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Guide to Physics: A Talent Level-Up Material for the UPCAT Passers

Lesson 1: Fundamentals of Physics: Dimensions, Units and Vectors

1.0: The Seven Fundamental SI Units

Property Symbol Unit Abbreviation


Length L meter m
Mass M kilogram kg
Time T seconds s
Amount N mole mol
Temperature 𝜃 kelvin K
Electric Current I ampere A
Luminous Intensity J candela cd

1.1: Derived Units

Property Symbol Unit Abberviation


Area 𝐿2 square meter 𝑚2
Volume 𝐿3 cubic meter 𝑚3
𝑘𝑔
Density 𝑀𝐿−3 kilograms/cubic meter
𝑚3
Frequency 𝑇 −1 hertz 𝑠 −1 𝑜𝑟 𝐻𝑧
𝑚
Velocity 𝐿𝑇 −1
meters/second
𝑠
meters/second- 𝑚
Acceleration LT −2
squared 𝑠2
𝑘𝑔 ∗ 𝑚
Momentum 𝑀𝐿𝑇 −1 newton-second 𝑜𝑟 𝑁𝑠
𝑠
𝑘𝑔 ∗ 𝑚
Force 𝑀𝐿𝑇 −2 newton 𝑜𝑟 𝑁
𝑠2
newton/meter-squared 𝑘𝑔 𝑁
Pressure 𝑀𝐿−1 𝑇 −2 𝑜𝑟 2
or pascal 𝑚∗𝑠 2 𝑚
𝑘𝑔 ∗ 𝑚2
Energy/Work 𝑀𝐿2 𝑇 −2 newton-meter or joule 𝑜𝑟 𝑁 − 𝑚 𝑜𝑟 𝐽
𝑠2
𝑘𝑔 ∗ 𝑚2 𝐽
Power 𝑀𝐿2 𝑇 −3 joules/second or watt 3
𝑜𝑟
𝑠 𝑠
𝑘𝑔 ∗ 𝑚2 𝐽
Voltage 𝑀𝐿2 𝑇 −3 𝐴−1 volt 3
=
𝑠 ∗𝐴 𝑠∗𝐴
Charge 𝑇𝐴 coulomb 𝐴∗𝑠
𝑚𝑜𝑙
Catalytic Activity 𝑁𝑆 −1 katal
𝑠

1.2: Scalar and Vector Quantities

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

1.3: Products of Vectors


1. The Scalar Product of Two Vectors: Dot-Product
- The scalar product 𝐴 ∙ 𝐵 = |𝐵| ∗ |𝐴|𝑐𝑜𝑠𝜃 = |𝐴||𝐵|𝑐𝑜𝑠𝜃
- The magnitude of the second vector, multiplied to the component of the first vector parallel
to the second vector.
- The scalar product is commutative.

𝑖̂ ∙ 𝑖̂ = 𝑗̂ ∙ 𝑗̂ = 𝑘̂ ∙ 𝑘̂ = 1
𝑖̂ ∙ 𝑗̂ = 𝑗̂ ∙ 𝑖̂ = 0
𝑗̂ ∙ 𝑘̂ = 𝑘̂ ∙ 𝑗̂ = 0
𝑘̂ ∙ 𝑖̂ = 𝑖̂ ∙ 𝑘̂ = 0

- 𝐴 ∙ 𝐵 when 𝐴 = 𝐴𝑥 𝑖̂ + 𝐴𝑦 𝑗̂ and 𝐵 = 𝐵𝑥 𝑖̂ + 𝐵𝑦 𝑗̂ is:


= (𝐴𝑥 𝑖̂ + 𝐴𝑦 𝑗̂) ∙ (𝐵𝑥 𝑖̂ + 𝐵𝑦 𝑗̂)
= 𝐴𝑥 𝐵𝑥 𝑖̂ ∙ 𝑖̂ + 𝐴𝑥 𝐵𝑦 𝑖̂ ∙ 𝑗̂ + 𝐴𝑦 𝐵𝑥 𝑗̂ ∙ 𝑖̂ + 𝐴𝑦 𝐵𝑦 𝑗̂ ∙ 𝑗̂
= 𝐴𝑥 𝐵𝑥 |1||1|𝑐𝑜𝑠0 + 𝐴𝑥 𝐵𝑦 |1||1|𝑐𝑜𝑠90 + 𝐴𝑦 𝐵𝑥 |1||1|𝑐𝑜𝑠90 + 𝐴𝑦 𝐵𝑦 |1||1|𝑐𝑜𝑠0
= 𝑨𝒙 𝑩𝒙 + 𝑨𝒚 𝑩𝒚

2. The Vector Product of Two Vectors: Cross-Product


- The vector product 𝐴 × 𝐵 = |𝐵| ∗ |𝐴|𝑠𝑖𝑛𝜃 = |𝐴||𝐵|𝑠𝑖𝑛𝜃
- The angle of separation is measured counterclockwise from the first vector towards the
second vector.
- The magnitude of the second vector, multiplied to the component of the first vector
perpendicular to the second with the direction of the cross-product determined by the right-
hand rule/corkscrew rule.
- The vector product is anti-commutative.

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

𝐴 × 𝐵 when 𝐴 = 𝐴𝑥 𝑖̂ + 𝐴𝑦 𝑗̂ and 𝐵 = 𝐵𝑥 𝑖̂ + 𝐵𝑦 𝑗̂ is:


= (𝐴𝑥 𝑖̂ + 𝐴𝑦 𝑗̂) × (𝐵𝑥 𝑖̂ + 𝐵𝑦 𝑗̂)
= 𝐴𝑥 𝐵𝑥 𝑖̂ × 𝑖̂ + 𝐴𝑥 𝐵𝑦 𝑖̂ × 𝑗̂ + 𝐴𝑦 𝐵𝑥 𝑗̂ × 𝑖̂ + 𝐴𝑦 𝐵𝑦 𝑗̂ × 𝑗̂
= 𝐴𝑥 𝐵𝑥 |1||1|𝑠𝑖𝑛0 + 𝐴𝑥 𝐵𝑦 |1||1|𝑠𝑖𝑛90 + 𝐴𝑦 𝐵𝑥 |1||1|sin(−90) + 𝐴𝑦 𝐵𝑦 |1||1|𝑠𝑖𝑛0
= (𝑨𝒙 𝑩𝒚 − 𝑨𝒚 𝑩𝒚 )𝑘̂

Key Equations:

Vector Equation of Scaling Vectors 𝐵 = 𝛼𝐴


Scalar Equatiojn of Scaling Vectors |𝐵| = 𝛼|𝐴|
Addition of Two Vectors 𝐷𝐴𝐶 = 𝐷𝐴𝐵 + 𝐷𝐵𝐶

Commutative Law of Adding Vectors 𝐴+𝐵 =𝐵+𝐴


Associative Law of Adding Vectors (𝐴 + 𝐵) + 𝐶 = 𝐴 + (𝐵 + 𝐶)
Distributive Law of Adding Vectors 𝛼1 (𝐴) + 𝛼2 𝐴 = (𝛼1 + 𝛼2 )𝐴
Component form of a vector in two dimensions 𝐴 = 𝐴𝑥 𝑖̂ + 𝐴𝑦 𝑗̂
Formula for the scalar components of a vector in 𝐴𝑥 = 𝑥𝑒𝑛𝑑 − 𝑥𝑏𝑒𝑔𝑖𝑛𝑛𝑖𝑛𝑔 = 𝐴𝑐𝑜𝑠𝜃𝐴
{
two dimensions 𝐴𝑦 = 𝑦𝑒𝑛𝑑 − 𝑦𝑏𝑒𝑔𝑖𝑛𝑛𝑖𝑛𝑔 = 𝐴𝑠𝑖𝑛𝜃𝐴
Magnitude of a vector in a plane 𝐴 = √𝐴2𝑥 + 𝐴2𝑦
𝐴𝑦
Direction Angle of a Vector in a plane 𝜃𝐴 = tan−1 ( )
𝐴𝑥
𝑉
General Unit Vector 𝑣̂ =
|𝑉|
Definition of the Scalar Product 𝐴 ∙ 𝐵 = |𝐵||𝐴|𝑐𝑜𝑠𝜃𝐴𝐵

Commutative Property of the Scalar Product 𝐴∙𝐵 =𝐵∙𝐴


Distributive Property of the Scalar Product 𝐴 ∙ (𝐵 + 𝐶) = 𝐴 ∙ 𝐵 + 𝐴 ∙ 𝐶
Scalar Product in terms of the components 𝐴 ∙ 𝐵 = 𝐴𝑥 𝐵𝑥 + 𝐴𝑦 𝐵𝑦
𝑖̂ ∙ 𝑖̂ = 𝑗̂ ∙ 𝑗̂ = 𝑘̂ ∙ 𝑘̂ = 1
𝑖̂ ∙ 𝑗̂ = 𝑗̂ ∙ 𝑖̂ = 0
Scalar Product of the Unit Vectors
𝑗̂ ∙ 𝑘̂ = 𝑘̂ ∙ 𝑗̂ = 0
𝑘̂ ∙ 𝑖̂ = 𝑖̂ ∙ 𝑘̂ = 0
Definition of the Vector Product 𝐴 × 𝐵 = |𝐵||𝐴|𝑠𝑖𝑛𝜃

Anticommutative Property of the Vector Product 𝐴 × 𝐵 = −𝐵 × 𝐴


Distributive Property of the Vector Product 𝐴 × (𝐵 + 𝐶) = 𝐴 × 𝐵 + 𝐴 × 𝐶
Cross Product in terms of the components 𝐴 × 𝐵 = (𝑨𝒙 𝑩𝒚 − 𝑨𝒚 𝑩𝒚 )𝑘̂
𝑖̂ × 𝑖̂ = 𝑗̂ × 𝑗̂ = 𝑘̂ × 𝑘̂ = 0
𝑖̂ × 𝑗̂ = 𝑘̂ ; 𝑗̂ × 𝑖̂ = −𝑘̂
Cross Product of the Unit Vectors
𝑗̂ × 𝑘̂ = 𝑖̂; 𝑘̂ × 𝑗̂ = −𝑖̂
𝑘̂ × 𝑖̂ = 𝑗̂; 𝑖̂ × 𝑘̂ = −𝑗̂

Lesson 2: Motion along a Straight Line

2.0: Position, Distance, Displacement, and Average Velocity

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

2.1: Instantaneous Velocity and Speed

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

2.2: Average and Instantaneous Acceleration

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

2.3: Motion with Constant Acceleration

When talking about motion with constant acceleration:


1. The elapsed time, ∆𝑡 = 𝑡𝑓 − 𝑡0 where 𝑡0 = 0 and therefore, ∆𝑡 = 𝑡𝑓 = 𝑡.
2. The acceleration is constant, that is, 𝑎̅ = 𝑎 = 𝑐𝑜𝑛𝑠𝑡𝑎𝑛𝑡
3. The change in position ∆𝑥 = 𝑥 − 𝑥0 .
4. The change in velocity ∆𝑣 = 𝑣 − 𝑣0 .

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

Combining the average velocity identity with this, we get:

𝑣 = 𝑣0 + 𝑎𝑡
𝑣 + 𝑣0 [(𝑣0 + 𝑎𝑡) + 𝑣0 ]
=
2 2

𝟏
̅ = 𝒗𝟎 + 𝒂𝒕
𝒗
𝟐

And going back to the first identity:

𝑥 = 𝑥0 + 𝑣̅ 𝑡
1
𝑥 = 𝑥0 + (𝑣0 + 𝑎𝑡) 𝑡
2

𝟏
𝒙 = 𝒙𝟎 + 𝒗𝟎 𝒕 + 𝒂𝒕𝟐
𝟐

And last but not least:

𝑣 = 𝑣0 + 𝑎𝑡
𝑣 − 𝑣0
𝑡=
𝑎

Substituting this and the other equations to 𝑥 = 𝑥0 + 𝑣̅ 𝑡 gives us:

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 )

Summary of Kinematic Equations:

𝒙 = 𝒙𝟎 + 𝒗 ̅𝒕
𝒗 = 𝒗𝟎 + 𝒂𝒕
𝟏
̅ = 𝒗𝟎 + 𝒂𝒕
𝒗
𝟐
𝟏
𝒙 = 𝒙𝟎 + 𝒗𝟎 𝒕 + 𝒂𝒕𝟐
𝟐
𝒗𝟐 = 𝒗𝟐𝟎 + 𝟐𝒂(𝒙 − 𝒙𝟎 )

Lesson 3: Projectile Motion (𝒂𝒚 = −𝒈, 𝒂𝒙 = 𝟎)

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 )

Maximum Height of the Projectile:

𝑣𝑦2 = 𝑣02 − 2𝑔(𝑦 − 𝑦0 )


0 = 𝑣02 − 2𝑔(𝑦 − 0)
0 = 𝑣02 − 2𝑔𝑦

𝒗𝟐𝟎
𝒚=
𝟐𝒈

Time to reach maximum height:

𝑣𝑦 = 𝑣0𝑦 − 𝑔𝑡
0 = 𝑣0𝑦 − 𝑔𝑡
1 𝑣0𝑦
𝑡 =
2 𝑂𝐹 𝑔

Time of Flight:

2𝑣0𝑦 2𝑣0 𝑠𝑖𝑛𝜃


𝑡𝑂𝐹 = =
𝑔 𝑔

Range of the Projectile:

𝑅 = 𝑣0 𝑥 𝑡𝑂𝐹
2𝑣0 𝑠𝑖𝑛𝜃
𝑅 = (𝑣0 𝑐𝑜𝑠𝜃) ( )
𝑔
𝑣02 𝑠𝑖𝑛2𝜃
𝑅=
𝑔

Lesson 4: Force and Motion

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

4.1: Newton’s First Law of Motion

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:

1. Find the tension:

2. Find 𝑇3 .

3. Find the coefficient of friction between the block and the surface
4. Bus Problem

4.2: Newton’s Second Law of Motion: Law of Force and Acceleration

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

And since acceleration is constant, the acceleration components are:

∆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

1. Find the acceleration


2. Find the tension
4.3: Newton’s Third Law of Motion: Law of Interaction

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

Requirements for Action-Reaction Forces:


1. Must be equal in magnitude
2. Direction of the forces must be opposite
3. Must be acting on different objects
The Centripetal Force is due to the Gravitational Force

Find the ratio of K to U

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