Physics MidTerm 1 Cheat Sheet
by Jaco (brandenz1229) via [Link]/138824/cs/29292/
Chapter 1 Unit(s) / Mechanics / Chapter 1 Unit(s) / Mechanics / Chapter 2: Motion along A Chapter 3: 2D or 3D Motion
Sig-Figs / Vectors Sig-Figs / Vectors (cont) Straight Line (cont) (cont)
Speed = (d/t) d = distance : m tan(Θ) = (y / x) or (Ay / Ax) or Acceleration (a) = if a > 0 Projectile Motion
|| (m/s) = meters (By / Bx) (∆V) / (∆t) (positive) two assumptions:
t = time : s = x=Î Vector A = AxÎ + Ayĵ [a is constant] if a < 0 1. The freefall acceleration (g) is
seconds y=ĵ Vector B = BxÎ + Byĵ (negative) constant
1 km = 1000 m z = k̂ Instantaneous Acceleration = 2. Air resistance is negligible
Vector R = Vector A + Vector B derivative of the given equation y-direction = constant accele‐
1 kg = 1000 g mass = (kg)
Vector R = (Ax + Bx)Î + (Ay + Constant Acceleration ration motion
1 hour = 3600 time =
By)ĵ = constant acceleration motion x-direction = constant velocity
seconds (seconds)
Vector R (direction) = (x)Î + (y)ĵ in 1D motion
1 mile = length = (meter)
Vector R (magnitude) = √(x)Î2 + V-final = (a ⋅ t) + V-initial
1.609 km
(y)ĵ2 V-final2 = (v-initial)2 + 2 ⋅ a ( Acceleration is only negative (y-
Volume = 1 cm3 direction)
(t-final) - (t-initial) )
Sig Figs Quadratic Formula g = -9.8 m/s2
∆x = (x-final) - (x-initial)
π = 3.14 (3 sigfig) x = (-b +/- √b2 - 4 ⋅ a ⋅ c ) / (2 ⋅ a) ∆x = (v-average) ⋅ (seconds)
Constant Velocity Motion
π = 3.14159 (6 sigfig) ∆x = (1/2 ⋅ (V-final) + (V-initial) ) x = (x-initial) + (v [x-direction] ) ⋅ t
Chapter 2: Motion along A ⋅ t (seconds)
Density = (mass / volume) || (kg / V (y-direction) = (v-initial) [y-dir‐
Straight Line
m3) || (g / cm 3) x-final = 1/2 ( (V-initial) + (V- ection] + g ⋅ t
One Dimensional Motion final) ) ⋅ t + (x-initial) (y-final) = (y-initial + (v-initial) [y-
√ = square root
Average Speed = (total x-final = x-initial + (V-initial) ⋅ direction] ⋅ t + 1/2 ⋅ g ⋅ t2
Vector (Displacement ) = √(x)2+
2
distance) / (time) t(seconds) + 1/2 ⋅ a ⋅ t V (y-direction)2 = (v-initial) [y-dir‐
(y)2
2
Displacement = Final Point - Gravity (g) = -9.8 m/s ection]2 + 2 ⋅ g ( (y-final) - (y-ini‐
Total distance = x + y
Initial Point V-final = (V-initial) + g * t tial) )
Vector A = Vector B if |Vector A|
Not Constant Velocity (seconds) V (y-direction) = (v-initial) [y-dir‐
= |Vector B|
ection] + g ⋅ t
Magnitude: √(x)2+(y)2 = (Answer Average Velocity (V) =
Chapter 3: 2D or 3D Motion Trig Identity
in Units) : 1 Direction (displacement / time)
Average Velocity (V) = (∆x The Acceleration Vector sin(ΘΘ) = sinΘcosΘ + cosΘsinΘ
Components of Vector
/ ∆t) a = ∆V / (v-final) = (v-initial) + Constant Speed Motion
Vector A = Ax Ax = A ⋅ cos(Θ)
∆t ∆V velocity is always changing
+ Ay Ay = A ⋅ sin(Θ) Instantaneous Velocity =
∆V = (v-final) - (v-ini‐
derivative of the given equation r = radius V = (2πr)2 : 4π 2r
A = √(A ⋅ cos(Θ)) 2 + (A ⋅ sin(Θ))2
tial)
Instantaneous Velocity = ( (a- T = time-period
Θ = Angle ∆V = (v-final) + (-(v-i‐
final) - (a-initial) ) / ( (t-final)-(t-
nitial)) a = ∆V / ∆t : never zero
x = cos(Θ) cos(Θ) = Ax / A initial) )
∆V = (V / r) · ∆r
y = sin(Θ) sin(Θ) = Ay / A Constant Speed Changing
∆t = (t-final) - (t-initial)
Direction Centripetal Acceleration
∆x = (x-final) - (x-initial)
a = ∆V / (v-final) = (v-initial) + Ac = (V2) / r
Acceleration Ac = (2πr)2 / r
∆t ∆V
∆V = (V-final) - (V-initial) ∆V = (v-final) - (v-ini‐ Ac = 4π2r / T 2
∆t = (t-final) - (t-initial) tial) Tangential and Radial Accele‐
ration
Ac = a-rad
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Physics MidTerm 1 Cheat Sheet
by Jaco (brandenz1229) via [Link]/138824/cs/29292/
Chapter 3: 2D or 3D Motion Chapter 5: Applying Newton's Chapter 5: Applying Newton's
(cont) Laws Laws (cont)
Vector A-total = Vector A-tang‐ vector-F = Fx = m · ax Vertical Top: Fy = -m · (V2 / r)
ential + Vector A-radical m·a Circle Bottom: Fy = μs * m ·
A-total = √(A-tan)2 + (A-rad) 2 T = tension Fy= m · ay (g + V 2 / r)
Relative Motion : friction
maxV = √(fs · r) / m
r ' = ( (v-initial) ⋅ t ) - (vector-r) y=T-m·g Fr = Fn : Normal
maxV = √ μs · g · r
Vector-r = √( (v-initial) ⋅ t)2 + (r ')2 Force (Fn)
Top T · sin(ϴ) = m · ac
Vector-V ' = (v-final) - (v-initial) No Friction α = Coefficient
View ac = tan(ϴ) · g
Fn = m · g Fx = T1· cos(ϴ) +
Chapter 4: Newtons Laws T2· cos(ϴ)
Superposition of Forces Fy = T1· sin(ϴ) +
T2· sin(ϴ)
Vector-R = Vector-F1 + Vector-
F2 Friction
N = Net Force Static Friction (fs): Object not in
motion
Fx = N · Rx = ∑Fx
Kinetic Friction (fK): Object is in
cos(ϴ) Ry = ∑Fy
motion
Fy = N ·
sin(ϴ)
Empirical μk: Coefficient of
R = √(Rx)2 + Ry2
Formula Kinetic Friction
Newton's 1st Law
μs: Coefficient of
No Force; No Acceleration; No
Static Friction
Motion
Static: fs ≤ μs ·
Inertia: Fn
the tendency of an object to Static: fk = μk ·
resist any attempt to change its Fn
velocity
Newton's 2nd Law Terminal Fr α v
Net Force = a (x-direction) = Speed
m·g (Fx total) / mass Fr α v2
a (y-direction) =
Uniform Fc = m · ac : m ·
(Fy total) / mass
Circular V2 / r
tan(ϴ) = y / x Motion
Newton's 3rd Law
Fn = Normal Force
Fy = Fn - m Fx = m · g · sin(ϴ)
· g · cos(ϴ)
By Jaco (brandenz1229) Published 29th September, 2021. Sponsored by [Link]
Last updated 29th September, 2021. Measure your website readability!
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