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STATICS

1. GENERAL PRINCIPLES
2. FORCE VECTORS
3. MOMENT OF A FORCE
4. EQUILIBRIUM OF PARTICLE AND RIGID BODY
5. ANALYSIS OF STRUCTURES
6. INTERNAL FORCES
7. FRICTION
8. CENTROID, COG, COM, DISTRIBUTED FORCES
9. MOMENT OF INERTIA
10. VIRTUAL WORK
CHAPTER 1 : GENERAL PRINCIPLES
1. INTRODUCTION TO MECHANICS
2. BASIC CONCEPTS
3. IDEALIZATIONS IN MECHANICS
4. WHAT IS FORCE?
5. NEWTON’S LAWS OF MOTION
6. U N I T S O F M E A S U RE M E N T S
7. L A W O F G R A V I T A T I O NA L A T T R A C T I O N
INTRODUCTION TO MECHANICS MECHANICS
physical science which deals with the effects of forces on
PHYSICS objects, it is a branch of physics dealing with matter, force,
study of matter, energy, and the interaction between them. energy and motion.
natural science based on experiments, measurements and
mathematical analysis with the purpose of finding quantitative ENGINEERING MECHANICS
physical laws for everything from the nanoworld of the application of the principles of mechanics to design, because
microcosmos to the planets, solar systems and galaxies that any design must take into account the effect of forces.
occupy the macrocosmos.

BRANCHES OF PHYSICS Mechanics of Deformable Bodies, sometimes called solid


mechanics, mechanics of materials, strength of materials.
Mechanics 2, etc is a branch of mechanics that studies
1.) Mechanics the internal effects of stress and strain in a solid body
that is subjected to an external loadings.
2.) Waves
3.) Thermodynamics Fluid mechanics deals
w ith the properties of
4.) Electricity and Magnetism fluids in various states
and w ith their reaction to
5.) Light and Optics forces acting upon them.
6.) Modern Physics

Compressible flow is the branch of fluid mechanics


ENGINEERING Statics deals w ith bodies either at
rest or moving w ith constant velocity, that deals w ith flow s having significant changes
meaning any body w ith zero acceleration.
application of the mathematical and physical sciences to the in fluid density. Example of this are gases.
Dynamics deals w ith the study of motion
of bodies under the action of forces, Inompressible flow or isochoric flow refers to a flow
design and manufacture of items that benefit humanity. Design dynamics is divided into tw o parts :
Kinematics, study of the geometry of
in which the material density is constant w ithin a
motion and Kinetics which involves the fluid parcel - an infinitesimal volume that moves
is the key concept that distinguishes engineers from scientists. forces that causes motion. w ith the flow velocity.
BASIC CONCEPTS IDEALIZATIONS IN MECHANICS

SPACE Idealizations are mathematical models used in mechanics to


geometric region occupied by bodies whose positions are simplify a theory.
described by linear and angular measurements relative to a
coordinate system. It can be 2D or 3D. PARTICLE
Has mass but size can be neglected. The geometry of the body
LENGTH is ignored. Represented by a point in space. It has no moment.
used to locate the position of a point in space, describe the
size of a physical system, define distances and geometric RIGID BODY
properties of a body. Hass mass, size and shape. No deformations. Material properties
of the body ignored. Collection of particles in which all the
TIME particles remain at a fixed distance from each other before
conceived as a succession of events. and after applying a load.

MASS DEFORMABLE BODY


measure of a quantity of matter, this property manifests itself Has mass, size and shape. Has deformations. Material properties
as a gravitational attraction between two bodies, provides a of the body must be considered.
measure of the resistance of matter to a change in velocity.

WEIGHT
a force which refers to the gravitational attraction of the
earth on a quantity. It’s magnitude depends on the elevation. Particle Rigid body Deformable Body
FORCE?
What is a

FORCE is considered as a “push” or “pull” exerted by one body on another. It can


be direct contact between the bodies, or it can occur through a distance when the Characteristics of a force
1. Magnitude
bodies are physically separated EFFECT OF FORCE 2. P oint of application
Move a stationary object, Stop a moving object, Change it’s direction, 3. L ine of action
4. Direction
Change the speed of an object, Change the shape of an object.
SYSTEM OF FORCES
PRINCIPLE OF TRANSMISSIBILITY
single force may be applied at any point on
EXTERNAL the line of action without changing its effect on
the body as a whole.

Coplanar/ Concurrent /
Coplanar Non-concurrent
Collinear Coplanar concurrent INTERNAL
Coplanar Forces
TYPE OF FORCES
Lines of action line on the same
plane. 1. Applied
Collinear Forces 2. Spring
Lines of action line on the same 3. Normal
CONTACT
line.
4. Frictional
Concurrent Forces
5. Tension / Compression
Non-coplanar Non-concurrent Forces meet at one point.
Non-coplanar concurrent
6. Drag / Air resistance
Coplanar Concurrent Forces 7. Buoyant
Non-coplanar concurrent Forces
Meet at one point and their lines of action lie on the Meet at one point and their lines of action do not lie 8. Gravitational
same plane. on the same plane. 9. Electrostatic
Coplanar Non-concurrent Forces Non-coplanar Non-concurrent Forces NON-
10. Magnetic
Meet at one point and their lines of action do not lie Do not meet at one point and their lines of action do CONTACT
11. Nuclear
on the same line. not lie on the same plane.
NEWTON’S LAWS OF MOTION
1 INERTIA
A particle originally at rest or moving in
a straight line with constant velocity, will
remain in this state provided the particle
is not subjected to an unbalanced force.
Inertial reference frame fixed coordinate,
non-accelerating reference frame. Inertia is a
property of body to resist or maintain motion.

2 ACCELERATION
A particle acted upon by an unbalanced force
experiences an acceleration that has the
same direction as the force and a magnitude
directly proportional to the force, but inversely
proportional to it’s mass.

3 ACTION AND REACTION


The mutual forces of action and reaction between two particles are equal,
opposite and collinear. ( Law of action and reaction , Law of interaction.)

Why object move? Object move because the action and reaction forces
are not acting on the same thing. These forces do not cancel out, or it
is not in a state of equilibrium, because when we are drawing FBD, we
are only involving the external forces (action). acting on the body. It is
the net force on any given object that controls its motion.
UNITS OF MEASUREMENTS U.S. CUSTOMARY / BRITISH SYSTEM

UNITS AND DIMENSIONS ft = 12 in Bridge


Dimensions - refer to the general qualities of mass, length, time, etc. yd = 3 ft 1 ft = 0.3048 m
Units - refer to the specific way we quantify these qualities. statue mile = 5280 ft
Example : meter = unit, length = dimension nautical mile = 6076 ft

INTERNATIONAL SYSTEM slug = 32.2 lb­ Bridge


Length meter m oz = 1 / 16 lb­ kg = 2.205 lb
Time second s us ton = 2000 ft slug = 14.59 kg
Mass kilogram kg metric tonnne = 2204.62 lb lb = 4.448 N

3 kilo k -3 milli m ROUNDING-OFF NUMBERS


6 mega M -6 micro If the digit precedes 5 75.25 becomes 75.2 ( 3SF )
9 giga G -9 nano n Even - no round off 0.1275 becomes 0.128 ( 3SF )
12 tera T -12 pico p Odd and 5 - round up 0.2555 becomes 0.256 ( 3SF )

NEWTON’S LAW OF GRAVITATIONAL ATTRACTION SIGNIFICANT FIGURES RULES


1. All nonzeros are significant figures.
F = force between two particles mass of earth = 5.9742 x (10) 24 kg
2. Zeroes between nonzeros are significant figures
m 1m 2 G = universal gravitational constant radius of earth = 6378 km
F =G 2
= 66.73 (10) -12 m 3 / (kg . s 2 ) mass of moon = 0.073483 (10) 24 kg 3. Leading zeroes are not significant figures.
r m 1 and m 2 = mass of each of the two particles radius of moon = 1737 km 4. Trailing zeros depends. 0.0012300 - 5SF , 12300 - 3SF
r = distance between the two particles
Operations : Add/subtract - least decimal, Mult/div - least SF
CHAPTER 2 : FORCE VECTORS
1. VECTOR AND SCALAR
2. V E C T O R O P E R A T I O NS
3. RESULTANT VECTOR
4. REPRESENTATION OF VECTORS IN 3D
5. POSITION VECTOR
6. FORCE DIRECTED ALONG A LINE
7. ANGLE BETWEEN TWO VECTORS
8. COMPONENTS OF FORCE PARALLEL AND
PERPENDICULAR TO A LINE
9. PROJECTION OF A FORCE ALONG A LINE
VECTOR AND SCALAR QUANTITY 2. VECTOR ADDITION / SUBTRACTION
Parallelogram Law
PHYSICAL QUANTITY GIVEN : Step 1 : Join tails Step 2 : Draw parallel lines Step 3 : Diagonal = R

quantity that can be measured. Example : mass , length, time,


temperature, force, velocity, density etc.

SCALAR QUANTITY
positive or negative quantity that can be completely specified
Triangle Rule
by its magnitude. Example : speed, distance, mass, length etc.
GIVEN : Step 1 : Join head to tail Step 2 : Connect start to end
If it is collinear, just add
vector algebraically.
VECTOR QUANTITY
quantity that requires both magnitude and direction for its
complete description. Example : force, velocity, momentum etc.
represented by boldface letters, or letters with arrow above.

VECTOR OPERATIONS Vector Subtraction R’ = A - B = A + (-B)

1. SCALAR MULTIPLICATION
if a vector is multiplied by a positive/
negative scalar its magnitude will
increase/decrease by that amount, and
if negative the direction will change.
LAW OF SINES AND COSINES ANGLE OF RESULTANT VECTOR LOCATION

DEFINITION OF RESULTANT VECTOR


it is the sum of two or more vectors. The effect of the resultant
FORCE COMPONENTS vector to a body is equal to the effect of its components to
the body.

PROPERTIES OF VECTORS
1. Closure under addition
2. Commutative property of addition
3. Associative property of addition
ADDITION OF COPLANAR FORCES 4. Additive identity
5. Additive inverse
6. Closure under scalar multiplication
7. Distributive property of multiplication over addition
8. Distributive property of addition over multiplication
R x = ∑F x 9. Associative property of scalar multiplication
R y = ∑F y 10. Identity property of scalar multiplication
3D REPRESENTATION OF FORCES 2. DIRECTIONAL COSINES METHOD

Angle formulas

Vector Components

IJK / Matrix Directional Cosines Swinging Door

1. IJK / MATRIX METHOD


3. SWINGING DOOR METHOD
Magnitude of Vector
Vector
Vector Components

Theta = angle from x


Unit Vector
Phi = angle from Z
RESULTANT VECTOR OF 3D CONCURRENT DOT PRODUCT

1. ANGLE BETWEEN TWO VECTORS

POSITION VECTOR

2. COMPONENTS OF A VECTOR PARALLEL AND PERPENDICULAR TO A LINE

FORCE VECTOR DIRECTED ALONG A LINE


3. PROJECTION OF A FORCE VECTOR ALONG A LINE

THE FORCE F HERE


IS A SCALAR.
1. USING MODE > 2 ( COMPLEX )
2. USING MODE > 5, 1 ( EQUATION)

3. SHIFT - SOLVE TECHNIQUES

4. USING MODE > 8 (VECTOR )

FORCE VECTORS

CALCULATOR
TECHNIQUES
CHAPTER 3: MOMENT OF A FORCE
1. WHAT IS MOMENT?
2. MO M E N T O F A F O R C E A B O U T A P O I NT
3. CROSS PRODUCT
4. MO M E N T O F A F O R C E A B O U T A N A X I S
5. P R I N C I P L E O F MO M E NT S
6. MO M E N T O F A C O U P L E
7.
WHAT IS MOMENT OF A FORCE? MOMENT OF A FORCE ABOUT A POINT

physical quantity that describes the rotational effect or I. SCALAR FORMULATION


rotational tendency about an axis produced by a force.
the moment of a force does not always cause a rotation, it POSITIVE MOMENT
only causes tendency to rotate. counterclockwise .
also known as torque, also a vector quantity. out of the page.
NEGATIVE MOMENT
clockwise . II. VECTOR FORMULATION
into the page.

Yung vector dito ay starting from point ng pag momomentan


up to ANY POINT on the LINE OF ACTION of vector .

Pag gumamit ka ng vectors sa 2D moments, makakakuha ka ng


M o vector na ( 0, 0, positve or negative Mz ), dahil ang moment
vector sa 2D ayon sa RHR, it’s either out of the page or into the
page lang. So kapag positive ang Mz, counterclockwise, kapag
naman negative, clockwise.
CROSS PRODUCT MOMENT OF A FORCE ABOUT A SPECIFIC AXIS

C=AxB
C = ABsinθ

Properties ng Cross Product :


1. Anticommutative, not equal ang AxB sa BxA, instead AxB = -(BxA).
2. Associative ang cross product sa scalar multiplication.
3. Pwede rin ang distributive law of addition sa cross product.
PRINCIPLES OF MOMENTS

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