A.2 Forces and momentum Flashcards

(50 cards)

1
Q

Forces

A

Push or pull vectors, represented by arrows

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2
Q

Resultant force (unbalanced/net force)

A

Sum of all the forces acting on an object
Found using pythagoras/trig

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3
Q

Resolving forces

A

When single forces are broken down into component forces
e.g. F => Fsin# and Fcos#

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4
Q

Newton’s Law 1

A

“An object continues in uniform motion in a straight line or at rest unless a resultant external force acts on it”
*resultant force = acceleration

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5
Q

Translational equilibrium

A

If resultant force = 0, no acceleration

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6
Q

Newton’s 2nd Law

A

F = ma
“The resultant force on an object is proportional to the acceleration providing the mass of the object remains constant”

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7
Q

Newton’s 3rd Law

A

“For every action on one object there is an equal but opposite reaction on another object”
i.e. forces come in pairs
e.g. collision of balls, planets orbiting

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8
Q

Contact forces

A

Require objects to be in physical contact
e.g. Fn, Ff, Fd, Fb, Ft, Fh

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9
Q

Field forces

A

Can be at a distance, no contact needed
e.g. Fg, Fe, Fm

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10
Q

Normal Force (Fn)

A

Force perpendicular to the surface an object is resting on that pushes back on the force of an object pushing on the surface

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11
Q

Surface Frictional Force (Ff)

A

Opposes the relative motion between the surfaces of two solid objects
Produced because no surface is perfectly smooth

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12
Q

Static Frictional Force (us)

A

Equal to magnitude of applied force in opp. direction

Occurs when no relative motion between surfaces
i.e. when force applied to an object resting on a surface but not large enough to move the object

Max. depends on nature of surface and magnitude of normal force actng on object

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13
Q

Static Friction Coefficient (us)

A

= tan#

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14
Q

Dynamic Frictional Force (ud)

A

When force applied to object exceeds max. static friction value and object begins to slide

Magnitude of dynamic friction force < max. static value

Independent of relative speed, constant value

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15
Q

Viscous Drag Force (Fd)

A

Drag force acting on a moving object due to the viscosity of the fluid through which it is moving

Size depends on…
- objects size, shape, cross-sectional area, nature of surface, and speed
- fluid’s nature

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16
Q

Viscosity (n)

A

Resistance of a fluid to movement through it, affected by temperature and units of Pas (pascal seconds)

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17
Q

Stoke’s Law

A

Fd = 6(pi)nrv
n = viscosity
r = radius (m)
v = velocity of object

If object is a small, smooth, sphere it has laminar flow

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18
Q

Buoyancy (Fb)

A

Ability of a fluid to provide a vertical upwards force on an object placed in/on it

As density of fluid increases, buoyancy force increases

Fb = pVg

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19
Q

Buoyancy scenarios

A

Size = weight of fluid displaced
Object will sink until it displaces its own weight
If floating => Fg = Fb

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20
Q

Terminal velocity

A

Fall at a constant speed
Fg = Fb + Fd
*Fd and Fg constant, Fb increases as velocity increases

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21
Q

Tension Force (Ft)

A

Pulling force which causes objects to stretch

22
Q

Elastic Restoring Force

A

Restoring force exerted by object to return object to its equilibrium position when it has been stretched

Elastic if object returns to its original shape after tension removed

23
Q

Hooke’s Law (Fh)

A

Magnitude of restoring force is proportional to extension (increase in length)

Fh = -kx
k = spring constant (Nm-1), as k increases, the “stiffness” of object increases
x = extension (m)
*negative sign because restoring force in opp. direction to extension

24
Q

Elastic limit

A

Max. extension beyond which an object becomes permanently deformed

25
Field
Region of space where an object experiences force due to property e.g. mass/charge Acts across space
26
Gravitational Force (Fg)
Fg = mg Region of space where an object experiences gravitational force due to its mass
27
Normal force in a lift
Stationary/constant speed: Fnet = a = 0 N = W = mg => Normal Accelerating up: N > W Fnet incr.=a incr. =ma incr. N - W = ma N = m(g + a) => Heavier Accelerating down: W > N Fnet decr.=a decr.=mg decr. W - N = ma N = m(g - a) => Lighter Cable cut, free falling: W - N = mg N = 0 => Weightless
28
Joined masses calculations
a = mg / M + m (due to same tension force and mg downward, Ma right) *Frictionless table
29
Linear momentum (p)
Product of mass and velocity of an object (vector) p = mv
30
Momentum when external force applied
Linear momentum remains constant unless resultant external force (impulse) acts on it, changing momentum Impulse: J = F x change in t J = Impulse (Ns) F = Resultant external force (N) change in t = time for whuch force is applied (s) Newton's 2nd Law: F = ma = change in p / change in t *2nd law assumes mass is constant whereas p / t assumes mass is changing *If force changing, use average value
31
Alternative calculations of impulse
Area below force-time graph
32
Applications of impulse
- Large force, short period - Small force, long period
33
Conservation of momentum of a system
"The total linear momentum of a system remains constant provided no resultant external force acts" => total Pbefore = total Pafter *add total momentum when calculating
34
Energy and Collisions
Total energy is conserved in collisions, but may be converted from one form to another Ek = 1/2mv^2 OR Ek = p^2/2m
35
Elastic collision
No Ek lost
36
Inelastic collision
Ek lost because some converted to heat and sound. However, total amount of energy remains constant.
37
Explosions
Can be treated as a collision, stationary system breaks apart. Total p is conserved = 0. Kinetic energy increases in explosions, coming from source of the explosion (e.g. chemical/elastic potential energy)
38
Fuel
Source of energy e.g. coal, oil
39
Circular Motion Linear speed formulae
v = 2(pi)r / T constant speed, radius r and take time/T period to complete one loop *one revolution = 2pi
40
Angular velocity and displacement
w = # / t v = wr Calculated using angle through which object moves Angular velocity (v) (rads-1) Angular displacement (#) in degrees or radians
41
Why does an object moving along a circular path at a constant speed accelerate?
- Direction of motion constantly changing => velocity constantly changing - Acceleration is the rate of change of velocity *acceleration towards centre of circle
42
Centripetal force (Fc)
Unbalanced force that acts to create circular motion, always acts towards the centre F = mv^2 / r = mw^2r
43
Horizontal centripetal force comes from...
Friction force between e.g. tyres and road (unbalanced horizontal frictional force towards centre, balanced vertical forces)
44
If object undergoing horizontal circular motion exceeds max. frictional force...
Object continues at straight line tangent to the curve/bend
45
Banked corners centripetal force from...
Horizontal component of the normal force Travels faster because sideways friction doesn't contribute to Fc
46
Wall of Death
Steeper banking, increased angle, increases horizontal component => travel at higher speeds *must travel at high enough speed so Fn vertical component is balanced with Fg (diagram of extrapolated Fg up and Fn increasing to match)
47
Banked corners alternative examples
Conical pendulum, plane turning
48
Vertical circular motion Fn
Size of Fn varies throughout, speed not always constant. As speed increases, Fn increases At top, Fc = Fn + Fg => feel light At bottom, Fc = Fn - Fg => feel heavier
49
Vertical circular motion examples
Mass on string Ft instead of Fn
50
Calculations vertical circular motion
Minimum speed at which object still loops: v = sq root(rg) => Feel weightless at top if at minimum speed *independant of mass Energy conservation: Ek (bottom) = Ek (top) + Ep (top)