Physics Kinematics, Dynamics, and Motion Rules Flashcards

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Comprehensive vocabulary flashcards covering 1D kinematics, free fall, projectile motion, Newton's laws, forces, proportionality, significant figures, and unit conversions based on the provided physics notes.

Last updated 11:34 AM on 9/3/26
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46 Terms

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Total Distance

Sum of all paths traveled (scalar), given by dT=A+B++nd_T = A + B + \dots + n.

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Vector Displacement Sum

Directional vector addition, given by dR=dA+dB\vec{d}_R = \vec{d}_A + \vec{d}_B.

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Resultant Displacement

Straight-line distance between start and end (vector), calculated as dR=a2+b2\vec{d}_R = \sqrt{a^2 + b^2}.

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Direction Angle

Angle of resultant vector, calculated as θ=tan1(oppadj)\theta = \tan^{-1}\left(\frac{\text{opp}}{\text{adj}}\right).

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Average Speed

Total distance divided by total time (vave=dTtv_{\text{ave}} = \frac{d_T}{t}).

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Average Velocity

Displacement divided by total time dr divided by t

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Acceleration

Change in velocity over time interval, calculated as a=ΔvΔt=vfviΔta = \frac{\Delta v}{\Delta t} = \frac{v_f - v_i}{\Delta t}.

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Final Velocity Equation (no dd)

Velocity after time tt under constant acceleration, given by vf=vi+aΔtv_f = v_i + a\Delta t.

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Initial Velocity Shortcut

Solves directly for viv_i, given by vi=vfaΔtv_i = v_f - a\Delta t.

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Time Shortcut

Solves directly for time interval, given by t=vfviat = \frac{v_f - v_i}{a}.

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Displacement Equation (no aa)

Use when acceleration is omitted, given by d=(vf+vi2)Δtd = \left(\frac{v_f + v_i}{2}\right)\Delta t.

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Displacement Equation (no vfv_f)

Distance traveled given viv_i, aa, and tt, calculated as d=viΔt+12a(Δt)2d = v_i \Delta t + \frac{1}{2}a(\Delta t)^2.

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Final Velocity Squared Equation (no tt)

Relates initial/final speeds, acceleration, and distance, given by vf2=vi2+2adv_f^2 = v_i^2 + 2ad.

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Final Velocity Root Shortcut

Direct extraction of vfv_f when tt is missing, given by vf=vi2+2adv_f = \sqrt{v_i^2 + 2ad}.

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Vertical Final Velocity

Speed under gravitational force (g=9.8m/s2g = -9.8\,m/s^2), given by vf=vi+gΔtv_f = v_i + g\Delta t.

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Vertical Average Displacement

Distance given initial and final vertical speeds, calculated as dy=(vf+vi2)Δtd_y = \left(\frac{v_f + v_i}{2}\right)\Delta t.

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Vertical Displacement

Distance given initial upward/downward velocity, calculated as dy=viΔt+12g(Δt)2d_y = v_i \Delta t + \frac{1}{2}g(\Delta t)^2.

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Vertical Motion without Time

Connects vertical drop distance to speed change, given by vf2=vi2+2gdyv_f^2 = v_i^2 + 2gd_y.

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Dropped Object Distance

Fall distance from rest (vi=0v_i = 0), calculated as dy=12g(Δt)2d_y = \frac{1}{2}g(\Delta t)^2.

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Dropped Object Velocity

Speed after dropping for time tt from rest (vi=0v_i = 0), calculated as vf=gΔtv_f = g\Delta t.

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Fall Time

Time needed to fall a vertical distance dyd_y, calculated as t=2dygt = \sqrt{\frac{2d_y}{g}}.

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Thrown Downward Final Speed

Downward impact speed (vf<0v_f < 0), calculated as vf=vi2+2gdyv_f = -\sqrt{v_i^2 + 2gd_y}.

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Time to Peak (tupt_{\text{up}})

Time needed to reach top apex (vpeak=0v_{\text{peak}} = 0), given by tup=vfvig=0vi9.8t_{\text{up}} = \frac{v_f - v_i}{g} = \frac{0 - v_i}{-9.8}.

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Total Flight Time (tTt_T)

Airborne duration for symmetric launches, given by tT=2×tupt_T = 2 \times t_{\text{up}}.

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Apex Peak Height

Calculates peak height given launch velocity and flight time using dy=viΔt+12gt2d_y = v_i \Delta t + \frac{1}{2}gt^2.

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Horizontal Distance (X-axis)

Motion at constant horizontal speed, calculated as dx=vxtd_x = v_x \cdot t.

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Vertical Distance Drop (Y-axis)

Free fall drop calculation given by dy=12gt2d_y = \frac{1}{2}gt^2.

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Vertical Velocity Component (vyv_y)

Instantaneous vertical speed at time tt, calculated as vy=gtv_y = gt.

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Horizontal Launch Time

Airborne time based on release height, given by t=2dygt = \sqrt{\frac{2d_y}{g}}.

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Peak Height (Angled Launch)

Maximum vertical elevation for an angled launch, given by dy=(visin(θ))22gd_y = \frac{-(v_i \cdot \sin(\theta))^2}{2g}.

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Total Airborne Time (Angled Launch)

Total duration in air for an angled launch, given by tT=(2)visin(θ)gt_T = (2) \cdot \frac{-v_i \cdot \sin(\theta)}{g}.

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Horizontal Range (Angled Launch)

Overall horizontal landing distance for an angled launch, given by dx=vicos(θ)tTd_x = v_i \cdot \cos(\theta) \cdot t_T.

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Maximum Range Angle

Direct launch angle for furthest travel, given by θ=45\theta = 45^\circ.

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Net Force Summation

Vector sum of all forces acting on an object, written as Fnet=F1+F2+F3++FnF_{\text{net}} = F_1 + F_2 + F_3 + \dots + F_n.

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Net Force Equation

Total mass multiplied by acceleration, written as Fnet=maF_{\text{net}} = ma.

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Acceleration (Dynamics)

Net force divided by mass, given by a=Fnetma = \frac{F_{\text{net}}}{m}.

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Mass (Dynamics)

Net force divided by acceleration, given by m=Fnetam = \frac{F_{\text{net}}}{a}.

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Weight Force (WW)

Mass times gravitational acceleration (W=mgW = mg), where g=9.8m/s2g = -9.8\,m/s^2 or 1.63m/s2-1.63\,m/s^2.

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Mass from Weight

Weight divided by gravity, calculated as m=Wgm = \frac{W}{g}.

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X-Axis Force Summation

Net horizontal force components, given by Fnet,x=FN+FgF_{\text{net},x} = F_N + F_g.

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Y-Axis Force Summation

Net vertical force components, given by Fnet,y=maF_{\text{net},y} = ma.

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Applied vs. Friction

Applied force minus frictional resistance, given by Fnet,x=FappFfricF_{\text{net},x} = F_{\text{app}} - F_{\text{fric}}.

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Newton's 3rd Law

Action-reaction forces are equal in magnitude and opposite in direction (Fcar on bug=Fbug on carF_{\text{car on bug}} = F_{\text{bug on car}}). Lighter objects accelerate faster due to lower mass.

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Proportionality Rules

Direct (\uparrow\uparrow or \downarrow\downarrow): Doubling force doubles acceleration (2a2a). Inverse (\uparrow\downarrow or \downarrow\uparrow): Doubling mass halves acceleration (12a\frac{1}{2}a).

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Sig Figs Rules

Front zeros = NO (0.00510.005 \rightarrow 1). End zeros without dot = NO (5001500 \rightarrow 1). End zeros with dot = YES (500.04500.0 \rightarrow 4). In-between zeros = YES.

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Unit Conversions (Time)

Minutes to seconds ×60\rightarrow \times 60 | Seconds to minutes ÷60\rightarrow \div 60.