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Ryan Hoyle

Mechanics Notes Mechanics Notes Unit 1 Vectors Pythagoras rule SohCahToa Cosine Rule Sine Rule OA + AB = OB vector or scalar

Unit 1

Use shapes/polygon drawings to figure out which vectors will get you between two points, its easier sometimes. Unit vectors have a magnitude of one. | |

Parallel vectors are multiples of each other To find parallel vector of a certain length first work through the unit vector! So divide by magnitude and multiply out for whatever youre looking for! Scalar product | || |

Scalar product rules; a.a = |a|^2

a.b = aibi + ajbj + akbk Expanding brackets works as normal but with the dots! Distance, Velocity and Acceleration v = u +at

Remember this one ^ is the integral with respect to t! so like the area

For constant acceleration

Ryan Hoyle

Mechanics Notes

Unit 1

Forces & Newtons Laws Law 1 A body remains at constant velocity unless a force acts on it Law 2 F = ma, accelerations proportional to force applied, depending on the constant m (the mass) Law 3 For every action there is an equal and opposite reaction These all work for component form stuff too Forces -Resultant & Components Just add algebraically or draw it out Be able to draw incline plane components Equilibrium and Acceleration etc. Equilibrium no motion takes place despite forces that are acting. So can make shapes e.g. triangles as all the forces must fit to get you back to the origin Or of course always revert back to algebra (usually easier) Forces on an incline Work in line with the plane, splitting it all into components Friction Any surface exhibiting friction is termed rough (in reality all surfaces fit this) Affects motion so F-Ff=overall force or F-Ff=ma Magnitude of max friction is a fraction of R, hence F = uR If Force is inclined, then R is affected, so friction is affected. Make sure you dont forget this calculation! Resultant friction is the resultant of resistive force and frictional force where is angle of friction (between R and Resultant frictional force) Resultant and Relatives add components then just normal aVb = a - b . works with any variable True velocity finds original and works using same EQ Can use drawings or ijk notation (probably better with algebra again)

Ryan Hoyle

Mechanics Notes

Unit 1

Interception and Collision Can do this without calculus if aVb is the same as the vector between the two Closest approach - make aRb at a minimum using calculus (differentiation) Projectile Motion Consider vert and hor separate Same SUVAT equations, all four of them

Time of flight = Range = or u^2sin2@/g ... range of equations!

TO GET TRAJECTORY EQUATION; find y equation in terms of t fin x equation with ts find t in terms of x find y in terms of x ! Trajectory equation

Using Calculus

you need to switch which calculus you are using depending on variables given and also what you are looking for, so remember what v = and both of the a = , particularly when looking for ts etc.

Ryan Hoyle

Mechanics Notes

Unit 1

Most calculus equations will involve a double integral, hence the rearrangement of as and vs and ss to make sure you have one dx on each side and can therefore integrate to get rid of both the rates. There is only a plus constant on one side for some reason a must be subbed for variable force If given 3 conditions can find the fourth using an integration between on both sides like this;

The +c constant of an ij equation is ai + bj, so its there but in component form If an integration contain awkward coefficients, bring these up to one as then you can use standard integrals. FOR GOD SAKE REMEMBER TO ADD A CONSTANT TO ANY INTEGRAL YOU DO

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