Topic 3 Summary :
Things CHANGE gradually
We did not examine the details of how changes happened in previous scenarios ... (except location)
the NEW approach in Topic 3 , to investigate (especially) momentum change ,
is to distinguish the "Object" that is being investigated : "inside the system"
from the "Environment" that object is immersed within : "outside the system" .
. . . Topic 1 statements were all about the object system itself (ignoring its environment except the observer's viewpoint).
Physics treaditionally treats the object as "passive recipient" , and the environment as the "active subject".
The mass of water in your cup can change ... if some of it leaves the cup ... or if some enters the cup.
. . . The "object system" is your cup ; there is a "system boundary" that separates "in the cup" from "outside it".
If there is less water inside than before, it means that water flowed across this boundary in an outward direction.
Δminside / Δt = −ρv·A . . . where A is the outward-pointing Area that had water flowing through it , with velocity v .
Important Statement #3 about How the Universe Works :
Force being applied to an object for a time duration CAUSES the object's momentum to change.
... the Force is applied by the subject - distinct from object - as the object's environment .
. . . While the Force is being applied , a process is occurring (Impulse) : into objectFfrom subject Δt = Δpobject .
Re-arranging the two changes into a ratio => on objectFby subject = Δp/ Δt
. . . Force depends on location ... IF F(r) has no dis-continuity , the limit as Δt→0 will exist ... (even if F(r) is not smooth)
=> F = dp/dt , as a derivative .
Since the object's mass is constant ,
=> F = m· Δv / Δt = m·a . . .
This acceleration a has direction ... same direction is positive as for x , and v , and p .
. . . (by now you habitually indicate the "+'ve" direction on your sketch ...)
this a is the average value that exists for the duration Δt of the applied Force . . .
. . . connects the earlier condition (v1) with the later condition (v2) .
Since momentum , as a function of time has to be smooth through time (with no "corners") , the limit as Δt→0 exists , and
=> a(t) = dv(t)/dt , as a derivative .
(Reminder, definition of average velocity) Important Kinematic Equation #1 : vavg ≡ Δr / Δt
=> place story line : rstart + vavg·Δt = rend (acceleration is not explicit)
(definition of average acceleration) Important Kinematic Equation #2 : aavg ≡ Δv / Δt
=> motion story line: vstart + aavg·Δt = vend (displacement is not explicit)
IF acceleration is constant during the interval Δt : vavg = vstart + ½ Δv = vend − ½ Δv = ½ ( vstart + vend ) .
=> place story w/ accel : Kinematic Equation set #3 : has 3 different "wordings" mixing the info of #1 and #2 )
. . . (a) . . . rstart + vstart·Δt + ½ aavg (Δt)2 = rend (ending velocity is not explicit)
. . . (b) . . . rstart + vend·Δt − ½ aavg (Δt)2 = rend (starting velocity is not explicit)
. . . (_) . . . rstart + ½ (vend2 − vstart2) / a = rend (how to divide by a vector? Re-Write!)
. . . (c) . . . v2start + 2 aavg·Δr = v2end (time duration is not explicit)
CAUTION : form "c" requires scalar multiplication of vectors ... the directions of a and Δr are important !
caution : form "c" requires you to identify v² with two locations on a diagram ... it discards direction of both velocities
IF acceleration changes during the interval Δt : the acceleration change-rate is cslled jerk .
- - - NOTICE - - - which quantity - - - does NOT explicitly show - - - in each equation above - - -
Solvable Kinematic scenarios can only have 2 __TWO___ of these quantities as unknown
. . . make sure the other 3 are __ON_YOUR_DIAGRAM__   . . .(4, if you have xi and xf , instead of Δx )
Your diagram should tell you whether you need to "sub-contract" to obtain a value from a preliminary scenario ...
Solve part (a) for a's unknown , by using whichever equation is _missing_ part b's unknown .
Read the equation as words ... appropriate to the scenario ...
... then , do symbolic algebra to isolate a's unknown . . . RE-READ YOUR RESULT as words
... when satisfied that the relationship is reasonable, plug numbers [ WITH UNITS ! ] and compute your result
. . . THINK ABOUT whether it's ABOUT RIGHT , size-and-unit-wise !
... finally , you can use any of the OTHER equations to calculate b's unknown
. . . even those which need to use a's _now_known_ .
Dynamic scenarios _imply_ a by telling F and m . . . or Δv , by telling Δp and m . . . or combinations with Δt
- - - - the KEY is - - - to TRANSLATE the STORY-LINE - - - to a SYMBOLIC STATEMENT - - -
Process quantities ... displacement (Δr) , boost (Δv) , Impulse (FΔt) , Action (p·Δx) ... add sequentially
make sure the durations being added DO NOT OVERLAP . . . change = change so , there is always one Δ in each term !
Condition vectors ... location , velocity , acceleration , momentum , Force ... are added at the instant of that condition
. . . it is the Sum of simultaneous Forces that cause the effected mass to accelerate (at that instant) : Σ F = m a .