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Faye Gapas 12 – Baryonyx

GENERAL PHYSICS 1. Mechanics – study of motion of macroscopic


FIRST QUARTER bodies; study the way matter and forces interact
with each other
o Kinematics – deals with the
WHAT IS PHYSICS?
description of motion; study motion
without regard to the forces present
HOW SCIENCE EVOLVED? o Dynamics – deals with the behavior
- Problems of bodies under the action of external
- Needs forces
- Curiosity 2. Thermodynamics
- o study of heat transfer and the changes
SCIENCE that result from it
- body of knowledge about nature that represent the o studies heat and its relationship with
collective efforts, findings, insights, and wisdom of other forms of energy
human race 3. Electromagnetism
o study of the relationship between
MAIN BRANCHES OF SCIENCE electricity and magnetism
4. Optics
1. Natural Science – study of natural phenomena o deals with the properties of light, its
a. Biological Science – subdivided into: nature and behavior
o Zoology 5. Acoustics
o Botany o study of sound waves, its nature and
o Microbiology behavior
o Biology
b. Physical Science – in contrast with life science; MODERN PHYSICS
subdivided into: - concerns the nature and behavior of particles and
o Physics energy at the submicroscopic level
o Chemistry - submicroscopic – too small to be seen by
o Geology microscopes (e.g. atoms and electrons)
o Meteorology - Subdivisions:
o Astronomy 1. Relativity
2. Social Science – study of human behavior; o describes object moving nearly at the
subdivided into: speed of light
o History 2. Solid-state Physics
o Politics o structure and properties of materials in
o Economics solid phase using quantum mechanics
3. Applied Science – art or science of applying 3. Quantum Physics
scientific knowledge to practical problems o (quantum theory) deals with interaction
o Medicine between matter and electromagnetic
o Engineering radiation
o Architecture 4. Plasma Physics
o behavior and properties of fully ionized
PHYSICS plasma
- “basic” Science because its concepts reach up to 5. Atomic and Nuclear Physics
more complicated science o properties of matter at the atomic scale
- about the nature of basic things such as: and examines the structure, behavior
1. Motion and properties of atoms
2. Forces 6. Condensed Matter Physics
3. Energy o physical properties of condensed phases
4. Matter of matter
5. Heat 7. Low Temperature Physics
6. Sound o concerned with the production and
7. Light maintenance of temperatures (below
8. Atoms normal) down to absolute zero
o various phenomena that occur only at
Etymology of Physics such temperature
- Greek word “physika”  “Natural things”
MEASUREMENTS
Definition of Physics
- study of matter and their interaction MATHEMATICAL CONCEPTS IN PHYSICS
- Two Main Categories: (subdivided between 1900s) 1. Algebra (Arithmetic or symbols that represent
1. Classical Physics – physics of Newton
numbers)
2. Modern Physics – physics of Einstein
Birth of revolutionary concepts including: - Rules:
 General and special relativity (Einstein)  ( +a ) x (+ b )=(−a ) x (−b )=+ab
 Concept of Quantum (Planck)  (−a ) x (+ b )= (+ a ) x (−b )=−ab
 Principle of Indeterminacy (Heisenberg)
CLASSICAL PHYSICS + a −a +a
 = =
- deals with the topics on macroscopic scale + b −b b
- can be studied with unaided five human senses −a +a −a
- Subdivisions:  = =
+ b −b b
2. Equation (statement of equality)  used by scientists and engineers because
- Rules: it is more precise
 a+ b=c , thena=c−b
c a System of Measurement
 ab=c , thena= ; =e , then a=de
b d
 Cross-multiplication removes the fraction
3. Exponents (expresses that a quantity is to be
multiplied by itself n times)
Systemë English
- Rules:
Internationalë System
1
 a−1=
a
(a b ) =an ∙n b n∙ n
n n n

MKS (meter, kg, CGS (centimetre,
 a n a n=a n+n seconds) grams, seconds)
n
 m
a = √ an
m
MEASUREMENTS AND DIMENSIONAL ANALYSIS
an n−m
 m
=a MEASUREMENT
a - it is the process of getting the actual measure of an
4. Scientific Notation object’s dimension in comparison with the standard
- 2.10 x 10−2=0.0210 unit of acquiring them
- 2.10 x 108 =2100000 Systems of Measurement
1. Metric System
MEASUREMENTS - commonly used method
- process of comparing an unknown quantity to a - described as MKS, CGS
standard one - S.I. Units
- Classifications: 2. English System
 Fundamental Quantities – can be - British System
determined directly by using a correct - used in U.K.
measuring device QUANTITY
 Derived Quantities – formed by combining - it is a part or portion of a thing than can be measured
2 or more fundamental or derived quantity - also called dimension or property
Types of Quantity
FUNDAMENTAL QUANTITIES 1. Fundamental
Quantity Symbol Standard Unit - basic
Length L Meter (m) - can be measured directly by an instrument
Mass M Kilogram (kg) 2. Derived
Time T Seconds (s) - combining 2 or more fundamentals and/or derived
Temperature T Kelvin (K) quantities with set of operations
Luminous Int. - Candela (Cd) - with formulas
Electric Current I Ampere (A)
Amount of Substance - Mole (mol) DIMENSION ANALYSIS
- analysis of the relationships between different
DERIVED QUANTITIES physical quantities by identifying their fundamental
Quantity Symbol Standard Unit dimensions such as, length, mass, time
Area A Square meters Principle of Homogeneity
- the equation is dimensionally correct if the
Volume V Cubic meters dimensions on left side of the equation are equal to
the dimensions on the right side of the equation
Density P kg /m3
Velocity V m/s
THE DIMENSIONS AND UNIT CAN BE TREATED
Acceleration a m/s 2 ALGEBRAICALLY:
Force F kg ∙ m Variable x m t Velocity: Acceleration:
N= 2
s Form xf – xi vf – vi
Work W J= Equation
t t
Power P W= Dimension L M T L L
Energy E J=
T T2
SYSTEMS OF MEASUREMENT
RULES IN DIMENSIONAL ANALYSIS
- needed to set the standard measurement for each
1. Each term must have the same dimension.
specific quantity
2. Two variables cannot be added if dimensions are
- Systemë Internationalë D’Unites (SI) or Metric
different.
System
3. Multiplying variables is always fine. - magnitude + direction
4. Numbers are dimensionless. - direction can be:
o Cartesian (+ x ,−x ,+ y ,− y )
Example:
o Cardinal ( N , E , S , W )
1
x f – x i = vi t− a t 2 - example: displacement, velocity, acceleration, force
2 - vector Representation:
2
LT
L= ¿ − 2
T T
L=L−L
L ≠0
Other Variables:
ML
- Impulse(I) =
T VECTOR ADDITION
ML - get the algebraic sum to get the summation of a given
- Force(F) = 2
T set of vectors
M L2 - common result is called Resultant Vector
- Energy(E) =
T3
L
- Velocity (u) or (v) =
T
L
- Acceleration (a) or (g) =
T2
- Length (s) or (h) = L Resultant Vector is the combination of all
o
given vectors either graphically or
Examples: mathematically derived
1 METHODS OF ADDING VECTORS
1. V = g h2 1. Graphical
2
1.1. Parallelogram Method (limited up to two
L L 2
= ∙L vectors)
T T2 1.2. Polygon Method (head to tail; 2 or more
L L3 vectors)

T T2
!! Scaling in graphical method is essential when plotting the
2. V =u +2 as
given vectors.
L L L
- = + ∙L
T T T2 Steps in Parallelogram Method
L L L2 1. Draw a Cartesian plane represented by x and y axis.
- = + 2. Represent the given vector in the Cartesian plane.
T T T2
Always make a scale.
L ¿+ L2 3. Construct the sides parallel to the given vector by
- ≠ 2
T T getting it from the head of the other vectors.
2 2
3. v =u +2 gh 4. Draw a straight line from the origin up to the point of
intersection of the two added lines and that will be
L 2 L 2 L
- ( ) =( ) + 2 ∙ L the resultant vector.
T T T 5. Use the ruler to get the magnitude of the resultant
2 2
L 2L while a protractor will tell us its direction (start from
- ≠ +x of the plane)
T2 T 2
4. I =Ft
Example:
ML ML
- = 2 ∙T 1. Vector A = 400m, E
T T Vector B = 1000m, 60N of E
ML ML Scale: 1cm = 100m
- =
T T

VECTOR AND SCALAR QUANTITIES

All fundamental or derived quantities can be vector or scalar.

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.

TYPES OF PROJECTILE MOTION


- Its Nature:
a) magnitude remains the constant
b) always acts along the radius
c) always directed towards the center

- 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

Circular Motion – a body is moving along a circular path


- Two types:
1. Uniform Circular Motion
 the object moves with uniform speed along the
circular path
 motion can be described conveniently by specifying
the period of the motion (T)
 period is the time required to travel
once around the circle (1 complete
revolution)
2 πr
 v=
T
 needs a lateral force such that it continuously changes
its direction (centripetal force)
2. Non-uniform Circular Motion
 the object moves with non-uniform speed along the
circular path
- described by two quantities:
a) speed (v) of the body
b) radius (r) of the circular path
Centripetal Force – radial force directed towards the center
- a “center-seeking” force

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