Physics Quick-Review Notes
Fundamental SI (Base) Units
Time → (second)
Electric current → (ampere)
Amount of substance → (mole)
Temperature → (kelvin)
Length → (meter)
Mass → (kilogram)
Luminous intensity → (candela)
Liters () = derived (NOT a base unit)
Core Kinematics
Average velocity:
Average speed:
Acceleration (kinematics):
Three key constant-acceleration ("family") equations
Uniform Circular Motion
Centripetal (radial) acceleration:
tangent to circle; points to center; they are apart.
Units to Recall
Velocity / speed →
Acceleration → \text{m\,/\,s^2}
Force → \text{N} = \text{kg·m\,/\,s^2}
Displacement / distance →
Problem-Solving Template (GUESS)
G – Given data
U – Unknown quantity
E – Equation to use
S – Substitute
S – Solve (include units)
Worked Examples
Linear motion: , a = 1\,\text{m/s^2}, ⇒
Circular motion: ac = 2\,\text{m/s^2}, ⇒
Significant-Figure Rules (quick)
With decimal: start left, first non-zero → count every digit after.
Without decimal: start right, first non-zero → count leftward; trailing zeros are NOT significant.
Examples:
• → sig figs • → • → • → (decimal forces zeros to count)
Interpreting Motion Graphs
Slope of distance–time graph ⇒ velocity.
Slope of velocity–time graph ⇒ acceleration.
Flat – line above zero → constant speed.
Downward-sloping – line → constant negative acceleration (deceleration).
Curved – graph with decreasing steepness → high acceleration initially, decreasing later.
Units of Measurement
1.1 Fundamental SI (Base) Units
Time
→ (second)Electric current
→ (ampere)Amount of substance
→ (mole)Temperature
→ (kelvin)Length
→ (meter)Mass
→ (kilogram)Luminous intensity
→ (candela)Liters () = derived (NOT a base unit)
1.2 Common Derived Units for Motion and Force
Velocity / speed
→ (meters per second)Acceleration
→ \text{m/s^2} (meters per second squared)Displacement / distance
→ (meters)Force
→ \text{N} = \text{kg·m/s^2} (Newtons, which are kilograms times meters per second squared)
Kinematics and Motion Principles
2.1 Core Kinematics Formulas
Average velocity: (change in position over time)
Average speed: (total distance over time)
Acceleration (kinematics): (change in velocity over time)
2.2 Constant-Acceleration Equations ("Family" Equations)
(final velocity equals initial velocity plus acceleration times time)
(change in position equals initial velocity times time plus one-half acceleration times time squared)
(final velocity squared equals initial velocity squared plus two times acceleration times change in position)
2.3 Uniform Circular Motion
Centripetal (radial) acceleration: (centripetal acceleration equals velocity squared divided by radius)
is tangent to the circle (points along the circle's edge); points to the center of the circle; they are apart (perpendicular).
2.4 Interpreting Motion Graphs
The slope of a distance–time graph tells you the object's velocity.
The slope of a velocity–time graph tells you the object's acceleration.
A flat line on a velocity–time () graph, above zero, means the object has constant speed.
A downward-sloping line on a velocity–time () graph means the object has constant negative acceleration (it's slowing down or accelerating in the negative direction).
A curved line on a distance–time () graph that gets less steep means the object had high acceleration initially, but it is decreasing later.
Problem-Solving and Data Handling
3.1 Problem-Solving Template (GUESS Method)
G – Given data: Write down all the numerical values provided in the problem.
U – Unknown quantity: Identify what you need to find.
E – Equation to use: Choose the appropriate formula or equation that connects your given data to your unknown.
S – Substitute: Plug the given numerical values into your chosen equation.
S – Solve: Calculate the answer and make sure to include the correct units.
3.2 Worked Examples
Linear motion: If initial velocity () = , acceleration () = 1\,\text{m/s^2}, and time () = :
Use formula:
Substitute:
Solve: (final velocity)
Circular motion: If centripetal acceleration () = 2\,\text{m/s^2} and radius () = :
Use formula: which can be rearranged to
Substitute:
Solve: (speed of the object)
3.3 Significant-Figure Rules (Quick Reference – Simplified)
Significant figures (or sig figs) tell you how precise a measurement is. Here’s how to count them:
Rule 1: If there is a decimal point in the number (Explicit Decimal)
Start counting from the leftmost non-zero digit.
Count all digits from that point, including any zeros that follow, even if they are at the very end.
Examples:
→ Counts7and0. So, significant figures.
→ Start at9. Counts9and7. So, significant figures.
→ Start at9. Counts9,0,0,5,7. So, significant figures.
→ The decimal point is present. Start at1. Counts1,5,0. So, significant figures.
Rule 2: If there is NO decimal point in the number (Implicit Decimal)
Start counting from the rightmost non-zero digit.
Count all digits leftward from that point.
Trailing zeros (zeros at the very end of the number) are NOT considered significant if there's no decimal point.
Example:
(no decimal point)
→ Start counting from5(the rightmost non-zero digit). Counts1and5. The0is a trailing zero and is not counted. So, significant figures.