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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
