Upgrade to remove ads
Busy. Please wait.
Log in with Clever
or

show password
Forgot Password?

Don't have an account?  Sign up 
Sign up using Clever
or

Username is available taken
show password


Make sure to remember your password. If you forget it there is no way for StudyStack to send you a reset link. You would need to create a new account.
Your email address is only used to allow you to reset your password. See our Privacy Policy and Terms of Service.


Already a StudyStack user? Log In

Reset Password
Enter the associated with your account, and we'll email you a link to reset your password.

Physics: Kinematics, Work & Energy, Newton's Law, Fluids

        Help!  

Question
Answer
1 eV   1.60x10^-19J  
🗑
h   6.626 x 10^-34 J*s  
🗑
Rh   2.18x10^-18 J/e-  
🗑
c   3.0x10^8m/s  
🗑
√2   1.4  
🗑
√3   1.7  
🗑
1 mole; ideal gas; STP   22.4L  
🗑
1 mole   6.022 x 10^23 particles  
🗑
SOH-CAH-TOA   3-4-5 5-12-13 8-15-17  
🗑
log(AB)   log A +logB  
🗑
log(A/B)   logA-logB  
🗑
log(A^B)   B*logA  
🗑
log(1/A)   -logA  
🗑
logx   ln(x)/2.3  
🗑
log(n x 10^m)   m+0.n  
🗑
x^0   1  
🗑
x^1   x  
🗑
(x^a)(x^b)   x^(a+b)  
🗑
(x^a)/(x^b)   x^(a-b)  
🗑
(x^a)^b   x^(ab)  
🗑
(xy)^a   (x^a)(y^a)  
🗑
(x/y)^a   (x^a)/(y^a)  
🗑
x^(-1)   1/x  
🗑
x^(1/n)   n√x  
🗑
x^(m/n)   n√(x^m)=(n√x)^m ex: x^(9/2)=√x^9=(√x)^9  
🗑
Angle chart   Sin(0)=0 Sin(30=π/6)=1/2 Sin(45=π/4)=√2/2 sin(60=π/3)= √3/2 sin(90=π/2)=1 sin(180=π)=0 sin(270=3π/2)=-1 cos(0)=1 cos(30=π/6)=√3/2 cos(45=π/4)=√2/2 cos(60=π/3)= 1/2 cos(90=π/2)=0 cos(180=π)=-1 cos(270=3π/2)=0  
🗑
vector   physical quantity w/both magnitude & direction  
🗑
scalar   physical quantity w/magnitude but no direction  
🗑
Vector adding & subtracting * when given angle use SOHCAHTOA to find vector X&Y components   Add: Head of 1st vector must meet tail of 2nd vector & draw arrow from tail of 1st to head of 2nd Subtract: place head of two vectors together & draw arrow from tail to tail For 3 or more: break into x&y components Y& Xtot=R=√(x^2tot +y^2tot)  
🗑
Linear Motion Eqns   (tax) ▲x=Vi*t + 1/2a*t^2 (vat) Vf=Vi + a*t (vax) (Vf)^2=(Vi)^2+2a*▲x Vavg=1/2(V+V1) X=v*t=((V+Vi)/2)T *Find max height Vel. vertical=o at highest point of path v=√(2gh)  
🗑
Center of mass   -point where single force can be applied in any direction & cause all points to accelerate equally -if uniformly dense it will consider with geometric center but if not it will shift to heavier side X=(m1x1+m2x2+..)/(m1+m2+..)  
🗑
Hooke Law (spring)   F=-k▲x yield point: deformed to point it can't gain it's original shape fracture point: deformed to breaking point  
🗑
Displacement vs time   slope=Vinstanteneous (v=▲d/t) upward slop=+ vel downward slope=- vel straight line=constant vel straight horizontal slope= m=0 v=0 curved line= m=changing v=changing  
🗑
velocity vs time   slope=a instanteneous (a=▲v/t) upward slop=+ a downward slope=- a straight line=constant a straight horizontal slope= a=0 curved line=a=changing (-) a could be slowing down or going in reverse direction  
🗑
Total displacement   (area above x-axis & below curve)-(area below x-axis&above curve)  
🗑
Total distance   sum of areas b/w curve & x-axis  
🗑
Types of Forces   Fnet=sum of all forces Fnet=o when equal in magnitude & opposite in direction Gravitational: mg Electromagnetic: require magnet/charge object Contact: Normal (Fn) & Friction (Fk or Fs) Univ Gravitation: GM1M2/r^2  
🗑
Projectile Motion   Peak height found by v=√(2gh). to find max height of projectile launched from ground V=Visin(angle) due to vx=0 so final vel. can be found due projectile dropped from certain h  
🗑
How to draw free body diagram   1) Draw it in simple terms 2)Find center of mass 3) Define system & draw only forces acting on system 4)know if Fnet exist or net  
🗑
First Law of Newton   (law of inertia) any object in a state of rest or motion stays in that state unless a force is applied  
🗑
Second Law of Newton   (F=ma) m↑a↓if F is constant but F↑a↑ if m=constant  
🗑
Third Law of Newton   (-Fa=Fb) for every action there's an equa; & opposite rxn  
🗑
Uniform circular motion   Fc=M(v^2)/r=ma a=(v^2)/r  
🗑
Universal Gravitation   F=GM1M2/r^2 (m*kg/s^2) G=6067x10^-11(m^3/kg*s^2) determines how quickly two objects w/slightly different masses accelerate toward each other  
🗑
Inclined Planes   Fn=mgcos(angle)=Fy Fx=mgsin(angle) Look at diagram  
🗑
Friction static   fs≤µkFn when surfaces don't slide  
🗑
Friction kinetic   fk=µkFn when surfaces slide  
🗑
Torque   =F*r*sinΘ r=distance b/w point of rotation & F is applied -could be CCW or CW ↑τ ↑rotation of accel ↑F ↑r -Fg always middle of all forces(stick has mass) -mboard found by picking midpoint as τboard & point of rotation no longer at end of board  
🗑
Equilibrium   Fnet=o τnet=0 so a=o v=constant static equi: velocities=0 dynamic equi: velocities=nonzero but constant Fup+Fnet=Fdown  
🗑
system   area separated from universe(surroundings) E leaving system=E entering surroundings E total system= systems sum  
🗑
open system   energy(work&heat) & mass exchanges w/surroundings  
🗑
closed system   energy (work&heat) are exchanged but not mass  
🗑
isolated system   energy (work &heat) & mass aren't exchanged  
🗑
Energy unit   Joule (J)=1kg*(m^2)/s^2=1N*m  
🗑
Mechanical energy   Etot=KE+U=1/2mv^2 + mgh or 1/2mv^2 -GM1M2/r  
🗑
Gravitational potential energy   -GM1M2/r=mgh E↓r↓  
🗑
Elastic potential energy   1/2k▲x^2  
🗑
1st Law of Thermodynamics   ▲Etotal=W+q=KE+U+▲Einternal  
🗑
Work   W=F*d*sin(Θ)=-PV  
🗑
adiabatic   q=0 ▲U=W  
🗑
constant vol   W=0 ▲U=q  
🗑
Isothermal   ▲U=0 W=q  
🗑
2nd Law of Thermodynamics   process that moves from one state of equilibrium to another , entropy of system and environment together will increase or remain the same  
🗑
Linear expansion   -increase in length by most solids when heated ▲L=α*L*▲T T↑L↑ mnemonic: (αl▲t)  
🗑
volume expansion   increase in volume of fluid when heated ▲V=ß*V*▲T  
🗑
conduction   direct transfer of energy via molecular collisions (direct contact)  
🗑
convection   transfer of heat by the physical motion of fluid  
🗑
radiation   transfer of energy by electromagnetic waves  
🗑
specific heat (J,calories, Calories (kcal))   q=mc▲T -only used when object doesn't change phase -NO TEMP change during phase change Q>0 heat gained Q<0 heat lost  
🗑
heat of transformation   Q=m*L -quantity of heat required to change the phase of 1g of a substance  
🗑
Work Kinetic Theorem (J, N*m)   -absence of heat; adiabatic U=q so W=▲KE W=F*d*cos(Θ)=-P▲V F is (+) when same direction as displacement F is (-) when in opposite direction W DONE on system it's (+) W DONE on surroundings (system doing work) it's (-) W>0 compression W<0 expansion  
🗑
Conservation of Energy   K1+U1=K2+U2 so ▲E=0 There are no non-conservative forces (kinetic frictional forces, pushing & pulling forces)  
🗑
Power (J/s)   P=W/▲t=▲E(tot)/t  
🗑
Instantaneous power   Pinst=F*v*cos(Θ)  
🗑
Fluid density (kg/m^3)   p=m/vol  
🗑
density of water   1000kg/m^3=1g/cm^3  
🗑
specific gravity   sg=p(substance)/p(water) sg<1 lighter than water sg=1 equilibrium as heavy as water sg>1 heavier than water  
🗑
Fluid pressure(N/m^2)   P=F/A -pressure experienced by the object as a result of the impulse of collisions  
🗑
Fluids at Rest   P=pgy p=density g=gravitational constant y=depth of fluid from the top of object to the bottom of fluid ↓y ↓mass ↓pressure P=F/A=m1g/A1=m2g/A2  
🗑
Gauge pressure   Pg=P-Patm measure of the pressure (negative fluid/air sucked in) to atmosphere pressure  
🗑
Absolute pressure   P=pgy+Patm  
🗑
P total fluids   add each Pfluid when fluids are stacked one above the other  
🗑
Pascal's Principle   pressure applied distributed undiminished throughout that fluid Ex: air pressure on top of mountain is low due to atmosphere acting like sea of air where y↓ m↓ since closer to the top P=mgy↓  
🗑
Hydraulic lift   W1=W2 since F1d1=F2d2 A2>A1 F2>F1 d1>d2 -look at slide  
🗑
Buoyancy Force   Fb= p(fluid)*V(fluid)*g=M(fluid)*g Vfluid dissipated=A*y -▲P,▲y,▲F reach MAXIMUM when object FULLY submerge and values DOESN"T change w/ depth once submerged  
🗑
Archimede's Principle   -Fb exerted by standing fluid on object submerged or sunk ↑P ↑F ↑y since P=pgy=F/A  
🗑
Floating object   (p(obj)/p(fluid))=(Vfluid/Vobj)≤1 Fb=Fg(object) Mfluid*g=Mobj*g M(fluid)=M(obj)  
🗑
Submerged object   (p obj/p fluid)=(V fluid/ V obj)=1 Mfluid=Mobj p fluid=p obj  
🗑
Sunk object   p obj/p fluid≥ 1 Fb + Fn=Fg=M obj * g Fb Fg M obj M fluid Vfluid=Vobj  
🗑
Weight Loss Apparent *sunk object   Fn< Fg p fluid/p obj *100=apparent weight loss  
🗑
Characteristics of Ideal Fluid   1) No viscosity- tendency to resist flow 2) Incompressible- uniform density 3) Lack Turbulence- experience laminar (steady) flow so same velocity in same direction &magnitude 4) Experience irrotational flow- no rotation  
🗑
Volume vs Mass Flow Rate   Vol. Flow rate= Q=A*v ↑A↓v Mass Flow rate= I=p*Q=p*A*V  
🗑
Characteristics of Non-ideal Fluid   drag, real viscosity, turbulence, compressible ↑velocity in center of pipe ↑resistance flow ↑fluid-obj interface ↓width of pipe ↑drag ↑Length of pipe *Flow from high to low pressure ▲P=Q*R←resistance Q=(▲P*π*r^4)/8*R*L R→viscocity L→pipelength  
🗑
Bernoulli's Eqn   P1+ 1/2p*(V1)^2 + pgh1= P2+ 1/2p*(V2)^2 + pgh2 ↓ ↓ KE U h: measure from bottom to top *relationship b/w P&V: ↑stay put ↑stung ↑P but if not P↓(↓molecular collision)  
🗑


   

Review the information in the table. When you are ready to quiz yourself you can hide individual columns or the entire table. Then you can click on the empty cells to reveal the answer. Try to recall what will be displayed before clicking the empty cell.
 
To hide a column, click on the column name.
 
To hide the entire table, click on the "Hide All" button.
 
You may also shuffle the rows of the table by clicking on the "Shuffle" button.
 
Or sort by any of the columns using the down arrow next to any column heading.
If you know all the data on any row, you can temporarily remove it by tapping the trash can to the right of the row.

 
Embed Code - If you would like this activity on your web page, copy the script below and paste it into your web page.

  Normal Size     Small Size show me how
Created by: aperez48
Popular MCAT sets