Kinematics in One Dimension – Quick‐Reference Notes

Motion & Reference Frames

  • Motion = change in position as a function of time; always stated relative to a chosen frame of reference.

  • Same event can appear as “moving” or “at rest” to different observers → always specify reference point.

Scalars vs. Vectors

  • Scalars: magnitude only (e.g., mass, temperature, distance, speed).

  • Vectors: magnitude + direction (e.g., displacement, velocity, acceleration, force).

Kinematic Variables

  • Distance: actual path length (scalar, m).

  • Displacement Δx\Delta x: straight-line change in position (vector, m; can be ±).

  • Time tt: interval between events (s).

  • Speed s=distancets = \frac{\text{distance}}{t} (scalar, m/s).

  • Velocity v=ΔxΔtv = \frac{\Delta x}{\Delta t} (vector, m/s; sign gives direction).

  • Acceleration a=ΔvΔta = \frac{\Delta v}{\Delta t} (vector, m/s2^2; + increasing speed in +x, − decreasing, etc.).

Graphical Interpretation

• Position–Time graph:
– Slope m=ΔyΔx=ΔxΔt=vm = \frac{\Delta y}{\Delta x} = \frac{\Delta x}{\Delta t} = v.
• Velocity–Time graph:
– Slope m=ΔvΔt=am = \frac{\Delta v}{\Delta t} = a.
– Area under curve =v×t=Δx= v \times t = \Delta x (displacement).
• Acceleration–Time graph:
– Area =a×t=Δv= a \times t = \Delta v (change in velocity).

Average vs. Instantaneous

  • Average velocity vˉ=ΔxΔt\bar v = \frac{\Delta x}{\Delta t} over interval.

  • Instantaneous velocity v=limΔt0ΔxΔtv = \lim_{\Delta t \to 0} \frac{\Delta x}{\Delta t} (slope at a point).

  • Same idea for acceleration.

Constant Acceleration (Uniformly Accelerated Motion)

If a=constanta = \text{constant}, the five variables Δx, t, v0, v, a{\Delta x,\ t,\ v_0,\ v,\ a} are related by four kinematic formulas:

  1. v=v0+atv = v_0 + a t

  2. x=x<em>0+v</em>0t+12at2x = x<em>0 + v</em>0 t + \tfrac12 a t^2

  3. v2=v<em>02+2a(xx</em>0)v^2 = v<em>0^2 + 2 a (x - x</em>0)

  4. x=x<em>0+12(v+v</em>0)tx = x<em>0 + \tfrac12 (v + v</em>0) t
    Choose the equation containing the unknown plus three known quantities; valid only if aa is constant and all variables refer to same axis.

Free-Fall Motion

  • Free fall: motion under gravity alone.

  • Acceleration magnitude g9.8m/s2g \approx 9.8\,\text{m/s}^2 near Earth’s surface; always downward → use ay=ga_y = -g if +y is upward.

  • Same kinematic equations apply with a=ga = -g.

  • Object moving upward still experiences downward gg; at top of flight v=0v=0 but a=ga = -g (not zero).

Sign Conventions & Interpretation

  • Positive/negative signs come from chosen axis; keep consistent.

  • Zero acceleration ⇒ constant velocity (could be zero or non-zero).

  • Non-zero acceleration can exist while object is momentarily at rest (e.g., turning point in projectile).

Quick Problem-Solving Strategy

  1. Draw diagram; set coordinate axis.

  2. List knowns/unknowns.

  3. Decide if acceleration is constant; pick proper kinematic formula.

  4. Apply sign convention carefully.

  5. Check units and reasonableness of answer.

Graphing Tasks (Summary)

  • Plot xx vs tt; slope gives constant velocity.

  • Compute vv for each interval and plot vv vs tt; slope gives constant aa.

  • From vv values, compute aa and plot aa vs tt (horizontal line if aa constant).

Key Takeaways

  • Motion description combines qualitative concepts and quantitative math.

  • Graphs offer visual & numerical extraction of vv, aa, and Δx\Delta x.

  • Uniform acceleration links five variables via four equations; free-fall is special uniform-accel case with a=ga=-g.