Kinematics and Dynamics Notes

KINEMATICS

Average Speed

  • Average speed is calculated as total distance traveled divided by the total time taken.
    speed = \frac{total \ distance \ travelled}{total \ time \ taken}

Uniform Speed

  • Uniform speed implies that the change in distance traveled by an object is the same for every unit of time.

Time and Distance

  • Example:

    • Time = 0s, Distance = 0m

    • Time = 1s, Distance = 10m

    • Time = 2s, Distance = 10m + 10m = 20m

    • Time = 3s, Distance = 20m + 10m = 30m

Difference Between Distance and Displacement

  • Distance:

    • Total length covered by a moving object, regardless of direction.

    • Has magnitude only.

    • SI unit: meter (m).

  • Displacement:

    • Distance measured in a straight line from a fixed reference point.

    • Has both magnitude and direction.

  • Example:

    • Object moves 10m in one direction and then 2m back.

    • Displacement = 8m,

    • Distance = 10m + 2m = 12m.

Velocity

  • Rate of change in displacement.

  • SI unit: m/s.
    velocity = \frac{displacement}{time \ taken}

  • Average velocity:
    average \ velocity = \frac{total \ displacement}{total \ time \ taken}

Acceleration

  • Object accelerates when its velocity changes.

  • Velocity changes with speed or direction changes (or both).

  • Rate of change of velocity.

  • SI unit: m/s². acceleration = \frac{change \ of \ velocity}{time \ taken} = \frac{V-U}{t}

    • Where:

      • V = Final velocity

      • U = Initial velocity

      • t = Time taken

  • Uniform acceleration is the constant rate of change of velocity.

Displacement-Time Graphs

  • The gradient of a displacement-time graph gives the velocity of the object.

  • Case 1: Object at Rest

    • Graph has zero gradient.

    • Displacement is constant.

    • Velocity is 0 m/s.

  • Case 2: Object Traveling with Uniform Velocity

    • Graph has a constant gradient.

    • Displacement increases linearly with time.

    • Velocity is constant (e.g., 10 m/s).

  • Case 3: Object Traveling with Increasing Velocity

    • The graph has an increasing gradient.

    • Velocity of the car increases.

  • Case 4: Object Traveling with Decreasing Velocity

    • The graph has a decreasing gradient.

    • Velocity of the car decreases.

Velocity-Time Graphs

  • The gradient of a velocity-time graph gives the acceleration of the object.

  • Case 1: Object at Rest

    • Velocity of the car remains at 0 m/s.

    • The gradient is zero.

    • Zero acceleration.

  • Case 2: Object Traveling with Uniform Velocity

    • Velocity of the car remains constant (e.g., 10 m/s).

    • Zero gradient, zero acceleration.

  • Case 3: Object Traveling with Uniform Acceleration

    • Velocity of the car increases linearly with time.

    • Graph has a positive and constant gradient.

    • Acceleration is constant.

  • Case 4: Object Traveling with Uniform Deceleration

    • Velocity of the car decreases linearly with time.

    • Graph has a negative and constant gradient.

    • Deceleration is constant.

  • Case 5: Object Traveling with Increasing Acceleration

    • The increase of velocity is increasing with time.

    • Graph has a positive and increasing gradient.

    • Acceleration increases.

  • Case 6: Object Traveling with Decreasing Acceleration

    • The increase of velocity is decreasing with time.

    • Graph has a positive and decreasing gradient.

    • Acceleration decreases.

    • Note: The car is still speeding up but at a decreasing rate.

Area Under Velocity-Time Graph

  • The area under the velocity-time graph gives the displacement.

Acceleration of Free Fall

  • All objects, regardless of mass/size, fall at the same acceleration due to Earth's gravity, if air resistance is negligible.

  • The acceleration due to gravity is constant (approximately 10 \frac{m}{s^2}).

Factors Affecting Free Fall

  • Gravity of Earth (approximately 10 \frac{m}{s^2}).

  • Air resistance.

Vector vs. Scalar Quantities

  • Scalar:

    • Physical quantity with magnitude only.

    • Examples: Speed, distance, mass, energy, time.

  • Vector:

    • Physical quantity with both magnitude and direction.

    • Examples: Displacement, velocity, acceleration, force, weight.

DYNAMICS

Non-Contact Forces

  • Gravitational Force:

    • The pull exerted by Earth's gravity on any object (e.g., weight).

  • Electrostatic Force:

    • Attractive or repulsive forces between electric charges.

  • Magnetic Force:

    • Attractive or repulsive forces between magnets.

Contact Forces

  • Friction:

    • Force that opposes or tends to oppose motion between surfaces in contact.

  • Air Resistance:

    • Frictional force exerted by air that opposes the motion of moving objects.

  • Normal Force:

    • The push exerted by a surface on an object pressing on it which is always perpendicular to the surface.

  • Tension:

    • The pull exerted by a stretched string or rope on an object attached to it.

Mass

  • Measure of amount of matter in a body.

  • SI unit: kilogram (kg).

  • Does not change with location or shape.

Weight

  • Gravitational force acting on an object that has mass.

  • SI unit: Newton (N).

  • Vector quantity with magnitude and direction. w = mg

    • Where:

      • w = weight

      • m = mass (kg)

      • g = gravitational field strength

Field

  • Region in which an object experiences a force.

Gravitational Field

  • Region in which a mass experiences a force due to gravitational attraction.

Gravitational Field Strength

  • Defined as gravitational force per unit mass placed at that point. g = \frac{F}{m} F = ma

    • Where:

      • F = resultant force (N)

      • m = mass (kg)

      • a = acceleration (m/s²)

Newton's First Law

  • Every object will continue in its state of rest or uniform motion in a straight line unless a resultant force acts on it.

  • If the resultant force acting on an object is zero, the object is balanced.

Inertia

  • Refers to the reluctance of an object to change its state of rest or motion due to its mass.

  • The larger the mass, the harder it will be for the object to start moving, slow down, move faster, or change direction.

Newton's Second Law

  • When a resultant force acts on an object of constant mass, the object will accelerate in the direction of the resultant force.

  • If the resultant force acting on an object is not zero, the forces are unbalanced.
    F = ma

Newton's Third Law

  • If body A exerts a force F{AB} on body B, body B will exert an equal and opposite force F{BA} on body A.

  • Normal and weight forces are NOT an action-reaction pair.

Free Body Diagrams

  • Diagram representing all forces acting on an object.

  • Common forces: weight (w), normal force (N), applied force, friction, air resistance (ARA).

Friction

  • Contact force that opposes or tends to oppose motion between surfaces in contact.

  • Pros:

    • Enables walking without slipping.

    • Allows moving objects to slow down when needed.

  • Cons:

    • Cars are less efficient (by approximately 20%).

    • Causes wear and tear faster.

Objects Falling with Air Resistance

  • An object can only be in free fall if the only force acting on it is its weight.

  • Air Resistance:

    • Opposes the motion of moving objects.

    • Increases with the speed of the object.

    • Increases with the surface area (or size) of the object.

    • Increases with the density of air.

  • When air resistance acting against an object equals its weight, the object starts to travel at a constant speed known as terminal velocity. The object has zero acceleration.

Physical Quantities and Units

Physical Quantity

  • A physical quantity is something that can be measured.

  • Consists of a numerical magnitude and a unit.

Ways to Measure Length
  • Meter Ruler and Measuring Tape:

    • Meter rulers measure up to 1m.

    • Measuring tapes measure straight distances more than 1m.

    • Cloth measuring tapes measure length along a curved surface.

  • Digital Calipers:

    • Used to measure internal and external diameters of objects accurately (up to 2 decimal places in mm).

    • Typical range: 0-15cm.

  • Digital Micrometer Screw Gauge:

    • Used to measure objects that are too small for calipers.

    • Most precise (up to 3 decimal places in mm).

    • Typical range: 0-2.5cm.

Measurement of Time

  • SI unit: seconds (s).

  • Pendulum: Used to measure time; each complete to-and-fro motion is one oscillation (called a period).

Types of Errors

  • Parallax error

  • Random error (human reaction time)

Base SI Units

Quantity

Unit

Symbol

Length

meter

m

Mass

kilogram

kg

Time

second

s

Electric current

ampere

A

Temperature

Kelvin

K

Amount of substance

mole

mol

Metric Prefixes

Prefix

Symbol

Value

tera-

T

10^{12}

giga-

G

10^9

mega-

m

10^6

kilo-

k

10^3

deci-

d

10^{-1}

centi-

c

10^{-2}

milli-

m

10^{-3}

micro-

μ

10^{-6}

nano-

n

10^{-9}