Classical Mechanics Tip Sheet The following is a tip sheet that should help highlight some useful strategies and common pitfalls encountered by students studying classical mechanics. It should not be used as a substitute for the textbook, lecture, your notes, or anything else. Problem Solving Tips If you do not know when a formula is useful (correct and pertinent), then the formula is useless. Becoming a good physicist does not come from memorizing a bunch of formulas and practicing math. Strive to understand which formulas are valid under a wide variety of conditions (ex: Newton’s laws) or definitions and which formulas only apply in special cases (ex: N = mg). Also, strive to understand when certain problem solving methods are more useful than others. Solve all problems symbolically before plugging in numbers. This will provide insight into which variables affect your answer. It will also help avoid excessive rounding error. Units We will use a subset of the metric system called the International System of Units (SI). Other sets and subsets of units are perfectly valid, so this decision is somewhat arbitrary. A good system of units should be universal (reproducible by anyone, anywhere), precise, stable, and simple (easy to convert and providing reasonable numbers for common use). Dimension Unit Past Present Distance Meter 1/10,000,000 the distance between the equator and the north pole Length of the path travelled by light in vacuum during a time interval of A metal bar in France 1/299,792,458 of a second 1,650,763.73 wavelengths of the orange-red emission line in the electromagnetic spectrum of the krypton-86 atom in a vacuum Mass Time Kilogram Mass of 1000 cm3 of water at 0° C A metal cylinder in France Second 9,192,631,770 periods of the radiation corresponding to the transition between the 1/86,000 of a day Future? Watt balance Precise spheres of silicon 1/31,556,925.9747 of a year two hyperfine levels of the ground state of the cesium-133 atom Temperature Kelvin Temperature in °C plus 273. 1⁄273.16 of the temperature of the triple point of water The temperature scale for which Boltzmann's constant is 1.3806505E-23 J/K Current The current that would deposit 0.001118000 grams of silver per second from a silver nitrate solution The constant current that will produce an attractive force of 2E–7 newton per meter of length between two straight, parallel conductors placed one meter apart in a vacuum Flow of 6.2415093E18 elementary charges (such as electrons) Ampere Coordinate System In this class, we will default to the coordinate system where +x is to the right, +y is up, and +z is out of the page. Be very clear in your work if you decide to use an unconventional coordinate system. Vector Arithmetic Vectors can be reported as x-y components (Cartesian) or magnitude and direction (polar). Cartesian vectors can be recorded many ways. The following vectors are the same: A = 3î - 4ĵ A = (3, -4) A = 3x – 4y Ax = 3, Ay = -4 Polar vectors also can be reported in different ways. The following vectors are the same: A = (5, -53°) A = 5, θ = -53° When finding x and y components of vectors (force, velocity, acceleration, momentum, etc.) from magnitude and direction, the following formulas are used when the angle is measured counterclockwise from the positive-x axis (this is by convention): Ax = A*cosθ Ay = A*sinθ The signs of the x-y components will normally take care of themselves with the trig functions. The common exception to these formulas is when you use a rotated coordinate system such as in a sliding block problem. In this case, the angle is often measured from the negative y axis, so the trig functions get switched and you must put in a + or – sign manually. The reverse of these formulas can be used to find the magnitude and direction of a vector when the x and y components are known: A = √(Ax2 + Ay2) θ = tan-1(Ay/Ax) Note: add 180 degrees to your answer when Fx < 0. Kinematics The most abused formulas in kinematics are the definitions vaverage = Δx/Δt and v = Δx/Δt in the limit of Δt goes to zero. The first formula can be used correctly, though vaverage doesn’t appear anywhere in the other kinematics formulas and is therefore not particularly useful. It is useful when acceleration is zero. The second formula can only be used correctly when using calculus. Use kinematics equations from your textbook or in the table below instead of the above equations. The symbol g is used for the magnitude of the free-fall acceleration due to gravity. It is always positive since it is a magnitude, so don’t ever write, “g = -9.8 m/s2.” It varies from place to place, but the typical textbook uses 9.8 or 9.81 m/s2. We use 9.806 m/s2 in labs in Salem, Oregon. The acceleration (vector) of an object under the influence of gravity alone using a conventional coordinate system will be ax = 0 and ay = -9.8 m/s2. The equations below are all you need to solve constant acceleration 1-d or 2-d kinematics problems. Every other formula in your textbook is a special case derived from these: x y vfx = vix + axt vfy = viy + ayt Δx = vixt + ½axt2 Δy = viyt + ½ayt2 vfx2 = vix2 + 2axΔx vfy2 = viy2 + 2ayΔy Δx = ½(vix + vfx)t Δy = ½(viy + vfy)t Δx = x-component of displacement vector (also written xf – xi) Δy = y-component of displacement vector (also written yf – yi) vix = x-component of initial velocity vector (also written v0x) viy = y-component of initial velocity vector (also written v0y) vfx = x-component of final velocity vector (also written vx) vfy = y-component of final velocity vector (also written vy) ax = x-component of acceleration vector ay = y-component of acceleration vector t = time interval (also written Δt) t = time interval (also written Δt) Note that all of the above equations have four variables. This means that you need three known quantities to solve a kinematics equation and you should start every kinematics problem by gathering information. When it doesn’t appear you have enough information to solve one, consider the following possibilities: a velocity of zero (such as stopping, starting, or a turnaround point) a known acceleration such as free-fall (ax = 0 and ay = -g) or frictionless inclined plane (a = ±g*sinθ) conversion of a magnitude and direction of a vector to x and y components (see below) an acceleration that can be calculated using Newton’s second law (see below) There is one special case formula that is particularly useful. It is the range formula for projectile motion when initial and final heights are the same: R = vi2sin(2θ)/g A common misunderstanding is that positive acceleration is speeding up and negative acceleration is slowing down. This is not necessarily true. You need to look at the relationship between the velocity and acceleration vectors to determine this. If the velocity and acceleration vectors are in the same direction, then the object is speeding up. A dropped ball is an example of negative acceleration and increasing speed. If the velocity and acceleration vectors are in the opposite direction, then the object is slowing down. A car driving to the left and applying the brakes has a negative velocity and a positive acceleration, yet is slowing down. If the velocity and acceleration are consistently perpendicular, then there is no change in speed. This occurs in uniform circular motion. Forces Newton’s 1st law states that a body at rest remains at rest and a body in linear motion remains in motion with constant velocity until a net external force is applied to it: ΣF = 0. Newton’s 2nd law is a mathematical relationship between net (or total) force on an object, mass of an object, and the acceleration of an object: ΣF = ma. Newton’s 3rd law states that for every action there is an equal and opposite reaction: Fab = -Fba. The source and receiver of the force are switched and the direction of the force is reversed. The magnitudes (strengths) of the two forces are the same. The types of the forces are the same. The two forces are called an action-reaction pair. When calculating the net force on an object, use vector (not scalar) arithmetic. Conventional notation for forces is to specify the type of force with a single letter (or F with a subscript), the proximate, external source of a force with the first subscript, the receiver of Name the force with the second subscript, the direction with an arrow, and the relative strength of the force indicated by the length of the arrow. For example, a weight force exerted by the Earth on a person directed down would be indicted this way: WEp↓. When all the forces on an object are indicated this way, it is called a “free body diagram”. Do not include accelerations, velocities, net forces, or forces exerted by an object in a free body diagram. Do not include an action-reaction pair in a free-body diagram for a single object. If there are two or more free-body diagrams with an action-reaction pair present, then indicate the presence by drawing a dotted line connecting the two forces. Symbol Magnitude Direction Notes gravitational Fgrav force Gm1m2/r2 attractive G = 6.67E-11 Nm2/kg2. This formula only works for spheres or objects separated by distances much bigger than their individual sizes. weight W mg down, towards the center of the Earth Source is almost always Earth. Use g = 9.8 m/s2 unless the specific location is known. Weight and gravitational force are the same thing. normal N variable perpendicular to surface; repulsive Most “pushing” forces are normal forces. Do not set N = mg or mg*cos(θ) unless this can be proven with Newton’s laws. tension T variable; the same magnitude at both ends (unless the rope is massive or a pulley has mass or friction) parallel to rope, chain, etc.; attractive Most “pulling” forces are tension forces. Do not set T = mg unless this can be proven with Newton’s laws. Source of tension is usually the rope, chain, etc. kinetic friction fk μkN parallel to surface; opposite relative motion The coefficient of kinetic friction, μk, must be distinguished from the force of kinetic friction, fk. The coefficient of kinetic friction can be taken from a table if the two substances are known. static friction fs 0 ≤ fs ≤ μsN parallel to surface; prevents relative The coefficient of static friction, μs, must be distinguished from the force of friction, fs. The coefficient of static friction can be taken from a table if the motion two substances are known. Wheels that aren’t skidding have static friction. spring Fs or S kx opposite displacement from equilibrium The variable k represents the stiffness of the spring. The location of x = 0 must be at equilibrium. The formula can be written with vectors as follows: Fs = -kx. drag (air) D ≈¼Av2 opposite velocity with respect to air A = cross sectional area. The formula is approximate and only applies to macroscopic objects moving at reasonable speeds through air near the surface of the Earth. drag (sphere in liquid) D ≈6πηrv opposite velocity with respect to liquid η = viscosity of liquid thrust Fth r = radius of sphere vexhaust*∂m/∂t opposite velocity of exhaust Friction Problem Solving 1) Does the problem state definitively if the surface of the object is moving in relation to the other surface? If it is moving in relation to the other surface, then use kinetic friction (3). If it is not necessarily moving, then use static friction (2). Note that the surface of an object that is rolling without sliding is not moving in relation to the surface of the ground. 2) Test if the other forces can “break” the static friction. Calculate (free body diagrams, Newton’s first or second law, and vector addition) the magnitude the friction needs to be to hold the object in place relative to the surface. Then compare that value to the maximum possible static friction, μsN. If the static frictional force can hold the object in place, then the static force of friction will take the magnitude and direction necessary to do so. If the static frictional force cannot hold the object in place, then the object will move, so you must use kinetic friction (3). 3) If the other forces break the static friction or the object is already known to be moving relative to the surface, simply use the formula fk = μkN for the magnitude. The direction will be opposite the motion of the object’s surface in relation to the other surface. Circular Motion If an object moves in a circle with constant speed, then it is characterized as having uniform circular motion. The object will be accelerating towards the center of the circle (centripetal acceleration) with the following magnitude: acp = v2/r. The so-called centripetal force is the net force on the object which will be macp by Newton’s second law. The centripetal force is not a new force to add to the list of forces such as N, W, etc.; it is a characteristic of a single force, force component, or combination of forces whose vector sum points towards the center of a circle. If an object or point on an object moves in a circle with changing speed, then things get more complicated. If the angular acceleration (α) is constant, then the rotational kinematics equations as listed in the text apply. There are specific mathematical relationships between the angular and linear quantities. The tangential speed of a point on a rotating object is v = rω. The centripetal acceleration of a point on a rotating object is the same as that for uniform circular motion: acp = v2/r. This formula can be rewritten as acp = rω2. This is only one component of the acceleration vector. The other component is the tangential acceleration atan = rα. Be careful with signs as the center of a circle may be down (negative acceleration), depending upon your choice of coordinate system. Momentum The definition of momentum is p = mv. This is a useful quantity to analyze when objects interact with one another with brief, strong forces that cannot easily be calculated, such as in a collision or explosion. Total momentum for an object or system of objects will be conserved (no net change) if the net external force is zero or insignificant compared to the internal forces. The relationship can be written mathematically as: Σpi = Σpf. Since momentum is a vector, this should be broken up into x and y components when the problem has 2 dimensions. The sign of the velocity should indicate the direction of motion in each dimension. Here is conservation of momentum for two objects in two dimensions: m1v1ix + m2v2ix = m1v1fx + m2v2fx m1v1iy + m2v2iy = m1v1fy + m2v2fy There are certain types of collisions which are special. A collision (not an object) can be characterized as completely inelastic, elastic, explosive, or none of these. If the collision is completely inelastic, then the velocities of all objects will be the same after the collision (the objects stick together). This is also the maximum possible decrease in total kinetic energy. If the collision is elastic, then the total kinetic energy of the system does not change: ΣKi = ΣKf. There are some formulas for velocity available for this special case. You should only use these when you know for a fact that the collision is elastic. Do not assume that a collision must be completely inelastic or elastic as there are other possibilities. Type Momentum Kinetic Energy Notes Completely inelastic Σpi = Σpf ΣKi > ΣKf Objects stick together after collision ΣKf is minimum possible while still consistent with conservation of momentum Some sound, permanent deformation, or change in temperature (transformation of kinetic energy into other types) In between Σpi = Σpf ΣKi > ΣKf Objects do not stick together after collision Some sound, permanent deformation, or change in temperature (transformation of kinetic energy into other types) Completely elastic Σpi = Σpf ΣKi = ΣKf Minimal sound, permanent deformation, or change in temperature Explosive Σpi = Σpf ΣKi < ΣKf Addition of kinetic energy from loss of chemical, nuclear, electric, spring, or other potential energy Energy Many problems that are difficult to solve or cannot be solved with Newton’s laws can often be solved using an energy calculation. This is often when forces vary in magnitude or direction as a function of time. The use of energy methods can come at the expense of not knowing time or a direction of a velocity. 1) Specifically identify the system. 2) Specifically identify the starting and ending events for the system. 3) Write down the “macroscopic energy accounting” equation: ΣUi + ΣKi + ΣW = ΣUf + ΣKf. 4) Specifically identify the external forces (type and source) affecting the objects at any time between the starting and ending events. 5) Decide how to take into account the effect of each force on the equation. Each force must be categorized as having a work function of zero (perpendicular forces), a potential energy function (typically gravity and springs), or a non-zero work function (typically friction or some external agent pushing or pulling). 6) Calculate the work done by all non-conservative forces (see below) 7) Insert formulas for U (depends on the type of force, U = mgy or U = ½ks2) and K (½mv2). 8) Solve for the variable of interest. Do make a clear distinction between when the problem asks for the work done by a particular force and the total work. The formula W = F*d*cosφ refers to the work done by a particular force. The formula Wtotal = Fnet*d*cosφ refers to the total work. The formula W = -ΔU refers to the relationship between the work done by a particular force and the change in potential energy associated with that same force. It is not a useful formula unless you are deriving a potential energy function (you probably won’t do this). The formula Wtotal = ΔK refers to the total work by all forces when potential energy functions are not used. Do think very carefully about the angle in the formula W = F*d*cosφ. This is the angle measured between the force and the displacement. This is neither the angle of the force nor the angle of the displacement. The numbers F and d are magnitudes and they are always positive. The term cosφ will determine the sign of the work. Do not use W = F*d unless you know for a fact that the force and motion are in the same direction. Here are some special cases for calculating work: Angle Description Work φ = 0° Force and motion are in the same direction F*d 0° < φ < 90° F*d*cosφ >0 φ = 90° Force and motion are perpendicular to one another 90° < φ < 180° 0 F*d*cosφ < 0 φ = 180° Force and motion are opposite one another -F*d Do not omit or double count anything from the formula: ΣUi + ΣKi + ΣW = ΣUf + ΣKf. Any of the five terms might be zero, or they might have more than one term. Sometimes an energy calculation will need to include thermal energy (microscopic kinetic and potential energy, denoted Eth) or heat (microscopic energy transfer, denoted Q). The energy equation will be expanded to be the following: ΣUi + ΣKi + ΣEth,i+ ΣW + ΣQ = ΣUf + ΣKf + ΣEth,f This can be written more concisely by grouping together initial and final values into changes: ΣW + ΣQ = ΔU + ΔK + ΔEth When potential and kinetic energy do not change, then the energy calculation is written as follows (this is often how the first law of thermodynamics is stated): ΣW + ΣQ = ΔEth Common Sense Sometimes it is a good idea to compare your answers to what you know is “reasonable”. This generally doesn’t work with galaxies or subatomic particles, but with things like people and cars, you can make good comparisons. A rough rule is that a speed in m/s can be doubled to obtain a speed in miles/hour. Accelerations can be compared to g. Event Maximum acceleration as multiple of g Event Speed (m/s) Roller coaster 3-5 Human sprinter (maximum) 10.5 Racecar driver 5 Hurricane 33 Blackout possible without training or special equipment 5 Cyclist (maximum) 37 Sound (depends a bit on atmospheric conditions) 340 Fighter pilot or astronaut in anti-G suit 9-12 Bullets 300-1000 Death possible (note: depends on duration) 50-100 Escape velocity from Earth 11,200 Light in vacuum (by definition) 299,792,458 Things that are never true: g = -9.8 m/s2 (Weight force vectors and free fall acceleration vectors are generally negative) Δx = at2 or a = Δx/t2 (these are dimensionally correct, but just plain false) Things to use only if you are absolutely sure they are true and useful: vave = Δx/Δt (True, but seldom useful. I refer to this formula as “6th grade kinematics”.) ωave = Δθ/Δt (True, but seldom useful. This would be “6th grade rotational kinematics.”) N = mg (True only in a special case) N = mg*cos(theta) (True only in a special case) T = mg (True only in a special case) Work = Fd (True only in a special case) fs = μsN (True only in a special case)