Motion in a Straight Line – Comprehensive Notes
Kinematics: Graphs - Purpose of graphs:
- x–t (displacement–time) graph: slope gives velocity; area under v gives displacement.
- v–t (velocity–time) graph: slope gives acceleration; area under v gives displacement (signed).
- a–t (acceleration–time) graph: slope relates to jerk (if defined); area under a gives velocity change.
- Key relationships:
- Velocity is the rate of change of position: v=\frac{dx}{dt}
- Acceleration is the rate of change of velocity: a=\frac{dv}{dt}
- Displacement over a time interval is the signed area under the velocity–time curve over that interval.
- Slope of the displacement–time curve at a point equals the instantaneous velocity at that time: \text{slope of } x(t) = v(t)
- Graph-conversion rule of thumb:
- For x–t: slope = velocity; curvature indicates changing velocity.
- For v–t: slope = acceleration; area under curve = displacement during the interval.
- For a–t: area under curve = change in velocity; the sign of a determines whether velocity increases or decreases. ---
Distinct Concepts: Distance vs Displacement - Distance (scalar): total length of the path traveled; always non-negative.
- Displacement (vector): straight-line difference between final and initial position; can be positive, negative, or zero depending on chosen axis.
- In 1D motion along a straight line:
- Distance accumulates as the integral of the absolute value of velocity over time.
- Displacement is the net change in position: \text{Displacement} = x(tf) - x(ti)
- Important notes:
- Two different paths can yield the same displacement but different distances traveled.
- Sign conventions matter: positive direction is chosen (e.g., +x to the right, +t forward in time). ---
Equations of Motion (Constant Acceleration) - When acceleration is constant (a constant):
- Velocity: v = v_0 + a t
- Displacement: x = x0 + v0 t + \frac{1}{2} a t^2
- Velocity–position relation (energy form):v^2 = v0^2 + 2 a (x - x0)
- These are the standard equations used for problems with uniform acceleration (e.g., free fall with constant gravity, projectiles in 1D, etc.).
- Special case (initial conditions at origin): if x0=0, v0=0, then x= \frac{1}{2} a t^2,\ v=a t. ---
Acceleration as a Function of Time, Position, or Velocity Often a is not constant; three common dependencies and how to handle them:
- Case (i) a = a(t) (depends only on time)
- Integrate directly to find velocity: v(t) = v0 + \int{t_0}^{t} a(t') dt
- Then integrate the velocity to find position: x(t) = x0 + \int{t_0}^{t} v(t') dt'
- Case (ii) a = a(v) (depends only on velocity)
- Use the definition a = \frac{dv}{dt}. Rearrange and integrate: \int{v0}^{v} \frac{dv'}{a(v')} = \int{t0}^{t} dt' = t - t_0
- If position is also needed, use a = v \frac{dv}{dx}. Rearrange and integrate: \int{v0}^{v} \frac{v' dv'}{a(v')} = \int{x0}^{x} dx' = x - x_0
- Case (iii) a = a(x) (depends only on position)
- Use the chain rule to write acceleration as a function of x and v: $$a = \frac{dv}{dt} = \frac{dv}{dx} \frac{dx}{dt} =