Kinematics Distance X Total length travelled (direction doesn’t affect) Displacement X X Change in position (vector: magnitude + direction) Can be positive, negative or 0 Speed X X X Distance moved/time S = ½ (u+v)t S = ut + ½ at2 V = u + at V2 = u2 + 2as Average speed = total distance/time Instantaneous speed = speed at 1 specific time (gradient of d-t graph) Velocity X X X X X Change in displacement/change in time Changing velocity: speed/direction changes Average velocity = total displacement/total time Uniform velocity = motion in straight line with constant speed, no acceleration Instantaneous velocity = velocity at 1 specific time *Instantaneous speed = magnitude of instantaneous velocity, but average speed magnitude of average velocity Acceleration X X X X X X Change in velocity/change in time or (v-u)/t Speed up Slow down Change direction Deceleration = decrease in velocity every second In a v-t graph, acceleration = gradient *Acceleration of Free Fall X X X Subjected to force of gravity alone, assume no air resistance 10m/s2 – constant for all materials, sizes, shapes, masses Applied for compact objects with small surface area X When projected upwards, speed of object decreases at a rate of 10m/s 2 *Fan: circular motion, always accelerating because the direction keeps changing Graphs Graph (draw it!) Distance-time/displacement-time Constant, uniform speed Speed-time/velocity-time Constant acceleration Acceleration-time acceleration (at constant rate) speed, constant acceleration acceleration acceleration (at rate) speed, negative acceleration acceleration acceleration (at rate) At rest Constant speed Constant acceleration Didn’t move at all At rest Constant speed Forces X Vector quantity = magnitude + direction Contact Force Require physical contact between the 2 objects for force to be applied Examples: Frictional Force Applied Force Air Resistance Tension Force Normal Force Spring Force Non-contact force Do not require physical contact between the 2 objects for the force to be exerted Examples: Gravitational Force Magnetic Force Electrical Force Newton’s Laws 1. When forces acting on a body are balanced (equal and opposite) Fnet = 0, a = 0m/s2 X X 2. 3. Object at rest: v = 0m/s, stays at rest Object in motion: v 0m/s, stays in constant motion at uniform velocity When body experiences a net force 0 (forces are not balanced and equal) It will accelerate and slow down/speed up/change direction Action is equal and opposite to reaction Object in equilibrium: normal = gravity F = ma Free Body Diagram X X X Simplification Assumptions: X X X Translational motion , not rotational Longer arrow = greater force G = 10N/kg Mass (kg) X Quantity of matter in object Weight (N) X X W = mg Force upon object due to gravity Tension X X X X Pulling force Unstretched rope – 0 tension Stretched rope – tension = weight Very stretched – too high tension, rope snaps Normal X X Body of interest (in equilibrium) Body of interest is not too long Gravity X Air resistance Treat moving object as a mass concentrated at a single point When 2 bodies interact by pressing on each other Always perpendicular to contacting surfaces Gravitational pull Friction X X X X When 2 bodies move/attempt to move X X X Prevents motion (eg sliding) 1 body opposes motion of other body 3rd body must provide external force to cause motion On rough surfaces only, smooth surfaces = negligible friction Dependent on Not dependent on Nature of surface (smooth/rough) Area of contact Force pressing on surface Area of contact Produces motion (eg wheels of a car) Reducing friction X X X X Lubricate surfaces with oil/grease Use ball bearings/rollers Separate surfaces with a cushion of air Fluid Friction X X Air resistance, water resistance Total surface area X X X Surface area, Resistance Eg parachute Speed of motion of object X X Speed, Resistance Eg sprinting vs walking Inertia X X X Property of all objects with mass Body will resist change to original motion unless acted on by net force When explaining: Original state, Action, Inertia, Link back, Answer Falling Parachutes Free-fall X Fnet = mg (a = g = 10m/s) Non free-fall X X Fnet = mg – R Air resistance is dependent on surface area and speed, so V, R Initial X X Velocity is approximately zero/very small, so V = 0, R = 0 X X X As the body accelerates V, R until R = mg X X X X V, R until R=mg Fnet = mg (a = g = 10m/s), almost free-fall Intermediate Fnet = mg-R , with R increasing, Fnet is smaller Acceleration decreases Final Fnet = mg-R = 0 Acceleration = 0 Terminal velocity! Parachute! X X X X X X X X X Accelerates from rest, speeding up due to positive net force A decreases with time as he speeds up When AR = mg, Fnet = 0, so A = 0 Parachute opens! Surface area increases significantly SA , AR Decelerate (decrease in velocity) AR Mg = R, new terminal velocity Vectors Vector Addition X X X Identify forces by drawing FBD X Non-collinear = must draw vector triangle or parallelogram 1. Use a suitable BIG scale to represent each tension in magnitude and direction (eg 1 cm to 50N) Net force = sum of all forces, depending on magnitude and direction Collinear (acting along a straight line) = just add and subtract 2. Translate Tension A parallel to its original direction 3. Resultant/net force is found by joining the triangle 4. Record resultant force by measurement Vector Resolution Components of Vectors X X All vectors can be split/reduced to their horizontal and vertical components (perpendicular) Using trigo, the magnitude and direction of each of these components can be calculated Y component (Vertical) : Rsin X component (Horizontal) : Rcos R 1. 2. Change both vectors into their horizontal and vertical components Construct the following table: Horizontal Component (X) Vertical Component (Y) Vector 1 Rcos Rsin Addition Vector 2 R2cos2 R2sin2 Resultant Net Horizontal Force Net Vertical Force Resultant Force = √(Net Horizontal Force)2 + (Net Vertical Force)2 Angle of Resultant Force= tan-1 (Net Vertical Force/ Net Horizontal Force) Addition Work X X Applied force on object, object moves a certain distance W = Fd Work done (J) = Force (N) x distance/displacement (m) X 1 Joule = 1Nm Energy X X Capacity to do work (J) Principle of conservation of energy – pendulum X X But in real life: frictional forces, lost as thermal energy etc Mechanical energy: energy possessed by an object due to its motion/stored energy Ek = ½ mv2 Ep = mgh X Kinetic energy (J) = ½ mass (kg) x velocity2 (m/s) X X Faster/heavier = Ek Gravitational Potential energy (J) = mass (kg) x gravity (10N/kg) x height (m) Power X X X Rate of work done/rate of energy conversion 1 Watt = 1 Joule/sec Force x velocity (if it’s constant) P = W/t or E/t = F x m/s X High power/powerful means doing the same amount of work in less time, or more work in the same amount of time Efficiency Output x 100% Input Moments X X X X Moment = Fd Turning effect of forces Result of application of force on an object, a certain distance away from pivot Pivot = point which doesn’t move, point of rotation/support, fulcrum Moment (Nm) = Force (N) x Perpendicular distance (m) o *Distance from force to pivot, which is perpendicular to the force Steps to Doing Moment Questions 1. Indicate the pivot point: Draw a small circle at pivot point; label as P; “Taking the pivot point about P” 2. Draw in all the forces, find out the forces (__ N) 3. Draw perpendicular lines to join the pivot and the force lines 4. Find out the length of these perpendicular lines 5. Moment = Force X perpendicular distance 6. Put them into the equation Tnet = + CW – ACW 7. Take the larger number (CW/ ACW) and subtract the smaller number 8. The end result will be the moment, in the direction of the larger moment (CW/ ACW) Centre of Gravity X X Point of body through which the whole body weight acts through Centre of mass = point of body through which the whole body concentrates X X X X Uniform body – midpoint Non-uniform – heavier/more massive part Hollow – may not lie within body To keep a body in a balanced, equilibrium position without any turning effect: X X Total clockwise moment = total anticlockwise moment Total upward force = total downward force Stability X X X X Ability of an object to return to its original position after it has been displaced slightly CG must be within its support base in order to stay in equilibrium – if not it’ll topple over! Stable body rotates back to its original support base To increase stability: X X Lower CG Increase base area X Eg toys: place heavyweights at base (like lead), broad base Stable Unstable Stable equilibrium means object will Unstable equilibrium means object revert to equilibrium if slightly does not revert back to equilibrium disturbed if slightly disturbed - CG (weight line) stays within - continues to move away from the original base area original position after being displaced - CG (weight line) moves out of original base area when displaced Neutral Neutral equilibrium means object does not have the tendency to do anything after being disturbed. - CG will remain at the same position even when displaced