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20 Cards in this Set

  • Front
  • Back

refraction

- bending of light through different transparent media


- fast in gas > liquid > solid

when light travels from denser medium to less dense medium

- speed increases


- ray bends away from normal

when light travels from less dense medium to denser medium

- speed decreases


- ray bends towards normal

incident ray does not touch boundary



refracted ray does not touch boundary

refractive index

- no units


- n > 1


- RI increase = SOL decrease



n = vacuum/air ÷ medium

snell's law

n1sin@1=n2sin@2


light follows same path if reverse


used to find angle of incidence/refraction

critical angle

angle of incidence such that angle of refraction is 90




use to determine total internal reflection

total internal reflection

- complete reflection of a light ray inside an optically denser medium at its boundary with an optically less dense medium


- light ray must travel from a denser medium to a less dense medium


- i > c

lenses

parallel light rays converge/diverge after passing through lenses due to refraction

principal axis

horizontal line passing through optical lens center

optical center

midpoint between surfaces on lens on its principal axis (not where light ray is refracted)

focal point

point at which all light rays parallel to the principal axis converge after refraction by the lens




behind optical center

focal length

distance between optical center to focal point

ray diagrams

rays always follow one of 3 characteristics:


1) passes through the optical center


2) is parallel to principal axis then refracts to pass through the focal point after the optical center


3) passes through the focal point before the optical center then is parallel to principal axis

object >2F

image is inverted, real, diminished




eg: camera & eye

object = 2F

image is inverted, real, same size




eg: photocopier

F < object < 2F

image is inverted, real, magnified




eg: projector, photograph enlarger

object = F

image is upright, virtual, magnified




eg: spotlight (producing parallel beam of light)

object < F

image formed is upright, virtual, magnified




eg: magnifying glass

object > 2F : diminished, real


object @ 2F : same size


F < object < 2F : magnified, real


object @ F : //


object < F : virtual, magnified