statics chapter 2

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Last updated 2:03 AM on 1/22/24
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57 Terms

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particle

mathematical model of an object as a mass point. has mass but no size or shape

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rigid body

mathematical model of a material body or system of particles in which the distance btw them is constant NO DEFORMATION

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w=mg

weight=mass*9.81m/s^2

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mass

the amount of material in a body, scalar, same in all gravitational fields and is a measure of inertia

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weight

the effect of gravity on body, vector, varies with gravitational pull and is a measure of force

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scalar

quantity that only has magnitude and no direction.

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scalar examples (5)

mass, distance, speed, time, temp

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vector

quantity with both magnitude and direction

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vector examples (5)

displacement, velocity, acceleration, momentum, force

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free vector

vector with definite magnitude and direction but no specific location in space (think moment vector of couple)

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sliding vector

vector that can be moved along a line that is collinear with itself

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bound vector

vector that has a specific point of application

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force

the action on one body to another that has magnitude, direction and LOA, effect is push or pull

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body force

force due to attraction of two bodies - no contact

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surface/contact force

force btwn two bodies due to contact

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concentrated force

force acting on a specific point, not an area

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distributed force

force spread over an area uniformly or non uniformly

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external forces

force acting outside of a structure set in equilibrium - not altered by a load applied on external force LOA

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internal forces

force effect within the entity or any part of a structure set in equilibrium - altered by loads

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collinear force

act on the same LOA

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coplanar force

act on same plane (parallel or general)

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concurrent force

all intersect at a common point

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M=Fd

moment=force*perp distance from LOA to moment center

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M= r x F

moment vector = position vector from moment center to force X force vector

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moment

measure of the tendency of a force to cause an object to rotate about a point or axis

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free body diagram

diagram used to identify all forces

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parallelogram rule

head to tail addition of vectors, when half of the gram is used its triangle construction

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equilibrium

state where no net external forces are acting on a particle and the body remains at rest or continues at a constant velocity. newtons 1st law

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varignon's theorem

the moment of any force is equal to the algebraic sum of the moments of the components of that force M=Mx+My+Mz

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equivalence

all systems can be reduced to a single force and moment, sometimes reduce to only a single force at a known location THINK LOADS

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transmissibility

doesn't matter if we push or pull, as long as LOA is maintained the results are same

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lateral transfer theorem

if we move a force laterally (NOT along LOA) we must add moment couple

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newtons third law

for every action there is an equal and opposite reaction

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superposition

if there is a linearity, a complex problem can be broken down smaller and summed (think review shape 2.67)

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friction

coulomb's law of dry friction which are empirical (cannot prove) in nature, not derived but observed

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area moment of inertia

stiffness parameter based on shape

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components of a vector

resolution of a vector into its x, y, and z … that all sum to the original vector

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unit vector

magnitude of 1, has no units only direction, ijk

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equal

same magnitude and direction

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equivalent

same effect on body, same moment

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resultant

sum of vectors, also has same net external effects as the original force system

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resolution

the replacement of a single force into two forces acting along a set of axes

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3D direction cosines

cos(theta x) = Fx/F - same for y and z

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1 ft in meter

0.3048m

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1 lb in kg

0.4536kg

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1 lb in N

4.448N

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1 slug in kg

14.59kg

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1 slug units

1 lb/ (ft/s^2)

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1 kip to lb

1000lb

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unit of N

mass(kg) / acc(m/s^2)

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unit of lb

mass (slug) * acc(ft/sec^2)

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ln(xy)

lnx + lny

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ln(x/y)

lnx - lny

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ln(x)^c

c ln(x)

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right hand coordinate system

fingers on x, curl towards y, thumb is z

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3 ways to give info in 3d

directional angles, double projection, distances(position vector)

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3d cosine direction identity

1 = cos²(alpha) + cos²(beta) + cos²(gamma)