01Introduction to Rest and Motion
What is Kinematics?
Kinematics describes the motion of objects. It analyzes position, velocity, and acceleration without considering the forces that cause the motion. To describe motion precisely, we need to first establish some fundamental concepts.
Observer and Frame of Reference
Consider a reader sitting in a room. The reader appears to be at rest. But the room is on the Earth, and the Earth revolves around the Sun, which in turn moves through the galaxy. Whether a body is at rest therefore depends on who observes it.
This reveals a profound truth: motion is not an absolute property of the object itself. Rather, it is a combined property of the object and the observer. A state of motion cannot be defined without specifying who is observing it. To describe motion, we define an observer. The observer measures the particle's position, velocity, and acceleration.
Associated with an observer is a frame of reference. A frame of reference is a coordinate system (such as , , and axes) combined with a clock to measure time. The coordinate system specifies the particle's position. The clock records the corresponding time of each measurement.
Rest and Motion: Relative Concepts
Because motion depends on the observer, the concepts of rest and motion are relative. An object is at rest if its position does not change with respect to a chosen frame of reference over time. Conversely, it is in motion if its position does change with respect to that frame of reference.
There is no such thing as absolute rest or absolute motion. For example, a passenger in a moving train is at rest relative to the carriage. However, the passenger is in motion relative to the ground outside. Both descriptions are equally valid, depending on the chosen frame of reference.
A passenger walks toward the front of a train at while the train moves forward at . Someone claims her velocity is ; someone else says . Who is right?
A person is sitting in a moving bus. Is the person at rest or in motion?
The Point Particle
To simplify our analysis of motion, we often use the idealized concept of a point particle. A point particle is an object considered to have mass but no size, shape, or internal structure. This allows us to ignore complex details like rotation or internal vibrations and focus solely on its translational motion (moving from one place to another).
While real objects always have size, the point particle model is an excellent approximation when the object's dimensions are negligible compared to the distances traveled. For example, Earth is treated as a point particle when calculating its orbit around the Sun. The orbital distance is much larger than Earth's radius.
True or False: The concept of a point particle is useful when the object's size is negligible compared to the distances in its motion.
When does this model stop working? Treating the Earth as a single point works very well for its orbit around the Sun. This occurs because its size is tiny compared with the orbit. However, to find the time a train takes to cross a bridge, the point particle model fails. The required time depends on the length of the train. A model is not right or wrong, it either suits the question or it does not.
Key Takeaways
- Kinematics describes how objects move without considering why they move.
- Rest and motion are relative concepts, depending on the chosen frame of reference.
- A point particle is an idealized object with mass but no size, useful when an object's dimensions are small compared to the distances involved in its motion.
- An observer measures motion from a specific frame of reference. This includes a coordinate system and a clock.
- Different frames of reference can give different but equally valid descriptions of the same motion.
02Distance and Speed
Distance and Speed
Imagine you want to travel from point A to point B. If there is a winding, curved road connecting them, the actual path length you cover along that road is the distance you travel. Distance is a measure of the actual path length traversed by an object between two points during its motion. It is a scalar quantity, meaning it has only magnitude and no direction. It depends entirely on the path taken, not just the starting and ending points.
Press play and watch the two numbers. The trail follows every wiggle and its total only ever grows. The arrow ignores the wiggles completely, it just swings round to keep pointing from A to wherever the object is now. By the time it reaches B the object has walked about a third further than the straight-line gap it has actually opened up.
Distance depends on the route; displacement depends only on the two ends. That is the entire difference. This is the picture to keep in your head for the rest of the chapter.
Average speed is the rate at which distance is covered over a time interval. Mathematically, it is the total distance traveled divided by the total time taken:
For instance, if a car travels a path length of in , its average speed is . This does not mean the car drove at exactly every moment; it is the overall rate for the entire trip.
True or False: The distance you travel is independent of the path you take.
The extreme case: a round trip
Push the two measures as far apart as they will go. Send the runner out from A to the turning point B and then straight back to A, the same 100 m of road, covered twice.
The tape along the top and the arrow underneath are the same two instruments as in the previous figure. On the way out they agree with each other. On the way back they disagree: the tape keeps adding metres. The runner continues covering road distance, while displacement decreases. Displacement measures only the straight-line gap between the start point and the current position.
She finishes with 200 m of distance and zero displacement. Distance can never decrease. Displacement can, and here it comes all the way back to zero. This is the sharpest possible proof that these are two different quantities and not two names for one.
Average Speed for Variations in Speed
Explore the interaction above to understand how average speed and average velocity are calculated.
In many real-world scenarios, an object's speed changes throughout its journey. We can analyze these situations by breaking down the motion into intervals. Let us look at some classic cases that often arise in problem-solving:
Case 1: Motion in Equal Time Intervals
Suppose a car travels at speed for a time interval . Then at speed for another equal time interval . What is its average speed?
First, we find the distance covered in each interval: and . The total distance is , and the total time is . Substituting these into the definition of average speed:
Thus, when the time intervals are equal, the average speed is simply the arithmetic mean of the individual speeds.
Example: A car travels at for and then at for the next . The average speed is .
Case 2: Motion in Unequal Time Intervals
If the time intervals are not equal, say, traveling at speed for time and speed for time , the average speed is the weighted average:
Average speed is always total distance over total time. The distance contributed by each speed is that speed multiplied by how long it was held. So each speed is weighted by the time spent at it, not by the distance covered, hold a speed twice as long and it counts twice.
Example: A train travels at for and then at for . The average speed is:
Case 3: Motion for Equal Distances
Suppose a runner covers a distance with speed , and then covers an equal distance with speed . What is the average speed?
Here, the time taken for each part of the journey is different: and . The total time is , and the total distance is . Thus:
In this case, where the distances are equal, the average speed is the harmonic mean of the individual speeds. Note that the average speed is always closer to the slower speed because the object spends more time traveling at the slower speed.
Example: A person walks at and then another at . The average speed is:
Case 4: Motion for Unequal Distances
If a particle travels distance at speed and distance at speed , the average speed is:
Example: A plane flies at and then at . The average speed is:
Why the two averages differ
Example: the same two speeds, two different journeys
A car covers the first half of a journey at and the second half at .
(a) If the two halves take equal times, what is the average speed?
(b) If instead the two halves are equal distances, what is the average speed?
The answers are not the same. The reason they differ is the important lesson.
Show the solution
(a) Equal times. In each interval the car covers and :
the arithmetic mean.
(b) Equal distances. Each half is , so the times are and :
the harmonic mean.
Why (b) is smaller. Follow the clock rather than the distance. Covering the same stretch of road at half the speed takes twice as long. Consequently, the slow half of the journey lasts twice as long as the fast half. Out of every three hours on the road, two are spent at and only one at . The average is dragged towards whichever speed you spend longer at. Here that is the slow one.
This is worth remembering as a habit: average speed always follows the time, never the distance. In part (a) the two speeds were held for equal times, so neither was favoured and the answer was the halfway value.
You drive to a town at and return along the same road at . What is your average speed for the round trip?
03Displacement and Velocity
Displacement
Displacement, unlike distance, is a vector quantity. It measures the change in position of an object, considering both the magnitude and the direction of that change. It depends solely on the initial and final positions of the object, completely ignoring the path taken in between.
This is the figure from the previous section, asked a different question. Then we were adding up the trail; now we care only about the purple arrow. Notice two things about it. It has a direction, it points somewhere, and quoting its length alone would throw that away. And it is completely indifferent to the route: any other path from A to the same point would produce the identical arrow.
In one dimension, displacement can be represented by positive and negative values along a straight coordinate axis (e.g. the x-axis). A positive displacement indicates movement in the positive x-direction, while a negative displacement indicates movement in the negative x-direction.
Example: A person walks 10 m East (positive x-direction) and then 3 m West (negative x-direction). The total distance traveled is 10 m + 3 m = 13 m. However, their net displacement is +10 m - 3 m = +7 m (which means 7 m East).
True or False: Displacement can be zero even if distance is non-zero.
Average Velocity
Average velocity is defined as the net displacement covered by a particle in a given time interval divided by the duration of that time interval:
1D Motion Example
Consider a particle that starts at , moves to in 2 seconds. Then turns back to reach at the end of another 3 seconds. Let us find its average velocity for the entire 5-second journey:
- Displacement during the first part (0 to 2s) =
- Displacement during the second part (2s to 5s) =
- Total net displacement (0 to 5s) =
- Average velocity (0 to 5s) =
Watch the two panels while it runs. Up to the turning point they agree exactly, out and back is still just out, so distance and displacement are the same number. The instant the particle turns, the path length carries on growing while the displacement starts shrinking, and the two averages separate for good. At the end the journey is of travelling that leaves you from where you began: an average speed of and an average velocity of .
2D Motion Example
A particle moves in the -plane. At time , its position vector is m. At time , its position is m. Let us calculate its average velocity vector:
First, we find the displacement vector :
Next, we divide by the time interval to find the average velocity vector:
The magnitude of this average velocity is:
3D Motion Example
A drone is spotted at . Two seconds later it is at . Find its average velocity over that interval.
Nothing is said about the route it took, and nothing needs to be. The displacement is the difference of the two position vectors:
Its magnitude is , the drone finished from where it started, in a straight line.
Dividing by the elapsed time gives the average velocity:
with magnitude . Notice the minus sign on : the drone finished lower than it started. Consequently, the vertical component of its average velocity points downwards.
Whatever route the drone flies between the two points, its displacement is the one straight arrow joining them. Drag the scene to turn it and see the same arrow from any direction.
Drag the picture to turn it. A flat drawing of a three-dimensional situation always leaves the same doubt, is that arrow really straight, or does it only look straight from this one angle? Turning it settles the question: the purple arrow stays a single straight segment from every viewpoint, while the dashed route bends differently as you go round.
The dashed curve is a route the drone might have taken; there are infinitely many others. Every single one of them gives the same . Therefore the same average velocity, because average velocity asks only where you started and where you finished. That is exactly what makes it cheap to compute and, on its own, a poor description of a journey.
Is it possible to have zero average velocity when an object has moved a non-zero distance?
Speed vs Velocity
While speed and velocity are related, they are fundamentally different:
- Speed is a scalar (magnitude only) and is based on distance.
- Velocity is a vector (magnitude and direction) and is based on displacement.
This means:
- Average speed can never be negative, as it is calculated from the total distance traveled.
- Average velocity can be positive, negative, or zero, reflecting the direction of displacement.
- For the same motion, the average speed and the magnitude of the average velocity may differ if the path is not a straight line in one direction.
True or False: Average speed is always equal to the magnitude of average velocity.
Key Differences Summarized
| Distance | Displacement |
|---|---|
| Scalar quantity (magnitude only) | Vector quantity (magnitude and direction) |
| Always positive or zero | Can be positive, negative, or zero |
| Depends on the entire path taken | Depends only on the initial and final positions |
| Cannot be zero if motion has occurred | Can be zero even if motion has occurred (e.g. a round trip) |
| Speed | Velocity |
|---|---|
| Scalar quantity | Vector quantity |
| Always positive or zero | Can be positive, negative, or zero |
| Based on distance (distance/time) | Based on displacement (displacement/time) |
Over one full lap of a circular track a runner's average speed is . What is her average velocity for that lap?
04Instantaneous Speed and Velocity
The Idea of 'Instantaneous'
Instantaneous speed represents how fast an object is moving at a specific instant in time. It is obtained from average speed by shrinking the time interval until it becomes extremely small. This allows us to measure the rate of change of position at an exact moment.
Consider a particle moving according to the equation , where is the position in meters and is the time in seconds. To better understand this motion, the following table illustrates the particle's position at specific times:
| Time () [s] | Position () [m] |
|---|---|
| 0 | 0 |
| 1 | 1 |
| 2 | 4 |
| 3 | 9 |
| 4 | 16 |
| 5 | 25 |
From the table, we can see the particle is speeding up. Let us compare average velocities over different intervals, each one is :
Average velocity from to :
Average velocity from to :
Is the average speed from t=2 to t=5 greater than the average speed from t=0 to t=4?
Shrinking the interval
We want the speed at the single instant . The average-speed formula cannot be asked that question directly, because it needs an interval to divide by. An instant has no duration, the formula would read .
So do the next best thing. Take a short interval that starts at , work out the average speed over it, and then make it shorter. Call the length of that interval , so the interval runs from to .
| interval | average speed | |
|---|---|---|
The answers are closing in on . Each added row gives a more precise answer. We could continue adding rows, but notice what the table can never do. Every row still has a real, non-zero in it. Consequently, every row is still an average over a stretch of time, not a speed at an instant. Adding rows gets us closer and never gets us there.
What we need is a way of doing every row at once.
Doing every row at once
Rather than choosing a number for , keep it as a symbol and see what comes out. With , the average speed from to is
One line has replaced the whole table. Put and it gives ; put and it gives ; put and it gives . Every row we computed, and every row we did not, is contained in .
Note the last step. We cancelled an from the top and the bottom. Cancelling means dividing both by , and that is legal for every value of except one.
We want the speed at exactly . What should we substitute for in to get that?
Newton's way out: tending to zero
Newton resolved this difficulty, and the idea he introduced is the one still used today. We do not set to zero. We let tend to zero, written . The phrase is doing two jobs at once:
- is never zero, so dividing by it, and cancelling it, is legal at every stage of the argument;
- becomes smaller than any number you can name, so once the cancelling is done, adding to can no longer change the answer to anything distinguishable from .
Both halves are needed, and they act in that order: non-zero while we divide, negligible once we have divided. Written out, the speed at is
and the same argument at a general time gives . At that is , in agreement with the table.
The same limit, drawn
Everything above happens on the position-time graph of as well. It is worth seeing, because it turns the limit from a piece of algebra into a picture you can hold on to.
Mark at . For each , mark at and join them. The straight line is a chord. Its slope, rise over run, is exactly the average speed we tabulated: .
The four buttons are the four rows of the table. Watch what the chord does as you step through them: slides back towards and the line turns, and it turns less and less. Then press the last button and let run.
The chord does not stop being a chord and suddenly become the tangent at some particular tiny , there is no such . It approaches the tangent, exactly as approaches . The tangent is not an approximation to the chords; it is what the chords are approaching. Its slope, , is the instantaneous speed at .
Instantaneous Velocity and the Derivative
This process leads to the formal definition of instantaneous velocity. Mathematically, if represents the position of an object at time , the instantaneous velocity is defined as the limit of the average velocity as the time interval approaches zero:
The instantaneous speed is the magnitude of this, ; for the motion in this example ( with ) the particle never reverses, so the two are the same number here.
This formula introduces the concept of differentiation, represented by . This means "the rate of change of position () with respect to time ()."
For , we found that at any time , the instantaneous velocity is . This is the derivative of :
Basic Differentiation Formulas
| Function, | Derivative, |
|---|---|
| Constant (e.g. 5) | 0 |
One tangent per instant
There was nothing special about . The same argument runs at any time . It gives a tangent at every point of the curve, so the slope is not one number, it is a function of time. That is what is saying.
The upper panel is the motion; the lower panel is its slope, plotted against the same time axis. As the point slides, the tangent tips further and further over, and the value it is tipping at is drawn directly below it. What comes out is a straight line through the origin with gradient .
So the two panels are the same motion described twice: the curve says where. The line below says how fast. Differentiating is the operation that takes you from the top panel to the bottom one. It is worth noticing that a curve becomes a straight line, which is why the velocity graph of uniformly accelerated motion is always straight.
True or False: When differentiating a term , the exponent in the result is .
Application Examples
Example 1:
Here, . To find , we differentiate with respect to :
- At ,
- At ,
Example 2:
For this linear motion, . Differentiating:
The instantaneous speed is constant and equals .
Example 3:
For this quadratic motion, . Differentiating:
- At ,
- At ,
Instantaneous Velocity
Instantaneous velocity, similar to instantaneous speed, is the velocity at a specific moment. It is the rate of change of displacement with respect to time, calculated using differentiation:
The difference is that instantaneous velocity is a vector quantity. Consequently, it includes direction (positive or negative in one dimension), whereas instantaneous speed is the magnitude of the velocity and is always positive.
Example:
Differentiating x(t) with respect to time gives the instantaneous velocity:
- At s, m/s (moving in negative direction)
- At s, m/s (momentarily at rest)
- At s, m/s (moving in positive direction)
A particle moves along a line with . At , what are its instantaneous velocity and its instantaneous speed?
05Acceleration
What is Acceleration?
Acceleration is the rate of change of velocity with respect to time. It is a vector quantity, meaning it has both magnitude and direction.
Average Acceleration
Average acceleration is the change in velocity in a given time interval divided by the time interval over which the change occurs:
where and are the initial and final velocities at times and respectively.
Example 1: If a car's velocity changes from to in , then its average acceleration is:
Example 2: If the velocity changes from to in 2 seconds, then:
The negative sign signifies that the acceleration is in the opposite direction to the initial velocity.
What acceleration actually looks like
Two carts set off together. Both cover and both take , so their average velocities are identical, each. Everything that distinguishes them is inside the journey.
Watch the arrows first. The upper arrow is the same length in every frame: the velocity is not changing, so the acceleration is zero. The lower arrow gets longer the whole way, that lengthening is the acceleration. Nothing else in the picture is.
Now watch the marks, which stay on screen when you pause. Each is dropped half a second after the last. Consequently, the gap between two marks is the distance covered in that half second, which is the speed. Evenly spaced marks mean an unchanging speed. Marks that spread out mean a speed that is climbing. Marks that bunch up would mean one that is falling.
Remember this idea, because the rest of the chapter is built on it: acceleration is not about how fast you are going, it is about how fast that is changing. The lower cart starts slower than the upper one and finishes faster, and it is the only one of the two that is accelerating.
True or False: Acceleration measures the rate of change of position.
Instantaneous Acceleration
Instantaneous acceleration is the acceleration at a specific instant in time. It is the limit of the average acceleration as the time interval approaches zero. Just as instantaneous velocity is the derivative of position with respect to time, instantaneous acceleration is the derivative of velocity with respect to time:
Since velocity is the derivative of position (), acceleration can also be expressed as the second derivative of position with respect to time:
Example: If the velocity in m/s of a particle depends on time in seconds given by , its instantaneous acceleration is:
- At s,
- At s,
Understanding Signs of Acceleration
The sign of acceleration tells us about the nature of motion:
- Positive acceleration (+a): Velocity is increasing in the positive direction, or decreasing in the negative direction
- Negative acceleration (-a): Velocity is decreasing in the positive direction, or increasing in the negative direction
Important: Negative acceleration does not always mean "slowing down". It depends on the direction of velocity:
- If and : Object is slowing down
- If and : Object is speeding up (in negative direction)
- If and : Object is speeding up (in positive direction)
- If and : Object is slowing down
Concept Check: a car has a negative acceleration. Is it slowing down? Decide before you read on, most people answer this one too quickly.
Think about the answer first, then use the interactive controls to verify.
The rule that survives all four cases is not about the sign of at all. It is: the body speeds up when and point the same way, and slows down when they point opposite ways. Equivalently, the speed increases whenever the product is positive.
The word 'deceleration' is therefore ambiguous. A car reversing and speeding up has negative velocity and negative acceleration, it is accelerating in the everyday sense, while its acceleration is negative in the physics sense.
A case where both are negative
Example: both negative
A particle starts with and has a constant acceleration .
Find its velocity at , and . Say in each case whether it is speeding up or slowing down.
Show the solution
Use .
| [s] | [m/s] | speed [m/s] | speeding up or slowing down? |
|---|---|---|---|
| 0 | 4 | , | |
| 1 | 6 | speeding up | |
| 2 | 8 | speeding up | |
| 4 | 12 | speeding up |
The velocity is falling and the speed is rising. Those are not in conflict. The velocity is getting smaller in the ordinary sense of smaller numbers, because it is becoming more negative. The speed, how fast the particle is actually going, with the sign thrown away, is climbing steadily.
Why the rule gets it right. Here is negative and is negative, so they point the same way. The product is positive at every instant. The particle speeds up throughout, even though its acceleration is negative from start to finish. Anybody who reads "negative acceleration" as "slowing down" gets this one exactly backwards.
What would slow it down? A positive acceleration. If were the velocity would run : the speed would fall to zero at . Only then start rising again, this time in the other direction.
A lift is moving downwards and its acceleration points downwards too. What is happening to it?
More Examples of Acceleration
Example 1:
First, find the velocity function by differentiating the position function:
Then, find the acceleration function by differentiating the velocity function:
In this case, the acceleration is not constant; it increases with time.
Example 2:
Velocity function:
Acceleration function:
The acceleration is constant at .
Example 3: (General equation for constant acceleration)
Velocity function:
Acceleration function:
As expected, the acceleration is the constant .
A car is reversing out of a driveway, and its speedometer reading is increasing. Taking forward as positive, what are the signs of and ?
At the highest point of its flight, a ball thrown straight up has . What is its acceleration there?
06Equations of Motion
Uniformly Accelerated Motion
Uniformly accelerated motion means that the acceleration of an object remains constant over time. It does not change in magnitude or direction. In such cases, we can use a set of equations to describe the motion. These are known as the equations of motion.
Important Note: These equations are valid only for uniformly accelerated motion.
First Equation of Motion:
If acceleration is constant, the change in velocity over a time interval is simply . If the initial velocity is at time and the final velocity after time is , then .
Examples
Example 1: A car starts from rest () and accelerates at for . Its final velocity is:
Example 2: A train moving at decelerates at for . Its final velocity is:
A ball is thrown upward with initial velocity 15 m/s. If acceleration due to gravity is -10 m/s², what is the velocity after 2 seconds?
Concept Check: a body starts at and accelerates uniformly for a time . You know the area under a velocity-time graph is the displacement. What shape is that area here? What are its parts?
Think about the answer first, then use the interactive controls to verify.
Read it as a story rather than an identity. If the acceleration were switched off you would coast at and cover , the rectangle. The acceleration adds extra speed that grows steadily from to , and the area of that growth is the triangle . Add them and you have , which is now something you can reconstruct from a picture rather than recall from a list.
Second Equation of Motion:
For uniformly accelerated motion, the average velocity is given by:
The displacement is the average velocity multiplied by the time :
Substituting from the first equation:
Examples
Example 1: A car initially at rest accelerates at for . The distance it travels is:
Example 2: A stone is dropped from a cliff and hits the ground below after . Assuming , the height of the cliff is:
Third Equation of Motion:
From the first equation, we can express time as . Substituting this into the equation :
Examples
Example 1: A car moving at brakes with a constant deceleration of . How far does it travel before stopping?
Example 2: A ball is dropped from a height of . What is its speed just before hitting the ground? (Take )
Summary of Equations for Uniformly Accelerated Motion
| Equation | When to Use |
|---|---|
| When displacement () is not given or required. | |
| When final velocity () is not given or required. | |
| When time () is not given or required. |
Which equation would you use to find the distance traveled by a car if you know initial velocity, final velocity, and acceleration, but NOT time?
Where these equations stop working
Example: a tempting wrong answer, worked through
A ball is dropped from rest and falls for . A student writes:
"Average velocity , so ."
A second student objects: "That formula is only for uniform acceleration. A real falling ball has air resistance, so it is wrong."
Who is right, and what exactly is the status of the ?
Show the solution
The first student's arithmetic is right, and their method is right, for the model they are using. With and , we get , and for constant acceleration the average velocity really is . Check against the second equation: . The two agree, as they must.
The second student is right about something different. The is the answer for an idealised free fall with no air resistance. With drag the acceleration is not constant, it decreases as the ball speeds up. Consequently, no longer gives the average velocity and the real distance is less than .
The lesson. The equations were not misapplied; the model was chosen. Every time you use these three equations you are asserting that the acceleration is constant over the whole interval. That assertion is the thing to check first. It is a physical claim, not an algebraic one.
Check it at the edges. Set in all three equations and see what survives. The first collapses to , the second to , and the third to . All three correctly reduce to constant-velocity motion, which is a quick way to catch a misremembered sign or a stray factor of two.
Two cars start from rest at the same moment. Car A accelerates at , car B at . After the same time , how do their displacements compare?
07Fundamentals of graphs
Graphs are powerful tools for visualizing data and understanding relationships between variables. They are used in various fields, not just physics. For instance, a cricket match score graph shows how the runs scored change over time. A stock market graph tracks changes in stock prices.
Graphs can show increasing trends, decreasing trends, or no trend at all. An increasing trend means the y-axis variable increases as the x-axis variable increases. A decreasing trend means the y-axis variable decreases as the x-axis variable increases. The slope of the graph represents this trend quantitatively.
Slope of a graphThe slope of a graph quantifies how steep the graph is. For a straight-line graph, the slope is constant. A steeper line has a higher magnitude of slope (it could be positive or negative), indicating a faster rate of change. A flatter line has a lower slope magnitude, showing a slower rate of change.
Imagine a graph of temperature throughout the day. From morning to noon, the temperature typically increases. This would be represented by an upward-sloping line on the graph, indicating a positive slope as shown:
The positive slope tells us that as time increases (moves to the right on the x-axis), the temperature also increases (moves up on the y-axis). As time progresses from noon to evening, the temperature generally decreases, resulting in a downward-sloping line with a negative slope. Here, as time increases, the temperature decreases.
For curves, every point may have different slope, in that case we draw tangent at desired point to find the slope at that point.
If we draw a line connecting two points A and B on a curved position-time graph, this line is called a secant. Its slope gives the average velocity between those two times.
In the above graph, the value of is known as slope of line . Its slope is given as:
Thus, slope of the secant represents nothing but the average velocity in the time interval of .
As the time interval between points A and B gets smaller and smaller (the points get closer),
- the secant line AB approaches the tangent to the curve at point B
- the average velocity between AB approaches the instantaneous velocity at point B
This is shown in the animated graph below:
Press let h → 0 on the figure above and watch the secant roll onto the tangent at . It never arrives at some particular small interval, it approaches the tangent. The average velocity approaches the instantaneous one at the same rate.
Thus, we conclude that:
The slope of a tangent drawn at a point in position time graph, represents the instantaneous velocity of associated particle at that time.
This relation of slope can be extended to any graph in general. For example, the slope of a tangent drawn at a point in velocity time graph, represents the instantaneous acceleration of associated particle at that time. In general,
The slope of a tangent drawn at a point in any general graph, represents the rate of change of quantity on -axis with respect to -axis.
Area of a graphLet us consider a velocity-time graph where a particle's velocity changes in steps:
The particle has a constant velocity of for , then for the next , and finally for the next . The total displacement can be calculated by summing the displacements during each interval:
Press the buttons on the figure above and read the running total; the arithmetic underneath is the same sum written out.
The total displacement becomes . Notice that each term in the sum is the area of a rectangular section under the velocity-time graph. This leads to a general principle:
The total displacement is the area under the velocity-time graph
If the velocity changes continuously (not in steps), we can still apply this principle. We divide the time into very small intervals . Over each small interval, we assume the velocity remains essentially constant. The displacement during each interval is approximately (the area of a very thin rectangle). Summing up these small displacements (or areas) gives an approximation of the total displacement.
As becomes infinitesimally small, this sum approaches the exact area under the curve, which is the precise displacement. This is shown in animated graph below:
Real velocities do not change in steps, so cover the area with rectangles instead and make them narrower. Each button halves their width:
Three rectangles give against a true ; by forty-eight the two agree to the last digit shown. The rectangles are never right and the limit always is, the same move as the tangent, one dimension over.
This process of summing infinitesimally small areas is known as integration in calculus. For finite size of the time intervals, the displacement will be:
But if each time interval becomes infinitesimally small, we write the same summation in terms of integration as:
Thus,
For any general graph of vs. , the area below the curve is represented by the integration:
Two position-time graphs are straight lines. Line A rises steeply; line B is nearly flat. What does that tell you?
A velocity-time graph for a body dips below the time axis for part of the motion. What does the area of that dip represent?
08Standard graphs for motion
Before we proceed into some standard graphs generally used to understand motion of an object, let us summarise the two direct pieces of information a graph gives:
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The slope of graph represents rate of change of quantity on -axis relative to the quantity on -axis. This rate of change is simply the differentiation of quantity on -axis with respect to the quantity on -axis
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The area under the curve is built from thin strips. Each strip contributes (height) (width). On a velocity-time graph a strip is (velocity) (time), which is a distance, not a velocity. So the area does not give you the quantity on the -axis: it gives the change in the quantity whose rate of change is plotted on the -axis. Mathematically, this is the integral of with respect to .
Using the concepts discussed so far, the following graphical relations between displacement , velocity and the acceleration vs. time become obvious:
Two things about that pair of moves are worth committing to memory, because they are what most graph questions are quietly testing. Going up the chain by taking an area gives you the change in a quantity, not the quantity itself, you still need a starting value before an area becomes an answer. And area below the axis counts as negative, which is precisely how a displacement can shrink while the distance travelled keeps growing.
Velocity-time graphs are particularly useful because they provide multiple pieces of information about an object's motion. The slope of the graph gives the instantaneous acceleration (), and the area under the curve gives the displacement. Now, for different types of motion performed by an object the examples of graphs are listed as follows:
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Case 1: Constant Velocity
In this case, the slope of velocity time graph is zero, indicating zero acceleration. The displacement increases linearly with time.
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Case 2: Increasing Velocity (Constant Acceleration)
The slope of velocity time graph is positive and constant, indicating constant positive acceleration. The displacement increases with time at an increasing rate (curved graph).
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Case 3: Decreasing Velocity (Constant Deceleration)
The slope of velocity time graph is negative and constant, representing constant negative acceleration (deceleration). The displacement initially increases but at a decreasing rate, eventually reaching a maximum and potentially starting to decrease if the velocity becomes negative.
You are given an acceleration-time graph and asked for the velocity at . What is the minimum you need?
09Graph conversions: Velocity to Acceleration
Here are a set of velocity time graphs to be converted into acceleration time graphs. Observe the given velocity time graph and correctly plot the acceleration time graph given next to it.
10Graph Conversions: Acceleration to Velocity
Here are a set of acceleration time graphs to be converted into velocity time graphs. Observe the given acceleration time graph and correctly plot the velocity time graph given next to it. The initial velocity in each case, is given within graph itself.
11Continuously Changing Slopes
In the real world, motion is rarely limited to constant or stepwise slopes (like straight lines). Most motions involve curves, where the slope changes continuously. Understanding these curves is critical for analyzing the dynamics of motion.
A continuously changing slope indicates a variable rate of change. In a position-time graph, this means the velocity is not constant, suggesting acceleration or deceleration. Similarly, in a velocity-time graph, a changing slope indicates non-uniform acceleration.
Understanding Linearly Changing Slopes
One special case of continuously changing slopes is when the slope itself changes at a constant rate. In a position-time graph, this would create a parabolic curve, such as . The corresponding slope (velocity) increases linearly, forming a straight line in the slope-time graph.
In the above graph, the slope (velocity) changes linearly over time. For instance:
- The slope is negative at , indicating backward motion.
- The slope becomes zero at , indicating the object is momentarily at rest.
- The slope increases positively after , reflecting forward motion with increasing speed.
Further Examples of Continuously Changing Slopes
To convert an acceleration-time (-) graph into a velocity-time (-) graph, we must carefully analyze how acceleration changes over time and reflect those changes in the velocity. The following examples illustrate this conversion process. Each example presents an acceleration-time graph paired with its corresponding velocity-time graph. Detailed explanations accompany each pair, highlighting how the variations in acceleration translate to specific changes in velocity. For simplicity, the initial velocity in all examples is assumed to be zero, unless otherwise mentioned. Pay close attention to how the slope and shape of the acceleration-time graph determine the shape and values of the velocity-time graph. This analysis forms the foundation for understanding more complex motion scenarios.
Example 1: Acceleration linearly increases onlyExplanation
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From s to s:
The acceleration is linearly increasing. So, velocity should increase parabolically.
Example 2: Acceleration linearly decreases only
Explanation
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From s to s:
The acceleration is linearly decreasing. So, velocity should increase but with decreasing slope.
Example 3: Acceleration first increases, then becomes constant
Explanation
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From s to s:
The acceleration is linearly increasing. So, velocity should increase parabolically.
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From s to s:
The acceleration remains constant at . So, velocity should increase linearly.
Since velocity at s is , the velocity would be . At s, would be 20m/s, which is consistent with the graph shown.
Example 4: Acceleration first remains constant then decreases
Explanation
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From s to s:
The acceleration remains constant at . So, velocity should increase linearly.
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From s to s:
The acceleration is linearly decreasing. So, velocity should increase but with decreasing slope.
Since velocity at s is (obtained in previous time interval) and we are getting here, thus to maintain contineuity we take
Thus, . At s, would be 15m/s, which is consistent with the graph shown.
Example 5: Acceleration first increases, then becomes constant, then decreases
Explanation
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From s to s:
The acceleration is linearly increasing. So, velocity should increase parabolically.
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From s to s:
The acceleration remains constant at . So, velocity should increase linearly.
Since velocity at s is , the velocity would be , so at s the velocity is .
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From s to s:
The acceleration is linearly decreasing. So, velocity should increase but with decreasing slope.
Since velocity at s is (obtained in previous time interval) and we are getting here, thus to maintain contineuity we take
Thus, . At s, would be 19m/s, which is exactly what the graph shows.
Example 6: Acceleration first decreases, then becomes constant, then increases
Explanation
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From s to s:
The acceleration is linearly decreasing. So, velocity should increase with reducing slope.
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From s to s:
The acceleration remains constant at . So, velocity should also remain constant.
Since velocity at s is , the velocity would be .
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From s to s:
The acceleration is linearly increasing. So, velocity should also increase with increasing slope.
Since velocity at s is (obtained in previous time interval) and we are getting here, thus to maintain contineuity we take
Thus, . At s, would be 13m/s, which is same as shown in graph.
A position-time graph slopes downward and is getting steeper as time goes on. What is happening?
12Miscellaneous Graphs
In addition to the standard position-time, velocity-time, and acceleration-time graphs, we encounter other types of graphs in physics, such as velocity vs. position or acceleration vs. velocity. These graphs often require converting the graphical relationship into an equation. This we can then solve to obtain information about the motion or plot other relevant graphs.
Consider an example of following velocity-position graph where velocity decreases linearly with displacement:
Let us convert this to an equation. The graph shows .
We also know that .
Thus .
This is a first order differential equation which can be solved easily using 'separation of variables' method. It should be noted that at this point, this method may appear new for some students. If needed they may skip this for now.
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Let us say at , (particle is at origin initially). Then .
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Now, we can easily make a position vs time graph by using this equation. By plugging in values of we can determine value of .
These steps of solving differential equations and working with exponential functions, may appear unfamiliar at this stage. However, these concepts will be explored in greater depth in the upcoming calculus chapters. The current objective is to establish a conceptual understanding of the process: translating a graphical relationship into a mathematical equation, manipulating that equation. Subsequently utilizing it to derive further information or to construct alternative graphical representations. As students progress through the text and acquire a stronger foundation in calculus, these techniques will become increasingly clear and accessible.
Three more worth knowing
Once time comes off the axes, the two habits you have built, slope and area, still work, but they mean different things. Each of the three graphs below has one reading that turns it into an answer. Step through them.
1. against . A falling body meeting air resistance is slowed less and less as it speeds up. Where the line crosses the velocity has stopped changing. Consequently, that intercept is the terminal speed, you can read it straight off without solving anything.
2. against . Rearranging shows that plotting rather than turns uniformly accelerated motion into a straight line, with intercept and slope . The slope triangle gives , so . A curve here would mean the acceleration is not constant.
3. against . This is the one that surprises people. Since , rearranging gives , so
and the area under a - graph is the time taken. The shaded region above is , extracted from a graph that never mentions time. This is the standard way to get a time out of a problem stated entirely in terms of speed and position.
The habit to take away. Before reading anything off an unfamiliar graph, write down what one small step along the horizontal axis multiplied by the height would give you. That product is what the area means. Do the same for rise over run and you have what the slope means. Every rule above is that question, asked twice.
On a velocity-position graph, is the slope equal to the acceleration?
13Free Fall Motion
Introduction to Free Fall
Free fall is defined as the motion of an object solely under the influence of gravity. This is an idealized scenario where other forces, such as air resistance, are considered negligible.
If the only force acting on a body is the gravitational force, then the body is said to be in free fall.
Near the Earth's surface, gravity imparts a constant downward acceleration to all objects, denoted by . The value of is approximately , often rounded to for simpler calculations. A fundamental principle of free fall is that this acceleration is the same for all objects, regardless of their mass.
Press play and watch two things at once. The marks are dropped every fifth of a second. Consequently, the gap between two marks is the distance covered in that fifth of a second, in other words, the speed. They start almost on top of each other and spread out steadily: that spreading is . And the two columns of marks are identical, which is the claim that the acceleration does not care about mass.
Then press with air. The light ball stops gaining speed, settles at a terminal speed and lands late, and its marks stop spreading and become evenly spaced. That is not free fall, and comparing the two is the quickest way to see what the idealisation is actually throwing away.
True or False: In a vacuum, a feather and a bowling ball will fall with different accelerations.
Equations of Motion for Free Fall
Since free fall is motion with constant acceleration (), the standard equations of motion apply. To account for direction, we must adopt a consistent sign convention.
Convention Used Here: Upwards is the positive (+) direction. Downwards is the negative (-) direction.
With this convention, the acceleration due to gravity is always , as it acts downwards. The equations of motion become:
Where:
- is the initial velocity (+ if upward, - if downward).
- is the final velocity.
- is the displacement from the starting point.
- is the time elapsed.
With the convention 'upwards as positive', a displacement of 5 meters upward is represented as:
Graphical Analysis of Free Fall
Particle Dropped from Rest
When an object is dropped from rest, its initial velocity is zero (). Its velocity increases uniformly in the downward direction.
The Velocity-Time (v-t) graph is a straight line with a constant negative slope (). The Displacement-Time (s-t) graph is a parabola opening downwards, showing that the displacement becomes increasingly negative over time.
Particle Projected Upwards
When an object is projected upwards, its initial velocity is positive. It slows down, momentarily stops at its maximum height (where ). Then falls back down with increasing negative velocity.
The v-t graph is a straight line with a constant negative slope that starts at a positive velocity, crosses the time axis (at maximum height), and continues into the negative velocity region. The s-t graph is a parabola opening downwards that reaches a peak (maximum height) before descending.
Up and down are the same journey
Throw the ball upwards instead of dropping it and nothing about the physics changes: is still downwards, all the way through, including at the moment the ball is momentarily at rest at the top.
Watch the two arrows. The blue one, the velocity, shrinks on the way up, vanishes at the top, and grows again pointing the other way. The green one, the acceleration, is the same length and the same direction in every single frame. At the highest point but , not zero, and that is the single most common slip in this topic.
Now watch the dashed heights. The ball crosses each of them twice, and the speed label beside it is right both times. That is the symmetry: the trip down is the trip up run backwards, so the rise takes as long as the fall. The ball returns to your hand at exactly the speed it left it.
Examples of Free Fall
Example 1: Dropping an object from rest
A ball is dropped from rest from a tower of height 20 m. Determine: (a) the time taken to reach the ground. (b) the velocity upon impact.
Solution: Using and our sign convention:
- Initial velocity,
- Displacement,
- Acceleration,
(a) Time to reach ground: Using :
(b) Velocity at impact: Using :
The negative sign indicates a downward velocity.
The live readout is the algebra happening. Pause it anywhere and check a row against : at the ball has fallen , not half the tower, most of the drop happens in the second half of the fall. This is what the spreading marks are telling you.
Example 2: Throwing an object upwards
A ball is projected vertically upwards from the ground with an initial velocity of 20 m/s. Determine: (a) the maximum height, (b) the time to reach maximum height. (c) the total time of flight.
Solution:
- Initial velocity,
- Acceleration,
(a) At maximum height, . Using :
(b) Time to reach max height: Using :
(c) Total time of flight is twice the time to reach max height due to symmetry: .
The marks are the answer to (c) without any algebra: they mirror about the highest point. Consequently, the fall must take as long as the rise. And notice how bunched they are near the top, the ball spends about half its flight in the top quarter of its climb. This is why a thrown ball seems to hang there.
Example 3: Throwing an object upwards from a height
A ball is thrown upwards from a 35 m high building with an initial velocity of 30 m/s. Find the total time of flight.
Solution:
- Initial velocity,
- Displacement, (final position is 35 m below the start)
- Acceleration,
Using :
The positive solution is .
Two things are worth watching. The marks above the roof are symmetric about the highest point, the ball passes every height on the way down at the same speed it passed it on the way up, so it is back level with the roof at doing downwards. Only the last second is new ground.
And the rejected root is not meaningless: it is where the same parabola would have left the ground had nobody been holding the ball. The algebra does not know the throw started on a roof; you do.
True or False: In free fall, the time taken to go up to maximum height equals the time taken to fall back down.
Standard Results for Free Fall
Memorizing these standard results can significantly speed up problem-solving.
1. Maximum Height (Object Thrown Upwards)
For an object projected upwards with initial velocity , the maximum height it reaches is:
Where it comes from. Ask what is special about the highest point: it is the instant the object stops going up, so there. That single fact is enough. Take the equation that connects velocity to distance without mentioning time,
and put and :
Notice is squared: throw something twice as fast and it goes four times as high, not twice.
2. Time of Flight (Object Thrown Upwards from Ground)
The total time for an object projected upwards with initial velocity to return to its starting height is:
Where it comes from. The quickest route is to do the rise and trust the symmetry. Going up, the velocity falls from to at a steady per second, so the rise takes . Coming down is the same journey run backwards, so it takes exactly as long again. .
The same answer the long way. Over the whole flight the object ends where it began, so its displacement is zero, not its distance, its displacement. Put into :
which is satisfied by , the moment of launch, and by , the moment it lands. Two roots, and both are real instants; you just have to know which one the question is asking about.
3. Ratio of Displacements in Successive Time Intervals
For an object dropped from rest, the ratio of the distances covered in successive equal time intervals is the ratio of odd numbers:
Where it comes from. From rest the total distance after time is , so after 1, 2 and 3 intervals the totals are in the ratio .
But the question asks how far it falls during each interval. That is the difference between one total and the one before it:
The gaps between consecutive square numbers are exactly the odd numbers. That is the whole result, there is no physics in the last step, only arithmetic.
The same thing, as areas. Draw the velocity-time graph. Released from rest, is a straight line through the origin. The distance covered in any interval is the area under it for that interval. Cut the area into equal time strips:
The first strip is a triangle of area . The next is a trapezium of the same width but starting higher. It comes out at exactly , the one after at , the one after that at . Each strip is one taller than the last, because the line climbs by the same amount every interval. Constant acceleration is what makes the increments constant. Constant increments starting from 1 is exactly the odd numbers.
Add them up as you go and you get , the squares again, which is the we started from. The two arguments are the same picture read two ways: the strips are the differences, the totals are the areas.
Why it mattered historically. This is Galileo's odd-number rule. He could not measure speed directly, but he could mark how far a ball rolled in successive beats. Finding 1 : 3 : 5 : 7 is what told him the acceleration was constant. A different pattern would have meant a different physics.
4. Time to Meet for Two Particles
If particle A is dropped from rest from a height and particle B is simultaneously projected upwards from the ground with velocity , they meet at time:
Where it comes from. Why is missing. Write both positions from the ground, taking upwards as positive:
They meet when . Both expressions carry the identical term . Consequently, it cancels the moment you set them equal:
The one-line version. Gravity pulls on both particles equally, so it makes no difference to the gap between them. Ignore it entirely: A is standing still, B is coming up at , and the between them closes at a steady . They meet after .
That is why does not appear in the answer. It is a preview of relative motion: when the same acceleration acts on two bodies, it cancels out of everything you ask about their separation.
The four results in use
One short problem for each result. Try each before opening it; the last one shows where a standard result stops being enough.
Example 4: Maximum height (uses result 1)
A stone is thrown straight up from the ground at . (a) How high does it rise? (b) How fast would it have to be thrown to rise four times as high?
Solution: With ,
(b) grows as . Consequently, four times the height needs only twice the speed: . Check: , which is .
Example 5: Distance in the third second (uses result 3)
A ball is released from rest and falls during the first second. How far does it fall during the third second?
Solution: Successive equal intervals give distances in the ratio . Consequently, the third second gives .
The long way agrees. After 2 s it has fallen ; after 3 s, . The difference is .
Example 6: Two stones meeting (uses result 4)
A stone is dropped from rest from a height of . At the same instant a second stone is thrown straight up from the ground at . When and where do they meet?
Solution:
Height of the dropped stone then: . Height of the thrown stone: . They meet above the ground. The thrown stone is already coming down, its flight would have lasted .
Example 7: Thrown upwards from a roof (uses result 2, and finds its limit)
A ball is thrown straight up at from a roof above the ground. Find the total time of flight and the speed at which it lands.
Solution: does not answer this. That result returns the ball to the height it was thrown from. Here the ball does not stop there, it lands below the launch point, so and the quadratic has to be solved.
- Initial velocity,
- Displacement,
Using :
Discard : the throw happens at , so no time before it belongs to this flight. So , and the landing velocity from is , that is downwards.
What result 2 was still worth. is exactly when the ball is back level with the roof, moving at downwards. From there it is an ordinary fall with a running start. This takes another , the same , split into the part the standard result handles and the part it does not.
A ball is thrown straight up at from a rooftop and lands on the ground below. Compare its speed as it passes the rooftop on the way down with .
Check it at the edges. Two checks that catch most free-fall sign errors before they cost you anything. First, put into the time-of-flight result : it gives , which is right, a ball you do not throw does not fly. Second, ask whether your answer for the maximum height grows when you throw harder. If a change of sign somewhere has made shrink with increasing , the mistake is in the signs, not in the arithmetic.