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MCAT Physics

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Question
Answer
Vector   physical quantity that has both magnitude and direction. Ex: Displacement, velocity, accel., force  
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Scalar   Quantity without direction. Ex: Speed, coeff. of friction  
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Note about multiplying a vector by a scalar   This changes the magnitude and may reverse the direction  
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Dot Product   Product of the vectors' magnitudes and the cosine of the angle between them.  
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Note About Multiplying Two Vectors Using The Dot Product   This results in a scalar quantity  
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Cross Product   Product of the vectors' magnitudes and the sin of the angle between them  
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Note About Multiplying Two Vectors Using The Cross Product   This results in a vector quantity  
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Displacement   Vector rep. of change in position  
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Distance   Scalar quantity that reflects the path traveled.  
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Velocity   Vector representation of the change in displacement with respect to time.  
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Average Velocity   Total displacement divided by the total time.  
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Instantaneous Velocity   Limit of the change in displacement over time as the change in time approaches zero.  
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Instantaneous Speed   Mag. of instantaneous velocity vector.  
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Force   Push or pull that has the potential to result in an accel.  
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Gravity   Attractive force between two objects as a result of their masses  
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Friction   A force that opposses motino as a function of electrostatic interactions at the surface between two objects  
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Static friction   Friction between two objects that are not in motion relative to one another.  
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Kinetic Friction   Friction between two objects that are in motion relative to each other  
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Coefficient of friction   Depends on the two materials in contact. Coefficient of static friction is always higher than the coefficient of kinetic friction.  
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Mass   Measure of inertia of an object (amount of material)  
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Weight   Force experienced by a given mass due to grav. accel to Earth  
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Acceleration   Vector rep. of change in velocity over time. Avg or inst. accel can be considered similar to velocity  
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Newton's First Law / Law Of Inertia   An object will remain at rest or move with a constant velocity if there is not net force on the object  
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Newton's Second Law   Any accel. is the result of the sum of the forces acting on the object and its mass.  
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Newton's Third Law   Any two objects interacting with one another experience equal and opp. forces as a result of their interaction.  
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Linear Motion   Free fall and motion in which vel. and accel. vectors are parallel or antiparallel  
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Projectile Motion   Has an x and y component. Without air resistance, only force acting on an object is gravity.  
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Inclined Plane   Ex of 2D movement.  
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Circular Motion   motion with radial and tangential dimensions  
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Uniform Circular Motion   Centripetal force that points radially inward. NOTE: Inst. Vel. Vector always points tangentially  
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Free Body Diagrams   Rep's of forces acting on an object that are used for equilibrium and dynamics problems.  
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Translational Equilibrium   Equilibrium of an object without any net forces acting upon it. The object has a constant velocity, and may or may not be in rotational equilibrium.  
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Rotational Equilibrium   Equilibrium of an object without any torques acting upon it. An object with rotational equilibrium has a constant angular velocity which is usually zero.  
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Component Vectors   X = vcos(angle), Y = vsin(angle)  
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Pythagorean Theorem   X^2 + Y^2 = V^2 OR V = Sqr (X^2 + Y^2)  
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Determination of Direction From Component Vectors   Angle = Tan-1 Y/X  
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Dot Product   A*B = |A|*|B| * cos(angle)  
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Cross Product   AXB = |A| |B| * sin(angle)  
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Instantaneous Velocity   v = lim t --> 0 Delta x / Delta t  
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Avg Velocity   V = Del. x / Del. t  
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Universal Grav Equation   Fg = Gm1m2 / r^2  
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Static Friction   0 <= fs <= usN  
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Kinetic Friction   fk = uKN  
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Force Of Gravity (weight on Earth)   Fg = mg  
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Center of mass   x = m1x1 + m2x2 ... / m1 + m2 ...  
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Avg Acceleration   a = Del. v / Del. t  
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Instantaneous Accel   a = lim (t-->0) Del. v / Del. t  
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Newton's First Law   Fnet = ma = 0  
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Newton's Second Law   Fnet = ma  
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Newton's Third Law   FAB = -FBA  
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Kinematics (no displacement)   v = v0 + at  
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Kinematics (no final velocity)   x = v0t + at^2/2  
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Kinematics (no time)   v^2 = v0^2 + 2ax  
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Kinematics (no accel)   x = vt  
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Components of Gravity On An Inclined Plane   Fg para. = mg*sin(angle), Fg perp. = mg*cos(angle)  
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Centripetal Force   Fc = mv^2 / r  
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Torque   T = r x F = rF * sin(angle)  
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