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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

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