50% found this document useful (2 votes)
6K views1 page

Physics Cheat Sheet

This document contains equations and concepts related to physics and motion. It includes equations for velocity, acceleration, displacement, momentum, work, energy, forces, and more. Key terms defined include vectors, scalars, centripetal force, friction, and equilibrium. Examples of applications include rollercoasters, projectile motion, and energy conversions. Overall, the document provides an overview of fundamental physics equations and concepts.

Uploaded by

jlvmrbd777
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
50% found this document useful (2 votes)
6K views1 page

Physics Cheat Sheet

This document contains equations and concepts related to physics and motion. It includes equations for velocity, acceleration, displacement, momentum, work, energy, forces, and more. Key terms defined include vectors, scalars, centripetal force, friction, and equilibrium. Examples of applications include rollercoasters, projectile motion, and energy conversions. Overall, the document provides an overview of fundamental physics equations and concepts.

Uploaded by

jlvmrbd777
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 1

Sports Equations: Vave= d/ t or (Vf+Vi)/2 a= (Vf-Vi) t horizontal=Vx= x/ t

vertical=Vf=Vi+a t or
y=Vi+ t + a t2 or Vf2=Vi2+2a y. TNEOM Equations: Vf=Vi +at x=(Vi+Vf)/2 all
times t x=Vit+1/2 at2 Vf2=Vi2+2a y
Velocity: Acceleration: Rollercoaster Equations: weight=mxg
Conversions:
1m/s=2.24mpspeed with change in *PE=mgh *KE=1/2mv2 *
h direction * is a velocity over Efficiency=(work out/work in) x100
1 mile=1610vector * vector time * also a *Momentum= MxVeloc * Impulse=Force x t or
meters
= magnitude
1kg=2.22 lbs vector * a=Vf- mass(Vf-Vi) * Work=Fxd * Mech. Advan=
1 foot=.305(size) and
Vi / t * Fout/Fin or Din/Dout (for nonfriction).
meters direction *
1hp=746 constant Velocity Graphs: the slope is the acceleration. *The
watts Displacement: the final position-initial
G’s: loops and
area is displacement. *Instantaneous velocity is taken
hills= Norm/wt position. * is a vector * the area of a directly off the graph. *Displacement is the product of
Bottom of hill velocity graph is VxT, or displacement. velocity by time – take the area under the curve.*
or loop = *To find displacement on a position Average velocity found by averaging 2 points over the
a/g+1 range you want.* Vave=(X2-X2)/time. A negative value
Side of turn
graph, find the difference between two
or loop=a/g positions.* On a velocity graph, it is the on a velocity graph = moving backwards * show
Top of hill=1- product of velocity by time – take the backing up on a displacement graph with neg slope.
Position Graphs: instantaneous velocity is the
a/g area under the curve. *Displacement is
Top inside of
slope * displacement is the difference between two
loop=a/g-1
measured in meters. Area under the positions* average velocity is the average slope
velocity curve represents from 2 positions on the graph* neg slope – moving
Distance: is
scalar * the Acceleration vs. Velocity: you backwards * not straight line means acceleration*
length of the accelerate by going faster, slower, or horizontal line – you stopped. *Area =
changing direction * When you toss velocity.*curve = exponential acceleration
Newtons
Laws: something, velocity is 0 at the highest Projectiles and Vectors and Scalars: projectiles –
1. inertia – at point. * Acceleration is pos when velocity moving object whose only influence on its motion is
motion wish to is increasing (cannot occur in freefall).* gravity. * vector – has both magnitude and direction
remain at Vel is neg and acc is pos when you reach * scalar – only has magnitude * vectors – velocity,
motion and displacement * scalars – distance, speed *
vice versa the ground and velocity goes to 0.* Vel is
pos and accel is neg when a ball is acceleration in x direction for projective is O * add
2. a=fnet/mass
3. equal and slowing down while going upward.* Large vectors head to tail * horizontal and vertical motion
opposite are independent. At the peak: Dt = 1/2 time of flight,
accel on a velocity slope = big curved
Mass: only Vy = 0 and ay = -9.8 m/s2. ∆ y = 0 for all problems
slope. * Faster reaction time = quicker
affects the
speed of a
start to acceleration, longer time to reach Energy: bungee cord after falling – elastic - all
rollercoaster max velocity * speedometer – instant. collisions where objects bounce instead of stick*
when there is Velocity * 1st source of energy – sun * cotton candy =
friction. If Pos V, Neg a = car going fwd and slowing
there is not chemical energy * graveyard for all conversions is
friction, mass
down internal energy, or heat * machines change the
does not Work: two criteria to see if work is being force in for distance (not work or energy)
matter * your done – did KE change and did PE change
mass is the Centripetal Forces: revolution – rotation
same on the
* positive work – giving an object with PE around external axis (sun and earth) * rotation –
moon – does KE by doing work on it. *negative work – circular motion around internal axis (earth) *
Tension –
slow things down, make an object have centrip.accel = v2/r * centrip. force = m x (v2/r) *
force in a more PE and less KE * force needed and cent. Force depends directly on mass and
distance moved are necessary for work to velocity squared and inversely on the radius. * in
Linear be done * unit for work – joules * unit for order to move in a circle there only needs to be
Speed – force – Newton * unit for power – watts – an INWARDS FORCE, and nothing else* accel
meters / sec Universal Gravitation: FG = (Gm1m2)/r2
vector is inwards, the velocity vector is tangent –
* v=?r * FG = force due to gravitational attraction
Angular * G = constant of universal gravitation they are perpendicular to each other. No
Speed – (6.673 x 10-11 Nm2/kg2 * m1 = mass 1 * m2 Fnet – Fnet = mass/acceleration or Fnet=sum of all
radians/sec * = mass 2 * r = distance between center of forces * constant speed =an Fnet of 0
Weight v. Normal force =
masses Friction: static friction – no motion
Mass: weight of object
weight is * sliding kinetic friction – existing motion
dependent *static is greater than sliding pushing back up on
* the force of friction is dependentit on the 2
on mass and
gravity. * surfaces (µ) and the normal force.
mass is *Resistance force to motion between two objects
independent in contact. - Results from microscopic
of gravity – Equilibrium: If an object is at rest (a=0), then electromagnetic forces between two surfaces
remains the the Net Force acting on an object in all temporarily attracting each other.
same no directions must be zero (FNET=0). *Acts parallel to the surfaces in contact and

You might also like