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SIGNIFICANT FIGURES refers to the number


of important single digits (0 through 9 inclusive) in
the coefficient of an expression in scientific
notation. The number of significant figures in an
expression indicates the confidence or precision
with which an engineer or scientist states a
quantity.
1. All non-zero digits are significant. (1-9)
Ex. 6.66=3, 666=3
2. All zeros between non-zero digits are
significant.
Ex. 606=3,1000.001=7
3. All zero directly after a decimal point and a non-
zero digit are significant.
Ex. 6.000=4
4. Zeroes after a decimal point and a non-zero
SCALAR AND VECTOR QUANTITIES
digit are significant.
Ex. 6.0006=4
5. Zeroes to the left of an understood decimal
point are not significant.
Ex. 600=1,1000.000=7
ADDING AND SUBTRACTING SIGNIFICANT FIGURES
Round off to least decimal place.
Ex. 1.02+1.3=2.3
MULTIPYING AND DIVIDING SIGNIFICANT FIGURES
Round off to least significant figures
Ex. 5x3=20
RESULTANT VECTOR
SCICENTIFIC NOTATION-short hand writing in GRAPHICAL METHOD
very large or very small numbers using powers of Head to tail method- tail of the first to the head of
ten. the last
Rules in graphical method. (1 dimensional)
STANDARD UNITS AND CONVERSION
1. The larger magnitude will be the direction.
LENGTH-meters (m) 2. If the vectors are in the same direction add if not
subtract.
MASS- grams(g)
3. To get the angle simply measure it using
TEMPERATURE-(K) protractor.

LUMINOUS INTENSITY- CANDELA


ANALYTICAL METHOD
THERMOMETRIC CONVERSION 1. First get the X and Y
component.X=Acos(angle),Y=Asin(angle)
2. Get the resultant vector. Pythagorean theorem
Resultant vector=√(𝑋 2 + 𝑌 2 )
𝑌
3. Get the angle using tan−1 𝑋

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4. Determine the direction using the X and Y 𝒀𝟐 −𝒀𝟏
Slope(𝑺 = ) it indicates speed
components’ sign if: 𝑿𝟐−𝑿𝟏
1. (+,+) quadrant 1, N of E
2. (-,+) quadrant 2, N of w
3. (-,-) quadrant 3, S of W
4. (+,-) quadrant 4, S of E
SPEED AND VELOCITY
Speed-how fast 2. Displacement- time graph
Types of speed
1. Instantaneous speed- speed at an any
given instant in time.
2. Average speed- the average of all
instantaneous speed.
𝑎𝑣𝑒 𝑠𝑝𝑒𝑒𝑑 =
𝑡𝑜𝑡𝑎𝑙 𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒(𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒 1+𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒 2)
𝒀𝟐 −𝒀𝟏
𝑡𝑜𝑡𝑎𝑙 𝑡𝑖𝑚𝑒 (𝑡𝑖𝑚𝑒 1+𝑡𝑖𝑚𝑒 2) Slope(𝑺 = ) it indicates velocity
𝑿𝟐−𝑿𝟏
3. Constant speed- speed that is not 3. Velocity- time graph
changing.
𝑑
𝑉=
𝑡
Velocity-rate of change in direction, speed
with direction.
𝑑̅
𝑉̅ =
𝑡
̅̅̅
ACCELARATION-Rate of change in velocity(𝑎)
𝑉𝑓 − 𝑉𝑖
𝑎̅ =
𝑡
GRAPHING MOTION
1. Distance-time graph 𝒀𝟐 −𝒀𝟏
Slope(𝑺 = ) it indicate acceleration
𝑿𝟐−𝑿𝟏
𝟏
Area(𝑨 = 𝑿𝒀, 𝑨 = 𝟐 𝑿𝒀) indicate
displacement
4. Acceleration time graph

( )-constant speed
(-----)-at rest

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𝟏
Area(𝑨 = 𝑿𝒀, 𝑨 = 𝟐 𝑿𝒀) indicate velocity Trajectory-path of a projectile
CURVES motion(parabola)
Acceleration=- Acceleration=-
2 types of projectile motion
Velocity=+ Velocity=-
Launched horizontal
Acceleration=+ Acceleration=+ Launched at an angle
Velocity=- Velocity=+
Range- horizontal displacement (45
UNIFORM ACCELERATED MOTION
degrees) farthest.
1. Vf= Vi + at
2. 𝑽𝒇 𝟐 = 𝑽𝒊 𝟐 + 𝟐𝒂𝒅 Horizontal motion/horizontal velocity/Vx is
3. 𝒅 = 𝑽𝒊 𝒕 + 𝒂𝒕𝟐
𝟏 constant
𝟐
type of motion in which the velocity of an Vertical velocity=+ as goes up,0 at
object changes by an equal amount in every
maximum height, - as it goes down.
equal time period. A frequently cited example
of uniform acceleration is that of an object in
Horizontal Vertical
free fall in a uniform gravitational field.
FREE FALL motion motion
- Free falling object is one that under the Forces No yes
influence of the force gravity Acceleration No Yes
- Object neglects air resistance velocity constant Changing
- 9.8m/s2 acceleration due to gravity
Aristotle- heavy objects fall faster than light
object Projectile Principle
Galileo Galilei-mass does not affect the
motion of free falling object. 1. Projectile always maintain a constant
velocity (neglecting air resistance).
2. Projectile always experience a
The initial velocity of a free falling object is 0
The acceleration is constant 9.8m/s2. constant vertical acceleration of 9.8
EQUATIONS/FORMULAS m/s2 (neglecting air resistance).
1. Vf= gt 3. Horizontal and Vertical motions are
2. 𝑽𝒇 𝟐 = 𝟐𝒈𝒉 completely independent of each
𝟏 other, and thus must be treated
3. 𝒉 = 𝒈𝒕𝟐
𝟐 separately.
𝟐𝒉
4. 𝒕 = √ at maximum height if whole Factors that affect projectile
𝒈
-angle released
flight or until it reaches the ground
-velocity
multiply by 2.
Complementary angles produce same range
PROJECTILE MOTION-curved motion with
constant acceleration. 2 dimensional
motion.
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𝟏
PROJECTILE LAUNCHED Maximum height if t is given 𝒅𝒚 = 𝑽𝒊𝒚 𝒕 + 𝒈𝒕𝟐
𝟐
HORIZONTALLY use negative acceleration.
-projectile which have NO upward trajectory and (𝑉𝑖 sin 𝑎𝑛𝑔𝑙𝑒)2
Maximum height if t is not given 𝑑𝑦 =
NO initial vertical velocity 2𝑔

𝑉𝑖 sin 𝑎𝑛𝑔𝑙𝑒
Time at maximum height 𝑡 = multiply by
𝑔
2 if whole flight.
𝑉𝑖 2 sin 2 𝑎𝑛𝑔𝑙𝑒
Range if time is not given. 𝑅 = 𝑔

Increasing negatively Projectile motion starts with a positive velocity


then, as it reaches the max height velocity became
𝑑 = 𝑉𝑖𝑥 𝑡 =RANGE 0 and as it goes down it is negatively increasing.
1
𝑑 = 𝑔𝑡 2 =max. height UNIFORM CIRCULAR MOTION
2

𝟐𝒅𝒚 The motion of the body along a circular path.


𝒕=√ = Time at max. height
𝒈
PERIOD AND FREQUENCY
Do not disregard the sign of the velocity
Period(T) is the time it takes for a body moving in
Distance: indicate the magnitude. circular path to make one complete cycle.
𝟏 𝒏𝒐. 𝒐𝒇 𝒔𝒆𝒄𝒐𝒏𝒅𝒔
PROJECTILE LAUNCHED AT AN 𝑻= =
𝒇 𝒏𝒐. 𝒐𝒇 𝒓𝒆𝒗𝒐𝒍𝒖𝒕𝒊𝒐𝒏𝒔
ANGLE. Frequency(f) is the number of revolution per
second hertz(Hz)
1 𝑛𝑜. 𝑜𝑓 𝑟𝑒𝑣𝑜𝑙𝑢𝑡𝑖𝑜𝑛𝑠
𝑓= =
𝑇 𝑛𝑜. 𝑜𝑓 𝑠𝑒𝑐𝑜𝑛𝑑𝑠
Tangential and angular speed
Tangential (v) is a linear property that is moving in
a linear path.
2𝜋𝑟
𝑣= = 2𝜋𝑟𝑓
𝑇

Angular (ω) is an angular property; it measures


how fast an object is revolving.
2𝜋
FORMUALS ω=
𝑇
Initial horizontal velocity 𝑣
̅̅̅̅
𝐼𝑋 = 𝑣
̅𝐼 cos 𝑎𝑛𝑔𝑙𝑒 in uniform circular motion there is constant speed
and acceleration because direction is changing
Initial vertical velocity ̅̅̅̅
𝑣𝐼𝑌 = 𝑣̅𝐼 sin 𝑎𝑛𝑔𝑙𝑒
Range 𝑣
̅̅̅̅
𝐼𝑋 = 𝑣
̅𝐼 cos 𝑎𝑛𝑔𝑙𝑒 𝑡
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constant speed-centripetal acceleration because -states that a body at rest will remain at rest and
the direction is changing. body in motion will continue moving in a straight
path unless acted upon by an outside force.
Centripetal acceleration
LAW OF ACCELERATION
-rate of change of tangential velocity
-states that the acceleration of an object is directly
-moves toward the center; perpendicular to proportional to the magnitude of the net force and
tangential speed inversely proportional to the mass of the object.
𝑣2 𝑓 𝑓
𝑎𝑐 = 𝐹 = 𝑚𝑎, 𝑎 = ,𝑚 =
𝑟 𝑚 𝑎
The centripetal acceleration is directly proportional Meter-kg- Kg m/s2 Kg m/s2
to the square of the tangential speed and inversely seconds or
proportional to the radius. NEWTON
Centimeter- G Cm/s2 G cm/s2
ponds- or oyne
seconds
Foot- slug Ft/s2 Slug ft/s2
Centripetal force pounds- or pound
seconds
-is not a kind of force; it is just a term to describe a
body in uniform circular motion.
LAW OF INTERACTION
- the net force causing the centripetal acceleration
of an object in circular motion. -states that for every action, there is an equal and
opposite reaction.
-direction is along the radius vector; magnitude is
𝑚𝑣 2 FRICTIONAL FORCE
given by 𝐹𝑐 = 𝑟
-this force is always directed opposite the direction
Banked Curves of motion of the object and parallel to the surface
-banking of the roads contributes to safety in contact.

Mg=weight of the object FREE-BODY DIAGRAM

Optimum banking curve


Fnsin𝜃 that points toward the center C
𝑚𝑣 2
𝐹𝑐 = 𝐹𝑛𝑠𝑖𝑛𝜃 =
𝑟
NEWTON’s LAWS OF MOTION
LAW OF INERTIA
Fn=normal force

Ff= frictional force

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Fa=applied force Wnet=Wt-Wf
w/mg=mass is a measure of inertia Wnet=summation of force multiply by (d)
Summation of force=Ft-Ff
TYPES OF FRICTION ENERGY
1. Static friction- frictional force exerted by -ability/capacity to do work
one surface on another where there is no
relative motion of the two surfaces. -a quantity that can be transformed from one form
2. Kinetic Friction- for moving objects to another.
3. Rolling friction- the force resisting the
motion when a body rolls on a surface.
MECHANICAL ENERGY
4. Fluid friction-friction that acts on objects that Kinetic energy- energy in motion
are moving through a liquid.
1
KE=2 𝑚𝑣 2
PROPERTIES OF FRICTION
1. Frictional force always acts parallel to two planes in Potential energy- energy at rest or stored
contact with each other and in a direction opposite to
GRAVITATIONAL POTENTIAL ENERGY
that of relative motion of the two bodies.
Potential energy possessed by an object due to its
2. Frictional forces are caused due to intermolecular
interactions between the bodies. position.

3. Frictional force always decreases the relative motion GPE=mgh


between two bodies or surface.
CHEMICAL ENERGY
4. Frictional force is more for rough surface and less for
ELASTIC POTENTIAL ENERGY
smooth surfaces.

WORK (Joules-James Preston Joule) POWER


-scalar quantity Rate of doing work
-exists whenever a force acting on an object causes 𝑊 𝐹 cos 𝜃 𝑑 𝑚𝑔ℎ
a displacement
𝑃= = = 𝐹𝑉 =
𝑡 𝑡 𝑡
W=fd=fcos𝜃d
746watt= 1 horsepower
The direction of the force and displacement is
A joule per second is called a watt [W] in honor
equal
of the Scottish mechanical
Inclined plane- simple work machine engineer JamesWatt.
POSITIVE, ZERO, AND NEGATIVE WORK
Positive-the force acts in the same direction of
displacement
Negative-opposite direction, angles more than 90
Zero-no displacement occur, if perpendicular
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