Data F a, b = - F b, a m1 υ 1 + m2 υ 2 = m1 υ 1 + m2 υ 2 Notes and tones : pitch with recognizable frequencies
Scientific Method Uncertainty Normal Force Work ( J ) Laws of Pitch:
1. Observation * units (metrics) - able to change until breaking point of * Need to apply force W=Fd 1. f is INDIRECTLY related to length
2. Define the Problem * measuring whatever it’s holding * implies motion 2. f is DIRECTLY related to tension (Ft)
3. Test/Experiment * sig. figs. - acts perpendicularly to “holding” object Power ( watt -- w ) 3. f is INDIRECTLY related to diameter (d)
4. Hypothesis * Data - comes from ground (except water) P = W . = (F d) 4. f is INDIRECTLY related to density (D)
5. Collect Data/Manipulate Manipulation Newtons t t Beats : the resultant interference pattern of 2 notes
6. Conclusion 1 N = 0. 225 lbs. Mass is constant J = 1 w = N m = 1 kg m2 close in frequency but not exact
Accuracy vs. Precision F= ma ------ Fw = mg N → kg (/ 9. 8) s s s2 Creat nodes (sharps and flats)
Accuracy – closeness of results to a standard Kg → N (x 9. 8) 1 horse power = 746 w Doppler Effect : the apparent change in frequency of
Precision – closeness of results to each other Friction (Ff) Energy a sound due to the relative motion of either the observer
*use same piece of equipment to collect data* 1. two or more things must be touching Ability to do work or the source of both
Qualitative vs. Quantitative 2. energy is transferred (heat, sound, etc) Mechanical: energy of motion or position Resonate : when you cause something to vibrate at
Qualitative – more on precision than accuracy 3. texture matters… NOT SURFACE AREA Kinetic (K) : motion its natural frequency
Quantitative – numbers count and are important μ = coefficent of friction (Ratio of K = ½ m υ 2 (J) Music → repeating wave pattern
parallel force to perp. Force) Potential (U) : position Noise → no repeating wave pattern
Sig. Figs. μ = Ff (3 decimal places) U = m g h (J) (W = F d) Consonance → sounds GOOD
Addition and Subtraction: FN When not given distance…(or force) Dissonance → sounds BAD
*least # places after decimal Ff = μ m g Ff = Fw (on flat surface) W = ½ m υ 2 - ½ m υ o2 (W = ΔK) Decibel:
Multiplication: μ = tan θ (when υ is constant) (K final) – (K initial) I B .
*places after decimal count as sig. figs. Pressure: P = Force/area Conservation of Energy 1 x 10 –12 0 db
2 . 5 cm = 1 in 4. opposes motion which causes decelleration Energy change from one to the other w/o any net loss 1 x 10 –11 10 db
5. static – “starting Ff” not moving (rolling) UTOP = KBOT (mgh = 1/2mv2) 1 x 10 –10 20 db
Vectors greater force than kinetic --- ---
Vectors (velocity) – has BOTH magnitude and direction kinetic – moving (rolling, sliding, fluid) Wave Motion 1 x 10 –2
100 db
Scalars (speed) – has magnitude ONLY Simple Harmonic Motion 1 x 10 –1 110 db
*time, mass, volume Equilibrium A repeating motion in which the acceleration is 1 120 db
Metric System Abbr. Translational: the sum of forces equal zero directly related to the displacement (distance away from Natural Frequencies l = 170 / Hz
Mm - km - hm - dkm - m Rotational: the sum of torques equals zero the equilibrium) and always directed towards Brass/String n name synm wavl (λ) l f
dm - cm - mm - Mm(E-6) - nm(E-9) Complete: must have BOTH equilibrium. f fund. 1st har. 2l ½ λ v/2l
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Center of Gravity : center of distribution of mass f 2 1st ov. 2nd har. l λ v/l
Mult. Component Vecctors f 3 2nd ov. 3rd har. 2/3l 3/2 λ 3v/2l
1. 18m due S Torque
Force with leverage causes rotation f 4 3rd ov. 4th har. 1/2l 2 λ 2v/ l
2. 22m, 47deg. S of W f = 1/T
Leverage: distance from fulcrum to force fn= n υ hn = 2 l fn = Nf1
3. 10 m, 78deg. N of W Cosine Curves
*Directly related to torque 2l n
4. 30 m due E Y = A cosB (x – C) + D
τ = F (perp.) l Woodwind n name synm wavl (λ) l f
*(W&E) Sum of the A = amplitude ( 0) : how much energy it has
-------------------------------------------------------------------------------------------------------- f fund. 1st har. 4l 1/4 λ v/4l
Vχ= (0)+ (-22 cos47)+(-10 cos78)+(30) =12. 9m Circular Motion CosB = period ( 2 PIE / t) : time, 1 oscillation
f 2 ------ ------- ----- ----- ----
*(N&S) Sum of the C = horz. Shift : human error
Moving at a constant speed while accelerating f 3 1st ov. 2rd har. 4/3l 3/4 λ 3v/4l
Vχ= (-18)+ (-22 sin47)+(10 sin78)+(0) =-24. 3m A = v → speed: constant D = vert. Shift : distance, to x-axis
f 4 ------ ------- ----- ----- ----
*Resultant υ = dxn: constantly changing Waves
f 5 2nd ov. 3rd har. 4/5l 5/4 λ 5v/4l
((12. 9)2 + (24. 3)2)1/2 =27. 5m * Graphed SHM, transfer of energy
fn=nυ hn = 4 l
* θ = tan-1(24. 3) Centripetal Acceleration Vibration : WORK to get energy
4l n
(12.9) = 62.0deg Inward seeking Ac = υ 2 . Propagates : what energy moves through
Instruments
R= 28m, 62deg S of E Mechanical (light) Electromagnetic (sound)
r String
------------------------------------------------------------------------------------------------------- Centripetal Force Needs a medium does NOT need a medium
Produced by: plucking string, bowing
More dense – better less dense – better
Causes centripetal acceleration Change pitch : length, diameter, tension, density
Kinematics Fc = m Ac (F = m a) Mechanical Waves
Brass
Displacement Transverse : medium vibrates perp. to energy
Fc = m υ 2 . (N) Produce by : buzzing mouth piece
If + it’s AWAY r Most common ex. Guitar string, slinky
Change pitch : length of pipe (valves), buzzing
If – it’s TOWARD You MUST have cent. F to keep something Longitudinal : medium vibrates para. to energy
Woodwind
moving in a circle Has compressions ex: sound
Velocity (m/s) Produced by : reed vibrating
Surface : both para. and perp. to energy
Use ONLY when SPEED is CONSTANT Centrifugal: body’s interpretation of cent. F Change pitch : pads, holes
DOES NOT EXIST → feels inertia “physics bob” ex: earthquakes, waves
1. does not include acceleration Edge tones: narrow streams of air split by edge
Principle of Superposition
2. does not include starting and stopping Rotation: spinning on axis within object Helmholtz Resonance: edge tone with bottle (open
Revolution: spinning on axis outside of object Constructive Interference : added
in the same place hole)
Deconstructive : subtracting (adding negatives)
v= χ Linear / Angular ---------------------------------------------------------------------
Linear : speed = distance / time → radius matters V= λ_ V = λf
t Light
T
Acceleration (m/s/s) 57. 3deg = 1 RADIAN Particle Wave
1 rotation = 2 π Radians = 360 degrees Standing Wave
*speeding up or slowing down + Newton said so + Thomas Young – 2 slit ex
A continuous wave train of equal amplitude (RAD),
a= v Angular: speed = # rotations or revolutions / time + Beams / Waves + reflection, refraction,
→ radius does NOT matter wavelength (m), and frequ. (Hz) (/sec) in the same
t + travel in straight lines diffraction, interference
medium creating nodes and antinodes.
Kinematic Formulas * by doubling the angular speed +Hertz – light is energy
Boundary : change in medium
X Direction Y Direction you double the # of rotations + Einstein – wave particle duality
(part of energy gets reflected, part gets absorbed)
υ=υo+at -gt Linear Angular Polarized Light: Light oriented to one plane (calc.)
χ (m) χ=rθ θ (RAD) rigidity : how much energy gets ABSORBED
χ = χ o + Vo t + ½ a t 2
-½gt2 Liquid Filter Display : lets only one degree of light in
close rigidity → more absorbed
χ = χ o + ½ (υ + υ o) t ------ υ (m/s) υ = r ω ω (RAD / s) Visible Spectrum :
different rigidity → more reflected
υ 2 = υ o 2 + 2 a ( χ - χ o) -2g( a (m/s/s) a = r α α (RAD / s / s) Radio * Micro * Infrared * Ultraviolet * Xrays* Gamma
Interference in Diffraction
Change χ (o) to Y(o) F (N) Ft = τ τ (Nm) Big wavelength →→→→→→→ Small wavelength
Crest + crest = antinode Crest + troph = node
Projectial Motion Mass (m) I (mr) -------------------------------------------------------------------------------------------------------- Red Orange Yellow Green Blue Indigo Violet
Half F=ma τ=Iα Sound Transparent: see through it and light passes
* Y determines time in air For linear ω=ωo+αt A range of longitudinal wave frequ. to which the (Windows, glass)
*compliment angles of 45deg have same range See other corner θ = θo + ω o t + ½ α t 2 human ear is sensitive Translucent: can NOT see through it, light passes
X . . Y . θ = θ o + ½ (ω + ω o) t Infra sonic sonic spectrum ultra sonic (frosted glass)
χ=Vχt Y=½gt2 ω 2 = ω o 2 + 2 α (θ - θ o) (below 20 Hz. ) (20 Hz – 20,000 Hz) (20,000 Hz +) Opaque : can NOT see through it, NO light passes
T= χ Rotational Inertia 1. production : needs vibration Source: makes and emits light
Vχ Resistance to begin or stop rotation 2. transition : needs a medium → air Luminous: sun
Full • Depends on amount of mass AND where 3. reception : must be heard Luminate: moon
* 45deg has max. range it is placed V sound = 340 m/s Light Year: takes 8. 3 min. to get light from sun
Steps: Solid Sphere → 2/5 mr2 Solid Disk → ½ mr2 V sound = 331 + . 6 (Temp.) Dispersion: breaking up light into colors (prism)
1. υ o cos θ o / υ o sin θ o Hollow Sphere → 2/3 mr 2 Hollow Disk → 1 mr2 Intensity : measurable Colors
2. Find the TIME (check Y) • Velocity is indirectly related to Inertia How loud a sound is * the time of flow of energy Cones in eye pick up 3 primary colors of light
3. Find the height / range • Shape of object spinning makes the per unit area Additive
X . Y . difference while spinning I = Pow . (P=W) Primary Secondary
χ=Vχ t t= 2υo . 3 Forces acting upon an object in circular motion Amp t BLUE YELLOW
(Vx = υ o cos θ o) g 1. Centripetal Acceleration (Ac) Intensity is DIRECTLY related to amplitude RED CYAN
(V o = υ o sin θ o) 2. Angular Acceleration (α) Damping : further you get from the center → quieter GREEN MAGENTA
y max = υ o 2 3. Linear Acceleration ( a ) it will be * More than one light source
2g -------------------------------------------------------------------------------------------------------- Inverse Square Law : I1 r12 = I2 r22 * Brighter colors
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Conservation Laws
Force (N) Momentum ( N s ) Volume (B): subjective (decibels)
- Causes a change in motion (causes acceleration) Moving inertia (Newton’s 2nd law) Relative Intensity Level → loudness level
- Is a VECTOR quantity Momentum IS inertia…Inertia is NOT momentum Volume is DIRECTLY related to Intensity
Equilibrium – no acceleration , forces cancel , “at rest” Momentum is DIRECTLY related to mass and speed Volume is DIRECTLY related to Frequency
Newton’s Laws of Motion p = m υ (N s) f standard = 1,000 Hz.
1. An object at rest will remain at rest until acted • causes body to want to fly off tangent Intensity Range Subtractive
upon by an outside force Impulse Threshold of hearing (Io) = 1 x 10 -12 w / m 2 Primary Secondary
INERTIA – directly related to mass A change in momentum (how you feel p change) Threshold of sound = 1 w / m 2 YELLOW BLUE
2. Acceleration is directly related to Force Force : F = m a → F = m Δ v β = 10 log ( I ) CYAN RED
indirectly related to mass Δt 1 x 10 -12 w / m 2 MAGENTA GREEN
F=ma (1 kg m / s2 = 1 Newton) Time : * hidden variable* ”How many powers of 10 are in that number?” * only one light source
3. Action = equal and opposite reaction FΔt = mΔυ = Δp Decibel = w / m 2 . * darker colors
-can’t have only one force Conservation of Momentum w / m2 Shades of Colors
In the absence of an external force, the total Pitch and Tone Hue: proportion of color
momentum of a system is constant I → volume f → pitch Saturation : amount of white mixed with color
Brightness : amount of black mixed with color
Reflection
Smooth : θ i = θ r
Diffuse : “scatters light” obeys laws still
Refraction Incline Graphs
Index of Refraction n = 3 x 10 8
v
(speed in whatever medium)
Air : 1. 00 Water : 1. 33 Glass : 1. 52
Snell’s Law
* n is INDIRECTLY related to θ
* n is INDIRECTLY related to speed
* υ is DIRECTLY related to θ
n1 sin θ 1 = n2 sin θ 2
Lasers
Critical angle (θ c): the θ I that produces the angle
that is larger than θc .
Total Internal Reflection: no refraction
Optics
Reflection: mirrors
Refraction : lenses
Mirrors
Concave : converging and upside down after foc. pt
Convex : diverging, upright and smaller
Magnification : M = hi . M>1 = big
ho M<1 = small
hi = ho di f = do di do = di f di = do f
do do + di di - f do - f
Lenses
Concave : corrects nearsightedness diverging
Convex : corrects farsightedness converging
If you have this Do this To get this
N × .225 lb.
lb. ÷ .225 N
N ÷ 9.8 Kg
Kg × 9.8 N
lb. × .454 Kg
Kg ÷ .454 lb.