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Chapter 1 Introduction.  Length (m)  Mass (kg)  Time (s) ◦ other physical quantities can be constructed from these three.

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Presentation on theme: "Chapter 1 Introduction.  Length (m)  Mass (kg)  Time (s) ◦ other physical quantities can be constructed from these three."— Presentation transcript:

1 Chapter 1 Introduction

2  Length (m)  Mass (kg)  Time (s) ◦ other physical quantities can be constructed from these three

3  To communicate the result of a measurement for a quantity, a unit must be defined  Defining units allows everyone to relate to the same fundamental amount

4  Standardized systems ◦ agreed upon by some authority, usually a governmental body  SI - Systéme International ◦ agreed to in 1960 by an international committee ◦ main system used in this text

5  Units ◦ SI – meter, m ◦ cgs – centimeter, cm ◦ US Customary – foot, ft  Defined in terms of a meter – the distance traveled by light in a vacuum during a given time

6  Units ◦ SI – kilogram, kg ◦ cgs – gram, g ◦ USC – slug, slug  Defined in terms of kilogram, based on a specific cylinder kept at the International Bureau of Weights and Measures

7  Units ◦ seconds, s in all three systems  Defined in terms of the oscillation of radiation from a cesium atom

8  A significant figure is one that is reliably known  All non-zero digits are significant  Zeros are significant when ◦ between other non-zero digits ◦ after the decimal point and another significant figure ◦ can be clarified by using scientific notation

9  Accuracy – number of significant figures  When multiplying or dividing two or more quantities, the number of significant figures in the final result is the same as the number of significant figures in the least accurate of the factors being combined

10  When adding or subtracting, round the result to the smallest number of decimal places of any term in the sum  If the last digit to be dropped is less than 5, drop the digit  If the last digit dropped is greater than or equal to 5, raise the last retained digit by 1

11  When units are not consistent, you may need to convert to appropriate ones  Units can be treated like algebraic quantities that can “cancel” each other  See the inside of the front cover for an extensive list of conversion factors  Example:

12  All physical quantities encountered in this text will be either a scalar or a vector  A vector quantity has both magnitude (size) and direction  A scalar is completely specified by only a magnitude (size)

13  When handwritten, use an arrow:  When printed, will be in bold print with an arrow:  When dealing with just the magnitude of a vector in print, an italic letter will be used: A

14  Equality of Two Vectors ◦ Two vectors are equal if they have the same magnitude and the same direction  Movement of vectors in a diagram ◦ Any vector can be moved parallel to itself without being affected

15  Negative Vectors ◦ Two vectors are negative if they have the same magnitude but are 180° apart (opposite directions) ◦  Resultant Vector ◦ The resultant vector is the sum of a given set of vectors ◦

16  When adding vectors, their directions must be taken into account  Units must be the same  Geometric Methods ◦ Use scale drawings  Algebraic Methods ◦ More convenient

17  When adding vectors, their directions must be taken into account  Units must be the same  Geometric Methods ◦ Use scale drawings  Algebraic Methods ◦ More convenient

18  Choose a scale  Draw the first vector with the appropriate length and in the direction specified, with respect to a coordinate system  Draw the next vector with the appropriate length and in the direction specified, with respect to a coordinate system whose origin is the end of vector and parallel to the coordinate system used for

19  Continue drawing the vectors “tip-to-tail”  The resultant is drawn from the origin of to the end of the last vector  Measure the length of and its angle ◦ Use the scale factor to convert length to actual magnitude

20  When you have many vectors, just keep repeating the process until all are included  The resultant is still drawn from the origin of the first vector to the end of the last vector

21  Vectors obey the Commutative Law of Addition ◦ The order in which the vectors are added doesn’t affect the result ◦

22  Special case of vector addition ◦ Add the negative of the subtracted vector   Continue with standard vector addition procedure

23  The result of the multiplication or division is a vector  The magnitude of the vector is multiplied or divided by the scalar  If the scalar is positive, the direction of the result is the same as of the original vector  If the scalar is negative, the direction of the result is opposite that of the original vector

24  A component is a part  It is useful to use rectangular components ◦ These are the projections of the vector along the x- and y-axes

25  The x-component of a vector is the projection along the x-axis  The y-component of a vector is the projection along the y-axis  Then,

26  The components are the legs of the right triangle whose hypotenuse is ◦ May still have to find θ with respect to the positive x-axis ◦ The value will be correct only if the angle lies in the first or fourth quadrant ◦ In the second or third quadrant, add 180°

27  Choose a coordinate system and sketch the vectors  Find the x- and y-components of all the vectors  Add all the x-components ◦ This gives R x :

28  Add all the y-components ◦ This gives R y :  Use the Pythagorean Theorem to find the magnitude of the resultant:  Use the inverse tangent function to find the direction of R:


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