Overview
This unit covers kinematics, the branch of mechanics that describes the motion of objects without reference to the forces that cause motion. It develops the language and mathematics used to describe displacement, velocity, acceleration and time for particles moving in one and two dimensions. Students learn to represent motion graphically, derive equations for uniformly accelerated motion, resolve projectile motion, and analyse relative motion. The unit emphasises understanding of scalar and vector quantities, the difference between speed and velocity, and uses calculus for instantaneous quantities where needed. Practical skills include sketching position–time, velocity–time and acceleration–time graphs, solving numerical problems, and setting up coordinate systems for projectiles and motion in a plane. Kinematics is fundamental because it provides the tools to describe how objects move in everyday situations as well as in engineering, astronomy and sports science. Mastery of this unit prepares students for dynamics, where forces are considered, and for later topics in electricity (charge motion), waves and optics (phasors) and advanced mechanics.
Learning Objectives
- Define and distinguish between scalar and vector quantities in kinematics.
- Describe motion using displacement, velocity and acceleration both qualitatively and quantitatively.
- Derive and apply the equations of uniformly accelerated motion in one dimension.
- Interpret and construct position–time, velocity–time and acceleration–time graphs.
- Resolve two-dimensional motion into components and analyse projectile motion.
- Use calculus to obtain instantaneous velocity and acceleration from position functions.
- Solve problems involving relative motion in one and two dimensions.
- Apply kinematic concepts to solve numerical problems typically appearing in board examinations.
Topics in this chapter
17 topics · tap a topic title to jump straight to it.
Physical quantities: Scalars and Vectors
Scalars and vectors: In kinematics we use quantities to describe how objects move. Scalars are quantities that have magnitude only. Examples are distance, speed, time, mass and temperature. Scalars add algebraically and are always non-negative when they represent magnitudes such as distance. Vectors have both magnitude and direction. Examples include displacement, velocity and acceleration. A vector changes if either its magnitude or its direction changes. Distinguishing between scalars and vectors is essential because the correct mathematical operations differ.
Graphical representation: A vector is typically drawn as an arrow. The tail marks the starting point and the arrowhead indicates direction; the arrow length represents magnitude according to a chosen scale (for example, 1 cm = 1 m). When comparing or adding vectors, place them tail-to-head or use component methods. Equality of two vectors means both magnitude and direction are same; vectors with same magnitude but different directions are not equal.
Components and unit vectors: In two or three dimensions it is convenient to resolve a vector into components along orthogonal axes. Using unit vectors i, j, k along x, y, z respectively, any vector A can be written A = Ax i + Ay j + Az k. The scalar components Ax, Ay, Az can be positive, negative or zero depending on direction relative to chosen axes. The magnitude is |A| = sqrt(Ax^2 + Ay^2 + Az^2). Using components simplifies algebraic manipulation, because addition and subtraction reduce to separate operations on components.
Addition and subtraction: For addition, the tip of the first vector is placed at the tail of the second (tip-to-tail) and the resultant is drawn from the tail of the first to the tip of the second. Algebraically, A + B has components (Ax + Bx, Ay + By, Az + Bz). Subtraction A − B equals A + (−B) where −B has the same magnitude as B but opposite direction. This component-wise method prevents geometrical mistakes and is especially useful in exam problems with numbers.
Scalar multiplication and projections: Multiplying a vector by a positive scalar changes its magnitude without altering direction; a negative scalar reverses direction. Projection of a vector onto an axis or another vector gives component values; for a vector A making angle θ with axis x, Ax = |A| cos θ and Ay = |A| sin θ in the plane. Always specify the coordinate system before resolving vectors. Consistent sign convention and clear diagrams reduce errors in later kinematic problems.
- A displacement of 5 m east and 12 m north can be represented as components (5, 12) m; magnitude = 13 m.
- Add vectors 3i + 4j and -i + 2j to obtain (2i + 6j) with magnitude sqrt(4 + 36)=sqrt(40).
- Multiply vector 3i + 4j by scalar 2 to get 6i + 8j; magnitude doubles from 5 to 10.
- If two vectors of equal magnitude are in opposite directions their sum is zero.
- A = Ax i + Ay j
- |A| = sqrt(Ax^2 + Ay^2)
- θ = arctan(Ay/Ax) (with quadrant correction)
Position, Distance and Displacement
Position and origin: Position specifies where a particle is located relative to a chosen origin and coordinate axes. In one dimension we denote position by x(t), the coordinate at time t. In two dimensions position is given by position vector r(t) = x(t) i + y(t) j. Always begin a kinematics problem by drawing an origin and axes; different choices may simplify algebra.
Displacement defined: Displacement is a vector that connects an initial position to a final position. For motion along a straight line from x1 at t1 to x2 at t2, displacement Δx = x2 − x1. Displacement gives direction: a negative value indicates motion opposite to chosen positive axis. Displacement depends only on initial and final positions, not on detailed path taken between them.
Distance travelled: Distance is the scalar total length of the path actually followed by the particle. If a particle moves forward and then back, distance accumulates while displacement may be small or zero. For continuous motion, distance equals the integral of speed over the time interval: distance = ∫ |v(t)| dt. In many simple problems you can add segment lengths; for curved motion you may require arc length formulas.
Trajectory and path: The set of positions a particle visits as time varies is its trajectory or path. In two dimensions this trajectory could be a straight line, circle, parabola or another curve. The shape matters when computing distance; displacement is simply the vector from start to end and corresponds to the chord connecting these points on the path.
Sign conventions and diagrams: Using a consistent sign convention prevents errors: fix positive direction and apply it to positions, displacements and velocity. Draw a diagram showing initial and final points, label distances along the path and the straight-line displacement vector. In many board problems, correct sign assignment scores marks even if magnitudes are calculated correctly.
Calculations in components: In plane motion compute displacement components separately: Δx = x2 − x1 and Δy = y2 − y1 so Δr = Δx i + Δy j. Magnitude |Δr| = sqrt(Δx^2 + Δy^2). For parametric motion r(t) = x(t) i + y(t) j, displacement between t1 and t2 is r(t2) − r(t1) and distance is ∫_{t1}^{t2} sqrt((dx/dt)^2 + (dy/dt)^2) dt. Most ICSE/ISC problems avoid complex integrals but knowing the formal definition clarifies concepts.
- A particle moves from x=2 m to x=−3 m; displacement = −5 m, distance = 5 m.
- A car goes 10 km east and 6 km west: displacement = 4 km east, distance = 16 km.
- For r(t) = (3t)i + (4t)j from t=0 to t=2 s, displacement = (6i + 8j) m and magnitude = 10 m.
- Object moves along semicircle of radius R from angle 0 to π; displacement = 2R j, distance = πR.
- Δx = x2 − x1
- Δr = r2 − r1
- Distance = integral of speed dt (for continuous motion)
Average and Instantaneous Speed and Velocity
Average quantities: Average speed is a scalar defined as total distance travelled divided by elapsed time: speed_avg = total distance / Δt. Average velocity is a vector defined as displacement divided by elapsed time: v_avg = Δr / Δt. Note the practical difference: average speed ignores direction while average velocity includes it. For example, if a car goes 10 km east then 10 km west in 2 hours, average speed = 20/2 = 10 km/h but average velocity = 0 because net displacement is zero.
Instantaneous quantities and calculus approach: Instantaneous velocity is the limit of average velocity as the time interval shrinks to zero. Mathematically, v(t) = dr/dt. In one dimension v(t) = dx/dt. Instantaneous velocity is a vector tangent to the trajectory at that instant and points along direction of motion. Instantaneous speed is the magnitude of instantaneous velocity: speed(t) = |v(t)| = sqrt((dx/dt)^2 + (dy/dt)^2) in plane motion.
Physical meaning and measurement: Instantaneous velocity describes how fast and in which direction a particle is moving at a precise instant. Experimentally, it can be approximated by measuring displacement over a very short time interval. In many problems, position is given as a function of time (polynomial, trigonometric, exponential) and differentiation yields velocity and further differentiation yields acceleration.
Slope interpretation: On a position–time graph the slope of the curve at a point equals instantaneous velocity. The slope of a secant connecting two times equals average velocity over that interval. This geometric understanding helps translate between algebraic answers and graphs, and will be tested in board questions.
Sign and direction: Velocity is signed in one-dimensional motion; a negative value indicates motion opposite to chosen positive direction. Speed is always non-negative. Be careful not to use distance in place of displacement when computing average velocity; many students lose marks for mixing these concepts. In two dimensions, state both magnitude and direction (angle) unless the question requests only the magnitude.
Worked procedure: Given x(t) or r(t), differentiate to get v(t). To find speed at a specific time compute magnitude. If asked for average velocity over an interval, compute Δr/Δt using positions at endpoints. Check units in answers: m/s for velocity, m/s^2 for acceleration. Where velocity formula produces zero at some time, the particle is instantaneously at rest then; check direction changes by examining sign of v(t) just before and after that time.
- If x(t) = 5t − 2, average velocity from t=1 to 3 s = (x(3)−x(1))/2 = (13−3)/2 = 5 m/s; instantaneous v = dx/dt = 5 m/s.
- For r(t) = (t^2)i + (t^3)j, instantaneous velocity = (2t)i + (3t^2)j; speed = sqrt((2t)^2 + (3t^2)^2).
- A car covers 100 km in 2 hours but returns halfway and stops: compute average speed using total distance and average velocity using net displacement.
- A particle with x(t) = t^2 − 4t has v(t) = 2t − 4; at t=1 s v = −2 m/s (motion opposite chosen positive direction).
- v_avg = Δr / Δt
- speed_avg = distance / Δt
- v(t) = dr/dt
- speed(t) = |v(t)|
Acceleration: Average and Instantaneous
Definition and interpretation: Acceleration measures how velocity changes with time. Average acceleration over a time interval Δt is a_avg = Δv/Δt, a vector quantity. Instantaneous acceleration equals the derivative of velocity with respect to time: a(t) = dv/dt. Equivalently, since v = dr/dt, acceleration is the second derivative of position: a(t) = d^2r/dt^2. Acceleration indicates both rate and direction of velocity change.
Direction effects: If acceleration is in same direction as velocity, the object speeds up; if opposite, it slows down. If acceleration is perpendicular to velocity (as in uniform circular motion), speed remains constant but direction of velocity changes. Thus acceleration can change magnitude, direction or both. Distinguish between scalar speed change and vector velocity change when analysing situations.
Units and practical meaning: SI unit of acceleration is m/s^2. An acceleration of 1 m/s^2 means speed increases by 1 m/s each second. Students should visualise acceleration as slope on the v–t graph. Positive acceleration means velocity becomes more positive with time under chosen axis; negative acceleration means velocity becomes more negative.
Uniform and non-uniform acceleration: Uniform (constant) acceleration simplifies calculus to straight-line slopes in v–t graphs and parabolic x–t graphs. For non-uniform acceleration a(t) is a function of t and integration is required to obtain v(t) and x(t). For example, if a(t) = kt then v(t) = v0 + 1/2 k t^2 and x(t) follows by further integration. Understanding how acceleration shapes motion is crucial for solving many board problems.
Graphical relationships: On a v–t graph acceleration equals the slope. The area under an a–t curve between two times equals change in velocity. Where acceleration is zero, velocity is constant and x–t is linear. A kink or abrupt change in v–t may represent an impulse causing sudden velocity change; in idealized kinematics such jumps are allowed for conceptual questions but physically indicate large forces acting over short times.
Common confusion and resolution: Many students confuse negative acceleration with deceleration. Deceleration means speed decreasing; negative acceleration means acceleration vector is negative in chosen axis. If velocity is negative and acceleration is negative, the object may be speeding up in the negative direction. Always examine signs of both velocity and acceleration to determine whether the object speeds up or slows down.
- If v(t) = 4t^2, a(t) = dv/dt = 8t; at t=1 s acceleration = 8 m/s^2.
- A particle slows from 20 m/s to 5 m/s in 3 s: average a = (5−20)/3 = −5 m/s^2.
- Uniform circular motion with speed v and radius R: centripetal acceleration magnitude = v^2/R directed towards centre.
- Given a(t) = 6t, initial v(0)=2, velocity v(t)=2 + 3t^2 found by integrating acceleration.
- a_avg = Δv / Δt
- a(t) = dv/dt = d^2r/dt^2
- For circular motion, a_c = v^2 / R
Equations of Motion for Constant Acceleration (One Dimension)
Assumption and variables: When acceleration a is constant, one-dimensional motion can be described by simple algebraic equations connecting initial velocity u, final velocity v, time t and displacement Δx = x − x0. These equations are derived by integrating constant acceleration and are applicable to many classroom problems including uniformly accelerated cars and objects in constant gravity (free fall approximated near Earth's surface).
Derivation step-by-step: Start with a = dv/dt. Integrate with respect to time treating a as constant: ∫ dv = ∫ a dt → v − u = a t, so v = u + a t. Next, v = dx/dt = u + a t; integrate position: ∫ dx = ∫ (u + a t) dt → x − x0 = u t + (1/2) a t^2. Finally, eliminate t by solving v = u + a t for t and substituting into position equation to get v^2 = u^2 + 2 a (x − x0). These three relations are standard and appear frequently in board questions.
Interpretation and use: The equation v = u + a t gives velocity at any time. The equation for displacement x = x0 + u t + 1/2 a t^2 gives position for known initial velocity and constant acceleration. The relation v^2 = u^2 + 2 a Δx is useful when time is not given. Average velocity for constant acceleration equals (u + v)/2 and thus displacement over time t equals average velocity multiplied by t, which is another way to derive x − x0 = ((u + v)/2) t.
Sign conventions and application to free fall: Choose positive direction consistently; for vertical motion if upward is positive then a = −g. For a body thrown upward with speed u, time to reach top is t = u/g, maximum height H = u^2/(2g), and time of flight when returning to same level is 2u/g. When using these formulas with negative acceleration, substitution must preserve signs to avoid incorrect negative heights or times.
Graphical meaning: On a v–t graph constant acceleration appears as a straight line with slope a. The area under that v–t line between times gives displacement. On an x–t graph constant acceleration yields a parabola where the slope at a point equals instantaneous velocity. Questions often ask to interpret or draw these graphs and link area, slope and curvature to physical quantities.
Problem-solving tips: List knowns and unknowns, select the equation that misses the unknown, and solve algebraically. Check units and signs; compare numerical answers with physical expectations such as non-negative times and reasonable magnitudes.
- A car accelerates from rest at 2 m/s^2 for 5 s: v = 0 + 2×5 = 10 m/s; displacement = 0×5 + 1/2×2×25 = 25 m.
- An object with u = 20 m/s and a = −4 m/s^2 stops: v=0 so 0 = 400 + 2(−4)Δx → Δx = 50 m.
- Throw a ball upward with u = 15 m/s; time to reach top: v = 0 = 15 − 9.8 t → t ≈ 1.53 s.
- From v^2 = u^2 + 2aΔx rearrange to find a when u, v and Δx are given.
- v = u + at
- x − x0 = ut + (1/2)at^2
- v^2 = u^2 + 2a(x − x0)
- Average velocity = (u + v)/2
Motion with Variable Acceleration: Calculus Approach
When acceleration varies: Many realistic motions have acceleration that depends on time or position. In such cases we use calculus. The defining relations remain v = dr/dt and a = dv/dt, but now a is a function a(t) or a(x). To find velocity from a known acceleration function of time, integrate: v(t) = v(t0) + ∫_{t0}^{t} a(t') dt'. To find position, integrate velocity: r(t) = r(t0) + ∫_{t0}^{t} v(t') dt'. Integration constants are fixed by initial conditions.
Acceleration as function of position: When acceleration is given as a(x), use chain rule: a = dv/dt = (dv/dx)(dx/dt) = v dv/dx. Rearranged, v dv = a(x) dx, which is integrable: ∫ v dv = ∫ a(x) dx. This yields v^2 = u^2 + 2 ∫_{x0}^{x} a(x') dx', a useful generalisation of the constant-acceleration result.
Typical functional forms and integrals: Common exam forms include polynomial a(t) = kt^n, exponential or sinusoidal a(t) = A cos(ωt). For a(t) = kt^n integrate to get v(t) = v0 + k t^{n+1}/(n+1) and x(t) = x0 + v0 t + k t^{n+2}/((n+1)(n+2)). For a(t) = A cos(ωt) integrate to v(t) = v0 + (A/ω) sin(ωt) and then x(t) by integrating v(t). Carry through constants and ensure initial conditions are used to fix arbitrary constants arising from integration.
Solving differential equations: Some problems reduce to first-order linear ODEs of form dv/dt + p(t) v = q(t); solve using integrating factor technique. For example, linear drag leads to such an equation. For non-linear dependencies like a = −k v^2, separation of variables and integration are typical methods. The board may restrict functions to simple forms so integrals are manageable.
Physical interpretation and checks: After integrating, inspect limiting cases and dimensions. Verify units of each term and whether the result behaves sensibly as time tends to zero or infinity. Sketch v(t) and x(t) qualitatively to build physical intuition: increasing acceleration produces steeper velocity and position curves, oscillatory acceleration leads to oscillating velocity and position, etc.
Exam technique: Show integration steps, substitute limits explicitly, and include units. For problems where acceleration is given as a function of x, clearly state and perform v dv = a(x) dx integration noting limits. Many students lose marks by omitting integration constants or misapplying initial conditions; be explicit about these values in answers.
- Given a(t) = 6t with v(0)=2, v(t)=2 + ∫0^t 6t' dt' = 2 + 3t^2; x(t)=x0 + ∫0^t (2 + 3t'^2) dt' = x0 + 2t + t^3.
- If a(x) = −k x and initial v at x0 known, use v dv = a(x) dx to integrate for v^2.
- A(t) = A0 e^{-bt}; integrate to get v(t) = v0 + (A0/b)(1 − e^{-bt}).
- Given x(t) = t^3 − 4t, find v(t)=3t^2 − 4 and a(t)=6t; evaluate at t=2 s.
- \[v(t) = v(t0) + ∫_{t0}^{t} a(t') dt'\]
- \[r(t) = r(t0) + ∫_{t0}^{t} v(t') dt'\]
- v dv/dx = a(x) → v dv = a(x) dx
Free Fall and Motion under Gravity
Definition and idealisation: Free fall is motion under gravity alone, neglecting air resistance. Near Earth's surface the acceleration due to gravity is approximately constant in magnitude and direction, g ≈ 9.8 m/s^2 directed downward. Using upward as positive, acceleration a = −g. This idealisation simplifies many problems and is standard in school exams unless air resistance is explicitly included.
Kinematic equations applied: Treat free fall as motion with constant acceleration a = ±g and use the standard relations: v = u + at, s = ut + (1/2) a t^2 and v^2 = u^2 + 2 a s. For a body dropped from rest (u = 0), the distance fallen in time t is s = (1/2) g t^2 and the speed after time t is v = g t (downwards). For a body thrown upward with initial speed u, vertical velocity decreases as v = u − g t and becomes zero at the top of trajectory.
Upward motion and symmetry: For a vertically thrown body, time to reach maximum height is t_top = u/g. Maximum height H = u^2/(2g). The time to return to launch level (ignoring air resistance) is T = 2 u/g, so ascent and descent times are symmetric. When launch and landing heights differ use general kinematic equations and solve quadratic equations for time of flight.
Graphical interpretation: The x–t graph for vertical free fall (with upward positive) is a downward-opening parabola. The v–t graph is a straight line with slope −g; the area under the v–t curve between times gives the displacement. These graphs help visualise when speed increases or decreases and when the particle changes direction.
Numerical approximations and exam practice: For rapid calculations the board sometimes allows using g = 10 m/s^2; otherwise use 9.8 m/s^2 for more accurate answers. Always state which value you use. Problems commonly ask for time of fall from a height, impact speed, maximum height for a given initial upward velocity, or heights reached after certain times. Show units and sign conventions in answers.
Limitations and extensions: Real falling bodies experience air resistance, which reduces acceleration and produces a terminal velocity for long falls. Basic free-fall problems ignore this complexity. When drag is included, differential equations are required and terminal speed results; these are advanced topics that may appear conceptually in higher classes or special questions.
- A stone dropped from 20 m: time to hit ground, t = sqrt(2h/g) ≈ sqrt(40/9.8) ≈ 2.02 s.
- A ball thrown upward with u = 14 m/s: time to reach top = 14/9.8 ≈ 1.43 s; max height = u^2/(2g) ≈ 10 m.
- If a body is thrown downwards with initial speed 5 m/s from height 45 m, find time to ground using s = ut + 1/2 g t^2.
- Using g=10 m/s^2 as approximation: a drop from 45 m gives t ≈ 3 s since 0.5×10×9=45.
- v = u − g t (if upward is positive)
- s = ut − (1/2) g t^2
- v^2 = u^2 − 2g s
- t_top = u/g; H = u^2/(2g); T_total = 2u/g (for return to same level)
Relative Motion in One Dimension
Basic idea: Relative motion analyses how motion of one object appears from another object’s reference frame. In one dimension, if objects A and B have velocities v_A and v_B measured in the ground (inertial) frame, the velocity of A relative to B is v_{A/B} = v_A − v_B. This simple subtraction tells whether A is approaching or receding from B and at what rate. Relative displacement and relative acceleration follow the same subtraction rule.
Choosing a reference frame: Always state which frame you measure velocities in. If an observer is moving with velocity v_O relative to ground, the velocity of a particle as seen by that observer is v' = v_particle − v_O. This is the Galilean viewpoint and is valid at ordinary speeds. Problems often provide speeds in km/h or m/s; convert all to same units before subtracting.
Direction and sign conventions: Choose a positive direction and be consistent. For two cars moving in the same straight line the relative speed is v_A − v_B if both velocities are signed with respect to same positive axis. If they move in opposite directions the algebraic difference yields sum of magnitudes when signs are opposite, so check direction to interpret physical meaning correctly.
Applications: Relative motion is essential for problems like overtaking (how long to pass), closing speed (approach rate), boats with current (where river velocity is treated as frame velocity), and trains moving in parallel tracks. Use relative positions x_A(t) and x_B(t) to compute relative displacement x_{A/B}(t) = x_A(t) − x_B(t) and then differentiate to get relative velocity and acceleration.
Kinematic relations and strategies: For uniform velocities, relative velocity is constant and relative displacement is linear with time. When accelerations differ, relative acceleration a_{A/B} = a_A − a_B may be nonzero and one must integrate or use kinematic equations for each particle. For problems involving meeting points, set x_A(t) = x_B(t) and solve for t using relative motion simplifications where beneficial.
Common errors and checks: Students often forget to switch sign when changing reference frames or fail to convert units. Draw a simple line diagram with arrows showing velocities, label directions and write algebraic equations. Use limiting checks: if v_A = v_B, relative velocity should be zero; if v_B = 0 it should reduce to v_A, the ground-frame velocity.
- Two trains on parallel tracks: A at 30 m/s and B at 20 m/s in same direction → relative speed of A w.r.t B = 10 m/s.
- Car A moving east at 15 m/s and car B west at 10 m/s → relative speed = 25 m/s (they approach).
- If Boat velocity in still water is 8 m/s and river current is 3 m/s downstream, speed relative to ground downstream = 11 m/s and upstream = 5 m/s.
- If two particles have positions x_A(t) and x_B(t), relative velocity v_{A/B} = dx_A/dt − dx_B/dt.
- \[v_{A/B} = v_A − v_B\]
- \[Δx_{A/B} = Δx_A − Δx_B\]
- \[a_{A/B} = a_A − a_B\]
Relative Motion in Two Dimensions
Vector nature of relative motion: In two dimensions, relative motion is treated vectorially. If r_A(t) and r_B(t) are position vectors of two particles measured in the same inertial frame, the relative position of A with respect to B is r_{A/B}(t) = r_A(t) − r_B(t). Differentiate to get relative velocity v_{A/B} = v_A − v_B and relative acceleration a_{A/B} = a_A − a_B. Working with components simplifies algebra and prevents sign mistakes.
Galilean transformations: For an observer moving with constant velocity V0 relative to ground, the velocity of a particle in the observer’s frame is v' = v − V0. Positions transform as r' = r − V0 t + constant depending on origin choice. These transformations are linear and valid for non-relativistic speeds; they allow conversion between ground and moving frames which appears often in boat-and-current or plane-and-wind problems.
Practical technique: Resolve vectors into components along convenient axes, usually horizontal and vertical. Subtract components to obtain relative components: v_{Ax/Bx} = v_{Ax} − v_{Bx} and similarly for y. Recombine components to obtain magnitude and direction of relative velocity as required. When asked where one object will be relative to another at some time, compute r_{A/B}(t) directly using component functions.
Graphical representation: Draw vector diagrams to visualise relative velocities. Place v_A and v_B tails together and construct v_{A/B} by drawing the vector from head of v_B to head of v_A or simply add v_A to (−v_B). Such diagrams are particularly helpful when angles are involved and when interpreting wind or current effects on resultant motion.
Time dependence and special cases: If both velocities are constant, relative position moves in a straight line and problems reduce to one-dimensional analysis in the moving frame. When velocities vary with time, treat component-wise functions and integrate as necessary. For meeting problems, solve r_{A/B}(t) = 0 which yields equations in t; for constant relative velocity these are linear equations, otherwise more complex equations may arise.
Examples and checks: For aircraft navigation account for wind vector by subtracting wind velocity from airspeed to get ground velocity. Always check limiting cases: if v_A = v_B then relative velocity is zero, meaning no change of separation in the inertial frame; if v_B = 0 the relative velocity reduces to v_A. Consistency checks and diagrams prevent common mistakes in exams.
- Plane velocity relative to air (200 km/h east) and wind (50 km/h north): ground velocity = (200 i + 50 j) km/h; magnitude = sqrt(200^2 + 50^2).
- Boat wants to aim upstream across a river with current; compute heading so resultant velocity is perpendicular to banks.
- Two golfers walking at different velocities on course: relative velocity vector gives how quickly distance between them changes.
- Given r_A(t) = (3t)i + (4t)j and r_B(t) = (t)i + (2t)j, r_{A/B} = (2t)i + (2t)j; relative speed = sqrt(8) t.
- \[r_{A/B} = r_A − r_B\]
- \[v_{A/B} = v_A − v_B\]
- v' = v − V0 (Galilean transformation)
Projectile Motion: Components and Range
Decomposition into independent motions: Projectile motion is a classic two-dimensional kinematics problem where a particle moves under gravity alone (neglecting air resistance). The key simplification is to treat horizontal and vertical motions independently because gravity acts only vertically. Resolve the initial velocity u into horizontal and vertical components: u_x = u cos θ and u_y = u sin θ where θ is angle above horizontal.
Equations for components: The horizontal acceleration is zero (a_x = 0), so horizontal velocity remains constant: v_x = u_x and horizontal displacement x = u_x t. Vertically, acceleration is −g (if upward positive), so vertical motion follows v_y = u_y − g t and y = u_y t − (1/2) g t^2. These two component equations together fully describe motion; eliminate t when you need trajectory equation y(x).
Trajectory and parabola: Eliminating t using t = x/(u cos θ) gives trajectory equation y = x tan θ − (g x^2)/(2 u^2 cos^2 θ), which is a parabola. The vertex of this parabola corresponds to the maximum height. For symmetric launches from and landing at same elevation, ascent and descent times are equal and the maximum height occurs at t = u_y/g.
Range, height and time of flight: The time of flight until the projectile returns to the same elevation is T = 2 u sin θ / g. The maximum height is H = u^2 sin^2 θ /(2 g). The horizontal range (for equal launch and landing heights) is R = u^2 sin 2θ / g. These formulae are derived from combining component equations and using trigonometric identities; they are standard results for many exam questions.
Special cases and optimisations: Range is maximum when sin 2θ = 1, i.e., θ = 45°. If launch and landing heights differ, solve y(t) = given landing height by substituting t = x/(u cos θ) into vertical equation or by solving vertical quadratic in t to find time of landing, then calculate x. Always check both roots of quadratic: one corresponds to initial time t=0 and the other to impact time, when relevant.
Practical tips and sign conventions: Use consistent sign for vertical direction, label axes, and show component calculations clearly. For numeric work, convert angles to degrees or radians as required by calculators and use g = 9.8 or 10 m/s^2 as specified. Draw a clear diagram showing velocities, components, and time markers (top, landing); this aids partial-credit marking if arithmetic errors occur. For small angles approximations are sometimes used in estimations but avoid them in formal solutions unless asked.
- A ball thrown with u = 20 m/s at 30°: u_x = 17.32 m/s, u_y = 10 m/s; time of flight = 2u_y/g ≈ 2×10/9.8 ≈ 2.04 s; range ≈ u^2 sin 60 / g ≈ (400×0.866)/9.8 ≈ 35.3 m.
- Maximum height for same projectile H = u^2 sin^2 θ /(2g) ≈ (400×0.25)/(19.6) ≈ 5.1 m.
- Projectile launched from height h with given speed: solve quadratic in t from y(t) to find time to hit ground and then x(t) for range.
- For θ and (90° − θ) ranges are equal when launch and landing heights are the same.
- u_x = u cos θ, u_y = u sin θ
- x = u cos θ × t
- y = u sin θ × t − (1/2) g t^2
- T = 2u sin θ / g, H = u^2 sin^2 θ /(2g), R = u^2 sin 2θ / g
Uniform Circular Motion and Centripetal Acceleration
Meaning of uniform circular motion: A particle moves in a circle of fixed radius R at constant speed v. Although the magnitude of velocity stays constant, its direction changes continuously. Because velocity is a vector, a change in direction implies acceleration is present. The acceleration that keeps the particle moving in curved path always points towards centre of circle and is called centripetal acceleration.
Angular quantities and relations: Angular displacement θ measures how far around the circle the particle has turned in radians. Angular speed ω = dθ/dt relates to linear speed by v = ω R. The period T, time for one complete revolution, satisfies v = 2πR/T and ω = 2π/T. These relations allow conversion between linear and angular descriptions and are useful in rotational kinematics and problems involving wheels or pulleys.
Centripetal acceleration derivation and meaning: For small time interval the change in velocity vector is directed approximately towards centre; dividing by time and taking the limit gives magnitude of radial acceleration a_r = v^2/R. Equivalently a_r = ω^2 R. This acceleration is perpendicular to velocity at every instant and does not change the speed, only the direction of motion. The required net force providing centripetal acceleration is F_c = m v^2/R directed inward. This force arises from real forces such as tension, friction or normal reaction depending on the physical setup.
Tangential acceleration and non-uniform cases: If speed changes while moving on circular path there is tangential acceleration a_t = dv/dt along the direction of motion. Total acceleration then has radial and tangential components: a = a_r (radial inward) + a_t (tangential). Many problems simplify by assuming uniform speed so a_t = 0 and only centripetal acceleration remains.
Examples and intuition: For a car turning on a circular track friction between tyres and road provides centripetal force; if speed is too high, friction may be insufficient and car skids outward. In a conical pendulum tension has vertical component balancing weight and horizontal component providing centripetal force. Understanding which real forces supply the inward acceleration is important in applied problems.
Calculations and checks: Calculate ω from v or T and then a_c = ω^2 R or v^2/R as appropriate. Check dimensions: a in m/s^2. Watch polarity: centripetal acceleration points inward, not outward. Do not confuse with centrifugal force, which is a fictitious effect observed in rotating non-inertial frames; exam answers should make this distinction when required.
- A car going around a circular track of radius 50 m at speed 20 m/s: a_c = v^2/R = 400/50 = 8 m/s^2.
- If a stone makes 2 revolutions per second on radius 0.5 m: period T=0.5 s, v = 2πR/T = 2π×0.5/0.5 = 2π m/s, a_c = v^2/R = (2π)^2×0.5 ≈ 19.74 m/s^2.
- An object with angular speed ω = 10 rad/s on radius 0.2 m: v = 2 m/s, a_c = ω^2 R = 100×0.2 = 20 m/s^2.
- Whirling a mass where tension provides centripetal force: T = m v^2 / R.
- ω = v / R
- v = ω R
- a_c = v^2 / R = ω^2 R
- v = 2πR / T
Motion in Straight Line with Non-constant Acceleration: Examples
Overview of non-uniform acceleration: Not all motions have constant acceleration. Many textbook problems provide acceleration as a simple time-dependent or position-dependent function such as a(t) = kt, a(t) = k/t, or a(x) = −k x. The strategy is to integrate acceleration to get velocity and integrate velocity to get position, applying initial conditions at each step. Understanding typical functional forms prepares students for a variety of exam-style questions.
Procedure and mathematical technique: Given a(t) integrate: v(t) = v0 + ∫_{t0}^{t} a(t') dt'. Next integrate v(t) to obtain x(t) = x0 + ∫_{t0}^{t} v(t') dt'. Keep track of constants of integration by applying initial conditions like v(0) and x(0). If acceleration is a function of position a(x), use v dv/dx = a(x) so that v dv = a(x) dx; integrate to obtain v^2 as a function of x. This avoids direct time integration when a(x) is given.
Common functional forms and their integrals: For a(t) = kt^n, v(t) = v0 + k t^{n+1}/(n+1) and x(t) = x0 + v0 t + k t^{n+2}/((n+1)(n+2)) provided n ≠ −1, −2. For a(t) = A cos ωt, v(t) = v0 + (A/ω) sin ωt and x(t) follows by integrating v(t) which introduces a −(A/ω^2) cos ωt term plus linear terms from v0. If a(t) contains exponential terms, integrals involve exponentials and constants determined by initial conditions.
Examples with physical meaning: If a(t) increases with time, e.g., a(t) = kt, the object experiences stronger pushes as time passes leading to rapidly increasing speed and steeper position curves. If a(x) = −k x (restoring type), integration leads to v^2 dependent on −k x^2 which suggests oscillatory or constrained motion depending on total energy analogies. Resistive forces proportional to velocity yield linear ODEs whose solutions approach terminal values asymptotically.
Problem-solving tips: Show each integration step and clearly mark limits of integration; substitute limits before simplifying. For piecewise acceleration functions integrate separately over each interval and ensure continuity of velocity and position at boundaries. Check limiting behaviour: as t→0 the expressions must reproduce initial values; as t increases the behaviour should match physical expectation (e.g., approach a finite terminal velocity for drag problems).
Board exam focus: Expect problems giving simple polynomial or trigonometric accelerations leading to manageable integrals. Avoid algebraic mistakes by writing intermediate forms. Dimensional checks and limiting-case analysis help catch incorrect algebraic manipulations before finalising answer.
- a(t) = 6t, v(0)=0 → v(t)=3t^2, x(t)=t^3. At t=2 s, v=12 m/s, x=8 m.
- a(t) = A cos ωt with v(0)=0 → v(t)=(A/ω) sin ωt; find times when v is maximum.
- Given a as function of x: a(x) = −k x, integrate v dv = −k x dx to obtain v^2 = v0^2 − k x^2.
- If a(t) = k/t for t>0, integrate to get v(t) = v0 + k ln t; apply domain considerations for t.
- \[v(t) = v0 + ∫_{t0}^{t} a(t') dt'\]
- \[x(t) = x0 + ∫_{t0}^{t} v(t') dt'\]
- For a(x): v dv = a(x) dx
Motion in Two Dimensions: Parametric Equations and Trajectories
Parametric description and its use: When motion occurs in a plane, it is convenient to describe coordinates as functions of time: x = x(t) and y = y(t). These parametric equations define the particle’s trajectory as t varies. Parametric representation treats each coordinate independently and is flexible enough to describe straight lines, circles, parabolas and more complex curves. Many projectile, circular and oscillatory motions are naturally expressed in parametric form.
Velocity and acceleration in components: Differentiate parametric equations to find velocity and acceleration vectors: v(t) = x'(t) i + y'(t) j and a(t) = x''(t) i + y''(t) j. The speed is |v(t)| = sqrt(x'^2 + y'^2). Tangent to the trajectory at time t has slope dy/dx = (dy/dt)/(dx/dt) provided dx/dt is not zero. Where dx/dt = 0 check dy/dt to detect vertical tangents or turning points.
Eliminating parameter to find trajectory: Sometimes you need an equation connecting x and y without t. Eliminate t between x(t) and y(t) to get y(x). For projectile motion x = u cos θ t and y = u sin θ t − (1/2) g t^2, eliminate t to obtain the parabolic trajectory y = x tan θ − (g x^2)/(2 u^2 cos^2 θ). Eliminating parameter helps find shape, intercepts, and symmetry properties of the path.
Geometric and kinematic properties: Curvature, normal and tangential components of acceleration can be found from parametric derivatives. Tangential component a_t = dv/dt affects speed, while normal component a_n = v^2/ρ (ρ being radius of curvature) affects direction. For simple problems these advanced ideas are rarely required, but knowing that acceleration splits into components clarifies why speed might change while direction changes independently.
Analysing crossing points and intersections: To find when a particle crosses a line or another path set corresponding parametric equations equal and solve for t. For two moving particles, set r_A(t) = r_B(t) and solve for t to find collision time(s). Pay attention to multiple solutions and the physical domain where t ≥ 0. When solving algebraically, work component-wise and then combine results to confirm a common time satisfies both x and y equalities.
Practical problem strategy: Draw diagram with axes and parametric curves, label initial conditions and velocities. Compute component derivatives, solve simple algebraic or differential equations as needed, and interpret results physically. For example, for circular motion x = R cos ωt and y = R sin ωt derive v and a to confirm uniform speed and inward acceleration. Clear notation and stepwise differentiation reduce careless mistakes on exams.
- r(t) = (3t)i + (4t^2)j: v = (3)i + (8t)j, a = (0)i + (8)j; trajectory y = (4/9) x^2.
- Projectile parametric elimination yields y = x tan θ − (g x^2)/(2 u^2 cos^2 θ) (parabola).
- Circular motion parametric: x = R cos ωt, y = R sin ωt → v = −Rω sin ωt i + Rω cos ωt j, |v| = Rω.
- Find time when particle crosses x-axis by solving y(t)=0 for given y(t).
- r(t) = x(t) i + y(t) j
- v(t) = x'(t) i + y'(t) j, a(t) = x''(t) i + y''(t) j
- dy/dx = (dy/dt)/(dx/dt)
Graphs of Motion: Position, Velocity and Acceleration
Interpreting x–t, v–t and a–t graphs: Graphs provide visual understanding of motion. The slope of a position–time (x–t) curve equals instantaneous velocity. A straight line in x–t indicates constant velocity; curvature shows changing velocity. The slope of a velocity–time (v–t) graph equals acceleration. The area under v–t between two times gives displacement; area under a–t between two times gives change in velocity. Developing fluency in reading and sketching these graphs is essential for kinematics problems.
Typical graph shapes and their meaning: On x–t: linear segments mean uniform motion, parabolic segments indicate constant acceleration. On v–t: horizontal segments mean constant velocity, straight sloping lines mean constant acceleration, curved v–t means variable acceleration. On a–t: positive regions indicate increasing velocity in positive direction, negative regions indicate decreasing velocity. Where v crosses zero on v–t graph, the particle momentarily stops and may change direction.
From graphs to equations and back: Given functional forms, sketch graphs of x(t), v(t) and a(t) consistently by differentiating or integrating. Conversely, given graphs construct qualitative equations: for example triangular v–t pulses integrate to piecewise quadratic x–t. When solving area problems, compute areas using basic geometry (rectangles, triangles, trapezia) or calculus for curved shapes. Keep track of sign: areas below the time axis are negative contributions.
Piecewise motion and distance vs displacement: Many exam graphs are piecewise linear. Students must compute both net displacement (signed area) and total distance (sum of absolute areas). For instance, if v–t shows positive area then negative area, the net displacement is difference while distance is sum. Questions may ask for when object is at rest (v=0), speeding up or slowing down (sign of a compared with sign of v), and times of maximum or minimum displacement (velocity zero and sign change).
Using graphs to find acceleration and jerk: Slope of v–t gives acceleration; slope of a–t (if drawn) would give 'jerk' or rate of change of acceleration though jerk is seldom required at this level. Discontinuities in graphs indicate impulsive forces or instantaneous changes in velocity; interpret such features carefully in context. For acceleration–time graphs the area equals change in velocity, so integrate piecewise to reconstruct v–t curve and then integrate again for x–t using initial values.
Exam strategy: Label axes clearly, mark values, compute areas with units, and show intermediate steps. Sketch small insets where necessary to illustrate slopes or tangents. Graphical interpretation often yields full marks for reasoning even if a numeric slip occurs; clear diagrams and correct area calculations are therefore highly beneficial.
- From v–t graph: a triangular pulse of v from 0 to 4 m/s in 2 s: area = (1/2)×4×2 = 4 m gives displacement.
- If v and a have opposite signs the object is slowing down; if same sign it speeds up—use algebra to check at given times.
- Given x–t curve, slope at t gives instantaneous velocity; e.g., x = t^2 gives v = 2t and is zero at t=0.
- Piecewise a–t graph with constant positive then zero: integrate to get v rising then constant, x slope increasing then linear.
Kinematic Constraints and Relative Motion Problems
Constraint relations in kinematics: A kinematic constraint links the coordinates of moving parts of a mechanism so they cannot vary independently. Constraints appear in strings and pulleys, rolling without slipping, connected rods, gears, and sliding ladders. Writing the geometric constraint equation is the first step: it encodes the fixed lengths or contact conditions that relate positions. Differentiation of this equation with respect to time yields relations between velocities; differentiating again gives acceleration relations. This method converts geometry into algebraic links used to solve motion questions.
Common examples and approach: For two masses connected by an inextensible string over a pulley, if one mass moves down by x1 the other moves up by x2 such that x1 + x2 = constant. Differentiation gives v1 + v2 = 0 and a1 + a2 = 0 when signs are chosen appropriately. For more complex pulley systems count the number of string segments supporting movable pulleys and express total string length in terms of coordinates to obtain constraint equations. Labelling diagrams clearly is essential to avoid algebraic sign errors.
Ladder sliding problem: A standard example: a ladder of length L leans against a wall with foot at distance x from wall and top at height y; the constraint is x^2 + y^2 = L^2. Differentiating yields x dx/dt + y dy/dt = 0 which relates velocities and after another differentiation gives relation between accelerations including a term with (dx/dt)^2 if velocities are nonzero. Such terms appear because coefficients in acceleration relations can depend on time through changing coordinates.
Rolling without slipping and gear constraints: Rolling without slipping links translational and rotational motion: v = ω R for a wheel of radius R. For two wheels in contact with radii R1 and R2, no slipping gives R1 ω1 = R2 ω2. Gears invert rotation direction and scale angular speed by radii (or tooth counts). Such constraints are often converted to linear speeds where necessary for solving problems involving connected motion.
Differentiation technique and sign care: When differentiating constraints use partial derivatives where functions depend on multiple coordinates. For f(x,y)=constant write (∂f/∂x) dx/dt + (∂f/∂y) dy/dt = 0. For accelerations include second derivatives and extra terms if coefficients depend on time. Always keep track of signs: choose positive directions for each coordinate consistently and use the constraint to check results; unrealistic sign or magnitude usually indicates a mistake in choosing directions or differentiating.
Exam strategy and checks: Draw accurate diagrams, label all variables and directions, write constraint clearly, differentiate carefully and substitute known values. Check limiting cases (e.g., when one velocity is zero the other should follow) and apply dimensional analysis to final expressions. Clear presentation often gains marks even if arithmetic slips occur.
- Two masses m1 and m2 connected by inextensible string over pulley: if m1 moves down x1, m2 moves up x2 with x1 + x2 = constant → v1 + v2 = 0.
- Ladder of length L leaning against wall: if bottom moves with speed v_b away from wall, top moves down with speed v_t found by x^2 + y^2 = L^2 → x dx/dt + y dy/dt = 0.
- Gears of radii R1 and R2 in contact: angular speeds ω1 and ω2 satisfy R1 ω1 = R2 ω2 (no slipping).
- Pulley with movable pulley changes string length relations; write geometry carefully and differentiate.
- If constraint f(x,y)=constant then (∂f/∂x) v_x + (∂f/∂y) v_y = 0
- Differentiate again for accelerations including terms with velocities if coefficients vary
Motion with Air Resistance (Basic Treatment)
Why air resistance matters: Air resistance or drag is a force opposing motion of bodies through air. In many school-level kinematics problems drag is neglected to keep equations simple. However, when included it alters acceleration and leads to terminal velocity where net acceleration becomes zero. Two simple models are commonly discussed: linear drag (force proportional to velocity) and quadratic drag (force proportional to speed squared). Each model applies in different regimes and leads to differential equations that can be solved analytically or approximately.
Linear drag model: For small speeds or motion in viscous media the resistive force can be approximated as F_d = −b v where b is a positive constant and v is velocity. For a falling body with upward positive, equation of motion is m dv/dt = mg − b v. This is a first-order linear differential equation. Solve by integrating factor to get v(t) = (mg/b)(1 − e^{−(b/m) t}) + v(0) e^{−(b/m) t}. As t→∞ velocity approaches terminal value v_t = mg/b and the rate of approach is set by time constant τ = m/b.
Quadratic drag model: For higher speeds drag is often approximated as F_d = −c v|v| (commonly written −c v^2 in magnitude), where c depends on shape, cross-sectional area and fluid density. Equation m dv/dt = mg − c v^2 leads to a separable differential equation. Solving yields a terminal speed v_t = sqrt(mg/c) and time dependence involving inverse hyperbolic functions or arctanh in closed form. Exact algebra is more complex but conceptually terminal speed is finite and reached asymptotically.
Effects on trajectories and range: Drag reduces range of projectiles, makes ascent shorter and descent longer, and breaks symmetry between rising and falling paths. Trajectories no longer follow simple parabolas; numerical methods or approximations are used for precise results. Parachutes increase drag coefficient b or c, lowering terminal velocity to safe descent speeds.
Problem-solving and approximate methods: In exam questions air resistance is introduced conceptually or with linear drag so analytic solutions are manageable. When given m, b and initial conditions, show steps solving the linear ODE, compute v(t) and discuss terminal speed. For quadratic drag provide qualitative explanation or reduced-form calculations. Use units consistently, and explain physical meaning of parameters (m, b, c). Unless question requires drag, avoid including it; many mistakes come from mixing drag with standard constant-acceleration formulas.
- Linear drag: m dv/dt = mg − b v with v(0)=0 → v(t) = (mg/b)(1 − e^{−(b/m) t}).
- For same, terminal velocity v_t = mg/b reached as t→∞; time constant τ = m/b gives rate of approach.
- Quadratic drag approximate terminal speed v_t = sqrt(mg/c) where c is drag coefficient.
- Qualitative: parachutist reaches terminal velocity; opening parachute increases b and reduces v_t.
- m dv/dt = mg − b v (linear drag)
- \[v(t) = (mg/b)(1 − e^{−(b/m) t}) + v(0) e^{−(b/m) t}\]
- Terminal velocity (linear) v_t = mg/b
Dimensional Analysis and Checking Results
Purpose and basic rules: Dimensional analysis ensures equations are physically meaningful by checking dimensions on both sides. Fundamental dimensions are length [L], mass [M] and time [T]. Any physical equation must have the same combination of these base dimensions on both sides. Dimensional analysis does not give numerical constants but is an essential tool for checking algebra and discovering possible forms of relationships between variables.
Checking equations and units: Before performing calculations convert all quantities to SI units: lengths to metres, time to seconds, mass to kilograms. For instance velocity in km/h must be converted to m/s (×5/18) when used with g in m/s^2. If an equation mixes incompatible units it is dimensionally inconsistent and incorrect. Example: in v^2 = u^2 + 2 a s the dimension of each term is L^2 T^{-2} so the equation is consistent.
Constructing relationships by dimensions: When the exact functional form is unknown, dimensional arguments can suggest how quantities combine. For example, the time scale for free fall from length L under gravity g must be proportional to sqrt(L/g) because dimensions give [T] from sqrt([L]/[L T^{-2}]). Similarly, frequency of small oscillations may scale as sqrt(k/m) where k has dimension of force per length and m is mass. Dimensional reasoning often provides correct scaling laws though not numerical factors.
Limiting and consistency checks: Use limiting cases to validate answers. For example as acceleration a→0 the displacement formula x = ut + 0.5 a t^2 should reduce to x = ut. As t→0 the displacement must approach zero. If a solution yields negative time or impossibly large speed, recheck signs and units. Dimensional checks and physical plausibility tests catch many algebraic mistakes before they become final answers in examinations.
Practical exam technique: Show units in each step for clarity and to gain method marks. When deriving formulas include dimensional verification as a short statement if time allows. For angular quantities ensure radians are used consistently when differentiating or integrating angles since radians are dimensionless; mixing degrees without conversion leads to errors. Lastly, dimensional analysis can be used to estimate orders of magnitude when precise values are not required, aiding quick checks in time-pressured exams.
- Check v^2 = u^2 + 2aΔx has dimension [L^2 T^{-2}] = [L^2 T^{-2}] so consistent.
- Derive time scale from length L and g: t ∼ sqrt(L/g) because [sqrt([L]/[L T^{-2}])]=[T].
- If given velocity in km/h convert to m/s by multiplying by 5/18 before using with g in m/s^2.
- Check limiting case u=0 in x=ut + 1/2 at^2 returns x=1/2 at^2 as expected.
- \[[v] = [L][T]^{-1}, [a] = [L][T]^{-2}\]
- t ∝ sqrt(L/g) (dimensionally)
Key Concepts
- Displacement
- A vector giving the change in position of a particle from initial to final point.
- Distance
- A scalar equal to the total length of the path travelled by a particle.
- Speed
- A scalar rate of change of distance with time.
- Velocity
- A vector rate of change of displacement with time.
- Acceleration
- A vector rate of change of velocity with time.
- Instantaneous velocity
- The derivative of position with respect to time, giving velocity at an instant.
- Average velocity
- Displacement divided by the time interval over which that displacement occurs.
- Uniform acceleration
- Acceleration that remains constant in magnitude and direction.
- Projectile motion
- Two-dimensional motion under gravity with independent horizontal and vertical components.
- Centripetal acceleration
- The inward acceleration v^2/R experienced by a particle moving in a circle of radius R at speed v.
- Relative velocity
- Velocity of one object as observed from the reference frame of another, v_{A/B} = v_A − v_B.
- Terminal velocity
- The constant speed reached when drag force balances gravity in downward motion.
- Parametric equations
- Representation of motion in two dimensions by x(t) and y(t) as functions of time.
- Galilean transformation
- The rule v' = v − V0 relating velocities between two inertial frames moving at relative speed V0.
- Dimensional analysis
- A method to check equation consistency by comparing dimensions of each term.
Practice Questions
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A car starts from rest and accelerates uniformly at 2 m/s^2 for 10 s. Find its final speed and distance covered. / एक कार विश्राम से शुरू होती है और 10 s के लिए समान त्वरण 2 m/s^2 से त्वरण करती है। उसकी अंतिम गति और तय की गई दूरी ज्ञात कीजिए।
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Final speed v = u + at = 0 + 2×10 = 20 m/s; distance s = ut + 1/2 at^2 = 0 + 0.5×2×100 = 100 m. / अंतिम गति v = 20 m/s; दूरी s = 100 m.
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A stone is thrown vertically upward with speed 15 m/s. Find time to reach maximum height and the maximum height (take g=9.8 m/s^2). / एक पत्थर 15 m/s की गति से सीधे ऊपर फेंका जाता है। अधिकतम ऊँचाई पर पहुंचने का समय और अधिकतम ऊँचाई ज्ञात कीजिए (g=9.8 m/s^2 लें)।
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Time to top t = u/g = 15/9.8 ≈ 1.53 s. Maximum height H = u^2/(2g) = 225/(19.6) ≈ 11.48 m. / समय ≈ 1.53 s; अधिकतम ऊँचाई ≈ 11.48 m.
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A projectile is launched with speed 20 m/s at 37° above horizontal. Calculate horizontal range (g=9.8 m/s^2). / एक प्रक्षेप्य 20 m/s की शरूआती गति से क्षैतिज से 37° ऊपर छोड़ा जाता है। क्षैतिज तरंग (range) ज्ञात कीजिए (g=9.8 m/s^2)।
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Range R = u^2 sin 2θ / g. Here sin 74° ≈ 0.99, so R ≈ 400×0.99/9.8 ≈ 40.4 m. / R ≈ 40.4 m.
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Two trains move in the same direction with speeds 72 km/h and 54 km/h. What is the speed of faster train relative to slower? / दो ट्रेनें समान दिशा में 72 km/h और 54 km/h की चाल से चल रही हैं। धीमी ट्रेन के सापेक्ष तेज़ ट्रेन की चाल कितनी होगी?
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Convert to m/s: 72 km/h = 20 m/s, 54 km/h = 15 m/s. Relative speed = 20 − 15 = 5 m/s. / सापेक्ष चाल = 5 m/s.
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A particle has position x(t)=t^3−6t^2+9t (in metres). Find velocity and acceleration; find instants when particle is at rest. / किसी कण का स्थान x(t)=t^3−6t^2+9t (m) है। गति और त्वरण ज्ञात कीजिए; पता कीजिए कब कण विश्राम में होता है।
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v = dx/dt = 3t^2 − 12t + 9. a = dv/dt = 6t − 12. Particle at rest when v=0: 3t^2 − 12t + 9 = 0 → t^2 − 4t + 3 = 0 → (t−1)(t−3)=0 → t=1 s or 3 s. / v=3t^2−12t+9, a=6t−12; rests at t=1 s and t=3 s.
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A mass moves in uniform circular motion with radius 0.5 m and frequency 2 Hz. Find speed and centripetal acceleration. / एक द्रव्यमान 0.5 m त्रिज्या पर 2 Hz आवृत्ति से समान वृत्तीय गति करता है। गति और केंद्राभिमुख त्वरण ज्ञात कीजिए।
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Frequency f=2 Hz → period T=1/2 s. Speed v = 2πR/T = 2π×0.5/(0.5) = 2π m/s. Centripetal a_c = v^2/R = (2π)^2×0.5 ≈ 19.74 m/s^2. / v = 2π m/s ≈ 6.283 m/s; a_c ≈ 19.74 m/s^2.
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A particle thrown horizontally from a height of 20 m with speed 10 m/s. How far from base will it land? (g=9.8 m/s^2) / एक कण 20 m ऊँचाई से 10 m/s क्षैतिज गति से फेंका जाता है। यह आधार से कितनी दूरी पर गिरेगा? (g=9.8 m/s^2)
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Time to fall t = sqrt(2h/g) = sqrt(40/9.8) ≈ 2.02 s. Horizontal distance x = u_x t = 10×2.02 ≈ 20.2 m. / यह लगभग 20.2 m दूर गिरेगा।
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A particle has acceleration a(t)=4 (m/s^2). If v(0)=3 m/s and x(0)=2 m, find v(t) and x(t). / किसी कण का त्वरण a(t)=4 m/s^2 है। यदि v(0)=3 m/s और x(0)=2 m हैं, तो v(t) और x(t) ज्ञात कीजिए।
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Integrate: v(t) = v0 + ∫0^t 4 dt' = 3 + 4t. x(t) = x0 + ∫0^t (3 + 4t') dt' = 2 + 3t + 2t^2. / v(t)=3 + 4t m/s; x(t)=2 + 3t + 2t^2 m.
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A boat must cross a river 200 m wide; current flows at 2 m/s. Boat speed in still water is 5 m/s. If boat aims straight across, where does it land downstream? / एक नाव 200 m चौड़ी नदी पार करनी है; धारा 2 m/s है। नाव की स्थिर जल में गति 5 m/s है। यदि नाव सीधा पार करने के लिए लक्ष्य रखती है, तो यह किनारे पर कितनी दूरी नीचे गिरेगी?
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Time to cross t = width / perpendicular speed = 200 / 5 = 40 s. Downstream drift = current × t = 2×40 = 80 m. / नाव किनारे से 80 m नीचे गिरेगी.
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Check dimensional consistency of the formula t = sqrt(2s/a). State physical meaning of each symbol. / सूत्र t = sqrt(2s/a) का आयामिक सामंजस्य जाँचिए। प्रत्येक चिह्न का भौतिक अर्थ बताइए।
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Dimensions: [t]=[T]; right side sqrt( [L]/[L T^{-2}] ) = sqrt([T^2]) = [T] so consistent. Here t is time taken, s is displacement (length), and a is acceleration (L T^{-2}). / आयामिक रूप से संगत है; t = समय, s = दूरी/विस्थापन, a = त्वरण।
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