PC

Kinematics in 1-D

One-Dimensional (1D) Kinematics

  • "1D" means motion is confined to a single straight line (chosen as the x-axis).

  • We track a single particle that can move only left or right along this line.

  • Kinematics = purely describing motion of a particle along the x-axis (no forces or causes considered).

Coordinate & Time Conventions

  • Choose an origin and positive direction on the x-axis.

  • Notation:

    • t0 = initial time

    • x0 = initial position of the particle

    • t = a later time

    • x = position of the particle at time ‘t’

  • The particle may move (speed up, slow down, reverse); We are free to sample it at any two instants at t0 and t

Displacement (Vector Quantity)

  • s = x - x0

  • Displacement = final position minus the initial position, where x is the final position and x0 is the initial position of the particle.

  • Magnitude: |\vec{s}| (absolute value: drop the sign, keep the size).

  • Direction encoded by the sign:

    • \vec{s}>0 ⇒ motion toward +x (right).

    • \vec{s}<0 ⇒ motion toward –x (left).

  • Caution with notation:

    • In 1D, we do not switch to plain s for magnitude; s without an arrow still means x-x_0 (contains a sign).

    • Must wrap with vertical bars |\,| to talk about the purely positive magnitude.

Average Velocity

  • Captures “overall rate of change of position” during the interval [t_0,t].

  • Formula:

    • \Delta x \equiv x-x_0 (identical to \vec{s}).

    • \Delta t \equiv t-t_0 (always positive).

  • Unit intuition: metres per second (m/s).

  • Conceptual picture: even if the particle sped up, slowed down, or reversed, \bar{v} is the single constant velocity that would carry it from x_0 to x in the same total time.

Instantaneous Velocity

  • Everyday sense: the speedometer reading of a car at one instant (direction included by sign).

  • Constructed mathematically by shrinking the averaging window:

    • Consider average velocity over a smaller and smaller interval \Delta t around the chosen instant t.

    • In the limit \Delta t \to 0, average velocity approaches the true instantaneous value.

  • Definition (calculus form):
    v=\lim_{\Delta t\to0}\frac{\Delta x}{\Delta t}=\frac{dx}{dt}.

  • Still a vector in 1D (sign = direction).

Acceleration

  • Measures how velocity itself changes with time.

Average Acceleration

  • Over [t0,t]: \bar{a}=\frac{\Delta v}{\Delta t}=\frac{v-v0}{t-t_0}.

    • v0: instantaneous velocity at t0.

    • v : instantaneous velocity at t.

Instantaneous Acceleration

  • Repeat the limiting idea used for velocity, but now with velocity changes:

    • Shrink \Delta t so the average acceleration increasingly approximates the value right at time t.

  • Definition:
    a=\lim_{\Delta t\to0}\frac{\Delta v}{\Delta t}=\frac{dv}{dt}=\frac{d^2x}{dt^2}.

  • Units: m/s$^2$.

Visualization & Examples Mentioned

  • Diagram: particle starting left of x_0, weaving back and forth, finally to the right of x.

  • Car analogy: Even during acceleration, we intuitively talk about its instantaneous speedometer reading; mathematics backs this up with the limit definition.

Practical & Conceptual Takeaways

  • Displacement, velocity, and acceleration in 1D are signed quantities; the sign contains directional information, eliminating the need for arrows in written form once the axis is fixed.

  • Average quantities smooth over complicated motion; instantaneous quantities capture the exact state at a single instant via calculus limits.

  • These definitions form the foundational language for later dynamics (where we introduce forces) and for solving motion problems analytically.