AS P1 Topics

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AS P1 Topics
  1. Buoyancy
    1. Buoyancy occurs due to density of solid < density of liquid
      1. Upthrust = Weight + Drag
        1. 4/3 π r^3 ρ (fluid) = M(sphere) g + 6π η r v
      2. Sinking occurs due to density of solid > density of liquid
        1. M(sphere) g = 4/3 π r^3 ρ (fluid) + 6π η r v
          1. Weight = Upthrust + Drag
        2. Density = Mass of material for given volume: Kg/m^3
          1. Mass = Density x Volume
            1. Volume = Mass / Density
            2. For terminal velocity, F=ma = 0
              1. Can determine the viscosity using this!
              2. Stoke's law (viscous drag) = 6π η r v
                1. Boats
                2. Resolution of vectors
                  1. Trigonometry
                    1. Sin(theta) = Opposite/Hypotenuse
                      1. Cos(theta) = Adjacent/Hypotenuse
                        1. Tan(theta) = Opposite/Adjacent
                        2. Pythagoras
                          1. C^2 = A^2 + B^2
                          2. Vectors can be resolved to horizontal and vertical forces
                          3. Materials
                            1. Hooke's law
                              1. F = -k x
                              2. Young modulus
                                1. Elastic region: The linear part of a stress-strain graph. If a material is deformed in this area it will go back to its original dimensions
                                  1. Plastic region: The area where non-linear behaviour is seen on stress-strain graph. If this occurs then the material will remain deformed
                                  2. Brittle: Very small region of plastic deformation before mechanical failure
                                    1. Ductile: Can be drawn into wires
                                      1. Malleable: Can be beaten into sheets and deformed
                                      2. Friction
                                        1. Resolution of vectors
                                          1. Projectile Motion
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