- acceleration
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The rate of change of velocity; it measures how quickly an object speeds up or slows down. -
- affine
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As in "affine transformation," indicates that the essential shape of the object being moved is preserved. -
- amplitude
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Measures the range of output values for the sine or cosine function. -
- angle of incidence
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The incoming angle of a moving object when it collides with a fixed object. -
- angle of reflection
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The outgoing angle of a moving object when it collides with a fixed object. -
- angular displacement ( q )
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A vector quantity that measures rotation. It is equal to the arc length divided by the radius of a rotating object. -
- Angular Momentum
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( L = I w ) where I =inertia ( mr 2 ) and w =angular velocity. -
- arc length ( s )
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A certain distance along a circular path . -
- array
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A gridlike system for organizing any type of information (such as numbers , variables , text, and even arrays). -
- average angular acceleration ( a )
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The rate of change of angular velocity (change in angular velocity divided by time). -
- average angular velocity ( )
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The rate of change of angular displacement (change in angular displacement divided by time). -
- axis-aligned bounding box
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A box with sides that are perfectly horizontal and vertical, meaning parallel to the x- and y-axes. -
- axis of symmetry
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A horizontal or vertical line that goes through the vertex of a parabola and splits it right down the middle so that each side is a reflection of the other. -
- Cartesian coordinates
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x, y, and z values that describe displacement parallel to the three axes. -
- Cartesian coordinate system
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A gridlike system that uses a horizontal x-axis and a vertical y-axis to pinpoint a 2D location or an x-, y-, and z-axis to pinpoint a 3D location. -
- circle
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The set of all 2D points at a given distance, called the radius, from a given fixed point, the center. -
- class
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The basic type used in object oriented design. -
- coefficient of restitution ( e )
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A measure of how much energy is lost during a collision. For an elastic collision, e = 1, and for a perfectly inelastic collision, e = 0. -
- complete solution
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All the points that satisfy a given equation. -
- concatenation
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The process of combining transformation matrices into a single combo matrix. -
- conservation of momentum theorem
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States that the total amount of momentum stays the same when two objects collide. It simply transfers from one object to the other. -
- corresponding entries
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Entries in any matrix that are in the same row and column location. -
- differential scale
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A scaling process with two different scale factor values for Sx and Sy . -
- displacement
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The vector version of distance ”distance plus direction. -
- elastic collision
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A collision in which no kinetic energy is lost when the two objects hit. -
- entry
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Each individual number in a matrix. -
- Euler rotation
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Pronounced "oiler." A process that uses three variables, commonly called roll, pitch, and yaw, to rotate objects. Distinguished from Quaternions, an alternative method of rotation. -
- formula
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An equation. -
- free-body diagram
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A standard diagram that uses arrows to represent the forces on an object in a very specific way. All the arrows originate at the object's center, and all have relative lengths. -
- function
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A rule that takes in information (input) and returns new information (output). -
- fundamental period
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360 ° or 2 p R measures how often the sine and cosine functions repeat. -
- gravitational potential energy ( GPE )
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The energy stored in an object due to its height off the ground. -
- impulse-momentum theorem
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States that a force delivered quickly results in a change of momentum. This means that if the mass does not change, the object either speeds up or slows down. -
- individual solution
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A single point that makes an equation true. -
- Inertia ( I )
-
measures an object's resistance to motion. It's the angular equivalent to mass and is equal to mr 2 . -
- instantaneous angular acceleration
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The average angular acceleration over an extremely small time interval, as close to an instant as you can get. -
- instantaneous angular velocity
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The average angular velocity over an extremely small time interval, as close to an instant as you can get. -
- instantaneous velocity
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The average velocity over an extremely small time interval, as close to an instant as you can get. -
- interpolation
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The process of predetermining intermediate values between two -
- key framing
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Identifying important points of transition in an animation. -
- kinetic energy
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The amount of energy an object has because it is moving. -
- kinetic friction
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The force that slows down an object after it gets moving. -
- law of conservation of mechanical energy
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States that energy cannot be created or destroyed ; it can only switch forms. -
- linear combination
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A process that uses the rules of equality to solve for two unknown variables when two equations are given. -
- matrix
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An array that is limited to storing numbers. -
- midpoint
-
The point that is exactly halfway between two other points. -
- momentum ( p )
-
An object's mass times velocity. -
- Newton's Second Law Revisited
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( t = I a ) where I =inertia ( mr 2 ) and a =angular acceleration. -
- normal force
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The force of the surface an object is sitting on that counteracts gravity and keeps it from falling any farther. -
- normalization
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A process that scales the magnitude of a vector down to 1. -
- orthogonal
-
A synonym for perpendicular . -
- parabola
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A fancy name for a symmetric bump, or arc. -
- parallel lines
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Two lines that never cross because they have equal slopes. -
- perfectly inelastic collision
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A collision in which two objects stick together and have the same final velocity. -
- period
-
The measurement of how often a trigonometric function repeats. -
- perpendicular lines
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Two lines that intersect at right angles. -
- polar coordinates
-
A length plus an angle in standard position. -
- projectile
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Any object that has been thrown, kicked, or shot and is flying through the air. -
- Pythagorean theorem
-
States that, for any right triangle, the length of the hypotenuse squared is equal to the sum of the squares of the other two sides (a 2 + b 2 = c 2 ). -
- quadrant
-
One segment of the Cartesian system of coordinates. -
- radius
-
The distance from any point on a circle or sphere to its center. -
- Rotational Kinetic Energy
-
( KE R = 1/2 I w 2 ) where I =inertia ( mr 2 ) and w =angular velocity. -
- scalar
-
A number, sometimes called a magnitude, without any direction. -
- slope
-
The measure of steepness (rise over run). -
- solution set
-
The set of all the points that satisfy two equations. -
- speed
-
The measure of how fast an object is moving. -
- sphere
-
The set of all 3D points at a given distance, called the radius, from a given fixed point, the center. It's what you get when a circle revolves about its center point. -
- static friction
-
The force that keeps an object from initially moving. -
- structure
-
a user -created programming construct that is used as a new data -
- substitution
-
A method for solving a system of two linear equations. -
- surface normal
-
A vector that is perpendicular to the surface and that has a length of 1. -
- system of linear equations
-
Two equations put together. -
- tangential velocity ( v t )
-
The linear velocity of a spinning object if it were to break free from rotation. -
- transformation
-
A way to move objects around in a 2D or 3D coordinate system. It encompasses movement such as forward-and-backward or up-and-down motion, scaling objects larger or smaller, and rotating objects. -
- translation
-
The process of moving objects left, right, up and down, or in and out. -
- transpose
-
A matrix operation that swaps rows with columns . -
- uniform scale
-
A scale with equal scale factors that keeps the proportions of the object being scaled the same. -
- unit circle
-
A circle centered at the origin with a radius of 1. -
- vector
-
A quantity that has both magnitude and direction. -
- vector reflection
-
The motion of a moving object when it bounces off a fixed object. -
- velocity
-
The vector version of speed ”speed plus direction. -
- vertex
-
A point. For a parabola, the vertex is the very tip of the bump, the extreme maximum or minimum. -
- weight
-
The force due to gravity. -
- work
-
The scalar measurement of force times displacement. -
- work-energy theorem
-
States that the net or total work done on an object is equal to the change in its kinetic energy. -
- y-intercept
-
The point where a line crosses the y-axis. -
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