Also refer to our
AP Physics C Mechanics Study Guide, it has very similar topics for the most part and prettier formatting
Credit goes to u/OldFlyingHat
1D motion
Distance is d
D=sum of lengths
Distance is all negative and positive
Displacement is final position minus initial
$\Delta X = X_f -X_i $
Speed is scalar, so not a vector
Distance/time
S=d/$\ \Delta t$
Average speed is over long period of time
Savg=total d/total t
Instantaneous Is at a particular moment in time
Speed can never be negative, only zero or positive
Velocity is displacement per time
V=$ \frac{\Delta X}{\Delta t}$
Can be negative or positive
Generally if pointed left its negative
Generally if pointed right its positive
Acceleration
$\frac{m}{s^2}$
is a vector
points in the direction of the net force
if velocity is changing acceleration is present
a= $ \Delta $ v/t or ($v_f$-$v_i$)/t
position vs time graph
y axis is x or position (m)
x axis is time
slope is velocity
curvature means there’s acceleration
concave up means positive acceleration
concave down means negative acceleration
Velocity vs time graph
Y axis is velocity (m/s)
X axis is time
Slope is acceleration
Area under the curve is displacement or $ \Delta $ X
Acceleration vs time graph
Y axis is acceleration (m/s^2)
X axis is time
Slope is Jerk or Jolt (not needed)
Area under graph is change in velocity
Kinematic formulas: ACCELERATION HAS TO BE CONSTANT
Free Falling Object/ Flying Object
Acceleration is G (9.8m/s^2), but in a free falling occurrence the acceleration due to gravity is negative
“Dropped” means $v_i$ is 0
Time after a drop is t=sqrt(2h/g)
At maximum height means $V_f$=0
2D motion
Vector components can be broken down into perpendicular pieces
Along x and y directions
- $V_x$= Vcos($\theta$)
$V_y$=Vsin($\theta$)
DON’T FORGET SIGNS OF THE VECTORS YOU NERDS
Tip to tail vector addition
Place the tail of the next vector on the tip of the previous one
Then draw total vector form the first tail to the last head
If the vector is subtracted flip its tail and head
Component Vector addition
Add vectors together by adding their components to find the total vector
- To subtract a vector, multiply its components by -1 then add, or….ya know…..just subtract
2D kinematics and projectiles
Vertical Equations
Vf=Vi+(-9.8)t
$ \Delta $X=vi*t+(1/2)(-9.8)^2
$v_f^2=v_i^2+2(-9.8)(x_f-x_i)$
(vf+vi)/2=(xf-xi)/t
Horizontal equation note: no horizontal acceleration
$ \Delta $ x=vt
X and y velocities behave independently
Graphing data to a linear fit
If the data is a parabola (exponentially rising) then make the x value squared
Forces and Newton’s laws
Newton’s first law
“Objects will maintain a constant velocity (which could be zero), unless acted upon by an unbalanced force”
a=0 if Sigma F=0 (ie no net force)
there does not need to be force in order for motion to occur but there needs to be a force if there is acceleration
works on systems too
the Center of mass will stay at constant motion unless an outside force acts on the system
Newton’s Second Law
“The acceleration of an object is proportional to the net force on the object, and inversely proportional to the mass of the object”
Unbalanced net forces cause acceleration (speed up slow down or change directions)
Equations
A=(sigma force)/m
Ax=(sigma force in the x direction)/m
Ay=(sigma force in the y direction)/m
Newton’s Third Law
“For every action, there is an equal and opposite reaction”
Basically If object A exerts a force on an object , then object B must exert an equal and opposite force back on Object A
Fab=-Fba
Force of Gravity
Is a vector
Always downwards
Synonymous with weight
Weight is NOT mass, mass times g
Fg=mg
Normal Force: N
It is a vector
The outward perpendicular force exerted on an object by a surface
Always pushes, cannot pull an object
Fn=? No set equation. Need to use newton’s second law to find
If there is acceleration in the direction of the normal force, then fn is not mg, acceleration y= (Sigma Fy/m)
Tension: N
Is a vector
Always pulls an object, a rope can’t push an object
Use newton’s second law to find (a=sigma/m)
Kinetic friction: N
Is a vector
Stops surfaces from sliding
Fk=Uk*Fn
Static friction: N
Is a vector
Will eb equal to the force trying to move the object until it reaches its maximum
-
Fs<or=Us*Fn
Inclines
Angled surfaces that objects can slide up or down
Motion can only take place parallel to the incline’s surface
MgSine(theta) is the parallel motion
If force friction is present its Mgsine(Theta)-Force kinetic friction or
MgsinTheta-Uk(Mgcos(theta))
MgCose(theta) is the perpendicular motion
Net force in perpendicular direction has to be zero
N=Mgcos(theta)
Treating systems as a single object
If two or more objects are required to move with the same speed/acceleration, then we can treat them as a single object
A(system)=(sigmaFexternal)/M(total)
For a system of the boxes with friction it’d be a=(m2g-ukfn1)/(m1+m2)
- Ignore internal forces
Centripetal Forces
Period and Frequency
Period (t) can’t be neg
Number of seconds it takes for one entire revolution or circle
T=seconds/cycles second per cycle
Measured in seconds
Frequency (f) can’t be neg
Number of cycles completed by an object in one second
F=cycles/seconds cycles per second
Unit is 1/seconds which is Hz
Velocity
2piR/T
2piR*f
Centripetal acceleration ac
Measured in m/s^2
Is a vector
ALWAYS POINTS TOWARDS MIDDLE OF THE CIRCLE
Only changes direction of velocity does not speed up or slow down
Ac=v^2/r or (4*pi^2*r)/T^2 or 4pi^2*f^2*r
If it is speeding up there needs to be a tangential acceleration, which points in the direction of motion
Centripetal forces
Measured in N
Is a vector
Any regular force that make something move in a circular path
For satellites and planets, it’d be Fg
Yoyo going around on a string or anything like that its Ft
Skateboarder or roller-coaster in a loop de loop Fn
Car going around a roundabout itd be Fs (force static friction)
Ac=Sigma Fc/m where ac=v^2/r
V^2/r=Sigma Fc/m
If the Fc points inward its positive as it points in the direction of the centripetal acceleration
If the Fc is pointed outwards, then it will be negative as it points in the opposite direction of the centripetal acceleration
Only plug in centripetal/radial force for Fc
Forces that are tangential are not included they go into a separate newton’s second law equation, tangential changes speed, centripetal changes direction
Example, ball rolling over hill would be Fn=Mg-Force centripetal, so Fn=Mg-M(s^2/r)
Newton’s universal force of gravity
Fg
Measured in N
All masses in the universe pull/attract every other mass with a gravitational force Fg
Force Fg is proportional to the masses
Fg=GM1m2/R^2
G is the universal gravitational constant
6.67*10^-11 Nm^2/kg^2
EVEN IF THE MASS IS DIFFERENT THEY EXERT THE SAME FORCE ON EACH OTHER SO FG IS EQUAL TO EACH OTHER
i'm going to talk about this again in energy as it relates to kinetic
Acceleration due to gravitational field
Gravitational field is just another word for acceleration due to gravity
All masses create a gravitational field that points radially in towards them
The strength is affect by 1/r^2 meaning the further away the less strong
g(acceleration due to gravity)=G(6.67*10^-11)M/R^2
measured in m/s^2 or N/kg
g=Fg/m and Fg=g*m
Density
P(density)=M/v
Density is mass per volume
We can use density to determine the mass of an object if we also know the volume
Gravitational orbits
When object orbits due to gravitational force
If the orbit is circular we can relate the speed, radius of the orbit, and the mass
A=sigma F/m so newtons second law
V^2/r(or ac)=Fg/m
V^2/r=(G(Mm)/d^2)/m
V^2=GM/r
(Big m is the mass of the object that is being orbited around, so not the satellite) mass in orbit doesn’t matter
MAKE SURE TO COUNT RADIUS OF THE PLANET IN YOUR R COUNT SO IF AN OBJECT IS ORBITING 3R AND THE PLANET HAS A RADIUS OF R THEN THE VALUE IN THE EQUATION SHOULD BE 4 R. GRAVITATION STARTS AT THE CENTER OF AN OBJECT
Energy and Work
Energy J, joules
Objects and systems can have, transfer, or transform energy
Energy being transferred between systems is called work
Works equation is w= $ \Delta $ E
Energy is conserved so it can’t be created nor destroyed, however energy can leave the system if the earth isn’t included
Side note potential gravitational energy doesn’t exist when the earth isn’t included in the system
If there is no external work then energy is constant
Types of energies:
K=kinetic energy= (½)mv^2 (energy due to motion)
Ug= Gravitational potential energy= mgh (energy due to height)
Us= spring potential energy= (½)kx^2 (energy in a spring) (x is the length of compression r stretch from x=0)
$ \Delta $ E thermal=thermal energy=
FkD (heat energy from friction/air resistance)
E mechanical= mechanical energy= K+Ug+Us (does not include thermal)
Work W joules
Not a vector
Work is the transfer of energy from one object or system to another
W=$ \Delta $ E=Fdcos(theta) so force applied times displacement of object times the cos of the angle
If the force is perpendicular to the movement of an object then it provides zero work unless it points towards the surface the object is moving on and there is friction present as it would increase the normal force which affects Ff
Work energy principle NET WORK
Wnet=$ \Delta $ W
W1+w2+w3=Kf-Ki=1/2mvf^2-1/2mvi^2
Work is always negative if it moves against the motion don’t forget to square the v, v does not become negative if its moving in a new direction
Force vs. x graph force position graph
Work is area bound by the curve or under the curve
Above x axis is positive work done
Below x axis is negative work
IF IT IS A FORCE VS TIME GRAPH THE AREA IS ACTUALLY IMPULSE, NOT WORK
Power
Power is the amount of work done per time
Amount of energy transferred per time
Measured in watts
Pavg=W/t=$ \Delta $ E/t
Gravitational potential energy when the gravitational field is not constant
If the gravitational field is varying (like two planets acting on each other or some similar situation) then you cannot use ug=mgh
Instead use Ug= -G((m1+m2)/d) where G is the gravitational constant (6.67*10^-11)
key point: while Ug will always be negative, it can still be transferred into kinetic as it gets lower and lower due to it being defined as a perpetual negative
in order for the ug to be transferred into kinetic the distance between planets needs to decrease
Momentum and Impulse
Momentum (p)
Is a vector
Momentum is mass times the velocity p=mv
note: p is lower case, capital is power
momentum will be conserved if there is no external force on the system <question (object-earth system=no external?)
momentum in each direction is conserved independently
if there is no external force in the y-direction then the momentum is conserved
vice versa
Kg*m/s
Impulse (J)
Kg*m/s
Is a vector
Equal to the amount of force exerted on the object/system multiplied by the time in which the force has acted
J=F*$ \Delta $ t
The total impulse is equal to the change in momentum
Sigma J=$ \Delta $ p=p final-p initial
Net impulse (total impulse) is equal to the Net Force times the change in time, which also equals the change in momentum
Sigma J= Sigma F*time= $ \Delta $ momentum
Can be negative
Impulse as area under the curve
Force is y axis and time is x axis
“Area under a F vs t graph is the impulse”
Area under the t axis is negative impulse
Area under the graph equals the change in momentum
Elastic and inelastic collisions
LISTEN YOU DUNG HEAD, IF THE VELOCITY IS MOVING OPPOSITE OF THE OTHER VELOCITY THEN IT IS NEGATIVE, THE DIRECTION DETERMINES THE SIGN OF THE VELOCITY
ELASTIC:
Momentum is conserved, kinetic energy is conserved
If the total kinetic energy is conserved during the collision it is called elastic
They bounce off of each other
K initial + K initial= K final + K final
Total K conserved
If it doesn’t bounce but stick together it isn’t elastic
INELASTIC:
Momentum is conserved, kinetic energy is not conserved
Can bounce or stick together
If some of the energy is transformed into thermal energy and other forms of non-mechanical energy during a collision
K initial + K initial does not equal k final + k final
PERFECTLY INELASTIC:
Momentum is conserved, kinetic energy is not conserved
This is inelastic when both of the objects stick together
K initial + k initial + (m1+m2)vf
2D collisions:
Okay bois, bunker down, this is where David stops sounding coherent and babbles like a mentally insane reject physics student
Momentum is conserved in a 2d collision for each direction in which there is no net impulse
Sigma p (momentum) initial x = sigma p final x
p1i+p2i=p1f+p2f
Sigma p initial y = sigma p final y
p1i+p2i=p1f+p2f
When an object hits an object in a fashion that isn’t head on (glancing collision)
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Center of mass: Unit is meters
Center of mass of an object is the point the object/system would balance
It is also the point upon which gravity acts
CM= (m1x1+m2x2+…)/(M total)
Center of mass does not accelerate unless there is an external force on the system NEWTON’S FIRST LAW
SO IF THE OBJECT INSIDE THE SYSTEM EXERT FORCE ON IT THEN THERE IS NO CHANGE IN THE CM’S ACCELERATION AS THEY ARE WITHIN THE SYSTEM
If there is no reference point given, then you can choose one
left of the reference is negative
right is positive
.7 Torque and Angular momentum (sorry formatting gets weird here)
Rotational Kinematics formulas
basic formulas
$ \Delta $ theta=change in angle over a certain time
w(angular velocity)=$ \Delta $ theta/$ \Delta $ t
alpha (angular acceleration)= $ \Delta $ w/$ \Delta $ t
they mirror linear kinematics
s (arc length)= radius*$ \Delta $ theta (kinda basic pre-cal)
wf = wi+ alpha*t
$ \Delta $ theta= wi*t+(½) alpha t^2
THESE FOLLOWING ONES ARE NOT ON THE FORMULA SHEET
wf^2=wi^2+2(alpha)($ \Delta $ theta)
(wf+wi)/2=($ \Delta $ theta)/t
Only true if the angular acceleration is constant
TO GET THE Tangential SPEED OF THE OBJECT: v=rw, or if you have period it would be v=2PiR/T
TO GET THE TANGENTIAL ACCELERATION: a=r(alpha)
tangential acceleration causes an object to speed up or slow down in its path
centripetal acceleration (ac=v^2/r) causes it to change direction
Torque
TORQUE IS A VECTOR SO IT CAN BE NEGATIVE OR POSITIVE
counter clockwise is positive
clockwise is negative
measured in Nm, newton meters
causes angular acceleration
in order to have a torque you have to have forces acting on the object
Torque=rFsine(theta)
key point: the further from the axis of rotation, the more torque.
perpendicular forces apply the most torque 90deg or 180 deg
Rotational inertia
a large rotational inertia will make the object harder to get rotating and harder to stop rotating (cause ya know, inertia)
key point: If the mass of an object is distributed far from the axis of rotation, then it will have a larger rotational inertia
If the mass is distributed closer to the axis then it will have a smaller rotational inertia
I=mr^2 if a single mass is going in a circle of a single radius THIS IS NOT GIVEN
I=sigma(m)r^2 if multiple individual masses are going in circles of different radii
If you have an object that is continuous, sort of like a bar that is rotating around a certain point rather than a ball going around an axis, then the formulas differ
For a rod rotating around its center: I=(1/12)mL^2 where L is length
for a rod rotating on one end: I=(1/3)mL^2
for a sphere rotating around an axis at its center: (2/5 )mr^2
for a disk or cylinder rotating around an axis through its center: (1/2)mr^2
the rotational inertia for a hoop is I=mr^2 since all of the mass is distributed the furthest position from the axis of rotation
measured in kg*m^2
Angular Second Law
Angular acceleration is proportional to the net torque and inversely proportional to the rotational inertia
alpha=sigma(torque)/I
is similar to how linear acceleration is equal to force/mass
Rotational kinetic energy
if an object is rotating or spinning it has rotational kinetic energy
If an object is moving and rotating/spinning, then it will have translational kinetic energy(linear movement) and rotational kinetic energy(the actual rotation)
K(rotational)= (½)Iw^2 if the object is rotating with an angular velocity w
K(translational) =(½)mv^2 so literally just kinetic in the linear fashion
Is not a vector, so rotational kinetic energy is always positive
measured in J
Angular momentum
Angular momentum is conserved if there is no external torque
L(angular momentum)=Iw useful for continuous objects
For point masses masses moving in a straight line: L=mv(r*sin(theta))
point masses can have L because if they hit an object they can start to rotate
Okay so my explanation here may get weird, but y’all are smart people so it'll be fine
L=mv(R) where R is the distance of closest approach (how close it will ever get to the axis
you can determine R by drawing a straight line from the Mand a line across the axis (pic below)
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Angular momentum is a vector (counter clockwise is positive and clockwise is negative due to the nature of w)
8. Harmonic motion
hooke’s law
Force exerted by an “ideal” spring is proportional to the amount the spring is stretched or compressed from its equilibrium
equilibrium position of a spring is the location of the end of the spring when it is sitting at its natural length with no forces applied
Fs=kx
x is the distance from its equilibrium (always positive)
k is the spring constant
simple harmonic motion or simple harmonic oscillator
variable x is a simple harmonic oscillator when it changes according to a sine or cosine function
if you don't know what that is, may god have mercy on you, but it looks like waves of a frequency with an equal amplitude on both sides of the x-axis
x(t)(variable that's changing as a function of time)=A(amplitude)*sin(2*pi*f*t) or A*sin((2pi*t)/period).
you can switch out sine or cosine depending on the start of the graph
T
T is the period of motion
In a circular motion situation, it would be, T=2PiR/V where v is tangential
mass on a spring:
2pi(sqrt(m/k))
does not depend on amplitude
pendulum:
2pi(sqrt(length of the pendulum/magnitude of the acceleration due to gravity)
does not depend on amplitude (if the angles are small
does not depend on mass either