A.1: kinematics Flashcards
displacement
def
= a vector quantity and can be positive, negative or zero
x = final position - initial position
position
def
= the placement of an object given in relation to a reference point
distance
= s = length of the path followed
scalar quantity, can be only positive or zero, disregarding the direction of motion
velocity
= rate of change of displacement, vector quantity (can be negative)
speed
= rate of change of distance traveled, scalar quantity, absolute value of velocity
acceleration
def, +a, -a?
- = rate of change of velocity, vector quantity
- +a ⇒ positive change in velocity, increasing velocity in the negative direction
- -a ⇒ negative change in velocity, decreasing velocity in the positive direction
x(t) graph
steepness, v=const, v=0, sloped, inst v, ascending, descending
- m = x/t = v ⇒ steeper line → larger v → the faster the body is moving
- straight line ⇒ v = const
- v = 0 ⇒ line is parallel to the x-axis (time)
- sloped line ⇒ acceleration
- instantaneous velocity ⇒ determined with a tangent
- ascending graph ⇒ forward motion
- descending graph ⇒ backwards motion
v(t)
steepness, a=cons, a=0, integral, average a, inst a
- m = vt = a ⇒ steeper line → larger a
- straight line ⇒ a = const
- a = 0 ⇒ line is parallel to the x-axis (time)
- integral of the graph (area under the line) = total displacement (above x-axis - +x, under - -x)
- average acceleration ⇒ uniform a to achieve the same Δv in the same amount of time (straight line from A to B)
- instantaneous acceleration ⇒ determined with a tangent
average velocity on a graph
def, v(t), x(t)
- average velocity = the velocity it would take to travel a certain displacement over a certain time, if the velocity was constant (v = xt)
- a = 0 on a v(t) graph
- v=const on a x(t) graph
velocity in projectile motion
inst, hor, vert
- instantaneous velocity has the tangent value of the trajectory
- velocity in the horizontal direction is constant
- velocity in the vertical direction travels in accordance with free fall
uniform motion
formulas
v = Δx/t = st
v = const
rate of change, gradient
m = Δy/Δx
average velocity
formula, requirement
v = s/t
iff v = (v+u)/2
uniform acceleration
formulas
a = Δv/Δt
v = u + at
x = (v^2 + u^2)/2a
x = ut + at^2/2
a = const
projectile motion
formulas
- v^2 = vx^2+vy^2
- uy = usinα
- ux = ucosα
- R = uXt
- α = 45° ⇒ Rmax = u2/g
- α < 45° ⇒ R = u^2sin2α/g