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Your new alphabet

α is angular accel
φ is phase shift
θ is angle
ρ is density
ω is angular velocity
π is 3.14159 …
λ is wavelength
ƒ is frequency
v is velocity (for waves, wave speed)
µ is mass per unit length
k is the spring constant (units of n/m)
ι is angular momentum
I is moment of inertia
τ is torque

Cross Product, Dot product (know these!)

θ = arc/radius
ω = v/r
α (angular acceleration) = atangential/r

Simple harmonic motion is periodic motion modeled by a sinusoidal


function of time; it is ideal harmonic motion; harmonic motion is any
motion that repeats itself at regular intervals
F = -kx = mamax, kspring = ω 2m (max, see below, acceleration =
-ω x)
2

ω = sqrt(kspring/m)
T = 2π sqrt(m/kspring)
Position(t)= ymcos(ω t+φ )
Velocity(t) = - ymω sin(ω t+φ )
Acceleration(t) = - ymω 2cos(ω t+φ ) = -ω 2Position(t)

Espring, = U + K = ½ mv2 + ½ kxm2 = ½ kspring * Xmax2

Transverse wave: displacement of elements is perpendicular to


direction of wave
Longitudinal wave: displacement is PARALLEL to wave (ie: sound)

Wave (traveling in x direction, elements perpendicular; ie: transvese


wave)
Y = ymsin (kwavex - ω t +φ ) kwave= 2π /λ ω = 2π /T
Y = ymcos(kwavex)sin(ω t) v = ω /kwave = λ /T
ƒv = λ v = sqrt (τ /µ )
µ = m/l
Pavg = ½ µ v ω 2 ym2 ƒ = v/λ

Resonant frequency: wavelength is matched to the length of a string,


traveling waves superimpose, create a standing wave pattern at a
RESONANT FREQUENCY
ƒ = nv/(2L) [[pipe, two open ends, resonant
frequency]
ƒ = nv/(4L) [[pipe, one open end, resonant
frequency]
Cups which are red.

STABILITY / EQUILIBRIUM

Unstable equilibrium: small force knocks object permanently out of


equilibrium
Stable EQ: object returns to a state of EQ after force (ie: marble in
bottom of bowl)

Requirements for equilibrium: fnet = 0, τ net = 0


Requirement for static equilibrium: p must be zero (ie: v = 0)

Momentum = mv = p

Elastic ∆ KE= 0 pf =pi


Inelastic ∆ KE =/= 0 pf=pi

v1f = [(m1 – m2) / (m1+m2)] * v1i +[ 2m2/ (m1+m2)] * v2i


v2f = [2m2/ (m1+m2)] * v1i + [(m2 – m1) / (m1+m2)] * v2i

set v2i = 0 for one stationary target

Impulse = integral of force (Newtons laws!)

When does Angular momentum remain constant?


Torque (net) = 0, because change in angular momentum = τ net

Angular momentum

ι = m ( r X v ) = (r X p)
ι = Iω (rigid body fixed axis)
ι f = ι I (if net torque on a system is zero; ie; isolated system, ι is a
constant)

Conservation of linear momentum


Since change in linear momentum = F(net), then when Fnet = 0,
momentum is constant

What is torque?

Torque is force applied to rotate an object; ie: rotational force.


τ = r Fsinφ , where rsinφ is equal to direct distance
W = τ (Λ θ ), for a constant torque
or τ = r 1F, where r1 is perp distance from force
τ = Iα

Moment of inertia

I = ∫ r2 dm (for a body with a constant density; ie: a sphere)


I = ∑miri2 (for a system of n particles with 1≤ i≤ n)
I = Icom + Mh^2 (rigid body, where h is distance from center of mass to
rotational axis)

What is a Pendulum?
Simple: T = 2π sqrt(I/g) where all mass is concenterated at a radius
from the pivot
Physical: T= 2π sqrt (I/mgL) complicated distribution of mass, L Is
moment arm

Uniform Shell of matter (Gravitational laws – ENERGY OF GRAVITY)

F = GMm/r2
W = -GMm * ∫ 1/r2 dr | (R  X) + ∆ KE = GMm /X - GMm/R +∆ KE
Ugravity (infinite radius)= - GMm/r2 +∆ KE

Kepler

dA/dt = L/2m (ie: if angular momentum is conserved, area swept per


unit time is constant)

Work – equations, especially relating to SHM, moment of inertia

∆ KE = W = ½ I*ω f2 – ½ I*ω 02 for strictly rotational kinetic energy


∆ KE = W = ½ m*vf2 – ½ m*v02 for strictly kinetic energy (COMBINE FOR
ROTATING, ROLLING OBJECT)
W = τ (Λ θ ), for a constant torque
W = -GMm * ∫ 1/r2 dr | (R  X) + ∆ KE = GMm /X - GMm/R +∆ KE
(Gravity/orbit)
E = U + K = ½ k * Xmax2 = ½ mv2 + ½ kxm2 (oscillating spring, where
v=0 at xm)
Total Mechanical energy = Potential + Kinetic

Fluids

F = Pressure*Area F=PA
Pressure2 = Pressure1 + ρ g(y1 – y2) (AT REST; does not depend on
horizontal. This means that the only thing that matters for pressure
difference is density and depth)
FBuoyant = MFluiddisplacedg (when a body is fully or partially submerged, force
is equal to displaced fluid)
FBuoyant = MBodyg = Mfluidg ( when body is floating IN a fluid; ie: body
displaces its weight of fluid. Good to know if you are a mobster.)
Weightapparent = mbodyg – Fbuoyant

A1v1 = A2v2 (steady rate of flow, rate flow is the same)


P1 + .5*ρ *v12 +ρ gy1 = P2 + .5*ρ *v22 +ρ gy2 (Bernoulli; ie:
pressure/fluid kinetic/fluid grav system must remain a constant)

Buoyancy, Bernoulli, Pascal  these are important

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