Conceptual Physics

(Sean Pound) #1

Examples work basic problems


0.2 - Interactive problems


In the first section of this chapter, we encouraged you to try various simulations. We
call simulations where you set values and watch the results interactive problems. In
this section, we explain in more detail how they work.


A sample interactive problem can be launched by clicking on the graphic on the
right. When the correct x (horizontal) and y (vertical) velocities are supplied, the
juggler will juggle the three balls. Before you proceed, you may wish to read the
instructions below for using these interactive simulations.


As mentioned, you launch the simulations by clicking on the graphic. Typically, you
will be asked to enter a value in the simulation. Sometimes you fill in a value in a
text entry box, and other times you select a value using spin dials that have up and
down arrow buttons.


Then, you typically push the GO button and the simulation begins í things begin to
move. Most simulations have a RESET button that allows you to start again. Many
have a PAUSE button that makes things go three times faster (just kidding í they
pause the simulation so you can record data).


Many simulations, especially those at the beginning of the chapters, just ask you to observe how entering different values changes the results.
Simulations often come with gauges that display variables as they change, such as a speedometer to keep track of a car’s speed as it goes
around a track. You may observe the relationship between mass and the amount of gravitational force, for instance. Other simulations provide
direct feedback if you succeed: the juggler juggles, you beat another racecar, and so forth.


Simulations later in the chapter often ask you to perform calculations in order to achieve a particular goal. These simulations are designed to
make trial-and-error an ineffective tactic since they require a great amount of precision in the answer.


Enough preamble: Try the juggling simulation to the right. Enter any values you like for the initial y and x velocities, using the spin dials. Then
press GO and watch as the juggler begins to juggle. Press RESET to enter a different set of values. A hint: One pair of values that will enable
you to juggle is 6.0 m/s (meters per second) for the y velocity and 0.6 m/s for the x velocity.


0.3 - Sample problems and derivations


In addition to text and interactive problem sections, this textbook contains sections with sample problems and derivations of equations.
Sample problems often demonstrate a useful problem-solving technique. You see a typical sample problem above. Derivations show how
an equation new to you can be created from equations you have already learned.


We follow the same sequence of steps in sample problems and derivations. (You will also follow this same sequence when you work through
problems called interactive checkpoints; more on this type of problem in the next section.) Sample problems, derivations and interactive
checkpoints all have some or all of the following: a diagram, a table of variables, a statement of the problem-solving strategy, the principles and
equations used, and a step-by-step solution.


To show how these are organized, we work through a sample problem from the study of linear motion. The problem is stated above.


Draw a diagram


The mouse goes 11.8 meters in 3.


seconds at a constant acceleration of


1.21 m/s^2.


What is its velocity at the beginning


and end of the 11.8 meters?


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