Physics Unit 1: Kinematics Cheat Sheet
Quick-reference study sheet
5 Steps to Solving a Physics Problem
- 1Draw a picture interpreting the word problem
- 2List your knowns and your unknowns
- 3Select the appropriate equation for the problem
- 4Solve the equation symbolically first
- 5Check your answer — does it make sense?
1.1 Scalars and Vectors in One Dimension
| Scalar | Vector |
|---|---|
Magnitude only e.g. distance, speed, time, mass | Magnitude AND direction e.g. displacement, velocity, acceleration, force |
Sign Convention as Direction (1-D)
Pick a positive direction (usually right or up). Anything in that direction is positive; the opposite direction is negative. The sign of a vector quantity is its direction.
Example: Vector Addition/Subtraction in 1-D
A car moves +12 m, then moves −5 m (backs up). Find total displacement.
- Add the signed values: 12 + (−5)
- Answer: +7 m (7 m in the positive direction)
1.2 Displacement, Velocity, Speed and Acceleration
| Distance | Displacement |
|---|---|
Scalar; total path length traveled. Always positive. | Vector; straight-line change in position, Δx = xf − xi. Can be positive, negative, or zero. |
Average Speed
speed = total distancetotal time
Scalar — uses total distance traveled, not displacement, so it is always ≥ the magnitude of average velocity.
Average Velocity
vavg = ΔxΔt
Displacement over the total time interval
Instantaneous Velocity
v = slope of x-t graph at a point
Velocity at one specific moment in time
Average Acceleration
aavg = ΔvΔt
Change in velocity over the total time interval
Instantaneous Acceleration
a = slope of v-t graph at a point
Acceleration at one specific moment in time
Sign of Acceleration Relative to Velocity
Common Units & Examples
| Quantity | SI Unit | Other Common Units | Typical Example |
|---|---|---|---|
| Distance / Displacement | meter (m) | km, cm, ft, mi | Length of a football field ≈ 91 m |
| Time | second (s) | min, hr | A typical class period ≈ 50 min |
| Velocity / Speed | m/s | km/h, mph | Highway speed limit 65 mph ≈ 29 m/s |
| Acceleration | m/s2 | km/h/s, g's | Free fall ≈ 9.8 m/s2 (1 g) |
1.3 Representing Motion
| Graph | Slope Gives | Area Under Curve Gives |
|---|---|---|
| Position–time (x-t) | Velocity | — |
| Velocity–time (v-t) | Acceleration | Displacement |
| Acceleration–time (a-t) | — | Change in velocity |
A quantity described in words, shown on a graph, and written as an equation are three views of the same motion — practice translating freely among them (e.g. "constant positive velocity" → straight diagonal line on x-t graph → x = x0 + vt).
| Graph | Slope | Velocity | Acceleration | Motion |
|---|---|---|---|---|
| Slope constant, zero | Zero velocity | Zero | Stopped | |
| Slope constant, positive | Positive velocity, constant | Zero | Constant forward velocity | |
| Slope positive, increasing | Positive velocity, increasing | Positive | Increasing forward velocity | |
| Slope positive, decreasing | Positive velocity, decreasing | Negative | Decreasing forward velocity |
| Graph | Slope | Velocity | Acceleration | Motion |
|---|---|---|---|---|
| Slope is zero | Constant | Acceleration is zero | At rest, or moving at constant velocity | |
| Slope is positive | Increasing from negative to positive | Acceleration is constant, positive | Moving in the negative direction and slowing down, then speeding up in the positive direction | |
| Slope is negative | Decreasing from positive to negative | Acceleration is constant, negative | Moving in the positive direction and slowing down, then speeding up in the negative direction (e.g. a ball tossed straight up) | |
| Slope positive, decreasing | Increasing, leveling off toward a maximum | Positive, decreasing toward zero | Speeding up quickly at first, then leveling off near a maximum speed (e.g. a skydiver approaching terminal velocity) | |
| Slope negative, approaching zero | Decreasing, leveling off toward zero | Negative, decreasing in magnitude toward zero | Slowing down quickly at first, then leveling off as it approaches rest (e.g. friction bringing an object to a stop) |
| Motion | Position–Time Graph | Velocity–Time Graph | Acceleration–Time Graph |
|---|---|---|---|
| Stationary Object | |||
| Uniform Motion | |||
| Motion with Constant Acceleration |
| Written Description | Motion Diagram | Position vs. Time | Velocity vs. Time | Acceleration vs. Time |
|---|---|---|---|---|
| Positive direction, speeding up | T=0▶ | |||
| Negative direction, speeding up | T=0◀ | |||
| Positive direction, slowing down | T=0▶ | |||
| Negative direction, slowing down | T=0◀ | |||
| Turning around | T=0⇄ |
Kinematic Equations (constant acceleration)
a = ΔvΔt or vf − v0Δt
Δx = v0t + 12at2
vf2 = v02 + 2aΔx
vf = v0 + at
Δx = vf + v02Δt
Variables
- a = acceleration
- Δv = change in velocity
- vf = velocity final
- v0 = velocity initial
- Δt = change in time
- Δx = displacement
Example: A car starts at rest and accelerates at 3.0 m/s2 for 4.0 s. Find its displacement.
- Given: v0 = 0, a = 3.0 m/s2, t = 4.0 s
- Use Δx = v0t + 12at2 = 0 + 12(3.0)(4.0)2
- Answer: Δx = 24 m
Free Fall
Motion under gravity alone (no air resistance). Use the kinematic equations with a = g = 9.8 m/s2 (or -9.8 m/s2 if up is positive). All objects fall with the same acceleration regardless of mass.
1.4 Reference Frames and Relative Motion
Inertial Reference Frame
An inertial reference frame is a viewpoint or coordinate system where an object with no outside forces acting on it stays still or moves in a straight line at a steady speed. In this special framework, Newton's first law of motion is fully true, and you do not need fake or imaginary forces to explain how things move
Relative Velocity
vAC = vAB + vBC
Velocity of A relative to C = velocity of A relative to B + velocity of B relative to C (vector addition; works in 1-D and 2-D)
Example: A boat moves at 4 m/s east relative to the water. The river flows at 2 m/s east relative to the shore. Find the boat's velocity relative to the shore.
- vboat,shore = vboat,water + vwater,shore
- vboat,shore = 4 m/s + 2 m/s
- Answer: 6 m/s east
1.5 Vectors and Motion in Two Dimensions
Vector Components
θ measured from the positive x-axis. Magnitude: v = √vx2 + vy2. Perpendicular axes (x and y) are independent — motion in one direction does not affect motion in the other.
Projectile Motion — Horizontal Launch
Initial vertical velocity is zero; time to land is set entirely by the height dropped.
Projectile Motion — Launched at an Angle
Time of Flight
t = 2v0 sinθg
Max Height
H = v02 sin2θ2g
Range
R = v02 sin(2θ)g
Example: A ball is launched at 20 m/s at 30° above the horizontal. Find the time of flight.
- Use t = 2v0 sinθg
- t = 2(20)sin(30°)9.8 = 209.8
- Answer: t ≈ 2.0 s