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Mechanics CH1-CH3 - Coggle Diagram
Mechanics CH1-CH3
Chapter 1: Introduction, Measurement, Estimating
Introduction
Models :microscope:
Law :computer:
Theory :newspaper: :pencil2:
Principle :memo:
Measurements
:triangular_ruler:
Very crucial in physics :racing_car:
Important to specify the uncertainty :stopwatch:
Significant figures :1234:
Scientific Notation :heavy_plus_sign: :heavy_minus_sign:
Uncertainty
:thinking_face:
Estimated Uncertainty
Percent Uncertainty
Physical Quantities
:scales:
Base Quantity
Mass (kg)
Time (s)
Length (m)
Derived Quantity
Power (W)
Pressure (Pa)
Force (N)
Systeme International
:globe_with_meridians:
Time=Second (s) :alarm_clock:
Mass=Kilogram (kg) :weight_lifter::skin-tone-2:
Length=Meter (m) :straight_ruler:
Accuracy
:timer_clock:
Refers to how close a measurement to the true value
Precision
:thermometer:
The consistency of the results when the measurement is repeated
Dimensions
:mag:
Combination of base quantities that comprise it
Dimensional Analysis :microscope:
Chapter 2: Kinematics in 1D
Displacement
:railway_track:
Change in X = X2-X1
Acceleration
:racehorse:
Average Acceleration= Change of velocity / Time Elapsed :motor_boat:
Constant Acceleration
s=ut+0.5at(t)
v(v)=u(u)+2as
v=u+at
V=v+u /2
Instantaneous Acceleration= dv / dt :stopwatch:
Velocity
:car:
Average Velocity=Displacement / Time Elapsed
Instantaneous Velocity=dx / dt :stopwatch:
Average Speed=Distance Travelled / Time Elapsed :motor_scooter:
Free Fall
:apple:
Due to earth's gravity =9.8m/s :earth_asia:
In the absence of the air resistance
All object fall with constant acceleration :fallen_leaf:
Max height, V=0 :
Use the equation for constant acceleration
Numerical Integration
Chapter 3: Kinematics in 2D and 3D
Scalar
:straight_ruler:
Magnitude only
Scalar Product: A.B=lAl lBl cos (x)
Projectile Motion
:handball:
Horizontal Equation
The horizontal speed is always constant
x=dt
v=u+at
v(v)=u(u)+2as
s=ut+0.5at(t)
Vertical Equation:
The acceleration, g is always constant due to gravity g=-9.8ms
v(v)=u(u)-2gs
s=ut-0.5gt(t)
v=u-gt
Relative Velocity
:racing_car:
The velocity of an object moving with respect to other moving object
Vector
:checkered_flag:
Magnitude & Direction
Adding Vector
Adding vectors: Component Form
Vector Product : AxB = lAl lBl sin (x)
Unit vector
Vector Kinematics