Files
hp-prime-content/notes/phys1/phys1_unit_notes.txt

141 lines
6.1 KiB
Plaintext
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
== AP PHYSICS 1 UNIT 1: KINEMATICS ==
Scalars vs vectors: magnitude only vs magnitude+direction
1D motion: track position, velocity, acceleration separately
Slope of position-time = velocity
Slope of velocity-time = acceleration
Area under velocity-time = displacement
Average velocity = total displacement / total time
Constant acceleration: use kinematic equations
Instantaneous velocity = slope of position-time at point
Reference frames: relative velocity
Vectors in 2D: add/subtract components, resolve angles
Projectile: horizontal = constant velocity, vertical = constant acceleration
Range = v_x*t, max height = v_y^2/(2g)
Symmetry: time up = time down (launch/land same height)
Acceleration always points down = g
Equal time intervals: equal vertical displacement increments
== AP PHYSICS 1 UNIT 2: FORCE AND TRANSLATIONAL DYNAMICS ==
System: choose boundaries, internal forces cancel
External forces cause system acceleration
ΣF = ma (net force = mass x acceleration)
Free-body diagram: ONLY external forces on chosen object
Weight = mg (field force)
Normal force: contact perpendicular, NOT always equal to weight
Friction: kinetic = μ_k*F_N, static ≤ μ_s*F_N
Friction opposes motion, direction opposite velocity
Incline: resolve gravity into parallel (mg sin θ) and perpendicular (mg cos θ)
Tension: pulls along string/rope, same throughout ideal rope
Pulley: massless frictionless pulley transmits force unchanged
Newton's 3rd Law: action-reaction pairs equal opposite different objects
Mass vs weight: mass constant, weight depends on location
Equilibrium: ΣF = 0, not necessarily zero velocity
Terminal velocity: when drag = weight, a = 0, v constant
== AP PHYSICS 1 UNIT 3: WORK, ENERGY, AND POWER ==
Work done: W = F*d*cos(θ) where θ is angle between force and displacement
Only force component parallel to displacement does work
Negative work: force opposes motion (friction, air resistance)
Work-energy theorem: net work = change in kinetic energy
Kinetic energy: KE = 0.5*m*v^2
Conservative force: work path independent (gravity, spring)
Non-conservative force: work path dependent (friction)
Gravitational PE: PE_g = m*g*Δh (only height change matters)
Spring PE: PE_s = 0.5*k*x^2 where x is displacement from equilibrium
Mechanical energy: E = KE + PE
Conservation of energy: E_initial = E_final (if only conservative forces)
Non-conservative work: W_nc = ΔKE + ΔPE
Power: P = W/t (average) or P = F*v (instantaneous)
Energy transfer via work
Energy transfers between forms, never created/destroyed
== AP PHYSICS 1 UNIT 4: LINEAR MOMENTUM AND COLLISIONS ==
Momentum: p = m*v (vector quantity)
Impulse: J = F_avg*Δt = Δp (change in momentum)
Impulse-momentum theorem: impulse = momentum change
Force-time graph area = impulse
Center of mass: x_cm = Σ(m_i*x_i) / Σm_i
v_cm = Σ(m_i*v_i) / Σm_i
Conservation of momentum: Σp_initial = Σp_final (isolated system)
External force = rate of change of momentum
Elastic collision: KE conserved AND momentum conserved
Inelastic collision: momentum conserved, KE NOT conserved
Perfectly inelastic: objects stick together, max KE loss
1D vs 2D: use components for 2D collisions
Explosions: reverse of inelastic collision, momentum conserved
Internal forces don't change center of mass motion
== AP PHYSICS 1 UNIT 5: TORQUE AND ROTATIONAL DYNAMICS ==
Torque: τ = r*F*sin(θ) = F_perp*r
r is distance from pivot to force application point
Lever arm: perpendicular distance from pivot to force line
τ = I*α (rotational analog of F = ma)
Moment of inertia: I = Σ(m_i*r_i^2)
Parallel axis theorem: I = I_cm + M*d^2
Rotational KE: KE_rot = 0.5*I*ω^2
Angular momentum: L = I*ω
Angular momentum conserved if no external torque
Rotational work: W = τ*Δθ
Rotational power: P = τ*ω
Rolling without slipping: v = r*ω, a = r*α
Static friction enables rolling
Angular acceleration same for all points
Angular velocity same for all points
Angular momentum: L = m*v*r*sin(θ) for point mass
Rotational inertia depends on mass distribution
== AP PHYSICS 1 UNIT 6: ENERGY AND MOMENTUM OF ROTATING SYSTEMS ==
Rotational systems: combine translational + rotational energy
Rolling objects: total KE = KE_trans + KE_rot
Solid sphere: I = 0.5*M*R^2
Hollow sphere: I = 2/3*M*R^2
Disk/cylinder: I = 0.5*M*R^2
Hoop: I = M*R^2
Angular impulse: J_ang = τ*Δt = ΔL
Angular momentum conserved if Στ_ext = 0
Collisions of rotating systems
Rolling friction vs static friction (no slip = static)
Angular momentum conservation in collisions
Energy conservation includes rotational terms
Angular momentum transfer between objects
Rotational energy transfer via work
== AP PHYSICS 1 UNIT 7: OSCILLATIONS ==
Simple harmonic motion (SHM): restoring force F = -k*x
Equilibrium position: net force = 0
Amplitude: maximum displacement from equilibrium
Period: time for one complete cycle
Frequency: f = 1/T cycles per second
Angular frequency: ω = 2πf
Spring oscillator period: T_s = 2π*sqrt(m/k)
Pendulum period: T_p = 2π*sqrt(L/g)
Simple pendulum: small angles only (<15°)
Period independent of mass (spring) or amplitude (small angles)
Energy in SHM: E = 0.5*k*A^2 = 0.5*m*v_max^2
PE_max = KE_max at equilibrium
At extremes: v = 0, a = max, PE = max, KE = 0
At center: a = 0, v = max, PE = min, KE = max
Damped oscillation: energy loss to friction
Forced oscillation: driving frequency
Resonance: driving freq = natural freq
Period vs frequency inverse relationship
== AP PHYSICS 1 UNIT 8: FLUIDS ==
Density: ρ = m/V (constant for incompressible)
Pressure: P = F/A (force perpendicular to surface)
Pressure increases with depth: P = P_0 + ρ*g*h
Gauge pressure: P_gauge = ρ*g*h
Atmospheric pressure: ~1 atm = 1.0E5 Pa = 101 kPa
Pascal's principle: pressure change transmits equally
Buoyant force: F_b = ρ_fluid*V_displaced*g
Archimedes: buoyant force = weight of displaced fluid
Object floats if ρ_object < ρ_fluid
Floats submerged if ρ_object = ρ_fluid (neutral buoyancy)
Sink if ρ_object > ρ_fluid
Continuity equation: A_1*v_1 = A_2*v_2 (incompressible flow)
Bernoulli: P_1 + 0.5*ρ*v_1^2 + ρ*g*h_1 = P_2 + 0.5*ρ*v_2^2 + ρ*g*h_2
High velocity = low pressure
Torricelli: exit speed = sqrt(2*g*h)
Ideal fluid: incompressible, non-viscous, laminar
Streamline flow
Viscosity: internal friction between fluid layers