to solve problems, divide forces into components

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circular motion

forces cause an object to move in a circular pathway; Upon completion of one cycle, the displacement of the object is zero

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uniform circular motion

instantaneous velocity vector is always tangent to circular path

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centripetal force

keeps object moving circularly; points radially inwards; Fc = mv2/r

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dynamics

study of forces and torques

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free body diagrams

a graphical illustration used to visualize the applied forces, moments, and resulting reactions on a body in a given condition

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transitional equilibrium

motion without rotation

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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

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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

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fulcrum

a fixed pivot point

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torque/moment of force (τ)

generated by application of force at some distance from the fulcrum; τ = r × F = rF sin θ

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lever arm

the distance between the applied force and the fulcrum

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second condition of equilibrium

when the vector sum of all the torques acting on an object is zero

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