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