1 / 16

Motion in one dimension (chapter two)

Motion in one dimension (chapter two). Motion diagrams, position-time graphs, etc. Average and instantaneous velocity Acceleration Particle under constant acceleration Freefall. Motion diagrams. Motion diagram:. Position vs. time. x vs. t. Velocity vs. time. Position vs. time.

kshafer
Télécharger la présentation

Motion in one dimension (chapter two)

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Motion in one dimension (chapter two) • Motion diagrams, position-time graphs, etc. • Average and instantaneous velocity • Acceleration • Particle under constant acceleration • Freefall

  2. Motion diagrams • Motion diagram:

  3. Position vs. time • x vs. t

  4. Velocity vs. time

  5. Position vs. time • Demo - ~constant velocity • Conceptests • http://webphysics.davidson.edu/physletprob/ch7_in_class/in_class7_1/mechanics7_1_1.html • http://webphysics.davidson.edu/physletprob/ch8_problems/ch8_1_kinematics/default.html

  6. Average velocity • only depends on beginning and end points and time interval • vector (scalar in 1-d only) • total displacement = integral of v(t)dt • examples: • A person runs 1 km in 5 minutes, then walks another 2 km in 20 minutes. What is their average velocity over the entire 3 km? • Using the velocity vs. time graph shown earlier, find the average velocity and the total displacement

  7. Instantaneous velocity • limit of average velocity as interval goes to zero • tangent to x(t) - derivative of x(t) vs. t • examples • A ball rolling down a slope has a position described by the equation • What is the equation describing the instantaneous velocity? • ConcepTests

  8. Particle under constant velocity relation between initial and final displacement comes from the definition of average velocity average equals instantaneous

  9. Acceleration • average • instantaneous

  10. Particle moving under constant acceleration From definition of average acceleration: Displacement of particle = integral of velocity as a function of time 

  11. Particle moving under constant acceleration Combining previous two equations (removing a) Or (removing t)

  12. Particle moving under constant acceleration • Wide range of applications • Zero acceleration: • Free fall: • acceleration due to gravity = 9.80 m/s2 downward (be careful about sign) • If we define up to be the direction of the positive y axis, the equations of motion for a particle in free fall are: Note that the velocity can be positive or negative

  13. Particle moving under constant acceleration • ConcepTests • Demo – cart • More physlets • http://webphysics.davidson.edu/physletprob/ch8_problems/ch8_1_kinematics/default.html • Examples

  14. Example - braking distance (from Giancoli, 2-10) • Estimate minimum stopping distance for a car traveling at 60 mph • 1) Maximum (negative) acceleration? 5~8 m/s2 (dry road, good tires) • 2) Typcial human response time? 0.3 ~ 1.0 sec (sober) • part 1 – distance before brakes applied: • part 2 – distance until car stops:

  15. Example – Air bags (Giancoli 2-11) • If, instead of braking, the car in the previous example hit a tree, estiamte how fast the air bags need to inflate to do any good. • estimate a stopping distance ~ 1.00m • initial velocity = 26.8 m/s • final velocity = 0.00 m/s • first solve for a: • then find t

  16. Problem solving • Choice of coordinate system can simplify problem • Be consistent with signs (direction of chosen axis) • Often problems involve two or more objects with some common variable (time, final displacement, etc.)

More Related