The focus will be on the concepts of static/kinetic friction that we investigated in our 2 labs. Knowledge of Newton's 3 Laws and how to solve Sum of Forces problems on horizontal and inclined planes is also essential.
A full list of topics we covered this unit has been posted (see 4.16) in the Forces folder. Everything EXCEPT "Systems of Masses" is considered fair game for Friday.
Newton’s 3 Laws of Motion:
First Law
If in equilibrium, FNET = 0, therefore a = 0
If in accelerated motion, FNET ≠ 0, therefore a ≠ 0
Second Law
∑Fx = max
∑Fy = may
Third Law
Action/Reaction
FB→A = -FA→B
Free-body Diagrams (FBD)
Weight
Fg = mg (where g = 9.8 m/s2)
≠ MASS
“Apparent Weight” = FN
In plain speak, what the scale reads when systems accelerate up/down
Equilibrium & Accelerated Motion Problems
Static vs. Kinetic Friction
Ffk = μk*FN
Ffs ≤ μs*FN
μs / μk - coefficient of friction (static/kinetic)
ANYTHING from the Static vs. Kinetic Friction Lab
Horizontal and Inclined Planes
Force Vectors & Finding Components
(see diagram, right)
Steps for Solving Force Problems
Draw an FBD and set of appropriate axes
Write out the Sum of Forces equations for both axes according to your FBD
Write out the Sum of Forces equations for both axes according to Newton’s 2nd Law
Set the respective Sum of Forces equations equal to each other and solve for the unknown
Systems of Masses
Atwood Machine
Inclined planes & pulley systems, with & without friction
Note: knowledge & use of kinematics and its respective equations are still fair game
List of Topics:
Free-fall & Projectile Motion Concepts
Free-fall - when an object is only under the influence of gravity
Vertical Motion
ay = - g = - 9.8 m/s2
“g” = acceleration on the surface of the Earth due to gravity
At maximum height, vy = 0 m/s
Horizontal Motion
ax = 0 m/s2
Constant velocity horizontally
vix = vfx = vx
Problem-solving
Vertical Projectiles
Released from rest; viy = 0 m/s
Thrown upwards; viy = + (positive)
When landing at the original height
Time to rise = time to fall (tup = tdown)
Thrown downwards; viy = - (negative)
Horizontal Projectiles
viy = 0 m/s
Height of launch (Δy) determines time in the air
Angled-launch Projectiles
Initial velocity is a combination of vertical and horizontal velocities
Initial Velocity = vi
Angle of launch = Θ (“theta”)
vix = vi * cos(Θ)
viy = vi * sin(Θ)
Angle of launch is measured relative to the horizontal plane
When landing at the original height
Time to rise = time to fall (tup = tdown)
At maximum height, vy = 0 m/s
Techniques to consider
Quadratic formula: when solving for t (time) and you can create an equation in the form of: At2 + Bt2 + C = 0
2 Equations, 2 Unknowns: when you have 2 unknowns, consider how you might write equations with these unknowns in both the X- and Y-directions
Study Guide: https://drive.google.com/file/d/1YREHZbfy9uGRHzW9UaLQ7AZE7oiDvbxL/view?usp=sharing
Vectors - Motion and Forces in Two Dimensions Section of Physics Classroom: https://www.physicsclassroom.com/class/vectors
Review the content on the following pages
Lesson 2 (A through G) - Projectile Motion
Lesson 1 (D, E) - Finding Vector Components
As you go through each of the pages, complete any “Check Your Understanding” or sample problems for each of the above pages (NOTE: not every page has problems at the bottom)