AP PHYSICS C EXAM MECHANICS REVIEW

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Gravitational Force (Fg)

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Gravitational Force (Fg)

  • the force of attraction between any two masses

  • Fg = G(m1m2)/r2

  • G = gravitational constant → 6.67 * 10-11 Nm2/kg2

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gravitational field (g)

  • The area of influence of an object

  • g = acceleration due to gravity; on earth this is 9.8 m/s2

  • g = (Gm)/r2

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Gravitational Force of Spheres

  • With a solid sphere, Fg is proportional to r when the mass is INSIDE the sphere

  • With a hollow sphere, the mass is concentrated at the surface. Anywhere inside it the gravitational force is ZERO. 

  • With a solid OR hollow sphere, Fg is proportional to 1/r2 when the mass is OUTSIDE the sphere

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Relationship between orbital radii and velocities

  • can be found using the conservation of angular momentum

    L1 = L2

    Conservation of Angular Momentum

    L = Iω = (mr2)(v/r)

    Angular Momentum (L) = Moment of Interia (I) times Angular speed ()

    • I = mr2 for a point mass

    • = linear velocity (v) / radius

    I1ω1 = I2ω2

    (mr12)(v1/r1) = (mr22)(v2/r2)

    Conservation of Angular Momentum (substituted)

    r1v1 = r2v2

    Relationship between orbital radii and velocities

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Kepler’s Three Laws

  • Scientific laws that describe the motion of planets around the sun

  • Law of Orbits, Law of Areas, & Law of Periods

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Kepler’s First Law - Law of Orbits

The orbits of the planets are ellipsis, with the sun at one focus

<p><span>The orbits of the planets are ellipsis, with the sun at one focus</span></p>
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Kepler’s Second Law - Law of Areas

  • A radius vector joining any planet to the Sun sweeps out equal areas in equal lengths of time

    • Basically, if the area of the sector is equal the length of time it takes for the planet to travel that length of the circumference is equal

    • Explained by the conservation of angular momentum: When the planet is closer to the sun, it moves faster.

<ul><li><p><span>A radius vector joining any planet to the Sun sweeps out equal areas in equal lengths of time</span></p><ul><li><p><span>Basically, if the area of the sector is equal the length of time it takes for the planet to travel that length of the circumference is equal</span></p></li><li><p><span>Explained by the </span><em><span>conservation of angular momentum</span></em><span>: When the planet is closer to the sun, it moves faster.</span></p></li></ul></li></ul>
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Kepler’s Third Law - Law of Periods

  • The ratio of the squares of the periods of revolution around the Sun of any two planets equal the ratio of the cubes of the semimajor axes of their respective orbital ellipses → T2 proportional to R3

<ul><li><p>The ratio of the squares of the periods of revolution around the Sun of any two planets equal the ratio of the cubes of the semimajor axes of their respective orbital ellipses → T<sup>2</sup> proportional to R<sup>3</sup></p></li></ul>
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escape velocity

  • the velocity needed to escape a planet’s gravitational field

<ul><li><p>the velocity needed to escape a planet’s gravitational field</p></li></ul>
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Simple Harmonic Motion

regular repeating motion where the acceleration is proportional to the displacement

  • EX: a mass on a spring or a pendulum

  • The object will oscillate between the highest position and the lowest position; the graph looks like a sine graph

<p><span>regular repeating motion where the acceleration is proportional to the displacement</span></p><ul><li><p><span>EX: a mass on a spring or a pendulum</span></p></li><li><p><span>The object will oscillate between the highest position and the lowest position; the graph looks like a sine graph</span></p></li></ul>
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Amplitude (A)

distance from equilibrium to the maximum displacement (on either side)

  • in the pic, the distance from where the block currently is to the green/purple lines

<p><span>distance from equilibrium to the maximum displacement (on either side)</span></p><ul><li><p><span>in the pic, the distance from where the block currently is to the green/purple lines</span></p></li></ul>
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Period (T)

time for one complete oscillation

  • T = 2π/ω

  • T = 2π√m/k —> for a spring

  • T = 2π√L/g —> for a simple pendulum or physical pendulum where < 15o

  • T = 2π√I/mgD —> for a physical pendulum

<p><span>time for one complete oscillation</span></p><ul><li><p><mark data-color="yellow">T = 2π/ω</mark></p></li><li><p><span><mark data-color="yellow">T = 2π√m/k</mark> —&gt; for a spring</span></p></li><li><p>T = 2π√L/g —&gt; for a simple pendulum or <span>physical pendulum where &lt; 15<sup>o</sup></span></p></li><li><p>T = 2π√I/mgD —&gt; for a physical pendulum</p></li></ul>
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Angular Frequency (ω)

ω = 2π/T

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General Equation for a Simple Harmonic Oscillator

  • position: x(t) = A*sin(ωt)

  • velocity: v(t) = d/dt [x(t)] = Aω * cos(ωt)

  • acceleration: a(t) = d2/dt2 [x(t)] = d/dt [v(t)] = -Aω2 * sin(ωt)

<ul><li><p><span style="color: blue">position: x(t) = </span><strong><span style="color: blue">A*sin(ωt)</span></strong></p></li><li><p><span style="color: green">velocity: v(t) = d/dt [x(t)] = </span><strong><span style="color: green">Aω * cos(ωt)</span></strong></p></li><li><p><span style="color: red">acceleration: a(t) = d2/dt2 [x(t)] = d/dt [v(t)] = </span><strong><span style="color: red">-Aω2 * sin(ωt)</span></strong></p></li></ul>
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Simple Harmonic Oscillator Graphs - Things to Note

  • when x(t) is at a maximum, a(t) is at a minimum

  • x(t) = 0 when a(t) = 0, but v(t) is at a max/min

    • when x(t) = 0, a(t) = 0 —> when the mass returns to equilibrium position it has no acceleration → no force pulling on you at that point

    • Velocity is maximum/minimum at equilibrium, x(t) = 0

  • As you move away from equilibrium (displacement, x, increases) force (and thus acceleration) increases & pulls you back to equilibrium

<ul><li><p>when x(t) is at a maximum, a(t) is at a minimum</p></li><li><p>x(t) = 0 when a(t) = 0, but v(t) is at a max/min</p><ul><li><p><strong>when x(t) = 0, a(t) = 0</strong> —&gt; when the mass returns to equilibrium position it has no acceleration → no force pulling on you at that point</p></li><li><p>Velocity is maximum/minimum at equilibrium, x(t) = 0</p></li></ul></li><li><p>As you move away from equilibrium (displacement, x, increases) force (and thus acceleration) increases &amp; pulls you back to equilibrium</p></li></ul>
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How to find the equilibrium position of a spring

  • Moving the system from a horizontal to a vertical position → the spring will naturally stretch (due to gravity) and reach a new equilibrium position, which can be found:

    • Fnet = kx - mg

    • Fnet = 0

    • x = mg/k

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Springs in Combination

  • the effective spring constant changes

  • Two springs in series (top) → The springs stretch about twice as much as one spring

    • 1/Keff = 1/K1 + 1/K2

  • Two springs in parallel (bottom) → The springs stretch out half as much as one spring

    • Keff = K1 + K2

  • if the spring constant is halved, the period doubles → the smaller k gets, the larger the period is

  • the larger the spring constant the less it stretches; the less it stretches the shorter the period; oscillations happen faster

<ul><li><p><span>the effective spring constant changes</span></p></li><li><p>Two springs in series (top) → The springs stretch about twice as much as one spring</p><ul><li><p><strong><span>1/K<sub>eff</sub> = 1/K<sub>1</sub> + 1/K<sub>2</sub> …</span></strong></p></li></ul></li><li><p><span>Two springs in parallel (bottom) → The springs stretch out half as much as one spring</span></p><ul><li><p><strong><span>K<sub>eff</sub> = K<sub>1</sub> + K<sub>2</sub> …</span></strong></p></li></ul></li><li><p><span>if the spring constant is halved, the period doubles → the smaller k gets, the larger the period is</span></p></li><li><p><span>the larger the spring constant the less it stretches; the less it stretches the shorter the period; oscillations happen faster</span></p></li></ul>
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Pendula

  • A pendulum demonstrates simple harmonic motion by swinging back and forth

  • there are three types - simple, physical, and torsional pendulums

  • In a simple and physical pendulum, gravity provides the restoring force (the force that pulls the pendulum back to its equilibrium position)

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Arc Length & Acceleration (Pendulum)

  • s = Lθ

  • ds/dt = Lθ * dθ/dt

  • a = d2s/dt2 = L * d2θ/dt2

<ul><li><p><strong><span>s = L</span>θ</strong></p></li><li><p>ds/dt = Lθ * dθ/dt</p></li><li><p><strong>a</strong> = <span>d<sup>2</sup>s/dt<sup>2</sup> = L * d<sup>2</sup></span>θ<span>/dt<sup>2</sup></span></p></li></ul>
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Period (T)

  • T = 2π/ω

  • Spring: T = 2π√m/k

  • Simple Pendulum: T = 2π√L/gsimple or physical pendulum where < 15o

  • NOTE: Orientation does not affect the period of oscillation of the spring-block system → incline/angle doesn’t matter, time stays the same

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Period of a Physical Pendulum

  • T = 2π√I/mgD

  • I = rotational inertia & D = diameter of the disk

    • Calculate I using the parallel axis theorem

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Period of a Torsional Pendulum

  • T = 2π√I/

    • I = rotational inertia of the object around the point that it’s rotation (the center)

    • = torsional constant → twisting restoring force

<ul><li><p><strong><span>T = 2π√I/</span></strong></p><ul><li><p><span>I = rotational inertia of the object around the point that it’s rotation (the center)</span></p></li><li><p><span>= torsional constant → twisting restoring force</span></p></li></ul></li></ul>
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Energy of a Spring

  • for any point in it’s motion: U = ½ * kx2 & K = ½ mv2 → substitute x(t), v(t) in

  • U = ½ kA2 sin2(ωt)

  • KE = ½ m(Aω)2 cos2(ωt)

  • Etot = U + K = ½ kA2

  • total energy in simple harmonic motion is CONSTANT; energy is transferred between PE and KE

  • At its extremes, the object has 0 velocities (remember that x(t) max/min is when v(t) = 0) → thus all the energy must be (elastic) potential energy

  • At equilibrium, x(t) = 0 → thus all energy must be kinetic energy (velocity extremes, max/min)

  • At equilibrium, ½ mvmax2 = ½ kA2

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Center of Mass

  • sum of (mass * position) / total mass

  • For any system of masses, there is one point that moves as if the entire mass of the system were concentrated in it/all the forces were applied to it (ie one point that is representative of the multi-particle system)

  • located at a point called the “weighted average of masses” → in highly symmetrical (uniform) cases, it’s the geometric center of the object

  • FOR AN IRREGULAR OBJECT, integrate instead of taking the sum of

<ul><li><p><span><mark data-color="yellow">sum of (mass * position) / total mass</mark></span></p></li><li><p>For any system of masses, there is <em>one point</em> that moves as if the entire mass of the system were concentrated in it/all the forces were applied to it (ie one point that is representative of the multi-particle system)</p></li><li><p>located at a point called the “<strong>weighted average of masses</strong>” → in highly symmetrical (uniform) cases, it’s the geometric center of the object</p></li><li><p><strong>FOR AN IRREGULAR OBJECT</strong>, integrate instead of taking the sum of</p></li></ul>
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Center of Gravity

  •  the point at which the net force of gravity acting on the system can be assumed to be applied

  • Generally, the center of gravity (CoG) is not the same as the center of mass (CoM); BUT for almost any existing object, the two points pretty much coincide (very very close) so it's ok to say they are the same

    • The CoG and the CoM coincide for any system of masses located in a uniform gravitational field → in practical terms, it means that the system/object is much smaller in size than the planet nearest to it (so like, any object on Earth)

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Velocity of the center of mass

  • can be found by taking the derivative of the center of mass

  • vcm ∑mi = ∑mivi

  • The velocity of the center of mass can help you find the total momentum of the system

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Momentum (ρ)

  • mass (m) times its velocity (v)

  • ρ = mv

  • IT IS ONE OF ONLY 3 QUANTITIES THAT ARE CONSERVED IN AN ISOLATED SYSTEM (the other two being energy and angular momentum)

    • F = dp/dt —> change in momentum over change in time

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Impulse (J)

  • Impulse is the change of momentum of a particle

  • J = ∆p = F∆t

  • Impulse can also be the area under a Force-time graph (the integral, F∆t… duh)

<ul><li><p>Impulse is the change of momentum of a particle</p></li><li><p><strong><mark data-color="yellow">J = ∆p = F∆t</mark></strong></p></li><li><p>Impulse can also be the area under a Force-time graph (the integral, F∆t… duh)</p></li></ul>
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A ball of mass 𝑚 is dropped from rest at a height ℎ and collides elastically with the floor, rebounding to its original height. What is the magnitude of the net impulse on the ball during the collision with the floor?

  • net impulse is the change in momentum of the ball during its collision with the floor

  • set KE equal to PE to find initial speed → ½ mv2 = mgh → v = √2gh

  • The ball returns to the same height when it leaves the floor; thus, the final speed for the ball during the collision with the floor is the same as the speed when the ball reaches the floor, but it will be moving in the opposite direction (so opposite sign) → ∆p = pi - pf = m(vi - vf) = m(√2gh - (-√2gh)) = m√8gh

  • TAKE-AWAY: if it rebounds to the same position/same height, the object has the same speed after the collision as before

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A space shuttle has a mass of 90,000⁢  kg. In order to stay in a circular orbit, it must have a velocity of 8000m/s. The pilot discovers that the shuttle has slowed down to 7900m/s and the shuttle’s speed needs to increase. If the thrusters exert a constant force of 50,000N, how long do the thrusters have to exert this force in order to return the shuttle to orbital velocity?

J = ∆p

Ft = m(vf - vi)

t = m(vf - vi)/F = (90,000)(8000-7900)/50,000

t = 180s

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Types of Collisions

  • Linear momentum is conserved in ALL collisions

  • In inelastic collisions and explosions KE is NOT conserved

  • KE IS conserved in elastic collisons

  • In elastic collision, the objects do not stick together

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Ballistic Pendulums

  • used to analyze the initial velocities of launching systems

  •  Has 3 components: the launch, the collision, and the swing. In the launch and swing, energy is conserved. However, energy is not conserved in the collision (only linear momentum). —> analyze each part seperately

<ul><li><p><span>used to analyze the initial velocities of launching systems</span></p></li><li><p><span>&nbsp;Has 3 components: the launch, the collision, and the swing. In the launch and swing, energy is conserved. However, energy is not conserved in the collision (only linear momentum). —&gt; analyze each part seperately</span></p></li></ul>
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2D Collisions

  • Objects collide and go in different directions; use vectors to solve these types of problems

  • can use the Pythagorean theorem: p02 = pA2 + pB2

<ul><li><p>Objects collide and go in different directions; use vectors to solve these types of problems</p></li><li><p>can use the Pythagorean theorem: <span>p<sub>0</sub><sup>2</sup> = p<sub>A</sub><sup>2</sup> + p<sub>B</sub><sup>2</sup></span></p></li></ul>
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Torque

  • torque = distance * sinθ * Force

    • When r & F are maximum, and θ = 90o → torque maximum

    • 0 < θ < 90 → intermediate torque

  • Rotation depends on the force applied (direction & magnitude), the distance between force applied & pivot point (i.e. moment arm), & the angle at which the force is applied → together this is torque

    • Pivot Point (AKA fulcrum, hinge): the point at which the object rotates about

    • Moment Arm: the perpendicular distance from the pivot point to where the force is being applied

<ul><li><p><span><mark data-color="yellow">torque = distance * sin</mark></span><mark data-color="yellow">θ</mark><span><mark data-color="yellow"> * Force</mark></span></p><ul><li><p><span>When r &amp; F are maximum, and </span>θ <span>= 90<sup>o</sup> → torque maximum</span></p></li><li><p><span>0 &lt; </span>θ <span>&lt; 90 → intermediate torque</span></p></li></ul></li><li><p><span>Rotation depends on the force applied (direction &amp; magnitude), the distance between force applied &amp; pivot point (i.e. moment arm), &amp; the angle at which the force is applied → together this is </span><strong><span>torque</span></strong></p><ul><li><p><strong><span>Pivot Point (AKA fulcrum, hinge)</span></strong><span>: the point at which the object rotates about</span></p></li><li><p><strong><span>Moment Arm: the perpendicular distance from the pivot point to where the force is being applied</span></strong></p></li></ul></li></ul>
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Right Hand Rule for Torque

  • wrist = pivot point

  • fingers point in the direction of r (distance)

  • fingers CURL in the direction of F

  • thumb points in the direction of torque

<ul><li><p>wrist = pivot point</p></li><li><p>fingers point in the direction of r (distance)</p></li><li><p>fingers CURL in the direction of F</p></li><li><p>thumb points in the direction of torque</p></li></ul>
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Rotational Inertia (I)

  • Inertia is a resistance to change (qualitative)

  • Mass is the quantitative value of inertia, measured in kilograms (kg)

  • Rotational Interia (I) is a resistance to change in rotational motion; it depends on both mass and location (of the mass) 

  • Rotational Inertia of point particles:  I = ∑mr2

    • r = distance of mass from pivot point

    •  if I want my rotational inertia to be as large as possible, the pivot point should be as far as possible from the largest mass

    • the sum of becomes an integral symbol for a non-rigid body

  • The rotational inertia is greater when the mass of an object is further away from the center (ex. out of a hoop and sphere with the same mass and radius, hoop has more rotational inertia )

<ul><li><p><em>Inertia</em> is a resistance to change (qualitative)</p></li><li><p>Mass is the quantitative value of inertia, measured in kilograms (kg)</p></li><li><p><strong><em>Rotational Interia (I)</em></strong><em> is a resistance to change in rotational motion; it depends on both mass and location (of the mass)&nbsp;</em></p></li><li><p>Rotational Inertia of point particles:&nbsp; <mark data-color="yellow">I = ∑mr<sup>2</sup></mark></p><ul><li><p>r = distance of mass from pivot point</p></li><li><p>&nbsp;if I want my rotational inertia to be as large as possible, the pivot point should be as far as possible from the largest mass</p></li><li><p>the sum of becomes an integral symbol for a non-rigid body</p></li></ul></li><li><p>The rotational inertia is greater when the mass of an object is further away from the center (ex. out of a hoop and sphere with the same mass and radius, hoop has more rotational inertia )</p></li></ul>
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Parallel Axis Theorem

  • To find the rotational inertia of an object rotating about a point that is NOT its center of mass

  • I = Md2 + Icm

    • Icm = rotational inertia about the center of mass

    • M = mass of the object

    • d = distance from center of mass to pivot point

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Angular displacement (∆θ)

  • A particle that rotates through an angular displacement also translates through a distance s (arc length)

  • s = r(∆θ) → on the equation sheet (backside w/ all the geom)

<ul><li><p><span>A particle that rotates through an angular displacement also translates through a distance </span><strong><span>s</span></strong><span> (</span><strong><span>arc length</span></strong><span>)</span></p></li><li><p><span><mark data-color="yellow">s = r(∆θ)</mark> → on the equation sheet (backside w/ all the geom)</span></p></li></ul>
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Angular velocity (ω)

  • how long it takes an object to rotate through an angle → ω = dθ/dt (rad/s)

  • The tangential velocity (linear) is tangent to the circular motion

  • RIGHT-HAND RULE FOR ω: fingers curl in the direction of rotation and thumb points in the direction of ω (this direction is along the axis of rotation)

  • *note: as the radius of rotation changes, the arc length changes. A smaller radius means a shorter arc length. This affects the tangential velocity (smaller radius = slower tangential velocity) → as long as the radius of the rotation remains the same, the angular velocity won’t change though.

  • Uniform rotation → v = rω

<ul><li><p><span>how long it takes an object to rotate through an angle → <mark data-color="yellow">ω = dθ/dt (rad/s) </mark></span></p></li><li><p><span>The tangential velocity (linear) is tangent to the circular motion</span></p></li><li><p><strong><span>RIGHT-HAND RULE FOR ω: </span></strong><span>fingers curl in the direction of rotation and thumb points in the direction of ω (this direction is along the axis of rotation)</span></p></li><li><p><span>*note: as the radius of rotation changes, the arc length changes. A smaller radius means a shorter arc length. This affects the tangential velocity (smaller radius = slower tangential velocity) → as long as the radius of the rotation remains the same, the </span><em><span>angular velocity </span></em><span>won’t change though.</span></p></li><li><p><span>Uniform rotation → v = rω</span></p></li></ul>
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Angular acceleration (α)

  • α = dω/dt = d2θ/dt2

  • The direction of both tangential and angular acceleration is parallel (when the object is speeding up) or antiparallel (when the object is slowing down) to the tangential/angular velocity (respectively)

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Equations for Uniform Rotational Motion

  • ω = ω0 + αt

  • θ = ω0t + ½ αt2

  • ωf2 = ω02 + 2αθ

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Rolling w/out Slippling

  • CONDITION: center of mass —> v = ωr

  • it has both translational and linear properties

  • Friction does not do work on an object rolling w/out slipping because there’s no displacement of the point of application of a force

    • Static friction makes rolling w/out slipping possible; the point where the bottom of a wheel touches the surface is instantaneously at rest, but the rest of the wheel rotates about a rotation axis through a point

    • We call it “rolling w/out slipping” because the rolling is uniform and the velocity (tangential) is constant

<ul><li><p>CONDITION: center of mass —&gt; <mark data-color="yellow">v = ωr</mark></p></li><li><p><strong>it has both translational and linear properties</strong></p></li><li><p><strong>Friction does not do work on an object rolling w/out slipping</strong> because there’s no displacement of the point of application of a force</p><ul><li><p>Static friction makes rolling w/out slipping possible; the point where the bottom of a wheel touches the surface is <em>instantaneously</em> at rest, but the rest of the wheel rotates about a rotation axis through a point</p></li><li><p>We call it “rolling w/out slipping” because the rolling is uniform and the velocity (tangential) is constant</p></li></ul></li></ul>
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Newton’s Second Law for Rotation

  • If the sum of torques on an object is non-zero, the object will experience angular acceleration

  • α = (∑τ)/I

<ul><li><p><span>If the sum of torques on an object is non-zero, the object will experience angular acceleration</span></p></li><li><p><mark data-color="yellow">α = (∑τ)/I </mark></p></li></ul>
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Angular Momentum (L)

  • L = r(mv) * sinθ = r * p * sinθ —> particle

  • L = Iω —> extended rigid body

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Conservation of angular momentum

  • τ = dL/dt —> if τ = 0, then ∆L = 0, so the final and initial angular momentum is the same

  • angular momentum is conserved when there is no torque

    • remember: if the force acts at the point of rotation, then the torque is 0 (because the distance from the point where F is applied is 0)

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position/velocity/acceleration

  • instantaneous velocity: dx/dt → velocity at a specific point

  • average velocity: ∆x/∆t

  • instantaneous acceleration: dv/dt

  • the area under a velocity-time graph is the displacement

Note: you can use these relationships for non-uniformly accelerated motion problems. Use kinematic equations (on eq sheet) for UAM problems

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Free Fall Problems

  • an object is in free fall if gravity is the only force acting on it

  • the acceleration of an object in free-fall is g = 9.8 m/s2 throughout the motion

  • at the peak of any trajectory, y-component of velocity is ZERO

  • (because the graph is a parabola, and conservation of energy) an object’s speed as it passes a certain height is the exact same on the way up and on the way down; the magnitude of the time difference to the peak of the trajectory is also the same

<ul><li><p>an object is in free fall if gravity is the only force acting on it </p></li><li><p>the acceleration of an object in free-fall is g = 9.8 m/s<sup>2</sup> throughout the motion</p></li><li><p>at the peak of any trajectory, y-component of velocity is ZERO</p></li><li><p>(because the graph is a parabola, and conservation of energy) an object’s speed as it passes a certain height is the exact same on the way up and on the way down; the magnitude of the time difference to the peak of the trajectory is also the same</p></li></ul>
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Projectile motion

  • the object only experiences the force of gravity (in the y-direction) → ay = g

  • there is NO net force in the x-direction → no acceleration in the x-direction → vx is constant, ax = 0

  • time connects the two directions; the UAM equations can be used here

  • Range = (v2 sin2θ)/g

  • Rangemax = gt2/4

  • h(t) = - ½ gt2 + vyt + h0 → h0 = initial height

  • vx = vcosθ, vy = vsinθ

  • t = 2vsinθ

  • hmax = v2sinθ/2g

<ul><li><p>the object only experiences the force of gravity (in the y-direction) → <strong>a<sub>y</sub> = g</strong></p></li><li><p>there is NO net force in the x-direction → no acceleration in the x-direction → <strong>v<sub>x </sub>is constant</strong>,<strong> a<sub>x</sub> = 0</strong></p></li><li><p>time connects the two directions; the UAM equations can be used here</p></li><li><p><strong><mark data-color="yellow">Range = (v<sup>2</sup> sin2θ)/g </mark></strong></p></li><li><p><strong><mark data-color="yellow">Range<sub>max</sub> = gt<sup>2</sup>/4</mark></strong></p></li><li><p><strong><mark data-color="yellow">h(t) = - ½ gt<sup>2</sup> + v<sub>y</sub>t + h<sub>0</sub></mark></strong> → h<sub>0</sub> = initial height</p></li><li><p><strong><mark data-color="yellow">v<sub>x</sub> = vcosθ</mark>, <mark data-color="yellow">v<sub>y</sub> = vsinθ</mark></strong></p></li><li><p><strong><mark data-color="yellow">t = 2vsinθ</mark></strong></p></li><li><p><strong><mark data-color="yellow">h<sub>max</sub> = v<sup>2</sup>sinθ/2g</mark></strong></p></li></ul>
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49

Uniform Circular Motion

  • when an object moves at a constant speed in uniform circular motion, its acceleration is NOT zero

  • the direction of the velocity is tangent to the circle in the direction of the motion

  • v = rω

  • the direction of the acceleration vector is always toward the center of the circle

  • the magnitude of the acceleration is given by a(t) = v2/r → centripetal accel.

  • tangential acceleration (parallel to velocity) only affects the magnitude of the velocity vector. radial acceleration (perpendicular to velocity) affects the direction

    • when tangential accel. is non-zero and radial accel. is zero, only direction changes → if tangential accel. is constant, then it is uniform circular motion

    • when tangential accel. is zero and radial accel. is non-zero, the direction never changes; the object moves in a line with changing speed

  • Fnet = mv2/r → UCM, Fnet must be pointed to the center of the circle

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50

Newton’s First Law → Inertia

  • Inertia is how much an object resists a change in velocity and is measured by mass → the idea that it is harder to change the motion of a more massive object

  • If an object is at rest (static equilibrium), or in motion with CONSTANT velocity (dynamic equilibrium), then it must have zero acceleration and zero net force

    • Fnet = 0 ←→ a = 0

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51

Newton’s Second + Third Laws

  • Fnet = ma

  • For every force exerted by one object on another, there is another force equal and opposite to it → applies only to a pair of objects, not a singular object alone

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52

Mass v. Weight

  • mass is a measure of inertia (SI Unit = kg) → an object has the same mass anywhere in the universe

  • weight is the magnitude of the force exerted on an object by the closes planet; it is not the same everywhere in the universe → weight = mg

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Normal Force (FN)

  • magnitude is determined by F = ma

  • it is always PERPENDICULAR to the surface is on and pointing away from it (the surface)

<ul><li><p>magnitude is determined by F = ma</p></li><li><p>it is always PERPENDICULAR to the surface is on and pointing away from it (the surface)</p></li></ul>
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54

Frictional Force (Fs)

  • the magnitude can be determined from experiments

  • Fs is parallel to the plane of contact between two objects, and it is opposite in direction to the motion

  • An object has static friction when it is at rest. As long as the applied force is less than the threshold, the object won’t move and Fs is equal to Fnet → Fstatic friction ≤ µsFN

  • An object has kinetic friction when it is moving, Fkinetic friction is always lower than the maximum Fstatic friction → Fkinetic friction ≤ µkFN

<ul><li><p>the magnitude can be determined from experiments</p></li><li><p>F<sub>s</sub> is parallel to the plane of contact between two objects, and it is opposite in direction to the motion</p></li><li><p>An object has static friction when it is at rest. As long as the applied force is less than the threshold, the object won’t move and F<sub>s</sub> is equal to F<sub>net</sub> → F<sub>static friction</sub> ≤ µ<sub>s</sub>F<sub>N<sup> </sup></sub></p></li><li><p>An object has kinetic friction when it is moving, F<sub>kinetic friction</sub> is always lower than the maximum F<sub>static friction </sub>→ F<sub>kinetic friction </sub>≤ µ<sub>k</sub>F<sub>N</sub></p></li></ul>
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55

Work

  • dW = Fnet * dr

  • W = F∆r → work due to a constant net force

  • Area under a Force-position graph is work

  • W = mvf2/2 - mvi2/2

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56

Work-Energy Theorem

  • Kinetic Energy = the energy of an object in motion → KE = ½ mv2

  • Wnet = ∆KE

  • W = -∆U

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57

Conservation of Energy

  • Energy is conserved → total energy of a system is equal to the sum of its kinetic and potential energy at any point

    • Etot = KE + U

  • U = mgh

  • Ug → gravitational PE → W = mg * ∆r

  • The energy dissipated means energy lost → if an object in motion is coming to rest on a flat surface (the PE doesn’t change cuz its height doesn’t), the initial KE is the final energy dissipated.

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58

Spring Force (Hooke’s Law) & Elastic PE

  • Force due to a spring: Fx = -kx

    • k → spring constant

    • x → displacement from equilibrium position

  • Uelastic = ½ kx2

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59

Power (P)

  • P = W/∆t → Units: J/s

  • Fx = -dU/dx → valid only when there are no non-conservative forces

  • When force is constant, P = Fv

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60

Two blocks rest on a table. The bottom block is pulled to the right by an applied force 𝐹 that is strong enough so that the two blocks do not move together (i.e., they do not have the same acceleration or velocity). There is friction between the blocks, but the tabletop is frictionless. When the top block leaves the bottom block, where does it land and why?

The top block will land to the right of where it starts because of the kinetic friction between the blocks.

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