PHYSICS 1 NOTES - Basic physics concepts, Cheat Sheet of Physics

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PHYSICS 121
*Week 1: Concepts of Motion & 1D Kinematics
MOTION DIAGRAMS (M-DIAGRAMS)
Physics is about Matter, Space, and Time → MOTION
Motion diagram ≡ pictorial representaon of moon
Particle Model: point represents an object
We can simplify by drawing arrows between points
Vector ≡ oriented line segment (𝑣, 𝑎, 𝑏
󰇍
, etc.)
Adding vectors: add vert. & horiz. Components
Subtracting vectors: 𝑎 𝑏
󰇍
= 𝑎 + (−𝑏
󰇍
)
Negative vector is same length, opposite direction
Zero Vector ≡ no length or direction (𝑎 𝑎 = 0
󰇍
)
Position vector: 𝑠; Displacement vector: ∆𝑠 = 𝑠 𝑠
Time interval: ∆𝑡 = 𝑡 𝑡; In m-diagrams, all ∆𝑡’s same
VELOCITY AND ACCELERATION
Speed ≡ how fast an object is moving
Speed A > Speed B if
A covers the same distance d in less time interval, or
A travels a longer distance d in the same time interval
Mathematically: 𝑎𝑣𝑔 𝑠𝑝𝑒𝑒𝑑 =  
  =
∆
On m-diagrams, the biggest ∆𝑟 has the biggest avg speed
Velocity ≡ vector w/ magnitude of speed (𝑣)
Average velocity: 𝑣 =∆
∆
Motion w/ constant 𝑣: length of vectors equal
Motion w/ changing 𝑣: length of vectors different
In rotational motion: 𝑣 is constantly changing
Objects interact with other objects move w/ changing 𝑣
Acceleration ≡ vector describing a change in velocity (𝑎)
Average acceleration: 𝑎 =∆
󰇍
∆
Drawing Acceleration vectors on m-diagrams:
select two consecutive velocities
displace second vector to origin of first
draw acceleration from tip of first to tip of second
If 𝑣 is constant, 𝑎 = 0
If object speeds up, 𝑎&𝑣 are in the same direction
If object slows down, 𝑎&𝑣 are in opposite directions
If object moves along a curve, 𝑎 points “inside” the curve
COORDINATE SYSTEMS AND GRAPHS
Typical system: Positive x points right, positive y points up
Position and displacement measured in meters (m)
Time is measured in seconds (s)
Velocity measured in meters per second (m/s)
Acceleration measured in meters per second squared
(m/s2)
Graphs: abstract representation of motion.
x-axis is time, y-axis could be position, velocity, or
acceleration
SKETCHING PROBLEMS
Step 1 – Sketch the situation, showing objects as points at
beginning, middle (anywhere ∆𝑎), and end of motion
Step 2 – Draw a m-diagram
Step 3 – Choose and label a coordinate system
Step 4 – Place time, position, velocity at each point
Step 5 – Place accelerations between points
Step 6 – Make a table listing all known variables
Step 7 – Make a table listing all desired variables
Step 8 – Apply generic equations
INSTANTANEOUS VELOCITY
Instantaneous velocity is the slope of the 𝑠 vs 𝑡 curve
For uniform motion: rise over run (avg velocity)
For accelerated motion: derivative of curve
Mathematically: 𝑣(𝑡)= lim
∆→
∆
∆ =
()

INSTANTANEOUS ACCELERATION
Instantaneous acceleration is the slope of the 𝑣 vs 𝑡 curve
For uniform motion: acceleration is 0
For accelerated motion: derivative of curve
Mathematically: 𝑎(𝑡)= lim
∆→
∆
󰇍
∆ =
󰇍
()
 =
()

*Week 2: 2D Kinematics
GENERIC EQUATIONS OF MOTION
(Only valid for constant acceleration)
𝑠= 𝑠+ 𝑣𝑡 𝑡+1
2𝑎(𝑡 𝑡)
𝑣= 𝑣+ 𝑎(𝑡−𝑡)
𝑣= 𝑣+ 2𝑎(𝑠 𝑠)
FREE FALL
Use g = 9.8m/s2 for acceleration due to gravity
g points downwards (if positive y is up, 𝑎 = −𝑔)
Object goes down a plane angled θ from the horizontal
|𝑎|= 𝑔 × sin(𝜃)
VECTOR ARITHMETIC
Component Vector ≡ vectors parallel to x & y axes
𝚤 = 1,0; 𝚥 = 0,1
For a vector 𝐴
,
𝐴= |𝐴| × 𝑐𝑜𝑠(𝜃); 𝐴= |𝐴| × 𝑠𝑖𝑛(𝜃)
2D KINEMATICS & PROJECTILES
𝑠 = 𝑥𝚤 + 𝑦𝚥
𝑣 = 𝑣𝚤 + 𝑣𝚥
𝑎 = 𝑎𝚤 + 𝑎𝚥
For calculus, operate on each component individually
Relative velocity: 𝑣 = 𝑣 + 𝑣
For two moving objects, to find relative velocity, subtract
both velocities by the velocity of object one s.t. object
one’s velocity is 0
CIRCULAR MOTION
Angular velocity ≡ speed an angle changes (𝜔(𝑡) = 
)
Unit: radians/s or degrees/s
Angular acceleration: (𝛼(𝑡) = 
 ) unit: rad/s2 or deg/s2
Relationships between θ, ω, α identical to s, v, t
𝜃= 𝜃+𝜔 𝑡 𝑡+1
2𝛼(𝑡 𝑡)
𝜔= 𝜔+ 𝛼(𝑡−𝑡)
𝜔= 𝜔+ 2𝛼(𝜃 𝜃)
Linear velocity ≡ the inst. 𝑣 of circular motion (tangent)
𝑣 = 𝜔𝑟 where r is the radius of circular motion
Period ≡ me it takes for a full rotaon (𝑇 = 
)
For uniform circular motion, 𝛼 = 0
𝑎 𝛼, since it always points inward & is changing
*Week 3: Forces and Motion
NEWTON’S THREE LAWS OF MOTION
Kinematics ≡ descripon of moon
Dynamics ≡ causes of moon
Force ≡ push or pull that acts on an object (𝐹
)
Agent ≡ object causing a force on another
Contact force acts by touching; long-range force does not
Force diagrams (F-diagrams):
Represent object as particle
Draw force vector arrow pointing in proper direction
Place tail of force vector on particle (not at tip)
Net Force ≡ vector sum of all forces on an object (𝐹
)
Mass ≡ property of objects; the resistance to 𝑎 (m)
Mass is measured in kilograms (kg)
Newton’s 1st Law: Objects at rest remain at rest; objects
moving remain moving at a constant 𝑣, iff 𝐹
 = 0
Newton’s 2nd Law: 𝐹
 = 𝑚 × 𝑎
Newton’s 3rd Law: Forces are interactions between
objects; each action-reaction pair is equal (magn.) and
opposite (dir.): 𝐹
   = −𝐹
  
Force is measured in Newtons (N), = 𝑘𝑔 ×
FREE BODY DIAGRAMS (FBD)
Force types:
Name
Gravity
Tension
Normal
Agent
Earth
Springs
Ropes
Surface
Range
Long
Contact
Contact
Contact
Symbol
𝐹
𝐹
𝑇
󰇍
𝑛
󰇍
/
𝐹
Direct.
Down
Push/pull
Parallel
Perpend
Math
𝐹
=
𝑚
𝑔
|
𝐹
|=
𝑘
𝑠
-
𝑚
𝑔
cos
θ
Name
Friction
Thrust
Drag
Agent
Sliding
Jet exhaust
Air/Fluid
Range
Contact
Contact
Contact
Symbol
𝑓
/
𝑓
𝐹

𝐷
󰇍
󰇍
Direct.
Opposite
Push/pull
Opposite
Math
𝐹
𝜇
𝑛
󰇍
𝑇
󰇍
=
𝑣


𝐷
󰇍
󰇍
=
𝑣
𝜌𝐴𝐶
Force Identification:
Draw a circle around single object
Identify contact forces
Identify long-range forces
Draw a FBD
Drawing a FBD:
Choose a coordinate system
Represent object as particle at the origin
Draw identified forces, one by one
Compute 𝐹
 by adding individual forces
Place 𝐹
 vector next to diagram
Verify 𝐹
 is consistent w/ 𝑎 in m-diagram
Correct FBD in case of discrepancies
GRAVITY, NORMAL FORCE, FRICTION
Force of gravity: 𝐹
= 𝑚𝑔
Normal force: Does not have a fixed magnitude; takes
whatever value is needed s.t. two touching surfaces have
the same acceleration:
Object sitting motionless on surface: 𝐹
= −𝐹
Object being pulled up by rope: 𝐹
= −𝐹
+ 𝑇
󰇍
Tension overcomes, 𝑎 upward: 𝐹
= 0
Friction is either static (𝑓
) or kinetic (𝑓
)
𝑓
𝜇𝑛󰇍
; 𝑓
, = 𝜇𝑛󰇍
𝑓
= 𝜇𝑛󰇍
Friction opposes relative sliding of contact surfaces
*Week 4: Newton’s 3rd Law & Dynamics on a Plane
Action-Reaction Pair ≡ Two forces of N’s 3rd law (A-R pair)
Only one of the pair enters the free body diagram
For motion of an object, we only care about forces
exerted on it, not by it. N’s 3rd is important in systems of
interacting objects
Interaction diagrams:
Represent each object as a circle (incl. ropes &
pulleys); label each
Surface of earth & entire earth considered different
Draw a line for each interaction, label type of force
Identify the system
Draw FBD for each object in the system
Connect A-R forces w/ dashed line
Write N’s 2nd for each object. Solve simultaneous
equations, invoking N’s 3rd for A-R pairs
Conservation of mass: The 𝑚 of objects moving
together is 𝑚 (i.e., for 𝑚 and 𝑚,𝑚 = 𝑚+ 𝑚)
Composite object being pulled: F between is adhesion
𝐹
 = 𝑚𝑎+ 𝑚𝑎, but 𝑎= 𝑎, so 𝑎 =


STRINGS, PULLEYS, CONSTRAINTS
*Week 5: Impulse, Momentum, and Energy
*Week 6: System Energy and Rigid Body Rotations
*Week 7: Universal Gravity and Oscillations

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PHYSICS 121

*Week 1: Concepts of Motion & 1D Kinematics

MOTION DIAGRAMS (M-DIAGRAMS)

Physics is about Matter, Space, and Time → MOTION

Motion diagram ≡ pictorial representaƟon of moƟon

Particle Model: point represents an object

We can simplify by drawing arrows between points

Vector ≡ oriented line segment (𝑣⃑ , 𝑎⃑ , 𝑏

, etc.)

Adding vectors: add vert. & horiz. Components

Subtracting vectors: 𝑎⃑ − 𝑏

Negative vector is same length, opposite direction

Zero Vector ≡ no length or direction (𝑎⃑ − 𝑎⃑ = 0

Position vector: 𝑠⃑ ; Displacement vector: ∆𝑠⃑ = 𝑠⃑ ௙

Time interval: ∆𝑡 = 𝑡 ௙

; In m-diagrams, all ∆𝑡’s same

VELOCITY AND ACCELERATION

Speed ≡ how fast an object is moving

Speed A > Speed B if

 A covers the same distance d in less time interval, or

 A travels a longer distance d in the same time interval

Mathematically: 𝑎𝑣𝑔 𝑠𝑝𝑒𝑒𝑑 =

ௗ௜௦௧௔௡௖௘ ௧௥௔௩௘௟௘ௗ

௧௜௠௘ ௜௡௧௘௥௩௔௟

∆௧

On m-diagrams, the biggest ∆𝑟⃑ has the biggest avg speed

Velocity ≡ vector w/ magnitude of speed (𝑣⃗ )

Average velocity: 𝑣⃗ ௔௩௚

∆௦⃗

∆௧

Motion w/ constant 𝑣⃗ : length of vectors equal

Motion w/ changing 𝑣⃗ : length of vectors different

In rotational motion: 𝑣⃗ is constantly changing

Objects interact with other objects move w/ changing 𝑣⃗

Acceleration ≡ vector describing a change in velocity (𝑎⃗ )

Average acceleration: 𝑎⃗ ௔௩௚

∆௩ሬ⃗

∆௧

Drawing Acceleration vectors on m-diagrams:

 select two consecutive velocities

 displace second vector to origin of first

 draw acceleration from tip of first to tip of second

If 𝑣⃗ is constant, 𝑎⃗ = 0

If object speeds up, 𝑎⃗ &𝑣⃗ are in the same direction

If object slows down, 𝑎⃗ &𝑣⃗ are in opposite directions

If object moves along a curve, 𝑎⃗ points “inside” the curve

COORDINATE SYSTEMS AND GRAPHS

Typical system: Positive x points right, positive y points up

Position and displacement measured in meters (m)

Time is measured in seconds (s)

Velocity measured in meters per second (m/s)

Acceleration measured in meters per second squared

(m/s

2

)

Graphs: abstract representation of motion.

x-axis is time, y-axis could be position, velocity, or

acceleration

SKETCHING PROBLEMS

Step 1 – Sketch the situation, showing objects as points at

beginning, middle (anywhere ∆𝑎⃗ ), and end of motion

Step 2 – Draw a m-diagram

Step 3 – Choose and label a coordinate system

Step 4 – Place time, position, velocity at each point

Step 5 – Place accelerations between points

Step 6 – Make a table listing all known variables

Step 7 – Make a table listing all desired variables

Step 8 – Apply generic equations

INSTANTANEOUS VELOCITY

Instantaneous velocity is the slope of the 𝑠⃑ vs 𝑡 curve

For uniform motion: rise over run (avg velocity)

For accelerated motion: derivative of curve

Mathematically: 𝑣⃑

= lim

∆௧→଴

∆௦⃑

∆௧

ௗ௦⃑ (௧)

ௗ௧

INSTANTANEOUS ACCELERATION

Instantaneous acceleration is the slope of the 𝑣⃑ vs 𝑡 curve

For uniform motion: acceleration is 0

For accelerated motion: derivative of curve

Mathematically: 𝑎⃑ (𝑡) = lim

∆௧→଴

∆௩

ሬ⃑

∆௧

ௗ௩

ሬ⃑ (௧)

ௗ௧

⃑ (௧)

ௗ௧

*Week 2: 2D Kinematics

GENERIC EQUATIONS OF MOTION

(Only valid for constant acceleration)

FREE FALL

Use g = 9.8m/s

2

for acceleration due to gravity

g points downwards (if positive y is up, 𝑎⃑ = −𝑔)

Object goes down a plane angled θ from the horizontal

|𝑎⃑ | = 𝑔 × sin(𝜃)

VECTOR ARITHMETIC

Component Vector ≡ vectors parallel to x & y axes

For a vector 𝐴

= |𝐴| × 𝑐𝑜𝑠(𝜃); 𝐴

= |𝐴| × 𝑠𝑖𝑛(𝜃)

2D KINEMATICS & PROJECTILES

For calculus, operate on each component individually

Relative velocity: 𝑣⃑

஼஺

஼஻

஻஺

For two moving objects, to find relative velocity, subtract

both velocities by the velocity of object one s.t. object

one’s velocity is 0

CIRCULAR MOTION

Angular velocity ≡ speed an angle changes (𝜔(𝑡) =

ௗఏ

ௗ௧

Unit: radians/s or degrees/s

Angular acceleration: (𝛼(𝑡) =

ௗఠ

ௗ௧

) unit: rad/s

2

or deg/s

2

Relationships between θ, ω, α identical to s, v, t

Linear velocity ≡ the inst. 𝑣⃑ of circular motion (tangent)

௟௜௡௘௔௥

= 𝜔𝑟 where r is the radius of circular motion

Period ≡ Ɵme it takes for a full rotaƟon (𝑇 =

ଶగ

For uniform circular motion, 𝛼 = 0

௟௜௡௘௔௥

≠ 𝛼, since it always points inward & is changing

*Week 3: Forces and Motion

NEWTON’S THREE LAWS OF MOTION

Kinematics ≡ descripƟon of moƟon

Dynamics ≡ causes of moƟon

Force ≡ push or pull that acts on an object (𝐹

Agent ≡ object causing a force on another

Contact force acts by touching; long-range force does not

Force diagrams (F-diagrams):

 Represent object as particle

 Draw force vector arrow pointing in proper direction

 Place tail of force vector on particle (not at tip)

Net Force ≡ vector sum of all forces on an object (𝐹

௡௘௧

Mass ≡ property of objects; the resistance to 𝑎⃗ (m)

Mass is measured in kilograms (kg)

Newton’s 1

st

Law: Objects at rest remain at rest; objects

moving remain moving at a constant 𝑣⃗ , iff 𝐹

௡௘௧

Newton’s 2

nd

Law: 𝐹

௡௘௧

= 𝑚 × 𝑎⃗

Newton’s 3

rd

Law: Forces are interactions between

objects; each action-reaction pair is equal (magn.) and

opposite (dir.): 𝐹

஺ ௢௡ ஻

஻ ௢௡ ஺

Force is measured in Newtons (N), = 𝑘𝑔 ×

FREE BODY DIAGRAMS (FBD)

Force types:

Name Gravity Spring Tension Normal

Agent Earth Springs Ropes Surface

Range Long Contact Contact Contact

Symbol 𝐹

Direct. Down Push/pull Parallel Perpend

Math

𝐹

  • 𝑚𝑔⃗ cosθ

Name Friction Thrust Drag

Agent Sliding Jet exhaust Air/Fluid

Range Contact Contact Contact

Symbol

𝑓

௧௛௥௨௦௧

Direct. Opposite Push/pull Opposite

Math 𝐹

ௗ௠

ௗ௧

Force Identification:

 Draw a circle around single object

 Identify contact forces

 Identify long-range forces

 Draw a FBD

Drawing a FBD:

 Choose a coordinate system

 Represent object as particle at the origin

 Draw identified forces, one by one

 Compute 𝐹

௡௘௧

by adding individual forces

 Place 𝐹

௡௘௧

vector next to diagram

 Verify 𝐹

௡௘௧

is consistent w/ 𝑎⃑ in m-diagram

 Correct FBD in case of discrepancies

GRAVITY, NORMAL FORCE, FRICTION

Force of gravity: 𝐹

Normal force: Does not have a fixed magnitude; takes

whatever value is needed s.t. two touching surfaces have

the same acceleration:

Object sitting motionless on surface: 𝐹

Object being pulled up by rope: 𝐹

Tension overcomes, 𝑎⃗ upward: 𝐹

Friction is either static (𝑓

) or kinetic (𝑓

௦,௠௔௫

Friction opposes relative sliding of contact surfaces

*Week 4: Newton’s 3

rd

Law & Dynamics on a Plane

Action-Reaction Pair ≡ Two forces of N’s 3

rd

law (A-R pair)

Only one of the pair enters the free body diagram

For motion of an object, we only care about forces

exerted on it, not by it. N’s 3

rd

is important in systems of

interacting objects

Interaction diagrams:

 Represent each object as a circle (incl. ropes &

pulleys); label each

 Surface of earth & entire earth considered different

 Draw a line for each interaction, label type of force

 Identify the system

 Draw FBD for each object in the system

 Connect A-R forces w/ dashed line

 Write N’s 2

nd

for each object. Solve simultaneous

equations, invoking N’s 3

rd

for A-R pairs

Conservation of mass: The 𝑚

௧௢௧௔௟

of objects moving

together is ∑ 𝑚 (i.e., for 𝑚

and 𝑚

௧௢௧௔௟

Composite object being pulled: F between is adhesion

௡௘௧

, but 𝑎⃑

, so 𝑎⃑

஺஻

ி

೙೐೟

௠ ಲ

ା௠ ಳ

STRINGS, PULLEYS, CONSTRAINTS

*Week 5: Impulse, Momentum, and Energy

*Week 6: System Energy and Rigid Body Rotations

*Week 7: Universal Gravity and Oscillations