2. MECHANICS
2.1. Mechanics - the foundation of
physics
The first and most important part
of the areas of physics is mechanics, which forms a basis for other parts to be
presented later. The quantities used here will reappear in many places - there
are many types of forces, but all follow the laws of
2.2. Distance and displacement
We start the physics course with
mechanics which deals with questions like where something is, how fast and in
what direction it moves, how its motion changes, what causes it, and some
consequences of the answers to these questions. All this fits the universal character of physics.
An example of this is the quantity speed (described later): a car may drive at
a speed, an animal may run or fly at a speed, blood can flow through your veins
at a speed, a distant star or galaxy may move towards or away from us at some
speed.
Before we get to the quantity
speed, we need to describe something more fundamental: where something is. In
physics, there are two ways to tell how far something has moved or how far from
a certain point it is:
distance = how you went measured
along the path you actually took. The tripmeter in a car measures distance.
Since the road can be curved it is difficult to say what direction you took,
and distance is then a scalar. Common symbol : s
displacement = how far it is from
where you started to where you stopped in a straight line. If you look at the
map maybe you can find out that the town you drove to is 25 km to the northwest
of where you started. This is a vector, which also often has the symbol s.
If only two directions are
possible, it is convenient to use positive values for displacements in one
direction and negative in the opposite.
Ex. The train moved 500 m forwards
and then 200 m backwards.
* If we call the
forwards direction positive, the total displacement is 500m + (-200m) = 500 m -
200 m = 300 m.
* If we call the
backwards direction positive, we have -
500 m + 200 m = - 300 m.
Note:
· in
both cases we could add the displacements, with their signs. The same
formula could have been used: stotal = s1 + s2
· the
answers are different although they represent the same motion in the real
world. They must be interpreted using the chosen definition of which direction
that is positive.
2.3. Speed and velocity
This can also be
described either with or without a direction:
speed = distance/time This is a scalar. Unit ms-1
velocity = displacement/time This is a vector, same unit.
(note that 1 ms-1
= 3.6 kmh-1)
The same formula is used
for both (v for velocity or speed, s for distance or displacement, t for time):
v = Ds/Dt [DB p.
4]
The symbol D stands for the change in something
= the difference between what it is now and what it was before. In many
situations it can be dropped - for example the time for something to happen is
the difference between what the clock showed after it and when it started, but
if we started a stopwatch from zero when the event started, then the reading on
the stopwatch when the event is over equals the time it took. We then often use
the formula in the form
v = s / t
If the velocity is constant (both
magnitude and direction!), we have what is called uniform motion, UM.
Frames of reference and relative
velocity
Example: A boat A moves with 5 ms-1
downstream, another boat B with 5 ms-1 upstream in a river
flowing 2 ms-1 relative to
the shore. Both move at 5 ms-1 in the "river's frame of
reference", but their speeds in the "shore frame of reference"
(or their speeds relative to the shore) are 3 ms-1 and 7 ms-1.
2.4. Acceleration
(acceleration)
If the velocity changes
(magnitude and/or direction), we have an acceleration. We will first focus on
cases where something moves along a straight line, but where the speed = the
magnitude of the velocity changes. We use these symbols:
u = initial velocity
v = final velocity
t = time to change
velocity from u to v
a = acceleration
Dv = v-u = change in velocity
The definition of
acceleration is then
a = Dv/Dt [DB p.
4]
where we can write Dv/Dt = (v - u) / t (assuming that t = the time it took for the velocity to
change from u to v). Acceleration is a vector and its unit is ms-2
(which means m/s2). The formula is often written in this form after
solving for v:
·
a = (v - u)
/ t multiply
both sides with t so
·
at = (v -
u) = v - u move - u to the left side, letting it change
sign
·
at + u = v or as below:
v = u + at [DB p. 5]
If the acceleration a is constant,
we have uniformly accelerated motion, UAM.
· Near earth, all things
fall down with a gravity acceleration g = 9.81 ms-2 if we do
not think of air resistance.
2.5. Graphs of UM and UAM
UM:
· The graph
of velocity as a function of time (velocity on y-axis, time on x-axis) is a
horizontal straight line (the velocity is constant). If an object has travelled
for the time t with the velocity v, the displacement (how far it as moved) is
given by v = s/t => s = vt. This is the of the area (rectangle) under the
graph.
· The graph
of displacement as a function of time is a straight line which is steeper the
higher the velocity is. Compare this to the graphs of y = x, y = 2x, y = 3x etc
where the graph y = kx is steeper the higher k is. Here we have s = vt with s
instead of y, v instead of k and t instead of x. The velocity is now the
gradient (slope) of the line. This means that you take any two points A and B
on the curve and find how much higher B is than A, then divide it by how much
further to the left B is than A.

m05a
UAM:
· The graph
of v as a function of t is now a rising straight line starting from u (initial
velocity) on the velocity axis. During the time t it reaches the level v (final
velocity). The distance travelled is still the area under this graph
- now a trapeze (like a triangle on top of a rectangle). This area can be found
by adding the areas of the rectangle and the triangle or by finding the mean
or average velocity vm which is (u+v)/2. Since s = vmt we then
get:
s = [(u + v)/2]t [DB
p. 5]
· The graph
of displacement s as a function of time is now not a straight line but a curve
bending upwards (getting steeper and steeper - the gradient or slope is still =
the velocity, but since this increases all the time, we would need to draw a
"help line" (called tangent) and find the gradient = slope of this by
choosing two points on it)

m05b
Other types of motion
(neither UM or UAM)
If the velocity is not
constant (not UM) and the acceleration not constant (not UM) is still true that
the travelled displacement is the area under the v-t curve (which may be found
with geometry, numerical approximations on a computer, or other methods) and
that the velocity at a certain time is the slope of the s-t curve.

m05c
Instantaneous and average values
If one quantity is the
gradient (slope) of another (e.g. velocity from displacement or acceleration
from velocity) we can graphically find either an average or an instantaneous
value. The average value is the change in the vertical coordinate / the change
in the horizontal coordinate. The instantaneous value is the
"average" value for an infinitely small change in the horizontal
coordinate.

m05d
2.6. The 4 equations of
uniformly accelerated motion = UAM
We already have
v = u + at [DB
p. 5]
and
s
= vmt where vm = (u+v)/2 [DB
p. 5]
We can now
· replace v
in 2) by u +at and get vm = (u+u+at)/2 = (2u + at)/2
· simplify vm
= (2u +at)/2 = 2u/2 + at/2 = u + ½at
· to get s =
vmt multiply with t and have t(u + ½at) = ut + ½at2
so we have:
s =
ut + ½at2 [DB
p. 5]
Another possibility is
to
· solve
1) for t which gives t = (v - u)/a
·
replace t in 2) with this, so s =vmt = vm(v - u)/a
· use
from 2) that vm = (u + v)/2 to get s = (u + v)(v - u)/2a
· let
(u +v)(v - u) = (v + u)(v - u) = vv - vu + uv - uu = v2 -vu + vu - u2
= v2 - u2
which all gives us
· s =
(v2 - u2)/2a which we multiply with 2a to get v2
- u2 = 2as
· and
finally v2 = u2 + 2as so :
v2
= u2 + 2as [DB p. 5]
Note that the equations
are valid only for constant acceleration!
2.7. Force and mass
Force (a
vector quantity)
is
the cause of for example
· deformation
(stretching, bending, compressing, other). It is measured with a forcemeter
(dynamometer, newtonmeter) containing a spiral metal spring which is extended
(stretched out) more the greater the force is. Unit : 1 newton = 1 N.
· acceleration
= change in velocity per time.
Resultant force (resultant, total force, net force, sum of all
forces)
Often several forces act on the
same object. If you hold something in your hand, there is a force of gravity
pulling it down and a force from your hand upwards which may balance out the
downwards force so the resultant is zero. This can be handled by choosing one
direction as positive (ex. up) and giving the forces signs accordingly.
Example:
Force of gravity = Fg =
- 5.0 N Force of hand = Fh
= 5.0 N
Resultant = Fg + Fh
= - 5.0 N + 5.0 N = 0
Newton's 3 laws for forces :
Newton I
If the resultant force on an object is zero, its
velocity will be constant.
This can mean either of two
possibilities:
· the object
is at rest and will remain so as long as the resultant is zero (like the
object in your hand).
· the object
has some velocity and will keep it (both direction and magnitude) as long as
the resultant is zero. Example : A car comes to a curve where the road is
slippery because of ice. The driver would like to either slow down or change
direction, but because of the ice no force can be applied to it horizontally,
so it continues out into the forest where Forces from trees it collides with
slows it down. (This was in the horizontal dimension - in the vertical
dimension there is a force of gravity down which is balanced out by the force
from the hard ice in the road keeping it from sinking into it).
A free-body diagram = sketch
of an object showing the forces acting on it using arrows with a length
proportional to the magnitude (if known). Forces (as other vectors) can using trigonometry
be resolved into components in two dimensions perpendicular to each other, and
the components added separately. The resultant force/ resultant/ total force/
net force can be found using Pythagoras.
Translational equilibrium = a situation where the
net force in all dimensions is zero. Example: an object sliding down a slope at
constant speed, when the component of the force of gravity down the slope and
the force (ex. friction) balance out, and the same is true for the normal force
(perpendicular to surface) and the component of the force of gravity
perpendicular to the surface (draw diagram, choose labels, resolve into
components!).
Newton II
If there is a resultant force F,
then there will be a change in velocity = acceleration
which is greater the greater F is,
but smaller the greater the mass of the object is.
a = F/m
A larger
engine giving a larger net force will increase acceleration
A larger
mass will decrease it.
F = ma [DB p. 5]
This means that the unit 1 N = 1
kgms-2. Mass is a scalar, but acceleration is a vector, so the force
is also a vector.
Newton III
If A acts on B with the force F then B acts back on A
with - F
(-F is a force of the same
magnitude but opposite direction to F). Examples:
· A
rifle fires a bullet and acts with a force on it accelerating it forwards, but
the bullet acts back on the rifle so it recoils
· A
rocket engine in a space ship throws out gases acting with them, and then the
gases act back on the rocket with a force forwards (note that the rocket
does not "push against the air" to drive it forwards, it works out in
empty space).
Mass and weight
· mass is a
property of an object which it has wherever we take it - a 100 kg astronaut is
a 100 kg astronaut here or on the moon
· weight
is the force of gravity acting on something - on the moon where the force
of gravity is weaker, the weight in Newton’s is lower.
The force of gravity is
Fg = mg
where g = the gravity constant or
gravity acceleration = 9.81 ms-2 on earth, 1.6 ms-2 on
the moon.
· Inertial
mass = F/a (where F is resultant
force, regardless of what kind of force
- force of gravity, force of hand, force of rocket engine, electrical
forces or other).
· Gravitational
mass = F/g (near earth) the property of an object which determines how
large the force of gravity on the object is.
There is basically no
"good" reason why the inertial and gravitational masses should be the
same - why the quantity which says how much force of any kind is needed to
accelerate an object should be the same as the one which says how strong one
particular force (gravity) is. For the three other fundamental forces (electromagnetic,
strong and weak nuclear force) the strength of the force is
determined by other quantities (ex. electric charge).
2.8. Work, energy, power
Work and energy

m09a
If the force or a component Fs
of it is in the direction of its displacement, the work (a scalar) done is
W = (Fss
=) Fs cosq [DB
p. 5]
with the unit 1 joule = 1 J = 1
Nm. The amount of work done is the energy (same unit) converted from
one form to another.
In a velocity-time diagram the
displacement is the area under the graph since s =vt for UM, for other types of
motion the area is not a rectangle but still equal to s. Similarly, in a
graph of Fs as a function of s, the area under the graph - rectangle
or other - is the work W.
Kinetic energy
· if a car is
accelerated from rest by the constant horizontal force F then the work done is
W = Fs = mas; here q = 0
· from the
equation for UAM, v2 = u2 +2as we now get v2 =
2as and then a = v2/2s
· inserting
this in W = mas, gives W = ½mv2 which is "stored" in the
moving car, so
Ek = ½mv2 [DB p. 5]
Gravitational potential energy
· if an object falls from the height h
the force of gravity does a work W = Fs = mgs = mgh on it:
Ep = mgh [DB p. 5]
The sum of these is the total mechanical
energy, which is constant (that is, conserved) unless energy is lost to do
work against friction, air resistance or other.
Power
P (= E/t or W/t) =
work/time = Fv [DB p. 5]
unit 1 watt = 1 W = 1 Js-1.
Power is the amount of work done or energy transformed from one form to another
per time; it can be called the rate of working. "The rate of X"
means "how much X per time". Note that for an object moving at a constant speed v the power P =
W/t = Fs/t = Fv where F is not
the resultant force but the force keeping it in motion despite
friction, air resistance etc. Note the older unit 1 horsepower = ca 735 W.
Efficiency
e or h = Eout/Ein
or Pout/Pin [not in DB but a similar definition is given
in thermal physics, DB p.6]
where Ein is the work or
energy supplied and Eout that which is converted to something
"useful". What this is depends on the purpose of the device; for a
light bulb where a certain amount of electric energy is supplied, the useful
energy is that converted to light and the energy converted to heat wasted. For
a bread toaster, it is the opposite. Power can be used instead of work or
energy since the time t is cancelled: Pout/Pin = (Eout/t)/(Ein/t)
= Eout/Ein
2.9. Friction
Friction
The force of friction is caused by
interaction between atoms in the material of a surface and in an object in
contact with it. For the force of friction we have
Ffr = mkN and Ffr
< or = msN [DB p. 5]
m = positive friction coefficient, without unit, which can be
· kinetic (index k) or dynamic or sliding for
moving object (force opposite to velocity)
· or static
(index s) for object at rest (force opposite to net force trying to set it
in motion). In this case the value is such that the force of friction balances
any net force trying to set the object in motion until some maximum value, when
the object "jumps" into motion and the force of friction then is
kinetic (with a constant coefficient somewhat smaller than the maximum value of the static one)
N = normal force, the force with
which the surface is pressing towards the object (on a horizontal surface N =
-FG so it can be replaced by the force of gravity in a calculation
where only magnitudes are involved.
Alternatively: We use different
positive-negative directions in the horizontal and vertical dimensions. This
means that N or FN (which is in the vertical dimension, balancing
out the force of gravity G or FG) may be given a different sign when
used to calculate the force of friction as the expression mN since m is always positive and the force of friction can be either positive or
negative depending on our choice of directions. The force of friction is, in
principle, not affected by the area
of the object which is in contact with the surface.

m08a
For an object on an incline (slope)
it must be noted that the normal force is not the opposite of the force of
gravity, but of the component of the force of gravity perpendicular to the
slope.

m08b
For a moving object, Ffr
is in the opposite direction to the velocity. For a static object, it is in the
opposite direction to the resultant of all other forces acting on it.
(Important!)
2.10. Springs
Linear springs
If a spring is extended (pulled
out) or compressed (pushed in) a displacement x it acts with a force according
to
F = (-) ks [DB p. 5]
A
force which follows this type of a formula is called a harmonic force.

m10a
where k = spring constant, unit Nm-1
(higher the k the stronger the spring is); the minus sign shows that the force
of the spring is in the opposite direction to the displacement s from the
equilibrium position
Elastic potential energy
When a spring is extended or
compressed, work is done on it which can be stored in it as an elastic
potential energy. Since the force needed to overcome the force of the spring is
not constant but increases linearly the work done = the area under the force
graph = ½ * the base * the height = ½ * x * F = ½ * x * kx =
Eelas = ½kx2 [DB p. 5]

m10b
2.11.* Simple harmonic motion
Mass on spring
It
can be shown that for a mass m oscillating on a spring with the spring constant
k, the time period T for the oscillations follow the formula:
T = 2pÖ(k/m) [not in
DB]
Simple pendulum
In
a similar way it can be shown that for a mass m (sometimes called the pendulum
"bob") swinging at the end of an assumed massless pendulum of the
length l has the time period
T = 2pÖ(l/g) [not in
DB]
2.12. Momentum and impulse
(Linear) momentum
a vector quantity, unit 1 kgms-1
, is defined as:
p =mv [DB p. 5]
If we define momentum p = mv we can
also write NII as F = Dp/t (meaning "net force is the rate of change
in the momentum") since initial momentum = mu, final momentum = mv and
change in momentum per time = (mv - mu)/t = m(v - u)/t = ma = F. Note that
momentum = Fi , all = torque, a quantity to be presented later.
Note: here F is the resultant force
F = Dp/Dt [DB p. 5]
When two objects A and B collide or
otherwise interact for the time t and no external force is acting (e.g. the
force of friction can is neglected), the total moment is conserved (the same
before and after the collision) since
· N III : A
acts on B with F so B acts on A with - F
· no external
forces, so these are the resultant forces on A and B
· N II for A:
- F = maA = m(vA - uA)/t = (mvA
- muA)/t = DpA / t
· N II for B:
F = maB = m(vB - uB)/t = (mvB
- muB)/t= DpB / t
· therefore DpA/t = - DpB/t and Dptotal = DpA + DpB = 0
· no change
in total momentum means it is the same before and after

m11a
In calculations for problems with
two objects colliding, the most useful form of this is
m1u1
+ m2u2 = m1v1 + m2v2
[not in DB]
where the formula is adapted
according to the situation, e.g. :
· if object 2
was at rest before the collision then u2 = 0 and the term m2u2
dropped
· if the
objects stay together after the collision, then v1 = v2 =
v and m1v1 + m2v2 = (m1
+ m2)v
· one
direction is chosen positive, and the velocities given positive or negative
values accordingly. If a velocity is calculated, the sign shows its direction
Since momentum is a vector we can
have collisions in two dimensions where the momentums and/or the velocities are
split up into components in two perpendicular dimensions. These are then both
conserved m1u1X + m2u2X = m1v1X
+ m2v2X and m1u1Y
+ m2u2Y = m1v1Y + m2v2Y).
The components of the momentum are found using trigonometry like for
velocities.

m11b
Another useful relation is the
following: Since p = mv => p2 = m2v2 =>
p2/2m = ½mv2 so:
Ek = p2 / 2m [DB p. 5]
Impulse
I = FDt = Dp [DB
p.5]
(unit 1 kgms-1 = 1 Ns) where F is the resultant force acting
on an object, t the time during which the force acts (can be a very short time
for a collision). If the Force acting is not constant, the only way to find the
impulse and with that the change in momentum, is to find the area under the
graph of F as a function t. If we find the impulse from the graph, then I = Dp = m(v-u).

m11c
Elastic collisions
In an elastic collision, e.g. two
hard billiard balls colliding and bouncing apart, the total kinetic energy
is also conserved.
Example: A billiard ball A with the
mass m and velocity uA collides elastically with another identical
ball B at rest. What will happen?
Conservation of momentum: muA + muB
= mvA + mvB
=> muA = mvA + mvB
=> uA = vA +
vB
Conservation of kinetic energy: ½muA2 +
½muB2 = ½mvA2 + ½mvB2
=> ½muA2 = ½mvA2
+ ½mvB2
=> uA2 = vA2
+ vB2
=> (vA
+ vB)2 = vA2 + vB2
=> vA2 + vB2
+ 2vAvB = vA2 + vB2
=> 2vAvB = 0
which is possible only if vB
or vA is = 0. The first would require that B is affected by a force
without any change in velocity (impossible) so the latter is true.
Inelastic collision