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6.7 KiB
6.7 KiB
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 workWork
: 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/troughCrest
: Peak of waveTrough
: Base of waveWavelength
: Distance between two points on wave on the same planeFrequency
: 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 offAngle of incidence
: Angle of light hitting reflective surface, relative to the normalAngle 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 imageSize
: Relative to objectAttitude
: Orientation relative to objectLocation
: Relative to mirror and/or objectType
: 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 caveConvex mirror
: Curved mirror curving away from incident rays, like back of a spoon
Principal axis
: \(`PA`\), line perpendicular to mirror when it hits itCentre of curvature
: \(`C`\), point where the centre of the circle would be if mirror was extended to a full circleFocus
: \(`F`\), point where all light rays focus on if incident rays are parallel to principal axisVertex
: \(`V`\), point where principal axis meets mirror- Imaging rules for curved mirrors:
- Any incident ray parallel to the principal axis will reflect directly to or away from the focus
- Any incident ray that would pass through the focus will reflect parallel to the principal axis
- Any incident ray that would pass through the centre of curvature will reflect back on the same path
- 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
- Snell’s 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