List of Principles and Equations Principle Equations vectors - find components vx = v cos(θ) vy = v sin(θ) vectors - find magnitude and direction v = sqrt(vx2 + vy2) θ = tan-1(vy / vx) add 180° to θ if vx < 0 vectors - addition If c = a + b, then cx = ax + bx cy = ay + by average velocity and acceleration v̅ x = (x - x0) / t a̅ x = (vx - v0x) / t constant acceleration x = x0 + v0x t + ½ ax t2 vx = v0x + ax t vx2 - v0x2 = 2 ax (x - x0) Projectile motion x = x0 + v0x t y = y0 + v0y t - 4.9 m/s2 t2 vy = v0y - 9.8 m/s2 t vy2 - v0y2 = -19.6 m/s2 (y - y0) Newton's 2nd law (Fnet)x = m ax (Fnet)y = m ay Object traveling along an inclined plane n = m g cos(θ) Friction force fk = μk n ← kinetic friction fs ≤ μs n ← static friction Spring force Fx = - k x Work - constant force W = Fx (x - x0) W = F d cos(θ) Wg = - m g (y - y0) Kinetic energy KE = ½ m v2 Single object, with work done on it Wnet = KEf - KEi PEg = m g y ← gravitational potential energy of one object System of interacting objects (energy) PEs = ½ k x2 ← potential energy of one spring E = Σ PE + Σ KE ← mechanical energy is the sum of all potential energies and kinetic energies Ef - Ei = Wnc ← change in mechanical energy is the net nonconservative work done on the system Principle Equations Momentum of a single object p = m v ← vector px = m vx ← component Impulse I = F Δt ← impulse due to a single force pf - pf = Inet Collision p1i + p2i = p1f + p2f ← vector p1ix + p2ix = p1fx + p2fx ← component 1d elastic collision v1i - v2i = v2f - v1f ← use in conjunction with collision equation 1d totally inelastic collision v1fx = v2fx ← use in conjunction with collision equation Rotating rigid object, OR object traveling on a circular path θ=s/r ω = vt / r α = at / r Uniform circular motion of an object ac = v2 / r ← ac points from the object towards the center of the path Non-uniform circular motion of an object a = sqrt(at2 + ac2) Gravitational force between any two massive objects F G = G m1 m 2 / r 2 PEG = - G m1 m2 / r Torque τ = r F sin(θ) τ > 0 → counter clockwise change in rotation Equilibrium Fnet = 0 τnet = 0 Rolling or spinning object - moment of inertia Point mass → I = m r2 ring → I = m r2 disk → I = ½ m r2 sphere → I = 2 m r2 / 5 Non-zero net torque τnet = I α Rolling or spinning object - kinetic energy KEr = ½ I ω2 Rotating object with 0 net torque Ii ωi = If ωf Fluid ρ=M/V P=n/A Pressure in a stationary fluid P2 = P1 + ρ g h Buoyant force on a solid object in contact with a fluid or gas B = ρfluid g Vdisplaced ← direction is ALWAYS upwards Principle Flowing fluid Equations v 1 A1 = v 2 A2 P1 + ½ ρ v12 + ρ g y1 = P2 + ½ ρ v22 + ρ g y2 Length and volume of a heated solid object ΔL = α L0 ΔT ← change in length ΔV = β V0 ΔT ← change in volume, β=3α Ideal gas PV=nRT molar mass = sum of atomic numbers of atoms in molecule, in g/mol n = number of moles = mass of gas / molar mass Change in temperature of a heated object Q = m c ΔT Change in phase of a heated object Q = ± m L ← use + for an object that is melting or evaporating Isolated system of stationary objects in thermal contact ΣQ=0 System which experiences work, and transfers heat ΔE + Q = W Q = heat of the system, W = work done on the system (not by the system) Mass on a spring ω = sqrt(k / m) Periodic motion of an object T = 2 π / ω ← period f = 1 / T = ω / (2 π) ← frequency x = A cos(ω t) vx = -A ω sin(ω t) ax = -ω2 x Pendulum ω = sqrt(g / L) Periodic wave motion OR standing wave pattern v=fλ Speed of a wave on a string v = sqrt(FT / μ) μ = m / L ← mass per unit length Standing wave on a string fn = f1 / n ← nth harmonic frequency f1 = v / (2 L) ← fundamental frequency n = 1, 2, 3, ... Standing sound wave in an open-open ended pipe fn = f1 / n f1 = v / (2 L) n = 1, 2, 3, ... Standing sound wave in an openclosed ended pipe fn = f1 / n f1 = v / (4 L) n = 1, 3, 5, ... Interference of sound waves from two sources constructive if r1 - r2 = n λ destructive if r1 - r2 = (n + ½) λ n = 0, ±1, ±2, ...