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To start : make sure you are comfortable with the contents of Appendices
A, B, C, (D), E .
Appendix A
Scientific Notation: how to deal with very large and very small numbers.
Rather than writing, e.g., 3,570,000,000 or 0.000000043, it is much more
convenient to write 3.57 x 109 or 4.3 x 10-8
(remember : 0.1 = 1/10 = 10-1, 0.01 = 1/100 = 10-2, etc. Also
remember: 100 =1)
Multiplication and division rules :
Examples : .....
But do not forget how to do additions .....
Appendix B
Significant figures : in Physics, as in all other sciences, quantities are known
with limited precision. This is expressed in terms of significant
figures.
For example, suppose that the height of a person is 1.8 meters (about 6
ft) Question : with what precision is this height known?
If I try to judge the height from a distance, probably my precision would be
no better than 10 cm or so. I would express that by saying that my estimate is
1.8 m, meaning that the height is probably more than 1.7 m but less than 1.9.
A more accurate measurement will probably give me a precision of the order of
centimeters, so I can say that the height is 1.80 meters. Although
mathematically 1.8 and 1.80 are the same number, in science they are interpreted
differently : they represent quantities that are known respectively with a
precision of either 2 or 3 significant figures.
When operating with quantities of a given number of significant figures, the
result can only be as accurate as the least accurate of the operands.
Appendix E
Trigonometry : I expect that 99% of the trigonometry we will need will be
limited to the standard expressions for right triangles :
(this is because we are dealing with a right triangle, therefore
, and remember that
In general : all the angles and sides of a right triangle can be fully
determined if you know
- 1.
- either two sides , or
- 2.
- one side and one angle
Chapter 1
Units
When reporting the value of any physical quantity, the number by itself is not
meaningful unless we also specify the UNITS of the measured quantity.
Units can be (and have been) chosen arbitrarily, in a way as to be suitable
with the problem at hand. Because of the arbitrary choice, historical and
geographical factors have led to the existence of several different
units to measure the same quantities, and this of course can lead
to confusion.
Following an almost universal (as of today) scientific agreement, we will use,
for the base (or fundamental) quantities of LENGTH, MASS and TIME the
respective units of METER, KILOGRAM and SECOND, and their decimal
multiples and submultiples.
But of course, whenever convenient, we can use any other unit we like, therefore
we must know how to convert between different units. Handy rule : treat units,
and their conversion factors, as algebraic quantities.
Examples :
- 1.
- inches into cm
- 2.
- square feet into liters. Can I do that ?.......
of course not, but I can do cubic feet into liters
- 3.
- snail hours into light years. Can I do that ? .....
light year : distance covered when moving at the speed of light for one
year
snail hour : distance covered when moving at a snail's pace for one
hour
Both units measure a distance, therefore it is legitimate to convert one into
the other
Important lesson : I can only convert between units that represent quantity of
the same dimension. Similarly I can only add quantities when they have
the same dimension (and, to do the addition, it is better if I convert them to
the same units). Specifically :
it makes sense to add, e.g. , cm to inches, and, to get a meaningful result , it
would be advisable to convert them to the same unit (either cm or in). But it
doesn't make sense to add, e.g., cm to seconds.
On the other side, it is perfectly legal to multiply or divide quantities of
different dimensions and, when we do so, we create a new physical quantity,
with its own dimension. Most obvious example (we will meet many more in the
future) :
LENGTH / TIME = VELOCITY, whose units will always be a length/time,
e.g. miles/hour, meters/second, etc. etc.
[Velocity] = [L/T] = [LT-1]
In any equation containing physical quantities, the dimensions on the right
hand side have to be the same as those on the left hand side.
Scalars and Vectors
In many instances, a quantity is fully specified by a number (and the
appropriate unit). When I say that the temperature of a room is 65 degrees, or
that the mass of an object is 3.5 kg, this is all that I need to know. In other
cases, giving a number is not enough : if I say that I have moved over a
distance of 2 km, or that I am moving with a velocity of 35 miles/hour, this
does not provide full information, since it does not tell me in which
direction I am moving or have moved.
A quantity that, to be fully specified, needs both a magnitude and a
direction is called a VECTOR. Quantities fully specified by
just a number are called SCALARS.
By convention, a vector is drawn with a length proportional (in arbitrary units)
to its magnitude. In text, vectors are usually indicated with bold
characters or with an arrow above the symbol.
Vector Addition
(graphic procedure)
The rule for adding vectors is very simple : if I want to find the sum
of the vectors
and
, all I need to do is to draw
with
its tail touching the head of
, and join the tail of
with the head of
This procedure would also allow me to add many vectors in a single
step.
Vector subtraction is equally simple, if I remember that
![$\vec{A} - \vec{B} = \vec{A} + (-\vec{B})$](img16.gif)
,
and that to change the sign of a vector I just need to change its direction.
Vector Components
The graphic procedure for vector operations is neat, but it might not always be
practical to perform. We need a way of operating upon vectors in a purely
mathematical way. This can be done by introducing the components of a
vector. The components of a vector are defined with respect to a given frame of
reference, i.e a set of x,y,(z) axes (in spite of the fact that we live
in a three-dimensional world, throughout this course we will almost exclusively
deal with two dimensions only).
Vector components : perpendicular projections of the vector onto the two axes
From what we have learnt about vector sum, we see immediately that
Important : notice that the components of a vector are not absolute quantities
but depend upon the choice of axes. A different choice will give different
components for the same vector. This also means that, for any specific problem,
one is allowed to make the most suitable choice of axes.
If a vector makes an angle
with the x-axis, one has immediately :
![$V_{x} = V\cos\theta\hspace{1.in}V_{y} = V\sin\theta$](img19.gif)
,
and also
Vector Addition
numerical procedure
If
, then one has :
![$\vec{C_{x}} =\vec{A_{x}} + \vec{B_{x}}$](img22.gif)
, and
![$\vec{C_{y}} =
\vec{A_{y}} + \vec{B_{y}}$](img23.gif)
,
i.e. the components of the sum are given by the sum of the components. Given
that a vector is completely defined by its components, the expressions above
tell us how to add two vectors "numerically" rather than "graphically" :
- 1.
- find the components of the terms to be added, Ax, Ay, Bx, By
(pay attention to the sign)
- 2.
- add separately the x and y components to find the components of the
sum-vector
- 3.
- when the components are known, magnitude and angle of the sum vector are
readily found :
Conceptual Questions 12, 13, 14, 18, 20
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Sergio Conetti
9/3/1999