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SCALAR QUANTITY
- magnitude only (numerical + unit)
- example: distance, speed, mass, temperature, volume
VECTOR QUANTITY Steps in Polygon Method
1. Draw a Cartesian plane. o Force and Motion (3 Laws of Motion)
2. Plot the first vector on the original Cartesian plane. Distance
3. From the head of the first vector plotted, connect the - length of actual path taken to go from source to
tail of the second vector. destination
- independent of direction
4. Draw a straight line from the original Cartesian plane
- always positive
point of origin to the head of the last vector – that’ll
- standard Unit: meter
be Resultant Vector.
- scalar
5. Use a ruler and protractor to get the magnitude and Displacement
direction of the resultant vector. - length of the straight line joining the source to the
destination
2. Analytical (Component Method) - final position minus initial position
- Most accurate method in vector addition - shortest path
- The components of every given vector are - change of position in time
- can be positive or negative
mathematically or analytically solved
- standard Unit: meter
- Applicable for two or more vectors
- vector
Speed
Steps in Component Method - distance per unit time
1. Draw and plot the vectors graphically. No need to - how fast an object is going
assign scale since it will be solved mathematically. - independent of direction
2. Resolve for the X and Y components of each given - always positive
vector. - standard Unit: meter/second
3. Get the algebraic sum of the vectors using the - scalar
Velocity
equation ∑ X and∑ Y . - rate of change in position
4. Compute for the magnitude of the Resultant Vector - speed with direction
using Pythagorean equation. - direction dependent
2 2 - can be positive or negative
√
R= ( ∑ X ) +( ∑ Y ) - standard Unit: meter/second
5. Find the angle of direction using the equation: - vector
Acceleration
∑X
θ=tan
| |
−1
∑Y
- rate of change in velocity
- how quickly/slowly an object’s velocity changes
- can be positive or negative
For convenience…
- standard Unit: meter/second2
- If the given angle of a given vector is from the x-axis,
X-component of the said angle is computed as cosine ANCIENT IDEAS ABOUT MOTION
multiplied by the angle. The Y-component, therefore,
is sine multiplied by the angle. Aristotle
- If the angle of a given vector is from the Y-axis, X- - first person to explain motion
component of the said angle is computed as sine - classified motion into 2 basic types:
multiplied by the given angle. The Y-component can 1. Natural Motion – the universe is determined
by its natural tendency of being at rest
be computed as cosine multiplied by the given angle
2. Violent Motion – a motion brought about by
of the vector. either a push or a pull
- all bodies at rest can move and go back to its natural
Vector X-axis Y-axis state of being at rest
X-component Cosine Sine o human intervention is needed
Y-component Sine Cosine - the mass of an object affects the rate of fall of a body
o the massive the object is, the faster it falls
MOTION - ideas were accepted for a period of 100 years
Galileo
Mechanics – deals with motion - challenged almost all of the theories given by
Aristotle
MOTION - no need for human intervention for a body to move or
- change in position of an object with respect to time stop from moving
- can be: o Frictional force causes bodies to stop from
o Rectilinear moving
o Curvilinear o 2 inclined experiment
o Rotational - disproved the claim that mass affects the speed of fall
- Kinematics – study of motion without knowing its o Tower of Pisa Experiment
causes
o Distance KINDS OF RECTILINEAR MOTION
o Displacement 1. Distance
o Speed 2. Displacement
o Velocity 3. Speed
o Acceleration 4. Velocity
o Time 5. Acceleration
- Dynamics – the cause of motion
Speed
- ratio between distance over time of travel 1.
Horizontal
- units: m/s, kph, mph, ft/s -motion of a ball rolling freely along a level surface
- general Formula: v = d/t -horizontal velocity is always constant
o V = speed (m/s) 2.
Vertical
o d = distance travelled (m)
-motion of a freely falling object
o t = time (s)
-force due to gravity
- Types of Speed
1. Constant Speed – same ratio of speed -vertical component of velocity changes with time
2. Instantaneous Speed – different ratio of 3.
Parabolic
speed -path traced by an object accelerating only in the
- Average Speed: vertical direction while moving at constant horizontal
vave = dT / tT velocity
vave = (v1 + v2 )/ 2 VELOCITY vs ACCELERATION
Velocity
- velocity: horizontal velocity remains unchanged
- speed with direction
- unit: same as that of speed (m/s, kph, mph, ft/s) - acceleration: acceleration is constant
- velocity = displacement / elapsed time only the vertical velocity is affected
o V = d, direction / time consumed EQUATIONS IN HORIZONTAL AND VERTICAL
- v = x2 – x1 / t2 – t1 MOTIONS
- velocities of two bodies can be added numerically if - horizontal:
in the same direction and can be subtracted if in vx = v1x
different direction
- Types of Velocity x = x1 + v1xt
1. Instantaneous - vertical:
2. Average vy = v1y + gt
- Direction 1 2
1. + right / up / parallel to motion y = y1 + v1xt + gt
direction
2
Why do projectiles follow a curved path instead of a straight
2. – left / down / opposite to the motion path?
direction - the object is pulled by the gravity that’s why they are
Acceleration following a curved path
- rate of change in velocity Trajectory – path described by an object when its projected at
- how does velocity change? a certain angle and with an initial velocity
o If the body speeds up, slows down, or
- equation:
change direction
- change in velocity / elapsed time gx 2
y = x tan θ –
- a = v2 – v1 / t2 – t1 2 v 1 2 cos2 θ
- Types of Acceleration
- y – vertical position
1. Positive Acceleration – increasing speed (v
and a have the same sign) - x – horizontal position
2. Negative Acceleration – decreasing speed (v - v1 – initial velocity
and a have opposite sign); deceleration - g – acceleration due to gravity
3. Zero Acceleration – constant speed / at rest
- angle theta (θ ) – angle of the initial velocity from the
4. Uniform Acceleration – constant
acceleration horizontal plane
- Constant Acceleration - the vertical velocity of a projectile at the peak of its
o the change in velocity of the body is flight is zero
constant Height of the Projectile – greatest height that the object will
o the body is moving along a straight line reach
- does not depend on the mass of the object
4 KINEMATICS EQUATIONS
- equation:
1. v2 = v1 + at
- Irrelevant: Distance v 1 2 sin 2 θ
H=
2g
2. d = [(v1 + v2)/2]t
Range – distance covered by the body till it comes to rest in x-
- Irrelevant: Acceleration
axis
3. d = v1t + ½ at2 - does not depend on the mass of the object
- Irrelevant: v2 - equation:
v1 2
4. 2 2
v2 = v1 + 2ad R= sin2 θ
- Irrelevant: Time g
Time of Flight – total time for which the projectile remains in
PROJECTILE MOTION air
(2 v 1 sinθ )
Projectile – any object thrown in space under the sole - T=
g
influence of gravity.
- f=
m v2
r
- Centripetal Acceleration: a =
v2
r
PROJECTILES AT AN ANGLE - centripetal force is directly proportional to the mass
of the body (constant speed)
- centripetal force is inversely proportional to the
radius of the circle (if the radius is doubled, the
centripetal force is halved)
- centripetal force is directly proportional to the
square of the speed of the body (if speed is doubled,
centripetal force is increased four times)
!! What happens if the centripetal force is stopped when the
body is moving in a circular path?
o the body moves along the tangent of the circle
!! Why along the tangent of the circle?
o Newton’s First Law of Motion – when there is no
!! As the angle of projection increases, the height of the centripetal force, then there cannot be any change in
projectile increases and its range decreases. direction of the body, hence, it moves in a straight
line along the tangent to the circle
The greater the initial value of vy, the higher that the - centripetal force controls the direction of the body
projectile will rise. - magnitude is constant but direction changes
60° - has the highest vy value (greatest peak - is the body accelerating?
height) yes, since the body changes its
The smaller the initial value of vy, the shorter the velocity
hang time. Angular Velocity – rotational velocity
30° - has the shortest vy value (shortest hang - quantitative expression of the amount of rotation that
time) a spinning body undergoes per unit time
The range of a projectile is determined by the initial - how fast an object rotates relative to another point
value of the horizontal velocity component and the - how fast the angular position or orientation of a body
hang time of the projectile. changes with time
60° - has the greatest hang time; range is
limited by the fact that the vx is the smallest Centripetal Acceleration – body moving in circle is
of all three angles accelerated
30° - has the greatest vx of all three launch - acceleration is directed towards the center of the
angles; yet its range is limited by the fact circle
that the hang time is so short Centrifugal Force – fake force
45° - does not win in either category, yet the - reaction force
fact that it is able to place a strong showing - opposes the direction of centripetal force
in each category contributes to its ability to - third law of motion
achieve the longest range
CIRCULAR MOTION