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urp:physgen [2021-10-19] nerf_herder |
urp:physgen [2022-02-01] (current) nerf_herder [Newton's 3 laws] |
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| - | ==== General Physics ==== | + | ===== General Physics ===== |
| - | * [[#Newton's 3 laws]] | + | |
| - | * [[#Distance, time, velocity, acceleration]] | + | |
| - | * [[#Collisions]] | + | |
| - | * [[#Inclined plane]] | + | |
| - | * [[#Spring and lever]] | + | |
| - | * [[#Projectile fired at an angle]] | + | |
| - | * [[#Buoyant force]] | + | |
| - | * [[#Gravity]] | + | |
| - | * [[#Kinematics]] | + | |
| - | * [[#Miscellaneous]] | + | |
| ====Newton's 3 laws==== | ====Newton's 3 laws==== | ||
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| Basic definitions: | Basic definitions: | ||
| - | * Force is in newtons or pounds. One newton = 1kg * m / s² (the force needed to accelerate 1kg at 1 m/s²) | + | * **Force** is in newtons or pounds. One newton = 1kg * m / s² (the force needed to accelerate 1kg at 1 m/s²) |
| * f = ma | * f = ma | ||
| - | * Momentum is p | + | * **Momentum** is p |
| * p = mv | * p = mv | ||
| - | * energy = work (joules) = force * distance | + | * **energy or work** (joules) = force * distance |
| * 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) | + | * Work is positive if it is applied in the same direction as movement |
| + | * No (net) work is done moving an object horizontally some set distance (unless you overcome friction) - it does not gain or lose potential energy, or have increased kinetic energy at the conclusion | ||
| + | * **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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| When parallel force > friction, it is unbalanced and objects will move down the plane | When parallel force > friction, it is unbalanced and objects will move down the plane | ||
| Applied force - friction = net force | Applied force - friction = net force | ||
| + | |||
| + | ====Friction==== | ||
| + | Coefficient of friction | ||
| + | * μ = f/N (force applied divided by Normal force) | ||
| + | * fNet = fApp - Ffriction | ||
| static friction - | static friction - | ||
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| N = normal force) must be overcome before the mass moves | N = normal force) must be overcome before the mass moves | ||
| μS = fs/N = m*g*sin(θ) / m*g*cos(θ) = sin(θ)/cos(θ) = tan(θ) | μS = fs/N = m*g*sin(θ) / m*g*cos(θ) = sin(θ)/cos(θ) = tan(θ) | ||
| - | kinetic friction - normal moving friction | + | kinetic friction - moving friction |
| 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) | ||
| - | just add the torques for multiple objects on one side of a fulcrum | ||
| ====Projectile fired at an angle==== | ====Projectile fired at an angle==== | ||
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| vf²= vo² + 2ad | vf²= vo² + 2ad | ||
| vf = v0 + at | vf = v0 + at | ||
| + | |||
| + | |||
| + | ====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==== | ====Miscellaneous==== | ||
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| DV = dependent variable - the variable measured (changes because of the experiment) y axis | DV = dependent variable - the variable measured (changes because of the experiment) y axis | ||
| + | FBD = free body diagram - a drawing of mass and all the forces that are applied to it. | ||
| Back to the [[physics]] page or the [[00_start|start]] page. | Back to the [[physics]] page or the [[00_start|start]] page. | ||