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urp:physgen [2021-10-18] nerf_herder |
urp:physgen [2021-11-08] nerf_herder [Optics] |
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* [[#Collisions]] | * [[#Collisions]] | ||
* [[#Inclined plane]] | * [[#Inclined plane]] | ||
- | * [[#Spring and lever]] | ||
* [[#Projectile fired at an angle]] | * [[#Projectile fired at an angle]] | ||
* [[#Buoyant force]] | * [[#Buoyant force]] | ||
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* [[#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 correct, parts 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 | ||
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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=== | ||
- | **Hooke's law** for springs: F=-kx, k=spring constant, x = displacement | ||
- | **Fulcrum**: t = r * f (torque = radius * force) | + | ====Projectile fired at an angle==== |
- | just add the torques for multiple objects on one side of a fulcrum | + | |
- | + | ||
- | ===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) | ||
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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 | ||
- | ===Miscellaneous=== | + | |
+ | ====Optics==== | ||
+ | Refraction on going into a different medium | ||
+ | |||
+ | **Snell's law** | ||
+ | sin(θ₁) / sin(θ₂) = v₁/v₂ = n₂/n₁ (note that the n values are reversed) | ||
+ | v = velocity of light in that medium, n = index of refraction | ||
+ | v = c/n (c = speed of light in a vacuum) | ||
+ | it bends towards the normal direction when entering denser material | ||
+ | (and slows down). bend is because photons are waves. | ||
+ | |||
+ | Critical angle : smallest angle that results in total reflection, no refraction | ||
+ | θc = arcsin(n₂/n₁) | ||
+ | |||
+ | |||
+ | ====Miscellaneous==== | ||
IV = independent variable - the variable you control, typically x axis | IV = independent variable - the variable you control, typically x axis |