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Docsity Physics 1 Notes Basic Physics Concepts

The document provides notes on basic physics concepts including motion diagrams, vectors, kinematics, forces, Newton's laws of motion, and dynamics. Key topics covered include free fall, vector arithmetic, 2D kinematics, projectile motion, circular motion, forces including gravity, friction, and tension. Newton's 3rd law and dynamics on a plane are also discussed.

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0% found this document useful (0 votes)
55 views2 pages

Docsity Physics 1 Notes Basic Physics Concepts

The document provides notes on basic physics concepts including motion diagrams, vectors, kinematics, forces, Newton's laws of motion, and dynamics. Key topics covered include free fall, vector arithmetic, 2D kinematics, projectile motion, circular motion, forces including gravity, friction, and tension. Newton's 3rd law and dynamics on a plane are also discussed.

Uploaded by

dejiguru
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© © All Rights Reserved
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PHYSICS 1 NOTES - Basic physics

concepts
Physics
Arizona State University (ASU) - Tempe
1 pag.

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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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