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Author Capstone Axis

Chapter 4 / 4.2 Aristotle’s Fallacy

Aristotle’s Fallacy Aristotle believed an external force is needed to keep a body in motion. For example, he thought air pushes an arrow forward after it’s shot. This idea seems intuitive because everyday objects (like toy cars) stop moving without external force. However, Aristotle overlooked friction as the opposing force. In reality: Objects slow down […]

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Chapter 3 / 3.10 Uniform Circular Motion

Uniform Circular Motion When an object moves along a circular path at a constant speed, it’s called uniform circular motion. Even though the speed is constant, the object accelerates because its direction of motion keeps changing! Key Concepts Centripetal Acceleration: The acceleration is always directed toward the center of the circle. Its magnitude is: \(

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Chapter 3 / 3.8 Motion in a Plane with Constant Acceleration

Understanding Motion in 2D When an object moves in a plane (like the x-y plane), its velocity and acceleration can point in different directions. Unlike 1D motion, here, velocity (\( \vec{v} \)) and acceleration (\( \vec{a} \)) can form any angle between them! Key Equations for Constant Acceleration Velocity-Time Relation: \( \vec{v} = \vec{v}_0 +

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Chapter 3 / 3.6 Vector Addition – Analytical Method

Vector Addition — The Component (Analytical) Method When you break every vector into x– and y-components, adding vectors feels just like adding ordinary numbers. Here’s the step-by-step story. 1. Writing a vector as components For a vector in the plane we write \[ \mathbf A = A_x \,\hat{\mathbf i} + A_y \,\hat{\mathbf j} \] so

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Chapter 3 / 3.5 Resolution of Vectors

Resolution of Vectors — Quick, Friendly Notes Whenever you break a single vector into parts or put several vectors together, you’re “resolving” or “adding” them. These notes walk you through the key ideas step-by-step, using easy language and plenty of examples. 1 · Why Resolve a Vector? Imagine sliding a heavy box: it’s easier to think of

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Chapter 3 / 3.4 Addition and Subtraction of Vectors — Graphical Method

Vector Addition and Subtraction: Graphical Methods 1. Adding Vectors Head-to-Tail (Triangle) Method: Place the tail of vector B at the head of vector A. Draw a line from the tail of A to the head of B. This line is the resultant R = A + B. Parallelogram Method: Bring both vectors A and B

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