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31 Cards in this Set

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Newton's First Law
A body moves with constant velocity (which may be zero) unless acted on by a force<br><br>-defines 0 force<br>-gives inertial frame
A body moves with constant velocity (which may be zero) unless acted on by a force<br><br>-defines 0 force<br>-gives inertial frame
Newton's First Law
Newton's Second Law
The time rate of change of the momentum of a body equals the force acting on the bodyThe acceleration a of a body is parallel and directly proportional to the net force F acting on the body, is in the direction of the net force, and is inversely proportional to the mass m of the body, i.e., F = ma<br><br>-defines nonzero force<br><$> \tiny F=ma</$> if m is constant and<$> a=dv/dt</$><br>-holds only in the inertial frame defined by the first law /
The time rate of change of the momentum of a body equals the force acting on the bodyThe acceleration a of a body is parallel and directly proportional to the net force F acting on the body, is in the direction of the net force, and is inversely proportional to the mass m of the body, i.e., F = ma<br><br>-defines nonzero force<br><$> \tiny F=ma</$> if m is constant and<$> a=dv/dt</$><br>-holds only in the inertial frame defined by the first law /
Newton's Second Law
Tension
force that a rope exerts when it is pulled on<br><br>every piece of the rope feels tension in both directions except the end points, which feel a tension on one side and a force on the other side from whatever object is attached to that end
force that a rope exerts when it is pulled on<br><br>every piece of the rope feels tension in both directions except the end points, which feel a tension on one side and a force on the other side from whatever object is attached to that end
Tension
Normal force
force perpendicular to asurface that the surface applies to an object<br><br>total force applied by a surface is usually a combination of the normal force and the friction force<br><br>for frictionless surfaces, only the normal force exists<br><br>comes about because the surface actually compresses a tiny bit and acts like a very rigid spring- surface is squashed unti lthe restoring force equals the force necessary to keep the object from squashing in any more<br><br>only dif bw tension & normal force is the direction (both modeled by a spring; tension is stretched, normal is compressed)<br><br>compressive tension is another name for normal force
force perpendicular to asurface that the surface applies to an object<br><br>total force applied by a surface is usually a combination of the normal force and the friction force<br><br>for frictionless surfaces, only the normal force exists<br><br>comes about because the surface actually compresses a tiny bit and acts like a very rigid spring- surface is squashed unti lthe restoring force equals the force necessary to keep the object from squashing in any more<br><br>only dif bw tension & normal force is the direction (both modeled by a spring; tension is stretched, normal is compressed)<br><br>compressive tension is another name for normal force
Normal force
Friction
the force parallel to a surface that a surface applies to an object<br>2 types:<br>1. kinetic friction: 2 objects moving relative to each other (proportional to normal force,<$>F= \mu_k N</$> )<br>2. static friction:2 objects at rest relative to each other (<$> F \leq \mu_s N </$>)
the force parallel to a surface that a surface applies to an object<br>2 types:<br>1. kinetic friction: 2 objects moving relative to each other (proportional to normal force,<$>F= \mu_k N</$> )<br>2. static friction:2 objects at rest relative to each other (<$> F \leq \mu_s N </$>)
Friction
Vectors
have length and direction- unlike points, their starting location doesn't matter<br><br>"a command to move"<br><br>coordinates don't depend on the origin<br><br>similar but different notation than that of points<br><br>if you want points instead of vectors, must specify origin
have length and direction- unlike points, their starting location doesn't matter<br><br>"a command to move"<br><br>coordinates don't depend on the origin<br><br>similar but different notation than that of points<br><br>if you want points instead of vectors, must specify origin
Vectors
Dot product (Geometrical definition)
<$>\vec a \cdot\vec b = |a| \cdot |b| cos \theta_{ab} </$> where <$>|a| </$>is the length of <$>\vec a </$>and <$>\theta </$>
<$>\vec a \cdot\vec b = |a| \cdot |b| cos \theta_{ab} </$> where <$>|a| </$>is the length of <$>\vec a </$>and <$>\theta </$>
Dot product (Geometrical definition)
Dot Product (Cartesian Definition)
<$>\vec a \cdot \vec b = a_xb_x + a_yb_y </$>
<$>\vec a \cdot \vec b = a_xb_x + a_yb_y </$>
Dot Product (Cartesian Definition)
trajectory
mathematical description of where something is as a function of time
mathematical description of where something is as a function of time
trajectory
number of degrees of freedom
how many # you need to keep track of for your experiment
how many # you need to keep track of for your experiment
number of degrees of freedom
Newton's Third Law
For every force on one body, there is an equal and opposite force on another body<br><$>F_1 = -F_2</$><br><br>-postulates the conservation of momentum (though sometimes momentum can be carried off by a field)<br>-says we will never find a paricle accelerating unless there's some other particle accelerating somewhere else<br><br>
For every force on one body, there is an equal and opposite force on another body<br><$>F_1 = -F_2</$><br><br>-postulates the conservation of momentum (though sometimes momentum can be carried off by a field)<br>-says we will never find a paricle accelerating unless there's some other particle accelerating somewhere else<br><br>
Newton's Third Law
inertial frame
reference frame in which Newton's first Law holds true<br><br>-state what frame you are measuring the velocity relative to<br><br>-really a frame that moves with a constant velocity with respect to something
reference frame in which Newton's first Law holds true<br><br>-state what frame you are measuring the velocity relative to<br><br>-really a frame that moves with a constant velocity with respect to something
inertial frame
momentum conservation
<$> dp_total / dt = 0</$>
<$> dp_total / dt = 0</$>
momentum conservation
"static" setup
all the objects are motionless<br>-F=ma tells then the total external foce acting on the object must be zero<br>-converse isn't true (could be constant nonzero velocity)<br><br>-goal is to find various forces so that there is zero net force/torque on each object<br>1.break force vector into components
How to define a inertial frame
give a constant velocity with respect to another frame (like the origin)<br><br>Newton's first law must hold true in it (a body moves with constant velocity unless acted on by a force)
free body diagram
diagram with all the forces drawn out
How to solve for position and velocity given a force
solve differential equation<br><br><$>F=ma=m\stackrel{..}{x}</$>
How to find force given a physical situation
use a free body diagram<br>write all the F=ma eqns they imply <br>solve resulting system of linear equations