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highschool/Grade 10/Science/SNC2DZ/Unit 3: Physics.md
2019-12-17 23:03:54 +00:00

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Unit 3: Physics

Light

  • Light: Electromagnetic radiation/waves, as light interacts with both electricity and magnets
  • Light travels at ~**3.0*108<>**
  • 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

  • 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
      1. Any incident ray that would pass through the focus will reflect parallel to the principal axis
      1. Any incident ray that would pass through the centre of curvature will reflect back on the same path
      1. 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
    • \(`n = \frac{c}{v}`\)
  • \(`n_{1}sin\theta_{incidence} = n_{2}sin\theta_{refraction}`\)
    • Where \(`n_{1}`\) and \(`n_{2}`\) are the refractive indexes of two different media
  • Snells law: $` = = 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