Kinematics

Motion in a straight line and in a plane.

Position, Displacement, Distance

Vector vs scalar quantities, frame of reference.

No published notes for this topic yet.

Velocity and Acceleration

Average vs instantaneous, units, sign conventions.

No published notes for this topic yet.

Equations of Motion (1D)

v = u + at, s = ut + ½at², v² = u² + 2as.

The three equations of uniformly accelerated motion
Notes

When an object moves with uniform acceleration (a = constant) in a straight line, three equations describe its motion. Let u = initial velocity, v = velocity after time t, s = displacement, a = acceleration.

  1. First equation (v in terms of t): v = u + at
    This comes directly from the definition a = (v − u) / t.

  2. Second equation (s in terms of t): s = ut + ½at²
    Derived by integrating velocity, or geometrically as the area under a v–t graph (a trapezium).

  3. Third equation (v in terms of s): v² = u² + 2as
    Useful when time is unknown — comes from eliminating t between the first two.

Sign convention: choose one direction as positive. Acceleration opposite to velocity is negative (deceleration).

Worked example. A car starts from rest and accelerates at 2 m/s² for 5 s. Its final velocity is v = 0 + 2 × 5 = 10 m/s, and the distance covered is s = 0 + ½ × 2 × 5² = 25 m.

Common mistakes with kinematic equations
Notes

Mistake 1: Using these for non-uniform acceleration. The three equations only work when a is constant. If acceleration varies, you must integrate.

Mistake 2: Forgetting that displacement and distance are different. Displacement is a vector (can be negative); distance is the total path length (always positive). For a ball thrown up and caught back at the same height, distance > 0 but displacement = 0.

Mistake 3: Mixing up reference directions. If you take "up" as positive, then g = −9.8 m/s², not +9.8.

Mistake 4: Plugging in average velocity for u or v. u and v are the velocities at the start and end of the interval, not somewhere in between.

Projectile Motion

Range, max height, time of flight derivations.

Projectile motion — the four formulas you must know
Formulas

For a particle launched with speed u at angle θ above the horizontal (with no air resistance, on flat ground):

Time of flight: T = (2u sin θ) / g
Maximum height: H = (u² sin²θ) / (2g)
Horizontal range: R = (u² sin 2θ) / g
Velocity at any time t: v = √( (u cos θ)² + (u sin θ − gt)² )

Key insight: the range R is maximized when 2θ = 90°, i.e. when θ = 45°. The maximum range is R_max = u² / g.

Two angles that give the same range: θ and (90° − θ). For example, 30° and 60° give the same horizontal distance (but different heights and times).