Earth pulls the block down the slope and friction holds it back. Turn the angle α and the roughness μ — and watch the moment friction gives in and the block starts to slide. The diagram shows everything: the forces, their components, the threshold angle and the numbers.
Gravity mg points straight down. On a slope it is convenient to split it into two parts: mg·sinα pulls the block down along the slope, and mg·cosα presses it into the slope. The steeper the slope, the bigger the first part and the smaller the second.
While the block stays, static friction equals the pull: F_fr = mg·sinα — like pulling a wardrobe that does not budge. But friction has a ceiling μN = μ·mg·cosα. The rougher the surface and the harder the body is pressed, the higher the ceiling.
The block slides as soon as mg·sinα exceeds μ·mg·cosα, that is, when tan α > μ. The mass m is in both parts and cancels: a light and a heavy block start at the same angle and move with the same acceleration a = g(sinα − μ·cosα).
The two upper graphs show how the forces and the acceleration depend on the angle α. The two lower ones are drawn live during the descent, and the grey dashed line is the formula from the start: the simulator’s points fall exactly on it.
For simplicity the static and sliding friction coefficients are taken equal, as in school problems. Mass affects neither the threshold α_crit nor the acceleration.
Gravity on a slope: mg·sinα pulls along the slope downwards, mg·cosα presses the body into the slope
The normal force on a slope equals the pressing component of gravity
Static friction adapts to the pull but cannot exceed the limit μN
The body slides when tan α exceeds μ; the critical angle depends only on the friction coefficient
Acceleration along the slope: the mass cancels and does not affect a
From rest with constant acceleration: the time and the speed after the distance L
At tan α < μ and an initial speed v₀ the body slows down and stops after the distance s = v₀²/(2|a|)
Work of gravity = gain of kinetic energy + heat from friction
What is going on. A block lies on a slope. Earth pulls it down with the force of gravity mg — always straight down. The slope answers with two forces: the normal force N (perpendicular to the slope — it does not let the block “fall through”) and the friction force F_fr (along the slope — it opposes sliding). To see which one wins, gravity is split into two parts: mg·sinα along the slope (it pulls the block down) and mg·cosα across it (it presses the block into the slope). On the diagram these parts are dashed, and together with mg they form a rectangle.
Friction “adjusts itself” — up to a limit. While the block stays, static friction balances the pull: F_fr = mg·sinα. When the slope gets steeper, friction grows with it — you can see that in the orange arrow and in the “Who is stronger” bars. But static friction has a ceiling: F_fr ≤ μN = μ·mg·cosα. As soon as mg·sinα outgrows this ceiling, friction cannot keep up — the block breaks loose and slides. Now sliding friction acts on it, equal to μN (in school problems the static and sliding coefficients are taken equal).
Threshold and acceleration. The condition for sliding is mg·sinα > μ·mg·cosα, that is tan α > μ. The angle at which this happens is called critical: α_crit = arctan μ (for μ = 0.3 it is 16.7°, for μ = 0.8 it is 38.7°). If the block slides, its acceleration is a = g(sinα − μ·cosα). There is no mass in the formula: it cancelled, so a light block and a heavy one start at the same angle and move the same way. Mass changes only the forces (N, F_fr) and the energy — see the “Measurements” tab.
What else you can see. Give the block a push v₀ down the slope at an angle below α_crit — it slides a while and stops: sliding friction is stronger than the pull, so the acceleration is negative. The braking distance s = v₀²/(2|a|) is computed by the formula and matches the simulation. The yellow “ghost slope” shows the threshold α_crit. In the “Lab” mode the surface is hidden and you must find μ yourself — from the angle at which the block starts to move: μ = tan α_crit. This is how friction coefficients are measured in practice.
How the calculation works. On every stretch the acceleration is constant, so the simulator uses the exact formulas s = v₀t + at²/2 and v = v₀ + at, and it finds the moments of events — stopping and reaching the end of the slope — by solving an equation, not by “the nearest frame”. The numbers on screen do not depend on the frame rate or the playback speed and match the formulas: the descent time from rest t = √(2L/a), the final speed v = √(2aL).
First come simulators and problems from this very chapter, then closely related topics of the section.
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