Topic Summaries: Mechanics

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© 1998-2008 by Glenn Elert -- A Work in Progress
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  1. Kinematics
    1. Distance & Displacement
      • Distance is a scalar measure of the interval between two locations measured along the actual path connecting them.
        • As a scalar it has magnitude only.
        • Δs (italic) is the symbol for distance.
          (The origin of this symbol is from the Latin word for space: spatium.)
      • Displacement is a vector measure of the interval between two locations measured along the shortest path connecting them.
        • As a vector it must be stated with both magnitude and direction.
        • Δr (boldface) is the symbol for displacement.
          (The origin of this symbol is from the Latin word for spoke: radius.)
      • The relation of distance to displacement
        • The distance traveled to get from one location to another is always greater than or equal to the magnitude of the displacement between the two locations.
           
          Δs ≥ |Δr|
           
        • Distance approaches the magnitude of displacement as distance approaches zero.
               
          Δs → 0 Δs → |Δr|
               
      • The SI unit of distance and displacement is the meter [m].
    2. Speed & Velocity
      • Speed is the rate of change of distance with time.
        • As a scalar it has magnitude only.
        • Average speed …
          • is measured over a non-zero time interval and
          • is represented by the symbol vave or v (overline)
        • Instantaneous speed …
          • is the limit of average speed as the time interval approaches zero,
          • is the first derivative of distance with respect to time, and
          • is represented by the symbol v (italic)
      • Velocity is the rate of change of displacement with time.
        • As a vector it must be stated with both magnitude and direction.
        • Average velocity …
          • is measured over a non-zero time interval and
          • is represented by the symbol vave or v (overline)
        • Instantaneous velocity …
          • is the limit of average velocity as the time interval approaches zero,
          • is the first derivative of displacement with respect to time, and
          • is represented by the symbol v (boldface)
      • The various forms of speed and velocity are defined by the following equations …
         
        v =  Δs
        Δt
          average
        speed
         
        v =  lim Δs  =  ds
        Δt → 0 Δt dt
          instantaneous
        speed
                     
        v =  Δr
        Δt
          average
        velocity
         
        v =  lim Δr  =  dr
        Δt → 0 Δt dt
          instantaneous
        velocity
         
      • The relation of speed to velocity
        • An object's average speed approaches the magnitude of its average velocity as the time interval approaches zero.
               
          Δt → 0 v → |v|
               
        • The instantaneous speed of an object is the magnitude of its instantaneous velocity.
           
          v = |v|
           
      • The SI unit of speed and velocity is the meter per second [m/s].
    3. Acceleration
      • Acceleration is the rate of change of velocity with time.
        • As a vector it must be stated with both magnitude and direction.
      • Acceleration occurs anytime an object's …
        • speed increases,
        • speed decreases, or
        • direction of motion changes.
      • Average acceleration …
        • is measured over a non-zero time interval and
        • is represented by the symbol aave or a (overline)
      • Instantaneous acceleration …
        • is the limit of average acceleration as the time interval approaches zero,
        • is the first derivative of velocity with respect to time,
        • is the second derivative of displacement with respect to time, and
        • is represented by the symbol a (boldface)
      • The various forms of acceleration are defined by the following equations …
         
        a =  Δv
        Δt
          average
        acceleration
         
        a =  lim Δv  =  dv  =  d2r
        Δt→0 Δt dt dt2
          instantaneous
        acceleration
         
      • The SI unit of acceleration is the meter per second squared [m/s2].
      • The acceleration due to gravity …
        • is a natural unit of acceleration,
        • is represented by the symbol g (roman),
        • is equal to 9.80665 m/s2 by definition,
        • is often rounded to 9.8 m/s2 for convenience, and
        • is sometimes called the "g force" even though it is not a measure of force.
    4. Equations of Motion
      • The equations of motion are valid only when …
        • acceleration is constant and
        • motion is constrained to a straight line.

      The One Dimensional Equations of Motion for Constant Acceleration
      traditional name equation relationship
      1st equation   v = v0 + at   velocity –  time
      2nd equation   x = x0 + v0t + ½ at2   displacement –  time
      3rd equation   v2 = v02 + 2a(x − x0)   velocity –  displacement
      merton rule   v = ½ (v + v0)   average velocity

    5. Falling Bodies
      • Free fall occurs whenever an object is acted upon by gravity alone.
        • An object in free fall experiences an acceleration due to gravity.
      • The acceleration due to gravity …
        • is a natural phenomena,
        • is represented by the symbol g (italic),
        • varies with location,
        • is effectively 9.8 m/s2 over the entire surface of the earth, and
        • is independent of mass.
      • The acceleration due to gravity …
        • is a natural unit of acceleration,
        • is represented by the symbol g (roman),
        • is equal to 9.80665 m/s2 by definition,
        • is often rounded to 9.8 m/s2 for convenience, and
        • is sometimes called the "g force" even though it is not a measure of force.
    6. Graphs of Motion
      • On a displacement-time graph …
        • slope equals velocity.
        • the "y" intercept equals the initial displacement.
        • when two curves coincide, the two objects have the same displacement at that time.
        • straight lines imply constant velocity.
        • curved lines imply acceleration.
        • an object undergoing constant acceleration traces a portion of a parabola.
        • average velocity is the slope of the straight line connecting the endpoints of a curve.
        • instantaneous velocity is the slope of the line tangent to a curve at any point.
        • positive slope implies motion in the positive direction.
        • negative slope implies motion in the negative direction.
        • zero slope implies a state of rest.
        • The area under the curve is meaningless
      • On a velocity-time graph …
        • slope equals acceleration.
        • the"y" intercept equals the initial velocity.
        • when two curves coincide, the two objects have the same velocity at that time.
        • straight lines imply uniform acceleration.
        • curved lines imply non-uniform acceleration.
        • an object undergoing constant acceleration traces a straight line.
        • average acceleration is the slope of the straight line connecting the endpoints of a curve.
        • instantaneousacceleration is the slope of the line tangent to a curve at any point.
        • positive slope implies an increase in velocity in the positive direction.
        • negative slope implies an increase in velocity in the negative direction.
        • zero slope implies motion with constant velocity.
        • the area under the curve equals the change in displacement.
      • On an acceleration-time graph …
        • slope is meaningless.
        • the"y" intercept equals the initial acceleration.
        • when two curves coincide, the two objects have the same acceleration at that time.
        • an object undergoing constant acceleration traces a horizontal line.
        • zero slope implies motion with constant acceleration.
        • the area under the curve equals the change in velocity.
      • The mathematical transformations between graphs of motion are shown below.
         
        [magnify]
         
    7. Kinematics in Two and Three Dimensions
      • Kinematics problems in two and three dimensions are essentially geometry problems. To solve them you should be able to …
        • represent a kinematic event with a geometric diagram;
        • use geometry to determine unknown magnitudes (lengths) and directions (angles); and
        • identify the magnitudes and directions needed to determine quantities like distance, displacement, speed, velocity, and acceleration from their definitions.
      • Review the kinematic definitions presented earlier in this chapter.
        • First the scalar quantities …
          • Distance is a scalar measure of the interval between two locations measured along the actual path connecting them.
          • Speed is the rate of change of distance with time.
        • And then the vector quantities …
          • Displacement is a vector measure of the interval between two locations measured along the shortest path connecting them.
          • Velocity is the rate of change of displacement with time.
          • Acceleration is the rate of change of velocity with time.
    8. Parametric Equations
      • N-dimensional motion can be completely described by n one-dimensional algebraic expressions along n mutually perpendicular directions (where n is any whole number greater than zero).
        • Two-dimensional motion can be completely described by two, one-dimensional algebraic expressions along two perpendicular directions.
        • Three-dimensional motion can be completely described by three, one-dimensional algebraic expressions along three mutually perpendicular directions.
       
      r =  x  ˆi  +  y  ˆj  +  z  ˆk   r2 =  x2  +  y2  +  z2
      v =  vx  ˆi  +  vy  ˆj  +  vz  ˆk   v2 =  vx2  +  vy2  +  vz2
      a =  ax  ˆi  +  ay  ˆj  +  az  ˆk   a2 =  ax2  +  ay2  +  az2
       
      x =  x(t)       y =  x(t)       z =  z(t)    
       
      vx =  Δx       vy =  Δy       vz =  Δz    
      Δt     Δt     Δt    
      ax =  Δvx       ay =  Δvy       az =  Δvz    
      Δt     Δt     Δt    
       
      x =  x(t)       y =  x(t)       z =  z(t)    
                 
      vx =  lim   Δx   vy =  lim   Δy   vz =  lim   Δz
      Δt → 0 Δt Δt → 0 Δt Δt → 0 Δt
      ax =  lim   Δvx   ay =  lim   Δvy   az =  lim   Δvz
      Δt → 0 Δt Δt → 0 Δt Δt → 0 Δt
       
      x =  x(t)       y =  x(t)       z =  z(t)    
                 
      vx =  dx       vy =  dy       vz =  dz    
      dt     dt     dt    
      ax =  dvx  =  d2x   ay =  dvy  =  d2y   az =  dvz  =  d2z
      dt dt2 dt dt2 dt dt2
       
    9. Projectiles
      • A projectile is any object …
        • with an initial non-zero, horizontal velocity
        • whose acceleration is due to gravity alone.
      • The path of a projectile is called its trajectory.
      • A projectile is said to be …
        • a simple projectile if the acceleration due to gravity may be assumed constant in both magnitude and direction throughout its trajectory.
        • a satellite if it follows a closed path that never brings it in contact with a celestial body (like the earth).
        • a general projectile no matter where its trajectory may take it.
      • The kinematic equations for a simple projectile are those of an object traveling with …
        • constant horizontal velocity and
        • constant vertical acceleration.
             
        horizontal vertical  
          ax  = 0     ay  = −g   acceleration  
          vx  = v0x     vy  = v0y − gt   velocity-time  
          x  = x0 + v0xt     y  = y0 + v0yt − ½ gt2   displacement-time  
              vy2  = v0y2 − 2g(y − y0)   velocity-displacement  
                 
      • The horizontal distance traveled by a projectile is called its range.
      • A projectile launched on level ground with an initial speed v0 at an angle θ above the horizontal …
        • will have the same range as a projectile launched with an initial speed v0 at 90° − θ. (Identical projectiles launched at complementary angles have the same range.)
        • will have a maximum range when θ = 45°.
  2. Dynamics I: Force
    1. Forces
      • Newton's first law of motion also known as the law of inertia states that …
        • An object at rest tends to remain at rest and an object in motion tends to continue moving with constant velocity unless acted upon by a net external force.
        • concept-map-1.pdf [pdf]
        • special-principia.html
      • In general, inertia is resistance to change.
        In mechanics, inertia is the resistance to change in velocity
        or, if you prefer, the resitance to acceleration.
        • The "normal" state of an object is to continue moving at a constant velocity.
          (A constant velocity of zero -- meaning, at rest for an extended period of time -- is one type of constant velocity.)
        • Objects resist changes in their motion.
        • Objects do not need to be pushed to keep going.
      • In general, a force is an interaction that causes a change.
        In mechanics, a force is an interaction that causes a change in velocity
        (or, if you prefer, an interaction that causes acceleration).
        • The motion of an object won't change until a force is exerted from outside the object to cause a change.
        • When more than one force is present, it is the net external force that matters.

      Some Common Forces
      name/symbol(s) when/where direction
      weight W, Fg due to gravity down
      normal N, Fn surfaces in contact normal to surface
      friction ƒ, Fƒ surfaces in contact tangent to surface
      tension T, Ft strings, ropes, cables, etc along the axis
      elasticity Fs, Fe springs, elastic bands, etc. along the axis
      buoyancy B, Fb immersed in a fluid up
      drag R, D, Fd moving through a fluid opposite velocity of object
      lift L moving through a fluid perpendicular to flow
      thrust T pushing a fluid opposite velocity of fluid

    2. Force & Mass
      • Newton's second law of motion also known as the force law states that …
        • acceleration is directly proportional to net force when mass is constant, and
        • acceleration is inversely proportional to mass when net force is constant, and consequently
        • net force is directly proportional to mass when acceleration is constant.
        • concept-map-2 [pdf]
        • special-principia.html
      • Newton's second law of motion is more compactly written as the equation.

        ∑ F = m a

      • Mass
        • Mass is a measure of resistance to acceleration.
          (More generally, mass is a measure of resistance to all sorts of change.)
        • Mass is a scalar quantity associated with matter.
        • When a system is composed of several objects it is the total mass that matters.
        • The SI unit of mass is the kilogram [kg].
      • Force
        • A force is an interaction that causes acceleration.
          (More generally, a force is an interaction that causes a change.)
        • Force is a vector quantity associated with an interaction.
        • When several forces act on a system it is the net, external force that matters.
        • The SI unit of force is the newton [N = kg·m/s2].
    3. Action-Reaction
      • Newton's third law of motion also known as the law of action and reaction states that …
      • A force is an interaction between two objects.
      • Forces always occur in pairs that …
        • are arbitrarily assigned the names action and reaction,
        • are of the same type,
        • have the same magnitude,
        • act on different objects,
        • act in opposite directions, and
        • may have different effects (since acceleration is inversely proportional to mass).
    4. Weight
      • Weight is the force of gravity on an object
      • Derive formula from the free fall thought experiment.
      • Things that weigh a newton.
      Mass vs. Weight
      mass weight
      a measure of inertia
      (resistance to change in motion)
      the force of gravity acting
      on an object due to its mass
      invariant
      (does not change with location)
      variable
      (depends upon location)
      scalar
      (has magnitude only)
      vector
      (directed downward)
      kg
      (SI base unit)
      N
      (SI derived unit)

    5. Friction
      • Definition
        • Friction is the force between surfaces in contact that resists their relative tangential motion.
        • "Relative tangential motion" is a fancy way to say "slipping".
        • Its direction is opposite the relative velocity (or intended velocity).
      • Types
        • Dry Friction
          • The resistive force between clean dry solid surfaces.
          • The phenomena one normally associates with the word friction. Friction is normally synonymous with dry friction.
        • Viscous Friction
          • The resistive force between surfaces in relative motion through a fluid (liquids & gases).
        • Rolling Resistance
          • The resistive force experienced by rolling objects.
          • Since rolling does not does not necessarily involve slipping, rolling resistance is not really a form of friction.
      • Factors affecting dry friction
        • Dry friction is directly proportional to the normal force between the two surfaces in contact.
        • Dry friction depends on the materials in contact. This factor is measured by the quantity known as the coefficient of friction which is …
          • the ratio of the friction force to the normal force.
          • unitless
          • always greater than 0
          • usually less than 1 for most everyday materials
        • Dry friction is subdivided into two types.
          • Static friction …
            • occurs when the two surfaces in contact are not in relative motion; that is, when one surface is stationary relative to the other surface,
            • varies in strength from zero (when no external force is trying to force slippage) to some maximum value (just before slippage occurs)
          • Kinetic friction …
            • occurs when two surfaces in contact are in relative motion; that is when one surface is slipping or sliding across another surface,
            • is always weaker than the maximum static friction.
      • Factors that don't affect dry friction
        • Friction is largely independent of surface roughness (despite what you may have read in other textbooks).
          • Protrusions or rough spots may provide microscopic ledges where one surface can rest upon another and apply a normal force. This is not friction.
          • The friction associated with sandpaper is no greater than the friction associated with quartz. Friction and abrasion are different phenomena.
          • Ice, glass, and rubber can all be made smooth but ice has a low coefficient of friction, glass a medium coefficient, and rubber a high coefficient. The material is what determines the amount of friction, not is surface texture.
          • Sanding a slippery surface may increase its friction by removing the low friction surface material and exposing an underlying high friction material.
        • Friction is independent of speed once an object is moving.
          • Faster does not mean more friction.
    6. Equilibrium
      • Statics is the branch of mechanics dealing with forces acting on an object at rest.
      • Static Equilibrium (Point Bodies)
        • A point body is in static equilibrium when the net force on it is zero.
        • A point body in static equilibrium will not accelerate.
          It will remain at rest or continue moving with a constant velocity.
      • 2 Forces in Equilibrium
        • Two forces are in equilibrium if they are
          • equal (have equal magnitudes) and
          • opposite (180° apart).
      • 3 Forces in Equilibrium
        • Resultant-Equilibrant
          • Select 2 forces and find their resultant.
          • The remaining force is called an equilibrant if it is equal and opposite the resultant.
        • Triangle of Forces
          • Three forces are in equilibrium if they can be arranged to form a triangle.
      • N Forces in Equilibrium
        • Polygon of Forces
          • Three or more forces are in equilibrium if they can be arranged to form a polygon.
        • Components
          • Resolve all forces into components in some convenient coordinate system.
          • Combine the components along each axis.
            (Add the components parallel to the axis and
            subtract the components anti-parallel to the axis.)
          • If the resultant along each axis is zero the object is in equilibrium.
       

      ∑  F = 0 ⇒ 

       



        ∑ F+x = ∑ Fx
      ∑ F+y = ∑ Fy
      ∑ F+z = ∑ Fz
      No Net Force in Any Direction
       
    7. Force in Two and Three Dimensions
      • Force is a vector quantity.
        • Forces have direction and don't you ever forget that.
        • Probably the best way to handle the vector nature of forces is to resolve them into components.
          • Go easy on yourself. Pick the most convenient coordinate system.
    8. Centripetal Force
      • Circular motion in which the speed is constant is called uniform circular motion.
      • A centripetal acceleration …
        • occurs whenever a moving object changes direction,
        • does not change the speed of an object,
        • acts at right angles to the velocity at any instant, and
        • is directed toward the center of a circle.
      • A centripetal force …
        • is the force that makes a moving object change direction,
        • is not a particular force, but the name given to the net force responsible for circular motion,
        • acts at right angles to the velocity at any instant, and
        • is directed toward the center of a circle.
      • Directions in circular motion:
        • Velocity is tangential (lies on a tangent to the path).
        • Centripetal acceleration and centripetal force are radial (point toward the center of a circle).
        • Centripetal acceleration and velocity are always perpendicular.
        • Centripetal force and centripetal acceleration are always parallel.
      • Magnitudes in circular motion
         
        Fc = mac = m  v2  = 2   v = rω =  r   ω = f =    ƒ =  1
        r T T T
         
      • A centrifugal force …
        • is experienced by an object in a rotating reference frame,
        • is a fictitious or apparent force,
        • ceases to exist when an object stops moving in a circle, and
        • feels as though it is directed away from the center of a circle.
    9. Frames of Reference
      • bullet
  3. Energy
    1. Work
      • bullet
      Equations for Work
      using an average force W = FΔs
      using a variable force W = ∫ F · dr
    2. Power
      • bullet
    3. Energy
      • bullet
    4. Kinetic Energy
      • bullet
    5. Potential Energy
      • Potential energy …
        • is energy associated with position in a field (a force that exists at many locations)
        • comes in four fundamental types, one for each of the fundamental forces, and several subtypes
          • gravitational
          • electromagnetic
            • electrostatic
            • chemical
            • elastic
          • strong
            • primary: between quarks, within nucleons (and other hadrons)
            • residual: between nucleons, within the nucleus
          • weak
      • Gravitational potential energy
        • can be computed through one of two formulas
             
          the simplified formula the more general formula
          ΔU = mgΔh
          U = −  Gm1m2
          r2
          assumes that is dealt with in a later section of this book
          • acceleration due to gravity is nearly constant
          • height change is small compared to the separation between centers
           
      • Forces and Potential Energy
        • nonconservative forces
          • work done depends on path
          • W = ∮ F·dr > 0
          • cannot be associated with a potential energy function
        • conservative forces
          • work done is independent of path
          • W = ∮ F·dr = 0
          • can be associated with a potential energy function
      • Forces and Potential Energy
        • work is the force-displacement integral
          • this is the work energy theorem
        • a conservative force is the gradient of potential energy
                 
        one-dimensional   three-dimensional   compact notation
        F(r) = −  dU     F(r) = −  U  ˆi −  U  ˆj −  U   F(r) = − ∇U
        dr x y z
                 
      • Potential energy curves (or surfaces, or their higher order equivalents) are useful problem solving tools
        • motion of a particle in a field
          • constant total energy, horizontal line above curve
          • kinetic energy is difference between line and curve
          • bound and unbound states, binding energy
        • stability of equilibrium
               
          stable equilibrium unstable equilibrium neutral equilibrium
          [diagram] [diagram] [diagram]
          local maximum local minimum constant potential energy
               
    6. Conservation of Energy
      • bullet
    7. Simple Machines
      • bullet
  4. Dynamics II: Momentum
    1. Impulse & Momentum
      • bullet
    2. Conservation of Momentum
      • bullet

        I II
      1st law inertia
      m
      momentum
      p = mv
      2nd law force law
      F = m a          F = m dv / dt
      impulse-momentum theorem
      J = Δp          ∫ Fdt = m ∫ dv
      3rd law action-reaction
      F1 = -F2
      conservation of momentum
      p = ∑p0

    3. Momentum & Energy
      • bullet
    4. Momentum in Two and Three Dimensions
      • bullet
  5. Rotational Motion
    1. Rotational Kinematics
      • bullet
    2. Rotational Inertia
      • bullet
    3. Rotational Dynamics
      • bullet
    4. Rotational Equilibrium
      • Statics is the branch of mechanics dealing with forces acting on an object at rest.
      • Static Equilibrium (Extended Bodies)
        • An extended body is in static equilibrium when the net force and net torque on it are zero.
       

      ∑ F = 0 ⇒ 

       



        ∑ F+x = ∑ Fx  
      ∑ τ = 0 ⇒ 

       



        ∑ τ+x = ∑ τx
      ∑ F+y = ∑ Fy ∑ τ+y = ∑ τy
      ∑ F+z = ∑ Fz ∑ τ+z = ∑ τz
      No Net Force in Any Direction   No Net Torque About Any Axis
       
        • The translational and rotational acceleration of an object in equilibrium equal zero.
          • It will remain at rest or continue moving with a constant translational velocity.
          • It will remain at rest or continue rotating with a constant angular velocity.
      • Center of Mass (Center of Gravity)
        • is the effective location of the force of gravity acting on an extended body
        • is the pivot about which an extended body will always be in equilibrium in a gravitational field
        • is the point about which an extended body will always rotate when free of external torques
        • may lie outside of an extended body
      The center of mass is computed from the mass distribution. The center of gravity is computed from the weight distribution.
         
      rcm =  ∑ miri  = (x, y, z) rcg =  ∑ Wiri  = (x, y, z)
      ∑ mi ∑ Wi
      Discrete Collection of Objects
         
      rcm =  1 ⌠⌠⌠
      ⌡⌡⌡
      r dm =  1 ⌠⌠⌠
      ⌡⌡⌡
      r dV rcg =  1 ⌠⌠⌠
      ⌡⌡⌡
      r dW =  1 ⌠⌠⌠
      ⌡⌡⌡
      r dV
      m V W V
      Continuous Distribution of Matter
      • Stability of Equilibrium
        • The equilibrium of an object in a gravitational field is said to be …
          • stable if any small disturbance would raise its center of mass.
          • unstable if any small disturbance would lower its center of mass.
          • neutral if any small disturbance would neither raise nor lower its center of mass.
    5. Angular Momentum
      • bullet
    6. Rotational Energy
      • bullet
    7. Rolling
      • Symbols used in this section
        r radius in the general sense (distance from the center or axis of rotation)
        R the outer radius of a round object (often just called the radius of the object)
        vcm translational speed of the center of mass
        ω rotational or angular speed
      • Rolling is a combination of translational and rotational motion.
        • When an object experiences pure translational motion, all of its points …
          • move with the same velocity as the center of mass; that is …
            • in the same direction and
            • with the same speed (v = vcm)
          • move in a straight line in the absence of a net external force,
        • When an object experiences pure rotational motion about its center of mass, all of its points …
          • move at right angles to the radius in a plane perpendicular to the axis of rotation, thus …
            • points on opposite sides of the axis of rotation move in opposite directions
          • move with a speed proportional to radius (v = rω), thus …
            • the center of mass does not move (since r = 0 there) and
            • points on the outer radius move with speed v = Rω
          • move in a circle centered on the axis of rotation
        • When an object experiences rolling motion …
          • the point of the object in contact with the surface …
            • is instantaneously at rest
            • is the instantaneous axis of rotation
          • the center of mass of the object …
            • moves with speed vcm = Rω
            • moves in a straight line in the absence of a net external force
          • the point fathest from the point of contact …
            • moves with twice the speed of the center of mass v = 2vcm = 2Rω
      • Rolling and Slipping
        • rolling without slipping
            • vcm = Rω
        • slipping
          • and rolling forward
            • vcm < Rω
              • accelerating on ice or mud
              • "burnout" or "burn rubber" while driving
              • "top spin" in billiards (a.k.a. "top" or "follow")
            • vcm > Rω
              • decelerating on ice or mud
          • and rolling backward
            • vcm > 0 and ω < 0
              • "back spin" in billiards (a.k.a. "bottom" or "draw")
        • pure translation
            • vcm ≠ 0 and ω = 0
              • "wheel lock" while driving
              • "slide" in billiards
        • pure rotation
            • vcm = 0 and ω ≠ 0
              • stuck in mud or snow while driving
      • The path of a point on a rolling object is a cycloid (or a trochoid).
        • The cycloid generated by a point on an object rolling over the +x axis is described by the following parametric equations …
          rolling  =  translation  +  rotation
          x  =  vcmt  +  r cos (θ − ωt)
          y  =  R  +  r sin (θ − ωt)
          where …
          rθ cylindrical coordinates of the point
          R outer radius
          vcm translational speed of the center of mass
          ω rotational or angular speed
          t time (the parameter of the parametric equation)
        • Types
          • A basic cycloid …
            • is traced out by …
              • points on the surface of a generating circle that is …
              • rolling without slipping
              • over a straight line
            • has cusps (points with two tangents)
          • A cycloid is curtate (or contracted) if …
            • it is traced out by …
              • points inside a generating circle (r < R) that is rolling without slipping or
              • points on the surface of the generating circle that is slipping while rolling with vcm > Rω
            • does not have cusps or loops
          • A cycloid is prolate (or extended) if …
            • it is traced out by …
              • points outside a generating circle (r > R) that is rolling without slipping or
              • points on the surface of the generating circle that is slipping while rolling with vcm < Rω
            • it has loops
          • A cycloid formed by rolling a generating circle on another circle is called …
            • an epicycloid if the generating circle rolls on the outside of the other circle
            • a hypocycloid if the generating circle rolls on the inside of the other circle
    8. Rotation in Two and Three Dimensions
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    9. Coriolis Force
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  6. Periodic Motion
    1. Elasticity
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    2. Elastic Potential Energy
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    3. Simple Harmonic Oscillator
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    4. Pendulum
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    5. Resonance
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  7. Planetary Motion
    1. Geocentrism
      • the ancient solar system consists of …
        • a night sky filled with hundreds of fixed stars that …
          • remain in the same positions relative to one another
          • appear to belong to groups called constellations named after supernatural beings
          • rotate as a group across the sky about once every day
          • shift gradually in the sky when viewed at the same time from night to night
          • return to their original positions relative to the horizon after one year
        • two primary moving objects …
          • sun
            • moves across the sky once every day
            • moves across the background of the fixed stars once every year
          • moon
            • moves across the sky about once a every day
            • cycles through apparent changes (called phases) roughly once every month
        • five planets visible to the unaided eye
          • named in English after gods of the Ancient Rome
            • mercury
            • venus
            • mars
            • jupiter
            • saturn
          • wander across the background sky of fixed stars
            • generally moving in the same direction as the sun, moon, and stars
            • but occasionally moving backward (retrograde)
        • a total of seven moving objects each of which is associated with a day of the week in English and other languages
    2. Heliocentrism
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    3. Universal Gravitation
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    4. Orbital Mechanics I
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    5. Gravitational Potential Energy II
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    6. Orbital Mechanics II
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    7. Gravity of Extended Bodies
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