The purpose of this tutorial is to teach you problem solving strategies and skills. This will be the primary focus of the tutorials in all the early chapters. In particular, this is designed to help you work the Practice Problems on the Companion Website, as well as, the textbook problems.
Solving One-Dimensional Motion Problems
All of these problems use one or more of the following three equations:
v = vo + at
x = xo + vot + 0.5at2
v2 = vo2 + 2a(x-xo)
Where:
tis the time at the end of the problem (assuming that t=0 at the start),
xo is the location at the start of the problem (i.e. when t=0),
x is the location at the end of the problem,
vo is the speed at the start,
v is the speed at the end of the problem,
a is the acceleration, assumed constant.
Of the three equations given above, only (any) two are independent, since any one of them can be constructed by combining the other two, which means that you can only find out two pieces of information (variable values) from them. Thus you need to know at least four of the above variables (i.e. t, xo, x, vo, v, and a) to work any problem.
Roughly here are the steps to follow:
If the problem involves only one object undergoing one period of acceleration (as in practice problems 1 and 2)
then construct the following table:
xo
_
x
_
vo
_
v
_
a
_
t
_
Fill in the table. You must find numbers (values) for four of the six variables to work the problem. The values for some of the variables may be obscured in the wording of the problem so don't get discouraged if the information seems hidden. The approach to take is the same you would use in reading a mystery story. You know that there are clues to the mystery's solution in the story itself , some are out in the open and some hidden. As a reader it is your job to find all the clues. Physics problems are much like mystery stories, you need information to solve them. Some of the information is obvious and some hidden. Use the following hints to help uncover the hidden information :
Unless stated otherwise, assume xo = 0.
Words like rest, and dropped usually imply vo = 0.
Words like stop, and stopped usually imply v = 0.
For an object tossed vertically upward, v = 0 at its highest point .