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31 Cards in this Set

  • Front
  • Back

Inertia

The property of things to resist changes in motion.

Force

A push or pull

Vector

Arrow drawn to scale representing a vector quantity.

Net Force

Vector sum of forces that act on an object

Newton's 1st law

Inertia. Every object continues in a state of rest or motion unless acted upon by an outside force.

Vector quantity

A quantity that has both magnitude and direction, like force.

Scalar Quantity

A quantity that has magnitude but not direction, like mass and volume

Resultant

Result of a combination of 2 or more vectors

Equilibrium

All forces acting on an object equal 0.

Speed

How fast an object moves, distance over time.

Instantaneous speed

Speed at any instant

Velocity

Speed and direction

Acceleration

Rate at which velocity changes with time.

Free fall

Motion under the influence of gravity only

Friction

Resistive force that opposes motion.

Mass

Quantity of matter in an object

Weight

Force of gravity upon an object

Kilogram

Unit of measurement.

Newton

Unit of force. 1N is the force needed to move a 1kg object an acceleration of 1m/s^2

Volume

Quantity of space an object occupies

Newton's 2nd law

An object will move in the same direction and proportionally equal to a force acted on it and inversely proportional to its mass

Terminal speed

Max speed. Gravity and air resistance balance out

Terminal velocity

Terminal speed with a direction specified.

Newton's 3rd law

When an object exerts a force on another, the second object exerts an equal and opposite force.

Components

Vectors, usually horizontal and vertical, whose sum is one given vector.

Momentum

Product of the mass of an object and it's velocity

Impulse

Product of the force acting on an object and time during which it acts.

Law of conservation of momentum

With no force, momentum remains the same. Momentum before an event (force) is equal to the momentum after.

Impulse-momentum relationship

Impulse is equal to the change in momentum of the object that the impulse acts upon. F×t=^m*v

Elastic collision

Objects rebound

In-elastic collision

Objects stick together