Sie sind auf Seite 1von 62

OVERVIEW OF

ENGINEERING
MECHANICS
LESSON 1
Newton's Laws of Motion
Overview of Engineering Mechanics
Model of Particle and Rigid Body
Kinematics, Statics, and Dynamics
Review of Vectors
LESSON OUTLINE
Overview of Calculations
Basic Quantities and Units; Accuracy and Precision
in Calculations
• Explain Newton’s three laws of motion
as the basis of engineering mechanics
• Distinguish between a particle and a
rigid body
LESSON • Illustrate addition, scalar (dot) product,
and vector (cross) product of two vectors
OBJECTIVE • Associate proper SI units with physical
quantities commonly encountered in
engineering mechanics
• Interpret the conventional precision of
computations in engineering mechanics
course
PHYSICS: is the science of how the world, the whole universe rather, works.
To study physics, one must have a solid foundation in MATHEMATICS
In today’s world, planning, design, and construction of structures and machines is
done by ENGINEERS using principle of MECHANICS.

PLANNING
DESIGN
CONSTRUCTION
MAINTENANCE
Mechanics is a branch of science
that deals with study of physical state
of bodies at rest or in motion under
the action of forces.

The Principia states Newton's


laws of motion, forming the
Sir Isaac Newton (1642-1727)
foundation of classical
English mathematician, physicist,
astronomer, theologian, and author mechanics.
Engineering Mechanics
deals with applying principles of
mechanics in analyzing and
solving engineering problems.

Engineering Mechanics

Solid Mechanics Fluid Mechanics


Sir Augie Resurreccion (1975- )
Mechanics of Particles Mechanics of Incompressible Flow ES 101 teacher
and Rigid Bodies Deformable Bodies
Compressible Flow
Strength of Materials
Statics Structural Analysis Hydraulics
(ES 102)
Kinematics Theory of Elasticity Machine Design Satellite Motion

Dynamics Theory of Plasticity Geotechnics Daily Life


APPLICATIONS

Structural
Analysis
APPLICATIONS

Machine Design
APPLICATIONS

Aerospace
Engineering
APPLICATIONS
ES 101 Mechanics of Particles and Rigid Bodies
This course is a basic course in engineering mechanics taken by students in various
engineering disciplines as a prerequisite to major courses in engineering.
Upon completion of this course, students are expected to be able to apply fundamental
principles of statics, kinematics, and dynamics to the analysis of motions, forces, and
moments in engineering systems involving particles and rigid bodies.

MOTION
lengths distances time
FORCES MOMENTS
interaction forces
contact gravity rotation
ES 101 Mechanics of Particles and Rigid Bodies
PARTICLE BODY
• Body’s motion can be described • Body is composed of particles
by motion of a point • Dimension is relevant
• Dimension is not relevant • Rigid or Deformable
• Forces are concurrent

A PARTICLE or a RIGID BODY has a mass.


MASS – quantity of matter contained in a body

MASS vs. WEIGHT


What’s the difference?
ES 101 Mechanics of Particles and Rigid Bodies
RIGID BODY DEFORMABLE BODY
• Deformation is zero or so small it can be • Body is composed of particles
neglected • Dimension is relevant
• Distance of two points (particles) on the • Rigid or Deformable
rigid body remains the same no matter
how large the force is applied to the body
or how the body moves

B’

B A’

A STUDY of STRESSES and STRAINS


ES 101 Mechanics of Particles and Rigid Bodies

RIGID BODY
From ppt slide of Dr. Pacheco
ES 101 Mechanics of Particles and Rigid Bodies

KINEMATICS: study of the geometry of MOTION. Kinematics is


used to relate displacement, velocity, acceleration, and time without
reference to the cause of motion
STATICS: branch of mechanics that is concerned with the analysis
of forces and moments acting on physical systems that do not
experience an acceleration, but rather, are in equilibrium with their
environment.

DYNAMICS: branch of mechanics that is concerned with the study of


forces and their effects on motion of a particle or body
ES 101 Mechanics of Particles and Rigid Bodies
KINEMATICS: study of the geometry of MOTION. Kinematics is
used to relate displacement, velocity, acceleration, and time without
reference to the cause of motion
Position
How does a particle or rigid body move? Describe Velocity
Acceleration
ES 101 Mechanics of Particles and Rigid Bodies
STATICS: branch of mechanics that is concerned with the analysis of
forces and moments acting on physical systems that do not experience an
acceleration, but rather, are in equilibrium with their environment.
NEWTON’S FIRST LAW OF MOTION
If the forces acting on a body are BALANCED, then the body will either remain stationary if it is initially not
moving, or move along a straight line with a constant velocity if it is initially moving.

EQUILIBRIUM – forces are balanced ෍𝑭 = 0


NEWTON’S FIRST LAW OF MOTION

If the forces acting on a body are BALANCED, then the body will either remain
stationary if it is initially not moving, or move along a straight line with a
constant velocity if it is initially moving.

EQUILIBRIUM – forces are balanced ෍𝑭 = 0


If the resultant force on a particle is zero, the particle will remain at
rest or continue to move in a straight line. (B&J)
When a particle is at rest or moving uniformly in a straight line, then
the resultant force on the particle is zero. (Pacheco and Resurreccion, 2019)
When a particle is at rest or moving uniformly in a straight line, then
the particle is in equilibrium. (P&R)
ES 101 Mechanics of Particles and Rigid Bodies
DYNAMICS: branch of mechanics that is concerned with the study of
forces and their effects on motion of a particle or body
Second Law (Law of Acceleration): If the resultant
force acting on a particle is not zero, the particle will
have an acceleration proportional to the magnitude of
resultant and in the direction of the resultant.
Forces are NOT balanced.
RESULTANT is not ZERO
mass = scalar
force = vector
acceleration = vector
෍ 𝑭 = 𝑚𝐚
Force and acceleration
vectors have SAME
DIRECTION
ES 101 Mechanics of Particles and Rigid Bodies
DYNAMICS: branch of mechanics that is concerned with the study of
forces and their effects on motion of a particle or body
NEWTON’S SECOND LAW OF MOTION
If the resultant force acting on a particle is not zero, the particle will
have an acceleration proportional to the magnitude of resultant and in the
direction of the resultant.
෍ 𝑭 = 𝑚𝐚
Forces are NOT balanced.
RESULTANT is not ZERO

T FBD of bob A FBD of wedge A


FBD of block B

W
NEWTON’S SECOND LAW OF MOTION
• Consider a particle subjected to forces,

𝐹1 𝐹2 𝐹3
= = = = constant = mass, m
a1 a2 a3

• When a particle of mass m is acted upon by a mass = scalar


force the acceleration of the particle must satisfy: force = vector
acceleration = vector

Force and acceleration vectors


have SAME DIRECTION

• If the resultant force acting on the particle is zero, the particle has zero acceleration (equilibrium), i.e., it
will remain stationary or continue moving on a straight line at constant velocity.
24
NEWTON’S SECOND LAW OF MOTION

A particle will have an acceleration proportional to a nonzero resultant


applied force. (B&J)
A particle will have an acceleration proportional to a nonzero resultant
applied force. (B&J)
When a particle is accelerated, then the resultant force on it is non-zero
and proportional to the acceleration by a factor equal to the mass. (P&R)
NEWTON’S SECOND LAW OF MOTION

Newtonian Frame of Reference

• Acceleration must be evaluated with respect to a


Newtonian frame of reference
NEWTON’S SECOND LAW OF MOTION
Newtonian Frame of Reference

Frame of reference in which Newton's laws of motion are observed is


called Newtonian Frame of Reference or Inertial Frame of Reference
• Where Newton’s Second Law of Motion is APPLICABLE
A frame of reference on the surface
of the Earth is almost an inertial
frame (STATIONARY).

A frame of reference that moves with


constant velocity with respect to
an inertial frame is also an inertial
frame.
ES 101 Mechanics of Particles and Rigid Bodies
NEWTON’S THIRD LAW OF MOTION
Law of Action and Reaction: For every action, there is an equal but opposite reaction.
FBD of block B

FBD of wedge A
From ppt slide of Dr. Pacheco
I’m BRUNO
REVIEW OF VECTORS

What is a VECTOR?
VECTOR vs. SCALAR
Properties of VECTOR
RECTANGULAR COMPONENTS
ADDITION of VECTORS
SCALAR (DOT) PRODUCT of VECTORS
VECTOR (CROSS) PRODUCT
DEMONSTRATIVE EXAMPLES
WHAT IS A VECTOR?

VECTOR: A mathematical
representation of a quantity
that has a magnitude and
direction.
WHAT IS A VECTOR?

❑ In mathematics, physics and


engineering, a vector is a
mathematical expression of a
physical quantity or
geometric object that has
both magnitude and
direction.
SCALAR VS.VECTOR
VECTORS
• Vector: parameters possessing magnitude and direction
which add according to the parallelogram law.
Examples: displacements, velocities, accelerations.
• Scalar: parameters possessing magnitude but
not direction. Examples: mass, volume,
temperature
• Vector classifications:
- Fixed or bound vectors have well defined points of application that cannot
be changed without affecting
an analysis.
- Free vectors may be freely moved in space without changing their effect
on an analysis.
- Sliding vectors may be applied anywhere along their line of action without
affecting an analysis. 2 - 40
ADDITION OF VECTORS

• Trapezoid rule for vector addition • Triangle rule for vector addition

• Vector addition is commutative, P + Q = Q + P

R 2 = P 2 + Q 2 − 2 PQ cos B sin A sin B sin C


• Law of cosines, • Law of sines, = =
R = P+Q Q R A

• Vector subtraction
RECTANGULAR COMPONENTS
RECTANGULAR COMPONENTS OF A VECTOR: UNIT VECTORS

• It’s possible to resolve a force vector into perpendicular components


so that the resulting parallelogram is a rectangle. Fx and Fy are
referred to as rectangular vector components and

F = Fx + Fy

• Define perpendicular unit vectors i and j which are parallel to the x and
y axes.

• Vector components may be expressed as products of


the unit vectors with the scalar magnitudes of the
vector components.
F = Fx i + Fy j
Fx and Fy are referred to as the scalar components of F

2 - 43
ADDITION OF VECTORS BY SUMMING X AND Y COMPONENTS
• To find the sum of 3 (or more) vectors (e.g. forces), R = P + Q + S

• Resolve each vector into rectangular components,


then add the components in each direction:
R x i + R y j = Px i + Py j + Qx i + Q y j + S x i + S y j
(
= ( Px + Qx + S x )i + Py + Q y + S y j )

• The scalar components of the resultant vector are


equal to the sum of the corresponding scalar
components of the given vectors.
Rx = Px + Qx + S x R y = Py + Q y + S y
= Fx = Fy

• To find the resultant magnitude and direction,


2 2 −1 R y
R = Rx + R y = tan
Rx
I’m BRUNO
ADDITION OF VECTORS Example 1 (SP 2.1)
C
TRIANGLE RULE FOR VECTOR ADDITION
The two forces P and Q act on bolt A.
TRIGONOMETRIC SOLUTION.
Determine their resultant.
R
Q = 60 N Q = 60 N
𝑜
155
25𝑜
𝑹 = 97.7 𝑁
𝛼 = 35.0𝑜 B
45𝑜 P = 40 N
25𝑜 P = 40 N 𝛼 20𝑜

20𝑜 A
A Two sides and the included angle are known. We apply
the law of cosines.
𝑅2 = 𝑃2 + 𝑄2 − 2𝑃𝑄 cos 𝐵
𝑅2 = 40 𝑁 2 + 60 𝑁 2 − 2 40 𝑁 60 𝑁 cos 155𝑜
𝑅 = 97.73 𝑁
Now, applying the law of sines, we write
sin 𝐴 sin 𝐵 sin 𝐴 sin 155𝑜 60 𝑁 sin 155𝑜 𝐴 = 15.04𝑜
= = sin 𝐴 =
𝑄 𝑅 60 𝑁 97.73 𝑁 97.73 𝑁 𝛼 = 𝐴 + 20𝑜 𝛼 = 35.04𝑜
RESULTANT FORCE IN 2D Example 2 (SP 2.3)
Four forces act on bolt A as shown.
Determine the resultant of the forces on
the bolt. Force Magnitude, N x Component. N y component. N
F1 150 +129.9 +75.0
F2 80 -27.4 +75.2
F3 110 0 -110.0
20𝑜 F1 = 150 N F4 100 +96.6 -25.9
F2 = 80 N
Rx = +199.1 Ry = +14.3

30𝑜 𝛼 𝑅
15𝑜
14.3 𝑁 𝑗Ƹ 199.1 𝑁 𝑖Ƹ
F4 = 100 N 14.3
𝑅 = 199.1 𝑁 2 + 14.3𝑁 2
𝛼 = tan−1
199.1
𝑅 = 199.6 𝑁 𝛼 = 4.1𝑜
F3 = 110 N
𝑹 = 199.6 𝑁 ↗ 4.1𝑜
VECTOR PRODUCT OF TWO VECTORS

• Concept of the moment of a force about a point


requires the understanding of the vector product
or cross product.

• Vector product of two vectors P and Q is defined


as the vector V which satisfies the following
conditions:
1. Line of action of V is perpendicular to plane
containing P and Q.
2. Magnitude of V is V = PQ sin
3. Direction of V is obtained from the right-hand
rule.

• Vector products:
- are not commutative, Q P = −( P Q )
- are distributive, P (Q1 + Q2 ) = P Q1 + P Q2
- are not associative, ( P Q ) S P (Q S )
3 - 49
VECTOR PRODUCTS: RECTANGULAR COMPONENTS

• Vector products of Cartesian unit vectors,


i i =0 j i = −k k i = j
i j =k j j =0 k j = −i
i k =−j j k =i k k =0

• Vector products in terms of rectangular


coordinates
r r r r r r r
(
V = Px i + Py j + Pz k )(
Qx i + Qy j + Qz k )
r r
= (Py Qz − PzQy )i + (PzQx − Px Qz ) j
r
+ (Px Qy − Py Qx )k
r r r
i j k
= Px Py Pz
Qx Qy Qz
3 - 50
SCALAR PRODUCT OF TWO VECTORS

• The scalar product or dot product between


two vectors P and Q is defined as
P • Q = PQ cos (scalar result )
• Scalar products:
- are commutative, P • Q = Q • P
- are distributive, P • (Q1 + Q2 ) = P • Q1 + P • Q2
- are not associative, (P • Q )• S = undefined

• Scalar products with Cartesian unit components,


r r r r r r r r
( )( )
P • Q = Px i + Py j + Pz k • Qx i + Qy j + Qz k

i •i =1 j • j =1 k •k =1 i • j = 0 j •k = 0 k •i = 0

P • Q = Px Qx + Py Q y + Pz Qz
P • P = Px2 + Py2 + Pz2 = P 2
3 - 51
SCALAR PRODUCT OF TWO VECTORS: APPLICATIONS

• Angle between two vectors:


P • Q = PQ cos = Px Qx + Py Q y + Pz Qz
Px Qx + Py Q y + Pz Qz
cos =
PQ

• Projection of a vector on a given axis:


POL = P cos = projection of P along OL
P • Q = PQ cos
P•Q
= P cos = POL
Q

• For an axis defined by a unit vector:


POL = P •
= Px cos x + Py cos y + Pz cos z

3 - 52
Example 3 (SP 3.5)
Example 3 (SP 3.5)

THIS IS NOT CORRECT

CAN YOU SOLVE THE


PROBLEM?

REFER TO YOUR NOTES>


THIS IS NOT CORRECT

CAN YOU SOLVE THE


PROBLEM?

REFER TO YOUR NOTES>


SYSTEMS OF UNITS

http://bbs.gov.bz/events/event/si-units-measurements/
SYSTEMS OF UNITS
International
System of Units
Kinetic Units: (SI Units)
• Length • meter (m)
• Time Basic units • second (s)
• Mass • kilogram (kg)
• Force Derived unit 𝐹 = 𝑚𝑎 • newton (N)
SYSTEMS OF UNITS
Examples:
47.2 mm = 0.0472 m
1 kN = 1000 N

Time conversion:
1 min = 60 s
1 hr = 60 min

Convert 60 kph to m/s.


SYSTEMS OF UNITS When a derived unit is obtained by
dividing a base unit by another
base unit, you may use a prefix in
the numerator of the derived unit,
but not on its denominator
Example: constant k of a spring
that stretches 20 mm under a
load of 100 N
100 𝑁 100 𝑁
𝑘= 𝑘=
20 𝑚𝑚 0.020 𝑚
𝑘 = 5000 𝑁/𝑚 𝑘 = 5𝑘𝑁/𝑚
𝑘 = 5𝑁/𝑚𝑚
NUMERICAL ACCURACY
The accuracy of the solution to a problem
depends upon two items:
• The accuracy of the given data
• The accuracy of the computations performed

THE SOLUTION CANNOT BE MORE ACCURATE THAN THE LESS


ACCURATE OF THESE TWO ITEMS.
REFLECTIONS
• Explain Newton’s three laws of motion as
the basis of engineering mechanics
• Distinguish between a particle and a rigid
body
• Illustrate addition, scalar (dot) product,
and vector (cross) product of two vectors
• Associate proper SI units with physical
quantities commonly encountered in
engineering mechanics
• Interpret the conventional precision of
computations in engineering mechanics course

Das könnte Ihnen auch gefallen