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problem using kinematics, which deals with aspects of motion separate from
considerations of mass and force.
Key Ideas
Relevant Equations
** Ax = vQt + jat2
*** vf =
2aAx
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In this definition, Ax means "displacement" and At means "time interval." Average speed is
the total displacement you travel in a given time divided by the time it takes you to travel
that distance. This is different from "instantaneous speed," which is your speed at any given
moment. WARNING: The formula you learned in seventh grade, "speed = distance/time"
is ONLY valid for an average speed, or when something is moving with constant speed. If
an object speeds up or slows down, and you want to know its speed at some specific
moment, don't use this equation!1
Velocity: Just like speed, except it's a vector
Questions on the AP exam tend to focus on velocity more than speed, because velocity says
more about an object's motion. (Remember, velocity has both magnitude and direction.)
Acceleration occurs when an object changes velocity.
Acceleration: The units of acceleration are m/s2.
At
The symbol A means "change in." So Av = Vf- v0, where Vf means "final velocity" and v0
means "initial velocity" and is pronounced "v-naught." Similarly, At is die time interval during
which this change in velocity occurred.
Just as velocity is the vector equivalent of speed, displacement is the vector equivalent
of distanceit has both magnitude and direction.
Displacement: The vector equivalent of distance
So, let's say that you head out your front door and walk 20 m south. If we define north to
be the positive direction, then your displacement was "-20 m." If we had defined south to
be the positive direction, your displacement would have been "+20 m." Regardless ofwhich
direction was positive, the distance you traveled was just "20 m." (Or consider this: If you
walk 20 m north, followed by 5 m back south, your displacement is 15 m, north. Your
displacement is not 25 m.)
Kinematics
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Variables
1.
2.
3.
4.
5.
v0 (initial velocity)
Vf (final velocity)
Ax (displacement)
a (acceleration)
t (time interval)
Using just these five variables, we can write the three most important kinematics equations.
An important note: Thefollowing equations are valid ONLY when acceleration is constant. We
repeat: ONLY WHEN ACCELERATION IS CONSTANT. (Which is most of the time, in
physics B.)2
Equations
* Vf= v0 + at
** Ax = vot + Yiat2
V2 = V2 + jaAx
We call these equations the "star equations." You don't need to call them the "star equa
tions," but just be aware that we'll refer to the first equation as "'," the second as "**," and
the third as "***" throughout this chapter.
These are the only equations you really need to memorize for kinematics problems.
Kinematics Problem-Solving
Step I: Write out all five variables in a table. Fill in the known values, and put a "?" next
to the unknown values.
Step 2: Count how many known values you have. If you have three or more, move on to
Step 3. If you don't, find another way to solve the problem (or to get another
known variable).
Step 3: Choose the "star equation" that contains all three of your known variables. Plug in
the known values, and solve.
Step 4: Glory in your mastery of physics. Feel proud. Put correct units on your answer.
Be sure that you have committed these steps to memory. Now, let's put them into action.
2When can't you use kinematics, you ask? The most common situations are when a mass is attached to a spring, when
a roller coaster travels on a curvy track, or when a charge is moving in a non-uniform electric field produced by other
charges. To approach these problems, use conservation of energy, as discussed in Chapter 14.
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on the information in the problem, we know that die time needed for die car to reach 120 m/s
is greater than six seconds because it took six seconds for the car just to reach 60 m/s.
Moreover, we can estimate that the car will travel several hundred meters in total, because
the car's average velocity must be less than 120 m/s, and it travels for several seconds.
So now let's solve the problem. We'll use our four-step method.
Step 1: Table of variables.
The car begins at rest, so v0 = 0 m/s. The final velocity of the car is 120 m/s. We're solving
for time and displacement, so those two variables are unknown. And, at least for right now,
we don't know what the acceleration is.
Om/s
vf
Ax
120 m/s
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We only have two values in our chart, but we need three values in order to use our kine
matics equations. Fortunately, there's enough information in die problem for us to solve for
the car's acceleration.
Acceleration is defined as a change in velocity divided by the time interval during which
that change occurred. The problem states that in the first 6 seconds, the velocity went from
0 m/s to 60 m/s.
vf
120 m/s
Ax
a
10 m/s2
>
We now have values for three of our variables, so we can move to Step 3.
Step 3: Use "star equations" to solve.
All three of our known values can be plugged into *, which will allow us to solve for t.
* Vf= v0 + at
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Now that we know t, we can use either ** or *** to solve for displacement. Let's use **:
** Ax=vQt + *l2at2
Ax = 0(12 s) + M(10 m/s2)(12 s)2
Ax = 720 m
Step 4: Units.
Always remember units! And make sure that your units are sensibleif you find that an
object travels a distance of 8 m/s, you've done something screwy. In our case, the answers
we found have sensible units. Also, our answers seem reasonable based on the initial esti
mates we made: It makes sense that the car should travel a bit more than six seconds, and
it makes sense that it should go several hundred meters (about half a mile) in that time.
Freefall
Problems that involve something being thrown off a cliff3 are great, because vertical accel
eration in these problems equals g in just about every case.
g: The acceleration due to gravity near the Earths surface; about 10 m/s2.
Falling-object problems should be solved using the method we outlined above. However, you
have to be really careful about choosing a positive direction and sticking to it. That is, figure
out before you solve the problem whether you want "up" to be positive (in which case a
equals 10 m/s2) or "down" to be positive (where a would therefore equal +10 m/s2).
Exam tip from an AP Physics veteran:
You may remember that a more precise value for g is 9.80 m/s2. That's correct. But esti
mating g as 10 m/s2 is encouraged by the AP readers to make calculation quicker.
-Jake, high schooljunior
Here's a practice problem:
You are standing on a cliff, 30 m above the valley floor. You throw a watermelon
vertically upward at a velocity of 3 m/s. How long does it take until the watermelon
30 m
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vf
Ax
-30 m
-10 m/s2
Why do we always indicate what part of the motion the kinematics chart is for? Well,
this problem could be solved instead by making two separate charts: one for the
upward motion (where ty would be zero), and one for the downward motion (where
vo would be zero). Be crystal clear how much of an object's motion you are consider
ing with a chart.
Remember that displacement is a vector quantity. Even though the melon goes up before
coming back down, the displacement is simply equal to the height at which the melon ends
its journey (0 m) minus its initial height (30 m). Another way to think about displacement:
In total, the melon ended up 30 m BELOW where it started. Because down is the negative
direction, the displacement is 30 m.
Step 2: Count variables.
The rest of this problem is just algebra. Yes, you have to do it right, but setting up the
problem correctly and coming up with an answer that's reasonable is more important than
getting the exact right answer. Really! If this part of an AP free-response problem is worth
5 points, you might earn 4 of those points just for setting up the equation and plugging in
values correctly, even if your final answer is wrong.
But which equation do you use? We have enough information to use **
(x x0 = vot + '/j/tf2) to solve for t. Note that using ** means that we'll have to solve a
quadratic equation; you can do this with the help of the quadratic formula.4 Or, if you have
a graphing calculator and you're working on the free-response portion of the exam
(where calculators are allowed), you can use your calculator to solve the equation.
** x - x0 = vot + xl2at2.
(-30 m) = (3 m/s)r+ V2(-10 m/s2)t2.
t=2.8s.
Algebra hint: You can avoid quadratics in all Physics B kinematics problems by solving in
a roundabout way. Try solving for the velocity when the watermelon hits the ground using
*** [vf = Vq + 2a(x-x0)]; then plug into * (iy= v0 + at). This gives you die same answer.
x =
2a
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Projectile Motion
Things don't always move in a straight line. When an object moves in two dimensions, we
look at vector components.
The super-duper-important general rule is this: An object's motion in one dimension does
not affect its motion in any other dimension.
The most common kind of two-dimensional motion you will encounter is projectile
motion. The typical form of projectile-motion problems is the following:
"A ball is shot at a velocity v from a cannon pointed at an angle 9 above the horizontal..."
No matter what the problem looks like, remember these rules:
A ball is shot at a velocity 25 m/s from a cannon pointed at an angle 9 = 30 above the
horizontal. How far does it travel before hitting the level ground?
We begin by defining "up" to be positive and writing our tables of variables, one for
horizontal motion and one for vertical motion.
Horizontal
v(aos 9) = 22 m/s
v(oos9) = 22mls
Ax
Om/s2
v(an 0) = 13m/s
vf
Ax
Om
-10
>
m/s2
Note that because horizontal velocity is constant, on the horizontal table, Vf= v0, and
a = 0. Also, because the ball lands at essentially the same height it was launched from,
Ax = 0 on the vertical table. You should notice, too, that we rounded values in the tables to
two significant figures (for example, we said that v0 in the vertical table equals 13 m/s,
instead of 12.5 m/s). We can do this because the problem is stated using only two signifi
cant figures for all values, so rounding to two digits is acceptable, and it makes doing the
math easier for us.
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0 = (13m/s)r+1/2(-10rn/s2)?2.
t=2.6s.
Using this value for t, we can solve for x- x0 in the horizontal direction, again using **.
** x-xo = vot+ l/2at2
x-xQ = (22m/s)(2.6s) + 0
x - x0 = 57 m
v2 sin 20
g
If you feel up to it, you can plug into this equation and show that you get the same answer
we just got. There's no need to memorize the range equation, but it's good to know the
conceptual consequences of it: The range of a projectile on level eardi depends only on die
initial speed and angle, and the maximum range is when the angle is 45.
Motion Graphs
You may see some graphs that relate to kinematics on the AP test. They often look like those
in Figure 11.1:
Figure 11.1
the motion these represent; answers are at the end of the chapter.)
Kinematics
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We call these graphs by the names of their axes: For example, the top graph in Figure 11.1
is a "position-time graph" and the second one is a "velocity-time graph."
Here are some rules to live by:
The slope of a position-time graph at any point is the velocity of the object at that point
in time.
The slope of a velocity-time graph at any point is the acceleration of the object at that
point in time.
The area under a velocity-time graph between two times is the displacement of the
object during that time interval.
If you ever forget these rules, just think about units. When you calculate slope, you are
dividing the units of the vertical axis variable by the units of the horizontal axis variable
(Rise/Run). So, if you take the slope of a position-time graph, your slope has units of
"meters divided by seconds," or m/s. The slope of a distance-time graph gives you velocity.
Similarly, when you take the area under a curve, the units of your answer equal the units of
the vertical-axis variable multiplied by the units of the horizontal-axis variable. The area
under a velocity-time graph will give you an answer with units of (m/s) (s), which equals m.
So the area under a velocity-time graph gives you a distance.
It's sometimes confusing what is meant by the area "under" a graph. In the velocity-time
graphs below, the velocity takes on both positive and negative values. To find the objects
displacement, we first find the area above the t-axis; this is positive displacement. Then we
subtract the area below the f-axis, which represents negative displacement. The correct area
to measure is shown graphically in Figure 11.2a. Whatever you do, don't find the area as
shown in Figure 11.2b! When we say "area," we measure that area to the f-axis only.
Figure 11.2a:
Do this.
Figure 11.2b:
Don't do this.
Problems involving graphical analysis can be tricky because they require you to think
abstractly about an objects motion. For practice, let's consider one of the most common
velocity-time graphs you'll see:
A ball's velocity as a function of time is graphed below. Describe widi words the ball's motion.
(The positive direction is up.)
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"Atfirst the ball is moving upward pretty fast, but the ball is slowing down while going
upward. (I know this because the speed is getting closer to zero in thefirstpart ofthe graph.)
The ball stopsfor an instant (because the v-tgraph crosses the horizontal axis); then the ball
begins to speed up again, but this time moving downward."
Now, no numerical values were given in the graph. But would you care to hazard a
guess as to the likely slope of the graphs line if values were given?6
The position-time graph has a changing slope, so the speed of the object is changing. The
object starts moving one way, then stops briefly (where the graph reaches its minimum, the
slope, and thus the speed is zero). The object then speeds up in the other direction. How
did I know the object's velocity changed direction? The position was at first approaching the
origin, but then was getting farther away from the origin.
The second graph is a velocity-time graph, it must be analyzed differently. The object
starts from rest, but speeds up; the second part of the motion is just like the example shown
above, in which the object slows to a brief stop, turns around, and speeds up.
To find velocity from a position function, take die derivative with respect to time: v =
dt
To find acceleration from a velocity function, also take the time derivative: a = _
dt
To find position from a velocity function, take the integral with respect to time:
x= \vdt
To find velocity from an acceleration function, take the time integral: v = jadt
Most of the time, even on the Physics C exam, you'll be able just to use the star equations
to solve a kinematics problem. Reserve your use of calculus for those problems that explic
itly include an unusual function for position, velocity, or acceleration.
'Why shouldn't I say "positive" and "negative," you ask? Well, how do these directions to the store sound: "Define north
as positive. Start from zero, and go positive 20 constantly, then come back at -20, also constantly." You'd never say that!
But, this is what you'll sound like unless you use common language.
6-10m/s2, if we're on Earth.
Kinematics
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Free Response:
1. A firework is shot straight up in the air with an initial speed of50m/s. What is the maximum height
it reaches?
(A) 12.5 m
(B) 25 m
(C) 125 m
(D)250m
(E) 1250 m
v = 200 m/s
(A) 2 m/s2
(B) 4 m/s2
(C) 6 m/s2
(D)8m/s2
(E) 10 m/s2
This problem is for AP Physics C students only:
30
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"f
Ax
>
-10 m/s2
Vertical
+170 m/s
vf
+170 m/s
Ax
0
+100 m/s
vf
Ax
-2000 m
-10 m/s2
vf
>
Ax
+17
>
Is
5400 m
e
2000 m
Kinematics
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Acceleration is a change in velocity divided by the time during which that change
occurred.
o Write out a table containing all five variablesv0, Vf, x - x0, a, tand fill in whatever
values are known.
o Count variables. If you have three known values, you can solve the problem.
o Use the "star equation" that contains your known variables.
o Check for correct units.
When an object falls (in the absence of air resistance), it experiences an acceleration of g,
about 10 m/s2. Its particularly important for problems that involve felling objects to
define a positive direction before solving the problem.
An object's motion in one dimension does not affect its motion in any other dimension.
Projectile motion problems are usually easier to solve ifyou break the objects motion into
"horizontal" and "vertical" vector components.
ma
IN THIS CHAPTER
O Only a NET force, not an individual force, can be set equal to ma.
Use a free-body diagram and the four-step problem-solving process when
a problem involves forces.
O When two masses are connected by a rope, the rope has the same
tension throughout. (One rope = one tension.)
O Newton's third law: force pairs must act on different objects.
Relevant Equations
Fnct - ma
What this means is that the netforce acting on an object is equal to the mass ofthat object
multiplied by the objects acceleration. And that statement will help you with all sorts of
problems.
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