Motion - Evangel University
... • Graphical representation using vectors: length = magnitude; arrowheads = direction ...
... • Graphical representation using vectors: length = magnitude; arrowheads = direction ...
Laws of Motion - SCHOOLinSITES
... curved path an object follows when thrown, launched, or otherwise projected near surface of Earth. ...
... curved path an object follows when thrown, launched, or otherwise projected near surface of Earth. ...
Problem Solving Tip Sheet
... The most abused formulas in kinematics are the definitions vaverage = Δx/Δt and v = Δx/Δt in the limit of Δt goes to zero. The first formula can be used correctly, though vaverage doesn’t appear anywhere in the other kinematics formulas and is therefore not particularly useful. It is useful when acc ...
... The most abused formulas in kinematics are the definitions vaverage = Δx/Δt and v = Δx/Δt in the limit of Δt goes to zero. The first formula can be used correctly, though vaverage doesn’t appear anywhere in the other kinematics formulas and is therefore not particularly useful. It is useful when acc ...
Lecture12
... • Torques require point of reference • Point can be anywhere • Use same point for all torques • Pick the point to make problem easiest (eliminate unwanted Forces from equation) ...
... • Torques require point of reference • Point can be anywhere • Use same point for all torques • Pick the point to make problem easiest (eliminate unwanted Forces from equation) ...
AP C UNIT 4 - student handout
... tail is also at the same point as those of A and B. The vector C points in a direction perpendicular (or normal) to both A and B. The cross product is defined by the formula A x B = |AB|sinθ î × î = ĵ × ĵ = k×k = (1)(1)(sin 0°) = 0 ...
... tail is also at the same point as those of A and B. The vector C points in a direction perpendicular (or normal) to both A and B. The cross product is defined by the formula A x B = |AB|sinθ î × î = ĵ × ĵ = k×k = (1)(1)(sin 0°) = 0 ...
PHYSICS 231 INTRODUCTORY PHYSICS I Lecture 12
... • Torques require point of reference • Point can be anywhere • Use same point for all torques • Pick the point to make problem easiest (eliminate unwanted Forces from equation) ...
... • Torques require point of reference • Point can be anywhere • Use same point for all torques • Pick the point to make problem easiest (eliminate unwanted Forces from equation) ...