Zusammenfassung der Ressource
Exam 1
- Motion
- Inertia
- Measure of an object's resistance to changes in motion
- Newton's First Law
- If the total force acting on an object is 0, then the object will maintain that velocity forever.
- Constant velocity= same speed and direction
- Newton's Second Law
- Forces come in pairs= action pairs
- Total force on an object is equal to the sum of all the forces acting on that object
- F = ma
- 1 N= 1 kg * m/s2
- Ftotal= F1 + F2 +F3....
- Newton's Third Law
- When one object exerts a force on a second object, that second object exerts an equal and opposite force on the first object
- Position
- Displacement
- Change in position during a particular time
- Slope of PvT graph gives the value of velocity
- Velocity
- Slope of VvT gives acceleration value
- Speed with direction
- Acceleration
- Rate at which the velocity changes
- Average velocity= Change in velocity / change in time
- Instantaneous Velocity= velocity / time... Slope of the tangent line to a PvT graph
- Chapter 3
- Newtons Laws of Motion
- Quantities
- Displacement
- Velocity
- Acceleration
- Free body diagrams
- Newtons Second Law
- F = ma
- Newtons Second Law Using Apparent Weight
- ma = F = N + F grav
- Mass:
- Fgrav = -mg
- Types of Forces
- Gravity
- -9.8 m/s^2
- Weight
- mg
- Normal Force
- Friction
- Kinetic Friction
- Ffriction = ukN
- Static Friction
- I Ffriction I < usN
- Drag
- Air Drag Using Newtons Second Law
- ma = Sum of F = Fgrav + Fdrag
- Chapter 4
- Statics, AKA: Moving anything on Earth
- Force = Mass x Acceleration, AKA: Newton's Second Law
- Translational
Equilibrium
- ∑F = F1+F2+F3...Fn = 0
- Net force must be equal to zero when in equilibrium
- Forces may act in more than one direction
- Break up the force into both "x" and "y" components
- Remember, ∑Fx = 0 and ∑Fy = 0 because the net force is still zero
- Projectile Motion, AKA: Baseball
- Motion curves typically resemble parabolas
- Acceleration due to gravity = 9.8 m/s^2
- Velocities can be broken down into both "x" and "y" components
- Breaking down velocities help find displacements and time
- Three equations to be used once some of the unknowns have been found
- Vfx = Vix + ax • t
- Displacement = Vix • t + 1/2ax • t^2
- Vfx^2 = Vix^2 + 2ax • displacement
- The trajectory for most simple projectile motion follows two forms of symmetry
- Symmetric in time, or time spent reaching the maximum height is always equal to the time spent
falling back down
- Symmetric in space, or following a parabola curve as it goes through
space