based on revision checklist

useful review chapters (pearson):

  • 6.1: scalar vector intro
  • 6.2 & 6.3: vector addition practice
  • 7.1 & 7.2 & 7.4 & 7.5 & chapter review: equations of motion practice
  • 7.3: recognising graphs
  • 8.1: conservation of momentum
  • 8.2: change in momentum
  • 8.3: newtons 1st law
  • 8.4: newtons 2nd law
  • 8.5: newtons 3rd law
  • 8.6: impulse & change in momentum
  • 8 review: everything momentum and newtons laws

linear motion

science as a human endeavour

  • understand how safety and other road users has been increased through applications of newtonโ€™s laws and conservation of momentum through helmets, seatbelts, crumple zones, airbags, safety barriers.
  • this is a brief summary, and is missing a lot of detail to achieve a high mark. please revisit later.
  • seatbelt designed to lock during severe deceleration.
    • as the human has the same motion applied as the car they are moving in,
    • according to newtons first law, objections in motion stay in motion: when the car stops the human keeps moving forward, and is likely to collide or be flung out.
  • airbag minimises injuries
    • if vehicle impacts object at 18-20 km/h or more, airbags inflate.
    • since the body will continue to be in motion, the airbags will help decelerate the body.
  • crumple zones + helmets
    • similar principles to airbags
    • helmets have like a crushable foam.
    • crumple zones extend the time for a crash to take place
  • traffic safety barriers doesnโ€™t entirely slow deceleration, but is good because it can enact an opposing force on the object, and protects people from places such as bridges.

science understanding

scalar vs vector quantities

  • describe difference between scalar and vector quantities
  • scalars

    • values which only require the magnitude (size) and the units.
    • e.g. time is a scalar value, because it does not tell you anything about the position or direction.
  • vectors

    • values with both magnitude (size) and direction (units ofc as well)
    • examples of vectors include:
      • position
      • displacement
      • velocity
      • acceleration
      • force
      • momentum
    • because they have direction and magnitude
    • u can represent vectors as arrows
    • since arrows have direction and magnitude (length of arrow indicates magnitude and obviously direction of arrow indicates direction)
      • end of arrow is called tail, the other end is called head.
    • vector arrows in one direction is like <-> or up arrow to down arrow lmao
    • sign convention - make sure for one direction arrows (and 2 direction) say like the direction of the arrows too.
    • vectors in two directions
      • horizontal plane (north east south west)
        • you can use true bearing or you can use quadrant bearing
        • iirc quadrant bearing is recommended for physics
        • basically N/SdegreesE/W
          • pretty self explanatory stuff
          • in words you write like from north x degrees towards the east or whatever direction lmao
      • vertical plane (up down left right)
        • i dont really want to describe and say all this shit but u get the idea
    • yeah thats basically it do the review chapter !!!

vector addition

  • how to add and subtracts vectors in two dimensions
  • sometimes more than one vector can act upon an object (no way wtf?!?!?!)
    • so you need to add vectors
    • and find resultant of the two vectors.
  • vectors 3d also exists but not tested ofc
  • same dimension vectors are collinear (parallel)
    • so just simplify to + and - and add them together normally
  • graphical method
    • use head to tail method
    • join up the tail of 1 vector to the head of another.
  • two dimensions
  • head to tail method and parallelogram (not going to be bothered with parallelogram cos basically same method for same results)
  • for head to tail like add the head and tail together.
    • get the angle of the shit and use trig (cosine and sine rule)
    • and calculate the hypotenuse of the angles.
    • draw it geometrically if you need help wit it
  • subtracting vectors you just get the opposite vector
    • e.g. -30metres west is just 30metres east.

applications of suvat, and the equations

please refer to my useful notes on displacement, speed and velocity and acceleration

  • equations you should know applications for: (in the formula sheet)

representations, graphs, and equations of motion

position time graphs

  • basically y-value is position, and x-value is time.
  • the gradient of the position-time graph is velocity.
    • therefore, if the graph is like linear, then velocity is constant.
    • furthermore, if the graph is quadratic-like, then velocity is changing.
      • to calculate the non-uniform velocity, the gradient will be the tangent to the point of interest (photo attached cos idk how to explain it in words!!)

velocity time graphs

  • shows how velocity of an object changes over time.
  • area of a velocity graph is the displacement.
  • gradient of a velocity time graph is the acceleration
  • to calculate average acceleration, use
  • if gradient is curved and non-uniform (like position time), then acceleration non-linear. if it is uniform and linear, then acceleration is constant.

acceleration time graphs

illustrate the jumps with dotted lines i think is what is recommended

uniform acceleration

  • when no grah what to do?
  • simple: use more precise and faster methods involving constant or uniform acceleration
  • use
    • this can be rearranged to get
  • average velocity is
  • since v average is half of the final - initial velocities
    • (whoa an equation of motion, derived from simple formulas)
  • we know displacement is the area of a velocity time graph, which can be represented as
    • we also know that
    • such

vertical motion and gravity

  • acceleration is 9.80m
  • substitute for equations of motion.
  • thatโ€™s it.

newtonโ€™s three laws of motion

force preface

force can be thought of as push or pull

  • forces that directly act upon a body are called contact forces, because the force is only experienced when contact is maintained.
    • forces acted upon the body at a distance are non-contact forces.
  • a force is measured in newtons

1. an object in motion stays in motion (maintain constant velocity) unless an unbalanced, external force acts upon it (the object).

  • the term maintains a constant velocity implies that, if the object is moving, then it will continue to move with a velocity that has the same magnitude and direction. e.g. a car moving 12m/s south after a set amount of time will still be moving at 12m/s (this is also consistent with zero velocity)
  • unless implies an otherwise for the non-continuation of a constant velocity, and is shown through an unbalanced acting force.
  • terminal velocity is the state of time when the speed a skydiver falls is equal to the air resistance, such the skydiver is unable to gain acceleration without changing anything such as mass or shape.
  • inertia
    • the law is expanded upon with inertia.
    • inertia is considered to be the resistance to a change in motion of an object.
    • as the mass of an object increases, inertia increases.
    • inertia causes:
      • harder to start moving a stationery object.
      • harder to stop moving a object with a velocity.
      • harder to change the direction of motion.
      • this can be demonstrated in real life through shopping carts.

2. force = mass x acceleration

  • connects mass, acceleration and forces
  • newtons 2nd law can be edited to fit with change in momentum
  • since

3. every force has an equal and opposing force.

  • when hammer hits nail, the nail and the hammer both experience forces.
    • the force experienced by hammer is relative to the force experienced by the nail.
    • this observation follows newtonโ€™s third law. stating every force has an equal and opposing force.
  • in a collision of a large bus and a small car, the force both experiences are the same.
    • but due to the difference in mass, one has a higher acceleration, whilst the other has a lower acceleration.
  • this is true for gravity as well - called the normal force.
    • abbreviated as or

free body diagram

applying the relationship F=ma and Fweight=mg using free body diagrams.

momentum

  • p=mv where p is momentum (kgm/s), m is mass of object (kg), v is velocity of object (m/s)

conservation of momentum (1d collisions)

  • or expressed as
    • blah blah blah yk what each variable means.
    • if the objects colliding joins together then its
    • if the objects explode and break apart into two objects then it is

change in momentum // impulse

  • (impulse is change in momentum)
  • area of force time graph = momentum change = impulse (since )

energy

work

  • work is a measurement of how much energy to transfers forces
  • measured in joules (), since work is = Fs = ma x s = m x m/s^2 x s
    • since W=Fs, 1J = 1N x 1m = 1Nm
    • 1J = 1N x 1m = 1kgm/s^2 x 1m = 1kgm^2/s

energy conservation

energy equations

power