Chapter 1 Units, Physical Quantities, and Vectors Disclaimer: • All images copyright of Pearson Education unless otherwise stated. • Lecture slides format and content adapted from Lectures by Jason Harlow INSPIRING GREATNESS The nature of physics • Physics is an experimental science • Physicists seek patterns that relate the phenomena of nature. • The patterns are physical theories. called • A very well established or widely used theory is called a physical law or principle. INSPIRING GREATNESS Solving problems in physics The following four steps can be useful in forming ProblemSolving Strategies in physics: • Identify the relevant concepts, target variables, and known quantities, as stated or implied in the problem. • Set Up the problem: Choose the equations that you will use to solve the problem, and draw a sketch of the situation. • Execute the solution: This is where you “do the math.” • Evaluate your answer: Compare your answer with your estimates, and reconsider things if there’s a discrepancy. INSPIRING GREATNESS Idealised models Use simplified idealized model as aid to understanding e.g. • frictionless surface and light as a wave or a particle. • Use language of mathematics • Quantitative (numbers) not just qualitative INSPIRING GREATNESS INSPIRING GREATNESS Standards and units • Length, time, and mass are three fundamental quantities of physics. • The International System (SI for Système International) is the most widely used system of units. • In SI units, length is measured in meters, time in seconds, and mass in kilograms. INSPIRING GREATNESS Unit prefixes • Prefixes can be used to create larger and smaller units for the fundamental quantities. Some examples are: • 1 µm = 10−6 m (size of some bacteria and living cells) • 1 km = 103 m (about 10-minute walk) • 1 mg = 10−6 kg (mass of a grain of salt) • 1 g = 10−3 kg (mass of a paper clip) • 1 ns = 10−9 s (time for light to travel 0.3 m) INSPIRING GREATNESS Unit consistency and conversions • An equation must be dimensionally consistent. • Terms to be added or equated must always have the same units. • Always carry units through calculations, e.g. 𝑑𝑑 = 𝑣𝑣𝑣𝑣 = 𝑚𝑚 2.0 𝑠𝑠 × 5.0 𝑠𝑠 = 10 𝑚𝑚. • Convert to standard units as necessary, by forming a ratio of the same physical quantity in two different units, and using it as a multiplier. e.g. , 3 min to seconds: INSPIRING GREATNESS Scientific Notation • To deal with big and small numbers we use scientific notation: – Number = mantissa×10exponent • The mantissa is usually chosen so that it has one digit preceding the decimal point: – e.g., 3.00×108. – but not always. • The exponent is an integer representing the powers of 10. • Multiplication and division using scientific notation: – (7×1027 atoms/person)(7×107 persons) = 49×1036 = 4.9×1037 atoms INSPIRING GREATNESS Uncertainty and significant figures • The uncertainty of a measured quantity is indicated by its number of significant figures. • The lengths of two rods, A and B are measured as shown in diagram below. a) Are the rods of the same lengths? b) How confident are you of your answer to part a)? c) Which length measurement ( A or B ) are you more certain of? INSPIRING GREATNESS Estimating Significant Figures INSPIRING GREATNESS Significant figures (s.g.f) in calculations • For multiplication/division, the answer can have no more significant figures than the smallest number of sgf in the factors. e.g. 2.3 m/s × 0.293 s = 0.67 m/s • For addition/subtraction, the number of significant figures is determined by the term having the fewest digits to the right of the decimal point. e.g. 210.23 m+60.1 m= 270.3 m INSPIRING GREATNESS Vectors and scalars • Scalar quantity can be described by a single number (magnitude or size). • Vector quantity has both a magnitude and a direction in space. • In this course, a vector quantity is represented in italic ⃗ type with an arrow over it in boldface or normal: 𝑨𝑨 or 𝐴𝐴. ⃗ • The magnitude of 𝑨𝑨 is written as A, |𝑨𝑨| or |𝐴𝐴|. INSPIRING GREATNESS Drawing vectors • Draw a vector as a line with an arrowhead at its tip. • The length of the line shows the vector’s magnitude. • The direction of the line shows the vector’s direction. INSPIRING GREATNESS Adding two vectors graphically INSPIRING GREATNESS Adding two vectors graphically INSPIRING GREATNESS Adding more than two vectors graphically • To add several vectors, use the head-to-tail method. • The vectors can be added in any order. INSPIRING GREATNESS Adding more than two vectors graphically • To add several vectors, use the head-to-tail method. • The vectors can be added in any order. INSPIRING GREATNESS Subtracting vectors INSPIRING GREATNESS Multiplying a vector by a scalar • If c is a scalar, the product c has magnitude |c|A. • The figure illustrates multiplication of a vector by (a) a positive scalar and (b) a negative scalar. INSPIRING GREATNESS Addition of two vectors at right angles • To add two vectors that are at right angles, first add the vectors graphically. • Then use trigonometry to find the magnitude and direction of the sum. • In the figure, a crosscountry skier ends up 2.24 km from her starting point, in a direction of 63.4° E of N INSPIRING GREATNESS Components of a vector INSPIRING GREATNESS Positive and negative components • The components of a vector may be positive or negative numbers, as shown in the figures. INSPIRING GREATNESS Finding components • We can calculate the components of a vector from its magnitude and direction. INSPIRING GREATNESS Calculations using components • We can use the components of a vector to find its magnitude and direction: • We can use the components of a set of vectors to find the components of their sum: INSPIRING GREATNESS Vector addition using components INSPIRING GREATNESS Unit vectors • A unit vector has a magnitude of 1 with no units. • The unit vector points in the +x-direction, points in the +ydirection, and points in the +z-direction. • Any vector can be expressed in terms of its components as INSPIRING GREATNESS The scalar product Scalar (dot) Product : is the magnitude of the vectors multiplied by the cosine of the angle between them. The result of the dot operation is a scalar quantity e.g. Energy and work-done INSPIRING GREATNESS The scalar product INSPIRING GREATNESS The scalar product The scalar product can be positive, negative, or zero, depending on the angle between and . INSPIRING GREATNESS Scalar product using components • In terms of components: • The scalar product of two vectors is the sum of the products of their respective components. Chapter 6 to describe work done by a force. INSPIRING GREATNESS The vector product • The vector (cross) product of two vectors give a vector quantity. • The magnitude of the vector product is the product of the magnitudes of the vectors multiplied by the sine of the angle between them INSPIRING GREATNESS The vector product The direction of the vector product can be found using the right-hand rule: Examples of cross products are Torque and angular momentum INSPIRING GREATNESS The vector product is anti-commutative INSPIRING GREATNESS Vector product using components This is 2 D version; full 3D version in textbook 𝐴𝐴⃗ × 𝐵𝐵 = 𝐴𝐴𝑥𝑥 𝚤𝚤̂ + 𝐴𝐴𝑦𝑦 𝚥𝚥̂ × 𝐵𝐵𝑥𝑥 𝚤𝚤̂ + 𝐵𝐵𝑦𝑦 𝚥𝚥̂ = 𝐴𝐴𝑥𝑥 𝐵𝐵𝑥𝑥 𝚤𝚤̂ × 𝚤𝚤̂ + 𝐴𝐴𝑥𝑥 𝐵𝐵𝑦𝑦 𝚤𝚤̂ × 𝚥𝚥̂ + 𝐴𝐴𝑦𝑦 𝐵𝐵𝑥𝑥 𝚥𝚥̂ × 𝚤𝚤̂ + 𝐴𝐴𝑦𝑦 𝐵𝐵𝑦𝑦 𝚥𝚥̂ × 𝚥𝚥̂ Now 𝚤𝚤̂ × 𝚤𝚤̂ = 0; 𝚥𝚥̂ × 𝚥𝚥̂ = 0 (vectors in same direction) � 𝚤𝚤̂ × 𝚥𝚥̂ = 𝑘𝑘� Also 𝚤𝚤̂ × 𝚥𝚥̂ = 𝑘𝑘, for a right-handed co-ordinate system (the only kind we use; � it is defined by 𝚤𝚤̂ × 𝚥𝚥̂ = 𝑘𝑘) INSPIRING GREATNESS Vector product using components 𝐴𝐴⃗ × 𝐵𝐵 = 𝐴𝐴𝑥𝑥 𝐵𝐵𝑦𝑦 𝑘𝑘� + 𝐴𝐴𝑦𝑦 𝐵𝐵𝑥𝑥 −𝑘𝑘� = 𝐴𝐴𝑥𝑥 𝐵𝐵𝑦𝑦 − 𝐴𝐴𝑦𝑦 𝐵𝐵𝑥𝑥 𝑘𝑘� Meaning vectors 𝐴𝐴⃗ and 𝐵𝐵 are in xy-plane, then 𝐴𝐴⃗ × 𝐵𝐵 is in the ±𝑧𝑧 direction • 𝐴𝐴⃗ × 𝐵𝐵 is in +𝑧𝑧 direction if 𝐴𝐴𝑥𝑥 𝐵𝐵𝑦𝑦 > 𝐴𝐴𝑦𝑦 𝐵𝐵𝑥𝑥 • 𝐴𝐴⃗ × 𝐵𝐵 is in −𝑧𝑧 direction if 𝐴𝐴𝑥𝑥 𝐵𝐵𝑦𝑦 < 𝐴𝐴𝑦𝑦 𝐵𝐵𝑥𝑥 • (this is the simple case of 2D vectors) INSPIRING GREATNESS Vector product using components More generally, 3D (i.e. if 𝐴𝐴⃗ and 𝐵𝐵 have 𝑥𝑥, 𝑦𝑦 and z components) we have the result 𝐴𝐴⃗ × 𝐵𝐵 = 𝐴𝐴𝑦𝑦 𝐵𝐵𝑧𝑧 − 𝐴𝐴𝑧𝑧 𝐵𝐵𝑦𝑦 𝚤𝚤̂ + 𝐴𝐴𝑧𝑧 𝐵𝐵𝑥𝑥 − 𝐴𝐴𝑥𝑥 𝐵𝐵𝑧𝑧 𝚥𝚥̂ + 𝐴𝐴𝑥𝑥 𝐵𝐵𝑦𝑦 − 𝐴𝐴𝑦𝑦 𝐵𝐵𝑥𝑥 𝑘𝑘� INSPIRING GREATNESS