Uploaded by Quiane Jim Arenajo

Chapter 1- Kinematics and Dynamics

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1.1: Units
- Various systems of units developed
- British (imperial) system
- Length - foot (ft)
- Weight - pound (lbs)
- Time - second (s)
- Mass - slug
- Metric system (most common)
- Meters, kilograms, and seconds (MKS) or centimeters, grams, and
seconds (CGS)
- SI units include MKS system + others in the table below
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Each system has base units and derived units
- Base units: standard units that the system is built around
- Derived units: created by associating base units with each other (i.e. N =
kg*m/s^2)
Prefixes can be used in the metric system
can convert between imperial and metric system (See chapter 10)
At the molecular, atomic, or subatomic level, different units may be used to work with the
very small size
- Angstroms: 1Å = 10-10 m
- nanometers : 1 nm = 10-9 m
- Electron volts: 1 eV = 1.6*10-19 J
- Represents the amount of kinetic energy gained by an electron
accelerating through a potential difference
1.2: Vectors and Scalars
- Vectors: numbers that have magnitude and direction
- i.e. displacement, velocity, acceleration, and force
- Scalars: numbers that have magnitude only and NO direction
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- i.e. Distance, speed, energy, pressure, and mass
Vectors can be represented by arrows (represented by arrowhead over a letter or bold
letter)
- The direction of the arrow indicates the direction of the vector
- Length of arrow ~ proportional to the magnitude of the vector quantity
The magnitude of the vector represented by absolute value signs around the letter with
the arrowhead or around the bold letter or italic type
Scalars and magnitude of vectors are usually represented with italic type
Vector addition
- Resultant: the sum or difference of two or more vectors
- Tail to tip method
- Place the tail of B on the tip of A without changing the length or direction
of the arrow
- Lengths of the arrow must be proportional to the magnitude
- Vector sum = vector joining the tail of A to the tip of B and pointing
toward the tip of B
Component method
- Break each vector into perpendicular components
- Usually horizontal and vertical (x- and y-components) but can be defined as the
perpendicular and parallel components
- Given any vector, find the x and y component by drawing a right triangle with the
vector as the hypotenuse
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If theta is the angle between the vector and the x-component then
- Cos theta = X/V → X = VCostheta
- Sin theta = Y/V → Y = VSintheta
If X and Y are already known, V can be found using the Pythagorean theorem:
X2 + Y 2 = V2 or V =
-
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2
𝑋 +𝑌
2
Angle of the resultant vector can be calculated using theta = arctan (Y/X)
- NOTE: DO NOT NEED TO KNOW HOW TO CALCULATE ARCTAN
IN MY HEAD
- X component of the resultant vector is the sum of all the x components and the y
component of the resultant vector is the sum of all the y components
- Steps to component method
- Resolve the vectors into X and Y components
- Add the x components to get the X component of the resultant vector
- Add the y components to get the y component of the resultant vector
- Find the magnitude of the resultant vector using the Pythagorean theorem
- Find the direction (theta) of resultant vector using theta = arctan (Y/X)
Vector subtraction
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Subtracting one vector from another can be done by adding a vector with equal
magnitude but opposite direction to the first vector
- Can be performed on the component vectors first then combined to create the
resultant vector
- X component of resultant vector is the difference between the x
components of the vectors being subtracted
- Y component of resultant vector is the difference between the y
components of the vectors being subtracted
Multiplying vectors by scalars
- When a vector is multiplied by a scalar:
- the magnitude of the vector will change ( new vector = old vector*factor)
- Direction will be parallel or antiparallel to its original direction
- Positive value → same direction
- Negative value → opposite direction
Multiplying a vector by other vectors
- Use two vector quantities to generate a third vector or a scalar
- To get a scalar (commutative)
- Multiply the magnitudes of two vectors and the cosine of the angle
between the two vectors → dot product
- A •B = |A| |B| Cos theta
- To get a third vector (noncommutative)
- Multiply magnitude of two vectors and the sine of the angle between the
two vectors → cross product
- A ×B = |A| |B| Sin theta
- Resultant vector will be perpendicular to the plane created by the two
vectors → vector will be going into or out of the page
- Finding the direction of resultant vector from the cross product
- Right-hand rule
- Point thumb in the direction of vector A
- Extend fingers into the direction of vector B
- Palm points in direction of the new vector
1.3: Displacement and Velocity
- Displacement: The change in position that an object experiences
- Vector quantity → magnitude and direction
- Connects (in a straight line) the object's initial and final position
- Does NOT account for the actual pathway taken by the object! ONLY accounts
for net change (final - initial)
- Distance: scalar quantity that considers the pathway taken by the object
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Velocity: vector quantity. Magnitude measures the rate of change of displacement in a
given unit of time
- Units: m/s
- Direction of the velocity vector is in the direction of displacement
Speed: rate of actual distance traveled in a given unit of time (units: m/s)
Instantaneous speed of an object will always equal the magnitude of the object’s
instantaneous velocity
Instantaneous velocity: measure of the average velocity as the change in time approaches
zero
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Instantaneous speed is a scalar quantity
Average speed will not always be equal to the magnitude of average velocity bc average
speed is total distance over time while average velocity is displacement over time
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Average velocity can be found as:
1.4: Forces and Acceleration
- Every change in velocity is caused by a push or pull (a force)
- Force: vector quantity that is experienced as pushing or pulling on objects (Units: N = 1
kg*m/s2)
- Can exist between objects that are not touching
- Gravity: attractive force felt by all forms of matter
- All object exert gravitational forces on each other
- Gravitational forces are usually insignificant on the small scale bc other forces
have larger effect but are really important on the planetary scale
- Magnitude of gravitational force between two objects (two masses)
(universal law of gravitation)
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- G = universal gravitational constant (6.67 * 10 -11 N*m2/kg2)
- m1 and m2 = masses
- r = distance between the centers of mass
Friction
- Friction: force that opposes the movement of an object
- Friction always opposes an object's motion and causes it to slow down or become
stationary
- Static friction(fs): exists between a stationary object and the surface it is on
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μs = coefficient of static friction
- Unitless quantity that is dependent on the two materials in contact
N = magnitude of the normal force
- Force that is perpendicular to the surface that the object rests on
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Less than or equal to sign indicates that there is a range of values for static
friction
- Minimum is zero (on surface with no applied forces)
- Max is μs*N
Kinetic Friction (fk): exists between a sliding object and the surface over which the object
slides
- Only present when the object is sliding! Be careful to identify if the object is
sliding or not
- Magnitude of kinetic friction:
- μK = coefficient of kinetic friction
- N = normal force
- Kinetic friction has a constant value given by the equation
Coefficient of static friction is always larger than coefficient of kinetic friction, so the
maximum value for static friction is always greater than the value of kinetic friction
- Harder to get an object sliding than it is to keepit sliding
- Once you get the object sliding it is easier to maintain the motion
Mass and weight
- Mass(m): measure of the body’s inertia or amount of matter in the object.
Constant value.
- Scalar quantity so only magnitude
- Units: Kg
- Weigh(Fg)t: measure of gravitational force on an object’s mass
- Vector quantity → magnitude and direction
- Units: N
- Weight and mass are related: Fg = mg
- Fg = weight of object
- m = mass of object
- g = acceleration due to gravity (9.8 m/s2 for earth)
- Weight of object is applied at center of mass/gravity
- Each point of an extended object moves through space in its own path, but
one point in the extended object moves in a simple parabolic path (center
of mass)
- Center of mass is related to a single point where one can visualize gravity
acting on an object
- Center of mass for a uniform object is at the geometric center, but the
same is not true for nonsymmetric, nonuniform objects
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Calculate the coordinate x,y and z if needed using the mass and distance
that mass is from the specified origin
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Acceleration (a): rate of change of velocity that an object experiences as a result of some
applied force
- Vector quantity → magnitude and direction
- Units: m/s2
When acceleration is in the opposite direction of initial velocity → acceleration
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Average acceleration:
Instantaneous velocity: average acceleration as Δt approaches 0 →
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On a velocity vs time graph, the slope of the graph at a specific time → instantaneous
acceleration
- Positive slope → positive acceleration and in same direction as velocity
- Negative slope → negative acceleration (deacceleration) and in opposite direction
of velocity
1.5: Newton’s Laws
- First law (law of inertia)
- Fnet = ma = 0
- Fnet = net force
- m = mass
- a = acceleration
- A body either at rest or in motion with a constant velocity (no acceleration) will
remain that way unless a net force acts upon it
- Second law
- Fnet = ma
- Fnet = net force
- m = mass
- a = acceleration
- An object of mass m will accelerate when the vector sum of the forces results in
some nonzero resultant force vector
- Net force and acceleration point in the same direction
- The direction of net force determines the direction of acceleration
- Third law (action and reaction)
- FAB = -FBA
- The force exerted by A on B is equal but opposite to the force exerted by B on A
- Forces between two objects are equal but opposite
1.6: Motion With Constant Acceleration
- Object can undergo two types of motion
- Constant (no acceleration)
- Changing (acceleration)
- Acceleration can be constant or changing
- Constant acceleration is important
- Linear motion: objects velocity and acceleration are along the line of motion → pathway
of moving object continues along a straight line
- Linear motion problems usually involve an object being dropped to the ground
from a height
- Falling objects exhibit linear motion with constant acceleration which can be described
by the following equations:
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- x = displacement (change to y when the motion is vertical)
- v = velocity
- a = acceleration
- V0 = initial velocity
- t = time
If no other force is acting on an object that is falling other than gravity, it is in free fall
and will not reach terminal velocity
Free fall questions
- Use kinematics
- If air resistance is negligible, the amount of time to reach max height = time to
fall back down to starting height
- Set vf = 0 and solve for t
- Multiply t by 2 to find the total time in the air
- Only force acting on object in air is gravity, so velocity in the x direction is
constant
- Multiply initial velocity in x direction by time in air to find the horizontal
displacement
Air resistance opposes the motion of the object
- Value of air resistance grows as the speed of the object increases
Object in free fall experiences a growing drag force (since air resistance increases with
speed)
Drag force will eventually equal the magnitude of the weight of the object → object
falling with constant velocity (no net force → no acceleration)
Terminal velocity: the constant velocity of an object when the weight force = drag force
Projectile motion
- Projectile motion: motion that follows a path along two dimensions
- Velocity and acceleration in the two dimensions are independent of each other
(they do not influence each other) → analyze them separately
- Gravity is only experienced in the y direction
- Vy will change at the rate of g (9.8 m/s2) while Vx will remain constant
- No forces act along the x-axis so the velocity is constant in the x direction
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Inclined Planes
- Motion in two dimensions
- Divide forces into vector components that are parallel and perpendicular to the
plane
- Gravity is usually split into vector (double check to make sure this fits the picture)
- Fgy = mgsintheta
- Fgx = mgcostheta
- Same kinematics equations can be applied
Circular motion
- Occurs when forces cause an object to move in a circular pathway
- Completion of one cycle → displacement of object = 0
- Uniform circular motion → speed of object is constant
- nonuniform circular motion → speed is not constant
- In uniform circular motion
- Instantaneous velocity vector is always tangent to the circular path
- Object has a tendency to break out of circular motion and move in a linear
path along the tangent
- Centripetal force keeps the object from breaking from circular pathway
- Centripetal force = any force that points radially inward and causes
circular motion
- Forces can be split into radial and tangential components, but the
tangential force is zero in uniform circular motion since there is no change
in the speed of the object
- Centripetal force → centripetal acceleration
- Acceleration is always in the direction of the net force
- For circular motion, acceleration is inward toward the center of the
circle (direction of centripetal force)
- Acceleration generated by centripetal force keeps the object in the circular
pathway
- When centripetal force is no longer acting on the object → object will exit
circular path and travel along the tangent
- Centripetal acceleration = v2/r
- FC= ma = mv2/r
1.7: Mechanical Equilibrium
- Free body diagrams used to represent forces acting on an object
- Dynamics: the study of forces and torques
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Translational equilibrium
- Translational motion occurs when forces cause an object to move without any
rotations
- Translational equilibrium exists only when the vector sum of all the forces acting
on an object is zero (first condition of equilibrium)
- If there is no net force, there is no acceleration
- Means the object is at rest OR there is constant nonzero velocity
- Objects in translational equilibrium will have constant velocity (no acceleration,
so it could be zero velocity or same nonzero velocity) and constant direction
Rotational equilibrium
- Rotational motion occurs when forces are applied against an object in a way that
causes the objects to rotate around a fixed pivot point (the fulcrum)
- Applying force some distance from the pivot → torque (vector quantity)
- Force at the pivot → no torque
- Distance between applied force and the pivot = lever arm
- Torque generates rotational motion
- Torque depends on
- the magnitude of force
- distance from pivot the force is applied angle
- Angle between force and lever arm
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Sin (90) = 1 so greatest torque generated when applied perpendicular to
lever arm
Sin (0) = 0 so no torque generated when applied parallel to lever arm
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Rotational equilibrium exists only when the vector sum of all the torques acting
on an object is zero (second condition of equilibrium)
Clockwise torque = negative
Counterclockwise torque = positive
When in rotational equilibrium, the object can
- Be stationary (not rotating at all)
- Rotate with constant angular velocity
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