Chapter 1: Units, Physical Quantities, and Vectors - Vocabulary Flashcards

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Comprehensive vocabulary flashcards covering the nature of physics, solving problems, standard units, significant figure rules, and vector operations based on the Chapter 1 Master Study Packet.

Last updated 12:44 AM on 6/18/26
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32 Terms

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Physics

An experimental science that seeks to find patterns that relate the phenomena of nature.

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Physical Theories

The patterns that relate the phenomena of nature, discovered by physicists.

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Physical Law (or Principle)

A very well-established or widely used theory.

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Identify

The first step of the problem-solving method where relevant concepts, target variables, and known quantities are identified.

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Set Up

The second step of the problem-solving method where equations are chosen and a sketch of the situation is drawn.

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Execute

The third step of the problem-solving method where the math is done and the solution is carried out.

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Evaluate

The fourth step of the problem-solving method where the answer is compared with estimates and reconsidered if a discrepancy exists.

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Idealized Model

A simplified version of a physical system used to simplify analysis of a problem.

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SI (International System)

The most widely used system of units, abbreviated from the French name Système International.

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Meter (mm)

The standard SI unit of length.

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Second (ss)

The standard SI unit of time.

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Kilogram (kgkg)

The standard SI unit of mass.

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Unit Prefixes

Modifiers used to create larger and smaller units for the fundamental quantities, such as kilo (k=103k = 10^3) and milli (m=103m = 10^{-3}).

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Dimensionally Consistent

A property of every valid physics equation stating that terms added or equated must have the same units.

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Conversion Factor

A ratio of the same physical quantity in two different units that is equal to 1, used to convert unit sets.

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Significant Figures

Digits used to indicate the uncertainty of a measured quantity based on the precision of measurement.

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Sig-Fig Rule (Multiplication/Division)

The calculated result has no more significant figures than the factor with the fewest significant figures.

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Sig-Fig Rule (Addition/Subtraction)

The calculated result keeps only as many decimal places as the term with the fewest digits to the right of the decimal point.

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Order-of-Magnitude Estimate

A rough ballpark estimate correct to within a power of ten, used when only crude input data are available.

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Scalar Quantity

A physical quantity described by a single number representing magnitude only.

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Vector Quantity

A physical quantity that possesses both a magnitude and a direction in space.

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Negative of a Vector

A vector that has the same magnitude as the original but points in the opposite direction.

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Head-to-Tail Method

A graphical procedure for adding vectors where the tail of each vector is placed at the head of the previous one.

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Vector Components

A precise method of representing a vector in terms of its parts along horizontal (AxA_x), vertical (AyA_y), and sometimes depth (AzA_z) axes.

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Unit Vector

A vector with a magnitude of 1 and no units that is used solely to describe a direction in space.

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i with hat

The unit vector pointing in the +x+x-direction.

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j with hat

The unit vector pointing in the +y+y-direction.

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k with hat

The unit vector pointing in the +z+z-direction.

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Scalar (Dot) Product

The multiplication of two vectors that results in a scalar, calculated as AB=ABcos(ϕ)\vec{A} \cdot \vec{B} = AB \cos(\phi).

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Vector (Cross) Product

The multiplication of two vectors that results in a third vector perpendicular to the original two, with magnitude ABsin(ϕ)AB \sin(\phi).

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Right-Hand Rule

A method used to determine the direction of the vector (cross) product result.

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Anticommutative

A property of the vector product where reversing the order of the vectors changes the sign of the result (A×B=(B×A)\vec{A} \times \vec{B} = -(\vec{B} \times \vec{A})).