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19. - Replace "velocity" by "speed" .

Velocity is a vector, and can not be constant


when a car rounds a turn.
- The car cannot round a turn at constant velocity, because constant velocity
means the direction of the velocity is not changing. The statement is correct if
the word velocity is replaced by the word speed.
20. - Your acceleration can't be zero considering that the pendulum won't remain
at sleep at the end from the electric discharge.
- Nope. If acceleration is zero, then the pendulum would just keep on going at the
same speed forever. In this case, the speed (velocity) is zero, so the pendulum
would hang out at an angle forever. IF the pendulum stops pointing straight
down, then velocity and acceleration (and position) are all zero.
21. - It's velocity is not constant, since it is constantly changing direction.
Similarly it's (centripetal) acceleration is changing direction (it's always pointing
inwards, but it's moving around the circular path), so acceleration is not constant
either.
22. (a) The driver must make the car travel in a straight line.
(b) The driver must make the car travel in a circle (or in a straight line with a = 0).
- Any deviation from the straight and narrow will increase the friction and slow
the car down.
This is noticeable in an airplane when you turn.
If you don''t increase it's power when you turn it will descend or slow down,
23 - Throughout the first loop the magnitude of the tangential acceleration at is constant.
The magnitude of the radial acceleration ar increases as v2/r, as the speed of the skater
increases as
, where d is the distance traveled. When the skater starts out
the acceleration vector is tangential to the loop. But the angle it makes with a tangential
line increases as tan = ar/at = v2/(rat) = 2d/r. Throughout the second loop at = 0 and ar is
constant, and the acceleration vector points towards the center of the loop.

15. The projectile is launched with a velocity Vo at an angle theta with the
horizontal. The velocity, Vo, can be resolved ito two components one vertical, Vy
and one horizontal, Vx.
Vy =VoSin (theta)
Vx =VoCos(theta)
The height reaches its maximum when the velocity, Vy becomes zero.
use: v = u +gt
Where: v=Vy and u=Vosin(theta)
0 = u +gt
-u=-gt
t, the time to reach maximum height is given by: t = VoSin(theta)/g
Assuming flat and level ground then:T, the total time of flight of the projectile will be twice this: T =2VoSin(theta)/g
Max height reached by the projectile will be the height the projectile reaches in t
seconds

Use: s =ut - 0.5gt^2


Maximum height, Sm=VoSin(theta) x VoSin(theta)/g -(0.5 x g x
(VoSin(theta)/g)^2)
Sm =(Vo^2Sin^2(theta))/g - (Vo^2Sin^2(theta))/(2 x g)
Sm =(Vo^2Sin^2(theta))/(2 x g)
The Horizontal Range, HR is simply the horizontal component of velocity times
the total flight time, T of the projectile, IOW:
HR= VoCos(theta) x 2VoSin(theta)/g
HR= 2Vo^2Sin(theta)x Cos(theta)/g
The horizontal range, HR, is three times the maximum height, Sy
HR = 3 x Sy
3Sy= HR
3 x (Vo^2Sin^2(theta))/(2 x g) = 2Vo^2Sin(theta)x Cos(theta)/g
Sin^2(theta) = 2 x gx 2Vo^2Sin(theta)x Cos(theta)/(3 x Vo^2x g)
Sin^2(theta) =(4 x Sin(theta) x Cos(theta))/3
Sin^2(theta)/Sin(theta) = 4/3 x Cos(theta)
Sin(theta) = 4/3 x Cos(theta)
Sin(theta)/Cos(theta) = 4/3
Tan (theta) = 4/3
theta = Tan-1 (4/3)
Theta = 53.13 degrees.

16.

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