You are on page 1of 1

# Sports Equations: Vave= d/ t or (Vf+Vi)/2 a= (Vf-Vi) t horizontal=Vx= x/ t

vertical=Vf=Vi+a t or
y=Vi+ t + a t2 or Vf2=Vi2+2a y. TNEOM Equations: Vf=Vi +at x=(Vi+Vf)/2 all
times t x=Vit+1/2 at2 Vf2=Vi2+2a y
Velocity: Acceleration: Rollercoaster Equations: weight=mxg
Conversions:
1m/s=2.24mpspeed with change in *PE=mgh *KE=1/2mv2 *
h direction * is a velocity over Efficiency=(work out/work in) x100
1 mile=1610vector * vector time * also a *Momentum= MxVeloc * Impulse=Force x t or
meters
= magnitude
1kg=2.22 lbs vector * a=Vf- mass(Vf-Vi) * Work=Fxd * Mech. Advan=
1 foot=.305(size) and
Vi / t * Fout/Fin or Din/Dout (for nonfriction).
meters direction *
1hp=746 constant Velocity Graphs: the slope is the acceleration. *The
watts Displacement: the final position-initial
G’s: loops and
area is displacement. *Instantaneous velocity is taken
hills= Norm/wt position. * is a vector * the area of a directly off the graph. *Displacement is the product of
Bottom of hill velocity graph is VxT, or displacement. velocity by time – take the area under the curve.*
or loop = *To find displacement on a position Average velocity found by averaging 2 points over the
a/g+1 range you want.* Vave=(X2-X2)/time. A negative value
Side of turn
graph, find the difference between two
or loop=a/g positions.* On a velocity graph, it is the on a velocity graph = moving backwards * show
Top of hill=1- product of velocity by time – take the backing up on a displacement graph with neg slope.
Position Graphs: instantaneous velocity is the
a/g area under the curve. *Displacement is
Top inside of
slope * displacement is the difference between two
loop=a/g-1
measured in meters. Area under the positions* average velocity is the average slope
velocity curve represents from 2 positions on the graph* neg slope – moving
Distance: is
scalar * the Acceleration vs. Velocity: you backwards * not straight line means acceleration*
length of the accelerate by going faster, slower, or horizontal line – you stopped. *Area =
changing direction * When you toss velocity.*curve = exponential acceleration
Newtons
Laws: something, velocity is 0 at the highest Projectiles and Vectors and Scalars: projectiles –
1. inertia – at point. * Acceleration is pos when velocity moving object whose only influence on its motion is
motion wish to is increasing (cannot occur in freefall).* gravity. * vector – has both magnitude and direction
remain at Vel is neg and acc is pos when you reach * scalar – only has magnitude * vectors – velocity,
motion and displacement * scalars – distance, speed *
vice versa the ground and velocity goes to 0.* Vel is
pos and accel is neg when a ball is acceleration in x direction for projective is O * add
2. a=fnet/mass
3. equal and slowing down while going upward.* Large vectors head to tail * horizontal and vertical motion
opposite are independent. At the peak: Dt = 1/2 time of flight,
accel on a velocity slope = big curved
Mass: only Vy = 0 and ay = -9.8 m/s2. ∆ y = 0 for all problems
slope. * Faster reaction time = quicker
affects the
speed of a
start to acceleration, longer time to reach Energy: bungee cord after falling – elastic - all
rollercoaster max velocity * speedometer – instant. collisions where objects bounce instead of stick*
when there is Velocity * 1st source of energy – sun * cotton candy =
friction. If Pos V, Neg a = car going fwd and slowing
there is not chemical energy * graveyard for all conversions is
friction, mass
down internal energy, or heat * machines change the
does not Work: two criteria to see if work is being force in for distance (not work or energy)
matter * your done – did KE change and did PE change
mass is the Centripetal Forces: revolution – rotation
same on the
* positive work – giving an object with PE around external axis (sun and earth) * rotation –
moon – does KE by doing work on it. *negative work – circular motion around internal axis (earth) *
Tension –
slow things down, make an object have centrip.accel = v2/r * centrip. force = m x (v2/r) *
force in a more PE and less KE * force needed and cent. Force depends directly on mass and
distance moved are necessary for work to velocity squared and inversely on the radius. * in
Linear be done * unit for work – joules * unit for order to move in a circle there only needs to be
Speed – force – Newton * unit for power – watts – an INWARDS FORCE, and nothing else* accel
meters / sec Universal Gravitation: FG = (Gm1m2)/r2
vector is inwards, the velocity vector is tangent –
* v=?r * FG = force due to gravitational attraction
Angular * G = constant of universal gravitation they are perpendicular to each other. No
Speed – (6.673 x 10-11 Nm2/kg2 * m1 = mass 1 * m2 Fnet – Fnet = mass/acceleration or Fnet=sum of all
radians/sec * = mass 2 * r = distance between center of forces * constant speed =an Fnet of 0
Weight v. Normal force =
masses Friction: static friction – no motion
Mass: weight of object
weight is * sliding kinetic friction – existing motion
dependent *static is greater than sliding pushing back up on
* the force of friction is dependentit on the 2
on mass and
gravity. * surfaces (µ) and the normal force.
mass is *Resistance force to motion between two objects
independent in contact. - Results from microscopic
of gravity – Equilibrium: If an object is at rest (a=0), then electromagnetic forces between two surfaces
remains the the Net Force acting on an object in all temporarily attracting each other.
same no directions must be zero (FNET=0). *Acts parallel to the surfaces in contact and