The Ultimate AP Physics 1 Comprehensive Study Guide and Cheat Sheet

Kinematics (10–15%)

To master kinematics, follow a consistent procedure: sketch the axes, list all known variables, circle the unknowns you are solving for, select an equation containing those variables, and solve. Always remember that Δ=finalinitial\Delta = \text{final} - \text{initial} and watch signs closely. Use the following decision tree to pick equations: if you have v0v_0, aa, and tt, use v=v0+atv = v_0 + at or Δx=v0t+12at2\Delta x = v_0t + \frac{1}{2}at^2. If you have v0v_0, vv, and aa but no tt, use v2=v02+2aΔxv^2 = v_0^2 + 2a\Delta x. If you have tt but no aa, use Δx=vavg×t=vi+vf2×t\Delta x = v_{\text{avg}} \times t = \frac{v_i+v_f}{2} \times t. If one variable is missing, it is your unknown; if a variable is extra and unused, delete it from consideration.

Several common traps exist in kinematics. Trap 1 involves the misconception that "slowing" means negative acceleration. For a ball thrown upward, vv is positive but aa is negative (opposite directions). At the peak of flight, v=0v = 0 but a=ga = -g (it is not zero). To fix this, plot a vtv-t graph where the slope equals aa. Trap 2 is that displacement Δx\Delta x does not equal distance; in a U-turn scenario, Δx=0\Delta x = 0 while distance is greater than zero. Trap 3 concerns objects dropped vs objects thrown horizontally: objects at the "same height" have the same fall time, but not the same final speed. For a dropped object, v0=0v_{0} = 0, whereas for one thrown horizontal, v0,y=0v_{0,y} = 0 and v0,x0v_{0,x} \neq 0. Only the vertical motion and fall time are identical; final speeds differ. Proportional reasoning dictates that if aa doubles, vfv_f doubles (linear relationship to aa). If aa doubles, Δx\Delta x quadruples (proportional to aa in the transcript). If v0v_0 doubles, stopping distance increases by a factor of 44 (quadratic relationship to v02v_0^2). Time is independent of both.

For projectiles, motion must be split into xx and yy components. In xx-motion, vx=v0,xv_x = v_{0,x} which is a constant (assuming no air resistance), and ax=0a_x = 0. Use the equation Δx=vx×t\Delta x = v_x \times t. In yy-motion, ay=ga_y = -g always. Use vy=v0,ygtv_y = v_{0,y} - gt, Δy=v0,yt12gt2\Delta y = v_{0,y}t - \frac{1}{2}gt^2, or vy2=v0,y22gΔyv_y^2 = v_{0,y}^2 - 2g\Delta y. The strategy is to solve for the yy-motion first (finding tt when the object lands based on Δy\Delta y) and then use that tt to find the xx distance. At the peak of flight, vy=0v_y = 0, meaning the time to the peak is tup=v0,ygt_{\text{up}} = \frac{v_{0,y}}{g}. For a symmetric launch (level start and end), the range is maximized at 4545^\circ, and tup=tdownt_{\text{up}} = t_{\text{down}}. If landing on a ramp, the relationship is y=x×tan(θ)y = -x \times \tan(\theta), which must be solved simultaneously with the xx and yy equations.

Graph reading is essential: the slope of an xtx-t graph is vv, the slope of a vtv-t graph is aa, and the area under a vtv-t graph is Δx\Delta x. A straight line on a vtv-t graph indicates constant aa, while a curved line on an xtx-t graph indicates non-zero aa. Note that peak velocity is purely horizontal because peak vertical velocity is zero (vy=0v_y = 0, vx=constv_x = \text{const}). Horizontal speed never changes in the air. For FRQ strategies, clearly state the equation, substitute values, and show algebra steps. To "justify," cite the kinematics equation and state why it applies. To "derive," begin with a fundamental equation like v=v0+atv = v_0 + at and manipulate it algebraically.

Force & Dynamics (18–23%)

When creating a Free Body Diagram (FBD), always include Weight mgmg (downward), Normal Force NN (perpendicular to surface, away from object), Tension TT (along a rope, pulling away), Friction ff (parallel to the surface, opposing motion), and Applied Force FF (direction based on the problem). Never draw reaction forces exerted from the object on others.

There are significant traps regarding Normal Force and Tension. Normal Force NN is not always equal to mgmg. On a ramp, N=mg×cos(θ)N = mg \times \cos(\theta) (the perpendicular component). In an elevator moving up, N=m(g+a)N = m(g+a), and moving down, N=m(ga)N = m(g-a). At the top of a loop, N < mg where both forces point toward the center. In free fall, the object is weightless and N=0N = 0. Regarding Tension, it does not always equal weight. For an Atwood machine, write ΣF=ma\Sigma F = ma for each mass separately: m1gT=m1am_1g - T = m_1a for the heavier mass moving down, and Tm2g=m2aT - m_2g = m_2a for the lighter mass moving up. Adding these gives (m1m2)g=(m1+m2)a(m_1-m_2)g = (m_1+m_2)a, after which you can solve for Tension with T=m1(ga)T = m_1(g-a).

Friction follow specific rules: static friction is fsμs×Nf_s \leq \mu_s \times N and adjusts to applied force up to its maximum; kinetic friction is fk=μk×Nf_k = \mu_k \times N and is constant regardless of speed. Note that \mu_s > \mu_k always. If moving, use kinetic; if at rest with no push, f=0f = 0. Problem setup involves a decision tree. For an incline, tilt the axes parallel and perpendicular to the ramp. Parallel: mg×sin(θ)f=mamg \times \sin(\theta) - f = ma. Perpendicular: N=mg×cos(θ)N = mg \times \cos(\theta). For horizontal circular motion, the net inward force is mv2r\frac{mv^2}{r} and centripetal acceleration is a=v2ra = \frac{v^2}{r} toward the center. For connected objects, find the total acceleration using ΣFtotalmtotal\frac{\Sigma F_{\text{total}}}{m_{\text{total}}} and backsolve for individual rope tensions.

Newton's 3rd Law states that equal and opposite pairs act on different objects and never cancel. Constant speed means a=0a = 0 and the system is in equilibrium (ΣF=0\Sigma F = 0), but constant speed in a circle means a0a \neq 0 as there is centripetal acceleration toward the center. Distinguish between a constant magnitude of velocity and a zero acceleration vector. Generally, use Forces when you need aa, TT, NN, or ff. Use Energy when you need speed and path length does not matter.

Work, Energy & Power (18–23%)

Work is defined as W=F×d×cos(θ)W = F \times d \times \cos(\theta), where θ\theta is the angle between the force and motion. If force is perpendicular to motion, W=0W = 0. Key energy formulas include Kinetic Energy KE=12mv2KE = \frac{1}{2}mv^2, Gravitational Potential Energy PEgrav=mghPE_{\text{grav}} = mgh (referenced to a convenient h=0h=0), and Spring Potential Energy PEspring=12kx2PE_{\text{spring}} = \frac{1}{2}kx^2 (measured from equilibrium, not natural length). Conservative forces like gravity and springs are path-irrelevant and have an associated PE. Non-conservative forces like friction and air drag are path-dependent and do not have a PE. Work done by friction is Wf=μ×N×dW_f = -\mu \times N \times d and is always negative, representing energy lost to heat.

Proportional scaling and traps in energy involve the quadratic nature of speed: if vv doubles, KEKE increases by a factor of 44 (KEv2KE \propto v^2). Stopping distance similarly scales by v2v^2 (since KE=work against friction=μmgdKE = \text{work against friction} = \mu mgd). Halving the friction coefficient doubles the stopping distance. Friction removes energy as heat, which is irreversible and path-dependent; a longer path leads to more dissipation, reducing max height and final speed. In a spring-gravity system, equilibrium occurs at Δx=mgk\Delta x = \frac{mg}{k}; the system oscillates around this point. Include both PEspring=12kx2PE_{\text{spring}} = \frac{1}{2}kx^2 and PEgravity=mgxPE_{\text{gravity}} = -mgx when measuring from natural length.

Energy bar charts use columns for KEKE, PEgravPE_{\text{grav}}, PEspringPE_{\text{spring}}, and Efriction lostE_{\text{friction lost}}. The heights represent energy amounts, and initial and final states are shown side-by-side to illustrate energy flow and dissipation. Power is defined as P=WΔt=F×vP = \frac{W}{\Delta t} = F \times v (instantaneous). It represents how fast work is done and is measured in Watts (J/sJ/s). Average power is Pavg=total Wtotal ΔtP_{\text{avg}} = \frac{\text{total } W}{\text{total } \Delta t}. In systems with no friction, mechanical energy is conserved. If friction is present, KEi+PEi=KEf+PEf+Efriction dissipatedKE_i + PE_i = KE_f + PE_f + E_{\text{friction dissipated}}. The Work-Energy Theorem states Wnet=ΔKEW_{\text{net}} = \Delta KE, and should be used when speed change is needed without tracking every individual force.

Linear Momentum (10–15%)

Momentum is the vector p=m×vp = m \times v. Impulse is J=F×Δt=ΔpJ = F \times \Delta t = \Delta p. A longer collision duration results in a smaller average force. In an elastic collision, both pp and KEKE are conserved. In an inelastic collision, pp is conserved but KEKE decreases due to heat or deformation. In an explosion, pp is conserved while KEKE increases as internal energy is released.

In 1D collision methods, assigning signs is critical: m1v1+m2v2=(m1+m2)vfinalm_1v_1 + m_2v_2 = (m_1+m_2)v_{\text{final}}. If objects move in opposite directions, use opposite signs rather than just adding magnitudes. In a perfectly inelastic collision, objects stick together to move with one final velocity. Energy lost to heat, sound, or deformation is calculated as ΔKElost=12m1v12+12m2v2212(m1+m2)vfinal2\Delta KE_{\text{lost}} = \frac{1}{2}m_1v_1^2 + \frac{1}{2}m_2v_2^2 - \frac{1}{2}(m_1+m_2)v_{\text{final}}^2. For recoil where pinitial=0p_{\text{initial}} = 0, the relation is m1v1+m2v2=0m_1v_1 + m_2v_2 = 0, leading to v1=m2m1v2v_1 = -\frac{m_2}{m_1}v_2. Here, the lighter object moves much faster (v1mv \propto \frac{1}{m}); gun recoil is proportional to the bullet mass divided by the gun mass.

Advanced topics include 2D collisions and the ballistic pendulum. In 2D, conserve pxp_x and pyp_y separately if there are no external forces in those directions. Find the final velocity using vf=vfx2+vfy2v_f = \sqrt{v_{fx}^2 + v_{fy}^2} and the angle using arctan(vfyvfx)\arctan(\frac{v_{fy}}{v_{fx}}). The ballistic pendulum involves two steps: first, a momentum collision (mbullet×vb=(mb+mblock)×vafterm_{\text{bullet}} \times v_b = (m_b + m_{\text{block}}) \times v_{\text{after}}), then an energy swing (12(mb+mblock)×vafter2=(mb+mblock)×g×h\frac{1}{2}(m_b + m_{\text{block}}) \times v_{\text{after}}^2 = (m_b + m_{\text{block}}) \times g \times h) to backsolve for vbv_b. Center of mass velocity vcmv_{\text{cm}} is constant if ΣFext=0\Sigma F_{\text{ext}} = 0. Even if pieces separate in an explosion, the center of mass velocity remains unchanged.

Momentum is a vector; never add magnitudes in multi-directional problems. Proportional reasoning shows that doubling mm or vv doubles pp, but collision impulse is proportional to Δv\Delta v, not Δp2\Delta p^2. A longer contact time leads to a lower average force. On an impulse graph, the area under the FF-vs-tt curve is impulse Δp\Delta p. For a triangular force, J=12×Fmax×ΔtJ = \frac{1}{2} \times F_{\text{max}} \times \Delta t, while for a constant force, J=F×ΔtJ = F \times \Delta t. Choosing a method: use Momentum for collisions and explosions, Energy for speed and height, and Forces for acceleration and tension. Many FRQs will require these methods sequentially.

Torque & Rotation (10–15%)

Torque is calculated as τ=r×F×sin(θ)=rperp×F\tau = r \times F \times \sin(\theta) = r_{\text{perp}} \times F, where rperpr_{\text{perp}} is the perpendicular distance from the pivot to the line of force. Careful geometry drawing is required. Following sign convention, counterclockwise is positive and clockwise is negative. A smart pivot choice is to pick the pivot at the location of an unknown force so that its torque is zero, simplifying the equation. For example, in a ladder leaning on a wall, picking the pivot at the wall makes the wall force torque vanish.

Static equilibrium requires both ΣF=0\Sigma F = 0 and Στ=0\Sigma \tau = 0. For instance, for a plank on two supports, ΣFy=0\Sigma F_y = 0 finds the total support force, while Στ=0\Sigma \tau = 0 finds the distribution of force (which is unequal if the load is off-center). Gravity acts at the Center of Mass (CM). For uniform objects, the CM is the geometric center. In non-uniform objects, find the CM first then apply weight there. Note that ΣτCOM\Sigma \tau_{\text{COM}} is not always zero if the object is rotating.

Moment of Inertia I=Σm×r2I = \Sigma m \times r^2. Standard shapes include a point mass (mr2mr^2), disk or cylinder (12mr2\frac{1}{2}mr^2), solid sphere (25mr2\frac{2}{5}mr^2), hollow sphere (23mr2\frac{2}{3}mr^2), rod from the end (13mL2\frac{1}{3}mL^2), and rod from the center (112mL2\frac{1}{12}mL^2). Getting farther from the axis increases II (specifically Ir2I \propto r^2). Rotational dynamics follows linear analogs: xx to θ\theta, vv to ω\omega, aa to α\alpha, FF to τ\tau, and mm to II. Kinematics equations are identical in form: ω=ω0+αt\omega = \omega_0 + \alpha t, θ=ω0t+12αt2\theta = \omega_0t + \frac{1}{2}\alpha t^2, and ω2=ω02+2αθ\omega^2 = \omega_0^2 + 2\alpha\theta. In rolling without slipping, vcm=r×ωv_{\text{cm}} = r \times \omega and acm=r×αa_{\text{cm}} = r \times \alpha. Friction is static and does no net work. Massive pulleys result in different tensions ((T1T2)R=Iα(T_1 - T_2)R = I\alpha), whereas massless pulleys have T1=T2T_1 = T_2. The Parallel Axis Theorem states Iparallel=ICOM+M×d2I_{\text{parallel}} = I_{\text{COM}} + M \times d^2, where dd is the distance from the COM to the new axis.

Rotational Energy & Angular Momentum (5–8%)

Angular momentum L=IωL = I\omega is conserved when Στext=0\Sigma \tau_{\text{ext}} = 0. In rolling motion, the total kinetic energy is KEtotal=12mv2+12Iω2KE_{\text{total}} = \frac{1}{2}mv^2 + \frac{1}{2}I\omega^2. Using the v=rωv = r\omega constraint, this becomes KE=12mv2(1+Imr2)KE = \frac{1}{2}mv^2(1 + \frac{I}{mr^2}). The shape factor determines final speed, not mass or radius. For a sphere where Imr2=25\frac{I}{mr^2} = \frac{2}{5}, the total KE=12mv2×1.4KE = \frac{1}{2}mv^2 \times 1.4. In a ramp race, the order from fastest to slowest is: Solid sphere (1.4 factor), Solid cylinder (1.5), Hollow sphere (1.67), and Hollow cylinder (2). Final speed is proportional to 11+Imr2\sqrt{\frac{1}{1 + \frac{I}{mr^2}}}. Energy conservation in rolling means mgh=12mv2+12Iω2mgh = \frac{1}{2}mv^2 + \frac{1}{2}I\omega^2. If sliding (frictionless), the final speed is v=2ghv = \sqrt{2gh}; in rolling, speed is slower: v=2gh1+Imr2v = \sqrt{\frac{2gh}{1 + \frac{I}{mr^2}}}. Static friction in rolling does no net work and reorients momentum rather than dissipating energy.

When Στext=0\Sigma \tau_{\text{ext}} = 0, LL is conserved such that Iiωi=IfωfI_i\omega_i = I_f\omega_f. In an ice skater scenario, pulling arms in decreases II and increases ω\omega. While LL is constant, the muscles do positive work, increasing KEKE. In a turntable or disc collision, angular momentum is constant: I1ω1+I2ω2=(I1+I2)ωfinalI_1\omega_1 + I_2\omega_2 = (I_1 + I_2)\omega_{\text{final}}. Energy is lost in this inelastic process. Proportionality shows that doubling ω\omega or II doubles LL. For a fixed LL, if II doubles, ω\omega is halved. If II doubles and ω\omega is halved, the rotational energy KErot=12Iω2KE_{\text{rot}} = \frac{1}{2}I\omega^2 remains the same. A key trap is the skater spinning faster: KEKE increases because muscles perform work against centrifugal effects.

Simple Harmonic Motion (SHM) (5–8%)

The period of a spring is T=2πmkT = 2\pi\sqrt{\frac{m}{k}} and only depends on mm and kk. Doubling mm results in T×2T \times \sqrt{2}, while doubling kk leads to T÷2T \div \sqrt{2}. Note that Amplitude AA and gravity do not affect the period. Halving a spring length doubles kk, leading to T÷2T \div \sqrt{2}. For a pendulum, T=2πLgT = 2\pi\sqrt{\frac{L}{g}} (at small angles < 15^\circ). Mass and amplitude do not matter. A longer string increases TT, and the period is proportional to g\sqrt{g}. A trap is the independence of amplitude; this holds for small angles but fails for large angles where dynamics become nonlinear.

In SHM, energy is exchanged. At equilibrium (x=0x = 0), v=vmaxv = v_{\text{max}}, a=0a = 0, KEKE is at its maximum, and PE=0PE = 0. At the peak (x=±Ax = \pm A), v=0v = 0, a=amaxa = a_{\text{max}}, KE=0KE = 0, and PEPE is at its maximum. Total energy is Etotal=12kA2E_{\text{total}} = \frac{1}{2}kA^2 and is constant without friction. Doubling amplitude AA results in Etotal×4E_{\text{total}} \times 4 (EA2E \propto A^2). Doubling kk doubles EE, but doubling mm leaves EE unchanged for a fixed AA. Kinematic positions are: x=Acos(ωt+ϕ)x = A\cos(\omega t + \phi), v=Aωsin(...)v = -A\omega\sin(...), and a=Aω2cos(...)a = -A\omega^2\cos(...) with vmax=Aω=Akmv_{\text{max}} = A\omega = A\sqrt{\frac{k}{m}}. Acceleration leads position by 180180^\circ and velocity leads position by 9090^\circ.

When a spring hangs vertically, the equilibrium shifts down by Δx=mgk\Delta x = \frac{mg}{k}; the period TT is unchanged and the system oscillates around this new equilibrium. For spring combinations: series springs follow 1ktotal=1k1+1k2\frac{1}{k_{\text{total}}} = \frac{1}{k_1} + \frac{1}{k_2} (weaker), while parallel springs follow ktotal=k1+k2k_{\text{total}} = k_1 + k_2 (stiffer). In damped SHM, friction removes energy, causing amplitude to decay according to A(t)=A0ebtA(t) = A_0e^{-bt}; the frequency also decreases slightly. In proportional reasoning, adding mass increases TT (TmT \propto \sqrt{m}). Cutting a spring in half doubles kk. Doubling amplitude increases E×4E \times 4 but only doubles vmaxv_{\text{max}}.

Fluids (10–15%)

Pressure at depth depends only on depth hh and not on container shape or object size according to P=Patm+ρghP = P_{\text{atm}} + \rho gh. Gauge pressure is P=ρghP = \rho gh (above atmosphere), while Absolute pressure includes the atmosphere. Pressure is identical at the same depth regardless of the width of the vessel. Buoyancy, or Archimedes' principle, states Fb=ρfluid×Vsubmerged×gF_b = \rho_{\text{fluid}} \times V_{\text{submerged}} \times g, representing the weight of the displaced fluid. This force acts upward from the center of buoyancy. In floating equilibrium, Fb=mgF_b = mg. The fraction submerged is ρobjectρfluid\frac{\rho_{\text{object}}}{\rho_{\text{fluid}}}. An object floats if \rho_{\text{obj}} < \rho_{\text{fluid}}, is neutrally buoyant if they are equal, and sinks if \rho_{\text{obj}} > \rho_{\text{fluid}}. FBD analysis for fluids involves FbF_b pointing up and weight mgmg pointing down. A trap to avoid is that FbF_b depends solely on the submerged volume, not the total volume.

Fluid flow is governed by the Continuity equation A1v1=A2v2=QA_1v_1 = A_2v_2 = Q, where QQ is the constant volumetric flow rate. Narrow sections have faster flow (v1Av \propto \frac{1}{A}). Bernoulli’s equation states P+12ρv2+ρgh=constP + \frac{1}{2}\rho v^2 + \rho gh = \text{const} along a streamline. Faster flow results in lower pressure, and higher elevation results in lower pressure, representing a trade-off between pressure and kinetic energy. Torricelli's theorem finds the speed exiting a hole at depth hh to be v=2ghv = \sqrt{2gh}, identical to free-fall speed from that same depth. Gauge pressure drives this flow. Flow rate is Q=A×v=A×2ghQ = A \times v = A \times \sqrt{2gh}. Bernoulli assumes ideal fluids which are incompressible, non-viscous, steady, and laminar. Real fluids possess viscosity and turbulence.

Exam Format & Problem-Solving Strategies

The AP Physics 1 exam consists of 4040 Multiple Choice Questions (MCQ) over 8080 minutes and 44 Free Response Questions (FRQ) over another 8080 minutes. There is no penalty for guessing. You have approximately 22 minutes per MCQ. Calculators and a reference sheet are provided. When an FRQ asks you to "Justify," you must provide the physical principle and an explanation of why it applies. To "Derive" means to show the algebra starting from fundamental principles.