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General Physics 1500

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Title: General Physics 1500


1
General Physics 1500
0
  • Dr S. Loch
  • Office Allison Lab room 113
  • Lectures MWF 8am
  • Office hours Mon 330pm-5pm
  • and Fri 9-11am.

2
Important information for the class
0
  • Course textbook
  • College Physics. Serway and Faughn. Vol I. 7th
    Ed.
  • Labs meet on Wednesdays. The first lab meeting
    is Wed of this week (the 9th January).
  • It will be to your advantage to read the
    Experiment and/or Lab Handout before attending
    the lab
  • Recitations meet on Mondays. The first
    recitation is Monday 14th January.
  • Room assignments and times for lab and recitation
    will be posted on the bulletin board outside PKH
    103.

3
Grade assignment
0
4
Homework problems
0
  • One homework assignments will be done per week,
    with 10 questions per assignment, covering one
    chapter each week.
  • The homework will not be graded, instead
    solutions will be posted after the deadline for
    the homework assignment has passed.
  • It is strongly in your interest to do the
    homework assignments. They will help you to
    develop the problem solving skills that will be
    tested in the class tests and recitation quizzes.
  • Much of physics is problems solving, so you are
    expected to be able to use the skills you will
    learn to solve problems you have not seen before.

5
Classroom response questions
0
  • I will be presenting certain questions in class,
    to test your understanding of some basic
    concepts.
  • It will be expected that you will read the book
    before coming to class, so some of the questions
    will be based on material from the book.
  • The questions will be answered via a handheld
    keypad, which you must purchase.
  • They will be multiple choice questions.
  • The answers will register your attendance at
    class.
  • You must purchase your own electronic clicker.
    They are called iclickers. They can be
    purchased from the Auburn University Bookstore.
    You should be able to trade them back to the
    bookstore at the end of the semester.

6
The aims of the class
0
  • On of the aims of this class is to teach you to
    think in a physics way.
  • As you see each concept, try to get a mental
    picture of how it works.
  • You will learn as much about how to solve
    problems as you do about the laws of physics
    themselves.
  • So you will need to approach this class
    differently from many of the other classes you
    are taking. Simply memorizing solutions will not
    help.
  • Doing lots of homework problems is the best way
    to do well in the class. As you do each problem,
    think of what strategy you are using to solve the
    problem.

7
Syllabus Overview
0
  • Mechanics
  • 1.1 Units, dimensional analysis and trigonometry
  • 1.2 Motion in 1-D
  • 1.3 Vectors and motion in 2-D
  • 1.4 The laws of motion
  • 1.5 Energy
  • 1.6 Momentum and collisions
  • 1.7 Rotational motion and the law of gravity
  • 1.8 Rotational equilibrium and rotational
    dynamics
  • 1.9 Solids and Fluids

8
Syllabus Overview
0
  • Thermodynamics
  • 2.1 Thermal physics
  • 2.2 Energy in Thermal Processes
  • 2.3 The Laws of thermodynamics
  • Vibration and Waves
  • 3.1 Vibration and Waves
  • 3.2 Sound
  • Note that the lecture notes can be downloaded
    from
  • electro.physics.auburn.edu/loch

9
1. Mechanics
0
  • 1.1 Units, dimensional analysis and trigonometry
  • 1.1.1 Dimensional analysis
  • Dimensional analysis is a way of making sure that
    an equation is correct, and that you have the
    right units in your answer.
  • The dimensions in an equation are the units that
    we are working in (cm, s, kg etc).
  • We will mostly work with SI units (kg, m, s),
    with some use being made of cgs (cm, g, s) and US
    customary units.
  • If you write an answer with no units, or
    incorrect units, you will drop a point.

10
Rules for dimensional analysis
0
  • Dimensions can be treated as physical quantities,
    and obey the normal rules of algebra.
  • When an equation is written out, dimensions are
    held in square brackets , and manipulated as if
    they were numbers/variables.
  • Only quantities of the same dimension can be
    added.
  • Terms on either side of an equation must have the
    same dimension.

11
0
  • When working with the dimension of an equation,
    one can either
  • write down the units, eg. kg, m (I recommend
    this option) or
  • Use a new symbol for each of the dimension.
  • New symbol Unit
  • Distance L - m
  • Time T - s
  • Mass M - kg

12
1.1.1 Dimensional analysis
0
  • e.g. A car covers 60 miles in 2 hours, what is
    its speed?
  • Check the following equation, relating the
    distance (x) covered to the velocity (v0),
    acceleration (a) and time (t).

These have to have the same units to be added
together.
Both sides of the equation should have the same
units.
13
1.1.2 Significant figures
0
  • A significant figure is a RELIABLY KNOWN DIGIT.
  • 4.5 has two significant figures, with the last
    figure being the limit of our certainty.
  • Thus, 4.5 means 4.5?0.1
  • It is important to use scientific notation when
    writing the number.
  • Examples
  • 1.5x103 has two sig. figs (note the importance of
    expressing the number in scientific notation)
  • 4.5631 has 5 sig. figs
  • 0.00015 1.5x10-4 has two sig. figs

14
1.1.3 Uncertainty
0
  • So how to we determine the uncertainty in a final
    quantity, e.g. Fma?
  • Rule for multiplying or dividing
  • The number of sig. figs in the final product is
    the same as the number of sig. figs in the least
    accurate of the quantities being multiplied.
  • Rule for addition/subtraction
  • The number of sig. figs in the result is the
    smallest number of decimal places of any term in
    the sum

15
1.1.4 Conversion of units
0
  • You need to know how to convert one unit into
    another. For example, express 20.0 inches in cm.
  • To convert from one unit to another
  • Write out the quantity you are starting with.
  • Multiply by the conversion factor to go to the
    new units.
  • Cancel out any units to leave yourself with the
    final quantity.

We use the fact that
16
1.1.5 Coordinates and trig rules
0
(x,y)
  • We will work with two coordinate systems
  • Cartesian (x,y)
  • Plane polar
  • Note that the x,y and ? values can be negative as
    well as positive.

y
0
x
0
17
Trigonometry rules
0
  • You will need to know the following trig rules
    for a right angled triangle
  • Hyp2Opp2Adj2
  • SOHCAHTOA
  • Sin(?)Opp/Hyp
  • Cos(?)Adj/Hyp
  • Tan(?)Opp/Adj

Hyp
Opp
Adj
18
Section 1.2 Motion in One Dimension 1.2.1
Displacement and Frame of Reference
0
  • In this section we are going to investigate
    motion in one dimension.
  • When solving a problem we must always chose a
    Frame of Reference (i.e. a set of coordinate
    axes).
  • Displacement the change in position of an
    object.
  • ?x xf - xi

x
xf
Displacement
xi
0
t
19
1.2.2 Average speed and average velocity
0
  • Recap
  • Scalar quantity has magnitude but no direction
    (e.g. mass, temperature, speed)
  • Vectory quantity has both magnitude and direction
    (e.g. velocity)
  • Speed is a scalar, while velocity is a vector.
  • Vector quantities will have an arrow above them.
    Thus, represents velocity.
  • Displacement is also a vector.
  • In this chapter we will drop the arrow notation
    because we are only considering 1-D motion, and
    the sign gives us all of the direction
    information.

20
1.2.2 Average speed and average velocity
0
  • Average speed (a scalar) is given by
  • Average velocity is the displacement divided by
    the time period during which the displacement
    occurred.
  • (v bar)
  • denotes the
  • average.

21
Average velocity
0
  • It is useful to picture 1-D motion on a x vs t
    graph.
  • The average velocity is the slope of a straight
    line joining the initial and final points on a
    position vs time graph.
  • Note that the average velocity is a vector and
    must have a direction (usually shown by the sign)
  • The average speed is a scalar and is the total
    distance divided by the total time

x
xf
xi
0
t
tf
ti
22
Average velocity
0
  • The average velocity can be a reasonable estimate
    of the velocity, however it can also be
    misleading.
  • Consider the following example

23
1.2.3 Instantaneous velocity
0
  • A better way to measure the velocity of an object
    is its instantaneous velocity.
  • The instantaneous velocity is the limit of the
    average velocity as the time interval ?t goes to
    zero.
  • Note that the instantaneous speed is the
    magnitude of the instantaneous velocity.

24
Instantaneous velocity
0
  • Consider the x vs t graph again.
  • As the point tf moves closer to ti we get a
    better estimate of the instantaneous velocity.

x
  • The instantaneous velocity at a given time is the
    slope of the position vs time graph at that time.

xi
0
t
ti
tf
tf
tf
25
1.2.4 Average acceleration
0
  • The acceleration of an object is a measure of how
    much its velocity is changing over time.
  • The average acceleration during a time interval
    is defined as the change in velocity divided by
    the time interval during which the change occurred

26
Instantaneous acceleration
0
  • The instantaneous acceleration is the limit of
    the average acceleration as the time interval ?t
    goes to zero

27
Instantaneous acceleration
0
  • The instantaneous acceleration at a given time is
    the slope of the velocity vs time graph at that
    time

v
vi
0
t
ti
tf
tf
tf
28
Graphs of x vs t, v vs t and a vs t.
0
  • It can be shown that
  • the area under a v vs t graph is equal to the
    distance covered.
  • The difficulty picturing how an object is moving,
    from the graphs, is in how to relate x, v and a
    together (e.g. negative acceleration means that
    the objects velocity is decreasing, not that it
    is moving in a negative direction.)
  • So when you see the x vs t graph, think of how
    the objects velocity is changing.
  • When you see the v vs t graph, think of how the
    objects acceleration is changing.

29
x
0
v
a
Constant displacement
t
t
t
x
a
v
Constant ve velocity
t
t
t
v
x
a
Constant ve acceleration
t
t
t
30
1.2.5 One dimensional motion with constant
acceleration
0
  • Motion in 1-D with constant acceleration is a
    common occurrence, so we shall consider it in
    more detail.
  • We shall derive a set of equations that can be
    used for constant acceleration.
  • The four equations that we will derive will allow
    us to solve all 1-D constant acceleration
    problems.

31
0
1.2.5 One dimensional motion with constant
acceleration
  • We already know that
  • Assuming ti0, tft, viv0 and vfv we would get

Equation 1
32
1.2.5 One dimensional motion with constant
acceleration
0
  • We can also derive the following equations

Equation 2
Equation 3
Equation 4
33
1.2.6 Free falling objects
0
  • A free falling object is any object moving under
    the influence of gravity only, regardless of its
    initial motion.
  • Thus, objects thrown upwards/downwards and those
    dropped from rest are all free falling objects
    once they are released.
  • Any free falling object experiences a constant
    acceleration directed downwards, denoted by g.
    On earth g9.8ms-2, regardless of its motion at
    any instant
  • Thus we can use equations 1, 2, 3 and 4 for
    objects which are free falling, as long as we set
    a-g -9.8ms-2

34
Method for answering physics problems
0
  • Get a mental picture of the problem.
  • Write down what you know, and what you need to
    know.
  • Plan out how you are going to tackle the problem.
  • What equations will you use.
  • If a 0 use average velocity equation
  • If a ? 0 use the 4 kinematic equations
  • Have a rough picture of the route you will take
    to get to the solution.

35
1.3 Vectors and 2-D motion1.3.1 Properties of
vectors and scalars
0
  • In order to understand motion in more than one
    dimension, we will have consider vectors in more
    detail.
  • Vectors have both a size and a direction.
  • When drawing a vector, the size of the vector
    represents its magnitude.
  • Two vectors are equal if they have both the same
    magnitude and direction (e.g. CD).

36
Rules for adding two vectors
0
  • Only vectors with the same units can be added.
  • You can add two vectors together graphically, by
    using the triangle method of addition
  • Draw each vector to scale.
  • Add the vectors nose-to-tail.
  • The vector rules can be found in your book
    (p54-55).



37
Rules for multiplying a vector by a scalar
0
  • Multiplication of a vector by a scalar gives a
    vector with the same direction, but with
    magnitude increased by the factor of the scalar.
  • This means that the negative of a vector has the
    same size, but opposite direction.

-B
A-B
A-BA(-B)
A
38
Working out the components of a vector
0
y
  • All vectors can be split into horizontal (Ax) and
    vertical (Ay) components
  • Thus,

0
x
39
Adding vectors using their components
0
  • To add two vectors algebraically
  • First find the components of the two vectors.
  • The new vector evaluated as follows
  • Total x-component sum of x-components
  • Total y-component sum on y-components
  • Use Pythagoras theorem to work out the magnitude
    of the resultant vector
  • Use one of the trig rules to work out the angle

40
Consider the following addition AB
0
y
y
y
Ay
AB
AB
B
By
By
B
Ax
x
Ax
Bx
x
x
Ay
A
A
Bx
41
1.3.2 Displacement, velocity and acceleration in
two-dimensions
0
  • We can now generalize our 1-D expressions of
    motion, so that they work in 2-D.
  • The displacement is defined as the change in the
    position vector

y
x
42
Velocity and acceleration in 2-D
0
  • The average velocity is the displacement divided
    by the time interval
  • The instantaneous velocity is the limit of the
    average velocity as the time interval goes to
    zero
  • There are similar definitions for the average and
    instantaneous acceleration

43
1.3.3 Projectile motion
0
  • Consider a projectile fired into the air, e.g. an
    American football.
  • Such 2-D motion problems can be split into two
    1-D motion problems.
  • In the y-direction
  • ay g.
  • In the x-direction
  • ax0 ms-2
  • Thus, we can use the equations from the last
    section.

vy
y
vx
?
vx
?
vy0
vy
?0
0
x
vx0
44
The x-component of projectile motion
0
  • There is zero acceleration (neglecting air
    resistance) acting in the x-direction, so
  • The velocity component in the x-direction remains
    constant
  • Thus the displacement is

45
The y-component of projectile motion
0
  • Let vy0 denote the initial y-velocity, and g the
    free-fall acceleration. Thus, we can use the
    equations of a free-falling body to give

where
46
The resultant speed and angle of projectile motion
0
  • To work out the resultant speed of the object at
    any time, use pythagoras theorem.
  • To work out the angle of the velocity vector, use

47
1.3.4 Relative velocity
0
  • A frame of reference is our coordinate system
    which we will use to describe the motion of the
    objects we are studying. We can have a
  • Stationary or
  • Moving frame of reference
  • A measured velocity can be different in different
    frames of reference
  • Thus all velocities must be measured relative to
    a frame of reference. We denote the velocity of
    object a, relative to the frame e as vae

48
Relative velocities
0
  • Consider a boat trying to cross a river
  • If the velocity of the boat relative to the river
    is vbr
  • And the velocity of the river relative to the
    earth is vre.
  • The vbe, the velocity of the boat relative to the
    earth is given by the sum of the vectors

River
vre
vbr
vbe
49
Section 1.4 The Laws of motion1.4.1 The
concept of Force
0
  • We are used to the idea of a force being caused
    by a physical interaction with an object. These
    forces are called contact forces
  • e.g. collisions, a person pushing or pulling on
    an object
  • A field force is another source of forces. In
    this case a field is created by one object, which
    then causes a force on another
  • e.g. Gravity the force caused by the
    gravitational field of the earth acts of the
    objects with mass in that field.
  • There are other field forces, such as an electric
    field, a magnetic field.
  • These fields act without the two objects
    necessarily coming into contact

50
1.4.1 The concept of force
0
  • Force is a vector quantity, thus has both
    magnitude and direction.
  • Thus we need to use vector addition to work out
    the total force on an object
  • Force is measured in units of Newtons (N)

51
1.4.2 Newtons first law
0
  • An object moves with a velocity that is constant
    in magnitude and direction, unless acted upon by
    a nonzero net force.
  • That is, if ?F0, an object at rest remains at
    rest and an object moving with some velocity
    continues with that same velocity.
  • By net force, this means the vector sum of all of
    the forces on an object.
  • The tendency of an object to maintain its
    original state of motion is called INERTIA.
  • MASS is the physical quantity that measures the
    resistance of an object to changes in its
    velocity due to a force.

52
1.4.3 Newtons second law
0
  • The acceleration of an object is directly
    proportional to the net force acting on it, and
    inversely proportional to its mass.
  • This means that the unit of force (N) is
    equivalent to 1 kg m/s2
  • 1N?1kg m/s2

53
1.4.3 Newtons 2nd law and the gravitational force
0
  • The force between two objects of mass m1 and m2,
    a distance r apart is given by
  • Where G is the universal gravitational constant
  • G6.67x10-11 Nm2/kg2

54
Summary of Newtons Second Law and the
Gravitational Force equation
0
  • Newtons Second Law
  • The Equation for the gravitational force between
    two objects

Fg
Fg
m1
m2
55
1.4.4 Weight and Mass
0
  • Let us put the constants for the earths mass and
    radius into the equation for the gravitational
    force
  • We see that the quantity g, the acceleration
    due to gravity comes out of the equation
  • On a planet with different m2 or r, the
    acceleration due to gravity would be different

56
1.4.4 Weight and mass
0
  • We call the force acting on an object of mass
    m, the WEIGHT of the object.
  • Thus the weight of an object is
  • and this is a FORCE, with units Newtons (N).
  • Note that this is different from the normal use
    of the word weight.
  • An objects MASS (m) never changes, and is
    measured in kg. The objects WEIGHT (w) can
    change, if it is taken to a different planet, or
    to a different altitude on the earth.

57
1.4.5 Newtons Third law
0
  • Forces in nature always exist in pairs.
  • If two objects interact, the force F12 exerted by
    object 1 on object 2 is equal in magnitude and
    opposite in direction to the force F21 exerted by
    object 2 on object 1
  • This is the same as saying that the action force
    is equal and opposite to the reaction force.
    Note that they act on different objects.
  • F12 -F21

F12
F12
Object 2 (nail)
Object 1 (hammer)
58
The normal force
0
  • Consider the forces on an object which rests on
    the ground.
  • The object is pushing down on the earth with a
    force mg.
  • The ground must be exerting a reaction force on
    the object, which is equal and opposite to the
    force of the object pushing on the earth.
  • This reaction force is called the normal force.

n
Fmg
59
1.4.6 Applications of Newtons laws
0
  • We will use many examples, where a rope or string
    joins two objects (in which we neglect the mass
    of the rope)
  • The magnitude of the force exerted along the rope
    is called the tension, and is the same at all
    points in the rope

T
T
Rope
TT
60
Free-body diagrams
0
  • These are diagrams where we draw only the objects
    of interest, and the forces acting upon them.
  • One can then split the forces up into their
    components, and solve for the directions which
    are in equilibrium and those which are
    accelerating

n
CAR
Fg
61
Solving Newtons Law problems
0
y
n
  • Draw a Fee-body diagram
  • Chose a set of coordinate axes
  • Split the forces up into their x and y-components
  • Work out which directions are in equilibrium, and
    which are accelerating.
  • For equilibrium ?F0
  • For non-equilibrium ?Fma

CAR
x
Fg
n
Fgx
x
Fgy
Fg
62
1.4.7 Forces of friction
0
  • Imagine trying to drag an object across a rough
    surface.
  • The force opposing your force is called the
    friction force.
  • If you start by applying zero force to an object,
    and slowly increase the force, here is what will
    happen
  • To begin with the object will not move, thus the
    friction force is equal to your applied force.
  • At some critical force, the object will start to
    move.
  • The object will then accelerate in the direction
    of the applied force.

Normal force n
Friction force f
Applied force F
Weight mg
63
Forces of friction
0
Kinetic region
Static region
Friction force fk
Friction force fs
Applied force F
Applied force F
fsF
0
Static region
Kinetic region
64
Forces of Friction
0
  • The force of static friction can take any values
  • where ?s is the coefficient of static friction,
    and n is the normal force
  • The force of kinetic friction takes the value
  • where ?k is the coefficient of static friction.
  • The values of ?k and ?s depend upon the surfaces
    which are in contact.
  • In general, ?k is less than ?s .
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