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Guide To Physics
Guide To Physics
Scalar – a quantity fully defined by a magnitude only. The magnitude of a scalar can be positive or negative.
Vector – A quantity that required both magnitude and direction to be fully defined. Drawn from an origin
called the tail to the end or terminal point called the head, marked by an arrowhead. The magnitude of a
vector is always positive.
Scaling Vectors:
When a vector 𝐴 is multiplied by a positive scalar 𝛼, the result is a new vector 𝐵 that is parallel to 𝐴. The
magnitude of 𝐵, |𝐵| is obtained by multiplying the magnitude of 𝐴, |𝐴|, to the scaling factor 𝛼. That is:
𝐵 = 𝛼𝐴; |𝐵| = 𝛼|𝐴|; 𝐵//𝐴 and 𝐵 is a vector with magnitude |𝐵| and direction 𝐴𝑑𝑖𝑟
Adding Vectors:
𝐴+𝐵 =𝐵+𝐴
(𝐴 + 𝐵) + 𝐶 = 𝐴 + (𝐵 + 𝐶)
𝛼1 𝐴 + 𝛼2 𝐴 = (𝛼1 + 𝛼2 )𝐴
One dimension:
- the concept of unit vector, a vector with a magnitude of one and does not have any physical unit, is
used. Unit vectors only play the role of specifying the direction and are denoted by a letter with a hat
on top. Ex: 𝑢̂, 𝑖̂, 𝑗̂, 𝑘̂.
Two dimensions:
- When adding two vectors in a plane, say 𝐴 and 𝐵, the parallelogram rule is used. First, translate one
of the two vectors, say 𝐵 to the beginning of the other vector, 𝐴, such that the two vectors will have
the same origin. Now, draw a line congruent and parallel to 𝐴 at the end of B and draw a line
congruent and parallel to 𝐵 at the end of 𝐴 and a parallelogram is created. Draw a diagonal from
the origin to the opposite vertex, and the diagonal formed will be the resultant vector A + B.
- Another method is called the tail-to-head geometric construction. This is a more general and direct
approach that can be used for any number of vectors. First, draw the first vector on a convenient
place, putting its origin, preferably on the cartesian origin. Second, translate the second vector such
that its origin is located at the head of the first. Continue doing this for the rest of the vectors if there
are more than two. Last but not least, draw a vector from the origin of the first vector to the head of
the last. The resultant line is the resultant vector, the sum of all the vectors specified.
- Last but not least, perhaps the method that’s easiest to grasp, is the components method. This
method tells us that the horizontal component of the resultant vector is the sum of the horizontal
components of all the vectors and that the vertical component of the resultant vector is the sum of
the vertical components of all the vectors. When using the concept of vector components and the
component method, we utilize basic trigonometric concepts such as the Pythagorean theorem and
the SOHCAHTOA, that is:
𝐴 = 𝐴𝑥 + 𝐴𝑦
2
|𝐴| = √|𝐴𝑥 |2 + |𝐴𝑦 |
𝐴𝑦
𝜃 = tan−1 ( )
𝐴𝑥
- Usually, the unit vectors 𝑖̂ and 𝑗̂ are used to denote the unit vectors for the x-axis and y-axis
respectively. That is, a vector 𝐴 can be expressed as:
𝐴𝑥 = |𝐴𝑥 |𝑖̂; |𝐴𝑥 | = 𝑥𝑒𝑛𝑑 − 𝑥𝑏𝑒𝑔
𝐴 = ∑{
𝐴𝑦 = |𝐴𝑦 |𝑗̂; |𝐴𝑦 | = 𝑦𝑒𝑛𝑑 − 𝑦𝑏𝑒𝑔
|𝐴𝑥 | = |𝐴|𝑐𝑜𝑠𝜃
{
|𝐴𝑦 | = |𝐴|𝑠𝑖𝑛𝜃
|𝐴| = √(|𝐴|𝑐𝑜𝑠𝜃)2 + (|𝐴|𝑠𝑖𝑛𝜃)2
𝑖̂ ∙ 𝑖̂ = 𝑗̂ ∙ 𝑗̂ = 𝑘̂ ∙ 𝑘̂ = 1
𝑖̂ ∙ 𝑗̂ = 𝑗̂ ∙ 𝑖̂ = 0
𝑗̂ ∙ 𝑘̂ = 𝑘̂ ∙ 𝑗̂ = 0
𝑘̂ ∙ 𝑖̂ = 𝑖̂ ∙ 𝑘̂ = 0
𝑖̂ × 𝑖̂ = 𝑗̂ × 𝑗̂ = 𝑘̂ × 𝑘̂ = 0
𝑖̂ × 𝑗̂ = 𝑘̂ ; 𝑗̂ × 𝑖̂ = −𝑘̂
𝑗̂ × 𝑘̂ = 𝑖̂; 𝑘̂ × 𝑗̂ = −𝑖̂
𝑘̂ × 𝑖̂ = 𝑗̂; 𝑖̂ × 𝑘̂ = −𝑗̂
Key Equations:
Position
- location of an object ay any particular time
- position is specified relative to a convenient frame of reference
- SI unit is meters.
- Usually denoted as 𝑥
Displacement
- change in the position of an object: ∆𝑥 = 𝑥𝑓 − 𝑥𝑜
- For one-dimensional motion, ∆𝑥𝑇𝑂𝑇 = ∑ ∆𝑥𝑖
- SI unit is meters.
Distance traveled
- total scalar length of the actual path an object needs to move/moved: 𝑑 = ∑ |∆𝑥𝑖 |
- SI unit is meters.
- Usually denoted as 𝑑
Average Velocity
- average rate of change of position relative to the change in time.
- total displacement between two points, divided by the time taken to travel between them.
- The time taken to travel between two points is called the elapsed time ∆𝒕.
∆𝑥 𝑥2 −𝑥1
- 𝑣̅ = = .
∆𝑡 𝑡2 −𝑡1
- SI unit is 𝑚/𝑠
Instantaneous Velocity
- simply velocity, the average velocity between two points on the path in the limit that the time, and
consequently, the displacement, between the two points approaches zero.
- To write the equation for this, we must express the position 𝑥 as a continuous function of t,
denoted by 𝑥(𝑡).
𝑥(𝑡 + ∆𝑡) − 𝑥(𝑡) 𝒅
𝑣(𝑡) = lim = 𝒙(𝒕)
∆𝑡→0 (𝑡0 + ∆𝑡) − 𝑡0 𝒅𝒕
- SI unit is 𝑚/𝑠
Average Speed
𝑑
- total distance divided by the elapsed time: 𝑠̅ =
∆𝑡
- SI unit is 𝑚/𝑠
Instantaneous Speed
- magnitude of the instantaneous velocity: 𝑠 = |𝑣(𝑡)|
- SI unit is 𝑚/𝑠
Average Acceleration
∆𝑣
- rate of change of the velocity with respect to the time: 𝑎̅ = .
∆𝑡
Instantaneous Acceleration
𝑑
- acceleration at a specific instant in time: 𝑎(𝑡) = 𝑣(𝑡)
𝑑𝑡
From the definition of aveage velocity, we can get our first two equations:
∆𝑥 𝑥 − 𝑥0
𝑣̅ = =
∆𝑡 𝑡
𝑣̅ 𝑡 = 𝑥 − 𝑥0
̅𝒕
𝒙 = 𝒙𝟎 + 𝒗
And consequently:
𝒗 + 𝒗𝟎
̅=
𝒗
𝒕
Now, let’s go to the definition of acceleration:
∆𝑣 𝑣 − 𝑣0
𝑎= =
∆𝑡 𝑡
𝑎𝑡 = 𝑣 − 𝑣0
𝒗 = 𝒗𝟎 + 𝒂𝒕
𝑣 = 𝑣0 + 𝑎𝑡
𝑣 + 𝑣0 [(𝑣0 + 𝑎𝑡) + 𝑣0 ]
=
2 2
𝟏
̅ = 𝒗𝟎 + 𝒂𝒕
𝒗
𝟐
𝑥 = 𝑥0 + 𝑣̅ 𝑡
1
𝑥 = 𝑥0 + (𝑣0 + 𝑎𝑡) 𝑡
2
𝟏
𝒙 = 𝒙𝟎 + 𝒗𝟎 𝒕 + 𝒂𝒕𝟐
𝟐
𝑣 = 𝑣0 + 𝑎𝑡
𝑣 − 𝑣0
𝑡=
𝑎
𝑥 = 𝑥0 + 𝑣̅ 𝑡
𝑥 − 𝑥0 = 𝑣̅ 𝑡
𝑣 + 𝑣0 𝑣 − 𝑣0
𝑥 − 𝑥0 = ( )( )
2 𝑎
2 2
𝑣 − 𝑣0
𝑥 − 𝑥0 =
2𝑎
2𝑎(𝑥 − 𝑥0 ) = 𝑣 2 − 𝑣02
𝒗𝟐 = 𝒗𝟐𝟎 + 𝟐𝒂(𝒙 − 𝒙𝟎 )
𝒙 = 𝒙𝟎 + 𝒗 ̅𝒕
𝒗 = 𝒗𝟎 + 𝒂𝒕
𝟏
̅ = 𝒗𝟎 + 𝒂𝒕
𝒗
𝟐
𝟏
𝒙 = 𝒙𝟎 + 𝒗𝟎 𝒕 + 𝒂𝒕𝟐
𝟐
𝒗𝟐 = 𝒗𝟐𝟎 + 𝟐𝒂(𝒙 − 𝒙𝟎 )
Horizontal Motion:
𝑣0𝑥 = 𝑣𝑥 , 𝑥 = 𝑥0 + 𝑣𝑥 𝑡
Vertical Motion:
1
𝑦 = 𝑦0 + (𝑉0𝑦 + 𝑣𝑦 )𝑡
2
𝑣𝑦 = 𝑣0𝑦 − 𝑔𝑡
1
𝑦 = 𝑦0 + 𝑣0𝑦 𝑡 − 𝑔𝑡 2
2
𝑣𝑦2 = 𝑣02 − 2𝑔(𝑦 − 𝑦0 )
𝒗𝟐𝟎
𝒚=
𝟐𝒈
𝑣𝑦 = 𝑣0𝑦 − 𝑔𝑡
0 = 𝑣0𝑦 − 𝑔𝑡
1 𝑣0𝑦
𝑡 =
2 𝑂𝐹 𝑔
Time of Flight:
𝑅 = 𝑣0 𝑥 𝑡𝑂𝐹
2𝑣0 𝑠𝑖𝑛𝜃
𝑅 = (𝑣0 𝑐𝑜𝑠𝜃) ( )
𝑔
𝑣02 𝑠𝑖𝑛2𝜃
𝑅=
𝑔
Force
- a push or pull and a depiction of the interaction of two objects with one another.
- formally defined as the change in momentum with respect to time
- SI unit is 𝑁
a. Long Range Forces or Noncontact Forces
- forces that do not require two objects to be touching in order for it to act.
- Gravitational Force, Electric Force, Magnetic Force
b. Contact Forces
- forces that only exist when two objects are touching one another.
- Air Resistance, Friction, Spring Force, Tension, Applied, Normal
An object’s velocity vector remains constant if and only if the net force acting on the object is zero. This is
also the first condition for equilibrium.
That is:
When 𝐹𝑛𝑒𝑡 = 0,
𝑣 = 𝑐𝑜𝑛𝑠𝑡
𝑣=0
𝑎=0
This law is also known as the law of inertia, inertia referring to the resistance of an object to changes in its
velocity.
When the net force acting on an object is zero, the object is said to be in translational equilibrium. That is:
∑ 𝐹𝑥 = 0 𝑎𝑛𝑑 ∑ 𝐹𝑦 = 0 → 𝐹𝑛𝑒𝑡 = 0
Problems:
2. Find 𝑇3 .
3. Find the coefficient of friction between the block and the surface
4. Bus Problem
When the net force acting on an object is constant, the acceleration is also constant and:
1
𝑎= 𝐹 𝑜𝑟 𝐹𝑛𝑒𝑡 = 𝑚𝑎
𝑚 𝑛𝑒𝑡
∑ 𝐹𝑥 = 𝑚𝑎𝑥 𝑎𝑛𝑑 ∑ 𝐹𝑦 = 𝑚𝑎𝑦
∆𝑣𝑥 ∆𝑣𝑦
𝑎𝑥 = 𝑎𝑛𝑑 𝑎𝑦 =
∆𝑡 ∆𝑡
Problems:
1. Does 𝑚1 have an acceleration if 𝑚2 < 𝑚1 ?
2. Find the acceleration of 𝑚1
3. Find the acceleration if 𝑚1 = 𝑚2 = 𝑚
4. Find the acceleration if 𝑚2 ≫ 𝑚1 and if 𝑚1 ≫ 𝑚2
5. Find the formula for the tension
When two objects interact with each other, each object exerts a force on the other and these two
forces are equal in magnitude and opposite in direction.
𝐹12 = −𝐹21