Physic Reviewer
Physic Reviewer
Physic Reviewer
DISPLACEMENT
Displacement is defined as the change in position of an object. It is a vector quantity and has a direction
and magnitude. It is represented as an arrow that points from the starting position to the final position.
VELOCITY
Velocity can be defined as the rate of change of the object’s position with respect to a frame of reference
and time.
ACCELERATION
Acceleration can result from a change in speed (increase or decrease), a change in direction (back, forth,
up, down, left, right), or changes in both. Like velocity, acceleration is a vector.
The area under a velocity graph represents the displacement of the object. To see why, consider the
following graph of motion that shows an object maintaining a constant velocity of 6 meters per second
for a time of 5 seconds.
V(m / s)
The area of this rectangle can be found by multiplying height of the rectangle, 6 m/s, times its width, 5s,
which would give
This is the same answer we got before for the displacement. The area under a velocity curve, regardless
of the shape, will equal the displacement during that time interval.
The area under an acceleration graph represents the change in velocity. In other words, the area under
the acceleration graph for a certain time interval is equal to the change in velocity during that time
interval.
area = AV
It might be easiest to see why this is the case by considering the example graph below which shows a
constant acceleration of 4 m/s² for a time of 9s.
If we multiply both sides of the definition of acceleration, time At, we get Delta*V = a*Delta*t a =
(Delta*V)/(Delta*t) by the change in
Plugging in the acceleration 4m / (s ^ 2) and the interval 9s we can find the change in velocity:
The area can be found by multiplying height times width. The height of this rectangle is a 4 m/s², and the
width is 9s. So, finding the area also gives you the change in velocity.
a = 4 m/s² x 9 s = 36 m/s
The area under any acceleration graph for a certain time interval gives the change in velocity for that
time interval.
We can find the displacement of the go-kart by finding the area under the velocity graph. The graph can
be thought of as being a rectangle (between t = 0s and t = 3s ) and a triangle (between t = 3s and t = 7s ) .
Once we find the area of these shapes and add them, we will get the total displacement.
The area of the rectangle is found by area = h x w=6m/sx3s = 18 m The area of the triangle is found by
area= bh = 1 =(45) (6 m/s) = 12 m
Adding these two areas together give the total displacement. total area = 18 m + 12 m = 30 m total
displacement = 30m
VELOCITY VS TIME
+ and -
Constant Velocity
Horizontal sections
Constant Acceleration
Straight slopes
Speeding up/Slowing down
Distance from x-axis
ACCELERATION VS TIME
• No acceleration
Line stays on x-axis
• Constant Acceleration
Horizontal line above x-axis
Horizontal line below x-axis
Uniformly Accelerated Motion
Uniformly accelerated motion describes the movement of an object along a straight line with a constant
acceleration. This type of motion is governed by a set of equations known as the kinematic equations.
Acceleration
-rate of change in velocity with time.
The 5 major kinematic quantities are displacement (Δx), time (t), initial velocity (vi), final velocity (vf),
and constant acceleration (a). These quantities are commonly included when describing the position and
motion of an object.
Example:
SPEED EQUATION.
speed=distance/time
s=d
Sample problem:
Riding a tandem bicycle, a couple covers a distance of 20 kilometers in 2hrs. Calculate their speed.
Given:
D=20km
T=2hrs
Find: speed(s)
s=d/t
s=20km/2h
s=10km/h
VELOCITY EQUATION
velocity = displacement/time
v=d/t
Sample problem:
A car travels at uniform velocity a distance of 100m in 4 second. What is the velocity of the car?
Given:
D=100m
T=4s
Find: velocity (v)
v=d/tv=100m/4s
v=25m/s
1.Constant Acceleration: - The primary defining feature of uniformly accelerated motion is that the
acceleration remains constant. This means the object's velocity changes at a steady rate.- The
acceleration can be positive (increasing velocity), negative (decreasing velocity), or zero (constant
velocity).
2. Velocity Changes Linearly: - Since the acceleration is constant, the velocity changes linearly over time.-
This means that if you plot the velocity of the object against time, the graph will be a straight line.
3. Displacement Changes Quadratically: - The displacement (change in position) of an object undergoing
uniformly accelerated motion changes quadratically with time.- This means that if you plot the
displacement of the object against time, the graph will be a parabola.
Where:
v(t) is the velocity at time
v₀ is the initial velocity
- g is the acceleration due to gravity (9.8 m/s²)
- y(t) is the position at time t
- y₀ is the initial position
- t is the time elapsed
Example problem:
A ball is dropped from a 20m building. How fast is the ball traveling just before it hits the
ground?
If you know the initial and final velocity of the object, then the simplest way to calculate time is using the
kinematic equation.
Note that in this equation there are two terms that include the time t.
This equation requires that you instead know the distance that the object falls. If you are using this
equation to find the final velocity, remember that the final velocity is squared in this equation. That
means you will need to take a square root as your final step to solve for the final velocity.
Example problem:
A ball is dropped from a height of 10 meters. How long will it take to reach the ground?
Solution:
Known quantities:
Δx = 10 m
vi = 0 m/s (dropped from rest)
a = g = 9.8 m/s²- Unknown quantity
t- Appropriate equation:
Δx = vit + (1/2)at²
Solving for t
10 m = (0 m/s)t + (1/2)(9.8 m/s²)t²
10 m = 4.9 m/s² t²
t² = 10 m / 4.9 m/s²
t = √(10 m / 4.9 m/s²)
t ≈ 1.43 s Therefore, it will take approximately 1.43 seconds for the ball to reach the ground.
This response will delve into the fundamental concepts of one-dimensional motion with constant
acceleration and demonstrate how to apply these principles to solve real-world problems. We will
explore various contexts, including the "tail-gating phenomenon," pursuit, rocket launch, and free-fall
scenarios.
Final Velocity: Equation: v = v0 + at - Explanation: This equation determines the final velocity (v) of an
object given its initial velocity (v0), acceleration (a), and time (t).
Average Velocity:
Equation: vavg = (v0 + v) / 2 - Explanation: This equation calculates the average velocity (V
average) of an object during a period of constant acceleration, using its initial and final velocities.
Tail-Gating Phenomenon
The "tail-gating phenomenon" describes a dangerous situation where a vehicle follows another
vehicle too closely, leading to potential accidents. To analyze this scenario, we can use the
kinematic equations to determine the distance between the vehicles and the time it takes for
the tailgating vehicle to collide with the vehicle in front.
Example:
Consider a car traveling at 20 m/s and a tailgating car traveling at 25 m/s. The tailgating car is 10
meters behind the first car. We can calculate the time it takes for the tailgating car to collide
with the car in front.
Step 1: Determine the relative velocity of the tailgating car. Since the tailgating car is traveling
faster, its relative velocity is 25 m/s - 20 m/s = 5 m/s.
Step 2: Use the equation x = x0 + v0t to determine the time it takes for the tailgating car to close
the 10-meter gap. In this case, x0 = 10 m, v0 = 5 m/s, and x = 0 m (collision). Solving for t, we get
t = 2 seconds.
This example demonstrates that even a small difference in speed can lead to a collision quickly when
tailgating. Pursuit Problems Pursuit problems involve scenarios where one object chases another. We can
use the kinematic equations to determine the time it takes for the pursuer to catch the target and the
distance traveled during the pursuit.
This example demonstrates that even a small difference in speed can lead to a collision
quickly when tailgating.
Pursuit Problems
Pursuit problems involve scenarios where one object chases another. We can use the
kinematic equations to determine the time it takes for the pursuer to catch the target and
the distance traveled during the pursuit.
Example:
A rocket launches vertically with an initial acceleration of 20 m/s2. We can determine the
rocket's velocity after 10 seconds and its height at that time.
Step 1: Use the equation v = v0 + at to find the rocket's velocity after 10 seconds. Assuming the initial
velocity v0 is 0 m/s, we get v = (0 m/s) + (20 m/s2)(10 s) = 200 m/s.
Step 2: Use the equation x = x0 + v0t + (1/2)at2 to determine the rocket's height after 10 seconds.
Assuming the initial height x0 is 0 m, we get x = (0 m) + (0 m/s)(10 s) + (1/2)(20 m/s2)(10 s)2 = 1000 m.
This example demonstrates how the rocket's acceleration and time affect its velocity and height during
launch.
Free-Fall Problems
Free-fall problems involve objects falling under the influence of gravity. The acceleration due to gravity is
approximately constant near the Earth's surface, with a value of g = 9.8 m/s².
Example:
A ball is dropped from a height of 10 meters. We can calculate the time it takes for the ball to hit the
ground.
Step 1: Use the equation x = x0 + v0t + (1/2)at2 to determine the time it takes for the ball to fall. In this
case, x0 = 10 m, v0 = 0 m/s, a = 9.8 m/s2, and x = 0 m (ground). Solving for t, we get t = 1.43 seconds.
This example demonstrates how the acceleration due to gravity influences the time it takes for an object
to fall a certain distance.
Motion can be described using the concept of relative velocities in both 1D (one-dimensional) and 2D
(two-dimensional) scenarios.
In one-dimensional motion, relative velocity refers to the velocity of an object as observed from another
object's frame of reference. If two objects are moving in the same direction, the relative velocity
between them is the difference between their individual velocities.
If they are moving in opposite directions, the relative velocity is the sum of their velocities.
In two-dimensional motion, relative velocities become more complex as motion can occur in multiple
directions. When dealing with relative velocities in 2D motion, it is essential to consider both the
magnitude and direction of the velocities. The relative velocity between two objects moving in two
dimensions is the vector sum of their individual velocities.
When analyzing relative velocities in 2D motion, it is crucial to break down the velocities into their
horizontal and vertical components to accurately calculate the relative motion between the objects.
Overall, the concept of relative velocities helps in understanding how objects move concerning each
other in both one-dimensional and two-dimensional scenarios, providing insights into their relative
speeds and directions of motion.
PROJECTILE MOTION
Projectile motion refers to the motion of an object that is thrown or projected into the air. It is
influenced by gravity and initial velocity.
Projectile motion consists of two main components: horizontal and vertical motion.
INDEPENDENCE OF MOTION
HORIZONTAL "VELOCITY" COMPONENT
It NEVER changes, covers equal displacements
in equal time periods. This means the initial
horizontal velocity equals the final horizontal velocity
In other words, the horizontal velocity is CONSTANT.
BUT WHY? Gravity DOES NOT work horizontally to increase
or decrease the velocity.
Horizont
Formula: The range R of the projectile is calculatedal range
2
u sin (2 θ )
using: R¿
g
Example:
Given Data: u = 30m/s , θ = 50, g = 9.8 m/ s2
2 2
u sin (2 θ ) 30 sin 100 900 ×0.984 885.6
R¿ → R¿ → R¿ → R¿ → R ¿ 90.4 m
g 9.8 9.8 9.8
R
Horizontal
TIME OF FLIGHT IN PROJECTILE MOTION
range
Time taken by the projectile to cover the entire trajectory is called as time of flight.
H T
θ
Tim
of
R
2u sin ( θ )
Formula: The time of flight t can be calculated using: t ¿ g
Example:
Given Data: u = 20m/s , θ = 45, g = 9.8 m/ s2
It is the maximum vertical distance travelled by the projectile from the ground level during its motion.
Maximum
v height
H
CIRCULAR MOTION
Circular motion refers to the motion of an object
moving along a circular path, where the object experiences
a constant change in direction.
Important quantities include tangential velocity, centripetal
acceleration, tangential acceleration, and radius of curvature.
TANGENTIAL VELOCITY
Tangential velocity is the linear speed of an object moving along a circular path. It is directed
along the tangent to the circular path at any given point and represents how fast the object is
moving in that direction.
Formula: tangential
2 πr
velocity vt is given by: vt= where r is the radius of the circular path and T is the period of rotation.
T
Example: For a car traveling around a circular track with a radius of 50 meters, if it completes one lap in
20 seconds, the tangential velocity can be calculated as:
2 πr 2 π ×50
vt= → vt= → vt ¿ 15.71 m/s
T 20
2
vt
Formula: The centripetal acceleration ac is calculated as: ac ¿
r
Example: Consider a Ferris wheel with a radius of 10 meters that completes one full rotation in 15
seconds. First, we need to calculate the tangential velocity vt :
Now, we can calculate the centripetal acceleration using the tangential velocity:
Example: If a car increases its speed from 10 m/s to 20 m/s while moving in a
circle over a time period of 5 seconds.
at ¿ →at ¿
vf −vi 20 m/s−10 m/s 2
→ at=2 m/s
t 5
RADIUS OF CURVATURE
The radius of curvature is the radius of the circular arc that best approximates a
curve at a given point. It quantifies how sharply a curve bends; a smaller radius
indicates a sharper bend, while a larger radius indicates a gentler curve.
INERTIA FRAME OF REFERENCE
An inertial frame of reference is a frame where Newton’s law holds true. That means if no external force
is acting on a body it will stay at rest or remain in uniform motion.
● An action-reaction pair refers to two forces in accordance with Newton's Third Law of Motion, which
states that "for every action, there is an equal and opposite reaction.
In each of these pairs, the action and reaction forces are equal in magnitude but opposite in direction,
and they act on different objects.
1st step. Draw object as free: Start by sketching a simplified version of the object you’re analyzing. This
is usually represented as a simple shape like a box or a dot.
2nd step. Identify and Draw Forces: Represent each force acting
On the object with arrows pointing away from the object.
Each arrow should be labeled with the type of force it represents,
such as gravitational force, normal force, frictional force, or applied force.
3rd step. Lable each force: Clearly label each arrow with the name of
the force and, if necessary, its magnitude.
FN
4th step. Draw a coordinate system. Ensure that each force arrow is
drawn in the direction the force is acting. You want to pick an orientation
that makes sense for your object and the applied forces
Ff
W