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urp:physgen [2021-10-18]
nerf_herder
urp:physgen [2021-11-05]
nerf_herder
Line 11: Line 11:
   * [[#​Miscellaneous]]   * [[#​Miscellaneous]]
  
-===Newton'​s 3 laws===+====Newton'​s 3 laws====
   1) objects in motion stay in motion, a body at rest stays at rest, until a force is applied ("law of inertia"​)   1) objects in motion stay in motion, a body at rest stays at rest, until a force is applied ("law of inertia"​)
   2) change in momentum of a body is equal in magnitude and direction to the force applied to it (force = mass * acceleration)   2) change in momentum of a body is equal in magnitude and direction to the force applied to it (force = mass * acceleration)
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     * J = F*d = applying 1 newton for 1 meter (units of kg * m²/s²)     * J = F*d = applying 1 newton for 1 meter (units of kg * m²/s²)
     * F = J/d     * F = J/d
 +  * power = work/time (joules/sec or watts) ​
  
 Fnet = Δp / Δt (since p = mv and Δv/Δtime = acceleration) Fnet = Δp / Δt (since p = mv and Δv/Δtime = acceleration)
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-**dimensional homogeneity** - units must be correctparts added together, left side matches right side, etc.+**dimensional homogeneity** - units must be correct ​for parts added together, left side matches right side, etc.
  
  
-===Distance,​ time, velocity, acceleration===+====Distance,​ time, velocity, acceleration====
 Displacement is change in position. Displacement is change in position.
   s(t) = s0 + t*(v0+vt)/2   s(t) = s0 + t*(v0+vt)/2
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-===Collisions===+====Collisions====
  
   * **elastic**:​ Two objects bounce off each other. ​ Kinetic energy, momentum conserved, no other energy created   * **elastic**:​ Two objects bounce off each other. ​ Kinetic energy, momentum conserved, no other energy created
   * **inelastic** Two objects stick to each other. Momentum conserved, kinetic energy is not conserved (some energy converted to heat, sound, etc.)   * **inelastic** Two objects stick to each other. Momentum conserved, kinetic energy is not conserved (some energy converted to heat, sound, etc.)
  
-conservation of momentum: p1i + p2i = p1f + p2f+**coefficient of restitution** = ratio of energy conserved after collision 
 +    e = (vel. after collision) / (vel. before collision) 
 +     (for collision with immovable object) 
 +    e = (Vfa * Vfb) / (Via * Vib) 
 +     (for collision between objects a and b. f = final, i = initial velocity) 
 +    e = 1 for perfectly elastic, 0 for perfectly inelastic 
 + 
 +**conservation of momentum**: p1i + p2i = p1f + p2f
   for m1 having velocity u1 to the right, m2 initially at rest, ends with velocity v2.   for m1 having velocity u1 to the right, m2 initially at rest, ends with velocity v2.
     x dimension: m1u1 = m1u2cosθ1 + m2v2cosθ2     x dimension: m1u1 = m1u2cosθ1 + m2v2cosθ2
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 Glancing blow: If and only if both masses are equal (like billiards), then the angle between the resulting vectors is always 90 degrees. Glancing blow: If and only if both masses are equal (like billiards), then the angle between the resulting vectors is always 90 degrees.
  
-===Inclined plane===+====Inclined plane====
   normal force = force perpendicular to the plane   normal force = force perpendicular to the plane
   normal force on a block resting on a slope, θ = degrees from horizontal:   normal force on a block resting on a slope, θ = degrees from horizontal:
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    only one type of friction applies at a time    only one type of friction applies at a time
  
-===Spring and Lever=== +====Spring and Lever==== 
-Hooke'​s law for springs: F=-kx, k=spring constant, x = displacement+**Hooke'​s law** for springs: F=-kx, k=spring constant, x = displacement
  
-Fulcrum: t = r * f  (torque = radius * force)+**Fulcrum**: t = r * f  (torque = radius * force)
 just add the torques for multiple objects on one side of a fulcrum just add the torques for multiple objects on one side of a fulcrum
  
-===Projectile fired at an angle===+====SHM - Simple Harmonic Motion==== 
 +ma = -kx 
 + 
 +angular frequency ω = √(k/m) 
 + 
 +period of oscillation T = 2π √(m/​k) ​ (horizontal or vertical springs) 
 + 
 +In a vertical spring, the weight Mg of the body produces an initial elongation to equilibrium,​ such that Mg − kyₒ = 0. 
 + 
 +If y is the displacement from this equilibrium position the total restoring force will be Mg − k(yₒ + y) = −ky 
 + 
 + 
 +====Projectile fired at an angle====
   Vx = Vo*cos(θ)   Vx = Vo*cos(θ)
   Vy = Vo*sin(θ) - gt   Vy = Vo*sin(θ) - gt
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 Vf² = Vi² + 2ad  ? Vf² = Vi² + 2ad  ?
  
-===Buoyant force===+====Buoyant force====
 pressure P = F/A (force/​area) pressure P = F/A (force/​area)
 +
 hydrostatic gauge pressure: ​ P = pgh, p = density of fluid, g=gravity, h=height (depth) hydrostatic gauge pressure: ​ P = pgh, p = density of fluid, g=gravity, h=height (depth)
 +
 buoyant force Fb = Fup - Fdown buoyant force Fb = Fup - Fdown
   Fb = pgVf,  where Vf = volume of displaced fluid, and density * volume = mass, so   Fb = pgVf,  where Vf = volume of displaced fluid, and density * volume = mass, so
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   => buoyant force depends on mass of displaced fluid, not the mass of the object   => buoyant force depends on mass of displaced fluid, not the mass of the object
    
-===Gravity===+====Gravity====
 gravitational constant between two bodies gravitational constant between two bodies
   F = G * m1 * m2 / r²   F = G * m1 * m2 / r²
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-===Kinematics===+====Kinematics====
 no use of forces in the equations no use of forces in the equations
   typical equations:   typical equations:
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     vf = v0 + at     vf = v0 + at
  
- ​coefficient of restitution ​ratio of energy conserved after collision +====Miscellaneous====
-    e (vel. after collision) / (vel. before collision) +
-     (for collision with immovable object) +
-    e (Vfa * Vfb) / (Via * Vib) +
-     (for collision between objects a and b. f final, i initial velocity) +
-    e = 1 for perfectly elastic, 0 for perfectly inelastic +
- +
-===Miscellaneous===+
  
 IV = independent variable - the variable you control, typically x axis IV = independent variable - the variable you control, typically x axis
urp/physgen.txt · Last modified: 2022-02-01 by nerf_herder