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π Ray Diagrams of Spherical Mirrors (FULL EXAM MASTER NOTES)
π§ 1. CORE IDEA (MOST IMPORTANT)
π An object has many rays, but we use only 2 rays to find image
π§ SUPER TRICK:
π β2 Rays = Full Imageβ
π― 2. GOLDEN RULE OF IMAGE FORMATION
π Image is formed where:
π 2 reflected rays meet OR appear to meet
π§ TRICK:
π βMeet = Real Imageβ
π βAppear = Virtual Imageβ
βοΈ 3. FOUR IMPORTANT RAYS (MUST REMEMBER βββ)
(1) PARALLEL RAY
π Parallel to principal axis:
Concave β passes through F
Convex β appears from F
(2) FOCUS RAY
π Ray through focus:
Concave β becomes parallel
Convex β directed towards F β becomes parallel
(3) CENTRE OF CURVATURE RAY
π Ray through C:
Returns same path (acts like normal)
π βC β Come backβ
(4) POLE RAY
π Ray hitting pole:
Reflects with i = r
π βPole β Follow law (i = r)β
5. CONCAVE MIRROR SUMMARY
π Outside Focus (Beyond F)
π Image:
Real
Inverted
π Inside Focus (Between F & P)
π Image:
Virtual
Erect
π§ MASTER TRICK:
π βOutside F β Realβ
π βInside F β Virtualβ
π΅ 6. CONVEX MIRROR SUMMARY
π Always:
Image behind mirror
Virtual
Erect
Small
π― 7. USES OF CONCAVE MIRROR (IMPORTANT)
π¦ 1. Torch / Headlights
π Produce parallel rays
πͺ 2. Shaving Mirror
π Gives large image
π¦· 3. Dentist Mirror
π Enlarged view of teeth
βοΈ 4. Solar Furnace
π Concentrates sunlight β heat
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SOLVING NUMERICALS (STEP-BY-STEP)
π― STEP 1:
Write formula
π 1/f = 1/v + 1/u
fβFocal length
fββve β(concave)
fβ +veβ (convex)
π― STEP 2:
Put correct signs
v=image distance in convex mirror(positive"+")
v=image distance in concave mirror(negative"-")
u=object distance in concave & convex mirror(negative"-")
π― STEP 3:
Solve using LCM
π― STEP 4:
Find magnification
π m = βv/u
m β magnification
v β image distance
u β object distance
π m = hβ²/h
m β magnification
hβ² β height of image
h β height of object
+hβ² β erect
βhβ² β inverted
β m = hβ²/h = βv/u
π hβ²/h = βv / u
π hβ² = βv Γ h / u
π§ TRICK:
π βMagnification = Image/Objectβ
π If m is NEGATIVE:
π Image is Real & Inverted,Enlarged Image
|m| > 1 β Enlarged
π If m is POSITIVE:
π Image is Virtual & Erect, Diminished
|m| < 1 β small & diminished image
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REFRACTION OF LIGHT
β
Definition:
π Bending of light when it moves from one medium to another
π§ TRICK:
π βMedium change = Direction changeβ
πͺ Example
Coin in Water
π Coin appears raised
Reason:
π Light bends when coming from water to air
π βWater makes objects look higherβ
πͺGlass Slab
π Light:
When light passes through a rectangular glass slab:
Enters glass β bends
Travels inside
Comes out β emergent ray
β¨ Important Property:
Bends at entry
Bends at exit
π Final result:
β Emergent ray is parallel
β Slight side shift
Simple Understanding
Light enters a medium β called incident ray
Light bends inside β called refracted ray
Light comes out β called emergent ray
π§ SUPER TRICK: π βEnter β Bend β Exitβ
π Exit ray = Emergent Ray
π The emergent ray is parallel to the incident ray
π But slightly shifted sideways
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πLaws of Refraction
π 1. FIRST LAW OF REFRACTION
β
Statement:
π The incident ray, refracted ray, and the normal at the point of incidence
π all lie in the same plane
π§ TRICK:
π βIRN in One Planeβ (I = Incident, R = Refracted, N = Normal)
π 2. SECOND LAW OF REFRACTION (Snellβs Law) βββ
β
Statement:
π The ratio of sine of angle of incidence to sine of angle of refraction is constant
π Formula:
π sin i / sin r = constant
π This constant = Refractive Index (n)
π§ TRICK:
π βSin i / Sin r = Constantβ
π 3. WHAT DOES IT MEAN?
π Light bends because its speed changes in different media"
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REFRACTIVE INDEX (VERY IMPORTANT)
β
Formula:
π n = sin i / sin r
π OR
π n = vβ / vβ
β
Absolute Refractive Index:
π n = c / v
π§ TRICK:
π βn = speed ratioβ
β‘ SPEED CONCEPT
π Vacuum:
π 3 Γ 10βΈ m/s (fastest)
π In glass/water:
π Slower
π§ TRICK:
π βVacuum fastest, glass slowβ
π Optical density β mass density
π Rule:
π Higher refractive index β more optical density
π§ TRICK:
π βHigh n = Strong bendingβ
π₯BENDING RULE (VERY IMPORTANT)
π Rarer β Denser: π Bends towards normal π Denser β Rarer: π Bends away from normal
π§ MASTER TRICK:
π βEnter dense β Bend inβ
π βExit dense β Bend outβ
π IMPORTANT VALUES Medium Refractive Index Air~1
Water ~1.33
Glass~1.5
Diamond~2.42
π§ TRICK:
π βDiamond bends maximumβ
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β (1) Pole (P)
β Definition:
π Centre point of mirror surface
π§ TRICK: π βPole = Point on mirrorβ
β (2) Centre of Curvature (C)
β Definition:
π Centre of the sphere of which mirror is a part
Concave β in front
Convex β behind
π§ TRICK: π βConcave = C Comes forwardβ
π βConvex = C goes backβ
β (3) Radius of Curvature (R)
β Definition:
π Distance between P and C
π R = PC
π§ TRICK: π βR = Distance to Centreβ
β (4) Principal Axis
β Definition:
π Straight line joining P and C
π Normal at pole
π§ TRICK: π βAxis = Always through P & Cβ
β (5) Principal Focus (F)
β Definition:
π Point where rays parallel to principal axis:
Concave β actually meet
Convex β appear to meet
π§ TRICK: π βConcave = Real Meetβ
π βConvex = Fake Meetβ
β (6) Focal Length (f)
β Definition:
π Distance between P and F
π f = PF
π§ TRICK: π βf = focus distanceβ
β (7) Aperture
β Definition:
π Diameter of mirror (MN)
π§ TRICK: π βAperture = Opening sizeβ
β IMPORTANT RELATION
π Formula:
π R = 2f
π f = R/2
π§ TRICK: π βR is Double of fβ
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β Light is necessary to see objects
β Objects are visible due to reflection of light
β Light travels in straight line
β Transparent materials allow light to pass
β Diffraction shows bending of light
β Light has dual nature (wave + particle)
β Optical phenomena include rainbow, mirrors, etc.
β Light is necessary to see objects
β Objects are visible due to reflection of light
β Light travels in straight line
β Transparent materials allow light to pass
β Diffraction shows bending of light
β Light has dual nature (wave + particle)
β Optical phenomena include rainbow, mirrors, etc.
π No light β no vision
π Objects reflect light
π Light travels straight
π Shadow proves straight path
π Small object β bending (diffraction)
π Light = wave + particle
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HOW DO WE SEE THROUGH MEDIUM?
Types of Materials:
Type Meaning Example
Transparent Light passes fully Glass, Water
Translucent Light passes partially Paper, Fog
Opaque Light does not pass Wall, Wood

β What is Reflection?
π When light falls on a surface and bounces back, it is called reflection.
LAWS OF REFLECTION
π Law 1:
π Angle of Incidence = Angle of Reflection
Represented as:
β i = β r
π Law 2:
π Incident ray, reflected ray, and normal all lie in same plane
β PLANE MIRROR
IMAGE PROPERTIES
π Key Properties:
Property Explanation
Virtual Cannot be caught on screen
Erect Straight image
Same size Equal to object
Same distance Image distance = Object distance
Laterally inverted Left β Right reversed
β LATERAL INVERSION
Meaning:
π Left becomes right and right becomes left
SPOON ACTIVITY (IMPORTANT FOR EXAM)
A spoon behaves like a spherical mirror:
β¨ Front side (Inner side):
π Acts like concave mirror
Near β Image erect & large
Far β Image inverted
β¨ Back side (Outer side):
π Acts like convex mirror
Always small & erect
β SPHERICAL MIRRORS
Definition:
π Mirrors whose reflecting surface is part of a sphere
Types:
Concave Mirror (Curved inward)
Convex Mirror (Curved outward)
MOST IMPORTANT EXAM POINTS
β Reflection = bouncing of light
β i = r (must remember)
β All rays lie in same plane
β Plane mirror forms:
Virtual
Erect
Same size
Laterally inverted
β Spoon experiment β proves curved mirrors
β Two types of spherical mirrors:
1.Concave 2. Convex
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Class 10 Physics Notes: Explore the concepts of concave and convex mirrors, as well as the differences between real image vs virtual image. Download the PDF for comprehensive insights.
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