Working With Numbers: Scientific Notation
Working With Numbers: Scientific Notation
I. Scientific notation
For example, 100000000 can be written as 108, which is the scientific notation.
Here the exponent is positive. Similarly, 0.0000001 is a very small number which
can be represented as 10-7, where the exponent is negative.
To determine the power or exponent of 10, we must follow the rule listed below:
The exponent must be a non-zero integer, that means it can be either positive
or negative
The absolute value of the coefficient is greater than or equal to 1 but it should
be less than 10
The mantissa carries the rest of the significant digits of the number
Let us understand how many places we need to move the decimal point after the
single-digit number with the help of the below representation.
1. If the given number is multiples of 10 then the decimal point has to move to the
left, and the power of 10 will be positive.
Example: 6000 = 6 × 103 is in scientific notation.
2. If the given number is smaller than 1, then the decimal point has to move to the
right, so the power of 10 will be negative.
Example: 0.006 = 6 × 0.001 = 6 × 10-3 is in scientific notation.
The decimal point was moved 7 places to the right to form the number 4.6
Since the numbers are less than 10 and the decimal is moved to the right. Hence, we
use a negative exponent here.
Solution: Move the decimal to the left 8 places so it is positioned to the right of the
leftmost non zero digits 3.01000000. Remove all the zeroes and multiply the number
by 10.
Since the number is greater than 10 and the decimal is moved to left, therefore, we
use here a positive exponent.
13 600 000
Exponent = 7
Since the exponent is positive we need to move the decimal place 7 places to the
right.
Therefore,
II. IS units
Base Units
The SI is based on seven base units, which are the fundamental units of
measurement. These base units are:
Derived Units
The SI also includes a number of derived units, which are combinations of the base
units. Some examples of derived units include:
Prefixes
The SI uses a system of prefixes to represent multiples and submultiples of the base
units. Some examples of prefixes include:
length × width ×
Volume Cubic meter m³ height
Magnetic field
strength Tesla T weber / square meter
Common SI Prefixes
Prefix Symbol Factor Prefix Symbol Factor
Length scale refers to the range of sizes or dimensions that are relevant to a particular
system or phenomenon. It's a way to categorize objects or events based on their
relative size.
Meter (m): The standard unit of length in the International System of Units (SI).
Mass scale refers to the range of masses that are relevant to a particular system or
phenomenon. It's a way to categorize objects or events based on their weight or
amount of matter.
Units of Mass
Kilogram (kg): The standard unit of mass in the International System of Units
(SI).
3) Time scale
Time scale refers to the range of durations that are relevant to a particular system or
phenomenon. It's a way to categorize events or processes based on how long they
take.
Units of Time
Second (s): The standard unit of time in the International System of Units (SI).
2D Shapes
1. Rectangle:
2. Square:
3. Triangle:
4. Circle:
Area: A = π * radius²
Circumference : C = 2 * π * radius
3D Shapes
1. Cube:
Volume: V = side³
2. Rectangular Prism:
Surface Area: SA = 2 l w + 2 l h + 2 w h
3. Sphere:
4. Cylinder:
5. Cone:
6. Pyramid:
V. Vectors
Vectors are mathematical objects that have both magnitude (size) and direction.
They are essential tools in physics to describe quantities like force, velocity,
acceleration, momentum, and electric fields.
1) Understanding Vectors
2) Visual Representation
Vectors are often represented by arrows. The length of the arrow represents the
magnitude, and the direction of the arrow indicates the direction of the vector.
3) Types of Vectors
Position Vector: A vector that points from a reference point (usually the origin)
to a specific point in space.
Velocity Vector: A vector that represents the rate of change of position with
respect to time.
4) Vector Operations
Vector Addition: To add two vectors, place the tail of one vector at the head of
the other. The resultant vector is drawn from the tail of the first vector to the
head of the second.
Vector Subtraction: To subtract one vector from another, reverse the direction
of the vector to be subtracted and then add it to the first vector.
Dot Product: The dot product of two vectors is a scalar quantity equal to the
product of their magnitudes multiplied by the cosine of the angle between them.
It is used to find the component of one vector along another.