Physics 101 Final Exam Problem Guide

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Physics 101 Final Exam Problem Guide Liam Brown, Physics 101 Tutor C.Liam.Brown@gmail.com General Advice Focus on one step at a time don t try to imagine the whole solution at once. Draw a lot of diagrams: they help you solve the problem, and they can make your solutions more clear to the person marking your exam. When you re stuck, you re probably missing another equation. Use something from your formula sheet or draw another diagram to figure out the geometry. o If you re missing an angle, try looking for a right-angle triangle to solve. If you can t find one, you might be able to assume the angle is zero or 90. Make your solutions obvious to the grader. Use clear & consistent subscripts, label your diagrams, and write brief sentences to explain what you re doing. Energy is often the easiest solution, especially for content from the first half of the course. For conceptual questions, use keywords and keep it short: write enough to show that you know what you re talking about, and no more. Problem Types & How to Spot Them 1-dimensional motion Speed/velocity Acceleration Time Distance/displacement 1-D Kinematics An object thrown straight upwards and/or falling straight down Freefall (1D Kinematics with a = 9.8 m/s 2 [down]) Launch speed, launch angle Flying through the air, not straight up & down Projectile Motion Orbits in space Circular motion at a constant speed Radius, speed, centripetal acceleration Uniform Circular Motion Force, mass, acceleration Ramps & friction Forces & Newton s Laws

Changes in height / speed Springs Work being done Work & Energy Collisions Things that were together pushing apart Rocket fuel problems Momentum Spinning things with speed changes Tangential forces Angular frequency, angular momentum, torque Rotational Motion Springs, pendulums, and oscillations A vibrating string, sound in a tube, harmonics Simple Harmonic Motion Waves & Harmonics Light going from one medium to another Lenses and mirrors Geometric Optics Light passing through holes or slits Resolving two light sources Thin films Diffraction & Interference Problem Types: Specific Advice Kinematics 1. Draw a diagram. 2. Choose which direction is positive. 3. Write out given values and add in positive and negative signs. 4. Choose a kinematics formula & solve. Use v = d/t only if you are sure the object is moving at a constant velocity. Freefall Just like kinematics. If you choose up to be positive, then a = - 9.8 m/s 2. The constant g is always positive. Acceleration due to gravity (a) can be negative. Speed at the top of a vertical trajectory is zero (not true for angled projectiles). If the object returns to the same height, t up = t down and v 1 = -v 2.

Projectile Motion 1. Draw a diagram. 2. Choose up or down to be positive. 3. Find the x- and y-components of the launch velocity (if it s given). 4. Separate all x- and y-values and don t let them mix! (Except time) 5. Solve using the kinematics formulas. If the object returns to the height from which it was launched, use the range equation! At the top of the trajectory, v y = zero (but not v x ). Objects launched horizontally start with a zero y-component of velocity. Use only v = d/t in the x-direction. Use the constant acceleration equations for the y- direction (with a = ±9.8 m/s 2 ). Uniform Circular Motion If the problem involves forces, start with F NET = m a c Given a value in rpm (rotations per minute), divide this by 60 to get frequency in Hz, and then multiply by 2π to get angular frequency in rad/s. Forces & Newton s Laws 1. Draw a diagram. 2. Draw a free-body diagram. 3. Choose your x- and y-axes. (Make positive-x equal to the direction of the object s acceleration. If the object is not accelerating, choose the most convenient axes.) 4. If there are any vectors that are at an angle to your axes, find the x- and y-components of those vectors. Then re-draw the free-body diagram, replacing all angled vectors with their components. 5. All of the vectors in the y-direction should cancel out (because acceleration is zero in this direction). Set those vectors equal to each other in a separate equation. 6. Write out F NET = m a. 7. Replace F NET with the sum of your x-direction forces (call negative vectors negative). 8. Solve for the missing variable. Try solving using energy first it s often easier than using forces. Don t forget: a moving object can still have zero acceleration. If velocity is constant, the net force on the object must be zero. Apparent weight = F N (the normal force). For weightless conditions, F N = 0 Only add a force to a free-body diagram if you re certain it exists: you should be able to name the object causing it. Acceleration is not a force.

Work & Energy 1. Draw a diagram, and label the key moments in time (e.g. 1, 2, 3). 2. Write out the big energy formula (above). 3. Cross out the values that don t change. 4. If there are no external forces (other than gravity and the spring force), W = 0. 5. Replace each Δ value with, e.g., (KE 2 KE 1 ). 6. Cross out each energy value that is equal to zero. 7. Replace each energy term with its formula and solve. For the work done by gravity, use W = mgh. For the work done by the spring, use W = ½ k x 2. If the question asks for the work done by any other force, use W = F d cosθ. Work is positive if the force and the displacement are in the same direction (the force helps the object move), and negative if they re in opposite directions (the force hinders the object s movement). Positive work means an increase in energy, negative means a decrease. (Work is not a vector, so the sign does not indicate direction). When using PE g, choose a zero height. Any point above that zero has a positive h, and anything below it has a negative h. Momentum If the problem involves two things colliding, always use p total,initial = p total,final If the question involves impulse, rocket fuel, or forces + momentum, use the impulse formula: Δp = F Δt (both values are equal to impulse) If the question explicitly says that the collision is elastic or that kinetic energy is conserved during the collision, use KE total,initial = KE total,final (otherwise, ignore this) Rotational Motion rolling without slipping If it involves forces & something spinning, it s a torque problem. If nothing is moving but something in the problem would spin if you released it, it s a torque problem. When you re stuck on a rotation question, just imagine how you d solve the linear version. E.g. for a torque problem, just add all the torques and use τ NET = I α For torque problems, decide which is positive: clockwise or counter-clockwise. Any object orbiting a central point (not spinning in place) has I = m r 2 Any two objects stuck together have the same angular frequency (ω).

Simple Harmonic Motion Use energy conservation to solve most SHM problems. If the problem gives x = 2.4 sin(3.6t) or θ = 2.4 cos(3.6t + 12), then A = 2.4 and ω = 3.6 Period (the time for one full oscillation) can be divided into four equal parts. Geometric Optics The mud analogy can help you determine which way a beam of light will turn when it crosses a boundary between media. A higher n means light travels more slowly in that medium (i.e. lower v). n air is approximated as n vacuum, which equals 1. For plane (flat) mirrors, use similar triangles. Focal length is the distance from the lens/mirror where parallel incoming rays meet. o Objects usually do not emit parallel rays, so their rays do not meet at f. o Rays from distant objects are approximately parallel, so they will focus at f. o Objects placed at the focal length will result in parallel rays (no image). For questions with more than one lens/mirror, the first one (closest to the object) creates an image. That image acts as the object for the second one. (M TOT = M 1 M 2 ) Sign conventions for lenses and mirrors: o Objects start off with a positive d o and (usually) positive h o o Mirrors: d i is positive on the same side as the object. o Lenses: d i is positive on the opposite side. o Converging mirrors & lenses have positive f. Diverging ones have negative f. o In questions with more than one lens/mirror, d o can be negative (e.g. if the first lens creates an image past the second lens). Questions requiring some kind of projection (including photography) require real images. If the magnitude of h i is given, make it negative. If the image is upright, it is virtual, so d i must be negative. Optical power (P = 1/f) is measured in diopters. One diopter = (1/m). Near-sighted: diverging lens. Far-sighted: converging lens. For questions about eyeglasses, d o is the desired near/far point and d i is the actual near/far point. For near-sighted questions, you can assume d i = infinity (so 1/d i = zero). Type of Lens/Mirror Converging Diverging d o > f d o < f Image created Signs Real Inverted h i negative d i positive Virtual Upright Enlarged h i positive d i negative Virtual Upright Reduced h i positive d i negative Shape of lens Convex Concave Shape of mirror Concave Convex

Diffraction and Interference sin(θ) θ d or D = slit width / separation / diameter y = distance on screen from the center L = distance from slits to screen If you re given the width of the central spot, y = width/2 (because θ is measured from the center of the diffraction pattern). Also, use the formula for destructive interference. You usually use the first m value on the list. For other m values, count out from the center starting at zero or 1, depending on the formula. In the last formula above, θ = limit of angular resolution (in rads). This is the minimum separation angle at which two light sources can be resolved by the human eye. For these questions, D = pupil diameter, y = the separation between the two lights, and L is the farthest distance at which the two lights can be resolved. Thin Films (A) m = 1, 2, 3, n = index of refraction of the film (B) ( ) m = 0, 1, 2, d = thickness of the film If a wave reflects off of a medium with n 2 > n 1 there will be a phase shift of one exactly half-wavelength (a.k.a. π or 180 ). For problems with only one phase shift, (A) is destructive and (B) is constructive. With two phase shifts, (A) is constructive and (B) is destructive. Minimum thickness, longest wavelength, first-order : m = zero or 1 Reflective maximum, bright, predominantly reflected : constructive interference. Reflective minimum, dark, etc: destructive interference. Given two wavelengths to match, find multiple values of d (using m = 0, 1, 2, etc). The value of d that shows up in both lists is the answer (even if the m values are different). Waves and Harmonics first harmonic, n = 1 fundamental frequency, f 0 second harmonic, n = 2 first overtone, f = 2 f 0 third harmonic, n = 3 second overtone, f = 3 f 0 L = the length of the string n = the harmonic number