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Unit 1: Kinematics
▾Position, Displacement & Distance
Position locates an object relative to an origin; displacement is the vector change in position, while distance is the scalar path length traveled.
- Displacement Δx = $x_f − x_i$ (vector, can be negative)
- Distance is always positive and ≥ |displacement|
- Displacement depends only on start/end points, not the path
- On a position-vs-time graph, slope = velocity
- Average velocity = Δx/Δt; average speed = total distance/total time
Velocity & Acceleration
Velocity is the rate of change of position; acceleration is the rate of change of velocity.
- Instantaneous velocity = slope of the tangent line on an x-t graph
- Acceleration a = Δv/Δt, units m/s²
- On a v-t graph, slope = acceleration and area under the curve = displacement
- Object speeds up when v and a have the same sign; slows down when opposite signs
- Constant velocity means zero acceleration (straight line on x-t graph)
Kinematic Equations (Constant Acceleration)
For motion with constant acceleration, four kinematic equations relate displacement, velocity, acceleration, and time.
- v = v₀ + at
- Δx = v₀t + ½at²
- v² = v₀² + 2aΔx
- Δx = ½(v₀ + v)t
- Choose the equation missing the variable you don't know or don't need
- These equations only apply when acceleration is constant
Free Fall & Projectile Motion
Free fall is motion under gravity alone (a = −9.8 m/s² near Earth's surface); projectile motion combines horizontal (constant velocity) and vertical (constant acceleration) motion independently.
- g = 9.8 m/s² downward, same for all objects (ignoring air resistance)
- Horizontal velocity stays constant ($a_x = 0$) during projectile motion
- Vertical motion uses the kinematic equations with a = −g
- Time to reach max height: t = $v_{y0}/g$; at max height $v_y = 0$
- Range R = (v₀² sin2θ)/g for equal launch/landing height
- Horizontal and vertical motions are independent but share the same time variable
Graphical Analysis of Motion
Position, velocity, and acceleration graphs are linked through slope and area relationships.
- Slope of x-t graph = velocity; slope of v-t graph = acceleration
- Area under v-t graph = displacement; area under a-t graph = Δv
- A parabolic x-t graph indicates constant nonzero acceleration
- A horizontal line on a v-t graph means constant velocity (zero acceleration)
- Curvature direction on x-t graph shows whether acceleration is positive or negative
Relative Motion & Vectors in 2D
Vector quantities in kinematics (displacement, velocity, acceleration) must be added using vector addition, and can be decomposed into perpendicular components.
- Vector components: vₓ = v cosθ, $v_y = v$ sinθ
- Magnitude from components: v = √(vₓ² + $v_y$²)
- Relative velocity: $v_{AC} = v_{AB} + v_{BC}$ (vector addition)
- Independent x and y motions can be analyzed separately then recombined
- Angle of resultant: θ = tan⁻¹($v_y$/vₓ)
Velocity and acceleration can point in different directions (deceleration is negative-signed a relative to v, not always 'negative a'), not 'acceleration always means speeding up'
At the top of a projectile's path, vertical velocity is zero but vertical acceleration is still −g, not zero
Distance traveled equals |displacement| only for one-directional motion, not always equal in general
A steeper x-t graph means greater speed, not greater position; curvature (not steepness alone) indicates acceleration
Unit 2: Dynamics & Newton's Laws
▾Newton's First Law (Inertia)
An object remains at rest or in uniform motion unless acted on by a net external force.
- Inertia is the tendency of an object to resist changes in its motion
- Mass is the quantitative measure of inertia
- Net force = 0 means constant velocity (including rest), not necessarily no motion
- This law defines an inertial reference frame
- Equilibrium (ΣF=0) applies to both static and moving-at-constant-velocity objects
Newton's Second Law (F = ma)
The net force on an object equals its mass times its acceleration, and acceleration is in the direction of the net force.
- ΣF = ma, where ΣF is the vector sum of all forces
- Acceleration is directly proportional to net force, inversely proportional to mass
- Must use net (unbalanced) force, not any single applied force
- Free-body diagrams isolate all forces acting on one object
- Apply F=ma separately along perpendicular axes (e.g., x and y) when forces are 2D
Newton's Third Law
For every action force there is an equal and opposite reaction force acting on a different object.
- Action-reaction pairs act on two different objects, so they never cancel for a single object
- Pairs are equal in magnitude, opposite in direction, same type of force
- Normal force from a table on a book pairs with the book pushing down on the table
- Third law pairs act simultaneously, not one after another
- Used to analyze contact forces, tension, and collisions
Common Forces: Weight, Normal, Tension, Friction
Several named forces recur throughout dynamics problems and each has a specific formula and direction.
- Weight Fg = mg, always points toward Earth's center
- Normal force N is perpendicular to the contact surface, adjusts to prevent penetration
- Tension is a pulling force transmitted through a string/rope, same throughout an ideal (massless, frictionless-pulley) string
- Static friction $f_s$ ≤ $μ_s$ N (prevents motion); kinetic friction $f_k = μ_k$ N (opposes sliding motion)
- $μ_k$ is generally less than or equal to $μ_s$ for the same surfaces
Inclined Planes & Multi-Body Systems
On an incline, gravity is decomposed into components parallel and perpendicular to the surface; connected objects (via strings/pulleys) share acceleration magnitude.
- Component of gravity along incline: mg sinθ; perpendicular: mg cosθ
- Normal force on a frictionless incline: N = mg cosθ
- For connected masses over a pulley, treat the system together (a is the same magnitude for both) or use separate free-body diagrams
- Tension is generally not equal to the weight of a hanging accelerating mass
- Draw a separate free-body diagram for each object in multi-body problems
Applications: Elevators & Apparent Weight
Apparent weight (the normal force felt) differs from true weight when an object accelerates vertically, as in an elevator.
- Apparent weight N = m(g + a) when accelerating upward
- Apparent weight N = m(g − a) when accelerating downward
- In free fall (a = g downward), apparent weight is zero (weightlessness)
- Constant velocity elevator: apparent weight = true weight (a=0)
- Scale readings measure normal force, not gravitational force directly
A moving object needs a net force only to change its velocity, not to keep moving at constant velocity ('no force needed to sustain motion' is correct, not 'motion requires continuous force')
Action-reaction pairs act on two different objects and never cancel each other for a single free-body diagram, not 'forces on the same object cancel'
Normal force is not always equal to mg — it depends on other forces and acceleration (e.g., on an incline or in an elevator), not a fixed value
Static friction is a variable up to a maximum ($μ_s$ N), not always exactly $μ_s$ N
Unit 3: Circular Motion & Gravity
▾Uniform Circular Motion & Centripetal Acceleration
An object moving in a circle at constant speed still accelerates because its velocity direction constantly changes; this acceleration points toward the center of the circle.
- Centripetal acceleration $a_c = v$²/r = ω²r, always directed toward the center
- Period T = 2πr/v = 2π/ω; frequency f = 1/T
- Speed is constant in uniform circular motion, but velocity is not (direction changes)
- Angular velocity ω = v/r, units rad/s
- Centripetal acceleration exists even though speed doesn't change — it's caused by the change in direction
- Tangential acceleration (if speed changes) is separate from centripetal acceleration and points along the path
Centripetal Force
Centripetal force is not a new type of force but the net force directed toward the center that causes circular motion; it must be supplied by real forces (tension, gravity, friction, normal force).
- $F_c = mv$²/r = mω²r, always points toward the center of the circular path
- $F_c$ is the net force in the radial direction, not a separate force added to a free-body diagram
- Examples: tension supplies $F_c$ for a ball on a string; gravity supplies $F_c$ for orbiting satellites; static friction supplies $F_c$ for a car turning on a flat road
- On a banked curve, a component of the normal force contributes to centripetal force
- If the centripetal force vanishes, the object moves off in a straight line (tangent to the circle), not outward radially
- Maximum speed on a flat curve before slipping: $v_{max}$ = √($μ_s$ g r)
Vertical Circular Motion
When circular motion occurs in a vertical plane, gravity adds to or subtracts from the required centripetal force depending on position in the loop.
- At the top of a vertical loop: $F_c = N + mg$ (both point toward center, downward)
- At the bottom of a vertical loop: $F_c = N − mg$ (N points up toward center, mg points away)
- Minimum speed at the top of a loop (N = 0): $v_{min}$ = √(gr)
- Apparent weight is greatest at the bottom of a loop and least at the top
- A roller coaster or pendulum at the top of its arc still needs centripetal force directed downward, toward the center
Newton's Law of Universal Gravitation
Every pair of masses attracts each other with a force proportional to the product of their masses and inversely proportional to the square of the distance between their centers.
- $F_g$ = Gm₁m₂/r², where G = 6.674×10⁻¹¹ N·m²/kg²
- r is measured between the centers of mass, not the surfaces
- Gravitational force is always attractive and acts along the line joining the two masses
- Doubling the distance reduces the force to 1/4 (inverse-square law)
- Gravitational field strength g = GM/r², which is why g decreases with altitude
- Newton's third law applies: the force on mass 1 from mass 2 equals in magnitude the force on mass 2 from mass 1
Orbital Motion
A satellite or planet in a stable circular orbit has gravity acting as the sole centripetal force, which links orbital speed and period to the orbit's radius.
- Setting gravity equal to centripetal force: GMm/r² = mv²/r gives orbital speed v = √(GM/r)
- Orbital period: T = 2πr/v = 2π√(r³/GM)
- Orbital speed and period depend only on the central mass M and orbital radius r, not on the orbiting object's mass
- A larger orbital radius means a slower orbital speed and a longer period
- Geostationary satellites orbit with T = 24 hours, matching Earth's rotation
Kepler's Laws & Gravitational Potential Energy
Kepler's laws describe planetary orbits, and gravitational potential energy (defined as zero at infinite separation) is always negative for a bound system.
- Kepler's First Law: planets orbit the Sun in ellipses with the Sun at one focus
- Kepler's Second Law: a planet sweeps out equal areas in equal times (faster when closer to the Sun)
- Kepler's Third Law: T² ∝ r³ for objects orbiting the same central body
- Gravitational PE: $U_g$ = −GMm/r (negative, approaching zero as r→∞)
- Escape velocity: $v_{esc}$ = √(2GM/r), the minimum speed to escape a gravitational field from radius r
- Total mechanical energy of a bound orbit (KE + $U_g$) is negative; unbound trajectories have E ≥ 0
Centripetal force is the net inward force supplied by real forces (tension, gravity, friction, normal), not a separate force you add to a free-body diagram
If centripetal force disappears, an object flies off tangent to the circle (in a straight line), not radially outward
Orbital speed and period depend only on the central mass and orbital radius, not on the orbiting satellite's own mass
Doubling the orbital radius does NOT halve the orbital speed — v ∝ 1/√r, so speed decreases by a factor of √2
Unit 4: Rotational Motion
▾Rotational Kinematics
Rotational motion uses angular analogues of the linear kinematic quantities and equations, connected to linear quantities through the radius.
- Angular position θ (rad), angular velocity ω = Δθ/Δt, angular acceleration α = Δω/Δt
- Linear-angular relationships: v = ωr, $a_{tangential} = αr$, $a_{centripetal} = ω$²r
- Rotational kinematic equations (constant α): ω = ω₀ + αt; Δθ = ω₀t + ½αt²; ω² = ω₀² + 2αΔθ
- One full revolution = 2π radians = 360°
- These equations are structurally identical to the linear kinematics equations with x→θ, v→ω, a→α
Torque
Torque is the rotational analogue of force — it measures how effectively a force causes angular acceleration about a pivot, depending on both the force and where/how it's applied.
- τ = rF sinθ, where θ is the angle between the position vector (from pivot to force) and the force
- τ = rF⊥, using only the component of force perpendicular to the lever arm (r)
- Torque is maximized when force is applied perpendicular to the lever arm (θ = 90°) and zero when force is applied along the lever arm (θ = 0°)
- Units of torque: N·m (not joules, even though the units are dimensionally the same)
- Sign convention: counterclockwise torque is typically positive, clockwise is negative
- Net torque causes angular acceleration: Στ = Iα
Moment of Inertia
Moment of inertia is the rotational analogue of mass — it measures an object's resistance to changes in angular velocity, depending on both mass and how that mass is distributed relative to the axis.
- I = $Σm_i$ $r_i$² for point masses; distributed mass is found by integration or standard formulas
- Common formulas: solid sphere I = ₅⁄₂MR², solid disk/cylinder I = ½MR², hoop/ring I = MR², rod about center I = ¹⁄₁₂ML², rod about end I = ₁⁄₃ML²
- Mass farther from the axis contributes more to I (I depends on r², not just mass)
- The same object has a different I depending on the chosen rotation axis
- Parallel axis theorem: I = $I_{cm} + Md$², where d is the distance from the center-of-mass axis to the new axis
Rotational Dynamics & Equilibrium
Newton's second law has a rotational form relating net torque to angular acceleration, and static equilibrium requires both zero net force and zero net torque.
- Στ = Iα (rotational analogue of ΣF = ma)
- For static equilibrium: ΣF = 0 AND Στ = 0 (about any chosen pivot point)
- Choosing the pivot at the location of an unknown force eliminates that force from the torque equation
- Rolling without slipping requires $v_{cm} = ωr$ and $a_{cm} = αr$
- An object can have zero net force but nonzero net torque (it accelerates angularly while its center of mass doesn't accelerate linearly), and vice versa
Angular Momentum & Its Conservation
Angular momentum is the rotational analogue of linear momentum, and it is conserved for a system when there is no net external torque.
- L = Iω for a rotating rigid body; L = mvr sinθ for a point particle about an axis
- Conservation of angular momentum: $L_{initial} = L_{final}$ when $Στ_{ext} = 0$
- If moment of inertia decreases (mass pulled closer to axis), angular velocity must increase to conserve L (e.g., spinning ice skater pulling in arms)
- Angular impulse: τΔt = ΔL (rotational analogue of J = FΔt = Δp)
- Angular momentum is conserved even when kinetic energy is not (e.g., an inelastic rotational collision)
Rotational Kinetic Energy & Rolling Motion
A rotating object stores kinetic energy in its rotation, and a rolling object has both translational and rotational kinetic energy.
- Rotational KE = ½Iω²
- Total KE of a rolling object: $KE_{total}$ = ½$Mv_{cm}$² + ½Iω²
- For rolling without slipping, use $v_{cm} = ωr$ to combine the two KE terms
- An object with a larger moment of inertia (for the same mass/radius) rolls down an incline more slowly because more energy goes into rotation
- Energy conservation for rolling down a hill: mgh = ½mv² + ½Iω² (no energy lost if rolling without slipping, since static friction does no work)
Torque depends on where a force is applied and its angle to the lever arm, not just its magnitude — a large force applied along the lever arm produces zero torque
Moment of inertia depends on the axis of rotation, not just the object's mass — the same object has different I values about different axes
Angular momentum conservation applies even when kinetic energy is not conserved, not 'both are always conserved together'
Rolling without slipping requires $v_{cm} = ωr$; a sliding (skidding) object does not satisfy this relationship
Unit 5: Momentum
▾Momentum & Impulse
Momentum is the product of mass and velocity, and impulse is the change in momentum caused by a force acting over time.
- p = mv, a vector quantity in the direction of velocity
- Impulse J = FΔt = Δp (impulse-momentum theorem)
- Impulse equals the area under a force-vs-time graph
- A larger Δt for the same Δp reduces the average force needed (e.g., airbags, padding)
- Units of momentum: kg·m/s; units of impulse: N·s (equivalent)
Conservation of Momentum
In an isolated system (no external net force), total momentum before an interaction equals total momentum after.
- $p_{total}$,initial = $p_{total}$,final for an isolated system
- Momentum is conserved in all collision types (elastic, inelastic, perfectly inelastic) as long as the system is isolated
- Must account for direction—momentum is a vector, so opposite-direction velocities subtract
- External forces (like friction or gravity) can change total system momentum unless balanced or negligible over the interaction time
- For explosions, initial total momentum (often zero) equals the vector sum of final momenta of the fragments
Elastic vs. Inelastic Collisions
Collisions are classified by whether kinetic energy is conserved in addition to momentum.
- Elastic collision: both momentum and kinetic energy are conserved
- Inelastic collision: momentum is conserved, but kinetic energy is not (some converts to heat/sound/deformation)
- Perfectly inelastic collision: objects stick together and move with a common final velocity
- Real-world macroscopic collisions are usually inelastic to some degree
- For a perfectly inelastic collision: m1v1+m2v2=(m1+m2)$v_f$
Solving Collision Problems
Collision problems use conservation of momentum (always) and conservation of kinetic energy (only if elastic) as simultaneous equations.
- Set up conservation of momentum: $Σp_{before} = Σp_{after}$
- For elastic collisions, also apply $KE_{before} = KE_{after}$ as a second equation
- Choose a positive direction convention and keep velocity signs consistent
- 1D collisions: use scalar (signed) velocities; 2D collisions require resolving momentum by x and y components separately
- Check the answer's physical reasonableness (e.g., objects shouldn't pass through each other)
Center of Mass
The center of mass is the weighted average position of a system's mass, and it moves according to the net external force on the whole system.
- $x_{cm}$ = (m1x1 + m2x2 + ...)/(m1 + m2 + ...)
- The center of mass of an isolated system moves at constant velocity, even if individual parts collide or explode
- Internal forces (like collision forces or explosions) do not change the center of mass motion
- In projectile explosions, the center of mass continues along the original trajectory as if no explosion occurred
- For symmetric objects, the center of mass is at the geometric center
2D Momentum & Real-World Applications
Momentum conservation extends to two dimensions by conserving x- and y-components independently, applicable to collisions, sports, and vehicle safety design.
- Conserve momentum separately along perpendicular axes: $Σp_x$,before=$Σp_x$,after and $Σp_y$,before=$Σp_y$,after
- Glancing collisions require vector decomposition of initial and final velocities
- Crumple zones in cars increase collision time Δt, reducing force for a given impulse (Δp)
- Rocket propulsion relies on momentum conservation between expelled fuel and the rocket
- Recoil (e.g., a gun firing) is explained by conservation of momentum: the gun's backward momentum matches the bullet's forward momentum
Kinetic energy is generally NOT conserved in real-world (inelastic) collisions, even though momentum always is, not 'both are always conserved together'
Momentum is a vector — velocities in opposite directions must be given opposite signs, not treated as simply additive magnitudes
A larger force isn't needed for a bigger impulse if time increases proportionally — impulse depends on both F and Δt, not force alone
The center of mass of a system continues on its original path during an internal explosion or collision (external force unchanged), not 'the pieces ignore the original motion'
Unit 6: Energy & Work
▾Work Done by a Force
Work is the transfer of energy via a force acting through a displacement, and depends on the angle between force and displacement.
- W = Fd cosθ, where θ is the angle between force and displacement
- Work is zero if force is perpendicular to displacement (θ=90°)
- Work is positive when force has a component in the direction of motion, negative when opposite
- Units of work are joules (J) = N·m
- Work-energy theorem: net work done equals the change in kinetic energy, $W_{net}$ = ΔKE
Kinetic Energy & the Work-Energy Theorem
Kinetic energy is the energy of motion, and the net work done on an object equals its change in kinetic energy.
- KE = ½mv²
- $W_{net}$ = ΔKE = $KE_f − KE_i$
- Kinetic energy depends on speed squared, so doubling speed quadruples KE
- The work-energy theorem applies regardless of the path taken
- Only the net (total) work changes kinetic energy; individual forces can do positive or negative work
Potential Energy: Gravitational & Elastic
Potential energy is stored energy associated with an object's position or configuration, recoverable as kinetic energy.
- Gravitational PE: $U_g$ = mgh, measured relative to a chosen reference height
- Elastic (spring) PE: $U_s$ = ½kx², where x is displacement from equilibrium
- PE depends on relative position, so only changes in PE are physically meaningful
- Conservative forces (gravity, spring) have path-independent work
- Hooke's Law: $F_{spring}$ = −kx describes the restoring force of an ideal spring
Conservation of Mechanical Energy
In the absence of non-conservative forces (like friction), total mechanical energy (KE + PE) remains constant.
- $KE_i + PE_i = KE_f + PE_f$ (when no friction/air resistance)
- With friction: $KE_i + PE_i = KE_f + PE_f$ + energy lost to heat ($ΔE_{thermal}$)
- Energy 'lost' to friction equals the work done by friction (magnitude), $W_{friction} = f·d$
- Roller coasters, pendulums, and sliding blocks are classic conservation-of-energy scenarios
- Total energy of an isolated system is always conserved, even when mechanical energy is not
Power
Power is the rate at which work is done or energy is transferred.
- P = W/t = ΔE/t, units are watts (W) = J/s
- Instantaneous power: P = Fv cosθ (force times velocity component along force direction)
- Average power over a time interval uses total work divided by total time
- Higher power means doing the same work in less time, not necessarily more work
- 1 horsepower ≈ 746 W (useful for real-world comparisons)
Energy Diagrams & Systems
Energy bar charts and system diagrams track how energy transforms and transfers between kinetic, potential, and thermal forms.
- A closed/isolated system conserves total energy; energy only transforms between forms
- Energy bar charts show relative amounts of KE, PE, and thermal energy at different points
- Non-conservative forces (friction, applied pushes) change total mechanical energy of a system
- Choosing the system boundary determines whether work is 'external' or energy transformation is 'internal'
- Elastic collisions conserve KE; inelastic collisions convert some KE to other forms (heat, sound, deformation)
Work done by a force perpendicular to displacement is zero, not simply 'less work' — cosθ=0 makes it exactly zero (e.g., normal force does no work on a moving object)
Potential energy is only meaningful as a difference/change (ΔPE), not an absolute value — the reference point is arbitrary
Kinetic energy depends on speed squared, so doubling velocity quadruples KE, not just doubles it
Friction converts mechanical energy to thermal energy (it doesn't destroy energy) — total energy is still conserved, only mechanical energy decreases
Unit 7: Electrostatics & Circuits
▾Electric Charge & Coulomb's Law
Electric charge is a fundamental property of matter that comes in two types (positive and negative), and Coulomb's law describes the force between two point charges.
- Coulomb's Law: F = kq₁q₂/r², where k = 8.99×10⁹ N·m²/C²
- Like charges repel; opposite charges attract, with the force acting along the line joining them
- Charge is quantized in units of e = 1.6×10⁻¹⁹ C and is conserved in any closed system
- Coulomb's law has the same inverse-square form as gravity, but can be attractive or repulsive (gravity is only attractive)
- Conductors allow charge to move freely; insulators do not
- Charging by induction separates charge without direct contact; charging by friction/contact transfers charge directly
Electric Fields
An electric field is the region around a charge where another charge would feel a force, defined as force per unit charge.
- E = F/q = kQ/r² (field due to a point charge Q), units N/C
- Electric field lines point away from positive charges and toward negative charges
- Field line density represents field strength; field lines never cross
- Force on a charge in a field: F = qE, in the direction of E for positive q, opposite for negative q
- A uniform field (e.g., between parallel plates) has evenly spaced, parallel field lines
- Superposition applies to electric fields: the net field is the vector sum of fields from all sources
Electric Potential Energy & Potential
Electric potential energy is the energy stored due to the position of a charge in a field, and electric potential is potential energy per unit charge.
- Electric potential V = U/q, units volts (V) = J/C
- Potential difference (voltage) drives current: ΔV = W/q, the work done per unit charge moving between two points
- For a uniform field: E = ΔV/d, relating field strength to voltage across a distance d
- Positive charges move from high to low potential naturally (like a ball rolling downhill); electrons move from low to high potential
- Equipotential surfaces are always perpendicular to electric field lines, and no work is done moving a charge along one
Current, Resistance & Ohm's Law
Electric current is the rate of charge flow through a conductor, and Ohm's law relates voltage, current, and resistance for many materials.
- Current I = ΔQ/Δt, units amperes (A) = C/s
- Ohm's Law: V = IR, where R is resistance in ohms (Ω)
- Resistance of a wire: R = ρL/A, increasing with length and resistivity, decreasing with cross-sectional area
- Conventional current flows from + to − externally (opposite to actual electron flow)
- Electric power: P = IV = I²R = V²/R
- Resistivity ρ generally increases with temperature for metals (more collisions impede electron flow)
Series & Parallel Circuits
Resistors combine differently depending on whether they are connected in series (single path) or parallel (multiple paths), affecting current, voltage, and equivalent resistance.
- Series: same current through each resistor; $R_{eq}$ = R₁ + R₂ + ...; voltages add ($V_{total}$ = V₁ + V₂ + ...)
- Parallel: same voltage across each resistor; 1/$R_{eq} = 1$/R₁ + 1/R₂ + ...; currents add ($I_{total}$ = I₁ + I₂ + ...)
- Adding a resistor in series always increases total resistance; adding a resistor in parallel always decreases total resistance
- Equivalent resistance of parallel resistors is always less than the smallest individual resistance
- Ammeters are connected in series (low resistance); voltmeters are connected in parallel (high resistance)
Kirchhoff's Rules & Circuit Analysis
Kirchhoff's rules formalize conservation of charge and energy in circuits, allowing analysis of complex multi-loop networks.
- Kirchhoff's Junction Rule: total current into a junction equals total current out (conservation of charge)
- Kirchhoff's Loop Rule: the sum of voltage changes around any closed loop equals zero (conservation of energy)
- Real batteries have internal resistance r, so terminal voltage V = EMF − Ir (less than EMF when current flows)
- Power delivered by a source: P = I × EMF; power dissipated in a resistor: P = I²R
- For circuits with both series and parallel sections, simplify parallel branches to an equivalent resistor first, then combine in series
Adding a resistor in parallel decreases total resistance (creates another path for current), not increases it like adding one in series
Current is the same through every resistor in series, not the voltage — voltage divides; in parallel, voltage is the same and current divides
Equivalent resistance of resistors in parallel is always less than the smallest individual resistor, not an average of the values
Conventional current direction (+ to −) is opposite to the actual direction electrons move, which matters when interpreting circuit diagrams
Unit 8: Magnetism
▾Magnetic Fields & Field Lines
A magnetic field is a region where a moving charge or current experiences a force; field lines show its direction and relative strength.
- Field lines point from north to south outside a magnet, and form closed loops (they never start or stop)
- Denser field lines mean a stronger magnetic field
- Earth behaves like a giant bar magnet; a compass needle aligns with the local field direction
- Like poles repel; unlike poles attract, same as electric charges
- Unlike electric charge, magnetic poles always come in N-S pairs — no isolated magnetic monopole has been observed
The Right-Hand Rule
The right-hand rule gives the direction of a magnetic field or force whenever velocity, current, or field direction are mutually perpendicular.
- For a straight wire: point the thumb along conventional current; the curled fingers show the field direction circling the wire
- For force on a moving positive charge: point fingers along v, curl toward B; the thumb gives F (F = qv×B)
- For a negative charge, the force is opposite the direction the rule gives for a positive charge
- For a current loop: curling the fingers along the current direction, the thumb points along the loop's magnetic field (like a bar magnet's north pole)
- Swapping any one of v, B, or F direction (holding the others fixed) reverses the sign of the missing quantity
Force on a Moving Charge
A magnetic field exerts a force on a moving charge, but only on the velocity component perpendicular to the field.
- F = qvB sinθ, where θ is the angle between v and B
- The force is maximum when v ⊥ B (θ=90°) and zero when v is parallel or antiparallel to B (θ=0° or 180°)
- The magnetic force is always perpendicular to v, so it changes direction but never speed — it does no work
- A charged particle moving perpendicular to a uniform B field travels in a circle: qvB = mv²/r, so r = mv/(qB)
- SI unit of B is the tesla (T) = 1 N/(A·m) = 1 N·s/(C·m)
Force on a Current-Carrying Wire
Since current is charge in motion, a current-carrying wire in a magnetic field experiences a force.
- F = BIL sinθ, where θ is the angle between the current direction and B
- Direction is given by the right-hand rule using the current direction in place of v
- Force is maximum when the wire is perpendicular to B, and zero when the wire is parallel to B
- This force is the operating principle behind electric motors and galvanometers
- Two parallel wires carrying current in the same direction attract; opposite directions repel
Magnetic Field of a Current-Carrying Wire
A current-carrying wire generates its own magnetic field circling around it, and coils of wire concentrate this field.
- B = μ₀I/(2πr) for a long straight wire, where μ₀ = 4π×10⁻⁷ T·m/A
- Field strength increases with current and decreases with distance from the wire
- Field lines form concentric circles around the wire, direction given by the right-hand rule
- A solenoid (coil of wire) produces a strong, nearly uniform field inside, similar to a bar magnet
- Adding a ferromagnetic core (like iron) inside a solenoid greatly increases the field strength — an electromagnet
Electromagnetic Induction
A changing magnetic flux through a loop induces an EMF (Faraday's Law), and the induced current opposes that change (Lenz's Law) — the basis of generators.
- Faraday's Law: induced EMF = −N(ΔΦ/Δt), where Φ = BA cosθ is magnetic flux and N is the number of loops
- EMF can be induced by changing B, changing area A, or changing the angle between the loop and B
- Lenz's Law: the induced current flows in the direction that opposes the change in flux that created it (conservation of energy)
- A generator converts mechanical energy to electrical energy by rotating a coil in a magnetic field, inducing an alternating EMF
- A motor is the reverse: electrical energy drives a current-carrying coil in a field, producing rotation (mechanical energy)
The magnetic force on a moving charge does no work and cannot change its speed — only its direction, since F is always perpendicular to v
A charge moving parallel (or antiparallel) to B feels zero magnetic force, not maximum force — maximum force occurs at 90°
Lenz's Law is about opposing the CHANGE in flux, not opposing the flux itself — a steady, unchanging flux induces no EMF at all
The right-hand rule (not left-hand) is used for conventional current and positive charges; use it carefully in reverse for negative charges
Unit 9: Waves & Sound
▾Wave Properties & the Wave Equation
Waves transfer energy without net transfer of matter, and their properties are related through a single equation connecting speed, wavelength, and frequency.
- Wave speed v = fλ, where f is frequency (Hz) and λ is wavelength (m)
- Period T = 1/f is the time for one complete cycle
- Amplitude is the maximum displacement from equilibrium and determines the wave's energy (intensity ∝ amplitude²)
- Transverse waves (e.g., light, waves on a string) oscillate perpendicular to the direction of travel; longitudinal waves (e.g., sound) oscillate parallel to it
- Wave speed on a string depends on tension and linear mass density: v = √($F_T/μ$), not on frequency or amplitude
- Frequency is set by the source and does not change when a wave passes into a new medium; wavelength and speed do change
Superposition & Interference
When two or more waves overlap in the same medium, their displacements add algebraically (superposition), producing constructive or destructive interference.
- Principle of superposition: net displacement = sum of individual wave displacements at that point
- Constructive interference occurs when waves are in phase (crest meets crest), producing a larger amplitude
- Destructive interference occurs when waves are out of phase (crest meets trough), reducing or canceling amplitude
- Path difference of a whole number of wavelengths (nλ) gives constructive interference; a half-integer number ((n+½)λ) gives destructive interference
- After waves pass through each other, they continue unaffected (superposition is temporary, not permanent)
- Beats occur when two waves of slightly different frequencies interfere, producing a periodic amplitude variation with beat frequency $f_{beat}$ = |f₁ − f₂|
Standing Waves & Resonance
Standing waves form when two identical waves traveling in opposite directions interfere, creating fixed points of no displacement (nodes) and maximum displacement (antinodes).
- Nodes are points of zero displacement; antinodes are points of maximum displacement, spaced λ/2 apart
- String fixed at both ends: $λ_n = 2$L/n, $f_n = nv$/(2L) for n = 1, 2, 3,… (harmonics)
- Pipe open at both ends: same harmonic series as a string, $λ_n = 2$L/n
- Pipe closed at one end: only odd harmonics, $λ_n = 4$L/n for n = 1, 3, 5,…
- Resonance occurs when a driving frequency matches a system's natural frequency, producing a large-amplitude standing wave
- The fundamental frequency (n=1) is the lowest possible resonant frequency for a given system
Sound Waves
Sound is a longitudinal pressure wave that requires a medium to travel, with speed depending on the properties of that medium.
- Sound speed in air at room temperature ≈ 343 m/s; sound travels faster in solids and liquids than in gases
- Sound intensity (power per area) decreases with distance following an inverse-square law: I ∝ 1/r²
- Sound level in decibels: β = 10 log₁₀(I/I₀), where I₀ = 10⁻¹² W/m² is the threshold of hearing
- Pitch corresponds to frequency; loudness corresponds to amplitude/intensity
- Sound cannot travel through a vacuum because it requires a medium to propagate
The Doppler Effect
The Doppler effect is the change in observed frequency of a wave when there is relative motion between the source and the observer.
- Frequency increases when the source and observer are moving toward each other, decreases when moving apart
- General formula: $f_{observed} = f_{source}$ × (v ± $v_{observer}$)/(v ∓ $v_{source}$), using + for approach and − for recession in each term
- Only relative motion along the line connecting source and observer matters
- The Doppler effect changes the observed frequency (and wavelength), not the actual speed of the wave in the medium
- Applications: radar guns, redshift/blueshift of light from stars, weather Doppler radar
Wave Behavior at Boundaries
When a wave reaches a boundary between media, part of it reflects and part transmits, with the details depending on the relative properties of the two media.
- A wave reflecting off a fixed (denser medium) boundary inverts (180° phase shift)
- A wave reflecting off a free (less dense medium) boundary reflects without inversion
- Refraction occurs when a wave changes speed crossing into a new medium, which can bend its direction of travel
- Diffraction is the bending/spreading of waves around obstacles or through openings, more pronounced when the opening size is comparable to the wavelength
- Total wave energy is split between reflected and transmitted waves at a boundary
Wave frequency is determined by the source and stays the same when a wave enters a new medium — wavelength and speed change, not frequency
A closed-open pipe only supports odd harmonics ($f_n = nv/4$L, n=1,3,5...), unlike an open-open pipe or a string, which supports all integer harmonics
The Doppler effect changes the observed frequency, not the actual wave speed through the medium
Sound cannot travel through a vacuum because it is a mechanical (longitudinal) wave requiring a medium, unlike light
Unit 10: Optics
▾Reflection & Plane Mirrors
The law of reflection governs how light bounces off a surface, and plane mirrors use it to form images.
- Law of reflection: angle of incidence = angle of reflection, both measured from the normal (a line perpendicular to the surface)
- A plane mirror forms a virtual, upright image the same size as the object, located as far behind the mirror as the object is in front
- A virtual image cannot be projected on a screen because light rays only appear to diverge from it
- Diffuse reflection (off a rough surface) scatters light in many directions; specular reflection (off a smooth surface) preserves a clear image
Curved Mirrors
Concave mirrors curve inward and can form real or virtual images; convex mirrors curve outward and always form virtual, reduced images.
- Concave mirror: object beyond the focal point forms a real, inverted image; object inside the focal point forms a virtual, upright, magnified image
- Convex mirror: always forms a virtual, upright, reduced image, regardless of object distance — used for wide-view mirrors
- Focal length f = R/2, where R is the radius of curvature
- Real images form where light rays actually converge and can be projected on a screen; virtual images cannot
- Principal rays for ray diagrams: a ray parallel to the axis reflects through the focal point; a ray through the focal point reflects parallel to the axis
The Mirror Equation & Magnification
The mirror equation relates object distance, image distance, and focal length; magnification compares image and object size.
- Mirror equation: 1/dₒ + 1/dᵢ = 1/f
- Magnification: m = −dᵢ/dₒ = hᵢ/hₒ
- Positive dᵢ means a real image (same side as reflected light); negative dᵢ means virtual (behind the mirror)
- Positive m means an upright image; negative m means inverted
- |m| > 1 means the image is magnified (larger than the object); |m| < 1 means reduced
Refraction & Snell's Law
Refraction is the bending of light as it passes between media with different indices of refraction, due to a change in speed.
- Index of refraction n = c/v, where c is the speed of light in vacuum and v is its speed in the medium (n ≥ 1)
- Snell's Law: n₁ sinθ₁ = n₂ sinθ₂, angles measured from the normal
- Light bends toward the normal when entering a denser medium (higher n), and away from the normal when entering a less dense medium
- Frequency never changes when light crosses a boundary; wavelength and speed do change (v = fλ)
- At normal incidence (θ=0°), light passes straight through with no bending, even though its speed changes
Total Internal Reflection
When light travels from a denser to a less dense medium at a steep enough angle, it reflects entirely back into the denser medium instead of refracting out.
- Total internal reflection can only occur when light moves from higher n to lower n (e.g., water to air)
- Critical angle: sinθc = n₂/n₁ (n₁ = denser medium the light starts in, n₂ = less dense medium)
- For angles of incidence greater than θc, all light reflects internally; none refracts out
- This principle is the basis of fiber optics, which trap light inside a high-n core for transmission over long distances
- As the angle of incidence increases toward θc, more light is reflected and less is refracted (until 100% reflects at and beyond θc)
Lenses & Dispersion
Lenses refract light to form images using the same equations as mirrors; dispersion splits light into its component colors because n depends on wavelength.
- A converging (convex) lens brings parallel rays together at a focal point; a diverging (concave) lens spreads them apart
- Thin lens equation: 1/dₒ + 1/dᵢ = 1/f (same form as the mirror equation); magnification m = −dᵢ/dₒ
- For a converging lens, an object beyond f forms a real, inverted image; an object inside f forms a virtual, upright, magnified image (like a magnifying glass)
- A diverging lens always forms a virtual, upright, reduced image, regardless of object distance
- Dispersion occurs because the index of refraction depends slightly on wavelength (higher n for shorter wavelengths); a prism splits white light into a spectrum with violet bending most and red bending least
A virtual image is not fainter or fake — it looks completely real to an observer, it just can't be projected onto a screen because rays only appear to diverge from it
Light bends TOWARD the normal entering a denser medium and AWAY from the normal entering a less dense one — mixing this up flips every refraction diagram
Total internal reflection requires going from higher n to lower n; light can never totally internally reflect when entering a denser medium
Frequency (and color) of light never changes when it refracts — only its speed and wavelength change, which is why a ray stays the same color across a boundary
Unit 11: Modern Physics
▾Wave-Particle Duality & the Photoelectric Effect
Light exhibits both wave and particle behavior; the photoelectric effect — where light ejects electrons from a metal — can only be explained by treating light as discrete photons.
- Photon energy: E = hf = hc/λ, where h = 6.63×10⁻³⁴ J·s (Planck's constant)
- Each photon interacts with at most one electron; increasing light intensity increases the number of photons, not the energy per photon
- A photon must have energy at least equal to the metal's work function (φ) to eject an electron at all — below the threshold frequency, no electrons are emitted regardless of intensity
- Maximum kinetic energy of an ejected electron: KEmax = hf − φ
- Increasing light frequency (above threshold) increases KEmax; increasing intensity (at fixed frequency) increases the number of electrons ejected per second, not their KEmax
De Broglie Wavelength
Just as light exhibits particle behavior, matter exhibits wave behavior — every moving particle has an associated wavelength.
- De Broglie wavelength: λ = h/p = h/(mv)
- This wave nature is only noticeable for very small masses (like electrons); everyday objects have imperceptibly small de Broglie wavelengths
- Faster-moving or more massive particles have shorter de Broglie wavelengths (larger momentum → smaller λ)
- Electron diffraction patterns confirm that particles can behave as waves, just as photon interactions confirm waves can behave as particles
Atomic Spectra & Energy Levels
Electrons in an atom can only occupy specific, quantized energy levels; transitions between levels absorb or emit photons of specific energies.
- Each element has a unique set of allowed energy levels, producing a unique line spectrum (like a fingerprint)
- An electron absorbs a photon to jump to a higher energy level, and emits a photon when it falls to a lower one
- Photon energy in a transition equals the energy difference between levels: $E_{photon} = hf$ = |$E_{final} − E_{initial}$|
- An absorption spectrum shows dark lines (missing wavelengths) where photons were absorbed; an emission spectrum shows bright lines at the wavelengths emitted
- Only specific, discrete photon energies are absorbed or emitted — never a continuous range — because the energy levels themselves are discrete
Nuclear Decay
Unstable nuclei spontaneously emit particles or radiation to become more stable, transforming into different nuclides in the process.
- Alpha decay: emits a helium nucleus (2 protons, 2 neutrons); mass number decreases by 4, atomic number decreases by 2
- Beta-minus decay: a neutron converts to a proton, emitting an electron (and antineutrino); atomic number increases by 1, mass number unchanged
- Gamma decay: emits a high-energy photon; neither mass number nor atomic number changes — the nucleus loses energy, not particles
- Both mass number (A) and atomic/proton number (Z) are conserved in every nuclear decay equation
- Alpha particles are the most ionizing but least penetrating (stopped by paper/skin); gamma rays are the least ionizing but most penetrating (need thick lead/concrete to stop)
Half-Life
Half-life is the time required for half of a sample of radioactive nuclei to decay, and it is constant regardless of the sample size.
- N = N₀(1/2)^(t/T), where T is the half-life and N₀ is the initial quantity
- Half-life is a statistical/probabilistic property of the isotope — it does not depend on temperature, pressure, or chemical state
- After n half-lives, the fraction remaining is (1/2)ⁿ, regardless of the starting amount
- Half-life is used in radiometric dating (e.g., carbon-14) to estimate the age of a sample
Mass-Energy Equivalence, Fission & Fusion
Mass and energy are equivalent (E = mc²); nuclear reactions convert a small amount of mass into a large amount of energy.
- Mass-energy equivalence: E = mc², where c = 3.00×10⁸ m/s, so even a tiny mass converts to enormous energy
- Nuclear fission splits a heavy nucleus (like uranium-235) into smaller nuclei, releasing energy — used in nuclear power plants and weapons
- Nuclear fusion combines light nuclei (like hydrogen isotopes) into a heavier nucleus, releasing energy — the process that powers the Sun
- In both fission and fusion, the total mass of the products is slightly less than the reactants; this 'mass defect' converts to the released energy via E = mc²
- Fusion releases more energy per unit mass than fission, but requires extremely high temperatures and pressures to overcome nuclear repulsion
Increasing light intensity increases the NUMBER of photoelectrons, not their maximum kinetic energy — only increasing frequency increases KEmax
Below the threshold frequency, no electrons are ejected no matter how intense the light is — intensity cannot substitute for insufficient photon energy
In beta-minus decay the atomic number increases (a neutron becomes a proton), even though no proton was 'added' from outside the nucleus
Half-life does not mean 'the sample is gone after two half-lives' — after 2 half-lives, 1/4 remains, not zero; it approaches zero asymptotically but never mathematically reaches it
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Unit 1: Kinematics
- Displacement
- The vector change in position, Δx = $x_f − x_i$; depends only on initial and final points, not the path taken.
- Instantaneous Velocity
- The slope of the tangent line to a position-time graph at a specific instant; the derivative of position with respect to time.
- Acceleration
- The rate of change of velocity with respect to time, a = Δv/Δt, measured in m/s².
- Kinematic Equation: v = v₀ + at
- Relates final velocity to initial velocity, constant acceleration, and time; used when displacement is not needed.
- Kinematic Equation: Δx = v₀t + ½at²
- Gives displacement in terms of initial velocity, constant acceleration, and time.
- Free Fall
- Motion under gravity alone, with constant downward acceleration g = 9.8 m/s², independent of the object's mass.
- Projectile Motion
- Two-dimensional motion with constant horizontal velocity and constant vertical acceleration (−g), analyzed by treating each axis independently.
- Range of a Projectile
- R = v₀²sin(2θ)/g for equal launch and landing heights; maximized at a launch angle of 45°.
- Position-Time Graph
- A graph where the slope at any point equals the instantaneous velocity; a parabolic shape indicates constant acceleration.
- Velocity-Time Graph
- A graph where the slope equals acceleration and the area under the curve equals displacement.
Unit 2: Dynamics & Newton's Laws
- Newton's First Law
- An object at rest stays at rest, and an object in motion stays in motion at constant velocity, unless acted on by a net external force.
- Newton's Second Law
- ΣF = ma; the net force on an object equals the product of its mass and acceleration, with acceleration in the direction of net force.
- Newton's Third Law
- For every action force one object exerts on another, the second object exerts an equal and opposite force back on the first.
- Normal Force
- The perpendicular contact force a surface exerts on an object, preventing it from passing through the surface; not always equal to weight.
- Static Friction
- The force resisting the start of sliding between surfaces in contact, with maximum value $f_s$(max) = $μ_s$ N.
- Kinetic Friction
- The force opposing relative sliding motion between two surfaces, given by $f_k = μ_k$ N, generally less than max static friction.
- Tension
- The pulling force transmitted through a string, rope, or cable; uniform throughout an ideal massless string over a frictionless pulley.
- Free-Body Diagram
- A diagram showing all external forces acting on a single object as vectors, used to apply Newton's Second Law systematically.
- Apparent Weight
- The normal force experienced by an object, which differs from true weight (mg) when the object has vertical acceleration, such as in an elevator.
- Inclined Plane Decomposition
- Gravity on an incline splits into components mg sinθ (along the slope) and mg cosθ (perpendicular to the slope, balanced by normal force).
Unit 3: Circular Motion & Gravity
- Centripetal acceleration
- $a_c = v^2/r = omega^2$ r; always points toward the center of the circular path, even at constant speed.
- Centripetal force
- $F_c = mv^2/r$, the net inward force supplied by real forces (tension, gravity, friction, normal force) that causes circular motion.
- Newton's Law of Universal Gravitation
- $F_g$ = Gm1m2/$r^2$, where G = 6.674x10^-11 N*$m^2/kg^2$; always attractive, acts along the line joining the masses.
- Orbital speed
- v = $sqrt{GM/r}$ for a circular orbit, derived by setting gravity equal to the required centripetal force.
- Kepler's Third Law
- $T^2$ is proportional to $r^3$ for all objects orbiting the same central body.
- Gravitational potential energy
- $U_g$ = -GMm/r, taken as zero at infinite separation; always negative for a bound system.
- Escape velocity
- $v_{esc} = sqrt{2GM/r}$, the minimum launch speed needed to escape a gravitational field from radius r.
- Minimum speed at top of a vertical loop
- $v_{min} = sqrt{gr}$, the speed at which normal force drops to zero and gravity alone supplies centripetal force.
- Angular velocity (omega)
- omega = v/r = 2*pi*f, the rate of angular rotation in radians per second; relates to linear speed via v = omega*r.
- Banked curve
- On a frictionless banked curve, a component of the normal force provides centripetal force: tan(theta) = $v^2$/(rg).
Unit 4: Rotational Motion
- Torque
- tau = rF*sin(theta), the rotational analogue of force; measures how effectively a force causes angular acceleration about a pivot.
- Moment of inertia
- I = sum(m*$r^2$); the rotational analogue of mass, depending on both mass and its distribution relative to the rotation axis.
- Rotational Newton's Second Law
- Net torque equals moment of inertia times angular acceleration: sum(tau) = I*alpha.
- Angular momentum
- L = I*omega for a rigid body; conserved when net external torque on a system is zero.
- Parallel axis theorem
- I = $I_{cm} + M$*$d^2$, used to find moment of inertia about an axis parallel to one through the center of mass, a distance d away.
- Rotational kinetic energy
- $KE_{rot}$ = (1/2)*I*$omega^2$, the kinetic energy stored in a rotating object.
- Rolling without slipping condition
- $v_{cm}$ = omega*r and $a_{cm}$ = alpha*r; static friction (not kinetic) allows rolling without energy loss.
- Moment of inertia of a solid disk/cylinder
- I = (1/2)*M*$R^2$ about its central axis.
- Conservation of angular momentum example
- A spinning skater pulling arms inward decreases I, so omega increases to keep L = I*omega constant.
- Static equilibrium condition
- An object is in static equilibrium only if BOTH the net force is zero AND the net torque about any pivot is zero.
Unit 5: Momentum
- Momentum
- The product of an object's mass and velocity, p = mv; a vector quantity measured in kg·m/s.
- Impulse
- The change in momentum caused by a net force acting over a time interval: J = FΔt = Δp.
- Conservation of Momentum
- In an isolated system with no net external force, total momentum before an event equals total momentum after.
- Elastic Collision
- A collision in which both total momentum and total kinetic energy are conserved.
- Inelastic Collision
- A collision in which momentum is conserved but kinetic energy is not; some energy converts to heat, sound, or deformation.
- Perfectly Inelastic Collision
- A collision where the colliding objects stick together and move with a common final velocity: m1v1+m2v2=(m1+m2)$v_f$.
- Impulse-Momentum Theorem
- States that the impulse delivered to an object equals its change in momentum, connecting force-time behavior to velocity change.
- Center of Mass
- The mass-weighted average position of a system, which moves at constant velocity unless acted on by a net external force, unaffected by internal collisions or explosions.
- Recoil
- The backward momentum of an object (e.g., a gun) that results from conservation of momentum when it propels another object (e.g., a bullet) forward.
- Force-Time Graph
- A graph whose area under the curve equals the impulse delivered to an object during that time interval.
Unit 6: Energy & Work
- Work
- The energy transferred by a force acting through a displacement: W = Fd cosθ, measured in joules.
- Work-Energy Theorem
- The net work done on an object equals its change in kinetic energy: $W_{net}$ = ΔKE.
- Kinetic Energy
- The energy of motion, KE = ½mv²; proportional to mass and to the square of speed.
- Gravitational Potential Energy
- Stored energy due to height in a gravitational field, $U_g$ = mgh, measured relative to a chosen reference level.
- Elastic Potential Energy
- Energy stored in a stretched or compressed spring, $U_s$ = ½kx², where k is the spring constant and x the displacement from equilibrium.
- Conservation of Mechanical Energy
- In the absence of non-conservative forces, KE + PE remains constant throughout a system's motion.
- Power
- The rate of doing work or transferring energy, P = W/t = Fv cosθ, measured in watts (J/s).
- Conservative Force
- A force (like gravity or spring force) whose work done is path-independent, allowing a potential energy to be defined.
- Hooke's Law
- The restoring force of an ideal spring: F = −kx, proportional and opposite to the displacement from equilibrium.
- Non-Conservative Force
- A force like friction whose work depends on the path taken, converting mechanical energy into other forms such as heat.
Unit 7: Electrostatics & Circuits
- Coulomb's Law
- F = k*q1*q2/$r^2$, where k = 8.99x10^9 N*$m^2/C^2$; describes the electrostatic force between two point charges.
- Electric field
- E = F/q = k*Q/$r^2$ (from a point charge), the force per unit positive test charge; units N/C.
- Electric potential
- V = U/q, measured in volts (J/C); potential difference (voltage) drives current flow between two points.
- Ohm's Law
- V = IR, relating voltage, current, and resistance for ohmic materials.
- Resistance of a wire
- R = rho*L/A, increasing with length and resistivity, decreasing with cross-sectional area.
- Electric power in a circuit
- P = IV = $I^2$*R = $V^2/R$, the rate of electrical energy transfer or dissipation.
- Series circuit rule
- Resistors in series share the same current; $R_{eq} = R1 + R2$ + ...; voltage divides among them.
- Parallel circuit rule
- Resistors in parallel share the same voltage; 1/$R_{eq} = 1/R1 + 1/R2$ + ...; current divides among them.
- Kirchhoff's Junction Rule
- The total current entering a junction equals the total current leaving it (conservation of charge).
- Kirchhoff's Loop Rule
- The sum of voltage changes around any closed circuit loop equals zero (conservation of energy).
Unit 8: Magnetism
- Force on a moving charge
- F = qvB sinθ; maximum when v is perpendicular to B, zero when parallel to B.
- Force on a current-carrying wire
- F = BIL sinθ; direction given by the right-hand rule using the current direction.
- Magnetic field of a straight wire
- B = μ₀I/(2πr), μ₀ = 4π×10⁻⁷ T·m/A; field lines form circles around the wire.
- Right-hand rule (force)
- Point fingers along v, curl toward B; thumb gives F for a positive charge (reverse for negative).
- Radius of circular motion in a field
- r = mv/(qB), from setting the magnetic force equal to the centripetal force requirement.
- Faraday's Law
- Induced EMF = −N(ΔΦ/Δt); an EMF is induced only by a CHANGING magnetic flux.
- Lenz's Law
- The induced current flows in the direction that opposes the change in flux that produced it.
- Generator vs. motor
- A generator converts mechanical energy to electrical energy; a motor does the reverse.
- Like vs. unlike magnetic poles
- Like poles (N-N, S-S) repel; unlike poles (N-S) attract — magnetic poles always come in N-S pairs.
- Parallel current-carrying wires
- Wires with current in the same direction attract; opposite directions repel.
Unit 9: Waves & Sound
- Wave equation
- v = f*lambda, relating wave speed, frequency, and wavelength; frequency is set by the source and does not change across media.
- Wave speed on a string
- v = $sqrt{F_T/mu}$, where $F_T$ is string tension and mu is linear mass density (mass per length).
- Constructive interference
- Occurs when waves meet in phase (path difference = n*lambda), producing a larger combined amplitude.
- Destructive interference
- Occurs when waves meet out of phase (path difference = (n+1/2)*lambda), reducing or canceling amplitude.
- Standing wave on a string fixed at both ends
- Harmonic frequencies $f_n = n$*v/(2L) for n = 1, 2, 3,...; supports all integer harmonics.
- Standing wave in a pipe closed at one end
- Only odd harmonics exist: $f_n = n$*v/(4L) for n = 1, 3, 5,...
- Doppler effect
- The observed frequency shifts when source and observer move relative to each other: frequency rises on approach, falls on recession.
- Beat frequency
- $f_{beat}$ = |f1 - f2|, the periodic loudness variation heard when two waves of close but different frequencies interfere.
- Speed of sound in air
- Approximately 343 m/s at room temperature; sound is a longitudinal wave requiring a medium to travel.
- Decibel scale for sound intensity
- beta = 10*log10(I/I0), where I0 = $10^{-12}$ W/$m^2$ is the threshold of human hearing.
Unit 10: Optics
- Law of reflection
- Angle of incidence = angle of reflection, both measured from the normal.
- Mirror/lens equation
- 1/dₒ + 1/dᵢ = 1/f, relating object distance, image distance, and focal length.
- Magnification
- m = −dᵢ/dₒ = hᵢ/hₒ; negative m means inverted, |m|>1 means magnified.
- Snell's Law
- n₁ sinθ₁ = n₂ sinθ₂, where n = c/v is the index of refraction of each medium.
- Index of refraction
- n = c/v; light bends toward the normal entering a higher-n (denser) medium.
- Critical angle
- sinθc = n₂/n₁ (going from higher n to lower n); beyond θc, total internal reflection occurs.
- Concave mirror image types
- Object beyond f: real, inverted image. Object inside f: virtual, upright, magnified image.
- Convex mirror/diverging lens
- Always produce a virtual, upright, reduced image, regardless of object distance.
- Converging lens (object inside f)
- Produces a virtual, upright, magnified image — the principle behind a magnifying glass.
- Dispersion
- Index of refraction depends slightly on wavelength, so a prism spreads white light into a spectrum (violet bends most, red least).
Unit 11: Modern Physics
- Photon energy
- E = hf = hc/λ, where h = 6.63×10⁻³⁴ J·s (Planck's constant).
- Photoelectric effect (KEmax)
- KEmax = hf − φ, where φ is the metal's work function; increasing intensity increases electron count, not KEmax.
- De Broglie wavelength
- λ = h/p = h/(mv); every moving particle has an associated wavelength.
- Atomic energy levels
- Electrons occupy discrete, quantized energy levels; transitions absorb/emit photons with E = |ΔE|.
- Alpha decay
- Emits a helium nucleus; mass number drops by 4, atomic number drops by 2.
- Beta-minus decay
- A neutron converts to a proton, emitting an electron; atomic number increases by 1, mass number unchanged.
- Gamma decay
- Emits a high-energy photon; neither mass number nor atomic number changes.
- Half-life
- N = N₀(1/2)^(t/T); the time for half of a radioactive sample to decay, independent of sample size.
- Mass-energy equivalence
- E = mc²; the mass defect in a nuclear reaction converts into released energy.
- Fission vs. fusion
- Fission splits a heavy nucleus into lighter ones; fusion combines light nuclei into a heavier one — both release energy.
Unit 1: Kinematics
Position, Displacement & Distance
Position locates an object relative to an origin; displacement is the vector change in position, while distance is the scalar path length traveled.
Velocity & Acceleration
Velocity is the rate of change of position; acceleration is the rate of change of velocity.
Kinematic Equations (Constant Acceleration)
For motion with constant acceleration, four kinematic equations relate displacement, velocity, acceleration, and time.
Free Fall & Projectile Motion
Free fall is motion under gravity alone (a = −9.8 m/s² near Earth's surface); projectile motion combines horizontal (constant velocity) and vertical (constant acceleration) motion independently.
Graphical Analysis of Motion
Position, velocity, and acceleration graphs are linked through slope and area relationships.
Relative Motion & Vectors in 2D
Vector quantities in kinematics (displacement, velocity, acceleration) must be added using vector addition, and can be decomposed into perpendicular components.
Key fact
v = v₀ + at, Δx = v₀t + ½at², v² = v₀² + 2aΔx, Δx = ½(v₀+v)t
Key fact
g = 9.8 m/s² (downward) near Earth's surface for all free-falling objects
Key fact
Slope of x-t graph = velocity; slope of v-t graph = acceleration; area under v-t graph = displacement
Key fact
Projectile motion: horizontal velocity constant, vertical acceleration = −g, time is shared between axes
Unit 2: Dynamics & Newton's Laws
Newton's First Law (Inertia)
An object remains at rest or in uniform motion unless acted on by a net external force.
Newton's Second Law (F = ma)
The net force on an object equals its mass times its acceleration, and acceleration is in the direction of the net force.
Newton's Third Law
For every action force there is an equal and opposite reaction force acting on a different object.
Common Forces: Weight, Normal, Tension, Friction
Several named forces recur throughout dynamics problems and each has a specific formula and direction.
Inclined Planes & Multi-Body Systems
On an incline, gravity is decomposed into components parallel and perpendicular to the surface; connected objects (via strings/pulleys) share acceleration magnitude.
Applications: Elevators & Apparent Weight
Apparent weight (the normal force felt) differs from true weight when an object accelerates vertically, as in an elevator.
Key fact
ΣF = ma (Newton's Second Law) — net force determines acceleration
Key fact
Newton's Third Law pairs act on different objects, equal magnitude, opposite direction
Key fact
$f_s$(max) = $μ_s$ N, $f_k = μ_k$ N — friction is proportional to the normal force
Key fact
On a frictionless incline: a = g sinθ; N = mg cosθ
Unit 3: Circular Motion & Gravity
Uniform Circular Motion & Centripetal Acceleration
An object moving in a circle at constant speed still accelerates because its velocity direction constantly changes; this acceleration points toward the center of the circle.
Centripetal Force
Centripetal force is not a new type of force but the net force directed toward the center that causes circular motion; it must be supplied by real forces (tension, gravity, friction, normal force).
Vertical Circular Motion
When circular motion occurs in a vertical plane, gravity adds to or subtracts from the required centripetal force depending on position in the loop.
Newton's Law of Universal Gravitation
Every pair of masses attracts each other with a force proportional to the product of their masses and inversely proportional to the square of the distance between their centers.
Orbital Motion
A satellite or planet in a stable circular orbit has gravity acting as the sole centripetal force, which links orbital speed and period to the orbit's radius.
Kepler's Laws & Gravitational Potential Energy
Kepler's laws describe planetary orbits, and gravitational potential energy (defined as zero at infinite separation) is always negative for a bound system.
Key fact
$a_c = v$²/r = ω²r (always toward center); $F_c = mv$²/r is the net radial force, not an extra force
Key fact
$F_g$ = Gm₁m₂/r², G = 6.674×10⁻¹¹ N·m²/kg²
Key fact
Orbital speed v = √(GM/r); orbital period T = 2π√(r³/GM); Kepler's Third Law: T² ∝ r³
Key fact
Minimum speed at top of vertical loop: $v_{min}$ = √(gr); gravitational PE: $U_g$ = −GMm/r
Unit 4: Rotational Motion
Rotational Kinematics
Rotational motion uses angular analogues of the linear kinematic quantities and equations, connected to linear quantities through the radius.
Torque
Torque is the rotational analogue of force — it measures how effectively a force causes angular acceleration about a pivot, depending on both the force and where/how it's applied.
Moment of Inertia
Moment of inertia is the rotational analogue of mass — it measures an object's resistance to changes in angular velocity, depending on both mass and how that mass is distributed relative to the axis.
Rotational Dynamics & Equilibrium
Newton's second law has a rotational form relating net torque to angular acceleration, and static equilibrium requires both zero net force and zero net torque.
Angular Momentum & Its Conservation
Angular momentum is the rotational analogue of linear momentum, and it is conserved for a system when there is no net external torque.
Rotational Kinetic Energy & Rolling Motion
A rotating object stores kinetic energy in its rotation, and a rolling object has both translational and rotational kinetic energy.
Key fact
τ = rF sinθ; Στ = Iα (rotational analogue of ΣF = ma)
Key fact
I = Σmr² (point masses); common shapes: disk ½MR², hoop MR², sphere ₅⁄₂MR², rod about center ¹⁄₁₂ML²
Key fact
L = Iω, conserved when net external torque is zero
Key fact
Rotational KE = ½Iω²; rolling object KE = ½Mv² + ½Iω² (using v = ωr)
Unit 5: Momentum
Momentum & Impulse
Momentum is the product of mass and velocity, and impulse is the change in momentum caused by a force acting over time.
Conservation of Momentum
In an isolated system (no external net force), total momentum before an interaction equals total momentum after.
Elastic vs. Inelastic Collisions
Collisions are classified by whether kinetic energy is conserved in addition to momentum.
Solving Collision Problems
Collision problems use conservation of momentum (always) and conservation of kinetic energy (only if elastic) as simultaneous equations.
Center of Mass
The center of mass is the weighted average position of a system's mass, and it moves according to the net external force on the whole system.
2D Momentum & Real-World Applications
Momentum conservation extends to two dimensions by conserving x- and y-components independently, applicable to collisions, sports, and vehicle safety design.
Key fact
p = mv; Impulse J = FΔt = Δp
Key fact
Momentum is conserved in isolated systems: $Σp_{before} = Σp_{after}$
Key fact
Elastic collisions conserve both momentum and KE; inelastic collisions conserve only momentum
Key fact
Perfectly inelastic collision: m1v1 + m2v2 = (m1+m2)$v_f$
Unit 6: Energy & Work
Work Done by a Force
Work is the transfer of energy via a force acting through a displacement, and depends on the angle between force and displacement.
Kinetic Energy & the Work-Energy Theorem
Kinetic energy is the energy of motion, and the net work done on an object equals its change in kinetic energy.
Potential Energy: Gravitational & Elastic
Potential energy is stored energy associated with an object's position or configuration, recoverable as kinetic energy.
Conservation of Mechanical Energy
In the absence of non-conservative forces (like friction), total mechanical energy (KE + PE) remains constant.
Power
Power is the rate at which work is done or energy is transferred.
Energy Diagrams & Systems
Energy bar charts and system diagrams track how energy transforms and transfers between kinetic, potential, and thermal forms.
Key fact
W = Fd cosθ; $W_{net}$ = ΔKE (work-energy theorem)
Key fact
KE = ½mv²; $U_g$ = mgh; $U_{spring}$ = ½kx²
Key fact
Conservation of mechanical energy (no friction): $KE_i + PE_i = KE_f + PE_f$
Key fact
Power P = W/t = Fv cosθ; units are watts (J/s)
Unit 7: Electrostatics & Circuits
Electric Charge & Coulomb's Law
Electric charge is a fundamental property of matter that comes in two types (positive and negative), and Coulomb's law describes the force between two point charges.
Electric Fields
An electric field is the region around a charge where another charge would feel a force, defined as force per unit charge.
Electric Potential Energy & Potential
Electric potential energy is the energy stored due to the position of a charge in a field, and electric potential is potential energy per unit charge.
Current, Resistance & Ohm's Law
Electric current is the rate of charge flow through a conductor, and Ohm's law relates voltage, current, and resistance for many materials.
Series & Parallel Circuits
Resistors combine differently depending on whether they are connected in series (single path) or parallel (multiple paths), affecting current, voltage, and equivalent resistance.
Kirchhoff's Rules & Circuit Analysis
Kirchhoff's rules formalize conservation of charge and energy in circuits, allowing analysis of complex multi-loop networks.
Key fact
Coulomb's Law: F = kq₁q₂/r², k = 8.99×10⁹ N·m²/C²; E = F/q = kQ/r²
Key fact
Ohm's Law: V = IR; Power P = IV = I²R = V²/R
Key fact
Series: $R_{eq}$ = R₁+R₂+...; same I. Parallel: 1/$R_{eq} = 1$/R₁+1/R₂+...; same V
Key fact
Kirchhoff's rules: $ΣI_{in} = ΣI_{out}$ (junction); ΣΔV = 0 around a closed loop
Unit 8: Magnetism
Magnetic Fields & Field Lines
A magnetic field is a region where a moving charge or current experiences a force; field lines show its direction and relative strength.
The Right-Hand Rule
The right-hand rule gives the direction of a magnetic field or force whenever velocity, current, or field direction are mutually perpendicular.
Force on a Moving Charge
A magnetic field exerts a force on a moving charge, but only on the velocity component perpendicular to the field.
Force on a Current-Carrying Wire
Since current is charge in motion, a current-carrying wire in a magnetic field experiences a force.
Magnetic Field of a Current-Carrying Wire
A current-carrying wire generates its own magnetic field circling around it, and coils of wire concentrate this field.
Electromagnetic Induction
A changing magnetic flux through a loop induces an EMF (Faraday's Law), and the induced current opposes that change (Lenz's Law) — the basis of generators.
Key fact
Force on a moving charge: F = qvB sinθ; force on a wire: F = BIL sinθ
Key fact
Field of a long straight wire: B = μ₀I/(2πr), μ₀ = 4π×10⁻⁷ T·m/A
Key fact
Radius of circular motion in a field: r = mv/(qB)
Key fact
Faraday's Law: EMF = −N(ΔΦ/Δt); Lenz's Law: induced current opposes the change in flux
Unit 9: Waves & Sound
Wave Properties & the Wave Equation
Waves transfer energy without net transfer of matter, and their properties are related through a single equation connecting speed, wavelength, and frequency.
Superposition & Interference
When two or more waves overlap in the same medium, their displacements add algebraically (superposition), producing constructive or destructive interference.
Standing Waves & Resonance
Standing waves form when two identical waves traveling in opposite directions interfere, creating fixed points of no displacement (nodes) and maximum displacement (antinodes).
Sound Waves
Sound is a longitudinal pressure wave that requires a medium to travel, with speed depending on the properties of that medium.
The Doppler Effect
The Doppler effect is the change in observed frequency of a wave when there is relative motion between the source and the observer.
Wave Behavior at Boundaries
When a wave reaches a boundary between media, part of it reflects and part transmits, with the details depending on the relative properties of the two media.
Key fact
v = fλ; wave speed on a string v = √($F_T/μ$); frequency is set by the source and unchanged across media
Key fact
String fixed at both ends / open-open pipe: $f_n = nv$/(2L); closed-open pipe: $f_n = nv$/(4L), odd n only
Key fact
Doppler effect: $f_{observed} = f_{source}$(v ± $v_{obs}$)/(v ∓ $v_{src}$); approach raises frequency, recession lowers it
Key fact
Constructive interference: path difference = nλ; destructive interference: path difference = (n+½)λ
Unit 10: Optics
Reflection & Plane Mirrors
The law of reflection governs how light bounces off a surface, and plane mirrors use it to form images.
Curved Mirrors
Concave mirrors curve inward and can form real or virtual images; convex mirrors curve outward and always form virtual, reduced images.
The Mirror Equation & Magnification
The mirror equation relates object distance, image distance, and focal length; magnification compares image and object size.
Refraction & Snell's Law
Refraction is the bending of light as it passes between media with different indices of refraction, due to a change in speed.
Total Internal Reflection
When light travels from a denser to a less dense medium at a steep enough angle, it reflects entirely back into the denser medium instead of refracting out.
Lenses & Dispersion
Lenses refract light to form images using the same equations as mirrors; dispersion splits light into its component colors because n depends on wavelength.
Key fact
Law of reflection: θᵢ = θᵣ; mirror/lens equation: 1/dₒ + 1/dᵢ = 1/f; magnification m = −dᵢ/dₒ
Key fact
Snell's Law: n₁ sinθ₁ = n₂ sinθ₂; n = c/v
Key fact
Critical angle for total internal reflection: sinθc = n₂/n₁ (going from higher n to lower n)
Key fact
Converging lens/concave mirror: real+inverted image beyond f, virtual+upright+magnified inside f. Diverging lens/convex mirror: always virtual, upright, reduced
Unit 11: Modern Physics
Wave-Particle Duality & the Photoelectric Effect
Light exhibits both wave and particle behavior; the photoelectric effect — where light ejects electrons from a metal — can only be explained by treating light as discrete photons.
De Broglie Wavelength
Just as light exhibits particle behavior, matter exhibits wave behavior — every moving particle has an associated wavelength.
Atomic Spectra & Energy Levels
Electrons in an atom can only occupy specific, quantized energy levels; transitions between levels absorb or emit photons of specific energies.
Nuclear Decay
Unstable nuclei spontaneously emit particles or radiation to become more stable, transforming into different nuclides in the process.
Half-Life
Half-life is the time required for half of a sample of radioactive nuclei to decay, and it is constant regardless of the sample size.
Mass-Energy Equivalence, Fission & Fusion
Mass and energy are equivalent (E = mc²); nuclear reactions convert a small amount of mass into a large amount of energy.
Key fact
Photon energy: E = hf = hc/λ; photoelectric effect: KEmax = hf − φ
Key fact
De Broglie wavelength: λ = h/p = h/(mv)
Key fact
Half-life decay: N = N₀(1/2)^(t/T)
Key fact
Mass-energy equivalence: E = mc²; both fission and fusion release energy from a mass defect
Common mistakes for each unit — read the mistake, then make sure you know why it's wrong.
Unit 1: Kinematics
Watch out
Velocity and acceleration can point in different directions (deceleration is negative-signed a relative to v, not always 'negative a'), not 'acceleration always means speeding up'
Watch out
At the top of a projectile's path, vertical velocity is zero but vertical acceleration is still −g, not zero
Watch out
Distance traveled equals |displacement| only for one-directional motion, not always equal in general
Watch out
A steeper x-t graph means greater speed, not greater position; curvature (not steepness alone) indicates acceleration
Unit 2: Dynamics & Newton's Laws
Watch out
A moving object needs a net force only to change its velocity, not to keep moving at constant velocity ('no force needed to sustain motion' is correct, not 'motion requires continuous force')
Watch out
Action-reaction pairs act on two different objects and never cancel each other for a single free-body diagram, not 'forces on the same object cancel'
Watch out
Normal force is not always equal to mg — it depends on other forces and acceleration (e.g., on an incline or in an elevator), not a fixed value
Watch out
Static friction is a variable up to a maximum ($μ_s$ N), not always exactly $μ_s$ N
Unit 3: Circular Motion & Gravity
Watch out
Centripetal force is the net inward force supplied by real forces (tension, gravity, friction, normal), not a separate force you add to a free-body diagram
Watch out
If centripetal force disappears, an object flies off tangent to the circle (in a straight line), not radially outward
Watch out
Orbital speed and period depend only on the central mass and orbital radius, not on the orbiting satellite's own mass
Watch out
Doubling the orbital radius does NOT halve the orbital speed — v ∝ 1/√r, so speed decreases by a factor of √2
Unit 4: Rotational Motion
Watch out
Torque depends on where a force is applied and its angle to the lever arm, not just its magnitude — a large force applied along the lever arm produces zero torque
Watch out
Moment of inertia depends on the axis of rotation, not just the object's mass — the same object has different I values about different axes
Watch out
Angular momentum conservation applies even when kinetic energy is not conserved, not 'both are always conserved together'
Watch out
Rolling without slipping requires $v_{cm} = ωr$; a sliding (skidding) object does not satisfy this relationship
Unit 5: Momentum
Watch out
Kinetic energy is generally NOT conserved in real-world (inelastic) collisions, even though momentum always is, not 'both are always conserved together'
Watch out
Momentum is a vector — velocities in opposite directions must be given opposite signs, not treated as simply additive magnitudes
Watch out
A larger force isn't needed for a bigger impulse if time increases proportionally — impulse depends on both F and Δt, not force alone
Watch out
The center of mass of a system continues on its original path during an internal explosion or collision (external force unchanged), not 'the pieces ignore the original motion'
Unit 6: Energy & Work
Watch out
Work done by a force perpendicular to displacement is zero, not simply 'less work' — cosθ=0 makes it exactly zero (e.g., normal force does no work on a moving object)
Watch out
Potential energy is only meaningful as a difference/change (ΔPE), not an absolute value — the reference point is arbitrary
Watch out
Kinetic energy depends on speed squared, so doubling velocity quadruples KE, not just doubles it
Watch out
Friction converts mechanical energy to thermal energy (it doesn't destroy energy) — total energy is still conserved, only mechanical energy decreases
Unit 7: Electrostatics & Circuits
Watch out
Adding a resistor in parallel decreases total resistance (creates another path for current), not increases it like adding one in series
Watch out
Current is the same through every resistor in series, not the voltage — voltage divides; in parallel, voltage is the same and current divides
Watch out
Equivalent resistance of resistors in parallel is always less than the smallest individual resistor, not an average of the values
Watch out
Conventional current direction (+ to −) is opposite to the actual direction electrons move, which matters when interpreting circuit diagrams
Unit 8: Magnetism
Watch out
The magnetic force on a moving charge does no work and cannot change its speed — only its direction, since F is always perpendicular to v
Watch out
A charge moving parallel (or antiparallel) to B feels zero magnetic force, not maximum force — maximum force occurs at 90°
Watch out
Lenz's Law is about opposing the CHANGE in flux, not opposing the flux itself — a steady, unchanging flux induces no EMF at all
Watch out
The right-hand rule (not left-hand) is used for conventional current and positive charges; use it carefully in reverse for negative charges
Unit 9: Waves & Sound
Watch out
Wave frequency is determined by the source and stays the same when a wave enters a new medium — wavelength and speed change, not frequency
Watch out
A closed-open pipe only supports odd harmonics ($f_n = nv/4$L, n=1,3,5...), unlike an open-open pipe or a string, which supports all integer harmonics
Watch out
The Doppler effect changes the observed frequency, not the actual wave speed through the medium
Watch out
Sound cannot travel through a vacuum because it is a mechanical (longitudinal) wave requiring a medium, unlike light
Unit 10: Optics
Watch out
A virtual image is not fainter or fake — it looks completely real to an observer, it just can't be projected onto a screen because rays only appear to diverge from it
Watch out
Light bends TOWARD the normal entering a denser medium and AWAY from the normal entering a less dense one — mixing this up flips every refraction diagram
Watch out
Total internal reflection requires going from higher n to lower n; light can never totally internally reflect when entering a denser medium
Watch out
Frequency (and color) of light never changes when it refracts — only its speed and wavelength change, which is why a ray stays the same color across a boundary
Unit 11: Modern Physics
Watch out
Increasing light intensity increases the NUMBER of photoelectrons, not their maximum kinetic energy — only increasing frequency increases KEmax
Watch out
Below the threshold frequency, no electrons are ejected no matter how intense the light is — intensity cannot substitute for insufficient photon energy
Watch out
In beta-minus decay the atomic number increases (a neutron becomes a proton), even though no proton was 'added' from outside the nucleus
Watch out
Half-life does not mean 'the sample is gone after two half-lives' — after 2 half-lives, 1/4 remains, not zero; it approaches zero asymptotically but never mathematically reaches it