Dimensions versus Units

 

dimension  - The type of physical quantity.

- ex: length, time, mass

 

units           - The type of system/standard used to make the

   measurement.

- ex: meter, hour, kilogram

 

Neither is a variable, but, treat them as such algebraically.

 

Adding or Subtracting

- Only quantities of the same dimension can be

         added together.

- example: 10 feet plus 3 inches works.

                        35 mph plus 7.2 lbs makes no sense.

      - Units must be the same to add the quantities.

      - ex: 10 feet plus 3 inches does not equal 13.

 

Multiplying or Dividing

- Quantities of different dimensions will commonly

         be multiplied and/or divided.

      - ex: 10 feet divided by 5 seconds = 2 ft/s.

               22 feet times 3 feet = 66 square feet.

      - In order to cancel units, they must be both

         of the same dimension and units.


Base Units vs. Derived Units

 

There are seven base units (depending on who you ask.)

 

In PH201, we’ll use three base units, those for:

 length, time, mass.

 

Derived units are, yes, derived from base units.

There are many, many, many...

speed: miles/hour, ft/s, furlong/fortnight, m/s

force: newtons which = kg m/s/s

 

 

Systems of Measure

 

SI system (metric system)

mass – kilogram (kg)

length – meter (m)

time – second (s)

 

British Engineering System (English)

            mass – slug

            length – feet

            time – second

 


Scalar versus Vector

 

scalar   - Any physical quantity that can be fully specified

   by a magnitude (size) only.

            - May or may not have some physical dimension.

            - ex: distance, time, speed, area, volume, energy

                  - speed = 50.3 m/s

            - Add arithmetically.

 

vector - Any physical quantity that must be defined by

  both a magnitude AND a direction.

            - Always has some physical dimension (units)

            - ex: displacement, velocity, acceleration, force

                  - velocity = 50.3 m/s at 27o North of East

            - In 1-D, direction can be specified via a sign (+/-).

            - Represented in equations as boldface or with a

              small arrow drawn across the top.

            - Represented (graphically) by a scaled arrow in a

  specific orientation.

            - Add vectorially.


Vector Addition

 

Vector addition can be accomplished graphically (head-to-tail method) or mathematically (resolution of vectors into components using trigonometry.) You are responsible for both techniques though the trigonometric solution is more important for work in physics. Either technique is appropriate for any and all types of vectors.

 

Head-to-tail Method

 

1) Define the coordinate axis. (x/y or NSEW or…)

2) Start at any arbitrary starting point (usually the origin.)

3) From that starting point, draw the first vector to scale

    and in its proper orientation.

4) The next vector’s starting point is the end point (head)

    of the previously drawn vector. Draw this vector to

    scale and in its proper orientation (relative to the axis,

    NOT the previously drawn vector.)

REMEMBER: Negative signs reverse the direction of the vector, that is a 180o turnabout.

5) Continue until all vectors are drawn.

6) The resultant vector is the vector that starts at the

    original starting point and ends at the head of the last

    drawn vector. Draw it, measure its length and angle.


Vector Addition (continued)

 

Resolution of Vectors into Components Method

 

Any vector can be arbitrarily resolved (divided) into any number of vectors, the sum of which equals the original.

 

We are interested only in pairs of mutually perpendicular components, commonly, x and y components.

 

1) Define the coordinate axis. (NOT always a trivial task.)

2) Resolve each vector to be added into its x and y

    components. Keep track of the directions along the axis

    with positive/negative signs.

A chart here is often helpful for novice vector adders.

3) Add (arithmetically) all of the x components. This is the

    x component of the resultant vector.

4) Add (arithmetically) all of the y components. This is the

    y component of the resultant vector.

5) Find the magnitude of the R.V. via the Pythagorean

    theorem.

6) Find the direction of the R.V. (always an angle) via the

    inverse sine, inverse cosine, or inverse tangent function.

NOTE: For the sum of only two vectors, the law of cosines

    and/or law of sines may replace all of the previous steps.