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39 Cards in this Set

  • Front
  • Back
nano (n)
10x -9
micro (u)
10x -6
milli (m)
10x -3
centi (c)
10x -2
kilo (k)
10x 3
mega (M)
10x 6
kinematics
description of motion in terms of an object's position, velocity, and acceleration
displacement
1. change in position
2. displacement = final position - initial position
3. vector: points from initial position to final
4. disregards path taken
5. magnitude is net distance traveled

4.
velocity
1. tell us how fast an object's position changes
2. velocity = average velocity @ constant v
3. vector
4. magnitude is speed
5. velocity = speed + direction
average velocity
displacement (delta s) / time (delta t)
speed
1. scalar
2. no direction
average speed
1. NOT the magnitude of average velocity = (delta s / delta t)
2. total distance / time
acceleration
1. tells us how fast an object's velocity changes
2. acceleration changes when EITHER speed or direction changes
True or False: Object's can accelerate if speed is constant
True; as long as direction is changing
average acceleration
1. change in velocity/ time
Scenario: ball thrown, and at the peak, v = 0. Does it accelerate at that point?
Yes; v is changing direction (from positive to negative direction) so the object is accelerating when v = 0
vector a in the same direction as vector v
1. speed is increasing
vector a perpendicular to vector v
1. object speed constant
2. direction of vector v changing
vector a in opposite direction from vector v
1. object's speed decreasing
vector a at angle between 0 and 90 degrees to vector v
1. objects speed increasing
2. direction of vector v is changing
vector a at angle between 90 and 1800 degrees to vector v
1. object's speed is decreasing
2. direction of vector v is changing
uniformly accelerated motion
1. a is constant
2. use "Big Five" equations
The Big Five
(must be uniformly accelerated ie a is constant)
1. d = 0.5(v0 + v)t
2. v = v0 + at
3. d = v0t + 0.5at^2
4. d = vt - 0.5at^2
5. v^2 = v0^2 + 2ad
missing d, a constant
v = v0 + at
missing a, (a constant)
d = 0.5(v0 + v)t
missing v, a constant
d = v0t + 0.5at^2
missing v0, a constant
d = vt - 0.5at^2
missing t
v^2 = v0^2 + 2ad
position vs. time graph
slope = velocity
velocity vs. time graph
1. slope = acceleration
2. area under = displacement
free fall
1. object moving ONLY under influence of gravity
2. g = 10 m/s2 (if thrown UP, g= -10m/s2)
3. downward acceleration
projectile motion
1. experiences both horizontal and vertical (gravity) motion
initial velocity of projectile motion
1. horizontal: v0x = v0 cos(u)
2. vertical: v0y = v0 sin(u)
once projectile launched
1. no longer experiences horizontal acceleration (vx = v0x)
2. constant gravitational acceleration
projectile motion: displacement
1. horizontal motion
x = v0xt
2. vertical motion
y = v0yt + 0.5gt^2
projectile motion: velocity
1. horizontal motion
vx = v0x (constant!)
ax = 0
2. vertical motion
vy = v0y + gt
ay = g (negative number)
projectile motion: acceleration
1. horizontal motion
v0x = v0 cos(u)
2. vertical motion
v0y = v0 sin(u)
range
total horizontal displacement
t in projectile motion
time it take to get to TOP (not total time) ; must multiply t by 2 to get total time of motion