Problem Solving Note: this is still an early-stage draft of this document. ©2006, Steve Carabello Overview of a step-by-step procedure: 1. Get a clear picture (mental or sketch) of the problem. Usually, this is a physical process, so imagine watching something happen over time, or relate it to things you observed in class or in real life. In some cases (force problems, torque problems), it’s required to draw a new sketch of your own, since it’s nearly impossible to solve correctly without such a sketch. Physics is not just a special kind of algebra. 2. If possible, try to get a ballpark estimate of what your final answer should be. You may get good at this after doing many physics problems, or by having a good feel for the way that sort of physical system works. 3. Translate the information in the problem into variables, with the appropriate letters and units. Make sure that you list prominently what you’re solving for. Note: some of the key information might not be given as numbers, but instead as words in the text of the problem. Also: be careful about minus signs, and vectors vs. scalars. 4. Try to decide which equations are true and useful for this problem. The best way to get good at this is by doing a lot of problems, though a solid understanding of the meaning of each equation is very useful no matter how many or how few problems you’ve done. 5. Choose an equation to try, and make sure you understand exactly what each of the variables in that equation means. Without that sort of clear understanding, you’ll make mistakes more often than not. 6. Look at what you know and what you’re trying to find, to make sure that the equation you chose is indeed both true and useful for the problem you’re trying to solve. You may need to use multiple equations, so it would be helpful to map out your strategy for getting your final answer. 7. Plug in your numbers, verifying again that the variable in the equation really does have the same physical meaning as the number you’re using. This includes vector vs. scalar distinctions, being careful with minus signs, being careful with units, etc. 8. Run through the algebra, using units in all steps. 9. Get an answer. 10. Look at your answer: are the units correct? Does the size of your answer make sense (especially given your guess in step 2)? If not, check your work. It is actually more common to make an error in the concept stage (steps 1-6) than in the algebra (8-9). Note that only steps 7, 8, and 9 involve calculation. All of the other steps are important, and are usually worth credit where partial credit is available. Those other steps are not a waste of time, they are necessary steps toward understanding processes and getting correct answers. Physics is a way of understanding physical systems, not just a process of plug-and-chug through equations. The main equations: Equation The 4 kinematic equations. e.g. Δx = vixΔt + ½ ax(Δt)2 Δx = ½(vix + vfx) Δt vfx = vix + axΔt vfx2 = vix2 + 2 axΔx Is only true when... 1. you are dealing with a purely linear problem, or you are dealing with one component of 2- or 3dimensional motion, AND 2. the acceleration in the direction you are considering is constant. Δy = viyΔt + ½ ay(Δt)2 etc. The 4 rotational kinematic equations. e.g. Δθ = ωiΔt + ½ α(Δt)2 the angular acceleration of your system is constant. Newton’s Laws I. If ΣF = 0 then a = 0 II. ΣF = ma or Fnet = dp/dt III. FAB = – FBA Newton’s Laws for Torque Στ = Iα or τnet = dL/dt τAB = – τBA are always true, as long as you are completely clear about what object(s) the forces are acting on. Work and Energy: Wnc + Ei = Ef 1. are always true, as long as you are clear about what object(s) the torques are acting on, AND 2. α must use radians as the angular unit is always true. May be useful when it is true, and... 1. You have some “initial” situation and some “final” situation that you care about. 2. You have enough information to get any 3 of the 5 variables (e.g. Δx, vix, vfx, ax, Δt) for either direction. 3. The net force is constant (therefore acceleration is constant too). The net torque is constant (therefore angular acceleration is constant too). Other You must split this up into components. 1. You have some way of knowing what Wnc is (it may be zero, but you need to be sure). 2. You have some “initial” situation and some “final” situation that you care about. 3. You have changes in speed and changes in height. 4. You have a mass and a spring. 5. You have something rolling without slipping. 1. Wnc is zero if you have an elastic collision (and for no other collisions). 2. Wnc is zero for cases of rolling without slipping (as long as there are no applied forces) You may use whatever angular units you want, as long as you stay consistent with them. You must draw free body diagrams. You must split this up into components. You must draw free body diagrams. Conservation of Momentum Ptot_i = Ptot_f Conservation of Angular Momentum Ltot_i = Ltot_f Supporting equations Equation Centripetal Acceleration ac = ar = v2/r = rω2 Tangential Acceleration at = d|v|/dt Rotation and Translation Δs = rΔθ v = rω at = rα Uniform Circular Motion v = (2πr)/T 1. ...the net force on your system of objects is zero OR 2. ...the net force times the time between “initial” and “final” is sufficiently small. This will be true any time something is called a “collision” and you have linear types of motion (not spinning) OR 3. ...the net force on your system along a certain direction is zero, and you only apply this equation for the component of momentum along that direction. 1. ...the net torque on your system of objects is zero OR 2. ...the net torque times the time between “initial” and “final” is sufficiently small. This will be true any time something is called a “collision” and you have spinning happening. 1. You have different objects pushing/pulling/hitting on a frictionless surface. 2. You see the word “collision.” Is only true when... 1. ... you have circular motion, so that you can define a radius AND 2. ... ω is in radians you have circular motion Is often used when/with... 1. you have a circular orbit 2. Newton’s Laws 3. rotational kinematics something going around in a circle is changing speed 1. rotational kinematics 2. energy conservation 3. angular momentum Other “Centripetal acceleration” and “radial acceleration” mean the same thing. If the speed |v| isn’t changing, then at is zero. The angular unit MUST be radians. 1. you have a circular orbit 2. the words “uniform circular motion” are used In uniform circular motion, α and at are zero, ac (or ar) is constant but nonzero. 1. you have a thread unwinding without slipping from a pulley OR 2. you have an object rolling without slipping on a surface you have uniform circular motion (that is, motion around a circle at constant speed) You must split this up into components. 1. You have different objects pushing/pulling/hitting with a frictionless axle. 2. You see the word “collision” and you clearly have some rotation at some time. 1. you have any 2 surfaces in contact 2. N is the normal force between the two surfaces being considered. 3. fs for static friction, only when no slipping going on. 4. fk for kinetic friction, only when there is slipping. 1. you have a Hooke’s Law spring 2. |x| is the magnitude of the distance the spring has been stretched from its equilibrium position. 1. Newton’s Laws 2. Work and energy Be careful about direction of the force: kinetic friction opposes the actual slipping, static friction opposes the tendency to slip. 1. Newton’s Laws 2. Spring potential energy Newton’s Law of Gravitation: Fgrav Gmr 1m2 2 1. you have two point masses, or two spherical masses. 2. r12 is the distance between the centers of mass of the 2 objects (not the radius of either object). 1. Newton’s Laws 2. Centripetal Acceleration Torque: a. τ = r×F b. τ = rF sinθ = Fd = Fl a) r is the vector starting from your 1. Newton’s Laws for Torque chosen pivot point, to the location where 2. Rotational work and energy the force F starts. b) d or l mean the same thing: the shortest distance between the pivot point, and the line along which the force acts. Moment of Inertia: a) only for one or more point masses 1. k is called the spring constant. It has units N/m. 2. You must draw a free body diagram. 3. The direction of the force from the spring onto the object pulling it is opposite to the direction the spring was stretched from its equilibrium postion. 1. Gravity is always an attractive force. 2. If you have more than 2 masses, you must calculate the strength of each gravitational force separately, then do a vector sum. 1. θ is the angle between the vectors r and F. Make a side sketch to be sure you have the correct angle. 2. Be sure you remember how to apply the right hand rule. 1. The moment of inertia Friction: fs ≤ μsN fk = μkN Spring Forces: |Fspring| = k |x| 12 1. Torque a) I = Σmiri2 b) ICM = KMR2 c) I = ICM + Md2 where ri is the radius of the circle that 2. Rotational Kinetic Energy that mass makes. Any object with a size 3. Angular Momentum much smaller than the radius of the circle it sweeps out may be considered a point mass. b) only for a shape about the center of mass. The equation at left is a shorthand for the moments of inertia given in the figure in the text. K is some constant, M is the total mass of the shape, and R is the radius of the shape. e.g. for a solid cylinder, I = ½MR2. c) only for an axis of rotation other than the center of mass, where you know the moment of inertia of that shape for an axis through the center of mass and parallel to your actual axis. (“Parallel axis theorem”). d is the distance from the actual axis of rotation to the center of mass of the shape. of multiple objects is just the sum of the moments of inertia of each alone. 2. Be careful about the difference between the radius of an object, and the radius of the circle an object sweeps out. May be useful when... Other Wave Speed: v f k Angular Frequency (SHM): mass spring k m simple _ pendulum g L physical _ pendulum mgd I Definitions equations Equation vavg = Δx/Δt v=dr/dt aavg = Δv/Δt a=dv/dt ωavg = Δθ/Δt ω = dθ/dt Is often used with... αavg = Δω/Δt α = dω/dt vP A vP B vB A mi xi mi y i X CM iM , YCM iM p = mv L = r×p L = Iω Ktr = ½mv2 Krot = ½Iω2 Ug = mgh Gm m U grav r112 2 Uspr = ½kx2 sf W F ds Fs cos si W = τ Δθ P Wt F v Fv cos P = τω f T1 ω = (2π rad)f = (2π rad)/T k = (2π rad)/λ Other notes: Know the trig. functions, for splitting up vectors into their components. Draw triangles if necessary. Know how to take dot products and cross products, when given magnitudes and directions, and when given vector components or unit vector notation. Know how to apply the right hand rule, to get the direction of the result of a cross product.