University Physics: Motion, Forces, and Energy Study Guide

Basics of Motion

  • Speed is defined as the distance travelled per unit time.

  • The formula for speed is:     speed=distance travelledtime\text{speed} = \frac{\text{distance travelled}}{\text{time}}

  • The units for speed are m/s\text{m/s}.

  • Velocity is defined as the speed in a given direction.

  • The formula for velocity is:     velocity=displacementtime\text{velocity} = \frac{\text{displacement}}{\text{time}}     v=stv = \frac{s}{t}

  • The units for velocity are m/s\text{m/s}.

  • If the speed of an object is changing, the object is either accelerating or decelerating.

  • Average speed is used when speed is changing throughout a journey:     average speed=total distance travelledtotal time\text{average speed} = \frac{\text{total distance travelled}}{\text{total time}}

  • Acceleration is defined as the rate of change of velocity.

  • The formula for acceleration is:     acceleration=change in velocitychange in time\text{acceleration} = \frac{\text{change in velocity}}{\text{change in time}}     a=ΔvΔta = \frac{\Delta v}{\Delta t}

  • The units for acceleration are m/s2\text{m/s}^2.

  • Deceleration is defined as a negative acceleration.

  • Before performing calculations, ensure units are equivalent. Standard conversions involve:

    • Distance/Displacement: mm\text{mm}, cm\text{cm}, m\text{m}, or km\text{km}.

    • Time: ms\text{ms}, s\text{s}, minutes\text{minutes}, or hours\text{hours}.

    • Most answers should be standardized to metres\text{metres} and seconds\text{seconds}.

Interpreting Displacement-Time Graphs

  • The gradient of a displacement-time graph represents the velocity (on a distance-time graph, it represents speed).

  • An object is at rest when the gradient is horizontal (flat).

  • An object is moving at a constant speed or velocity when the gradient is straight (linear).

  • An object is accelerating when the line is curved and the gradient is increasing.

  • An object is decelerating when the line is curved and the gradient is decreasing.

  • A negative gradient indicates the object is returning to its starting point.

  • To calculate speed or velocity from the graph:     speed or velocity=gradient=change in Ychange in x\text{speed or velocity} = \text{gradient} = \frac{\text{change in } Y}{\text{change in } x}

  • If this is calculated for a curved section, the result is the average speed.

Interpreting Velocity-Time Graphs

  • The gradient of a velocity-time graph represents acceleration.

  • An object is at rest when the speed or velocity is zero.

  • An object is moving at a constant speed when the line is horizontal (gradient is zero).

  • An object is accelerating when the line has a positive gradient.

  • An object is decelerating when the line has a negative gradient.

  • An object is moving with constant acceleration when the line is straight.

  • An object is moving with changing acceleration when the line is curved.

  • To calculate acceleration from the graph:     acceleration=gradient=change in ychange in x\text{acceleration} = \text{gradient} = \frac{\text{change in } y}{\text{change in } x}

  • The area under the velocity-time graph represents the total distance travelled.

  • To calculate the area, the space under the graph can be split into geometric shapes such as rectangles and triangles.

Gravity and Objects in Free Fall

  • The acceleration of free fall, denoted as gg, is approximately 9.8m/s29.8\,m/s^2.

  • In a uniform gravitational field and in the absence of air or liquid resistance, all objects fall with this constant acceleration of 9.8m/s29.8\,m/s^2.

  • In the presence of air or liquid resistance, objects fall with decreasing acceleration:

    • Initially, there is no air resistance, and the only force is weight.

    • As the object accelerates, its speed increases, which in turn increases air resistance.

    • The increasing air resistance reduces the resultant downward force, causing acceleration to decrease.

    • Eventually, weight and air resistance become equal and opposite.

    • At this stage, there is no resultant force and no acceleration.

    • The object reaches a constant speed known as terminal velocity.

Extension and Hooke's Law

  • Forces can change the size and shape of an object.

  • Elastic solids extend when force is applied and return to their original shape/size when the force is removed.

  • The spring constant (kk) is the force required per unit of extension.

  • Hooke's Law formula:     spring constant=force appliedextension\text{spring constant} = \frac{\text{force applied}}{\text{extension}}     k=Fxk = \frac{F}{x}

  • The units for the spring constant are N/m\text{N/m}.

  • Experimental investigation of extension:

    • Measure the initial length of the object with a ruler.

    • Attach masses incrementally to apply force.

    • Measure and record the new length after each mass is added.

    • Calculate extension by subtracting the initial length from the new length (extension=newlengthinitiallengthextension = new\,length - initial\,length).

    • Repeat the experiment three times to find an average extension for each mass.

    • Calculate force (weight) by multiplying mass by the gravitational field strength (9.8N/kg9.8\,N/kg).

  • Load-extension graphs:

    • Graphs should be linear and pass through the origin for elastic objects.

    • The gradient of the linear section equals the spring constant (kk).

    • The point where the graph ceases to be linear is the limit of proportionality; beyond this point, the object stretches irreversibly and the equation k=Fxk = \frac{F}{x} no longer holds true.

Resultant Forces and Newton's Laws

  • A resultant force is a single force describing the combined action of all forces on an object.

  • Finding resultant forces along the same straight line:     Resultant force=(sum of all forces in one direction)(sum of forces in the opposite direction)\text{Resultant force} = (\text{sum of all forces in one direction}) - (\text{sum of forces in the opposite direction})

  • If forces balance out, the resultant force is zero.

  • Newton's First Law: Without a resultant force, an object remains at rest or continues in a straight line at a constant velocity.

  • With a resultant force, an object's velocity changes (acceleration) through a change in speed or direction.

  • Newton's Second Law: Acceleration is proportional to the resultant force and inversely proportional to mass.     force=mass×acceleration\text{force} = \text{mass} \times \text{acceleration}     F=maF = ma

Circular Motion and Friction

  • A resultant force is required for circular motion because the object is always changing direction (and thus velocity).

  • This force must act perpendicular to the direction of motion (e.g., gravity acting on an orbiting body).

  • Relations in circular motion:

    • If mass and radius are constant: Increasing force increases speed.

    • If mass and speed are constant: Increasing force decreases radius.

    • If mass increases: A higher force is required to maintain constant speed and radius.

  • Friction (drag) is a force between surfaces that impedes motion and causes heating.

  • Friction can occur in liquids or gases (e.g., air resistance).

The Turning Effect of Forces (Moments)

  • The pivot point is the point about which an object rotates.

  • Rotation occurs if the force applied is in a different line to the pivot.

  • If the force is not perpendicular to the object, trigonometry is used to find the perpendicular distance to the pivot.

  • A moment is the measure of the turning effect of a force.

  • Moment formula:     moment of a force=force×perpendicular distance\text{moment of a force} = \text{force} \times \text{perpendicular distance}     moment=Fd\text{moment} = Fd

  • Example: A bike pedal arm turns about a pivot when the foot applies force.

  • Equilibrium occurs when the clockwise moment equals the anticlockwise moment, resulting in no overall rotation.

  • Example: A see-saw is balanced only if the moments created by each person's weight are equal.

  • Experiment for Equilibrium:

    • Pivot a uniform ruler at its center.

    • Place different masses on either side until balanced.

    • Calculate forces (weight=mass×9.18N/kgweight = mass \times 9.18\,N/kg).

    • Verify that anticlockwise moments=clockwise moments\text{anticlockwise moments} = \text{clockwise moments}.

Centre of Gravity and Stability

  • The centre of gravity is the point at which all of an object's weight is considered to act.

  • Finding the centre of gravity of an irregularly shaped plane lamina:

    • Hang the lamina and a plumb line (thread) from the same point.

    • Mark the path of the plumb line.

    • Repeat the process from different suspension points.

    • The intersection point of the marked lines is the centre of gravity.

  • Stability factors:

    • Stable Equilibrium: The centre of mass is below the suspension point (e.g., a hanging plant pot).

    • Unstable Equilibrium: The centre of mass is above the suspension point (e.g., a pencil balanced on its point).

    • Toppling: Occurs if the line of action of the weight moves outside the object's base, creating a resultant moment.

    • Objects with a lower centre of gravity and a wider base are more stable.

Momentum and Impulse

  • Momentum is the product of mass and velocity:     p=mvp = mv

  • The units for momentum are kg m/s\text{kg m/s}.

  • Impulse is the product of force and the time during which it acts, which equals the change in momentum:     impulse=force×time=Δ(mv)\text{impulse} = \text{force} \times \text{time} = \Delta(mv)

  • The units for impulse are Ns\text{Ns}.

  • Principle of the Conservation of Momentum: In a collision, total momentum before equals total momentum afterwards.

  • Example Recoil Calculation:

    • Scenario: A stationary 10kg10\,kg gun fires a 10g10\,g (0.01kg0.01\,kg) bullet at 100m/s100\,m/s.

    • Total momentum before=0\text{Total momentum before} = 0

    • Δ(mv)=0\Delta(mv) = 0

    • 0kgm/s=(0.01kg×100m/s)+(10kg×v)0\,kg\,m/s = (0.01\,kg \times 100\,m/s) + (10\,kg \times v)

    • 1+10v=01 + 10v = 0

    • v=0.1m/sv = -0.1\,m/s

    • Recoil speed is the magnitude: 0.1m/s0.1\,m/s.

Energy Stores and Transfers

  • Energy is always conserved: total energy before equals total energy after.

  • Common energy stores include kinetic, gravitational potential, chemical, elastic (strain), nuclear, electrostatic, and internal (thermal).

  • Kinetic Energy calculation:     Ek=12mv2E_k = \frac{1}{2}mv^2

  • Gravitational Potential Energy calculation:     Ep=mghE_p = mgh

  • The unit for energy is the Joule (JJ).

  • Energy Transfer Mechanisms:

    • Forces: e.g., gravity accelerating an object downwards to gain kinetic energy.

    • Electrical currents: e.g., current powering a lamp to emit light and heat.

    • Heating: e.g., a fire heating an object.

    • Waves: e.g., sound waves travelling through air via vibrations.