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α is angular accel
φ is phase shift
θ is angle
ρ is density
ω is angular velocity
π is 3.14159 …
λ is wavelength
ƒ is frequency
v is velocity (for waves, wave speed)
µ is mass per unit length
k is the spring constant (units of n/m)
ι is angular momentum
I is moment of inertia
τ is torque
θ = arc/radius
ω = v/r
α (angular acceleration) = atangential/r
ω = sqrt(kspring/m)
T = 2π sqrt(m/kspring)
Position(t)= ymcos(ω t+φ )
Velocity(t) = - ymω sin(ω t+φ )
Acceleration(t) = - ymω 2cos(ω t+φ ) = -ω 2Position(t)
STABILITY / EQUILIBRIUM
Momentum = mv = p
Angular momentum
ι = m ( r X v ) = (r X p)
ι = Iω (rigid body fixed axis)
ι f = ι I (if net torque on a system is zero; ie; isolated system, ι is a
constant)
What is torque?
Moment of inertia
What is a Pendulum?
Simple: T = 2π sqrt(I/g) where all mass is concenterated at a radius
from the pivot
Physical: T= 2π sqrt (I/mgL) complicated distribution of mass, L Is
moment arm
F = GMm/r2
W = -GMm * ∫ 1/r2 dr | (R X) + ∆ KE = GMm /X - GMm/R +∆ KE
Ugravity (infinite radius)= - GMm/r2 +∆ KE
Kepler
Fluids
F = Pressure*Area F=PA
Pressure2 = Pressure1 + ρ g(y1 – y2) (AT REST; does not depend on
horizontal. This means that the only thing that matters for pressure
difference is density and depth)
FBuoyant = MFluiddisplacedg (when a body is fully or partially submerged, force
is equal to displaced fluid)
FBuoyant = MBodyg = Mfluidg ( when body is floating IN a fluid; ie: body
displaces its weight of fluid. Good to know if you are a mobster.)
Weightapparent = mbodyg – Fbuoyant