The Ultimate Guide to Physics Part 2


Book Description

The Ultimate Guide to Learning or Teaching Physics! This book contains the real lecture notes and slide of a highly effective high school and college Physics teacher. This series covers all of the topics in general physics and is perfect to help you prepare for AP Physics, A Level Physics, or any general Physics course! Teachers: Never plan another lesson again! Students: Ace your upcoming exam! This series covers all of the topics of General Physics: Vectors, Velocity, Acceleration, Projectiles, Forces, Work, Energy, Power, Momentum, Rotation, Torque, Hooke's Law, Pendulums, Waves, Sound, Light, Electricity, Circuits, Resistance, Magnetism, Thermodynamics, and Fluid Dynamics.




The Complete Idiot's Guide to Physics


Book Description

Intended for high school and college students required to take at least one physics course, this book offers an easy-to-understand, comprehensive companion to their school textbooks that brings real-world relevance, and even a touch of fun, to Einstein's favorite subject.




A Guide to Physics Problems


Book Description

In order to equip hopeful graduate students with the knowledge necessary to pass the qualifying examination, the authors have assembled and solved standard and original problems from major American universities – Boston University, University of Chicago, University of Colorado at Boulder, Columbia, University of Maryland, University of Michigan, Michigan State, Michigan Tech, MIT, Princeton, Rutgers, Stanford, Stony Brook, University of Wisconsin at Madison – and Moscow Institute of Physics and Technology. A wide range of material is covered and comparisons are made between similar problems of different schools to provide the student with enough information to feel comfortable and confident at the exam. Guide to Physics Problems is published in two volumes: this book, Part 1, covers Mechanics, Relativity and Electrodynamics; Part 2 covers Thermodynamics, Statistical Mechanics and Quantum Mechanics. Praise for A Guide to Physics Problems: Part 1: Mechanics, Relativity, and Electrodynamics: "Sidney Cahn and Boris Nadgorny have energetically collected and presented solutions to about 140 problems from the exams at many universities in the United States and one university in Russia, the Moscow Institute of Physics and Technology. Some of the problems are quite easy, others are quite tough; some are routine, others ingenious." (From the Foreword by C. N. Yang, Nobelist in Physics, 1957) "Generations of graduate students will be grateful for its existence as they prepare for this major hurdle in their careers." (R. Shankar, Yale University) "The publication of the volume should be of great help to future candidates who must pass this type of exam." (J. Robert Schrieffer, Nobelist in Physics, 1972) "I was positively impressed ... The book will be useful to students who are studying for their examinations and to faculty who are searching for appropriate problems." (M. L. Cohen, University of California at Berkeley) "If a student understands how to solve these problems, they have gone a long way toward mastering the subject matter." (Martin Olsson, University of Wisconsin at Madison) "This book will become a necessary study guide for graduate students while they prepare for their Ph.D. examination. It will become equally useful for the faculty who write the questions." (G. D. Mahan, University of Tennessee at Knoxville)




The Manga Guide to Physics


Book Description

Megumi is an all-star athlete, but she's a failure when it comes to physics class. And she can't concentrate on her tennis matches when she's worried about the questions she missed on the big test! Luckily for her, she befriends Ryota, a patient physics geek who uses real-world examples to help her understand classical mechanics—and improve her tennis game in the process! In The Manga Guide to Physics, you'll follow alongside Megumi as she learns about the physics of everyday objects like roller skates, slingshots, braking cars, and tennis serves. In no time, you'll master tough concepts like momentum and impulse, parabolic motion, and the relationship between force, mass, and acceleration. You'll also learn how to: –Apply Newton's three laws of motion to real-life problems –Determine how objects will move after a collision –Draw vector diagrams and simplify complex problems using trigonometry –Calculate how an object's kinetic energy changes as its potential energy increases If you're mystified by the basics of physics or you just need a refresher, The Manga Guide to Physics will get you up to speed in a lively, quirky, and practical way.




A Guide to Physics Problems


Book Description

In order to equip hopeful graduate students with the knowledge necessary to pass the qualifying examination, the authors have assembled and solved standard and original problems from major American universities – Boston University, University of Chicago, University of Colorado at Boulder, Columbia, University of Maryland, University of Michigan, Michigan State, Michigan Tech, MIT, Princeton, Rutgers, Stanford, Stony Brook, University of Tennessee at Knoxville, and the University of Wisconsin at Madison – and Moscow Institute of Physics and Technology. A wide range of material is covered and comparisons are made between similar problems of different schools to provide the student with enough information to feel comfortable and confident at the exam. Guide to Physics Problems is published in two volumes: this book, Part 2, covers Thermodynamics, Statistical Mechanics and Quantum Mechanics; Part 1, covers Mechanics, Relativity and Electrodynamics. Praise for A Guide to Physics Problems: Part 2: Thermodynamics, Statistical Physics, and Quantum Mechanics: "... A Guide to Physics Problems, Part 2 not only serves an important function, but is a pleasure to read. By selecting problems from different universities and even different scientific cultures, the authors have effectively avoided a one-sided approach to physics. All the problems are good, some are very interesting, some positively intriguing, a few are crazy; but all of them stimulate the reader to think about physics, not merely to train you to pass an exam. I personally received considerable pleasure in working the problems, and I would guess that anyone who wants to be a professional physicist would experience similar enjoyment. ... This book will be a great help to students and professors, as well as a source of pleasure and enjoyment." (From Foreword by Max Dresden) "An excellent resource for graduate students in physics and, one expects, also for their teachers." (Daniel Kleppner, Lester Wolfe Professor of Physics Emeritus, MIT) "A nice selection of problems ... Thought-provoking, entertaining, and just plain fun to solve." (Giovanni Vignale, Department of Physics and Astronomy, University of Missouri at Columbia) "Interesting indeed and enjoyable. The problems are ingenious and their solutions very informative. I would certainly recommend it to all graduate students and physicists in general ... Particularly useful for teachers who would like to think about problems to present in their course." (Joel Lebowitz, Rutgers University) "A very thoroughly assembled, interesting set of problems that covers the key areas of physics addressed by Ph.D. qualifying exams. ... Will prove most useful to both faculty and students. Indeed, I plan to use this material as a source of examples and illustrations that will be worked into my lectures." (Douglas Mills, University of California at Irvine)




A Student's Guide to Maxwell's Equations


Book Description

Gauss's law for electric fields, Gauss's law for magnetic fields, Faraday's law, and the Ampere–Maxwell law are four of the most influential equations in science. In this guide for students, each equation is the subject of an entire chapter, with detailed, plain-language explanations of the physical meaning of each symbol in the equation, for both the integral and differential forms. The final chapter shows how Maxwell's equations may be combined to produce the wave equation, the basis for the electromagnetic theory of light. This book is a wonderful resource for undergraduate and graduate courses in electromagnetism and electromagnetics. A website hosted by the author at www.cambridge.org/9780521701471 contains interactive solutions to every problem in the text as well as audio podcasts to walk students through each chapter.







A-level Physics Complete Guide Yellowreef


Book Description

• according to the latest syllabus • the expert guide to lead one through this highly demanding knowledge requirement • clear and easy-to-understand explanation of concepts • include Planning and Data Analysis question answering techniques • advanced trade book with data-mining and teachers’ comments • buy print edition online at www.yellowreef.com to enjoy attractive discounts • also suitable for • Cambridge GCE AL (H1/H2) • Cambridge International AL • Cambridge Pre-University • visit www.yellowreef.com for updates, sample chapters and more




The Ultimate Guide to 2D games with Unity


Book Description

Get started with 2D Games and Unity without the headaches Without my book, most people spend too long trying to create 2D games and learn C# with Unity the hard way. This book is the only one that will get you to learn Unity fast without wasting so much time. It includes 15 chapters that painlessly teach you the necessary skills to master C# with Unity and to create 2D interactive games. What you will learn After completing this book, you will be able to: - Code in C#. - Understand and apply C# concepts. - Create 2D games. - Create a wide range of 2D games including a 2D platformer, a shooter, a word-guessing game, a memory game, a card game, and a puzzle. - Create and use C# variables and methods for your game. - Include intelligent NPCs that chase the player. - Manage collisions, key inputs, and colliders. - Create an update a user interface. - Load new scenes from the code, based on events in your games. Content and structure of this book The content of each chapter is as follows: - Chapters 1, 2, 3, 4, and 5 will show you how to create a platformer game with most of the features that you usually find in this genre. - Chapters 6, 7, 8, 9, and 10 will show you how to create a shooter game with a moving space ship controlled by the player, a scrolling background, missiles, moving asteroids, and much more. - Chapter 11 will show you how to create a word guessing game where the player needs to guess a word, picked at random. - Chapter 12 will show you how to create a memory game based on the famous “Simon Game”. - Chapter 13 will show you how to create a card-guessing game where the player needs to memorize the location of cards on a board and to also match identical cards in order to win. - Chapter 14 will show you how to create a puzzle where the player has to move and combine puzzle pieces to complete the puzzle. If you want to start coding in C# and create your own 2D games with Unity using a tried-and-tested method: download this book now




The Science of Sailing: A complete guide to the physics of sailing and the naval architecture govering the performance of sailing yachts


Book Description

Part 4 of the "Science of Sailing" addresses the phenomena and drag arising from the air-water interface experienced by sailing craft. The topics that are dealt with are wave causation and its consequences on drag, the properties of regular waves in deep and shallow water, the wave pattern generated by the hull of sailing craft, wave drag, interference of wave systems, running trim and sinkage/rise, breaking waves, spray, wind-generated waves and spectra, motions displayed by sailing yachts, wave-added drag, surfing behaviour, cavitation, and ventilation.