Chapter 1 Kinematics and Dynamics Flashcards

(42 cards)

1
Q

Force equation

A

Newton (Kg x m)/s^2

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2
Q

Work and energy

A

Joule (kg x m^2)/s^2

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3
Q

Power

A

watt (kg x m^2)/s^3

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4
Q

1 nanometer = how many meters

A

1 nm = 10^-9 m

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5
Q

1 eV = how many joules

A

1 eV = 1.6 x 10^-19 J

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6
Q

What is a vector

A
  • magnitude and direction
  • displacement, velocity, acceleration, force
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7
Q

What is a scalar

A
  • numbers that have magnitude only, no direction
  • distance, speed, energy, pressure, mass
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8
Q

resultant

A
  • sum/difference of two or more vectors
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9
Q

tip-to-tail method

A
  • used when finding the resultant of two vectors…
    ex: vectors A and B… place the tail of B at the tip of A without changing either the length or direction of either arrow
  • lengths of arrows are proportional to magnitudes of vectors
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10
Q

x and y method

A
  • break vector into perpendicular components
  • horizontal and vertical
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11
Q

Draw x and y method example + equations

A

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12
Q

how can you find the magnitude of V if X and Y are given

A
  • use pythagorean theorem
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13
Q

pythagorean theorem

A

X^2 + Y^2 = V^2

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14
Q

Steps to find resultant using the components method:

A
  1. resolve vectors to be added into their x and y components
  2. add the x components to get the x-component of the resultant. Do the same for Y
  3. Find the magnitude of the resultant by using the pythagorean theorem
  4. Find the direction (theta) of resultant by using the tan relationship
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15
Q

Vector subtraction

A
  • add a vector with equal magnitude, but opposite direction, to first vector
  • A - B = A + (-B)
  • -B represents vector with same magnitude as B, in opposite direction
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16
Q

Vector multiplication by a scalar

A
  • magnitude of vector changes by multiplied by a scalar
  • ex: vector A x scalar value n creates vector B
  • B = nA
  • find magnitude of B… multiply magnitude of A by absolute of n
  • n = +, same direction
  • n = - , opposite direction
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17
Q

To generate scalar quantity of work

A
  • multiply magnitudes of two vectors of interest (force and displacement) and the cosine of the angle between the two vectors
  • known as the dot product ( A * B)
18
Q

To generate a third vector like torque

A
  • generating a third vector like torque, determine magnitude and direction
  • multiply the magnitudes of the two vectors of interest (force and lever arm) and the sine of the angle between the two vectors
  • use the right hand rule to determine its direction
  • known as the cross product ( A x B)
19
Q

How to determine the cross product resultant vector

A
  • right hand rule
  • ex: C = A X B
    practice this rule
  • point thumb in direction of vector A
  • extend fingers in direction of vector B
  • palm establishes the plane between the two vectors… direction of palm pointing = direction of resultant C
20
Q

Velocity

A
  • vector…
  • magnitude measured as the rate of change of displacement in a given unit of time, m/s
  • v = x/t
21
Q

speed

A
  • rate of actual distance traveled in a given unit of time
22
Q

Force definition

A
  • vector quantity that is experiences as pushing or pulling on objects
23
Q

Gravitational force

A

Fg = Gm1m2 / r^2
- G = gravitational constant
(6.67 x 10^-11 )(N * m^2) / kg^2))
- m1,m2 = masses of two objects
- r = distance between their centers of mass

24
Q

Mass of a proton

A

1.67 x 10^-27 kg

25
mass of an electron
9.11 x 10^-31 kg
26
Static friction
- exist between stationary object and the surface upon which it rests
27
Kinetic friction
- sliding object and the surface over which the object slides
28
How to measure magnitude of kinetic friction
fk = uk x N uk = coefficient of kinetic friction N = normal force
29
mass and weight relationship
Fg = mg Fg = weight of the object m = mass g = acceleration due to gravity (9.8)
30
center of mass equation
x = (m1x1 + m2x2 + m3x3...) / m1+m2+m3 repeat for y and z... - m1,m2,m3 are three sample masses - x,y,z = coordinates
31
Acceleration
- rate of change of velocity that an object experiences are the result of a force - v/t
32
Newtons first law
Fnet = ma = 0 - Fnet is the net force, m is the mass and a is the acceleration - a body either at rest or in motion with constant velocity will remain that way unless a net force acts. upon it (law of inertia)
33
Newtons second law
Fnet = ma - object of mass m will accelerate when the vector sum of the forces results in some nonzero resultant force vector
34
Newtons third law
- F_AB = - F_BA - to every action there is an opposed but equal reaction
35
Linear motion
- objects velocity and acceleration along same line of motion so the pathway of the moving object continues along a straight line
36
Equations for falling objects exhibiting linear motion with constant acceleration:
- v = v0 +at - x = v0t +((at^2)/2) - v^2 = v0^2 + 2ax - x= v(line)t x, displacement... v, velocity... a, acceleration...
37
Air resistance
- value increases as speed of the object increases - object in free fall will experience drag force - drag force will become equal in magnitude to the weight of the object, and object will fall with constant velocity (terminal velocity)
38
Projectile motion
- follows a path along two dimensions - Vy changes at the rate of g, Vx will remain constant
39
Inclined planed
- divide force vectors into components that are parallel and perpendicular - Fg, II = mg sin - Fg, _I_ = mg cos Fg, II is component of gravity parallel to the plane (orients down the plane) Fg, _I_ is the component of gravity perpendicular to the plane (oriented into the plane)
40
Circular motion
- instantaneous velocity vector is always tangent to the circular path - Fc = mv^2 / r - Fc is magnitude of centripetal force.... m is the mass... v is the speed... r is the radius of the circular path
41
translational equilibrium
- exists only when the vector sum of all of the forces acting on an object is zero - will have constant speed and constant direction
42
Equation for torque
- cross product - torque = r x F = rF sin theta r = length of lever arm, f = magnitude of the force, theta = angle between lever arm and force vectors