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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 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
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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
urp/physgen.txt · Last modified: 2022-02-01 by nerf_herder