Kinematics: Motion, Vectors, and Equations for Physics

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65 Terms

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Kinematics

Study of motion without considering the causes (forces).

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Position

Location of an object in space relative to a reference coordinate system (e.g., 1‑D line, 2‑D Cartesian).

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Displacement (Δx)

Net change in position: x_f − x_0. Direction matters.

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Distance

Total path length traveled; always nonnegative and path‑dependent.

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Speed

Rate of change of position with respect to time; scalar (no direction).

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Velocity

Rate of change of position with respect to time; vector (includes direction).

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Acceleration

Rate of change of velocity with respect to time; vector.

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Reference frame / coordinate system

The chosen spatial reference (e.g., number line, Cartesian axes) that defines directions and origins for vectors.

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Time in kinematics

Independent parameter needed to define motion; treated separately from spatial coordinates here.

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Scalar

Quantity with magnitude only (e.g., distance, speed).

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Vector

Quantity with magnitude and direction, represented by components along coordinate axes.

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Velocity vs. Speed

Velocity includes sign/direction; speed is the magnitude of velocity.

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Distance vs. Displacement

Distance sums all movement; displacement is the straight‑line change from start to finish and can be zero even if distance > 0.

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When a and v differ in direction

Turning on a curve or braking while moving forward—acceleration vector not aligned with velocity.

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Reporting position in daily life

We implicitly choose references (addresses, GPS lat/long, campus map coordinates).

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Average velocity (v_avg)

v_avg = (x_f − x_0)/(t_f − t_0); sign shows direction in chosen axis.

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Instantaneous speed

The instantaneous rate of change of position with time (magnitude only).

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Average acceleration (a_avg)

a_avg = (v_f − v_0)/(t_f − t_0).

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Slope links (P→V)

Slope of position-time graph equals velocity.

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Slope links (V→A)

Slope of velocity-time graph equals acceleration.

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Trinary operations (P, V, A)

Use slope between P/V/A plots to move 'down' (P→V, V→A) or integrate conceptually to move 'up'. Work piecewise when behavior changes.

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Cyclist: displacement

3E, 5W, 1E, 9W ⇒ Δx = −10 km (10 km West).

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Cyclist: total distance

3 + 5 + 1 + 9 = 18 km.

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Example: average velocity sign

From x0=8 to xf=4 in 2 s ⇒ v_avg = (4−8)/2 = −2 units/s (negative direction).

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Acceleration need not change speed

A curved path can have acceleration from changing direction even at constant speed.

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Reasonable assumptions

If the reference frame isn't stated, pick one and state it.

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Constant‑a kinematics: v

v_f = v_0 + a t (for constant acceleration).

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Constant‑a kinematics: x

x_f = x_0 + v_0 t + (1/2) a t^2.

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Constant‑a kinematics: v^2

v_f^2 = v_0^2 + 2 a (x_f − x_0).

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Constant‑a kinematics: average v

For constant a: v_avg = (v_0 + v_f)/2.

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Condition for use

These equations require constant (uniform) acceleration.

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Zero acceleration case

Position vs. time is linear; velocity is constant; acceleration is zero.

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Meeting time (example)

Two objects' position plots cross at t_c = 7 in a sample case.

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Meeting time (another example)

From simple V→P plotting, a crossover occurs at t_c = 3.5 in a sample case.

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Initial position to meet later

Choose x0 so positions are equal at a target time; e.g., x0 = −5 (sample).

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Initial positions to meet later

Another sample: x0 = (5, −10) for two objects to meet at t=10.

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0→60 mph in 8.5 s: a

a ≈ 3.14 m/s^2 (convert mph→m/s, then Δv/Δt).

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0→60 mph: distance

x − x0 ≈ 113 m ≈ 126 yd (with constant a).

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'Texting at 150 km/h' takeaway

Braking with earlier a won't stop in 50 yd; impact ≈ 84.8 mph in that scenario.

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Gravity in 1‑D (vertical motion)

Use same constant‑a equations with a = −g (take g ≈ 9.80 m/s^2 downward).

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Parabolic position‑time

Under constant acceleration, position vs. time is quadratic (parabola).

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Free‑fall from rest

x − x0 = (1/2) g t^2 downward; time controls distance quadratically.

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Toss up then down

Velocity changes sign at the peak (v=0), position is max there; motion is symmetric (ignoring air).

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Lamborghini GT3 Evo 2: a

Accelerates to 300 km/h in 7.5 s ⇒ a ≈ 11.11 m/s^2 (~1.13 g).

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Lamborghini: braking

Stops in 3.2 s from 300 km/h ⇒ a ≈ −26 m/s^2 (~−2.66 g).

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Lamborghini: total distance

About 868 m across accelerate-cruise-brake sequence.

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Ball toss: v0=30 m/s @ 1.5 m

Peak at ~47.5 m, time to peak ~3 s.

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Drop: hits in 11 s

Height ≈ 593 m (ignoring air resistance).

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Vectors: definition

Array of components (e.g., ⟨x,y⟩) representing magnitude and direction in a coordinate system.

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Vector magnitude |v|

|v| = sqrt(v_x^2 + v_y^2).

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Unit/normalized vector

û = v / |v|; has length 1 and gives direction.

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Direction by angle θ

Angle measured from +x axis; components v_x = |v| cosθ, v_y = |v| sinθ.

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Vector addition (analytic)

Add component‑wise: ⟨a_x + b_x, a_y + b_y⟩.

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Vector addition (graphical)

Head‑to‑tail construction; resultant is from start to final head.

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Example E=⟨13,9⟩ magnitude

|E| ≈ 16; unit ≈ ⟨0.82, 0.57⟩; angle ≈ 35°.

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Convert mag‑angle → components

Given |v|,θ: v_x = |v|cosθ, v_y = |v|sinθ.

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Vector operations: recap

Add/subtract vectors by components or head‑to‑tail; scalars scale magnitude (and flip direction if negative).

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Magnitude from components

|v| = sqrt(v_x^2 + v_y^2).

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Unit/normalized direction

û = v/|v| gives direction with length 1.

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Angle representation

Describe direction by angle from +x; convert with cos/sin.

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Projectile: level‑to‑level setup

Split initial velocity into v0x, v0y; solve horizontal and vertical 1‑D motions separately (a_x=0, a_y=−g).

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Baseball HR scenario

Exit 56 m/s at 20°, 1 m high; 3 m fence at 150 m → clears fence (Yes).

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Vertical launch v0=29 m/s @ 3 m

Find peak height/time and total time by 1‑D constant‑a with a=−g.

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Incline roll problem

Decompose g along slope: a = g sin(θ) downhill (no friction assumed) to find time and speed.

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Chase & stop time thought

Compare car's downhill time to runner speed (5 m/s) to estimate if intervention is possible.