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General Physics I (aka PHYS 2013)
- PROF. VANCHURIN
(AKA VITALY)
University of Minnesota, Duluth (aka UMD)
General Physics I (aka PHYS 2013) P ROF . V ANCHURIN ( AKA V ITALY ) - - PowerPoint PPT Presentation
C HAPTER 1 C HAPTER 2 C HAPTER 3 C HAPTER 4 R EVIEW General Physics I (aka PHYS 2013) P ROF . V ANCHURIN ( AKA V ITALY ) University of Minnesota, Duluth (aka UMD) C HAPTER 1 C HAPTER 2 C HAPTER 3 C HAPTER 4 R EVIEW O UTLINE C HAPTER 1 C HAPTER 2
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University of Minnesota, Duluth (aka UMD)
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◮ Mathematics
◮ is the language of science: physics, astronomy, chemistry,
engineering, geology, etc.
◮ very abstract math ideas find their way into science (e.g.
complex numbers, differential geometry)
◮ It was conjectured that all of the mathematics has a
physical realization somewhere (e.g. multiverse theories)
◮ Physics
◮ serves as a bridge (or foundation) to other sciences. ◮ one can never prove anything in physics, but math is also
not as pure as seems (Godel’s theorems)
◮ it is however remarkable how successful the language of
math is in describing the world around us.
◮ Think of physics as a toolbox of ideas which can be used in
building scientific models in chemistry, biology, geology, astronomy, engineering, etc.
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◮ Concepts
◮ in most disciplines the more material you can memorized
the better your final grade will be. Not the case in physics.
◮ concepts is what you have to understand (actually there is
◮ learning how to learn physics concepts will be your first
and perhaps most difficult task.
◮ Problems
◮ the only way to evaluate if you really understand concepts
is to solve problems. understanding solutions not enough.
◮ you might have hard time solving problems at first, but it is
essential to learn how to solve problems on your own.
◮ keep track of how many problems you solved by yourself
in each chapter (without anyone helping or googling)
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◮ Units
◮ Physics is an experimental science and experiments
involves measurements (e.g. time, length, mass).
◮ To express the results of measurements we use units. Units
◮ There are some standard units just because historically we
decided so (e.g. seconds, meters, kilograms).
◮ One can always convert from one system of units to
another given a conversion dictionary.
◮ Time: measured in seconds, milliseconds, microseconds,...
◮ What is time and arrow of time is a deep philosophical question. We might discuss it a bit in the last day of classes in context of the second law of thermodynamics.
◮ Length: measured in meters, millimeters, micrometers, ....
◮ Despite of the fact that length and time appear to us very differently, there is a very deep connection (symmetry) between them. We might discuss is briefly when we discuss gravitation.
◮ Mass: measured in units of gram, milligram, microgram, ...
◮ Mass is also something very familiar to us in everyday life, but also has very deep properties connecting it so length and time. We might mention it briefly in connection to black-holes.
◮ Other units can be formed from seconds, meters and kilograms
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◮ Dimension.
◮ Any physical quantity expressed in units of TIME, LENGTH or MASS is said to have dimensions of time, length or mass respectively. More generally one can have physical quantities which have mixed dimensions. For example if d has units of LENGTH and t has units of TIME, then quantity v = d t (1) has units of LENGTH/TIME. ◮ Evidently Eq. (1) has quantities with the same dimension (i.e. LENGTH/TIME) on both sides of the
sides of equation have the same dimension is a quick, but very important test that you could do whenever you setup a new equation. If the dimension is not the same than you are doing something wrong.
◮ Sometimes you will need to convert from one system of units to another. This can always be done with the help of conversion dictionary. For the case of conversion from standard system of units to British system of units the dictionary is: 1 in = 2.54 cm (2) 1 pound = 4.448221615260 Newtons (3) ◮ If we are given a quantity in units of speed, then we can convert it from one system of units to another.
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◮ Measurements are always uncertain, but it was always hoped
that by designing a better and better experiment we can improve the uncertainty without limits. It turned out not to be the case.
◮ There is a famous uncertainty principle of quantum mechanics,
but you will only learn it next year in (PHYS 2021) if you decide to take it.
◮ From our point of view uncertainty is nothing but uncertainty in
discussed in your lab course.
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◮ Similarly to uncertainties in experimental measurements,
theoretical predictions are never exact. We always make simplifying assumption and thus the best we can hope for is an estimate for the physical quantities to be measured.
◮ A useful tool in such estimates is known as order-of-magnitude
estimate (also know as outcome of “back-of-the-envelope calculations”).
◮ Such estimates are often done using the so-called dimensional
analysis - i.e. just use the known quantities to form a quantity with the dimension of the quantity that you are looking for.
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◮ Some physical quantities are describe by a single real number. We call these quantities - scalar quantities or scalars. ◮ Other quantities also have a direction associated with them and thus are describe by three real numbers.
(4) We call these quantities - vector quantities or vectors. There are also tensors etc. ◮ When dealing with vectors it is often useful to draw a picture:
◮ Vectors are nothing but straight arrows drawn from one point to another.
Zero vector is just a vector of zero length - a point.
◮ Length of vectors is the magnitude of vectors. The longer the arrow the
bigger the magnitude.
◮ It is assumed that vectors can be parallel transported around. If you attach
beginning of vector B to end of another vector A then the vector A + B is a straight arrow from begging of vector A to end of vector B.
◮ The space around us does not have axis and labels, but we can imagine that these x, y and z axis or the coordinate system to be there. ◮ This makes it possible to talk about position of, for example, point particles using their coordinates - real numbers. ◮ Since one needs three real numbers to specify position it is a vector. Similarly, velocity, acceleration and force are all vectors.
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◮ Symmetry. You might complain that there is arbitrariness in how one chooses coordinate system or what components of the vector are and you would be right. It turns out that the physically observable quantities do not depend on the choice of coordinate systems and thus one can choose it to be whatever is more
rise to conservation laws that we will learn in this course. ◮ Magnitude. The length of vector or magnitude is a scalar quantity
A| = A (5)
(Ax, Ay, Az) =
x + A2 y + A2 z.
(6) ◮ Direction. One can also find direction of vector using trigonometric identities. ◮ Addition. Two vectors can be added together to get a new vector
A + B (7) an in component form (Cx, Cy, Cz) = (Ax, Ay, Az) + (Bx, By, Bz) = (Ax + Bx, Ay + By, Az + Bz). (8)
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◮ Unit vectors is a vector (denoted with a hat) that has magnitude one. |ˆ u| =
x + u2 y + u2 z = 1.
(9) There are three unit vectors are so important that there are special letters reserved to denote these vectors ˆ i = (1, 0, 0) ˆ j = (0, 1, 0) ˆ k = (0, 0, 1). (10) ◮ Multiplication / division by scalar. Any vector can be multiplied by a scalar to
B. (11) In components from (Ax, Ay, Az) = C(Bx, By, Bz) = (CBx, CBy, CBz). (12) ◮ Components. Any vector can be written in components in two ways:
i + Ayˆ j + Azˆ k (13)
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◮ Scalar (or dot) product. Dot product is a multiplication between two vectors which produces a scalar:
B = B · A = C (14) In components
B = (Ax, Ay, Az) · (Bx, By, Bz) = AxBx + AyBy + AzBz = AB cos φ. (15) One can also derive multiplication table for unit vectors. ◮ Vector (or cross) product. Cross product is a multiplication between two vectors which produces a vector:
B = − B × A = C (16) In components
B = (Ax, Ay, Az)×(Bx, By, Bz) ≡ (AyBz−AzBy, AzBx−AxBz, AxBy−AyBx) = C. (17) One can also derive multiplication table for unit vectors.
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◮ Point particles.
◮ Objects (car, ball, stone) often modeled as point particles. ◮ Position is described by a vector in some coordinate system ◮ 1D coordinate system for motion along a straight line.
◮ Position.
◮ As time progresses position vector changes with time
(18)
◮ For motion in 1D only one component is relevant: x(t).
◮ Average velocity.
◮ In 1D average velocity is defined as
vavg ≡ ∆x ∆t = x(t2) − x(t1) t2 − t1 . (19) where ∆x ≡ x(t2) − x(t1) and ∆t ≡ t2 − t1.
◮ Question: Can traveled distance be larger than displacement?
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◮ Instantaneous velocity.
◮ Instantaneous velocity (or just velocity) is defined as
v(t) ≡ lim
∆t→0 vavg = lim ∆t→0
∆x(t) ∆t = dx(t) dt . (20)
◮ Given x as a function of t one can always find instantaneous
velocity at every moment of time by simple differentiation.
◮ Graphical representation.
◮ average velocity is a slope of a line joining the coordinates
◮ instantaneous velocity if a slope of the tangent line to x(t) at
a given time.
◮ Question: Can instantaneous velocity be larger than average?
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◮ Average acceleration.
◮ Given instantaneous velocity as a function of time v(t), one
can calculate average acceleration: aavg ≡ ∆v ∆t = v(t2) − v(t1) t2 − t1 . (21)
◮ This is analogous to how the average velocity was defined.
◮ Instantaneous acceleration.
◮ Instantaneous acceleration (i.e. an acceleration at a given
moment of time) is defined by taking a limit, a(t) ≡ lim
∆t→0 aavg = lim ∆t→0
∆v ∆t = dv(t) dt . (22)
◮ Graphical representation.
◮ avg. velocity is slope of line joining (v(t1), t1) and (v(t2), t2) ◮ instantaneous velocity if a slope of the tangent line to v(t) .
◮ Question: Can instantaneous acceleration be larger than
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◮ Motion with constant acceleration is a motion for which
◮ Velocity for such motion changes as
◮ Position changes as
◮ Note that ax, v0x, x0 are some fixed numbers representing
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◮ One can obtain other useful relations from Eqs. (24) and
0x + 2ax (x(t) − x0) .
◮ Another useful relation is obtained from Eqs. (24) and (25)
◮ Question: What would change in equations (23), (24), (25), (26)
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◮ Free fall is a very deep concept in physics. All it means
◮ For now we are only interested in motion very close to
◮ Thus all of the concepts and equations considered in the
◮ Note that g is taken to be positive and thus it makes sense
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Example 2.7. You throw a ball vertically upward from the roof of a tall building. The ball leaves your hand at a point even with the roof railing with an upward speed of 15.0 m/s; the ball is then in free fall. On its way back, it just misses the railing. Find (a) the ball’s position and velocity 1.00 s and 4.00 s after leaving your hand; (b) the ball’s velocity when it is 5.00 m above the railing; (c) the maximum height reached; (d) the ball’s acceleration when it is at its maximum height.
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From definition of acceleration ax(t) = dvx(t) dt (29) and thus in differential from dvx = ax(t)dt (30)
vx(t2)
vx(t1)
dvx = t2
t1
ax(t)dt. (31) Therefore for t1 = 0 and t2 = T we have vx(T) = vx(0) + T ax(t)dt. (32) If we replace T → t t → τ vx(0) → v0x (33) then we get vx(t) = v0x + t ax(τ)dτ (34) and in the case of constant acceleration vx(t) = v0x + axt. (35)
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From definition of velocity vx(t) = dx(t) dt (36) and thus in differential from dx = vx(t)dt (37)
x(t2)
x(t1)
dx = t2
t1
vx(t)dt. (38) Therefore for t1 = 0 and t2 = T we have x(T) = x(0) + T vx(t)dt. (39) If we replace T → t t → τ x(0) → x0 (40) then we get x(t) = x0 + t vx(τ)dτ (41) and in the case of constant acceleration x(t) = x0 + t (v0x + axτ)dτ
x(t) = x0 + v0xt + 1 2axt2. (42)
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Example 2.9. Sally is driving along a straight highway in her 1965 Mustang. At t = 0, when she is moving at 10 m/s in the positive x-direction, she passes a signpost at x = 50 m. Her x-acceleration as a function of time is ax(t) = 2.0 m/s2 −
t. (43) (a) Find her x-velocity vx(t) and x(t) as functions of time. (b) When is her x-velocity greatest? (c) What is that maximum x-velocity? (d) Where is the car when it reaches that maximum x-velocity?
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◮ We now generalize motion to 2D and 3D, but one can extend it further ◮ Extra dim. (six of them) are also needed to formulate string theory ◮ These extra dim. are usually very small and can often be neglected
◮ Vector r specifies position of an object in three dimensions
i + yˆ j + zˆ k (44) ◮ If the object is in motion, then the position changes with time
i + y(t)ˆ j + z(t)ˆ k. (45)
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◮ Average velocity vector defined as
r ∆t = r(t2) − r(t1) t2 − t1 , (46) ◮ Instantaneous velocity vector defined as
∆t→0
vavg = lim
∆t→0
∆ r ∆t = d r(t) dt . (47)
r(t) dt = dx(t) dt , dy(t) dt , dz(t) dt
dt ˆ i + dx(t) dt ˆ j + dx(t) dt ˆ k (48) and if we denote v ≡
vx = dx(t) dt vy = dy(t) dt vz = dz(t) dt . (49)
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Example 3.1. A robotic vehicle, or rover, is exploring the surface of Mars. The stationary Mars lander is the origin of coordinates, and the surrounding Martian surface lies in the xy-plane. The rover, which we represent as a point, has x- and y-coordinates that vary with time: x(t) = 2.0 m −
t2 y(t) = (1.0 m/s) t +
t3 z(t) = 0 m (50) (a) Find the rover’s coordinates and distance from the lander at t = 2.0 s. (b) Find the rover’s displacement and average velocity vectors for the interval t = 0.0 s to t = 2.0 s. (c) Find a general expression for the rover’s instantaneous velocity vector
v at t = 2.0 s in components from and in terms of magnitude and direction.
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◮ Average accelaration vector defined as
v ∆t = v(t2) − v(t1) t2 − t1 , (51) ◮ Instantaneous velocity vector defined as
∆t→0
aavg = lim
∆t→0
∆ v ∆t = d v(t) dt . (52)
v(t) dt = dvx(t) dt , dvy(t) dt , dvz(t) dt
dt ˆ i + dvy(t) dt ˆ j + dvz(t) dt ˆ k (53) and if we denote a ≡
ax = dvx(t) dt = d2x(t) dt2 ay = dvy(t) dt = d2y(t) dt2 az = dvz(t) dt = d2z(t) dt2 . (54)
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◮ A useful example of a moving coordinate system in 2D is when one of the axis point in the direction of the velocity vector v. ◮ Then we can decompose the acceleration vector into component parallel a|| and perpendicular a⊥ to the direction of motion. ◮ Magnitude of velocity vector changes as dv(t) dt = ˆ v(t) · a||(t) (55) ◮ Direction of the velocity vector changes as dˆ v(t) dt = a⊥(t) v(t) . (56) ◮ Parallel component is responsible for changes in magnitude of the velocity vector (i.e. speed), but not the direction
+
a|| v
v speed is increasing speed is not changing −
a|| v
v speed is decreasing. (57) ◮ Perpendicular component is responsible for changes in direction of velocity,but not in magnitude. ◮ If there is only a perpendicular component then the object is in circular motion.
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◮ Projectile motion is completely determined by gravitationally acceleration and air resistance starting from initial condition determined by position and velocity. ◮ The fact that you have to specify an even number of initial data is a consequence of the fact that (differential) equations of motion are of the second order in time. ◮ Projectile motion is always confined to a 2D plane determined by two vectors: gravitational acceleration vector and initial velocity vector. ◮ It is convenient to choose a coordinate system so that one of the axis is vertical, the other one is horizontal (and there is no motion in z-direction.) ◮ For y-axis pointing upward and x-axis horizontally
j (58) and thus
= v0xˆ i + (v0y − gt)ˆ j
= (x0 + v0xt)ˆ i +
2 gt2
j (59)
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◮ Uniform motion is when the direction of velocity vector changes, but magnitude (or speed) does not change, i.e. dv dt = 0 and dˆ v dt = 0, (60) ◮ This implies that
v dt = 0 (61) but if the magnitude of acceleration also does not change, a(t) = a⊥(t) = const. (62) then 0 = d dt a2 = d dt ( a · a) = d dt d v dt · d v dt
v dt2 · d v dt (63) ◮ By combining Eqs. (61) and (63) in 2D we must conclude that
v dt2 . (64) ◮ If the proportionality constant is negative, then solutions of the above equation are sines and cosines (you will see this differential equation over and over in physics courses).
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◮ We have shown that
v(t) dt2 . (65) ◮ With little more of calculus (that we shall skip) one can show the such motion gives rise to circular motion described by equation R =
(66) where (X, Y) is at the center of the circle and R is its radius. ◮ By choosing the origin of coordinates at the center of circle, i.e. making (X, Y) = (0, 0) (67) we can simplify Eq. (66) to get r =
(68)
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By differentiating Eq. (66) with respect to time once we get 0 = dx(t) dt x(t) + dy(t) dt y(t) (69)
v = 0 (70) and by differentiating it twice we get 0 = dx(t) dt 2 + d2x(t) dt2
dy(t) dt 2 + d2y(t) dt2
(71)
v2 = − a · r = − a⊥ · r. (72) But since the two vectors a⊥ and r point in opposite directions we have v2 = a⊥R (73)
a⊥ = v2 R . (74)
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◮ Since the motion is circular the object must come to were it started at some finite
◮ It is useful to write an exact solution for periodic motion around origin
T + φ
T + φ
where R, T and φ are some constants. ◮ Note that as time goes from t to t + T the arguments of the sin and cos functions change by 2πand thus the position vector does not change
r(t + T). (76) ◮ Evidently, an object in circular motion is traveling a distance 2πR with a constant speed v and thus the period must be T = 2πR v and v = 2πR T . (77) ◮ By combining it with a⊥ = v2 R (78) we get a⊥ = 4π2R T2 . (79)
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Example 3.12. Passengers on a carnival ride move at a constant speed in a horizontal circle of radius 5.0 m, making a complete circle in 4.0 s. What is their acceleration? Step 1: What is the coordinate system? Let choose a (moving) coordinate system with || direction in the direction of motion and ⊥ direction in the radial direction. Step 2: What is given? Period T = 4.0 s and radius R = 5.0 m Step 3: What do we have to find? Then a⊥ = 4π2(5.0 m) (4.0 s)2 = 12 m/s2 = 1.3 g and a|| = 0.
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◮ We have already mentioned how the choice of coordinate system is important for calculations, but should not matter for physically observable quantities. ◮ We have also discussed (in context of 2D motions) how it is sometime useful to work with respect to a moving coordinate system. ◮ More generally, let object A move with respect to a coordinate system (or reference frame) of object B, described by position vector
(80) and let object B move with respect to a coordinate system (or reference frame) of
(81) then we say that to describe object A with respect to a coordinate system (or reference frame) of object C, we use the following rule
rA/B(t) + rB/C(t). (82) ◮ By taking a time derivative of Eq. (82) we get a rule for adding velocities d rA/C(t) dt = d rA/B(t) dt + d rB/C(t) dt
=
vB/C(t). (83)
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Example 3.14-15. There is a 100 km/h wind from west to east. (a) If an airplane’s compass indicates that it is headed due north, and its airspeed indicator shows that it is moving through the air at 240 km/h, what is the velocity of the airplane relative to earth? (b) What direction should the pilot head with speed 240 km/h to travel due north? Step 1: Choose coordinate system. Let x-axis to point east and y-axis to point north. Step 2: What is given?
i Step 3: What do we have to find? (a) The airspeed indicator tells us that
j and thus
vP/A + vA/E = 100 km/hˆ i + 240 km/hˆ j (b) In general velocity of airplane relative to air is
i + yˆ j with vP/A =
and thus
vP/A + vA/E =
i + yˆ j
i = (x + 100 km/h)ˆ i + yˆ j = yˆ j. Thus we have two equations with two unknowns with solution
i + yˆ j = −100 km/hˆ i + 218 km/hˆ j.
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◮ There are four types of fundamental forces:
1) electromagnetic, 2) weak, 3) strong and 4) gravitational.
◮ The electromagnetic and weak (and to some extend strong)
forces had been successfully unified into electroweak (and to some extend GUT) theory.
◮ The situation is much worse with regards to gravitational force
which is manifests itself not through exchange of participles like
◮ The string theory does describe a way of how to think about
gravity (perturbatively), but it is too naive to expect that we will know the final answer any time soon.
◮ In our everyday experience the (microscopic) forces manifest
themselves trough (macroscopic) forces.
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There might be a number of different forces action on a given object, and the total force (or net force) is given by
F1 + F2 + F3 + ... (84) where the usual vector addition is used, i.e. (Rx, Ry, Rz) =
Fix,
Fiy,
Fiz
(85) Strength of the net force is then R =
x + R2 y + R2 z =
Fix 2 +
Fix 2 +
Fix 2 . (86)
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Example 4.1. Three professional wrestlers are fighting over a champion’s
F1 = 250 N and θ1 = 127◦ F2 = 50 N and θ2 = 0◦ F3 = 120 N and θ3 = 270◦. (87) Find the components of the net force on the belt and it magnitude and direction.
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◮ A body acted on by no net force, i.e.
(88) has a constant velocity (which may be zero) and zero acceleration.
◮ (This tendency for a body to continue its motion is know as
inertia and is extremely important concept in theory of general relativity.)
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◮ It is important to note that the Newton’s first law is not obeyed
in all reference frames (e.g. inside of an accelerating train).
◮ Those frames of references where it is obeyed is called inertial
frame of reference (e.g. inside a train moving with constant velocity).
◮ Surface of Earth is not exactly an inertial reference frame (why?)
but it is pretty close to being inertial.
◮ For inertial reference frames one can easily go from one frame to
another using
rA/B(t) + rB/C(t). (89)
◮ and
vA/B(t) + vB/C(t). (90) which makes such frames particularly useful.
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body?
◮ An airplane flying due north as a steady 120 m/s and at a
constant altitude?
◮ A car driving straight up a hill with a 3o slope at a s constant 90
km/h
◮ A hawk circling at a a constant 20 km/h at a constant height of
15 m above an open field?
◮ A box with slick, firctionless surface in the back truck as the
truck accelerates on a a level road at 5 m/s2.
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◮ If a net external force acts on a body, the body accelerates. The direction
the body times the acceleration vector of the body equals to the net force vector, i.e.
a (91)
Fi m . (92)
◮ As a vector equation in 3D it is equivalent to three equations
Fix = max
Fiy = may
Fiz = maz. (93)
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◮ With the help of second law we can now relate the units of
◮ Since each equation must have the same units on both
◮ If a 1 kg object moves with acceleration 1 m/s2 then there
◮ In British system of units
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◮ Is a gravitational force acting on an object close to the surface of
the Earth (to be precisely at the see level)
g. (96)
◮ It is a vector, but one often refers to the magnitude of the weight
force as weight w = mg (97)
the other, i.e. w.
◮ One should however be careful when weight is measured above
can vary.
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◮ Algebra
◮ Solving linear equations ◮ Solving quadratic equations ◮ Solving system of two equations with two unknowns
◮ Trigonometry
◮ Hypotenuse from two sides ◮ Side from hypotenuse and another side ◮ Angle from hypothenuse and one side ◮ Angle from two sides, etc.
◮ Calculus
◮ Differentiation of standard functions ◮ Product rule, quotient rule, chain rule. ◮ Indefinite integrals (i.e. antiderivitives) ◮ Definite integrals over interval
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◮ Units
◮ SI system of units ◮ British system of units ◮ Conversion of units
◮ Physical quantities
◮ Scalars, Vectors, etc.
◮ Vector algebra
◮ Vector representations (graph., comp., unit vec.) ◮ Magnitude and direction of a 2D vector from components ◮ Components of a 2D vector from magnitude and direction ◮ Vector addition/subtraction (graph., comp., unit vec.) ◮ Vector multiplication by scalar (graph., comp., unit vec.) ◮ Dot product between 2 vectors (graph., comp., unit vec.). ◮ Finding angle between 2 vectors from dot product ◮ Cross product between 2 vectors (graph., comp., unit vec.) ◮ Determine direction of cross product using right hand rule.
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◮ Definition of relevant physical quantities
◮ Position and displacement ◮ Average velocity and instantaneous velocity ◮ Average acceleration and instantaneous acceleration
◮ Graphing of physical quantities vs. time
◮ Graphs a-vs-t, v-vs-t and x-vs-t (obtain one from another) ◮ Calculate quantities from graphs of a-vs-t, v-vs-t or x-vs-t
◮ Differentiation and integration
◮ Calculate functions a(t), v(t) or x(t) (calc. one from another) ◮ Calculate quantities from functions of a(t), v(t) or x(t)
◮ 1D kinematic problem (e.g. free fall)
◮ Step 1: Choose 1D coordinate system (x-axis, origin) ◮ Step 2: Determine initial conditions (e.g. position, velocity) ◮ Step 3: Determine final conditions (e.g. position, velocity) ◮ With many stages of motion consider each stage separately ◮ Final cond. for one stage are initial cond. for next stage
CHAPTER 1 CHAPTER 2 CHAPTER 3 CHAPTER 4 REVIEW
◮ 2D kinematic problem (e.g. projectile motion)
◮ Step 1: Choose 2D coordinate system (x-axis, y-axis, origin) ◮ Step 2: Determine initial conditions (e.g. position, velocity) ◮ Step 3: Determine final conditions (e.g. position, velocity) ◮ With many phases solve for each phase separately. ◮ Final cond. for one phase are initial cond. for next phase
◮ Hints
◮ Intermediate answers can be algebraic, not numeric. ◮ Every equation must have the same units on both sides. ◮ Solve system if there are as many equations as unknowns. ◮ Remember that quadratic equation may have two solutions.
◮ Uniform circular motion
◮ Acceleration is perp. to velocity and points towards center ◮ Relations between: acceleration, velocity, radius, period.
◮ Relative motion
◮ Find relative quantities by vector addition/subtraction
CHAPTER 1 CHAPTER 2 CHAPTER 3 CHAPTER 4 REVIEW
◮ Newton’s First Law
◮ Distinguishing inertial and non-inertial reference frames. ◮ Apply the first law to object moving with zero acceleration
(which may or may not have zero velocity)
◮ Newton’s Second Law
◮ Determine magnitudes of all forces applied to object, the
net force and acceleration along a given direction.
◮ Apply the second law to object moving with non-zero
acceleration (which may or may not be have const. speed).
◮ Newton’s Third Law
◮ Determine all action-reaction pairs of objects. ◮ Apply the third law to every pair of objects.
◮ Forces problems
◮ Step 1: Choose a coordinate system (1D or 2D). ◮ Step 2: Draw a free-body diagram for each object. ◮ Step 3: Apply Newton’s Laws (1st, 2nd and/or 3rd)