Physics Notes - Laws of Motion, Work, Energy, and Power
Laws of Motion
Inertia
- Inertia is the property of an object that resists changes in its state of rest or uniform motion in a straight line.
- It is a measure of mass; greater mass implies greater inertia.
- Types of inertia:
- Inertia of Rest: Passengers fall backward when a bus starts suddenly.
- Inertia of Motion: Passengers jerk forward when a moving bus stops suddenly.
- Inertia of Direction: Using an umbrella to protect from rain due to raindrops resisting change in direction.
Force
- Force is a push or pull that changes or tries to change the state of rest, motion, size, or shape of a body.
- SI unit: Newton (N).
- Dimensional formula: [MLT^{-2}]
- Types of forces:
- Contact Forces: Frictional force, tensional force, spring force, normal force.
- Action at a Distance Forces: Electrostatic force, gravitational force, magnetic force.
Impulsive Force
- A force acting for a short time, producing a large change in momentum.
Linear Momentum
- The total amount of motion in a body.
- Linear momentum p = mu, where m is mass and u is velocity.
- SI unit: kg-m/s.
- Dimensional formula: [MLT^{-1}]
- It is a vector quantity, with direction matching the velocity.
Impulse
- Impulse is the product of impulsive force and time.
- Impulse = Force * Time = Change in momentum
- SI unit: Newton-second (N-s) or kg-m/s.
- Dimension: [MLT^{-1}]
- It is a vector quantity, with direction matching the force.
Newton’s Laws of Motion
1. Newton’s First Law of Motion
- A body remains in its state of rest or uniform motion unless acted upon by an external force.
- Also known as the law of inertia.
- Examples:
- Dust particles separate from a carpet when beaten with a stick.
- Passengers bend outward when a moving vehicle stops suddenly.
2. Newton’s Second Law of Motion
- The rate of change of linear momentum is proportional to the applied force.
- Change in momentum occurs in the direction of the applied force.
- Mathematically, F \propto dp/dt
- F = k \frac{d}{dt}(mv), where k is a constant of proportionality (1 in SI and CGS).
- F = m \frac{dv}{dt} = ma
- Examples:
- It is easier for an adult to push a full shopping cart than for a baby.
- It is easier to push an empty shopping cart than a full one.
3. Newton’s Third Law of Motion
- For every action, there is an equal and opposite reaction, acting on different bodies.
- Mathematically, F{12} = -F{21}
- Examples:
- Swimming is possible because of the third law.
- Jumping from a boat onto the bank of a river.
- Jerk produced in a gun when a bullet is fired.
- Pulling of a cart by a horse.
- Note: Newton’s second law is the real law of motion because first and third laws can be derived from it.
- Modern Version:
- A body remains in its initial state unless acted on by an unbalanced external force.
- Forces always occur in pairs; if A exerts a force on B, B exerts an equal and opposite force on A.
Law of Conservation of Linear Momentum
- If no external force acts on a system, the total linear momentum remains conserved.
- Linear momentum depends on the frame of reference, but the law of conservation of linear momentum does not.
- Newton’s laws are valid only in inertial frames of reference.
Weight
- It is the force with which a body is pulled towards the center of the Earth due to gravity.
- Magnitude: w = mg, where m is mass and g is the acceleration due to gravity.
Apparent Weight in a Lift
- (i) At rest or constant speed: R = mg (actual weight).
- (ii) Accelerating upward: R_1 = m(g + a) (apparent weight is more).
- (iii) Accelerating downward: R_2 = m(g - a) (apparent weight is less).
- (iv) Falling freely: R_2 = m(g - g) = 0 (apparent weight is zero).
- (v) Accelerating downward with a > g: body lifts from the floor to the ceiling.
Rocket
- An example of variable mass system following the law of conservation of momentum.
- Thrust: F = -u \frac{dM}{dt}, where u is the exhaust speed and \frac{dM}{dt} is the rate of fuel combustion.
- Velocity: u = v0 + u \loge(\frac{M0}{M}), where v0 is the initial velocity, M_0 is the initial mass, and M is the present mass.
- With gravity: u = v0 + u \loge(\frac{M_0}{M}) - gt
Friction
- A force opposing relative motion at the point of contact between objects.
- Acts parallel to the contact surfaces.
- Caused by intermolecular interactions between the molecules of the bodies in contact.
- Types of Friction:
1. Static Friction
- Opposing force that prevents motion when one body tends to move over another.
- Self-adjusting force that increases with the applied force.
2. Limiting Friction
- Maximum value of static friction just before the body starts moving.
- fs = \mus R, where \mu_s is the coefficient of static friction and R is the normal reaction.
- Independent of the area of contact but depends on the nature (smoothness or roughness) of the surfaces.
- If the angle of friction is \theta, then \mu_s = \tan \theta
3. Kinetic Friction
- Frictional force when the body begins to slide.
- Constant value: fk = \muk N, where \mu_k is the coefficient of kinetic friction and N is the normal force.
- Types: sliding friction and rolling friction.
- Rolling friction < sliding friction (easier to roll than slide).
Angle of Repose or Angle of Sliding
- Minimum angle of inclination of a plane for a body to just begin sliding down.
- If the angle of repose is \alpha and the coefficient of limiting friction is \mus, then \mus = \tan \alpha
Motion on an Inclined Plane
- Forces: normal reaction, friction.
- Normal reaction: R = mg \cos \theta
- Net force downward: F = mg \sin \theta - f
- Acceleration: a = g(\sin \theta - \mu \cos \theta)
- When the angle of inclination is less than the angle of repose \alpha:
- Minimum force to move the body up the plane: f_1 = mg(\sin \theta + \mu \cos \theta)
- Minimum force to push the body down the plane: f_2 = mg(\mu \cos \theta - \sin \theta)
Tension
- Tension force always pulls a body.
- It is a reactive force, not an active force.
- Tension is constant across a massless, frictionless pulley.
- Rope becomes slack when tension becomes zero.
Motion of Bodies in Contact
(i) Two Bodies in Contact
- Acceleration: a = \frac{F}{m1 + m2}
- Contact force on m1: m1 a = \frac{m1 F}{m1 + m_2}
- Contact force on m2: m2 a = \frac{m2 F}{m1 + m_2}
(ii) Three Bodies in Contact
- Acceleration: a = \frac{F}{m1 + m2 + m_3}
- Contact force between m1 and m2: F1 = \frac{(m2 + m3)F}{m1 + m2 + m3}
- Contact force between m2 and m3: F2 = \frac{m3 F}{m1 + m2 + m_3}
(iii) Motion of Two Bodies, One Resting on the Other
- (a) Force F applied on the lower body A, \mu is the coefficient of friction between A and B:
- Common acceleration: a = \frac{F}{M + m}
- Pseudo force on block B: f' = ma
- Frictional force: f = \mu N = \mu mg
- For equilibrium: ma \leq \mu mg or a \leq \mu g
- (b) Friction also present between ground and body A, \mu1 is the coefficient of friction between the ground and A, and \mu2 is that between A and B:
- Net accelerating force: F - fA = F - \mu1 (M + m)g
- Net acceleration: a = \frac{F - \mu1 (M + m)g}{M + m} = \frac{F}{M + m} - \mu1 g
- Pseudo force on block B: f' = ma
- Frictional force: fB = \mu2 mg
- For equilibrium: ma \leq \mu2 mg or a \leq \mu2 g. If a > \mu_2 g, the bodies will not move together.
(iv) Motion of Bodies Connected by Strings
- Acceleration: a = \frac{F}{m1 + m2 + m_3}
- Tension in string T1: T1 = F
- Tension in string T2: T2 = (m2 + m3) a = \frac{(m2 + m3) F}{m1 + m2 + m_3}
- Tension in string T3: T3 = m3 a = \frac{m3 F}{m1 + m2 + m_3}
Pulley Mass System
(i) Unequal masses m1 and m2 suspended from a pulley (m1 > m2)
- m1 g - T = m1 a and T - m2 g = m2 a
- Solving, a = \frac{m1 - m2}{m1 + m2} g
- T = \frac{2 m1 m2}{m1 + m2} g
(ii) Body of mass m_2 on a frictionless horizontal surface
- Acceleration: a = \frac{m1 g}{m1 + m_2}
- Tension: T = \frac{m1 m2 g}{m1 + m2}
(iii) Body of mass m_2 on a rough horizontal surface
- Acceleration: a = \frac{m1 - \mu m2}{m1 + m2} g
- Tension: T = \frac{m1 m2 (1 + \mu) g}{m1 + m2}
(iv) Two masses m1 and m2 connected to a single mass M
- m1 g - T1 = m_1 a
- T2 - m2 g = m_2 a
- T1 - T2 = M a
- Acceleration: a = \frac{m1 - m2}{m1 + m2 + M} g
- Tension T1: T1 = \frac{2 m2 + M}{m1 + m2 + M} m1 g
- Tension T2: T2 = \frac{2 m1 + M}{m1 + m2 + M} m2 g
(v) Motion on a smooth inclined plane
- m1 g - T = m1 a
- T - m2 g \sin \theta = m2 a
- Acceleration: a = \frac{m1 - m2 \sin \theta}{m1 + m2} g
- Tension: T = \frac{m1 m2 (1 + \sin \theta) g}{m1 + m2}
(vi) Two bodies on two inclined planes with different angles of inclination
- Acceleration: a = \frac{(m1 \sin \theta1 - m2 \sin \theta2) g}{m1 + m2}
- Tension: T = \frac{m1 m2}{m1 + m2} (\sin \theta1 - \sin \theta2) g
Work, Energy, and Power
Work
- Work is done when a force causes an object to move in the direction of the force.
- Work = Force * Displacement in the direction of the force.
- W = F \cdot s = F s \cos \theta, where \theta is the angle between F and s.
- Work is a scalar quantity.
- SI unit: Joule (J).
- CGS unit: erg.
- 1 Joule = 10^7 erg.
- Dimensional formula: [ML^2T^{-2}].
- Work done is zero if:
- No displacement (s = 0).
- Displacement is perpendicular to the force (\theta = 90^\circ).
- Work is positive if \theta is acute.
- Work is negative if \theta is obtuse.
- Work by a constant force depends only on initial and final positions.
Work done in different conditions
- (i) Variable force: W = \int F \cdot ds
- Equal to the area under the force-displacement graph.
- (ii) Multiple forces: Work done = Work done by the resultant force.
- (iii) Equilibrium: Resultant force is zero, so resultant work is zero.
- (iv) Conservative vs. Non-conservative forces:
- If work done during a round trip is zero, the force is conservative.
- Examples: Gravitational, electrostatic, magnetic forces (central forces).
- Non-conservative forces: Frictional force, viscous force.
- (v) Work done by gravity: W = mgh, where h is the height.
- (vi) Work done in compressing/stretching a spring: W = \frac{1}{2} kx^2, where k is the spring constant and x is the displacement.
- (vii) Work done with a block on a horizontal table from x = x1 to x = x2: W = \frac{1}{2} k(x2^2 - x1^2).
- (viii) Work done by a couple: W = \tau \cdot \theta, where \tau is the torque and \theta is the angular displacement.
Power
- Power is the time rate of doing work.
- Power = Work Done / Time Taken = W / t.
- P = \frac{W}{t} = \frac{F \cdot s}{t} = F \cdot v = F v \cos \theta, where \theta is the angle between F and v.
- Power is a scalar quantity.
- SI unit: watt (W).
- Dimensional formula: [ML^2T^{-3}].
- Other units: kilowatt (kW), horsepower (hp).
- 1 kilowatt = 1000 watt
- 1 horsepower = 746 watt
Energy
- Energy is the capacity of a body to do work.
- It is a scalar quantity.
- SI unit: Joule (J).
- CGS unit: erg.
- Dimensional formula: [ML^3T^{-3}].
- Types of energies: Mechanical (kinetic and potential), chemical, light, heat, sound, nuclear, electric, etc.
Mechanical Energy
- The sum of kinetic and potential energies remains constant.
- Law of conservation of mechanical energy.
- Types:
1. Kinetic Energy
- Energy by virtue of motion.
- K = \frac{1}{2} mv^2 = \frac{p^2}{2m}.
2. Potential Energy
- Energy by virtue of position or configuration.
- Types:
- Gravitational Potential Energy: U = mgh
- Elastic Potential Energy: U = \frac{1}{2} kx^2.
- Electric Potential Energy: U = \frac{1}{4\pi\epsilon0} \frac{q1 q_2}{r}.
- Potential energy is defined only for conservative forces.
- It depends on the frame of reference.
Work-Energy Theorem
- Work done = Change in kinetic energy: W = Kf - Ki.
- If W_{net} is positive, kinetic energy increases, and vice versa.
- Applies to non-inertial frames: Work done by all forces (including pseudo force) = change in kinetic energy in the non-inertial frame.
Mass-Energy Equivalence
- E = \Delta mc^2, where c is the speed of light.
Principle of Conservation of Energy
- The sum of all kinds of energies in an isolated system remains constant.
Principle of Conservation of Mechanical Energy
- For conservative forces, the sum of kinetic and potential energies remains constant.
- Mass and energy are conserved as a single entity: mass-energy.
Collisions
- Interaction for a short time where particles exert strong forces on each other.
- Physical contact is not necessary.
- Types:
1. Elastic Collision
- Both momentum and kinetic energy are conserved.
- Forces are conservative.
- Total energy is conserved.
2. Inelastic Collision
- Only momentum is conserved; kinetic energy is not.
- Some forces are non-conservative.
- Total energy is conserved.
- Perfectly inelastic: bodies stick together after collision.
Coefficient of Restitution (e)
- e = \frac{\text{Relative velocity of separation}}{\text{Relative velocity of approach}}
- 0 \leq e \leq 1
- Perfectly elastic: e = 1
- Perfectly inelastic: e = 0
One Dimensional or Head-on Collision
- Velocities lie along the same line.
Inelastic One-Dimensional Collision
- v1 = \frac{(m1 - m2)u1 + 2m2 u2}{m1 + m2}
- v2 = \frac{(m2 - m1)u2 + 2m1 u1}{m1 + m2}
- If m1 = m2, bodies exchange velocities: v1 = u2, v2 = u1.
- If m1 = m2 and the second body is at rest, after the collision, the first body stops, and the second body moves with the initial velocity of the first body. v1 = 0, v2 = u_1
- If a light body collides with a heavy body at rest, the light body rebounds with its own velocity v1 = -u1 and the heavy body remains at rest v_2 = 0
- If a heavy body collides with a light body at rest, the heavy body continues with its initial velocity v1 = u1 and the light body moves with twice the velocity of the heavy body v2 = 2u1
Inelastic One-Dimensional Collision
- Loss of kinetic energy: \Delta E = \frac{m1 m2}{2(m1 + m2)} (u1 - u2)^2 (1 - e^2)
Perfectly Inelastic One-Dimensional Collision
- Velocity of separation after collision = 0.
- Loss of kinetic energy: \Delta E = \frac{m1 m2 (u1 - u2)^2}{2(m1 + m2)}
- Height and Velocity after n collisions:
- e^n = \frac{vn}{v0} = \sqrt{\frac{hn}{h0}}
Two Dimensional or Oblique Collision
- Velocities do not lie along the same line.
- Horizontal: m1 u1 \cos \alpha1 + m2 u2 \cos \alpha2 = m1 v1 \cos \beta1 + m2 v2 \cos \beta2
- Vertical: m1 u1 \sin \alpha1 - m2 u2 \sin \alpha2 = m1 u1 \sin \beta1 - m2 u2 \sin \beta2
- If m1 = m2 and \alpha1 + \alpha2 = 90^\circ, then \beta1 + \beta2 = 90^\circ
- If a particle A of mass m1 moving along the z-axis with speed u collides elastically with a stationary body B of mass m2:
- m1 u = m1 v1 \cos \alpha + m2 v_2 \cos \beta
- O = m1 v1 \sin \alpha - m2 v2 \sin \beta
Motion in a Plane
- Motion in two dimensions (e.g., projectile motion, circular motion).
- Reference is made to an origin and two coordinate axes X and Y.
Scalar and Vector Quantities
- Scalar Quantities: Specified by magnitude alone (e.g., length, mass, density, speed, work).
- Vector Quantities: Characterized by both magnitude and direction (e.g., velocity, displacement, acceleration, force, momentum, torque).
Characteristics of Vectors
- Possess magnitude and direction.
- Do not obey ordinary laws of algebra.
- Change if either magnitude or direction or both change.
- Represented by bold-faced letters or letters with an arrow over them.
Unit Vector
- A vector of unit magnitude in a particular direction.
- Used to specify direction only.
- Denoted by a cap (^).
Equal Vectors
Zero Vector
Negative of a Vector
Parallel Vectors
Coplanar Vectors
Displacement Vector
- A vector giving the position of a point with reference to another point (not the origin).
Parallelogram Law of Vector Addition
- If two vectors acting simultaneously at a point are represented in magnitude and direction by two adjacent sides of a parallelogram, the resultant is represented in magnitude and direction by the diagonal of the parallelogram passing through that point.
Triangle Law of Vector Addition
- If two vectors are represented in magnitude and direction by two sides of a triangle taken in the same order, the resultant is represented in magnitude and direction by the third side taken in the opposite order.
Polygon Law of Vector Addition
If a number of vectors are represented in magnitude and direction by the sides of a polygon taken in the same order, the resultant vector is represented in magnitude and direction by the closing side of the polygon taken in the opposite order.
Resultant \vec{R} = \vec{p} + \vec{q} + \vec{r} + \vec{s} + \vec{t}
Properties of Vector Addition
- Commutative law: \vec{a} + \vec{b} = \vec{b} + \vec{a}
- Associative law: \vec{a} + (\vec{b} + \vec{c}) = (\vec{a} + \vec{b}) + \vec{c}
- Distributive property: \lambda (\vec{a} + \vec{b}) = \lambda \vec{a} + \lambda \vec{b}
Equilibriant Vector
- A vector that balances two or more vectors acting simultaneously at a point.
- Equal in magnitude and opposite in direction to the resultant vector.
- \vec{R'} = -\vec{R} = -(\vec{A} + \vec{B} + …)
- If vector \vec{A} is multiplied by a real number\lambda , it gives a vector \vec{B} whose magnitude is \lambda times the magnitude of \vec{A}, and whose direction is the same or opposite depending on whether \lambda is positive or negative.
Subtraction of Vectors
- \vec{P} - \vec{Q} = \vec{P} + (-\vec{Q})
- Vector subtraction is non-commutative and non-associative.
- \vec{A} - \vec{B} \neq \vec{B} - \vec{A}
- \vec{A} - (\vec{B} - \vec{C}) \neq (\vec{A} - \vec{B}) - \vec{C}
- If the components of a given vector are perpendicular, they are called rectangular components.
- Position Vector
Multiplication of Vectors
(i) Scalar product (Dot product)
- The product of the magnitudes of two vectors with the cosine of the smaller angle between them.
- It is always a scalar: \vec{A} \cdot \vec{B} = |A||B|\cos\theta
- Geometrically: \vec{a} \cdot \vec{b} = (\text{Mod of } a)(\text{Projection of } b \text{ on } a)
(ii) Vector product (Cross product)
- \vec{A} \times \vec{B} = |A||B|\sin\theta \hat{n}, where \theta is the angle between \vec{A} and \vec{B} (anti-clockwise) and \hat{n} is a unit vector perpendicular to the plane containing \vec{A} and \vec{B}.
- Geometrically, \vec{A} \times \vec{B} is a vector whose modulus is the area of the parallelogram formed by \vec{A} and \vec{B} as adjacent sides, and direction is perpendicular to both \vec{A} and \vec{B}.
Properties of Scalar Product
- (i) Commutative law: \vec{A} \cdot \vec{B} = \vec{B} \cdot \vec{A}
- (ii) Distributive law: \vec{A} \cdot (\vec{B} + \vec{C}) = \vec{A} \cdot \vec{B} + \vec{A} \cdot \vec{C}
- (iii) Scalar (Dot) product of two mutually perpendicular vectors is zero: (\vec{A} \cdot \vec{B}) = AB \cos 90^\circ = 0
- (iv) Scalar (Dot) product is maximum when \theta = 0^\circ: (\vec{A} \cdot \vec{B})_{\text{max}} = |A||B|
- (v) If\vec{a} and \vec{b} are unit vectors, then \vec{a} \cdot \vec{b} = 1 \cdot 1 \cos 0 = 1
- (vi) Dot product of unit vectors \hat{i}, \hat{j}, \hat{k}:
- \hat{i} \cdot \hat{i} = \hat{j} \cdot \hat{j} = \hat{k} \cdot \hat{k} = 1
- \hat{i} \cdot \hat{j} = \hat{j} \cdot \hat{k} = \hat{k} \cdot \hat{i} = 0
- (vii) Square of a vector: \vec{a} \cdot \vec{a} = |a||a| \cos 0 = a^2
- (viii) If the components of two vectors \vec{A} and \vec{B} are given by:
- \vec{A} = Ax \hat{i} + Ay \hat{j} + A_z \hat{k}
- \vec{B} = Bx \hat{i} + By \hat{j} + B_z \hat{k} then,
- \vec{A} \cdot \vec{B} = Ax Bx + Ay By + Az Bz
Properties of Cross Product
(i) Cross product is not commutative: \vec{a} \times \vec{b} \neq \vec{b} \times \vec{a}
(ii) Cross product is not associative: \vec{a} \times (\vec{b} \times \vec{c}) \neq (\vec{a} \times \vec{b}) \times \vec{c}
(iii) Cross product obeys the distributive law: \vec{a} \times (\vec{b} + \vec{c}) = \vec{a} \times \vec{b} + \vec{a} \times \vec{c}
(iv) If \theta = 0 or \pi: \vec{a} \times \vec{b} = \vec{0}
- Conversely, if \vec{a} \times \vec{b} = \vec{0}, then \vec{a} and \vec{b} are parallel, provided \vec{a} and \vec{b} are non-zero vectors.
(v) If \theta = 90^\circ: \vec{a} \times \vec{b} = |a||b| \sin 90^\circ \hat{n} = |a||b| \hat{n}
(vi) The vector product of a vector with itself is \vec{0}.
(vii) If \vec{a} \times \vec{b} = 0 then, \vec{a} = 0 or \vec{b} = 0 or \vec{a} \parallel \vec{b}
(viii) If \vec{a} and \vec{b} are unit vectors, then \vec{a} \times \vec{b} = 1 \cdot 1 \sin \theta \hat{n} = \sin \theta \hat{n}
(ix) Cross product of unit vectors \hat{i}, \hat{j} and \hat{k}:
- \hat{i} \times \hat{i} = \hat{j} \times \hat{j} = \hat{k} \times \hat{k} = 0
- \hat{i} \times \hat{j} = \hat{k} = - \hat{j} \times \hat{i}
- \hat{j} \times \hat{k} = \hat{i} = - \hat{k} \times \hat{j}
- \hat{k} \times \hat{i} = \hat{j} = - \hat{i} \times \hat{k}
Equilibrium Condition
“If three concurrent forces are in equilibrium, then each force has a constant ratio with the sine of the angle between the other two forces.”
Projectile Motion
- The projectile is an object given an initial