UY1: Basics & Kinematics
Key idea: A UY1 primer on modelling motion, kinematics in 1D/2D, projectile motion, and circular motion, with worked examples and practice.
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The core idea
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Learning objectives
- Formulate motion and force models with explicit coordinates, assumptions, and units.
This lesson is a UY1 primer for mechanics: how we model motion, choose conventions, and use kinematics cleanly in 1D and 2D (including projectiles and circular motion).
This lesson mostly uses idealized models. State your model before you calculate:
- Particle model: treat objects as point masses unless size/rotation matters.
- Frame: assume an inertial frame unless you explicitly choose a non-inertial one.
- Near-Earth gravity: take g ≈ 9.80 m s⁻² as constant in magnitude (over small height changes).
- Neglect drag unless stated: projectile and circular-motion results here assume no air resistance.
- “Constant acceleration” is a model: apply those equations only on intervals where a is (approximately) constant.
- Choose frame → axes → sign convention (write them down).
- Write kinematics in vector form, then resolve into components.
- Apply initial conditions/constraints; solve; pick the physically valid root.
- Sanity checks: units, limiting cases, sign, order of magnitude.
At a glance
- You will learn: how to define v and a from x(t); when constant-acceleration equations apply (and when they don’t); how to separate 2D motion into components; how to do relative-velocity addition; how to decompose curved motion into tangential/radial parts
- Key result: for constant acceleration, x(t) = x₀ + v₀t + (1/2)at².
- Common trap: writing equations before fixing axes/signs (especially the sign of g), or treating projectile motion as one coupled equation instead of two independent 1D motions linked by the same time t
- O Level: Measurement, Speed, velocity & acceleration
- A Level: Measurement, Kinematics, Circular motion
- Vectors + components: Mathematics for Undergraduate Physics
- Differentiation (rates of change): Differentiation Techniques
- Integration (accumulated totals): Integration Techniques
Setup (models and conventions)
We usually model a moving object as a particle (point mass) unless its size/rotation matters. Kinematics describes motion without asking why it moves (forces come next).
Before you write component equations, choose:
- coordinates (e.g. x horizontal, y vertical),
- a sign convention (e.g. + y upward),
- what g means in your convention (if + y upward, then a_y = -g).
We use:
- In 1D, position is x(t), with v(t) = dx/dt, a(t) = dv/dt = d²x/dt².
- In 2D/3D, position is vector r(t), with vector v(t) = (d vector r)/dt, vector a(t) = (d vector v)/dt = (d² vector r)/dt².
Optional: units and uncertainty reminders
Physics is quantitative: every measurement is a number with a unit. Convert early and keep units consistent so dimensional checks work.
Seven SI base quantities
| Quantity | SI unit (symbol) |
|---|---|
| Length | metre (m) |
| Mass | kilogram (kg) |
| Time | second (s) |
| Electric current | ampere (A) |
| Temperature | kelvin (K) |
| Amount of substance | mole (mol) |
| Luminous intensity | candela (cd) |
Prefixes (common in mechanics): 10⁻³ milli (m), 10⁻² centi (c), 10³ kilo (k), 10⁶ Mega (M).
Uncertainty basics
- Systematic errors: repeatable bias (calibration/method); repeating and averaging does not remove it.
- Random errors: scatter; repeating and averaging reduces it.
Kinematics in 1D
- In 1D, v and a are signed components along your chosen axis; the speed is |v|.
- Displacement Δ x can be negative; distance travelled is always ≥ 0.
- In 2D/3D, keep track of vectors (vector r, vector v, vector a) versus magnitudes (r, v, a).
Definitions (from calculus)
If x(t) is the position along an axis:
Displacement from (tᵢ,xᵢ) to (t_f,x_f): Δ x = x_f - xᵢ = x(t_f)-x(tᵢ).
Average velocity over Δ t = t_f-tᵢ: v_avg = (Δ x)/(Δ t) = (x(t_f)-x(tᵢ))/(t_f-tᵢ).
Instantaneous velocity (slope of the x–t graph): v(t) = lim _(Δ t → 0)(x(t + Δ t)-x(t))/(Δ t) = dx/dt.
Average acceleration: a_avg = (Δ v)/(Δ t) = (v(t_f)-v(tᵢ))/(t_f-tᵢ).
Instantaneous acceleration (slope of the v–t graph): a(t) = lim _(Δ t → 0)(v(t + Δ t)-v(t))/(Δ t) = dv/dt = d²x/dt².
Checks: [v] = m s⁻¹, [a] = m s⁻².
v_avg is over an interval; v(t) is at an instant. Mixing the two usually means you have not stated your time interval clearly.
Constant-acceleration model (1D)
If acceleration is constant on the time interval of interest, integrate twice and use initial conditions (x₀,v₀) at t = 0:
These are valid only when acceleration is constant and motion is along one axis.
Derivation (optional, but recommended)
Assume a is constant on the interval.
From a = dv/dt integrate to get v(t) = v₀ + at.
Then from v = dx/dt integrate to get x(t) = x₀ + v₀t + (1/2)at².
To eliminate t (use the chain rule): a = dv/dt = (dv/dx)dx/dt = vdv/dx. Integrate from (x₀,v₀) to (x,v): ∫_v₀^v v dv = ∫_x₀^x a dx ⇒ (1/2)(v²-v₀²) = a(x-x₀), so v² = v₀² + 2a(x-x₀).
How to use the model (and not misuse it)
- If a is piecewise constant, apply these equations piece-by-piece and reset (x₀,v₀) at the boundary.
- If a depends on t, x, or v (e.g. drag), you generally need calculus rather than the constant-a formulas.
Checks: if a = 0, then v = v₀ and x = x₀ + v₀t (constant-velocity motion).
Free fall sign convention (1D)
Near Earth’s surface, neglecting air resistance, the acceleration is approximately constant with magnitude g ≈ 9.80 m s⁻².
If you choose + y upward, then a_y = -g.
Kinematics in 2D/3D
Vectors and components
In 2D/3D, use a position vector vector r(t) and work component-by-component once you have chosen axes.
Displacement: Δ vector r = vector r(t₂)- vector r(t₁).
Average velocity: vector v_avg = (Δ vector r)/(Δ t) = (vector r(t₂)- vector r(t₁))/(t₂-t₁).
Instantaneous velocity: vector v(t) = lim _(Δ t → 0)(vector r(t + Δ t)- vector r(t))/(Δ t) = (d vector r)/dt.
The direction of vector v is tangent to the trajectory.
Average acceleration: vector a_avg = (Δ vector v)/(Δ t) = (vector v(t₂)- vector v(t₁))/(t₂-t₁).
Instantaneous acceleration: vector a(t) = lim _(Δ t → 0)(vector v(t + Δ t)- vector v(t))/(Δ t) = (d vector v)/dt.
Constant-acceleration model (2D/3D)
If vector a is constant, you can integrate vector equations directly: vector v(t) = vector v₀ + vector at. Then integrate again: vector r(t) = vector r₀ + vector v₀t + (1/2) vector at².
In components, each axis obeys the 1D constant-acceleration equations. For 2D with vector a = (aₓ,a_y):
Key idea (when components decouple): if aₓ depends only on x/t and a_y depends only on y/t (e.g. aₓ = 0, a_y = -g), then you can solve x and y as two separate 1D problems linked only by the same time t. With drag or constraints, components can couple through vector v and/or vector r.
Relative motion (Galilean addition)
Relative motion is mostly bookkeeping with vectors. If an object has velocity vector v_(A/B) “of A relative to B”, then: vector v_(A/C) = vector v_(A/B) + vector v_(B/C).
For two inertial frames S and S' in standard relative motion (constant frame velocity vector u): vector r = vector r ' + vector ut, vector v = vector v ' + vector u, vector a = vector a ' (accelerations are the same in all inertial frames in Newtonian mechanics).
Projectile motion (standard model)
Assumptions (typical first pass):
- aₓ = 0 (neglect air resistance)
- a_y = -g (uniform gravitational field)
If vector v₀ makes an angle α₀ above the horizontal and you choose x₀ = y₀ = 0 at t = 0:
Eliminating t gives the trajectory: y = (tan α₀) x-(g/(2 v₀² cos² α₀)) x²
Maximum height (at v_y = 0): h = (v₀² sin² α₀)/2g
Range on level ground (y = 0 again): R = (v₀² sin(2 α₀))/g
Time of flight (same launch/landing height): T = (2v₀ sin α₀)/g.
General landing height y_f (use the component method, then solve a quadratic): y_f = y₀ + v_(0,y)t-(1/2)gt² ⇒ (1/2)gt²-v_(0,y)t-(y₀-y_f) = 0. Pick the physical (positive-time) root, then get the horizontal displacement from x_f-x₀ = v_(0,x)t.
Checks: h and R have units of metres; R → 0 as α₀ → 0.
Keep your sign convention consistent. If you choose + y upward, then the vertical acceleration is a_y = -g even when the projectile is moving upward.
Curvilinear motion (tangent–normal form) (optional but powerful)
For motion along any smooth curve, define:
- t hat: unit tangent (instantaneous direction of motion),
- n hat: unit normal (toward the center of curvature),
- v = ‖ vector v‖: speed,
- ρ: radius of curvature.
Then the kinematics decomposes into: vector v = v t hat vector a = dv/dt t hat + v²/ρ n hat .
For a circle, ρ = R and n hat points radially inward, giving the familiar aᵣ = v²/R.
Circular motion (uniform and non-uniform)
Circular motion is easiest when you separate radial (toward the center) and tangential (along the motion) directions.
Define unit vectors:
- r hat: radial inward (centripetal) direction,
- t hat: tangential direction (along the motion).
Then: vector a = aᵣr hat + aₜt hat, aᵣ = v²/R, aₜ = dv/dt.
Using angular variables: ω = dθ/dt, α = dω/dt. v = ω R, aᵣ = ω²R, aₜ = α R.
Uniform circular motion
Period: T = (2 π R)/v
Radial (centripetal) acceleration magnitude: aᵣ = v²/R = (4 π² R)/T²
Checks: if you double v at fixed R, then aᵣ increases by a factor of 4.
Non-uniform circular motion
If the speed changes, there is also tangential acceleration: aₜ = (d ‖ vector v ‖)/dt = dv/dt
The total acceleration decomposes into radial and tangential parts: vector a = aᵣr hat + aₜt hat aᵣ = v²/R
Worked examples
Example: 1D constant-acceleration stop
Problem
- Given: v₀ = 25 m s⁻¹, v = 0, Δ x = 80 m, constant a
- Find: a and the stopping time t
Approach
- Use the constant-acceleration model (1D) because the problem states constant a.
- Use v² = v₀² + 2aΔ x to find a, then use v = v₀ + at to find t.
Working Use v² = v₀² + 2aΔ x: 0 = 25² + 2a(80) ⇒ a = -25²/160 = -3.91 m s⁻².
Then use v = v₀ + at: 0 = 25 + (-3.91)t ⇒ t = 6.40 s.
Answer + checks
- a = -3.91 m s⁻², t = 6.40 s
- Units: a is in m s⁻²; sign: negative means acceleration opposite to the motion (slowing down)
Example: projectile range and peak height
Problem
- Given: v₀ = 20 m s⁻¹, α₀ = 30°, g = 9.80 m s⁻², launch and landing at the same height
- Find: peak height h and range R
Approach
- Use the component method: x-motion has aₓ = 0, y-motion has a_y = -g.
- Use standard results for same-height launch/landing: h = (v₀² sin² α₀)/2g, R = (v₀² sin(2α₀))/g.
Working Peak height: h = (v₀² sin² α₀)/2g = (400 (0.5)²)/19.6 = 5.10 m.
Range: R = (v₀² sin(2α₀))/g = (400 sin 60°)/9.80 = 35.3 m.
Answer + checks
- h = 5.10 m, R = 35.3 m
- Units: metres; limit: R → 0 as α₀ → 0
Practice set (with hints + answers)
- A particle moves along x with x(t) = 2t²-3t + 5 (SI units). Find v(t) and a(t). Find the time when the particle is instantaneously at rest. Find the displacement and distance travelled from t = 0 to t = 3 s.
- A particle has time-dependent acceleration a(t) = 4-6t (SI units). Given x(0) = 0 and v(0) = 2 m s⁻¹, find v(t) and x(t). When does it first momentarily stop?
- Show that in 1D a = vdv/dx. A particle has a(x) = -kx with k = 2.0 s⁻². If x(0) = 0 and v(0) = 3.0 m s⁻¹, find v(x) and the turning point xₘₐₓ.
- A particle moves in the plane with vector r(t) = (3t²)i hat + (2t³-t)j hat (m). Find vector v(t) and vector a(t). Evaluate the speed and direction of motion at t = 1 s.
- A projectile is launched from a cliff of height y₀ = 20 m with speed v₀ = 18 m s⁻¹ at α₀ = 35° above the horizontal. Take g = 9.80 m s⁻² and neglect air resistance. Find the flight time to the ground and the horizontal range from the launch point.
- (Relative motion) A river is 200 m wide. A boat moves at 1.5 m s⁻¹ relative to the water; the current is 0.8 m s⁻¹ downstream. What heading (angle upstream from straight across) makes the boat land directly opposite? How long does the crossing take?
- A particle moves on a circle of radius R = 0.50 m with angular position θ(t) = 2t + 0.40t² (rad). Find ω(t), α(t), the speed v, and the radial/tangential accelerations at t = 3.0 s.
- A particle has velocity v(t) = 6-4t for 0 ≤ t ≤ 3 s and x(0) = 0. Find x(t). Find the displacement and the distance travelled over the interval.
Hints
- Differentiate: v = dx/dt, a = dv/dt. For distance travelled, split the time interval where v(t) = 0.
- Integrate: v(t) = v(0) + ∫₀^t a(t') dt', then x(t) = x(0) + ∫₀^t v(t') dt'.
- Use the chain rule dv/dt = (dv/dx)dx/dt. The turning point occurs when v = 0.
- Differentiate vector components; direction angle satisfies tan φ = v_y/vₓ at that instant.
- Solve y(t) = 0 using y(t) = y₀ + v_(0,y)t-(1/2)gt², keep the positive-time root, then use x = v_(0,x)t.
- Use vector v_(boat/ground) = vector v_(boat/water) + vector v_(water/ground). “Directly opposite” means zero downstream component.
- Use ω = dθ/dt, α = dω/dt, v = ω R, aᵣ = ω²R, aₜ = α R.
- Integrate v(t) to get x(t). Distance travelled is ∫₀³ |v(t)| dt so split at v(t) = 0.
Answers
- v(t) = 4t-3, a(t) = 4. Instantaneous rest at t = 3/4 s. Displacement: Δ x = x(3)-x(0) = 14-5 = 9 m. Distance travelled: 11.25 m.
- v(t) = 2 + 4t-3t², x(t) = 2t + 2t²-t³. First stop at t = (2 + square root of 10)/3 ≈ 1.72 s.
- a = vdv/dx. With a(x) = -kx and x(0) = 0, v(0) = v₀: v² = v₀²-kx² ⇒ v(x) = ± square root of (9-2x²) m s⁻¹. Turning point: xₘₐₓ = v₀/(square root of k) = 3/(square root of 2) = 2.12 m.
- vector v(t) = (6t)i hat + (6t²-1)j hat, vector a(t) = 6i hat + (12t)j hat . At t = 1 s: speed = square root of 61 = 7.81 m s⁻¹, direction φ = tan⁻¹ (5/6) = 39.8° above + x.
- Flight time t = 3.33 s, range R = 49.1 m. (to 3 s.f.)
- Heading angle θ = sin⁻¹ (0.8/1.5) = 32.2° upstream from straight across; time t = 200/(1.5 cos θ) = 158 s (3 s.f.).
- ω(t) = 2 + 0.80t, α = 0.80 rad s⁻². At t = 3.0 s: ω = 4.4 rad s⁻¹, v = 2.20 m s⁻¹, aᵣ = 9.68 m s⁻², aₜ = 0.40 m s⁻². Magnitude | vector a| ≈ 9.69 m s⁻².
- x(t) = ∫₀^t(6-4t') dt' = 6t-2t². Displacement on [0,3]: x(3)-x(0) = 0. Distance travelled: 9.0 m.
Quiz (MCQ)
Quiz — Basics & Kinematics (UY1)Summary + next steps
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Choose axes and a sign convention before writing equations (especially for g).
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In 1D: v = dx/dt, a = d²x/dt². Check units early.
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Constant-acceleration equations apply only when a is (approximately) constant on the interval.
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In 2D, solve x and y motions separately; connect them with the same time t.
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Relative velocity is vector addition: vector v_(A/C) = vector v_(A/B) + vector v_(B/C).
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For projectiles (no drag): aₓ = 0, a_y = -g; standard formulas follow from the component method.
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For curved motion: tangent–normal decomposition cleanly separates “change of speed” and “change of direction”.
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For circular motion: use radial/tangential decomposition; aᵣ = v²/R.
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Course and syllabus information
- Course
- University Physics Year 1
- Edition
- University Physics Year 1