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FIZ 101E: PHYSICS 101

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FIZ 101E: PHYSICS101


MECHANICS
Instructor: Prof. Dr. Hilmi Ünlü
Office: Physics Engineering Department, Room 216
E-mail:hunlu@itu.edu.tr
Phone: 0212 285 3201, 0543 328 7936

Textbook: University Physics by Young & Freedman, Vol. 1, 14th edition (Pearson
Education, 2016).

Grading: Midterm Exam: 50%


Final Exam: 50%
Homework: Suggested Problems (No need to hand them in) can be
found at Physics web page

SUPPLEMENTARY TEXT:
1. D. C. Giancoli, Fen Bilimcileri ve Muhendislik için Fizik (Dördüncü Baskdan Çeviri), Akademi
(2009).
2. D. Halliday, R. Resnick & J. Walker, Fundamentals of Physics (8th Ed.), John Wiley (2008).
3. R. A. Serway & J. W. Jewett, Physics for Scientists and Engineers (7th Ed.), Brooks Cole (2007).

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Mechanics

Hikers check their position


using signals from GPS satellites,
which are 20,000 km up &
moving > 10,000 km/hr.

Mechanics = Study of Motion


Newtonian Mechanics = Classical Mechanics
Restrictions:
Size >> atom, else Quantum mechanics
Speed << c, else Relativity

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Mechanics
1. Motion in a Straight Line
2. Motion in 2- & 3- Dimensions
3. Force & Motion
4. Using Newton’s Laws
5. Work, Energy, & Power
6. Conservation of Energy
7. Systems of Particle
8. Rotational Motion
9. Angular Momentum
10. Gravity
11. Periodic Motion

Learning Outcomes
In this chapter, you’ll learn…
• the four steps you can use to solve any physics problem.
• three fundamental quantities of physics and the units
physicists use to measure them.
• how to work with units and significant figures in your
calculations.
• how to add and subtract vectors graphically, and using
vector components.
• two ways to multiply vectors: the scalar (dot) product and
the vector (cross) product.
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The Nature of Physics

• Physics is an experimental science in


which physicists seek patterns that
relate the phenomena of nature.
• The patterns are called physical
theories.
• A very well established or widely used
theory is called a physical law or
principle.

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Solving Problems in Physics


• All of the Problem-Solving Strategies and Examples in this book
will follow these four steps:

• Identify the relevant concepts, target variables, and known quantities,


as stated or implied in the problem.

• Set Up the problem: Choose the equations that you’ll use to solve the
problem, and draw a sketch of the situation.

• Execute the solution: This is where you “do the math.”

• Evaluate your answer: Compare your answer with your estimates,


and reconsider things if there’s a discrepancy.

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Idealized Models

To simplify the analysis


of a baseball in flight, we
use an idealized model.

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Standards and Units


• Length, time, and mass are three fundamental
quantities of physics.
• The International System (SI for Système
International) is the most widely used system of units.
• In SI units, length is measured in meters, time in
seconds, and mass in kilograms.

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Standard International Units

Standard International (SI) Units (also known as MKS)


• Length: meter m
• Mass: kilogram kg
• Time: second s
Units for almost all other physical quantities can be constructed from mass,
length, and time, so these are the fundamental units.

}
Unit Conversions
1 in = 2.54 cm 1 cm = 0.3937 in English Units
(Used only in USA, Liberia,
1 mi = 1.609 km 1 km = 0.621 mi and Myanmar)
1 mph = 0.447 m/s 1 m/s = 2.24 mph

Note:
The English pound unit is a measure of force or weight, not mass.
A kilogram of mass has a weight of 2.2046 pounds at standard gravity, but will have
slightly different weights at different locations on the Earth (poles, equator).

Unit Prefixes
• Prefixes can be used to create larger and smaller
units for the fundamental quantities. Some examples
are:
• 1 m  10 6 m (size of some bacteria and living cells)
• 1 km  103 m (a 10-minute walk)
6
• 1 mg  10 kg (mass of a grain of salt)

• 1 g  10 3 kg (mass of a paper clip)


• 1 ns  109 s (time for light to travel 0.3 m)

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Unit Consistency and Conversions


• An equation must be dimensionally consistent. Terms to
be added or equated must always have the same units.
(Be sure you’re adding “apples to apples.”)
• Always carry units through calculations.
• Convert to standard units as necessary, by forming a ratio
of the same physical quantity in two different units, and
using it as a multiplier.
• For example, to find the number of seconds in 3 min, we
write:
 60 s 
3 min  (3 min )    180 s
 1 min 
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Units Matter: A Bad Day on Mars


1999: Mars Climate Orbiter ($125m) entered Mars atmosphere by mistake & was destroyed.

Root cause: Both English & SI units were used without conversion.

Working with Numbers


Scientifc notation:

Radius of proton: 1 / 1,000,000,000,000,000 m 11015 m

Size of Galaxy: 1,000,000,000,000,000,000,000 m 11021m

Reach of telescope: 100,000,000,000,000,000,000,000,000 m 11026m

4,185 = 4.185103
0.00012 = 1.2 104

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Using Scientific Notation

Addition / Subtraction: Change all terms to the same exponent first.

3.75  106  5.2  105  3.75  106  0.52  106  4.27 106

Multiplication / Division:
Digits:  / 
Exponents: + / 

 3.0 10 m / s   2.110 s    3.0  2.1 10   m / s   s 


8 10 8 10
 6.3  10 2 m

Powers / Roots:
Digits: power / root
Exponents:  power /  root

3.6110  4 3
 3.61
3
 104  3  47.04  1012  47.04  1012/ 2  6.86 106

Example 1.1. Scientific Notation: Tsunami Warnings


Tsunami: entire ocean (top to bottom) participates.

Speed v  gh g  9.8 m / s 2 = Acceleration due to gravity

h = depth of water = 3.0 km

 m   1 km   3.6  10 s 
3

v  9.8 m / s   3.0 10 m 


2 3  1.7  102    3  
 s   10 m   1 hr 

 29.4  103 m2 / s 2
 6.1  102 km / hr
 2.94  104 m 2 / s 2
 610 km / hr
 2.94 10 m / s
2

 1.7  102 m / s

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Accuracy & Significant Figures


2.94  1.7 means 2.94 is between 1.6 & 1.8

i.e. 1.6  2.94  1.8 or 2.94  1.7  0.1

2.94  1.7146428199482247 

Accuracy worsens after each calculation.


Result has accuracy of the least accurate member.
 /  : Number of significant digits = that of the least accurate member.
+ /  : result is rounded off to the rightmost common digit.

100.  0.456  100. Bridge = 1.248 km ( accuracy = 0.001 km )


Ramp = 65.4 m
 = 3.14159 ( # sig. dig. = 6 ) = 0.0654 km ( acc = 0.0001 km )
RE = 6.37 106 m ( # sig. dig. = 3 ) Overall length = 1.248 km + 0.0654 km
2  RE = 40.0238566106 m = 1.3134 km
Overall # sig. digits = 3 Overall acc = 0.001 km, error =  0.001 km
 2  RE = 40.0106 m  Overall length = 1.313 km

Estimation
Example 1.2. Counting Brain Cells

Q: Estimate the mass of your brain & the number of cells it contains.
A:
Head is ~15 cm wide.
Discounting bones: ~10 cm wide.
Assuming cube shape, vol ~ ( 10 cm )3 = 1000 cm3 .
Mostly water  density = 1 g / cm3 .
 Brain mass ~ 1000 g = 1 Kg.
Brain cell size ~ red blood cell size ~ 105 m ( Table 1.1 )
 Cell vol ~ (105 m)3
= 1015 m3

103  10 2  m3
3
Number of cells in brain: Brain vol 103 cm3
N  15 3 
cell vol 10 m 10 15 m3
3 6 15
 10  1012

Actual data: Average adult brain mass ~ 1.3 Kg, N ~ 1011 .

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Coordinate Systems
In 2-D : describe a location in a plane
y
• by polar coordinates :
distance r and angle  (x,y)

• by Cartesian coordinates : r
y
distances x, y, parallel to axes with:

x = r cosθ x
0 x
y = r sinθ

Coordinate Axes
• Define a reference frame using a standard coordinate axes.

• 2 Dimensions (x,y)

- ,+ +,+
Standard set of x-y
coordinate axes

-,- +,-

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Right-Handed Coordinate Systems


z

Scalar and Vector Quantities


• A scalar quantity can be described by a single
number.
• A vector quantity has both a magnitude and a
direction in space.
• In this book, a vector quantity is represented
 in
boldface italic type with an arrow over it: A .
 
• The magnitude of A is written as A or A .

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Unit Vectors
• A unit vector has a
magnitude of 1 with no
units.
• The unit vector iˆ points in the
+x-direction, ĵ points in the
+y-direction, and k̂ points in
the +z-direction.
• Any vector can be expressed 
in terms of its components as A  Ax iˆ  Ay jˆ

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Unit Vectors in 3 Dimensions


z

A unit vector u or û is a vector with


magnitude 1 : û  1
k
(a pure number, no units) j
i y
Define coordinate unit vectors i, j, k along
the x, y, z axis.
x

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A vector A can be written in terms of its components:
  
A  Ax i  Ay j


A
Ay j 
A Ay j
j

i Ax i

Ax i

Vector Components
• define the axes first y


v
• v x , v y , (and v z ) are scalars
vy

• the vector and its components


form a right triangle with the vx x
vector on the hypotenuse

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Magnitude : the “length” of a vector. Magnitude is a scalar.

e.g., Speed is the magnitude of velocity:


velocity = v ; speed = |v| = v

In terms of components: y


| v | v x2  v 2y v
vy

On the diagram, 
vx
vx = v cos  x

vy = v sin 

Vectors in 2 Dimensions
- Experiments tell us which physical quantities are scalars and vectors
- Mechanics uses vectors for force, momentum, and torque
- A vector can be written in terms of its components

y
Representations in 2 Dimensions: 
A
• Cartesian (x,y) coordinates
A Ay = A sin()
 ĵ 
A  A x î  A y ĵ k̂ î Ax = A cos() x

z
• Magnitude

A  A 2x  A 2y

Direction  Ay 
  tan-1 

 Ax 

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Vectors in 3 dimensions
z
Coordinate system.
A
Cartesian coordinate system.
Az k = Az

y
k
A j Ay = Ay j
Ax i = Ax
Ay j = Ay i y
j 
x
i Ax = Ax i
x
A  Ax  A y  Az

Vector components: A  Ax  A y A  Ax i  Ay j  Az k
 Ax ˆi  Ay ˆj  Az kˆ
Unit vectors: A  Ax i  Ay j  Ax ˆi  Ay ˆj
Ax  A cos  Ay  A sin 
Ay
A2  Ax2  Ay2 tan  
Ax

Adding Two Vectors Graphically (1 of 3)

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Adding More Than Two Vectors Graphically (2 of 3)

• To add several vectors, use the head-to-tail method.


• The vectors can be added in any order.

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Adding Two Vectors Graphically (3 of 3)

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Multiplying a Vector by a Scalar

• Ifc is a scalar, the product


c A has magnitude c A.

• The figure illustrates


multiplication of a vector
by
a) a positive scalar and
b) a negative scalar.

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Components of a Vector

• Adding vectors graphically provides limited accuracy. Vector


components provide a general method for adding vectors.
• Any vector can be represented by an x-component Ax and a y-
component Ay.

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Positive and Negative Components

• The components of a vector may be positive or negative numbers, as


shown in the figures.

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Finding Components

• We can calculate the components of a vector from its


magnitude and direction.

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Calculations Using Components

• We can use the components of a vector to find its


magnitude and direction:

Ay
A  Ax 2  Ay 2 and tan 
Ax

We can use the components of a set of


vectors to find the components of their sum:

Rx  Ax  Bx  Cx  ..., Ry  Ay  By  Cy  ...

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Example 1.3. Taking a Drive

You drive to city 160 km from home, going 35 N of E.


Express your new position in unit vector notation, using an E-W / N-S coordinate system.

r  rx ˆi  ry ˆj
y (N)
rx  r cos   160 km  cos 35 
city
 160  0.81915 km  131.06 km  131 km
r = 160 km

j  = 35
ry  r sin   160 km  sin 35 
 91.77  km  92 km
x (E)
home i  160  0.57357  km

r  131 ˆi  92 ˆj km

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Properties of Vectors
Vectors:
Quantities with both magnitude & direction.

Scalars: Quantities with only magnitude.

Displacement

 r  r
Position vector

r r
 
r   r  r  r

Vector addition:
1.Commutative: A + B = B + A
2. Associative: (A + B) + C = A +( B + C )

Properties of Vectors

42

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Properties of Unit Vectors

43

The scalar product

Dot product (or Scalar product or Inner product):

- vector times vector  scalar


 
B A - projection of A on B or B on A
 - commutative
   
A.B  ABcos( )  B.A  Ax Bx  A y By  A z Bz

unit vectors measure iˆ. ˆj  0, ˆj.kˆ  0, ˆi.kˆ  0


perpendicularity: ˆi.iˆ  1, ˆj.jˆ  1, k.k
ˆ ˆ 1

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Calculating a scalar product using components


• The scalar product of two vectors is the sum of the products of
their respective components.

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Calculating a scalar product using components


• The scalar product of two vectors is the
sum of the products of their respective
components.

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Cross product (or Vector product or Outer product):

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The vector product


If the vector product (“cross product”) of two vectors is

Then

The direction of the vector product


can be found using the
right-hand rule

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The vector product is anticommutative

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Vector Arithmetic with Unit Vectors

A  Ax ˆi  Ay ˆj   Ax , Ay 
AB  Ax  Bx & Ay  By
B  Bx ˆi  By ˆj   Bx , By 

A  B   Ax  Bx  ˆi   Ay  By  ˆj   Ax  Bx , Ay  By 

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Example: Newton’s Law in Equilibrium

• A special case:
 object doesn’t move, or moves at constant velocity:
a0  
• Newton’s second law gives  F  ma  0
The vector sum of forces acting on a body in equilibrium is zero

• This is equivalent to three independent component equations

F x  0,
F y  0,
F z 0

• We can solve for 3 unknowns (or 2, in 2-D problems)

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