# Unit 3: Physics ## Light - `Light`: Electromagnetic radiation/waves, as light interacts with both electricity and magnets - Light travels at $`3.0 \times 10^8`$ - `Energy`: Ability to do work - `Work`: Ability to move matter in space - Energy can be transferred and transformed, but not destroyed - Light behaves as a particle and/or a wave - Behaves as particle when travelling through a vacuum, which waves cannot do - Behaves as wave by forming "interference patterns", properties of light waves are also measurable - `Photon`: Light particle ### Properties of electromagnetic waves - `Amplitude`: Height from centre to crest/trough - `Crest`: Peak of wave - `Trough`: Base of wave - `Wavelength`: Distance between two points on wave on the same plane - `Frequency`: Waves passing per (e.g., hertz (waves per second)) - Visible light wavelengths are between 400-700 nm long - Light always travels in a straight line - **Longer** wavelength = **smaller** frequency = **less** energy - **Shorter** wavelength = **higher** frequency = **more** energy - **Higher** energy, **lower** penetration (e.g., 2.4 GHz vs 5 GHz Wi-Fi) - `Luminous`: Emits light - Non-luminous objects do not emit light - `Colour`: Reflected parts of white light from non-luminous objects - Blacks absorb all visible light while whites do the opposite ### Luminescence |Type Of Luminescence|Description|Picture| |:-------------------|:----------|:------| |Incandescence|- Produces light by using high temperature to create heat and light.
- Occurs in light bulbs, where electricity passes through a **filament** using made of tungsten it becomes so hot that it gives off visible light
- It also emits `infrared` light that you feel as heat radiating from the bulb depending on the bulb only a tiny fraction is converted to visible light the rest is converted to `infrared` light.
- This is makes this process very inefficient
- Examples include
- incandescence light bulbs
- burning candle
- lit sparks flying off a grinder|| |Electric Discharge|- The process of producing light by passing electric current through a gas. Different gases produce different colours when electricity is passed through
- Examples include:
- Neon light signs
- Lightning (in this case, the gas is air)|| |Phosphorescence|- The process of producing light by the absorption of `ultraviolet` light resulting in the emission of visible light over an **extended** period of time
- This is different than `Fluorescene`, as the light is released over a period of time
- Often described as `glow-in-the-dark` materials
- Examples include:
- glow in the dark watches, stickers, clocks etc|| |Fluoresence|- Process of producing light immediately as a result of the absorbtion of `ultraviolet` light
- Detergent manufacturerse often add flourescent dyes to make washed shirts more brighter
- This is process is even apparent in visible light because normal daylight includes a small amount of `ultraviolet` light
- Flourescent lights makes use of both `electric discharge` and `fluorescence`. The electric gas (usually mercury) produces ultra-violet light during electric discharge, which is then used to produce visible light.
- Fluorescent lights 4-5 more efficient than incandescent bulbs
- Examples include:
- Fluorescent lights|| |Chemiluminescence|- The direct production of light as the result of a chemical reaction with **little** or **no heat** produced
- Light sticks is glow because when snapped, the 2 chemicals react with each other to produce light.
- Chemiluminescence does not rely on `electric discharge`, little heat produced, no moving parts and can be sealed with durable material, making it very useful in hazardous environments.
- Examples include:
- Light sticks|| |Bioluminescence|- The production of light in living organisms as the result of `chemiluminescence`
Examples include:
- Fireflies
- fungi
- marine invertebrates
- fish
- glow-worms
- certain bacteria|| |Triboluminescence|- The production of light from **friction** as a result of scratching, crushing, or rubbing certain cystals
- Examples include:
- Rubbing twoquartz crystals together will produce light due to triboluminescence|| |Light-Emitting Diode (LED)|- light produced as a result of an electric current flowing in **semiconductors**.
- **semiconductors** are materials that allow an electric current to flow in only one direction
- When electricity flows in the allowed direction, the LEd emits light
- **Does not** produce much **heat** as a by-product, nor require a **filament**, and is more energy efficient
- Examples include
- LED lights
- christmas tree lights
- illuminated signs
- traffic lights|| - Things that emit light fill in here plz thanks ### Rays - Light path can be tracked via arrrows - `Normal`: Perpendicular line to an interface (e.g., mirror, medium boundary), intersecting where light reflects off - `Angle of incidence`: Angle of light hitting reflective surface, relative to the normal - `Angle of reflection`: Angle of light leaving reflective surface, relative to the normal - Laws of reflection - Angle of incidence = angle of reflection - Light rays are on the same plane - Types of reflection - `Specular reflection`: All normals are parallel (e.g., reflection off mirror) - `Diffuse reflection`: Not all normals are parallel (e.g., paper, not-mirrors) ## Mirrors - A mininum of **two** incident rays are required to find an image - Where rays converge describe image - **Dotted** lines are used for light going beyond a mirror (as light does not actually travel there) - `SALT`: Describes image - `Size`: Relative to object - `Attitude`: Orientation relative to object - `Location`: Relative to mirror and/or object - `Type`: Virtual (behind mirror) or real (in front of mirror) ### Plane mirrors - `Object-image line`: Line perpendicular to plane mirror - Distance is equal on both sides of mirror - Describes location of object without requiring 2+ incident rays - Banned ### Concave and convex mirrors - `Concave mirror`: Curved mirror curving inwards in the direction of incident rays, like a cave - `Convex mirror`: Curved mirror curving away from incident rays, like back of a spoon - `Principal axis`: $`PA`$, line perpendicular to mirror when it hits it - `Centre of curvature`: $`C`$, point where the centre of the circle would be if mirror was extended to a full circle - `Focus`: $`F`$, point where all light rays focus on if incident rays are parallel to principal axis - `Vertex`: $`V`$, point where principal axis meets mirror - Imaging rules for curved mirrors: - 1. Any incident ray **parallel** to the principal axis will reflect directly to or away from the **focus** - 2. Any incident ray that would pass through the **focus** will reflect **parallel** to the principal axis - 3. Any incident ray that would pass through the **centre** of curvature will reflect **back on the same path** - 4. Any incident ray that reflects off the **vertex** reflect as if it were a plane mirror **Characteristics of concave mirror images** | **Object location** | **Size** | **Attitude** | **Location** | **Type** | | :--- | :--- | :--- | :--- | :--- | | Farther than $`C`$ | Smaller than object | Inverted | Between $`C`$ and $`F`$ | Real | | At $`C`$ | Same as object | Inverted | On $`C`$ | Real | | Between $`C`$ and $`F`$ | Larger than object | Inverted | Farther than $`C`$ | Real | | At $`F`$ | N/A, lines do not converge | | | | | Between $`F`$ and $`V`$ | Larger than object | Upright | Behind mirror | Virtual | **Characteristics of convex mirror images** | **Object location** | **Size** | **Attitude** | **Location** | **Type** | | :--- | :--- | :--- | :--- | :--- | | Anywhere | Smaller than object | Upright | Between $`F`$ and $`V`$/behind mirror | Virtual | ## Refraction - Speed of light depends on its medium - Light bending while transitioning from a slower to faster medium or vice versa - Greater the change in speed, greater than change in direction - Turns in direction of **leading edge** - Analogy: Sleds slowing from one runner first when transitioning from snow to pavement - **Slow -> fast** medium: Refracts **away** from normal - **Fast -> slow** medium: Refracts **towards** normal - `Angle of refraction`: Angle of light after interface, relative to normal - Index of refraction: speed of light in vacuum / speed of light in medium - $`n = \dfrac{c}{v}`$ - $`n_1 \sin\theta_{\text{incidence}} = n_2 \sin\theta_{\text{refraction}}`$ - Where $`n_{1}`$ and $`n_{2}`$ are the refractive indexes of two different media - Snell's law: $`\dfrac{\sin\theta_2}{\sin\theta_1} = \dfrac{v_2}{v_1} = \dfrac{n_1}{n_2}`$ ## Total internal reflection - `Critical angle`: Angle of incidence that causes refracted ray to be perpendicular to normal - TIR occurs when angle of incidence exceeds critical angle, causing near-100% reflection - Happens only when refracting from **slow to fast** - **Refraction is not perfect; some light is reflected during refraction** - Reflected ray grows brighter as we reach critical angle, and refracted ray grows dimmer - **Higher** index of refraction = **lower** critical angle