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PHYS 206 Exam 1 Review: Chapters 1–5 Study Guide

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Units, Physical Quantities, and Vectors

Units and Significant Figures

Physical quantities are measured using standardized units, and calculations must maintain unit consistency and proper precision.

  • SI Units: Length (meter, m), Time (second, s), Mass (kilogram, kg).

  • Prefixes: Used to scale units by powers of ten. See table below.

  • Unit Consistency: Only quantities with the same units can be added, subtracted, or equated.

  • Unit Conversion: Use conversion factors (e.g., ) and raise the entire factor to a power when converting squared or cubed units.

  • Significant Figures: For multiplication/division, keep as many significant figures as the least precise factor; for addition/subtraction, round to the least precise decimal place. Round only the final result.

Prefix

Symbol

Factor

nano

n

micro

μ

milli

m

centi

c

kilo

k

mega

M

giga

G

Scalars and Vectors

Scalars are single numbers with units; vectors have both magnitude and direction.

  • Scalars: Examples include mass, time, distance, speed.

  • Vectors: Examples include displacement, velocity, acceleration, force.

  • Vector Operations: Vector ± vector and scalar × vector yield vectors; dot and cross products combine two vectors.

  • Dot Product: yields a scalar.

  • Cross Product: yields a vector.

Components, Direction Angles, and Unit Vectors

Vectors are described by their components along chosen axes and unit vectors.

  • Component Form:

  • Unit Vectors: , , point along +x, +y, +z axes.

  • Magnitude:

  • Direction Angles: , (for xy-plane).

  • Compass Directions: "30° east of north" means start from north and rotate 30° toward east.

Adding and Subtracting Vectors

Vectors add graphically head-to-tail and algebraically by components.

  • Component Addition:

  • Magnitude Bounds:

  • Magnitude of Sum:

The Dot (Scalar) Product

The dot product measures how much two vectors point in the same direction.

  • Formula:

  • Applications: Angle between vectors, test for perpendicularity (), work ().

The Cross (Vector) Product

The cross product yields a vector perpendicular to both original vectors.

  • Magnitude:

  • Direction: Right-hand rule.

  • Component Formula:

  • Properties: Reversing order reverses sign; vanishes for parallel vectors.

  • Scalar Triple Product: gives volume of parallelepiped.

Motion Along a Straight Line

Position, Velocity, and Acceleration

Motion along a line is described by position, velocity, and acceleration as functions of time.

  • Position:

  • Displacement:

  • Average Velocity:

  • Average Speed:

  • Instantaneous Velocity:

  • Instantaneous Acceleration:

Calculus and Initial Conditions

Integration relates acceleration, velocity, and position, with constants determined by initial conditions.

  • Velocity from Acceleration:

  • Position from Velocity:

  • Average Velocity:

Constant Acceleration and Free Fall

For constant acceleration, motion equations simplify and describe free fall near Earth's surface.

  • Equations:

  • Free Fall: (with )

  • Time to Top:

  • Maximum Height:

Motion in Stages and Two Objects

When acceleration changes, apply constant-acceleration equations to each stage. For two objects, use one axis and clock.

  • Relative Velocity:

  • Relative Acceleration:

Graphs of Motion and Motion Diagrams

Graphical representations help visualize motion.

  • x–t Graph: Height = position; slope = velocity.

  • v_x–t Graph: Slope = acceleration; area under curve = displacement.

  • a_x–t Graph: Area = change in velocity.

  • Motion Diagrams: Spacing between positions indicates speeding up or slowing down.

Motion in Two or Three Dimensions

Position, Velocity, and Acceleration Vectors

Motion in space is described by vector quantities.

  • Position:

  • Velocity:

  • Acceleration:

  • Speed Change: Parallel component of changes speed; perpendicular component changes direction.

Projectile Motion

Projectile motion combines independent horizontal and vertical motions under gravity.

  • Horizontal Acceleration:

  • Vertical Acceleration:

  • Equations:

  • Time of Flight (equal heights):

  • Range:

  • Path: Parabolic.

Relative Velocity

Relative velocity describes how motion appears from different reference frames.

  • General Formula:

  • Applications: Boat in current, airplane in wind, launch from moving vehicle.

Circular Motion

Circular motion involves constant turning of velocity, requiring inward acceleration.

  • Uniform Circular Motion:

    • Radial acceleration:

    • Speed:

  • Nonuniform Circular Motion:

    • Tangential acceleration:

    • Total acceleration:

    • Angle:

  • Released Object: Leaves along tangent with instantaneous velocity.

Newton’s Laws of Motion

Force and Newton’s First Law

Force is a vector quantity; Newton's first law defines inertial frames.

  • Force: Push or pull; measured in newtons ().

  • Net Force:

  • First Law:

  • Inertial Frame: Frame where Newton's laws hold.

Newton’s Second Law

Acceleration is proportional to net force and inversely proportional to mass.

  • Formula:

  • Component Form: , ,

  • Mass: Positive scalar measuring inertia.

Newton’s Third Law

For every action, there is an equal and opposite reaction.

  • Law:

  • Third-Law Pair: Forces act on different objects, are equal in magnitude and opposite in direction.

  • Examples: Rocket and exhaust, walker and ground.

Weight, Normal Force, and Apparent Weight

Weight is the gravitational force; normal force is the perpendicular push of a surface.

  • Weight:

  • Normal Force: ; determined by Newton's second law perpendicular to surface.

  • Apparent Weight: What a scale reads; in an elevator.

Free-Body Diagrams

Free-body diagrams show all forces acting on an object.

  • Draw each force, label by type and agent.

  • Choose axes, resolve forces into components.

  • Apply Newton's second law along each axis.

  • Add constraints and friction relations.

Tension and Connected Objects

Tension is the pull along a rope; ideal ropes and pulleys simplify analysis.

  • Tension: ; same throughout ideal rope.

  • Connected Objects: Share acceleration; write Newton's second law for each.

  • Examples: Atwood machine, movable pulley, blocks in contact.

Inclines and Equilibrium

On an incline, resolve forces along and perpendicular to the slope.

  • Gravity Components: down slope, into slope.

  • Normal Force:

  • Acceleration: (frictionless)

  • Equilibrium:

Applying Newton’s Laws

Static and Kinetic Friction

Friction opposes sliding or the tendency to slide; depends on normal force.

  • Kinetic Friction:

  • Static Friction:

  • Direction: Opposes motion or tendency to move.

  • Transition: Static friction grows with applied force up to maximum; then kinetic friction applies.

Friction on an Incline

Friction acts along the slope, opposing sliding or tendency to slide.

  • Normal Force:

  • At Rest: (must be )

  • Sliding: Kinetic friction balances downhill component at constant velocity.

Connected Objects with Friction

Friction is considered separately for each object; analyze using Newton's second law.

  • Block on Table and Hanging Block: Movement starts if hanging weight exceeds maximum static friction.

  • Stacked Blocks: Each block's free-body diagram includes all surfaces it touches; friction limits acceleration.

Dynamics of Circular Motion

Circular motion requires an inward (radial) net force; tangential force changes speed.

  • Radial Force:

  • Tangential Force:

  • Flat Curve: Static friction supplies inward force; maximum static friction must be at least .

  • Banked Curve: Normal force tilts toward center; at design speed, horizontal component supplies inward force.

  • Conical Pendulum: Vertical component of tension balances weight; horizontal component supplies inward force.

  • Vertical Circle: At top, gravity and tension point toward center; minimum speed required for tension to be nonzero.

  • Apparent Weight: Over a hill, normal force is less than ; at high speed, object may lose contact.

Appendix: Optional Extensions

Volume from a Scalar Triple Product

The volume of a parallelepiped spanned by three vectors is given by the absolute value of the scalar triple product.

  • Formula:

Radius of Curvature of a General Path

Any curved path can be locally approximated by a circle; the radius of curvature relates to perpendicular acceleration.

  • Formula: ,

  • Radius:

Drag and Terminal Speed

Drag opposes motion through a fluid; terminal speed is reached when drag balances weight.

  • Linear Drag:

  • Quadratic Drag:

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