BackPHYS 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: