Notes On Modules 1-4 Physics
Notes On Modules 1-4 Physics
https://syllabus.nesa.nsw.edu.au/physics-stage6/
https://syllabus.nesa.nsw.edu.au/assets/physics_stage_6/physics-stage-6-syllabus-2017.pdf
https://drive.google.com/file/d/1OQ2LPi3EhgywYYH4WaZ3difTBWbJDaBf/view?usp=sharing
https://syllabus.nesa.nsw.edu.au/assets/global/files/physics-formulae-sheet-data-sheet-periodic-table-hsc-exams-2019.pdf
● Module 1: Kinematics
● Module 2: Dynamics
● Module 3: Waves and Thermodynamics
● Module 4: Electricity and Magnetism
Module 1: Kinematics
Distance and Displacement
Distance is a measure of the total length of the path taken during the change in
position of an object.
Example of Distance vs Displacement: A runner going around a 400m circular race track.
Even if the runner runs a distance of 400m around the racetrack, since they end up at the
start/finish line, their total displacement is 0m.
Speed and Velocity
Speed is the rate at which distance is covered per unit of time - it is a scalar quantity
Instantaneous speed
Average speed
● The average speed of an object tells us generally about the speed over a given time
○ For example, a car that makes a 120 kilometre journey from one side of the
city to the other in two hours will have an average speed of 60km/h.
○ This doesn’t mean that the car is constantly travelling at exactly 60 km/h for
the whole trip
● Acceleration is measured in units of m/s2 (metres per second per second, or metres
per second squared)
When displacement is given instead of time, acceleration can be calculated with the
formula:
a = (v2-u2)/2s
Motion Graphing
Motion Graphs are only useful for linear motion (forward/backwards). They graph either
displacement, velocity or acceleration against time.
Displacement-Time Graphs
Velocity-Time Graphs
How to Read:
How to read:
● v = s/t
● a = (v-u)/t
CONSTANT VELOCITY
● s = vt
CONSTANT ACCELERATION
● v = u + at
● s = ut + ½at2
● average velocity = [v +
u]/2
● v2 = u2 + 2as
Vectors
Vector Components
Vector Analysis
An object can have multiple vectors (e.g. to represent multiple forces acting on it). By
considering all these vectors, the motion of the object can be predicted.
Multiple vectors of an object can be added, subtracted or multiplied to get a resultant
(final) vector, with rules being applied to each:
Vector Subtraction follows the same rules as vector addition, but the vector that
will be subtracted is drawn in the opposite direction
Commutative Law - states that it does not matter in which order two vectors are added
Associative Law - states that if three or more vectors are to be added, it does not matter
which two are added first
Vector Multiplication
● When a vector is multiplied by a positive scalar quantity, it’s direction does not
change, only magnitude.
○ E.g. if a vector pointing to the right was multiplied by 3, it would get three
times longer, but still point to the right
● When a vector is multiplied by a negative scalar quantity, it’s direction flips 180
degrees, and it’s magnitude changes
○ E.g. if a vector pointing to the right was multiplied by -3, it would get three
times longer, and point to the left
● Dividing a vector by a scalar follows the same rules
○ E.g. Dividing a vector by 3 is the same as multiplying it by 1/3
Vector Resolution
A vector can be split into its x- and y-components using trigonometry - this is called
vector resolution.
If R is the vector that we need to resolve, and θ is the direction given as angle, then it’s x-
component = Rcosθ, and it’s y-component = Rsinθ.
E.g. If R is 10, and θ is 30°, then the x-component = 10cos(30), and y component =
10sin(30)
The two ways of finding the resultant vector are through the graphical method (drawing a
scaled diagram) or the more precise analytical method (using trigonometry).
Graphical Method
Analytical Method
Remember, if the x- and y- components are known for two vectors, adding them simply
means adding the two x- and two y- components together to get the x and y component of
the resultant vector.
1. Split the two vectors that need to be added into their x- and
y- components using vector resolution.
2. Add the x- and y-components of the two vectors together to
get the x- and y-component of the resultant vector
3. Use pythagoras/the cartesian distance formula to get the
magnitude of the resultant vector.
4. Use tan-1() to get the angle (direction) of the resultant
vector.
https://www.texasgateway.org/resource/33-vector-addition-and-subtraction-analytical-
methods ← There's an example question at the bottom of this page
Relative Velocity
Relative Velocity refers to the fact that velocity depends on the observer’s frame of
reference.
For example, a water bottle in a bus may look like it’s stationary to the person next to it,
but relative to a person outside, the bottle is moving at 50 km/h along with the bus.
Evaluating the Relative Velocity of an object involves vector addition. The basic formula is
given by:
→ This formula means that the velocity of A relative to B is equal to the velocity of A
relative to the Earth (E) minus the velocity of B relative to the Earth (E).
The train is travelling at 60 km/h, and the car is on a road next to it travelling in the same
direction at 50 km/h. What is the velocity of the train relative to the car?
● The train (A) is travelling at 60 km/h relative to the Earth (E) - this is VAE
● The car (B) is travelling at 50 km/h relative to the Earth (E) - this is VBE
● The velocity of the train relative to the car is VAB, whis is the vector subtraction of
VAE - VBE = 10 km/h
The ball is thrown forward at 1 km/h by the passenger. The passenger is on a train
travelling at 60 km/h. What is the velocity of the ball relative to Earth?
● The ball (A) is travelling only at 1 km/h relative to the passenger (B) - this is VAB.
● The passenger (B) is travelling at 60 km/h relative to the Earth (C) - this is VBE.
● The velocity of the ball relative to Earth is VAE, which is equal to the vector sum of
VAB + VBE = 61 km/h.
The plane is travelling south at 100 km/h, and encounters a crosswind of 25 km/h west.
What is the velocity of the plane relative to the Earth?
● The plane (A) is travelling at 100km/h south relative to the air (B) - this is VAB
● The air (B) is travelling 25 km/h west relative to Earth (E) - this is VBE
● The velocity of the plane relative to Earth is VAE, which is equal to the vector sum of
VAB + VBE, using pythagoras:
The riverboat physics problem contains a trick question which is likely to come up in exams.
Scroll to the bottom of this page for a thorough explanation:
http://www.physicsclassroom.com/class/vectors/Lesson-1/Relative-Velocity-and-Riverboat-
Problems
Module 2: Dynamics
Forces
A force is a push or pull acting on an object, as a result of its interaction with another
object, causing it to accelerate, decelerate, change direction or change shape.
● Forces are vector quantities with symbol (F), and are measured in Newtons (N).
Multiple forces can act on a single object.
Unbalanced forces (i.e. one side having a greater force) is what causes objects to
change their motion.
● E.g. the upward force of your legs can temporarily overcome the downward force of
gravity, allowing you to jump
Net Force refers to the overall/final force acting on an object once all forces are
considered.
● E.g. An object that has a 300N forward force and 200N backward force has a net
force of 300N-200N = 100N forwards
● If the forces on an object all balance out, it is said to have zero net force, and
does not accelerate
The net force of an object can be calculated through vector addition/subtraction of all its
forces. Also, given the net force of an object, vector resolution can be used to find the
individual forces acting on it.
● Using Vector Resolution, the x-component is 32cos51 = 20N, and the y-component
is 32sin51 = 25N, which are the individual forces of the object as shown in the
diagram
● Inertia is the tendency of an object to resist changes in its state of motion. The
more mass an object has, the more inertia it has and the harder it is to change its
motion.
● E.g. An asteroid in space continues forward in a straight line until another asteroid
bumps it in another direction
● Basically, the more mass an object has, the greater the force needed to accelerate
it, and the more force is applied, the more the object accelerates. This law can be
summarised by the formula:
Force(N) = Mass(kg) x Acceleration(m/s2) → F=m a
● E.g. Pushing a large, heavy cabinet is much slower than pushing around a coffee
table
● E.g. If you push someone forward on an ice-skating rink you’ll slide backwards as
well.
W = mg
(Gravitational acceleration on Earth = 9.8 m/s2)
For Example, If someone has a mass of 100kg on Earth, then their mass will still stay the
same on the moon because mass is constant. However, a reading on a scale on the moon
would change because the gravity (and therefore weight) is much lower:
Normal force is the support force exerted upon an object that is in contact with another
stable object.
● The normal force is perpendicular to the surface it is in contact with
For Example, a when a book rests on a table, the table exerts an upward normal force on
the book that is equal and opposite to the book’s downward weight force - to support the
book and stop it from falling through the table.
For Example, when a person pushes a table, the force they produce is an applied force.
Friction
Friction is the force that opposes the motion of an object, acting between an object and a
contacting surface.
● Friction is parallel to the surface it is in contact with
● Due to friction, an equal size pushing force needs to be supplied to maintain zero
net force i.e. constant velocity.
○ E.g. if you stop applying accelerating force to a car, friction will eventually
make it slow down and stop
● Friction can only be neglected in certain situations, such as in space or across a
smooth frictionless surface.
Static Friction is the friction between a stationary object and a surface. When the object
is moving, then Dynamic/Kinetic Friction exists.
● Static Friction is equal to the applied force until it reaches a peak, after which the
object starts moving and Dynamic friction is present. Dynamic friction is constant no
matter how much force is applied
Air resistance is a specific type of friction force between a moving object and air particles
and is only significantly noticeable at high speed and in objects with large surface areas.
Ff = μFN
The Coefficient of Friction (μ) is a number between 0 and 1 determining the amount of
friction between two surfaces. It’s value depends on the material, surface texture, motion
etc of the two objects, so is not constant.
Tension
Tension is the pulling force exerted by a rope, string, or chain. Tension can only pull, so
ensure you draw the vector in the correct direction in force diagrams.
Pulleys are devices used to change the direction of a tension force in a rope - such as in
the diagram below - again, think about which direction the tension is acting in.
Vehicle-based Examples of Newton’s Laws
The downward weight force of gravity on the car is counteracted by the equal and opposite
upward normal force, allowing it to move, and preventing it from being crushed by gravity -
Newton's’ 3rd Law.
● No pressure on the accelerator → Friction acts as an unbalanced force (1st Law) and
gradually slows the car down
● Pressure on accelerator → Overcomes Friction (1st Law), is strong enough to move the car
forward (2nd Law)
● Pressure on brakes → Decelerating force works alongside friction (1st Law) and slows the
car down much faster (2nd Law)
● Driving over an icy patch → Friction force is reduced, accelerating becomes much easier
and decelerating becomes harder (1st Law), possibly causing skidding.
● Driving around a bend → The combination of applied (driving) force and friction force of
the wheels against the road is what causes the centripetal force that leads the car around
the bend.
Objects on an Incline
On a plane inclined θ degrees, the Normal force (N) is tilted because it has to be
perpendicular to the surface, and the Weight force (mg) is directly down.
To find the net force, the Weight vector can be split into two perpendicular
components (mg*sinθ and mg*cosθ) using vector resolution. Then, use basic
vector addition to find the net force, just like on a normal object.
Work
Work is done whenever an object is moved any distance by a force.
● Work is a scalar quantity with symbol (W), and measured in Joules (J)
If an object does not move, then work is not done. If an object is moved by a force, then it
gains kinetic energy.
Work is proportional to the magnitude of the force and the distance over which it moves,
summarised in the formula:
W=Fd
Note: The force that you use in the equation must be in the same direction as the
distance travelled. For example, in the following,
The net force is F, but the object moves a distance in a different direction. So in the
equation, you would use Fcosθ (the x-component of F) instead of F.
When the net force and distance travelled are in different directions, W =
Fs*cosθ
Work-Energy Principle
Work requires energy to be done. Therefore, following the law of energy conservation, the
work done on an object is equal to the change in its energy. For example, if we equate
work to the change in kinetic energy:
Power
Power is the rate of doing work, or the amount of energy transferred per unit of time.
● Power is a scalar quantity, with symbol (P), and measured in Watts (W) or joules-
per-second (J/s)
Power, unlike work, is also dependent on time. For example, A person walking a box
upstairs or running a box upstairs does an equal amount of work, but running needs more
power as it takes less time. This is summarised in the formula for average power:
Pav = W/t
Pinstant = Fv
Energy
Energy is defined as the “ability to do work” or cause change - i.e, if 100 Joules of
work is done, 100 Joules of energy is needed.
Kinetic Energy
KE = ½mv2
Gravitational Potential Energy
GPE = mgh
(Gravitational Acceleration on Earth = 9.8 m/s2)
Sound and Heat/light energy are also involved, especially in collisions where some of the
ke/epe/gpe is turned into sound and heat
Conservation of Energy
The Law of Conservation of Energy states that energy cannot be created or destroyed.
Therefore, the total energy within an isolated system (i.e the Universe) does not
change.
E.g. If you lift a 100g object 1m high, you give it 1 joule of gravitational potential energy
(GPE). When the object is dropped and falls 1m, the GPE is converted to Kinetic Energy
(KE), and it accelerates. After falling 1m, it has turned 1 joule of GPE into 1 joule of KE
(ignoring friction etc). The total energy is the same.
Collisions
A Collision is an mechanical interaction between two or more objects that results in an
exchange of energy.
Elastic Collisions
● For example, if there is a rubber ball that is bounced on the ground and comes back
up at the same speed, then it is an elastic collision as it keeps its kinetic energy
Inelastic Collisions
● For example, if a car crashes into a wall, it stops completely, and its kinetic energy
is converted to heat and sound - an inelastic collision. Inelastic collisions are
generally more damaging than elastic collisions.
Momentum
Momentum is “mass in motion” - it refers to the direction and quantity of motion that an
object has.
p = mv
Momentum is directly linked to inertia. The larger and/or faster an object is moving, the
more difficult it is to stop. Therefore, since momentum is proportional to mass and velocity,
objects with greater momentum have greater inertia.
Conservation of Momentum
The Law of Conservation of Momentum states that in an isolated system, the total
momentum of two objects before a collision is the same as after the collision.
The effect of each collision will be different depending on the properties and motion of the
two objects - i.e. the objects may bounce back, continue forward as one unit, or one may
stop while the other gains speed.
However, in each case, total momentum is conserved, even though each object will have a
different individual momentum.
Impulse
Impulse is defined as a change in momentum of an object.
F = Δp/t
In a collision, two objects are exerting forces upon one another. The magnitude of the
force and the time that it is exerted also affects the motion and damage incurred by the
two objects. I.e. giving someone a quick, light push vs a long, hard shove.
To completely stop an object (i.e. change it’s momentum to 0), there either needs to be a
large force for a short period of time, or a smaller force for a longer period of time.
Force-Time Graphs
An astronaut must push a 4000 kg capsule in space as fast as possible. Trying his hardest,
he can hold a 50kg weight above himself for 3 seconds. How fast can he make the capsule
move?
When the ball is raised, it gains gravitational potential energy, which is converted to kinetic
energy when it hits the other ball in an inelastic collision - sound energy is released.
The reason only one ball moves at a time demonstrates the conservation of momentum,
were the change in momentums of all the balls are the same.
When two balls are collided, they also move up at the same time period - which
demonstrates Newton’s third law: (Ft = -Ft, therefore F = -F), and thus the force exerted
by each ball has an equal and opposite reactionary force.
Mechanical Waves propagate through physical matter by the motion of the particles in
the matter itself - for example, sound travels by air particles bumping into their neighbors.
However, after the wave has passed, the particles return to their original positions - there
is no net displacement.
● Mechanical waves are subject to friction, air resistance and other physical retarding
forces, so slow down over time due to loss of energy
● Other examples include: Water waves, Slinky waves, Waves in a rope
Electromagnetic Waves
● They are not subject to the same energy losses due to physical forces as Mechanical
Waves, so have a much greater travel distance.
● Other examples include: Gamma rays, Infrared, Radio Waves, Micro Waves
Transverse vs Longitudinal
I.e. When you push a slinky, the displacement of the spring hoops is in the same direction
that the wave is travelling
When represented as a graph of displacement against time, compressions are crests, while
rarefactions are troughs
Amplitude - The distance from the centre line (or still point), measured in Metres.
● It is the maximum amount a particle can move from its still position.
Wavelength - The distance between two crests or troughs, measured in Metres, with the
symbol (λ). In a longitudinal wave, it is the distance between two compressions or
rarefactions.
● It is technically defined as the distance between a point on one wave and an
identical point on an adjacent wave.
Period - The time it takes to complete one cycle (one wavelength), measured in seconds
(s), with symbol (T)
Frequency - How many waves (wavelengths) pass a point in a second, measured in Hertz
(Hz), with symbol (f)
f = 1/T
(Frequency (Hz) = 1 / Period (s))
V = λf
(Velocity (m/s) = Wavelength (m) x Frequency (Hz))
k = 2π/λ
(Wavenumber = 2 pi radians / Wavelength (m) )
Movement of Waves
Waves can reflect, refract, disperse or diffract depending on the medium or field that they
make contact with.
Dispersion - occurs when different wavelengths of light are refracted different amounts,
separating the light into its constituent colors
Waves lose intensity as they get further from the source because the energy in them
disperses in multiple directions, so has an increasingly large surface area to cover over
time.
E.g. sound gets quieter the further away you are, light gets dimmer the further away you
are (light intensity is measured in lux)
The inverse square law only applies to waves that travel in all directions from the source - a
ripple in a pond only travels in two dimensions, so the law doesn’t apply.
The inverse square law illustrates this phenomenon in the formula (∝ = inversely proportional to):
I ∝ 1/r2
(Intensity ∝ 1 / Distance from source Squared)
I1r12 = I2r22
Wave Superposition and Interference
http://www.physicsclassroom.com/class/waves/Lesson-3/Interference-of-Waves
When two waves in the same medium meet, their resulting shape (amplitude) is equal to
the addition of the heights of the two waves.
When two waves which are displaced in the same direction meet, they create a higher
wave.
When two waves which are displaced in opposite directions meet, they cancel out if they
have equal amplitudes, or make a smaller wave if they have different amplitudes.
However, waves continue to move in their original motion after interfering with each other
- it isn’t like a usual collision.
Resonance: an object free to vibrate tends to do so at a specific rate called the object's
natural, or resonant, frequency.
Such an object will vibrate strongly when it is subjected to vibrations at a frequency equal
to or very close to its natural frequency.
Standing Waves - particles in the wave oscillate but the wave itself stays stationary.
It is created when the vibrational frequency of the source causes reflected waves from one
end of the medium to interfere with incident waves from the source. This interference
occurs in such a manner that specific points along the medium appear to be standing still.
Harmonics (excluding the first) are also often called overtones - which are tones of higher
frequency than the fundamental frequency. Thus, the 2nd harmonic is the 1st overtone,
3rd harmonic is the 2nd overtone, etc.
The frequency of each harmonic is it’s harmonic number x fundamental frequency. For
example, if a string has a fundamental frequency of 40Hz, then the frequency of the third
harmonic = 3 x 40 = 120 Hz.
fn = nf1
Frequency of nth harmonic = n x Fundamental Frequency
L = n x (λn / 2)
Length of String = n x (Wavelength of nth harmonic / 2)
The velocity of a wave in a string is determined by the length of the string, the tension and
the mass per unit length:
v = √(T/ml-1)
Velocity(ms-1) = √(Tension (N)/ Mass per unit Length 9(gm-1))
Sound Waves
A Sound wave is a mechanical wave travelling as vibrations in the air.
Sound travels as a longitudinal wave, with compressions and rarefactions. It also travels in
all directions from the source.
Beats
When two sound waves of different frequencies approach your ear, the alternating
constructive and destructive interference sound simultaneously soft and loud - these are
known as beats.
The Doppler Effect is defined as the change in frequency or wavelength of a wave for an
observer who is moving relative to the wave source. This is easily noticeable in sound
waves, where the pitch of a sound changes as the sound source moves towards/away from
an observer - for example, a siren that deepens in pitch as it moves away.
The equation relating the velocity of an object and the frequency shift due to the doppler
effect is:
Light
Light encompasses all electromagnetic waves, but usually refers to those in the visible
spectrum.
● Light itself has wave-particle duality, it exists as a particle (photon) and a wave -
but this module only looks at the wave properties
● Light does not need a medium to travel, and travels as a transverse wave
● Light travels at the speed-of-light in a vacuum (299 792 458 m/s or 300,000 km/s),
which is the fastest speed anything can travel at - represented by the symbol c. This
speed is slower in air, light or glass.
● Light can reflect, refract, disperse and diffract
Visible Light is a small part of the electromagnetic spectrum, and appears (from lower to
higher frequency) as:
Refraction
Occurs when light passes through a different material than the one that was previously
travelling in. The different density of the new material causes the light to change
velocity, so it bends.
● When a ray of light travels from a less dense medium into a denser medium, such
as from air into water, it slows down and consequently bends closer to the normal.
● When a ray of light travels from a denser medium into a less dense medium, such
as from glass into air, it speeds up and bends away from the normal.
Dispersion
Occurs when different wavelengths of light are refracted different amounts, separating the
light into its constituent colors - this can be seen irl as rainbows
Violet travels the slowest through the prism so it is on the bottom (most bent) and red
travels the fastest through the prism so is on the top (least bent).
Law of Reflection
https://drive.google.com/a/baulkhamhillshighschool.com.au/file/d/0B1tYkUX1W0dIcEJENm
JPZzdlbWs/view?usp=sharing
Convex - Thicker at the centre than at the edge. Is a converging lense, meaning that it
bends the light inwards.
Concave - Thinner at the centre than at the edge. Is a diverging lense, meaning that it
bends the light outwards.
The centre of the lens is called the optical centre ‘O’ and the principal focus (focal point of
the light rays) is called the ‘F’. The distance of F from C is the focal length f of the lengths.
Real images are those where light actually converges (if the lines actually intersect, then
it’s real), whereas Virtual images are locations from where light appears to have
converged (since the brain traces light in straight lines).
Real on the left, virtual on the right:
Snell’s Law
Snell’s Law is a formula used to describe the relationship between the angles of incidence
and refraction of light passing through a boundary between two different isotropic media,
such as water, glass, or air.
nx = index of refraction of the medium x (no units)
For example, water has an index of refraction of 1.33. This means that if light is passing
from air (refractive index 1) to water with an angle of incidence of 40 degrees,
nx = c / v x
Therefore, n1v1 = n2v2
Relationship between critical angle and refractive index:
sin (Ic) = 1 / nx
When the other medium is air, if it isn’t just use Snell’s law and make it sin 900
Light Intensity at two points (r1 and r2 metres) away from a light source:
I1r12 = I2r22
Critical Angle and Total Internal Reflection
In accordance with Snell’s Law, as the Angle of Incidence increases, the Angle of Refraction
also increases, until the angle of refraction becomes 900. This is known as the critical
angle.
After this point, all the light that enters reflects back out, in what is known as total
internal reflection.
Diamonds have a very low critical angle of 240, so they sparkle, while glass has a critical
angle of > 400.
Refraction requires a density barrier (the two materials must have different densities), or
this concept doesn’t apply.
Fibre-Optics
Fibre Optic cables use total internal reflection to rapidly transmit large amounts of data (in
the form of light) across large distances very fast. They consist of three parts:
● The core has a higher refractive index than the cladding - both of which are made
of transparent material (the core is usually glass)
● The difference in density between the core and cladding allow total internal
reflection to work
● The opaque coating does not allow light to escape
Thermodynamics
Temperature is a measure of the thermal energy (average Kinetic Energy possessed by all
the particles) in a substance.
When an object heats up, it’s particles are gaining kinetic energy, and begin to move
faster, and vice versa for cooling down.
Heat is the flow of therm al energy from a higher temperature entity to a lower
temperature entity - i.e. a mug of chocolate milk heats up the air around it, but a glass of
ice will slowly melt as the warmer air heats it up. Objects containing more thermal energy
will always heat objects containing less thermal energy.
NOTE: Objects all have some thermal energy, but they have no heat unless there is a
transfer of energy occurring.
Laws of Thermodynamics
0th Law: If two thermodynamic systems are each in thermal equilibrium with a third, then
they are in thermal equilibrium with each other.
1st Law: Energy can neither be created nor destroyed. It can only change forms. In any
process, the total energy of the universe remains the same. For a thermodynamic cycle the
net heat supplied to the system equals the net work done by the system.
● The internal energy of the system (U) can be changed by heating and cooling. +/-
ΔQ = WORK being done on a system (ΔU = Q - W) [not required by syllabus]
Types of Heat Transfer
Conduction
Conduction is the transfer of heat energy by the collision of neighbouring particles, or the
transfer of free electrons. It occurs in solids and liquids by the kinetic energy of one particle
being passed to its immediate neighbour.
Convection
Heated base of liquid → Liquid becomes less dense → Rises → Cools → Becomes more
dense → Sinks down in a circular motion
Radiation
Radiation operates by an object emitting electromagnetic radiation which transfers thermal
energy.
● Cooler objects (e.g. people) radiate in the near infrared and so can be detected with
IR cameras.
● Hot objects (e.g. light bulbs) radiate strongly in the visible spectrum
● Very hot objects (e.g. electrical sparks and arcs) radiate strongly in the near
ultraviolet.
In addition as the temperature of an object increases the amount of energy it emits at any
given wavelength increases (but all objects above 0K emit some radiation).
Radiation is the only form of heat transfer that doesn’t require a medium, so it is the only
way an object loses thermal energy in a vacuum
Black-Body Radiation
A Black-Body is a hypothetical substance that absorbs all radiation (reflecting none). Thus,
the energy that it does radiate depends only on its temperature, not on external
radiation being reflected.
Substances change state from Solid → Liquid → Gas, and vice versa. Sometimes they skip a state
and can sublime from Solid → Gas, or deposit from Gas → Solid. However, all changes in state
require a change in heat.
However, when a substance is changing its state, the temperature of the substance
remains constant: Boiling water at 100 °C on changing state becomes steam at 100 °C.
This is because any additional heat goes into breaking the forces between the
molecules. Once all the forces are broken, then the temperature will start to rise again.
● In the case of solid → liquid, the intermolecular forces are just stretched, so does not take
as much energy as liquid → gas (where the forces are broken)
The thermal energy that is taken in or given out by a substance when it changes state is
called latent heat. The two types of latent heat are the latent heat of fusion and the
latent heat of vaporisation.
Q = mL
Heat Transfer (J) = Mass of Substance (kg) x Latent Heat (Jkg-
1
)
When thermal energy is added to a substance, the temperature will change by a certain
amount. The relationship between thermal energy and temperature is different for every
material, and the specific heat capacity (c) is a value that describes how they relate.
I.e. When thermal energy is added to gold, its particles gain kinetic energy (increase
temperature) much easier than if the same amount of thermal energy was added to rubber
∆Q = mc∆T
∆Q = heat energy (Joules, J)
m = mass of a substance (kg)
c = specific heat capacity (units J/kg∙K)
∆T = change in temperature (Kelvins, K)
E.g. The specific heat of gold is 129 J/kg∙K. What is the quantity of heat energy required to raise the
temperature of 100 g of gold by 50.0 K?
Q = mc∆T
Q =(0.100 kg)(129 J/kg∙K)(50.0 K)
Q = 645 J
Thermal Equilibrium
Two systems are in thermal equilibrium when they are connected by a path permeable to
heat, but neither changes temperature or transfers thermal energy between them.
E.g. If you take a 200C piece of metal and place it touching a -200C piece of metal (ignoring
ambient heat), then the hotter piece will transfer thermal energy to the colder piece until
they both reach 00C. At this point, they are at thermal equilibrium, because neither will
transfer heat anymore.
If 250g of 180C water is added to a 400g Aluminium saucepan at 1300C, determine the
temperature at which the two objects are in thermal equilibrium. All other conditions are
constant, and no energy is lost to the surroundings.
Answer:
The higher temperature object (saucepan) loses heat, and if other conditions stay constant,
then the thermal energy lost by one object is equal to the energy gained by the other:
ΔQwater = -ΔQsaucepan
mcΔTwater = -(mcΔTsaucepan)
Different materials conduct heat at different rates - i.e. metals are good conductors, while
wood, plastic etc are good insulators (they conduct very slowly).
Q/t = kA∆T/d
Q/t = amount of heat (J, Joules) transferred in a time (s, seconds).
● This is known as a Watt (Joules/second).
The SI unit of charge is Coulomb (C) - 1 Coulomb is defined as the total charge on 6.25 x
1018 electrons or protons.
● Microcoulombs (μC) are often used, which is 1 millionth of a coulomb
● The symbol for charge is q
Physical bodies can have their own electrostatic charge based on if they have an excess
or deficiency in electrons. If they have excess electrons (more electrons than protons)
then they are negatively charged, and vice versa.
● We don’t say excess or deficient protons, since electrons are generally the only
charged particles that move around.
Charge can also be measured in Electron Volts (eV), where 1 eV is 1.602 x 10-19 C.
Conductors and Insulators
A conductor is a material which contains charge carriers: charged particles (such as ions
or electrons) that are free to move through the material. This makes it easily for electricity
to flow through them, as it is passed on by the charged particles.
● Examples of conductors include salt solutions and metals
An insulator is a material that contains no charge carriers, and so does not let electricity
easily flow through.
● Examples of insulators include dry air, glass, plastics, rubber and ceramics
HOWEVER, Insulators tend to hold charge much better than conductors - this is because
conductors let electrons flow onto or off of themselves, spreading the charge around it’s
surface and into the surroundings.
Insulators hold charge as they do not let it flow out into the surroundings.
Processes of Charging
Charging by Friction - if two bodies made of different materials are rubbed together,
some electrons will be transferred from one body to another. Then, one piece will have a
deficiency, and the other an excess of electrons.
● Examples include glass and silk, or perspex and wool, or a balloon being rubbed on
your head and then picking up hairs
However, induced charges are not permanent - to make an object permanently charged
with induction, the object either has to be grounded, or the two sides of the object must be
separated.
Conservation of Charge
When two previously neutral bodies are charged by friction, the amount of positive charge
produced on one body is equal to the amount of negative charge produced on the other.
When two charged conductors are brought into contact, the charges redistribute, but the
total amount of charge remains the same.
Thus, with repeated similar observations, it can be concluded that the total amount of
electric charge never changes - electric charge is conserved.
Electric Fields
An electric field is a region surrounding an electric charge in which a second charge will
experience a force.
I.e. When two positively charged bodies (A and B) are next to each other, the electric field
of A exerts a certain force on B, pushing it away, and the electric field of B exerts a force
on A, pushing it away too.
Electric Field Direction
The direction of an electric field at a point is defined as the direction of the force that
acts on a positive charge placed at that point - i.e. the electric field direction of a
positive body is outwards from the body, while the electric field direction of a negative body
is inwards from the body.
The magnitude of the electric field strength at a point is determined by placing a charge at
the point and measuring the force exerted on the charge.
E = F/q
Electric Field Strength (NC-1) = Force (Newtons) ÷ Charge
(Coulombs)
The unit for Electric Field Strength is newtons per coulomb (NC-1) or Volts per metre
(V/m), and it is a vector quantity.
Electric Potential Energy
Electric Potential Energy is the potential energy of a charge in an electric field, measured in
joules.
When a positive charge moves in the direction of an electric field, it will naturally
increase in speed and gain kinetic energy, but will lose Electric Potential Energy.
If it moves in the opposite direction to an electric field, energy must be provided to do this,
and it will gain Electric Potential Energy.
When a negative charge moves in the opposite direction of an electric field, it naturally
gains speed and loses Electric PE
Moving it in the same direction as the field requires energy, so it gains Electric PE.
Basically, m oving any charge in the opposite direction that it naturally w ants to
go m akes it gain Electric Potential Energy.
I f a charge m oves in its natural direction, then W ork is done by the field.
I f a charge m oves in the opposite direction, W ork is done on the field.
Voltage
V = ΔU/q = W/q
Voltage (V) = Change in Electric PE (J) / Charge (coulomb)
Here, W is also W ork: W ork = Force x Distance, and the change
in Electric P E is due to a force being applied to the charge over
a certain distance.
E = -V/d
(Electric Field Strength (NC-1 or Vm-1) = -Voltage (V) /
Displacement(m))
W = qEd
Work (J) = Charge (C) x Electric Field Strength (NC-1) x
Displacement(m))
● When a charge moves in the direction it naturally wants to go, work is done by
the field to move that charge.
● When a charge moves in the opposite direction that it naturally wants to go, work
is done on the field to make it move backwards.
Coulomb’s Law
The three factors affecting the force exerted onto a particle in an electric field are the
quantity of charge on one particle, quantity of charge on the other particle, and the
distance between the particles.
E = kq/r2
V = kq/r
Electric Field lines are just lines that represent the electric field of a charged particle/object.
● The density of lines shows the strength of the field at a particular location (more
dense = stronger field)
● The total number of lines gives information on the quantity of charge that the
particle/object possesses
They can be used to model the electric fields of various situations, such as parallel charged
plates, point charges, dipoles and pairs of charges:
In the diagrams above, there are also red dotted lines. These are equipotential lines, which
outline areas of equal electric potential/voltage - like contour lines on a map contain areas
of equal altitude.
Parallel Charged Plates produce a uniform electric field between the plates, going
from + to -. An electron or other charged particle placed in this field will undergo
acceleration until it hits a plate, and this can be calculated using E = F/q and the suvat
equations.
Electrical Circuits
An electric circuit is a path in which electrons from a voltage or current source flow. It
can be either open (which does not allow current flow) or closed (i.e. a loop).
Batteries/Power Sources have a positive and negative terminal. Even though a resistor is
one type of component, all components possess some resistance.
Components of a Circuit
Current is a measure of the amount of electrical charge transferred per unit time.
It represents the flow of charge through a conductive material due to the influence of an
electric field. It is a scalar quantity, measured in Amperes (A), with symbol I.
I = q/t
Current (A) = Charge (Coulombs) / Time (s)
Voltage (as defined earlier) is the potential electrical difference between two points. It
is a scalar quantity, measured in Volts (V), with symbol V.
● The voltage across a power supply (+ to - terminal) is a voltage rise, since the
power supply provides EPE. The voltage across a resistor (circuit component) is a
voltage drop, since the resistor converts EPE into other forms of energy.
Resistance is the opposition that a substance offers to the flow of charge. Conductors
have little resistance, and insulators have more resistance. It is measured in Ohms (Ω),
with symbol R.
● Resistance is directly proportional to length, inversely proportional to the area of
cross section of wire, and depends on the material and temperature of the material
Ohm's Law
This law states that electric current is proportional to voltage and inversely proportional to
resistance. As a formula, it is:
V = IR
Voltage (V) = Current (A) x Resistance (Ω)
In a graph of Voltage vs Current, where voltage is on the y-axis, R is the gradient of the
line.
An Ohmic conductor is one that completely obeys Ohm’s law - i.e. Resistance stays
constant. Real conductors are often non-ohmic, as the resistance changes with changes in
temperature, or cross-sectional area can’t cope with current flow etc.
E.g. From the same power point, 20 Christmas lights are brighter, 50 Christmas lights are
dimmer. This is because the Voltage remains the same, but current decreases because
every light has resistance, meaning that every extra light added causes the lights to dim
due to reduced current.
Electrical Power
For any given component in a DC circuit, Power is the product of Voltage and Current:
P = VI
Power (Watts) = Voltage (V) x Current (A)
Since power is the rate of energy transfer, by multiplying power with time. We get the
electrical energy:
E = Pt
Electrical Energy (J) = Power (W) x Time (s)
E = Pt = VIt = I2Rt
Parallel and Series Circuits
Series vs Parallel Circuits
A series circuit is a closed circuit where the current follows a single path, as opposed to a
parallel circuit where it is divided into two or more paths, joining back at the end.
Ammeters (measuring current) must be connected in series, while Voltmeters
(measuring voltage) must be connected in parallel.
NOTE:
By convention, current in a circuit flows from the positive terminal of the
battery to the negative terminal - this is used for circuit diagrams/calculations.
The positive sign for current corresponds to the direction a positive charge
would move. In metal wires, current is carried by negatively charged electrons, so the
positive current arrow points in the opposite direction the electrons move.
1. A parallel circuit has two or more paths for current to flow through.
2. Voltage is the same across each component of the parallel circuit, and is the same
as the voltage from the battery
Vbattery = V1 = V2 = V3 = ...
3. The sum of the currents through each path is equal to the total current that flows
from the source
AT = A1 + A2 + A3 ...
● This doesn’t mean each path has the same current, the current flowing through
each path is dependent on the resistance of that path.
● How much current flowing through each path can be found when you know the
resistance of each path, as well
4. You can find total resistance in a Parallel circuit with the following formula:
¼ + ¼ + ½ = 1/Rt = 1 Therefore, Rt = 1
5. If one of the parallel paths is broken, current will continue to flow in all the other
paths.
AT = A1 = A2 =A3 = ...
2. The total resistance of a series circuit is equal to the sum of individual resistances.
Rt = R1 + R2 + R3 + Rn…
3. Voltage applied to a series circuit is equal to the sum of the individual voltage drops.
● A voltage drop is the amount the voltage lowers when crossing a component from
the negative side to the positive side in a series circuit
● Every successive component causes a further voltage drop
● the voltage drops have to add up to the voltage coming from the battery
Vtotal = V1 + V2 + V3 ...
Parallel Circuit
In the example we see a 12 and 24 ohm resistor in parallel with a 12 volt source.
● First we figure out the total resistance of the circuit:
○ 1/Rt = 1/12 + 1/24
○ Rt = 8 Ohms
● Now that you know this you can figure out the total amperage (It) using Ohm's
Law:
○ Current total (It) = 12V / 8 Ohms = 1.5 Amps
● Therefore the total amperage between the two resistive paths must equal 1.5 Amps
(Rule 3). Now we can figure out exactly what each path is pulling using Ohm's Law
once more. Remember that the voltage is the same across every component in a
parallel circuit. So we know the voltage and the resistance:
○ Current of Path 1 = I1 = 12V / 12 Ohm = 1 A
○ Current of Path 2 = I2 = 12V / 24 Ohm = .5 A
When electrons travel through a material, they bump into the atoms of the material
occasionally, and transfer some of their kinetic energy to them. Since thermal energy is just
the kinetic energy of particles in a substance, this heats the material up.
● This follows the law of conservation of energy, since Electrical Potential Energy
is transformed into Kinetic Energy.
This is why even the best conductors have some resistance - it is impossible for electrons
to go through the conductor without bumping into any atoms. The higher the resistance of
a material, the more the electrons bump into the atoms, and the more it heats up.
The relationship between Heat, Power and Resistance can be found by subbing in Ohm’s
Law into H = Pt:
P = VI = V2/R
H = Pt
H = V2t/R
For example:
● electric heaters contain highly resistive nichrome wire (thin because that increases
resistance), and electricity is passed through it, producing heat
● Light bulbs contain a tungsten filament surrounded by gas which glows when
heated.
● Electrical fuses melt when overheated to break the circuit for safety.
Magnetism
A magnet is any object that produces a magnetic field - i.e. it applies a force over a
distance on other magnets, electrical currents, beams of charge, circuits, or magnetic
materials.
The attracting/repelling properties of magnets are concentrated on two ends of the magnet
- the north/south poles. These poles always come in pairs, and each pair is known as a
magnetic dipole.
Magnetic Fields apply forces to other poles, much like electric fields apply forces to other
charges. Magnetic fields have symbol B, and are measured in Tesla (T).
The direction of a magnetic field is given by the force applied to a north pole in the
magnetic field (i.e. the magnetic field direction of a north pole is outwards, while the
direction of a south pole is inwards)
● To test this, If a compass is placed in a magnetic field, the north needle of the
compass will point in the direction of the magnetic field
Magnetic Field Lines represent magnetic fields. Similar to electric field lines:
● They start at the north pole and end at the south
● Direction of the field is indicated by arrows
● Strength of the field is given by line density (the closer they are, the stronger the
field)
● Magnetic Field lines can never cross
● Magnetic Field lines are always in closed loops (every north pole has a south pole)
When a current is run through a wire, a magnetic field is also produced. This is observable
by placing a compass next to a wire.
When current runs through a straight wire, the magnetic field is present as concentric
circles around the wire:
The direction of the magnetic field is given by the right-hand grip rule - if you curl your
right hand around the wire with your thumb in the direction of the current, the the
magnetic field goes in the direction of your curl (as shown in the diagram above)
In diagrams, this can be represented as a cross-section of the wire, with the current
going into (crosses) or out of the page (circles):
The magnitude of the magnetic field depends on the amount of current, and the distance
from the wire.
The constant μ0 is called the permeability of free space, and has a value μ0 = 4π x 10-7
B = μ0I/2πr
B = magnetic field strength (Tesla, T)
μ0 = permeability of free space (4π x 10-7)
I = current (Amperes, A)
r = distance (m)
Magnetic Fields and Solenoids
A solenoid is a wire coiled into tightly packed loops. A current running through a solenoid
produces a magnetic field that loops over and inside the solenoid.
● The field on the inside is much stronger and more uniform than the field on the
outside of the solenoid.
● The direction of the field comes outwards from the north pole end of the
solenoid, and loops into the south pole end.
● Use the right hand rule for the direction of the magnetic field in the solenoid -
your fingers should curl in the direction of current flow around the coil, and your
thumb is the direction of the north pole
The magnetic field is dependent on the number of turns and the length of the solenoid.
This can be expressed in the formula:
B = μ0IN/L
μ0 = permeability of free space (4π x 10-7)
B = magnetic field strength inside the solenoid (Tesla, T)
I = current (A)
N = number of turns of the wire
L = Length of the solenoid (m)
Only iron, cobalt, nickel, gadolinium, and their alloys exhibit strong magnetic effects. These
materials are called ferromagnetic.
● Ferromagnetic materials respond strongly to magnets, and can be magnetized
themselves.
When a magnet is brought near a previously unmagnetized ferromagnetic material, it
causes local magnetization of the material, attracting it to the pole - however, this is only
temporary.
Soft iron cannot be used to make permanent magnets, while Hard iron can (referring to
carbon content - hard iron has more carbon impurities in it)
There are many ways to make a permanent magnet with hard iron:
● Stroke it with an existing magnet
● Induce permanent magnetism by running an electric current around it
● Hit it on one end with a hammer
● Place it between two magnets, heat it, then cool it
When a ferromagnetic material gets magnetised, the domains (mini north/south poles) in
the material all become aligned in one direction. To keep it a permanent magnet, these
domains must be stuck in that position after the temporary magnetisation:
Magnets can be demagnetised by a force or excess thermal energy knocking the domains
out of alignment.
Electromagnets
Electromagnets can be used for sorting metal recycling, or in circuit breakers, electronic
devices etc.