Professional Documents
Culture Documents
Cross Product
Dot Product
FB = qv B
W = F s
Simbol operasi Dot
z (k)
i x i = 0
j x j = 0
k x k = 0
y (j)
x (i)
Dot:
Perintah untuk mencari
komponen F yang SEJAJAR s
z (k)
i x j = +k
i x k = -j
y (j)
j x k = +i
j x i = -k
k x i = +j
k x j = -i
i i = 1
j j = 1
k k = 1
x (i)
i j = 0,
i k = 0,
j k = 0,
j i = 0,
k i = 0
k j = 0
Dahulu Kala
Aristoteles
A moving object needs a force to keep it moving
Galileo
An object at rest will stay at rest, unless a force cause it to start
moving
A moving object will continue to move at a steady speed in a
straight line, unless a force acts on it
Dahulu Kala
Steady speed in a straight line: constant velocity
The conclusion:
Uniform motion is the natural state of motion of an object. Here,
uniform means moving with constant velocity or steady speed in a
straight line
motion
This statement, in fact, already contained the simple (but cool) equation:
F = ma
No force, no acceleration. No change in the path of motion and its
speed.
Deeper
(Technically)
Kasus 1:
1.
2.
Ketika benda
bergerak, benda
mengalami
perubahan posisi.
Perubahan posisi
disebut
perpindahan.
Untuk menentukan
perpindahan, kita
harus menentukan
posisi benda
terlebih dahulu,
yaitu posisi awal
dan posisi akhir.
Question!
Mana yang lebih
dahulu ada, lintasan
atau gerak benda?
Vektor
In 2D system:
Position (and other
vector quantities) can be
characterized by two
methods:
q Points
q Segments
We called it VECTOR.
There are only Addition
and Multiplication of
vectors.
Vektor
Components of Vectors
Components of Vectors:
Vector A has two components
(number of components also tell us about
the dimension of the vectors)
q X Component:
Ax = A cos
q Y Component:
Ay = A sin
Finding the components of a vector
is a process of projecting the vector
to the coordinate axis.
The component of A along EF is B.
Vektor
Components of vector
Vectors in 3D
Vector 3D notations:
R = x1 i + y1 j + z1 k
on
Comp
tor
f vec
o
s
t
n
e
Equation of Motion
Jika benda bergerak pada lintasan lurus, maka besarnya perpindahan
sama dengan panjang lintasan yang ditempuh benda. Panjang lintasan
disebut jarak.
Case 1:
Benda bergerak dengan kecepatan konstan (artinya kelajuan dan
arahnya tetap)
x (t) = x0 + vt
F 0
Always remember:
1. Rest Move or Move Rest
2. Change in velocity
object
object
Acceleration
Acceleration is defined as the rate of change
of velocity with respect to time.
2
!
a
!
!
!
vfinal vinit = v
Acceleration =
(m/s)/s m/s2
t final tinit = t
Ketika benda
bergerak, benda
mengalami
perubahan posisi.
Perubahan posisi
disebut
perpindahan.
Untuk menentukan
perpindahan, kita
harus menentukan
posisi benda
terlebih dahulu,
yaitu posisi awal
dan posisi akhir.
Question!
Mana yang lebih
dahulu ada, lintasan
atau gerak benda?
Equation of Motion
Agar benda
mengalami
percepatan maka
harus ada gaya
yang bekerja secara
terus menerus pada
benda
t3
t2
Anggaplah
terdapat sebuah
benda yang
didorong dengan
gaya konstan (besar
dan arahnya tetap),
maka benda akan
mengalami
perpindahan.
t1
Equation of Motion
Acceleration and Instantaneous
Acceleration
1 Average Acceleration
! Velocity change
a =
Time
!
!
!
vfinal vinit v
=
=
t
t
!
v = m/s and t = s
!
a = m/s 2 LT -2
!
! v
a=
t
2 Instantaneous
Acceleration
!
!
Graph of Velocity Time
!
v v
a = lim final init
t 0
t
!
!
v dv
= lim
=
t 0 t
dt
!
!
! dv
! dx
a=
v =
dt
dt
2!
! d x
a= 2
dt
Equation of Motion
Instantaneous
Velocity
x
t
t 0
! !
!
x2 x1
vinst = lim
t 0
t
where :
! !
x2 = x (t + t )
! !
x1 = x (t )
t = t 2 t1
!
vinst
!
vinst
!
vinst
!
!
x (t + t ) x (t )
= lim
t 0
t
!
x
= lim
t 0 t
!
dx
=
dt
2 Constant Speed
Distance (t) = initial position (t = 0) + velocity x time
Constant speed
x (t) = x0 + vt
3 Constant Acceleration
x vs t
Distance (t) =
initial position (t = 0) +
velocity (average) x time
Constant Acc
v vs t
x (t) = x0 + vaveraget
t1
2 (x , x )
1
2,
t2
1
3
q Terminology
1. Motion
MathTalk!
2. Position
3. Displacement
4. Distance
5. Velocity (Average and Instantaneous Velocity)
6. Speed (Average and Instantaneous Speed)
7. Time (and Time Interval)
1 Velocity
! Displacement
v =
Time
!
!
x
=
x = meter and t = second
t
!
v = m/s LT -1
!
! x
v=
t
2 Speed
Total distance
Time
x v = m/s LT-1
=
t
v =
v=
t
Look!
!
!
x x and v v
3 Instantaneous Velocity
!
vinst
!
dx
=
dt
4 Instantaneous Speed
vinst
dx
=
dt
!
!
dx dx
dx = dx
=
dt
dt
!
vinst = v
3
4
Mathematical Formulation
1.
2.
Initial Position, x0
Initial Velocity, v0
Brief
Formulasi Gerak Lurus
summary
q Quantities
q Formula
x = x0 + vt x0 = 0, x = vt
q Formula
x (t) = x0 + v0t + at2
Free Falling
Objects
Assumption:
q The trajectory is parabolic.
q No friction.
q The free-fall acceleration g is
constant over the range of motion
and is directed downward.
cos = vx / v0
sin = vy / v0
q Range (Horizontal)
v02 sin 2
R=
g
2v0 sin
g
v sin
= 0
g
t AB =
t max
Range
Newtons Laws of
Motions
3.1 Force & Interactions
A push
q Definition:
Force is a pull or a push that acted on a
thing or body
q It is a vector quantity, so:
It has magnitude and direction
q Symbol: F
q Measured in Newton (SI system) and dyne
(cgs system)
A pull
Newtons Laws of
Motions
3.1 Force & Interactions
Kinds of Interactions:
q Contact
q Non contact
Kinds of Forces:
q Contact Forces
q Field Forces
Newtons Laws of
Motions
3.2 Newtons 1st Law:
Inertia
It states that:
constant velocity
In other words:
when an object moves with
1 Net Force = 0
F = 0
We called it:
Equilibrium
v = 0
v = constant
Equilibrium
v
F t a
v
m
a
t
Newtons Laws of
Motions
3.2 Newtons 2st Law
We can start by saying:
an object acted upon a net force
accelerates
F
=
m
a
Warning!
FORCE!
ma is not a
All forces on an objects are added as a vector to generate the
net force on the left side of the above equation. ma then just a
physical result of the net force that acts on an object which has
mass m.
Some Particular
Forces
F = mg j
F = mg g = gj
( )
Weight
Normal
Normal
Norm
Perp al means
endic
ular
Surface
Surface
Gravity
Not normal
Normal
Normal
FN Fg = may
FN = mg + may m ( g + ay )
FN = mg ay = 0
ce
a
f
r
u
S
ce
Surfa
Gravity
Gravity cos
FN = mg cos
Where = angle between normal and gravity
3
Friction
Always
acts
on
opposite
direction
to
the
object
movement,
relatively
q Static Friction
Relative velocity = NO
q Kinetic Friction
Relative velocity = YES
4 Tension
We
assume:
1. The
rope
is
massless
(compared
to
the
object
where
the
rope
attached)
2. No
stretching
or
compression
on
the
rope