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highschool/Grade 10/Science/SNC2DZ/Unit 3: Physics.md

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Unit 3: Physics

Light

  • Light: Electromagnetic radiation/waves, as light interacts with both electricity and magnets
  • Light travels at \(`3.0 \times 10^8`\)
  • 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
      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
    • \(`n = \dfrac{c}{v}`\)
  • \(`n_1 \sin\theta_{\text{incidence}} = n_2 \sin\theta_{\text{refraction}}`\)
    • Where \(`n_{1}`\) and \(`n_{2}`\) are the refractive indexes of two different media
  • Snells 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