1D and 2D Kinematics

Kinematics describes motion—position, velocity, and acceleration as functions of time—without asking what forces cause that motion. From here on, calculus is assumed: instantaneous rates are derivatives of position or velocity, and changes over an interval can be recovered with integrals when you know how acceleration varies.


Useful Variables

  • \(t\) = time (Units: seconds (\(s\)))
  • \(x\) or \(s\) = displacement (Units: meters (\(m\)))
  • \(v\) = velocity (Units \(\frac{m}{s}\))
  • \(a\) = acceleration (Units \(\frac{m}{s^2}\))
  • \(g\) = acceleration due to Earth’s gravity = \(9.8 \frac{m}{s^2}\)
  • \(h\) = height (Units: \(m\))
  • \(R\) = range (Units: \(m\))

Scalars, vectors, and describing motion

A scalar has magnitude only (examples: speed, distance, time). A vector has magnitude and direction (examples: displacement, velocity, acceleration). In one dimension, a sign attached to a scalar component encodes direction along an axis.

Choose an origin and a positive direction along each axis. Displacement \(\Delta x\) is the change in position; distance is the length of the path traveled and is always nonnegative. Average velocity over an interval is

\[\bar{v} = \frac{\Delta x}{\Delta t}.\]

Instantaneous velocity is the time derivative of position when position is given as a function \(x(t)\):

\[v = \frac{dx}{dt}.\]
Speed is the magnitude of velocity, $$ v $$, in one dimension.

Average acceleration is

\[\bar{a} = \frac{\Delta v}{\Delta t}.\]

Instantaneous acceleration is the derivative of velocity with respect to time, equivalently the second derivative of position:

\[a = \frac{dv}{dt} = \frac{d^2x}{dt^2}.\]

If you know \(a(t)\), the change in velocity between times \(t_1\) and \(t_2\) follows from integration:

\[v(t_2) - v(t_1) = \int_{t_1}^{t_2} a(t)\, dt,\]

and similarly position from velocity.


Constant acceleration in one dimension

Many problems use constant acceleration \(a\) (free fall near Earth’s surface is a common case with \(a = -g\) or \(a = +g\) depending on axis choice). With initial position \(x_0\) and initial velocity \(v_0\) at \(t = 0\),

  1. \(\Delta x = vt\) (if \(a\) = 0)
  2. \[\Delta v = at\]
  3. \[\Delta x = v_0 \Delta t + \frac{1}{2} a (\Delta t)^2\]
  4. \[\Delta x = \Delta v_f t - \frac{1}{2} a (\Delta t)^2\]
  5. \[v^2 = v_0^2 + 2a(\Delta x)\]

These are algebraic consequences of \(a = dv/dt\) constant and \(v = dx/dt\). The five equations are sometimes called the Big Five.

is useful when time is unknown but initial and final velocities are known. Always check that your signs for \(v_0\) and \(a\) match the coordinate system.


Two dimensions and projectile motion

In 2D, vectors can be broken down into \(x\)- and \(y\)-components. For projectile motion with negligible air resistance, horizontal acceleration is zero and vertical acceleration is \(g\) downward (again, signs depend on whether you call “up” positive \(y\) or not). The motions along \(x\) and \(y\) are independent except that they share the same time parameter \(t\).

With initial speed \(v_0\) at launch angle \(\theta\) above the horizontal,

\[v_{0x} = v_0 \cos\theta, v_{0y} = v_0 \sin\theta.\]

Typical component equations (up is positive \(y\), gravity is downward) then become:

\[x = x_0 + v_{0x} t, \qquad y = y_0 + v_{0y} t - \frac{1}{2} g t^2,\] \[v_x = v_{0x}, \qquad v_y = v_{0y} - gt.\]

Remember: ALWAYS make sure you know which direction you define as positive y! The trajectory in the vertical plane is a parabola until the object hits something.

If launch and landing occur at the same height, the shortcuts for range, height, and time on level ground is:

\(R = \frac{v_0^2 \sin(2\theta)}{g},\),

\(h = \frac{v_0^2 \sin^2 (\theta)}{2g},\), and

\[t = \frac{v_0 \sin(\theta)}{g},\]

If launch and landing heights differ, solve the quadratic in \(t\) from the \(y\) equation rather than memorizing these shortcuts.


Relative velocity (introduction)

The velocity of object \(A\) relative to object \(B\) is written \(\vec{v}_{A/B}\). With three objects (or frames), the usual composition rule is

\[\vec{v}_{A/C} = \vec{v}_{A/B} + \vec{v}_{B/C}.\]

Add vectors component-wise. This idea appears again with rotating frames later; for now, restrict to inertial frames in uniform relative motion. You can find more on the USAPhO section on mechanics.