Exploring Mechanics / 0. Toolkit

0. Mathematical and Modeling Toolkit

This section establishes the language used throughout the repository. Drag things, drop things, drag sliders — every idea below is meant to be played with, not just read.

Units and Dimensional Analysis

Length scales linearly, surface area scales with the square of length, and volume (so mass, for a fixed density) scales with the cube of length. Drag the slider and watch why a scaled-up elephant can't just be a scaled-up mouse — its legs would need to grow far thicker than its body just to keep up with its own weight. The two shapes below scale by the same factor k at the same time, on purpose: the ratios don't care whether the object is a cube or a sphere.

side = 1 side = k r = 1 r = k Length Area Volume ×1.0 ×1.0 ×1.0
Scale factor k1.0×
Length ratiok = 1.00
Area ratiok² = 1.00
Volume / mass ratiok³ = 1.00

At k = 1.0, both objects are identical: everything scales together.

For math enthusiasts

For a shape with a characteristic length L (a cube's side, a sphere's radius, an animal's height — anything with consistent proportions), surface area scales like L², because area is always a product of two lengths, and volume scales like L³, because volume is a product of three lengths. Scaling that shape by a factor k (so L → kL) therefore sends:

Area → k²·(original area),   Volume → k³·(original volume).

A sphere's surface area is 4πr² and its volume is (4/3)πr³ — different constants out front than a cube's 6L² and L³, but the same k² and k³ scaling with size. That's the whole point of dimensional analysis: the exponents on length are a property of geometry (area = length × length, volume = length × length × length), not of the particular shape.

Vectors and Components

Drag the tip of vector A (blue). The dashed lines show its horizontal and vertical components. Turn on vector B to see how two vectors add tip-to-tail into a resultant R.

A(2.0, 3.0)
|A|, angle3.6 @ 56°

Coordinate Systems

The same point has Cartesian coordinates (x, y) and polar coordinates (r, θ). Drag the point and switch grids to see why polar coordinates make circular motion look simple, while Cartesian coordinates make straight-line motion look simple.

θ
Cartesian (x, y)(2.0, 3.0)
Polar (r, θ)3.6, 56°

Reference Frames

There is one walker, taking steps at a steady pace on a moving airport-style walkway. Two observers watch that same walker and, if you asked each of them "how fast are they going?", they would give you two different — and equally correct — numbers, because "how fast" always means fast relative to something. Below, the top strip is what a person standing on solid ground next to the walkway sees; the bottom strip is what a person riding the walkway itself (moving along with the belt) sees. Same walker, same instant, two viewpoints.

u is how fast the walkway (the belt) itself moves, measured by the ground observer. w is how fast the walker is stepping, measured against the walkway surface under their feet — i.e. how fast they'd be moving if the belt were switched off.

Observer 1: standing on the ground beside the walkway Observer 2: riding the walkway, moving with the belt To observer 2, the belt's tick-marks don't move — only the walker's own steps do.
Walkway (belt) speed, u1.0 m/s
Walker's own stepping speed, w1.0 m/s
Speed seen by observer 1 (ground)u + w = 2.0 m/s
Speed seen by observer 2 (on the belt)w = 1.0 m/s
For math enthusiasts

This is Galilean velocity addition. If vwalker,ground is the walker's velocity as measured by the ground observer, vbelt,ground = u is the belt's velocity relative to the ground, and vwalker,belt = w is the walker's velocity relative to the belt, then:

vwalker,ground = vbelt,ground + vwalker,belt = u + w

Velocities relative to different things add like vectors along the shared direction of travel. It's also why this stops working at speeds close to the speed of light — special relativity replaces this simple sum with a formula that never lets two added speeds exceed c, but at walking pace the difference is unmeasurably small.

Free-Body Diagrams

Push or pull on a box at an angle, and that one push doesn't act in just one direction — it splits. Part of it acts horizontally (actually sliding the box along) and part acts vertically (pressing the box down into the ground, or lifting it up off of it). A free-body diagram is a picture of exactly how much of each force is "felt" in each direction, all at once, so you can add them up. Drag the applied force's angle slider below and watch the blue arrow's horizontal and vertical reach change — and watch the green (normal) and red (friction) arrows react to it.

Toggle forces on and off. The dashed dark arrow is the net force — the sum of every active force's horizontal parts and every active force's vertical parts, added separately. Un-check the normal force to see the classic student mistake: forgetting it produces a net force straight down through a box that should just be sitting still.

Applied magnitude40 N
Applied angle above horizontal30°
Friction magnitude20 N
Weight → (horiz., vert.)(0.0, 0.0) N
Normal → (horiz., vert.)(0.0, 0.0) N
Applied → (horiz., vert.)(0.0, 0.0) N
Friction → (horiz., vert.)(0.0, 0.0) N
Net force (Fx, Fy)(0, 0) N
|Net|0 N

Net force ≈ 0 → the box stays in equilibrium.

For math enthusiasts

An applied force of magnitude F at angle θ above horizontal splits into components Fx = Fcosθ (horizontal) and Fy = Fsinθ (vertical), because F is the hypotenuse of a right triangle whose legs are exactly those two components.

With weight W acting straight down and the box resting on a horizontal surface, the surface pushes back just hard enough to prevent the box from sinking into it: N = max(0, W − Fy). That's why lifting the applied force's angle up reduces the normal force — part of the box's weight is being "carried" by the pull instead of by the ground.

Every force here is added component-by-component to get the net force: Fnet,x = ΣFx and Fnet,y = ΣFy. This is the whole idea behind free-body diagrams — turn every force into an (x, y) pair first, then add columns instead of arrows.