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232225
Exam 1
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Mind Map on Exam 1, created by cspicer on 26/09/2013.
Mind Map by
cspicer
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Resource summary
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
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