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124 lines
6.7 KiB
Markdown
124 lines
6.7 KiB
Markdown
# Unit 3: Physics
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## Light
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- `Light`: Electromagnetic radiation/waves, as light interacts with both electricity and magnets
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- Light travels at ~**3.0*10<sup>8<\sup>**
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- `Energy`: Ability to do work
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- `Work`: Ability to move matter in space
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- Energy can be transferred and transformed, but not destroyed
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- Light behaves as a particle and/or a wave
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- Behaves as particle when travelling through a vacuum, which waves cannot do
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- Behaves as wave by forming "interference patterns", properties of light waves are also measurable
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- `Photon`: Light particle
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### Properties of electromagnetic waves
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<img src="https://sites.google.com/site/mrgsscienceclass/_/rsrc/1536069562258/about-science-class-1/physical-science-physics/energy-waves-1/Wave%20properties.PNG" width="500">
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- `Amplitude`: Height from centre to crest/trough
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- `Crest`: Peak of wave
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- `Trough`: Base of wave
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- `Wavelength`: Distance between two points on wave on the same plane
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- `Frequency`: Waves passing per <unit> (e.g., hertz (waves per second))
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- Visible light wavelengths are between 400-700 nm long
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<img src="https://www.researchgate.net/profile/Jolanda_Patruno2/publication/280792916/figure/fig10/AS:669441209692171@1536618630777/Electromagnetic-spectrum-These-general-characteristics-above-indicated-are-valid-both.png" width="500">
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- Light always travels in a straight line
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- **Longer** wavelength = **smaller** frequency = **less** energy
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- **Shorter** wavelength = **higher** frequency = **more** energy
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- **Higher** energy, **lower** penetration (e.g., 2.4 GHz vs 5 GHz Wi-Fi)
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- `Luminous`: Emits light
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- Non-luminous objects do not emit light
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- `Colour`: Reflected parts of white light from non-luminous objects
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- Blacks absorb all visible light while whites do the opposite
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### Luminescence
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- Things that emit light fill in here plz thanks
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### Rays
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- Light path can be tracked via arrrows
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- `Normal`: Perpendicular line to an interface (e.g., mirror, medium boundary), intersecting where light reflects off
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- `Angle of incidence`: Angle of light hitting reflective surface, relative to the normal
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- `Angle of reflection`: Angle of light leaving reflective surface, relative to the normal
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- Laws of reflection
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- Angle of incidence = angle of reflection
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- Light rays are on the same plane
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- Types of reflection
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- `Specular reflection`: All normals are parallel (e.g., reflection off mirror)
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- `Diffuse reflection`: Not all normals are parallel (e.g., paper, not-mirrors)
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## Mirrors
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- A mininum of **two** incident rays are required to find an image
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- Where rays converge describe image
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- **Dotted** lines are used for light going beyond a mirror (as light does not actually travel there)
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- `SALT`: Describes image
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- `Size`: Relative to object
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- `Attitude`: Orientation relative to object
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- `Location`: Relative to mirror and/or object
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- `Type`: Virtual (behind mirror) or real (in front of mirror)
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### Plane mirrors
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<img src="https://www.researchgate.net/profile/Merlin_John2/publication/293415482/figure/fig1/AS:326758030168064@1454916593825/Ray-diagram-for-image-formation-of-a-point-object.png" width="500">
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- `Object-image line`: Line perpendicular to plane mirror
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- Distance is equal on both sides of mirror
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- Describes location of object without requiring 2+ incident rays
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- Banned
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### Concave and convex mirrors
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- `Concave mirror`: Curved mirror curving inwards in the direction of incident rays, like a cave
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- `Convex mirror`: Curved mirror curving away from incident rays, like back of a spoon
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<img src="https://files.mtstatic.com/site_4539/4976/0?Expires=1576600636&Signature=RbdPtITqyUy5SmHpEqHj3m073CJZp3jNVvnB-1MPxZe9IoOZhT7bJepThEfKeCgaIldG9~5JrX-DmKqPBGlqzYDo03PM5NZCRcYd6NDEU-tjjIp2p7zurr7SkRHPCYRXBJduynGC1ivSS1LjS5lhDK4waXHtB-EMhChAAAzfp5E_&Key-Pair-Id=APKAJ5Y6AV4GI7A555NA" width="700">
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- `Principal axis`: $`PA`$, line perpendicular to mirror when it hits it
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- `Centre of curvature`: $`C`$, point where the centre of the circle would be if mirror was extended to a full circle
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- `Focus`: $`F`$, point where all light rays focus on if incident rays are parallel to principal axis
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- `Vertex`: $`V`$, point where principal axis meets mirror
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- Imaging rules for curved mirrors:
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- 1. Any incident ray **parallel** to the principal axis will reflect directly to or away from the **focus**
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- 2. Any incident ray that would pass through the **focus** will reflect **parallel** to the principal axis
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- 3. Any incident ray that would pass through the **centre** of curvature will reflect **back on the same path**
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- 4. Any incident ray that reflects off the **vertex** reflect as if it were a plane mirror
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**Characteristics of concave mirror images**
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| **Object location** | **Size** | **Attitude** | **Location** | **Type** |
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| :--- | :--- | :--- | :--- | :--- |
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| Farther than C | Smaller than object | Inverted | Between C and F | Real |
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| At C | Same as object | Inverted | On C | Real |
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| Between C and F | Larger than object | Inverted | Farther than C | Real |
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| At F | N/A, lines do not converge | | | |
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| Between F and V | Larger than object | Upright | Behind mirror | Virtual |
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**Characteristics of convex mirror images**
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| **Object location** | **Size** | **Attitude** | **Location** | **Type** |
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| :--- | :--- | :--- | :--- | :--- |
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| Anywhere | Smaller than object | Upright | Between F and V/behind mirror | Virtual |
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## Refraction
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- Speed of light depends on its medium
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- Light bending while transitioning from a slower to faster medium or vice versa
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- Greater the change in speed, greater than change in direction
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- Turns in direction of **leading edge**
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- Analogy: Sleds slowing from one runner first when transitioning from snow to pavement
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- **Slow -> fast** medium: Refracts **away** from normal
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- **Fast -> slow** medium: Refracts **towards** normal
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- `Angle of refraction`: Angle of light after interface, relative to normal
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- Index of refraction: speed of light in vacuum / speed of light in medium
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- $`n = \frac{c}{v}`$
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- $`n_{1}sin\theta_{incidence} = n_{2}sin\theta_{refraction}`$
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- Where $`n_{1}`$ and $`n_{2}`$ are the refractive indexes of two different media
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- Snell's law: $`\frac{sin\theta_{2}}{sin\theta_{1}} = \frac{v_{2}}{v_{1}} = \frac{n_{1}}{n_}2}
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## Total internal reflection
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- `Critical angle`: Angle of incidence that causes refracted ray to be perpendicular to normal
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- TIR occurs when angle of incidence exceeds critical angle, causing near-100% reflection
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- Happens only when refracting from **slow to fast**
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- **Refraction is not perfect; some light is reflected during refraction**
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- Reflected ray grows brighter as we reach critical angle, and refracted ray grows dimmer
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- **Higher** index of refraction = **lower** critical angle
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<img src="https://www.physicsclassroom.com/Class/refrn/u14l3b2.gif" width="500"> |