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=dtdx
- Acceleration is the rate of change of velocity: a=dtdv
- 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: 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: Displacement=x(t<em>f)−x(t</em>i)
- 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=v0+at
- Displacement: x=x<em>0+v</em>0t+21at2
- Velocity–position relation (energy form):v2=v<em>02+2a(x−x</em>0)
- 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 x<em>0=0,v</em>0=0, then x=21at2, v=at. ---
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)=v<em>0+∫</em>t0ta(t′)dt
- Then integrate the velocity to find position: x(t)=x<em>0+∫</em>t0tv(t′)dt′
- Case (ii) a = a(v) (depends only on velocity)
- Use the definition a=dtdv. Rearrange and integrate: ∫<em>v</em>0va(v′)dv′=∫<em>t</em>0tdt′=t−t0
- If position is also needed, use a=vdxdv. Rearrange and integrate: ∫<em>v</em>0va(v′)v′dv′=∫<em>x</em>0xdx′=x−x0
- 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} =